Weaponsmith Archive
Thread: 10 pt newbies
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TusserkSuurg
Sat Aug 07, 2004 1:56 am
#1
Im not a very knoweldable WS, as Im... not a WS...
But as I understand it, by master, you have 10 experimentation points, and you need at least 10 pts to compete in open market, selling your weapons & such. So... would you guys/gals be opposed to giving the 10pts to a novice WS?
I mean, at novice, you should have 10 pts. That way, items from a low level WS are useful, and people will actually use them, granting User XP and making WS less of a GRIND prof. People will buy lowbie schematic weapons from novice WS, and you masters will still be able to advance to 12 pts, if you can manage...
How would you like this idea? Good/bad? I think it makes novice WS MUCH more viable, because you can start selling some choice newbie weapons right away, and making XP by selling stuff to people, instead of grinding sword cores forever.
But as I understand it, by master, you have 10 experimentation points, and you need at least 10 pts to compete in open market, selling your weapons & such. So... would you guys/gals be opposed to giving the 10pts to a novice WS?
I mean, at novice, you should have 10 pts. That way, items from a low level WS are useful, and people will actually use them, granting User XP and making WS less of a GRIND prof. People will buy lowbie schematic weapons from novice WS, and you masters will still be able to advance to 12 pts, if you can manage...
How would you like this idea? Good/bad? I think it makes novice WS MUCH more viable, because you can start selling some choice newbie weapons right away, and making XP by selling stuff to people, instead of grinding sword cores forever.
RougeWilly
Sat Aug 07, 2004 2:03 am
#2
umm...o...k...
if ya want 10pt weapons then get master WS. ya dont go into a crafting pro to make money and jus stay novice, you want to master it and earn those precious 10pts. also it wastes a tree in WS.
TusserkSuurg
Sat Aug 07, 2004 2:44 am
#3
Im not saying stay novice. I mean, give novices something to do until they get up to master. As it stands now, you have to be a master to compete, and that imposes a grind. If there is no grind, the game is more fun, right? you want WS to be more fun, right?
listrel
Sat Aug 07, 2004 3:19 am
#4
i can see your point but no i disagree u lose a whole line from the proffesion which will have to be replaced with some thing the schematics you get with each new skill would have to rearanged meaning that more of the wepons would require expert or master skills to make and the wepons that a novice could make even with 10pts would still be pretty worthless think about it even a master WS with 12pts can't sell a metal staff or a 2 handed axe for very much
basicly what i'm saying is a WS with lots of experimentation pts is still useless with out the schematics for good wepons
Vaelorn
Sat Aug 07, 2004 5:25 am
#5
Every crafting profession works like this, with the possible exception of Tailors. You simply cannot create worthwhile items without experimenting on their statistics. Tailor-made clothing typically doesn't have statistics, so their entire experimentation tree would be practically worthless except it also gives them their ability to choose colors and patterns, which is the whole point to the Tailor profession.
The new crafter quests were supposed to be the solution to the "I'm a Novice (insert crafter here) and I can't make anything that players want" situation, but all they really do is give you experience to help you grind up to Master. Even with all four boxes in a profession's experimentation tree, you're still unable to compete with a Master, because the difference between 7 points and 10-12 points is multiplied by every sub-component that goes into an item. So a Master Weaponsmith building a quality FWG-5 pistol will spend 10 points on a projectile pistol barrel, 10 points on a projectile feed mechanism, 10 points on a weapon scope, and 10 points on the final FWG-5, for a total of 40 experimentation points spent on the weapon, while the 7 point Expert Weaponsmith will only be spending 28 total points. Obviously, 40 points is vastly superior to 28 points, and 48 points (with +25 from skill tapes, etc.) is godly. On the other hand, when it comes to melee weapons, there's typically only one sub-component (sword core, reinforcement core), so an Expert Weaponsmith could actually make some very good melee weapons with the points they have to spend; while a Master would be spending 20 points on the weapon, the Expert would be spending 14.
Either you're a Master crafter with a shop, or you're grinding out 4 skill trees (usually half of which you will never even use) just to get that Master box so that your items can be considered worthwhile. 
Brilyn
Sat Aug 07, 2004 5:03 pm
#6
As a xxx4 Weaponsmith, I sold weapons frequently. (that's 7pts to those who don't know).
Find a niche and fill it. 2-handed is typically an Empty Category on the Theed and Coronet Bazaars. Use XP exists in the game, only nimrods and people with tunnel-visiongrind to Master.
RougeWilly
Sat Aug 07, 2004 10:15 pm
#7
no people who want to known for making good weapons for PvP grind to master. only reason you prolly get sales is because those people needed grinding weapons they can discard later for master crafted weapons which are way better than 7pointers. also its better to have all the weapon scms at your disposel than than jus a few boxes.
Brilyn
Sat Aug 07, 2004 11:55 pm
#8
< only reason you prolly get sales is because those people needed grinding weapons they can discard later for master crafted weapons which are way better than 7pointers >
*buzzer*
Sorry, wrong answer.
I frequently got people bringing "standard weapon" orders to me because what I made was only a couple points off what the "Master Weaponsmiths" made, but my stuff cost far far less.
Why?
As has been repeatedly said: It's all in the resources.
If people just *grind* to Master, all they will have (unless they got lucky) are crappy resources.
Those of us who spent the time to *learn* the craft WHILE the 'toon *learned* the craft will always be better than the nimrods who did the grind.
This is the *exact* same reason why 12pt smiths are *really* not that much better than 10pt smiths.
Because a 10pt smith with good resources will make a weapon that hits harder (ie is *better*) than a 12pt smith with mediocre resources.
Because a 7pt smith with good resources will make a weapon that hits harder (ie is *better*) than a 10pt smith with mediocre resources.
AldaronTavish
Sun Aug 08, 2004 10:30 am
#10
Brilyn wrote:< only reason you prolly get sales is because those people needed grinding weapons they can discard later for master crafted weapons which are way better than 7pointers >*buzzer*Sorry, wrong answer.I frequently got people bringing "standard weapon" orders to me because what I made was only a couple points off what the "Master Weaponsmiths" made, but my stuff cost far far less.Why?As has been repeatedly said: It's all in the resources.If people just *grind* to Master, all they will have (unless they got lucky) are crappy resources.Those of us who spent the time to *learn* the craft WHILE the 'toon *learned* the craft will always be better than the nimrods who did the grind.This is the *exact* same reason why 12pt smiths are *really* not that much better than 10pt smiths.Because a 10pt smith with good resources will make a weapon that hits harder (ie is *better*) than a 12pt smith with mediocre resources.Because a 7pt smith with good resources will make a weapon that hits harder (ie is *better*) than a 10pt smith with mediocre resources.
I agree, I'm grinding to 10 points now to get more schems for my guild but when I was 8 points (even 7 ) some of my weapons were better than the established Masters. It's all in the resources. True I couldn't get any of my weapons above 75% experiment but the resources that I have (and obviously some of the Masters) top at 75% anyway.
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