Weaponsmith Archive
Thread: Weaponsmith Issues Designer responses
Big thanks to Diabalo for compiling these issues. Here are the designers’ responses to the top 5 issues (optional 6th is the Correspondent’s pet issue). Our next publish focuses heavily on overall profession issues. We also should be hiring an assistant community manager soon to be in more frequent and direct contact with you.
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1) Resources – Higher end weapons require resources that rarely, if ever, spawn. There should be a higher rate of spawning for those specific resources.
We’re in the process of nailing this one down. We’re going to need to do a little more research before we have any answers.
2) Experimentation – Efficiency experiments do not seem to affect the final product. Higher-level characters use special moves, so HAM experimentation would be very useful.
You should see more options from the last monthly update.
3) Blaster Power Handlers – Weapons that require multiple blaster power handlers seem to ignore the bonuses on the extra power handlers. For example, there would appear to be no difference between using 2 x +2/+3/-0.06 power handlers and ones with stats of +6/+13/-0.34. Overall this is causing the lower tiered weapons to be more effective than the higher tiered.
We’re going to look into this. There might be some good changes we can make, but we’ll have research more.
4) Schematics – Some schematics are listing the resources required incorrectly. An Advanced Vibro Unit says it requires “solid_petrochem_type3” instead of “Solid petro fuel class 3”. The icon displayed is also incorrect.
What others are you finding that have the same problem? They are all bugs that we can fix. Use /bug as you locate them.
5) Factories – Factories appear to be stopping for unknown reasons. Possibly when crates of resources have been partially used previously? Also, more information would be nice about structures, such as when they’re out of power, or running low on maintenance fees.
We have some factory fixes as of the last update. Factories are something we will definitely keep focused on for the future.
6) Factory Speed – Factories for Master Weaponsmiths should be faster. Once you reach Master level, experience is no longer a factor.
Well, we realize that the novice weaponsmiths still need a market, so we wanted to leave the higher weapons to the Master Weaponsmith and keep production speed the same. We’re going to keep an eye on the this for the future.
2) I don't see "more options" anywhere, all we have is the same worthless efficiency experiment on the same components that had it before. It still does nothing, 1 point HAM reduction per experiment point is a total waste of points and no one's going to use it.
3) Handlers, sword-cores, etc now add one copy of their stats to the finished product as of the big patch. I don't know if they're supposed to stack (probably not, because then a T21 with its ten handlers would end up with the same speed as most pistols and absurdly high damage).
ack talk about wasted. 5 and 6 are not even weaponsmith issues. just crafting in general ![]()
1) Resources – Higher end weapons require resources that rarely, if ever, spawn. There should be a higher rate of spawning for those specific resources.
5) Factories – Factories appear to be stopping for unknown reasons. Possibly when crates of resources have been partially used previously? Also, more information would be nice about structures, such as when they’re out of power, or running low on maintenance fees
6) Factory Speed – Factories for Master Weaponsmiths should be faster. Once you reach Master level, experience is no longer a factor.
Thanks for the reply...brief as they are ![]()
1) Its only been a little over a month. Some servers have only had one or two resource shifts. I think that when this gets taken care of some of the problems we are experiancing will drop. The real issue I believe is not that the resources are not spawning, but that the weapon schematics have the wrong resource property as the primary stat. For example:
FWG5...the feed, and projectile barrel are made of ferrous material and require high unit toughness, shock resist or heat resist. Ok this works great. But the pistol itself, while still being mostly made of ferrous metal has stat requirement of Conductivity and Overall Quality. The qual I get. But not the Conductivity.
5) This is directed at my fellow Weaponsmiths...this was one of our top 5? This effects every crafter and has been discussed on many different forums and the Devs even responded that they were aware of the issue. I feel like we wasted a response here.
6) After seeing what was submitted as a pet peeve my only response is to call for an appointment for a new weaponsmith corrospondant. Look at our forum I am not allone in this. The guy has *poof* disapeared on us.
And not a single crafting thread asked or got a response to why UXP does not work while we are off-line.
So I guess this means it is OK with SOE if all the crafters stay on-line 24/7 burning up bandwidth to get their UXP? Any Devs care to respond?
factory speed?, I have to say it's been a while since we talked about what our bugs where, but I don't remember this being a big one. I mean, there's a lot more important issues than letting us make things faster, this isn't even a bug (which there are plenty that need fixing), it's more of a desire.
Ok, too many desires in the first set of requests, not enough bugs. Can we have a new correspondent that will make sure that bugs will get submitted as issues?
Theros Ironfist BK Master Weaponsmith
<ThemayorfromDoug> Vote for me! </themayorfromDoug>
Actually, there should be times - and lots of times - during which some items (not just weapons, but items in general) cannot be made, or at the very least, you can't do a huge factory run of them, because of scarcity of resources. Yes, resource rotation needs to be fixed, but there should be times that you can't make an EE3 Carbine unless you've stockpiled the resources in advance. Keeps things interesting
My Lord there is so much missing... what a joke of a correspondant...
Here are some of the more IMPORTANT ones:
** The Chemical Dispersion Unit and Advanced Chem Disp Unit still CANNOT be experimented on for DMG , still stays at 0% when you try to raise it, even on great/amazing success. (WAS said to be fixed this patch, it is not) This has been broken since beta.
** The Advanced Projectile Feed Mechanism and the Projectile Feed Mechanism initially shows up with the max available experimentation possibilties for the resources used (in this example lets say 75%). Upon your FIRST experiment run (no matter how many points you run at a time), the MAX experiment effectiveness drops down to where you can never hit that 75% target, even if you got all amazing/great successes... This is unique to these 2 components, and gates all weapons utilizing it. This has been broken since beta.
**The Advanced Projectile Pistol Barrel always starts at a MAX experimental effectiveness of 8% no matter how good the resources are. So you are gated to only getting like 10/10 dmg out of your experiments which gates all weapons using this component. Been broken since beta as well.
**The Projectile Pistol Barrel a lways starts at a MAX experimental effectiveness of 10% no matter how good the resources are. So you are gated to only getting like 10/10 dmg out of your experiments which gates all weapons using this component. Been broken since beta as well.
**[Dev Acknowledged Issue] Advanced Power handlers and Regular Power Handlersare not 'stacking' bonuses when more than one is required.
** Scopes and Stocks (Including Advanced Scopes and Stocks) are basically not adding ANY functionality to weapons. They are simply ADDING DMG, ADDING SPD (speed slows down), and Increasing HAM costs by approximately 66% (Usualy HAMs after Using a Scope/Stock is about 70-110). By these calculations there is no benefit to using them. This applies to EVERY weapon that you can utilze these with, no exceptions.
** Stocks have the same crafting problem as the Projectile Feed Mechanisms. After you add your resources and start the experiment phase, you have a max possibly experiment points (lets say 50%). After the first experiment run, the max effectiveness goes down and you can never reach that 50%, even if amazing successes.
** [Dev Acknowledged Issue] Factories not being able to make full weapons, stopping periodically for no known reason (even if resources are correct, etc).
** Crafted Grenades arent doing the damage they are stating... Some of the most basic like Frag grenade says it does over 400 max dmg.. but when a commando utilizes it, it does like 1-10dmg.