Weaponsmith Archive

Thread: ** ATTENTION ** Time to Work on the Compilation of the Top 5 Weaponsmithing Issues....

DarkCipher
Tue Sep 16, 2003 11:24 am
#1

Everyone,


I spoke with Xahn today briefly about the way forward for getting our issues addressed, and I need to work on prioritizing thetop issues so we can get them addressed... This will be an ongoing activity every few weeks to make sure the developers are making progress...


Of course, it is important to be patient and realize the amount of workload they have to perform, and that they do have our best interests at heart.. it just takes time.... (**edit** im starting to sound like a dev...must be a virus)...


Anyway to move forward...EVERYONE post your top 5 priorities....please do this ONE time only, and keep this thread active for the remainder of thisweek... Around Monday I will check all the lists, and compile the most frequently requested ones first...and BEFORE I send this off, I will run it by everyone one last time... Again NOTE, everyone wont be 100% happy with the list, it is only 5 items...but in my opinion, most of our issues can be categorized into 5 major issues...alot of stuff is just cosmetic, or minor bug fixes, that hopefully will come in next publish...


Last thing to note, is that there is a hurricane coming on the east coast, so I may be out of commision for awhile in terms of posting on the boards...but we will see how things play out...



Let the posting begin..





Leviathan
Master WeaponSmith
Radiant Server
Weaponsmith Correspondent
Mirkurius
Tue Sep 16, 2003 11:36 am
#2

Oh its so hard to choose, they are all so worthy of fixing


If issues include bugs as well as additions, here are my top 5, listed in order from "juicest lowest hangers" to "sorely needed but more involved stuff." In other words, soon and later.


- Show SLICED flag on weapon


- Improve HAM experimentability


- Split effectiveness into Speed and Damage. This way, there is something other than Effectiveness worth spending our exp points on, and some more ways to differentiate and/or customize your stuff.


- More options for uniqueness (alloys of metal combos is one of the best ideas I have heard, i.e. ability to make a Dooniumic Plumbum Alloy that was usefeul in plumbum recipes but had average of the 2 sources for stats... a new smelter could be available and crafted by architects, its efficiency would control how good the smelt was if they wanted to go that far, all sorts of cool uniqueness could be added by this one thing)


- You shouldn't be able to earn general XP for 3/4 of the WS tree by grinding the same item. Or, weapon xp given by an item is reducedby halfif its schematic is more than 1 level below the box you are working on. This would mean the most efficient way to get from FA3 to F4 would be to make things in FA3. Most of you are masters already so maybe you don't care. In EQ (and make no mistake crafting in SWG is the best of any game thus far) it was interesting because you HAD to make different stuff, as recipes went trivial at a certain point. I shouldn't be able to get XP in the fine art of Anti-Vehicular Mines by grinding rifle barrels...





------
Mirkurius Whitestar
Master Weaponsmith, Ex-M Artisan, Ex-M Merchant
Ex-M Marksman, Ex-M Entertainer (holo1), Ex-M Pikeman (holo2)
Ex-M Arch (holo 3), Ex-M Brawler (holo 4) - Silent - TKA 0444
Orthaanc
Tue Sep 16, 2003 11:36 am
#3

Fixing Experimentation on Projectile barrels and feeders so thatwhen we use Good resources we get good results.


Tweak some weapons to address the disparity between Master Weaponsmith and Novice Weaponsmith (ie the D18 is crappier than a CDEF when made by a Novice)


Wow, those are my only two that are actually weaponsmith specific problems



Orthaanc Isengard / Gunsmith / Ahazi




Orthaanc Isengard / Master Weaponsmith / Ahazi
UniSmurf
Tue Sep 16, 2003 11:43 am
#4

Well here's what i'd like to see get fixed specific to weapon smiths


1- Experiment bugs with projectile components and Chem components are still an issue.


2- stacking bonus for advanced components


3- Change schematics to be more acurate on base stat requirements.. for example an FWG 5 is a projectile weapon and the barrel + feed mech require shock resistence but the completed gun requires conductivity and OQ?? shouldn't it be SR & OQ for that?


4- I would like to see weapon and componentschematicsrequire fewer named ores. It's hard to build good quality, or at all, when you don't have the named ores or the ability to properly mix ores to mitigate a named ore's bad quality.


5- Would like the ability to purchaseor quest for new weapon schematics or the ability to create a new weapon schematic myself. I think it would be pretty cool to havemy own custome line of weapons that no oneelse has the schematic for. It could be resource based etc tohelp control this but it's just athought.


other then that I'm pretty happy with the WS profession. I'm still waiting for all theT21 materials to drop however. those would sell like mad if the resouces show up ever.


Arrya
Tue Sep 16, 2003 11:55 am
#5

1. Experimentation problems with several components


2.Power handles really need to be evaluated in the crafting process. Multiple handled weapons are at a huge disadvantage for using enhancements. And high damage guns benefit very little with better PHs (using advanced PHs actuall make some weapons like the LLC worse) - while at the same time typically costing much more because they typically have multiple handles.


3. Cert for Republic blaster broke


4. Slicing should be more easily identifiable on weapons (like powerups are)


5. Armor piercing not working correclty all the time (has to do with damage type vulnerabilities reducing armor piercing to zero in some cases).





_______________________________________________________
Arsenal
The little green Napoleon
_______________________________________________________
WillyWatanabi
Tue Sep 16, 2003 1:02 pm
#6

1) Fix experimentation/crafting so that tool effectiveness and higher quality crafting stations play a role.


