Weaponsmith Archive

Thread: Weaponsmith Bug and Repair Discussion: Crafting CL

Mor-Dan
Mon Jun 20, 2005 9:13 am
#1

Now, this is not really a bug, but it is a concern most of you have raised. Let's hear your ideas on how to fix it:


Should cfrating profession CL advance the same as a combatant? Why, or why not?


How you implement a system for increasing the crafter's CL?


What issues with balance do think this would create?




I'm going to go ahead and throw one comment in here:

I don't like the idea and here is why, have you ever heard saying "give them an inch and they'll take a mile"? That is what I see as the problem here. Say we were increased to move at 1/2 of the current system (a double crafting master would max at CL40). Is everyone going to be satisfied with ranged shot and melee hit as the only specials they can use? After all, anything matching your level is most likely going to kill you now anyway because we have no armour certification. Is everyone going to be ok without armour? Are you going to be fine with running from things that are close to your level? Natural competitive spirit says no, we will not. We will next demand an armour certification system, most likely recon or some new style for non-coms. Then we will want lesser specials added so we can "effectively defend ourselves". Do you see where this is going? The fact is that once you give into someone's demands they start demanding something else. This is life, plain and simple. You can talk about how you are different till you are blue in the face and won't change the fact that evetually you will go against it and begin demanding something else. This is biggest problem I see with changing anything. It will simply be the first step in turning all professions into some sort of combat hybrid... that is bad for the game.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
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Ferrek
Mon Jun 20, 2005 10:13 am
#2

Personally I think this would be the optimal solution:

Give crafters levels just like combatants. Single elite master is level 54, double elite master is level 80. That'll give them the option of using a decent weapon, but they'll have no specials nor any bonuses to speed or anything else that combat professions have, but it'll avoid the one-hit incaps they experience under the current system. Give them recon armour certifications without giving them any mitigations on the penalties (accuracy, movement, rate of fire, etc). This will give them the protection they need, which is the main concern anyway - crafters aren't complaining about not being viable in a fight, they're complaining about not being able to survive an encounter with even the lowliest of creatures.

Crafters weren't asking for combat specials under the old system - what makes you think they will with the new one? With the changes outlined above, they'll be better at combat with the new system than they were under the old one, but they still won't stand a chance when compared to a combatant of equal level, just as it should be, and just like it was before the CU.

(Note: I refer to "them" as this is mainly an issue for pure crafters, and not crafter/combatants like myself)

Message Edited by Ferrek on 06-20-2005 01:14 PM







Arkel Kiran - Elder Weaponsmith (retired from crafting)
Kiran Arms Inc. - Clearance sale at -1291, 451 Temenos, Naboo (Kettemoor galaxy): Excellent resources and Weaponsmithing items

"Hokey religions and ancient weapons are no match for a good blaster at your side."
ShugFlurry
Mon Jun 20, 2005 10:45 am
#3

I think a possible solution would be to have as combat characters CL 54 single mastery, 80 double mastery. Certifications for only recon armour. Mitigations only for movement penalty. No weapon speed nor accuracy mitigations. Gives us health bonus + some armour.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
StrandedonEarth
Mon Jun 20, 2005 11:16 am
#4

Give us a heavy, unmitigated set of armor with encumbrances so high that trying to fight in it is a joke. Better yet, don't even allow a weapon to be equipped while any of this "survey armor" is equipped. This should allow a CL1 crafter to be almost impervious against the noob level mobs, and absorb maybe 3 shots from a high end mob. But it needs to be useless for trying to fight in.



Bornov Erthumoi, 12pt (was FS) maker of Fine Melee and Ranged Weaponry
Gone on Hiatus, Clearance sale at:
Bornov's Implements of Destruction, -1130, -3050 NW of Coronet, Tempest

"Duct Tape is like The Force. It has a Light side and a Dark side and binds the Universe together"
Shaina
Mon Jun 20, 2005 11:17 am
#5






Mor-Dan wrote:
Now, this is not really a bug, but it is a concern most of you have raised. Let's hear your ideas on how to fix it:


Should cfrating profession CL advance the same as a combatant? Why, or why not?






