Weaponsmith Archive

Thread: Focus Thread: Publish 12.2, 28 JAN 2005

SeaRaptor
Mon Jan 31, 2005 9:39 am
#1

Ladies and gents, Publish 12.2 is currently deployed to Test Center, and we've been asked to run threads in each ofour respective profession forums to collect feedback and comments. Patch notes can be viewed here, and are pasted below for ease of reference.


HIGHLIGHTS:


  • Storage has been increased. All I have to say is "yay!".

  • Apprenticeship XP has been removed. This is a pretty sweeping change, but in all honesty I'm not surprised.

  • Buff times have been halved (or better) across the board. Clearly an effort to get people into combat faster and having fun is being made.

  • Incap times have been halved.

Anyways, not all of this stuff applies directly to us, but feel free to comment and discuss. =)






Test Center

Version 0.110534


Inventory


  • Inventory has been increased to now hold 80 items

Structures


  • All Housing item limits have been changed. This will mean that small houses can now store 100 items for a Naboo small house, and 200 for the the other small and medium houses. Large houses and Guild Halls can now store 400 items each instead of being limited to 250 items each
  • Large houses should now take up 5 lots instead of 6.
  • Guild halls should now take up 5 lots instead of 7.
  • Fixed a problem that can cause items dropped into a structure to disappear after you leave the structure and re-enter the structure later.
  • You will now be able to interface with a structure from 30meters instead of 10 meters (no more having to be within touching distance of the structure factory in order to change its settings.
  • Fixed when you are too far from a structure to /name, /paymaint you get a message "You are too far from the terminal to purchase a ticket."

Profession Smuggler


  • Smugglers no longer have an artificial faction point cap when buying faction points. The cap is their actual point cap. Signing up with the faction will make a larger bribery option available, and rising in ranks will increase the cap as per normal factional progression.

Profession Combat Medic, Doctors and Medics


  • The total amount of time delay between Medic wound healing has been reduced to a third of the original delay.

Profession Entertainer / Dancer / Musician


  • The minimum time required to watch an Entertainer before having a mind buff applied has been reduced from 2 minutes to 1 minute.
  • It nowtakes half as long to apply an Entertainer mind buff.
  • It nowtakes a quarter of the time it used to take to heal Mind/Focus/Willpower wounds.

All Professions


  • Removed all apprentice XP requirements from all professions
  • Decreased Incapacitation Time by 50%

UI


  • Group leaders are now able to invite players from anywhere in the Galaxy.
  • Fixed a problem where selecting "No Title" for a character (found under Community - Character UI page) would not persist between sessions.
  • An option to display faction rank has been added to the Community - Character UI page. When enabled, the faction rank will be displayed above your character (just below the character name).
  • An option was added to turn off game object arrows on the radar
  • An option was added to turn off friendly NPCs from radar
  • All skills with three line names now appear correctly in skills window

Profession Artisan


  • Fixed the over brightening of the surveying effect

Space


  • The yacht, the yt1300, the Decimator, and the Nova Courier should not longer take up a lot space.

Combat


  • Wounded players can no longer migrate stats that would result in a sum total of 0 or less due to wounds causing permanent incapacitation

Server Stability


  • Improved client stability

Chat


  • Added a “CNTRL + R” command for replying to “/tells”. Reply currently has the issue of replying to the last person that sent you a message. So, if you /reply to someone and you receive a message in the middle of the response, your private message is sent to another player. This is now fixed by changing CTRL+R to send a “tell” the player who sent you the last message at the time you hit CTRL+R.

Japanese Localizations


  • /log will now save Japanese chat correctly
  • Chat messages can be in Japanese in macros!
  • IME candidate window now appears relative to the text being typed



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
ShugFlurry
Mon Jan 31, 2005 9:48 am
#2

SWEEEEEEEEEEEEEEEEEEEEEEEEET

oh and FIRST!! 50 more storage in my shop... 75 moveable storage in my yacht



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Va-Mei
Mon Jan 31, 2005 10:25 am
#3

Well, the storage thing will be welcome. I can actually put something that looks like furnature in my house now, instead of sitting on the factory crate.


