Weaponsmith Archive

Thread: my thoughts on presliceing

ana-mo-cara
Fri Jan 07, 2005 9:20 am
#1

Here is the dilema your a good weaponsmith. You try to keep your prices low you try to make the best that you can, and you are finding that unless you sell the weapons sliced. You are really going to hurt sales wise. Players take into account how a bad slice can doom an otherwise good weapon. So they prefer to buy weapons already sliced so they themselves can avoid the risk entirely. I have thought long and hard about what can be done to make this less of an issue in the game.


Reduce the smuggler prerequisites. Perhaps smuggler should just branch off of the pistol line with no brawler required. This alone would make it more point effective for weapon and armorsmiths to take up the profession. Right now I cannot master another craft, and my artisan is in shambles to get the merchant I need and keep smuggler. I do not even have the points to have advertise. Reduceing the cost of smugglers would give smiths more flexibility.


Make sliced weapons unvendorable. That means if you make a weapon and slice it you cannot sell it on a vendor or the bizarre. Net result no smith is forced to be a smuggler, and the non crafting smugglers can get some love back. If a weaponsmith still wants to sell sliced weapons. They can be a open air merchant.


Lockin slices so that they are standardized say make the slice a standard 25 percent. Plus let the smuggler chose either speed or damage. This means that presliced or not. The buyer is takeing no real risk. The bonus can be applied at anytime equally. Maybe set a sliceing limit specific to every gun.


Crate sliceing allow smugglers to slice an entirecrate of weapons in one go. A weaponsmith getting one gun at a time sliced is

increadibly slow.


Give weaponsmiths/armorsmiths a plus to slice mod in the mastery. That way the elite crafters would only need to go up the sliceing line of smuggler. They would max out with dedicated smugglers when it comes to sliceing their goods. Perhaps make the sliceing akin only to weapons for weaponsmiths and armor for armorsmiths.


Allow smugglers to make and sell some sort of bake in slice. That way smiths can buy crates of them without actually haveing to go to the smuggler everytime. You buy ten crates of restrictor overides, and you can put them in your weapons at leasure.


Those are the best ideas I have. I took the time to master smuggler. So I could sell my weapons presliced about have to on my server. Though I wish I did not necassarily have to spend all the points to get it in order to sell my wares. I dislike the thought of haveing to spend the points to do it though. I would have much rather mastered a combat, or mastered another craft. What do you guys think of these ideas.
billy125
Fri Jan 07, 2005 9:44 am
#2

standardised slicing sounds good to me.bet you have most of yourweapons turn out unsellable because of crappy slices, speed instead of damage or damage instead of speed. Usually the top slices sell quick then the rest noone wants unless you sell it really cheap. But i suppose thats the priceyou pay for selling sliced weapons.


Also making sliced weapons unable to sell on vendors would be a good move i think.slicing should be somethingyou haveto find a smuggler to do,walking into the local wal-mart lookalike and having hundreds of illegal weapons to choose from is a bit unrealistic lol.
ana-mo-cara
Fri Jan 07, 2005 10:59 am
#3

Actually I find that all my sliced weapons will sell since I am more of a discount seller anyway. If I get a god awful slice I just do not add on the sliceing charge, and I plus ten thousand for a perfect slice speed or damage.
Scythykins
Fri Jan 07, 2005 12:14 pm
#4

I agree with a few of your points, but I think a broader focus of your argument is needed. Smugglers need a LOT of love right now, they're the single profession that's been neglected by the devs after many promises of fixes. Making it so that they are even more unnecessary to the denizens of the galaxy by making others able to slice will just continue to destroy a profession that had SO much promise.



Scythykins - Starsider
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Ybagi
Fri Jan 07, 2005 5:05 pm
#5

Another consideration to selling presliced is the fact the customer usually will have a hard time even finding a slicer, or may not even know about slicing.


I think the imperial crackdown squads should do random searches onvendors as they do on players and confiscate illegal goods or give out fines, that would add some risk to selling presliced.






Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
Zandergeef
Fri Jan 07, 2005 7:21 pm
#6

I still sell stuff un-sliced even though I have a master smuggler.


I dont want to risk the resources on a crappy speed slice. I still sell alright and why would I take work away from my fellow smugglers.


I do alright for myself selling stuff.