No. or maybe yes.

as a total crafter I am not combat therefore I am not trained in combat and should not have any increase in combat level.


I'm using tools to make little weapon pieces and such, not lugging around a big rifle through the woods. So i dont see why I would get an increase in health as I'm not getting the workout that would make me stronger and more durable.


or maybe some increase because we are lugging around all these ores and crates of stuff, giving us quite a workout.


So maybe a health increase, but not a CL increase as i'm not learning to use weapons.




Sandstorm
Jaeven
EdOWar
Mon Jun 20, 2005 11:22 am
#6


I don't think crafters need to be CL 54 or 80. If we go that far, then combatants will want to have crafting skills (or worse, NPC vendors to replace us). All we need is about CL 15or so (say CL 5 at Master Artisan/Entertainer, and CL 10 or 15 with a master elite non-combatant profession), so that we aren't one-hit incapped by rabid bunnies or butterflies on starter planets. No health bonuses, no combat bonuses, no weapon or armor certs.


If you live on a more dangerous planet (Lok or Dant), then you should expect to have more trouble with the local wild life (so move your factories inside the city limits--it's what I did; Edit: I'm assumingby this point in the game thatmost crafters arecitizens of a player city). And if you're planning any trips to Dathomir or Endor, you should expect to have to either group with some CL80s, or bring some friends, or both.


This would be an adequate compromise, in my view.


Slim Vargo, Corbantis


Message Edited by EdOWar on 06-20-2005 12:00 PM

ShugFlurry
Mon Jun 20, 2005 11:38 am
#7

If Mohahmed won't go to the mountain, the mountain will have to go to him.

If Shug's facs won't go to the city, place a damn city next to them /cackle



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
meishac
Mon Jun 20, 2005 11:57 am
#8

Maybe the best solution would be to get rid of this stupid lvl system. That way you wouldnt be getting one hit incap so easily since the huge amount of modifiers would be gone. There could still be an increase in health points the same way we have now, just minus all the outrageous to hit modifiers.

Ive been hoping that this whole lvl system was just a quick fix the devs made to push out the cu. I keep hoping they will eventualy tone down and phase out the lvl system, but alas who knows.



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0000011100110111010101100011011010110010000001010010 Meishac Abendigo
0110010101100010011001010110110001110011001000000111Elder Jedi
0011011101010110001101101011001000000101001001100101 Rebel Loyalist
0110001001100101011011000111001100100000011100110111
0101011000110110101100100000010100100110010101100010
0110010101101100011100110010000001110011011101010110 Shribacca
0011011010110010000001010010011001010110001001100101Lover of Salads

0110110001110011001000000111001101110101011000110110
(gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)


Thraxor
Mon Jun 20, 2005 3:32 pm
#9


How about a crafter only type of PSG? We get a crafter level stystem that adjusts the protection/defs of the PSG based on lvl with a similiar Crafter level 80 for double master. While the PSG is on you can't equip any type of weapon or armor and have either fullv 60%movement speed limitations like the current armor system or even increase it a bit.


This way as a pure crafter you get protections at a severe cost, and no exploiting see No Weaps/Armor with PSG equipped, and we can sill take care of our normal business. The severe movement limitations will keep ppl from trying to xploit with it so you're stuck with Bike/PSG or the hardway, no running around drawing fire for buddies in DWB, Vette, ect ect. Also put in a shield level/recharge systemlike the ones on ships for JTL,avoids any problems with being able totaking fire for an extended time.


All everyone wants is to be able to check on harvs or survey without getting 1 shot incapped by a Spice Fiends and other related lameness the Combat Level system brought into play. Give me some decent protection on my crafter and I'll happily take severe movement rate limitations to avoid being incapped by Durni and other savage creatures accross the land.




Message Edited by Thraxor on 06-20-2005 03:35 PM



Blacksoul Industries
Located just 700m outside Bestine at -1721, -4302

JohnAdams
Mon Jun 20, 2005 4:13 pm
#10

Nay, Nay. A thousand times nay. This game is about choices. If you are CL 1 and get incapped by Durnis, you have made that choice and that is your consequence. I am a Master Artisan/MWS with several boxes in Merchant and 0030 pistoleer. Puts me at CL21 and I don't worry about a lot on starter planets. I can't be a triple crafting master and that is a consequence of the choice I made. There are times when factories and harvesters are "camped", but I have not been killed yet, although there was one occasion where I didn't do some factory runs because there was no way I could get past the MOBs there. But that is all as intended. Things shouldn't be really easy all of the time.