The one the I really like, is freeing up the lot that the Yacht was sucking up. Woho! Down goes another harvie


That and Ctrl-R will be a great thing for me. Nothing like a few indecrete miss-tells to makeyour day a bit brighter I'll be happy not to have that problem any more...
Callon
Mon Jan 31, 2005 10:27 am
#4

So what do we do with all this extra AP laying around after they remove the necessity of having it, can we convert it to FS points finally? As for more room it makes sense, never understood why a large house and small hosue can hold the same amount. Also that means more room to store resources.



Callon Silverleaf
Master Marksman(Former)
Master Scout (Former)
Weaponsmith of INS
Pikeman extrodanire
Vendor @ 2575, 1887 Dantooine
DrendalKahn
Mon Jan 31, 2005 10:54 am
#5

I'm actually sad to see AP go. It was a great concept, although it didn't quite work out with the player base...


Other than that, I love the patch.



DRENDAL KAHN


CorenLanra
Mon Jan 31, 2005 11:03 am
#6

I really do like the storage changes, but I hope they will eventually increase them even more. It is still hard for a WS to place a house or 2 for his shop/storage, several factories (at least 4 if he's planning on doing any type of mass production) and have lots left over to mine properly.



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

Trean
Mon Jan 31, 2005 5:19 pm
#7

I believe it is about time they fixed the storage comparison of a house versus a factory, but I don't think it is enough to put a dent in the plight of the weaponsmiths and their impending and forever hurting storage problems.


Lets just run these numbers to prove this...


Assumptions


1) Player owns 1 character.

2) Player has not done any lot trades.

3) Player works within the current system in attempts to maximize his or her needs by using only his or her 10 lots.


The Numbers


1) Shop: Tent or Naboo round small: 1 lot (don't use anything here for item storage)

2) Crafting House: 2 lots (small house 200 items)

3) Storage House: 2 lots (small house 200 items)

4) Factories * 3: 3 lots (I don't see how a weaponsmith can get by with less if s/he wants to compete on a server elites level)


Totals


8 lots used by static items.

400 places for storage within those 10 lots as recognized as "storage worthy" places by CSRs and SOE



Conclusions


Some of you may be wondering well, that is nice 400 items should be more than enough to store most of my weaponsmith needs. I will counter that by far it is in no way enough storage. Using all these item spots minus one for a crafting station for resources will allow for storage of a maximum of 39.9 million resources. Although this seems like an incredibly large number it isn't because there is no way a weaponsmith can just devote all of his storage to resources. So lets take away 155 items from the storage for the crafting suit(possibly), crafting food, parts, enhancers,4 backpacks for sorting,and crafting station storage items. This leaves with the character 245 items for storage devoted to all resources, which at its maximum will be 24.5 million resources but this maximum will not be reached because of broken stacks(stacks less than 100k) but lets leave with the ideal situation. Now we are thinking well 24.5 million resources is quite a bit, well this isn't all too true for our profession due to the incredibly varying amounts of specific and unspecific resources that a great weaponsmith needs to hold on to. I don't know the exact numbers of resources but if someone were to only keep the best of the best and sell off the rest of his or her resources maybe he or she will need like 50 types of resources. This means that only 490,000 of each of those resources can be held onto. If anyone knows how to be a weaponsmith I believe he or she will agree that awesome spawns don't come all to often for our vast amount of specific resources, thus resource hording does usually occur. This 500k or so cap on resources while it seems rather large is in fact rather small.


Okay so I have dealt with running the numbers and have disected it down to how much maximum a person will be able to store resource wise under this new system. But although this new system gives a tad more space for things to store stuff in it does not eliminate the fact that all these buildings are needed to store resources in and loots and other stuff while the crafter ends up with only 2 lots to place harvesters on. To be an effective crafter you need either a money supply to buy resources or lots to get your own at cheaper rates. The money supply for new masters is usually wearing thin and now with 2 lots they are even farther back in the game because 2 BER 13 harvesters on a 70% spot will only pull like 27k per day of the resource.


So how do we fix this situation? Well there is a simple answer to this. The game requires a structure that has high maintenance(100 credits per hour or so) and has low lot cost as well as high amount of item holding ability. Ideally this would be called a warehouse. This warehouse would be certed in some elite crafter box possibly master and is only placeable by a master, and you cannot drop master and keep the warehouse, something pops up saying... "You own a warehouse, it requires you to have a Elite Master Crafting profession in order for you to own it, if you wish to continue dropping Master X your warehouse will be deleted."