2) Make it so experimenting in Effectiveness is a little bit more... effective


3) Fix the schematics that have bugs (i.e. advanced parts, where experimenting doesnt seem to do much)


4) Fixing so thata weapon will tell if it has been sliced (In the properties windows, a simple "This weapon appears to be tampered with" will do.) As well, make sliced weapons un-repairable.


5) Fix the Republic Blaster Cert, the DLT20 and DLT20a problem, and any other outstanding weapon schematic problems.




--Willy Watanabi
Sergeant in the Praetorian Dark Forces
Master WS, 4-2-4-4 Merchant, 2-4-4-3 Brawler
LLJK_Griz
Tue Sep 16, 2003 1:02 pm
#7

1 - projectile feed/barrel and chemical dispersion bugs


2 - HAM and range experimentation still worthless


3 - stocks still worthless because of speed penalty and the lack of wood with high enough SR to make HAM experimentable down to a reasonable range


4 - schematics that suck. Power5/striker/DL44/SR pistols, etc. No one ever makes them because they're crap, so what's the point of even having them in the game? How many energy damage pistols do we need anyway? Switch some of them to a different damage type and fix the stats.


5 - reliance on materials with crap stats. E11 rifle/carbine will always be far below their potential because plumbum iron sucks.



a) armor piercing not working is a general combat bug, not weaponsmith-specific


b) MULTIPLE SUBCOMPONENTS AREN'T SUPPOSED TO STACK. Do the math, it's bloody obvious. If they stacked, a DX2 and its 4 power handlers would have 0.7 speed, and a T21 with 10 handlers would have 3.x speed. This is clearly not intended as it would make all single-handler weapons completely obsolete and make the T21 more overpowered than the new heavy weapons.




POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
RebelKnight
Tue Sep 16, 2003 1:08 pm
#8

Mine:


1) Experimentation on Chemical Dispersion devices broken can't experiment on.


2) I seem to get more critical failures with higher quality crafting stations. At least have the devs look and make sure things are working as expected.


3) Change stat requirements on some of the schematics to more accurately reflect the damage type or metal used. For example, the FWG5 does heat damage but requires high conducitivity metal (like all weapons). Steel and Iron based weapons are all screwed because those metals rarely showup with high conductivity - anything that uses plumbum is a prime example.


4) Moderate Successes in Experimentation lower stats much of the time.


5) Show whether a weapon has been sliced or not.

Nador
Tue Sep 16, 2003 1:11 pm
#9

1: Insane success bug


2: Insane success bug


3: projectile pistol barrels and feed mechs experimentation problems


4: chemical dispersion units experimentation problems


5: gated materials, ie. plumbum iron




Nador's Weapons
Master Weaponsmith
Shop at your pleasure near the city of Keren, loc 3142 and 3641
Starsider Server
Police_WS
Tue Sep 16, 2003 1:42 pm
#10

1. Insane success bug


2. Insane success bug


3. Insane success bug


4. Projectile barrels and feed mech problems


5. Insane success bug




Police, Master Weaponsmith/Master Merchant
SW of Anchorhead, Tatooine -240, -5815 (Bria)
Planetary map > vendors > weapons > superior weapons
Mellanah
Tue Sep 16, 2003 1:47 pm
#11

Ooops...I forgot two. Since I only listed three, here's suggestion 4 and 5:

4) HAM experimentation...would be nice to lower HAM cost by more than one per experiment point used.

5) On that note, would also be nice to raise condition back to 1000/1000 when beginning to experiment on a newly-crafted weapon, and perhaps letting it decrease if an experimented point received anything less than a "Great Success!" After all, the weapon hadn't been used yet, so why start with a condition less than mint?

Thanks for letting me add these...cheers!

Mellanah La'Bry
Tarquinas
Rath
Tue Sep 16, 2003 3:39 pm
#12


  1. Broken and skewed subcomponents that are creating worse than average weapons. Eg. Chemical Dispersion Mechanism.

  2. Weapons need to have a 'pass over'and then changed as needed. There's no point in adding new weapons if we have current weapons that don't fill a niche. An example is the Rykk Blade/Curved Sword. Even with the same quality materials the Rykk blade is worse.

  3. Amazing successes meaning nothing. An amazing success in the guns creation should allow you to expirement higher than your materials allow. Also during expirementation change the names: critical failure; moderate failure; success; great success; amazing success.

  4. A sliced weapon should show it's sliced stats when you examine it, just the same as powerups do.

  5. Commando weapons should be allowed to be reloaded. Proton Grenades for the rocket launcher, and An Acid Refill Kit for the Heavy Acid Rifle.



Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
Now on Talus, South of Dearic! 50 -4000
SmugglerSnake
Tue Sep 16, 2003 3:57 pm
#13

Here are my issues:



  1. Improve HAM experimentation on weapon crafting (not just the components)

  2. Fix experimentation for projectile weapon components, both regular and advanced, and for regular/advanced chemical dispersion mechanisms.

  3. Give weaponsmiths something to do content-wise. i.e. If I get a feeling inside that makes me want to make 4 crates of blasters and donate them to the Rebellion's cause, let me. I'll obviously want some kind of recognition, decoration, etc. for my donations, but as a weaponsmith, I can't really focus too much on just fighting the Imperials. I can make mines... and, AFAIK, that's about the extent of WS involvement in the GCW. Maybe this will change once the space expansion is out though.

  4. Make it so that most/all of the weapons have an equal chance of being in demand. Right now it's practically all about the scout blasters, FWG5s, laser rifles, and laser carbines.

  5. Re-evaluate what resources are required for some weapons. Right now there are some weapons that require specific resources. The trouble is, the stats that matter for that weapon are constantly pathetic when using the required resources (i.e. Plumbum Iron). Either that or make these specific resources a bit more beneficial to the weapon.
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