Tieler Durden -- Elder Smuggler(retired)
Geef Durden -- Elder Weaponsmith(retired)
Vendor in Twilights End (-2982 5253 Naboo) or at least they used to be

CorenLanra
Fri Jan 07, 2005 10:14 pm
#7



Ybagi wrote:
Another consideration to selling presliced is the fact the customer usually will have a hard time even finding a slicer, or may not even know about slicing.
I think the imperial crackdown squads should do random searches on vendors as they do on players and confiscate illegal goods or give out fines, that would add some risk to selling presliced.





Crackdown is a joke. I have sold almost 5000 sliced weapons since July 2004 and not one stormtrooper has come near my shop. When they do stop you in the middle of nowhere and scan, they usually find nothing, and if you run you just get switched overt.

If you price right, you will ALWAYS make more money slicing everything than selling unsliced. I mark up my 30+ dmg slices very high and they almost always sell within 30 days, every once in a while I repost and knock off 10-30% and they sell next round. Bad speed slices I price sometimes cheaper than an unsliced model. Overall it works out as more $, only if you charge right.



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
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dsurfman
Fri Jan 07, 2005 10:30 pm
#8

I tend to disagree with this post. It is a good business man who can find the upper hand. I myself am not a smuggler and dont intend to be. But I am in bed, so to speak, with a master smuggler on my server. Together him and I have sold well over 3000 weapons. We keep your prices very low, him just getting only 1500 per slice and we share the responsilbity of resources and ahvervesters and such. He also is an Armorsmith.


Business is a game and a gamble as MWS we should not be able to build, slice and sell our own weapons. It takes away from the need for others in our profession. At the sametime I dont think it is unfair that I can sell sliced weapons while a new weaponsmith cant seem to get his foot in the door. Over the past year I have worked long and hard at getting my name out there, and I played by the rules we have. I never blthced or whined about how I didnt have enough SP to be a master merchant/Weaponsmith and still be able to do somethign else. I never complained when local kingpins were outselling me 20 to 1 and my own guildmates wouldnt buy from me. I just made the business choices neccesary to get to the top. So should you. End of rant...



Celehorn
Imperium Securis
ana-mo-cara
Sat Jan 08, 2005 9:10 am
#9

I think the point is to discuss here how to make it so weaponsmiths being smugglers should be less a requirement. Weaponsmith smugglers undercut basic smugglers. Non smuggleing weaponsmiths are compelled to be smugglers. This issue has been addressed about many templates example. Fencer Pistoleer was near mandatory for a time due to invincibility. So this is not a gigantic leap. The question is exactly how would you do this and I think some of my ideas have some merit.


For instance makeing it so sliced items cannot be sold on a vendor or the bizarre. There is only so much undercutting a open air weaponsmith/smuggler could do. Not only does this help smugglers who are useing their sliceing skills less often, and adding a good roleplay element to the game. Youcannot really go to the walmart to buy a sawed off shotgun. This is good for weaponsmiths and smuggler. Maybe not so for someone who sells sliced weapons, but mind you I do just that so how biased can I be suggesting it.


Reduceing the smuggler prereqs are good for smiths and smugglers. Smugglers could get away from wasteing a ton of points in brawler, and people that feal compelled to smuggle can atleast do it cheaper. The point is it is possible to master smuggler and weaponsmith and armorsmith anyway. Its here it exists. So the question is if its happening anyway. Reduceing the points for both parties does very little harm.


Giveing weapon/armorsmiths a plus to slice mod so that they only have to go through smuggler sliceing. Will atleast allow us not to undercut the other smuggler skills. Pathetic though they are hopefully the combat upgrade will bring spices back, and maybe improve the professions combat.


These are just ideas rolling around tell me why some of these are bad or would not work. Its about letting weaponsmiths be weaponsmiths and smugglers being smugglers.
Brilyn
Sat Jan 08, 2005 10:53 am
#10

< When they do stop you in the middle of nowhere and scan, they usually find nothing, and if you run you just get switched overt. >


Actually, I was carrying 4 sliced weapons once, and a whole suit of sliced armour, and got fined about 48 credits.



I tried to tip the trooper 50k for doing a good job, but I couldn't......



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
CTRL_ALT
Sat Jan 08, 2005 11:02 am
#11

I sell unsliced fine.