On the other hand, if you give us a CL 54 or 80 for crafting mastery, why not give Master Rifleman the ability to craft rifles? Maybe they wouldn't be as good as us, but they would be able to make a "passable" rifle. I have already seen suggestions like this in other forums where combat characters want to be able to craft personal weapons. I am dead set against that. Why give them something like this to use against us?


Even more disturbing is the general trend I see here. This is more properly a core systems issue. I have seen other things like a relist button (Merchant issue) or crafting xp at the village (Force Sensitive issue) being brought up as Weaponsmith issues. There are enough things wrong with WS that we don't need to be worrying about outside issue. You can't go left by turning right. ANd you won't fix WS issues by concentrating on Non WS issues.



CrazyBob - grumpy old weaponsmith
Check your global south of Dearic on Bria
XobNoics
Mon Jun 20, 2005 4:22 pm
#11

Certified, unmitigated, heavy encumberance armor should keep us alive long enough to leave the area. We only need enough time to makequickgetaways for spawns that don't appear right away. We aren't fighters so we shouldn't have any special attacks if they do decide to give us CL. CL 30 sounds about fair. It's not too low and not too high. The weapon selection is adequate to kill really low level agro in case they do decide to come at us.



_________________________________________________
Xob Noics - Master Rifleman, Bounty Hunter
Kyowarr - Dark Jedi Knight
Inzi Noics - Master Weaponsmith, Artisan, Merchant
(+25 Experimentation, +35 Assembly, Force Crafting Mastery)

Bubble Box's Mini Mall near Theed -6725 4085
Thraxor
Mon Jun 20, 2005 4:52 pm
#12






JohnAdams wrote:


Nay, Nay. A thousand times nay. This game is about choices. If you are CL 1 and get incapped by Durnis, you have made that choice and that is your consequence. I am a Master Artisan/MWS with several boxes in Merchant and 0030 pistoleer. Puts me at CL21 and I don't worry about a lot on starter planets. I can't be a triple crafting master and that is a consequence of the choice I made. There are times when factories and harvesters are "camped", but I have not been killed yet, although there was one occasion where I didn't do some factory runs because there was no way I could get past the MOBs there. But that is all as intended. Things shouldn't be really easy all of the time.


On the other hand, if you give us a CL 54 or 80 for crafting mastery, why not give Master Rifleman the ability to craft rifles? Maybe they wouldn't be as good as us, but they would be able to make a "passable" rifle. I have already seen suggestions like this in other forums where combat characters want to be able to craft personal weapons. I am dead set against that. Why give them something like this to use against us?


Even more disturbing is the general trend I see here. This is more properly a core systems issue. I have seen other things like a relist button (Merchant issue) or crafting xp at the village (Force Sensitive issue) being brought up as Weaponsmith issues. There are enough things wrong with WS that we don't need to be worrying about outside issue. You can't go left by turning right. ANd you won't fix WS issues by concentrating on Non WS issues.






This wasn't anyones choice, it was forced on us by the CU. Everyones had their crafters for a long time and then the rules of the game were changed all of a sudden. Andmost are notclamoring for combat skills and combat levels, all we want is some simple protections trying to do the same jobs we were able to do before the CU. And no, not everyone has the luxury of taking combat skills because of pi$$ poor game design/mechanics and changes implented 2 years after the game has been out.




Blacksoul Industries
Located just 700m outside Bestine at -1721, -4302

Jebredan_Xoel
Mon Jun 20, 2005 7:03 pm
#13

All master profs should count toward CL, but mastery in crafting profs should not confer weapon or armor bonuses. A double-master should be CL 80. Period.

Message Edited by Jebredan_Xoel on 06-20-2005 11:06 PM



Jebredan Xoel | Starsider | FS Crafting Master
FMS Super Store located just south of Coronet City at /waypoint -130 -5804

"Never settle for second best"


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