All in all this change is very welcomed, as it will provide me with more storage space as well as everyone else, but the question you asked is whether or not it fixes our problems and the answer to that is no, as you have seen the evidence presented above.



Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

SlaserX
Mon Jan 31, 2005 7:18 pm
#8

Now personally, I think this is the sort of thing we should be seeing more of. These are great changes that are helping everyone across the board. The CU I'm a little afraid of though, likely they will get nerfhappy in there. If the CU turns out more like this (HIGHLY improbable), then I support it... but yeah. Back on topic... It's kinda nice that they took out apprentice xp, but it's also a bad thing. People were essentially forced to play nice with other people so they could gain their AP, then people started paying for it and etc... anyways, it was a good system. Now, you'll see thousands of novice politicians walking around, just because they can be. That's kinda messed up. If you dont have the full support of your city, it would be rather easy to have someone sneak in and take it from you.



Hokage:
The ORIGINAL Wookiee Jedi... ok, so I was the 7th, sue me.
hinchles
Tue Feb 01, 2005 2:52 am
#9

i'm managing to get by fine on a single med tat house atm that has my crafting station my warehouse vendor and then 6 packpacks of resources.

now sure i have several million of each resource BUT i dont store all of it in the house i store a 100k stack of each resource i own in the backpacks in the house this is used for making a schematic only all other resources are stored in teh warehouse vendor in backpacks

now if your trying to tell me theres more than 148 different resources then im clearly doing something wrong as i rarely need more than about 20-30 different resources to be more than successful.

The thing i'd like to push for now is vendors on the multi person passenger ships especially the soro sub.

I'd like to run a flying cantina and perhaps also a mobile smugglers station

users can "request" access from the ground you goto the space station of the planet theyre on and then they can board your ship.

if we could place vendors then we could run an "illegal" sliced weapons vendor etc on the actual ship.

im also playing with the idea of i'd love to use my sorosub as my crafting house i think it'd be much nicer to just be able to launch into space and craft in a nebula



IGN: hinch

Master of the nibstick

http://www.furious-angels.com" >Furious Angels Gaming Forum

Everything 10k Vendors
406 -5852 Near Ancorhead
Rhadida
Tue Feb 01, 2005 5:27 am
#10

Atm the only way to solve the the Storage problem is to have Business 3 from Artisan and place your vendor. Use it as storage, I know dev's say this is not the way the vendors are to be used, but without any proper storage option we are forced to store items that way.


The resource storage ain't the real problem for a WS, ever thought about all those Cubes and Agents and 100's of other loot items that we can't stack. I have like 500 loot components all for different weapons, and loads of resources prime and good ones.

Soe needs to introduce the warehouse option, so that storage for crafters ain't a problem anymore. I say crafters, because a combat prof has enough storage with 5 small houses (1000 storage) and 100 in the bank.


Just my 2 cents...



-----------------------------------------------------------------------------------------------------------------------------
IGN: Rhadida
Trean
Tue Feb 01, 2005 12:38 pm
#11






Rhadida wrote:

Atm the only way to solve the the Storage problem is to have Business 3 from Artisan and place your vendor. Use it as storage, I know dev's say this is not the way the vendors are to be used, but without any proper storage option we are forced to store items that way.






I didn't incorporate this into my thread. I don't really think of vendors as storage since I don't use them that way. I try not to since a few of my friends lost some stuff on them and can't get them back because they are not "viable storage options" meaning they aren't suppose to be for storage. As for using vendors as storage, I know alot of people do that, but I didn't see it as necessary to put it into the equations I was running since they aren't suppose to be for storage.


Anyways, yeah I didn't even think my post went through because the internet was going in and out and when I clicked submit it sorta went then the internet died completely for like 12 hours.




Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

RED_AlERT
Sat Feb 05, 2005 11:15 am
#12

Love the new patch with one exception. Ax the second Krayt spawn increase its unneccary and will be very destructive to the WS blaster weapon market.




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Long Live The Aliance


AspiringBountyHunter
Sat Feb 05, 2005 11:33 am
#13






RED_AlERT wrote:

Love the new patch with one exception. Ax the second Krayt spawn increase its unneccary and will be very destructive to the WS blaster weapon market.






Nah. Keep the second increase. Just start doing custom work. Thats what I've been doing.



- I support keeping & balancing the current combat system You can too
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