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
otoolejp
Sat Jan 08, 2005 11:11 pm
#12






ana-mo-cara wrote:

Here is the dilema your a good weaponsmith. You try to keep your prices low you try to make the best that you can, and you are finding that unless you sell the weapons sliced. You are really going to hurt sales wise. Players take into account how a bad slice can doom an otherwise good weapon. So they prefer to buy weapons already sliced so they themselves can avoid the risk entirely. I have thought long and hard about what can be done to make this less of an issue in the game.


Reduce the smuggler prerequisites. Perhaps smuggler should just branch off of the pistol line with no brawler required. This alone would make it more point effective for weapon and armorsmiths to take up the profession. Right now I cannot master another craft, and my artisan is in shambles to get the merchant I need and keep smuggler. I do not even have the points to have advertise. Reduceing the cost of smugglers would give smiths more flexibility.


Make sliced weapons unvendorable. That means if you make a weapon and slice it you cannot sell it on a vendor or the bizarre. Net result no smith is forced to be a smuggler, and the non crafting smugglers can get some love back. If a weaponsmith still wants to sell sliced weapons. They can be a open air merchant.


Lockin slices so that they are standardized say make the slice a standard 25 percent. Plus let the smuggler chose either speed or damage. This means that presliced or not. The buyer is takeing no real risk. The bonus can be applied at anytime equally. Maybe set a sliceing limit specific to every gun.


Crate sliceing allow smugglers to slice an entirecrate of weapons in one go. A weaponsmith getting one gun at a time sliced is

increadibly slow.


Give weaponsmiths/armorsmiths a plus to slice mod in the mastery. That way the elite crafters would only need to go up the sliceing line of smuggler. They would max out with dedicated smugglers when it comes to sliceing their goods. Perhaps make the sliceing akin only to weapons for weaponsmiths and armor for armorsmiths.


Allow smugglers to make and sell some sort of bake in slice. That way smiths can buy crates of them without actually haveing to go to the smuggler everytime. You buy ten crates of restrictor overides, and you can put them in your weapons at leasure.


Those are the best ideas I have. I took the time to master smuggler. So I could sell my weapons presliced about have to on my server. Though I wish I did not necassarily have to spend all the points to get it in order to sell my wares. I dislike the thought of haveing to spend the points to do it though. I would have much rather mastered a combat, or mastered another craft. What do you guys think of these ideas.







Personally I disagree with most of this. If only pre-sliced weapons sell, then obviously their price could be raised. You're suppose to be paying to eliminate the risk, and if everyone is buying them then raise the prices. I understand that this isn't your point, just a view of mine.


Thispost seems to be aimed at just making it easier for every WS/AS do that plus everything else. I feel that the requirements for smuggler are well balanced as it is. You are suppose to have to make sacrifices/choices when making a template as everything takes a matter of days to master.


I agree that smuggers should be able to choose a slice type. If you think about it a smuggler would be able to sit down and say I'm going to make it faster, or stronger. How ever I don't agree with the use of standard slices. Random Tinkering would have random effects in "real life". It's part of what makes crafting in this game so much better then most others. Lets not get into the world of "My axe is just like yours"


Having a smuggler just give you something that makes the stats different doesn't make sense. The reason they have smugglers do slices is because they are trained in doing it. If it was a matter of just adding some piece to it, they would eliminate smuggler, and just make it another optional component. What I'm trying to say is that it's a skill that smugglers have.


I like it just how it is, people have to make that choice.


You forget one really big option, make smuggler friends.




--Daetlus Marconia--
ana-mo-cara
Sun Jan 09, 2005 10:07 am
#13

Well maybe other servers are different, but my servers economy is terribly inflated. If you want to make decent credits being a weaponsmith presliced is the rule. I had customers tell me this before I took up smuggler. Sure I will buy these grenades and these rocket launchers, but I buy everything that can be sliced already sliced.


The point I am trying to make is that smuggler is a near mandatory top off on weaponsmith. The point of the template system in the game is that players can all chose different templates. Your more apt to be something different fromt he guy next to you. I am looking at a way for weaponsmiths to not have to be smugglers. How flexible is it when you have very little choice. If your a serious weaponsmith you have to seriously slice your weapons before hand.


How would you go about makeing it so that smuggler was less a required addon and more a choice.
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