Weaponsmith Archive
Thread: Guide to Weaponsmithing, Post CU
Is there anyone interested in doing this? Please don't start yet, just post interest so there isn't 15 guides being written...
Message Edited by Blackmoore on 06-23-2005 04:33 PM
Since I'm bone idle and lazy I'd check it if you need people to check.
Blackmoore wrote:
How about TH/Devs answering a couple of questions for us first? Mainly about SAC, damage, DPS, accuracy etc. Cause otherwise it will kind of be like the blind leading the blind. I mean we kind of have it down, but nothing is set in stone for post CU WS crafting yet.Message Edited by Blackmoore on 06-23-2005 04:33 PM
This isn't necessarily a "crafting the best" guide I don't think. look at it more along these lines:
Rather than just saying "this is best, do this", talk about how each type of experimentation affects the end weapon. Let them do their own homework on what is best for them to make and sell, and who knows, they might teach us all a thing or two having fresh eyes for all of this suff...
you know the old saying, "Give a man a fish, feed him for a day, teach a man to fish, feed him for a lifetime." Does what I am saying about what to make have any sense to it at all?
Step 1 become a duel master in combat.
step 2 put down harvestors and collect everything in the resource guide while you collect billions of dollars and get FS.
step 3 once you have your billions of credits, find and buy all the best resources that have spawned and not spawned since and get a 12 point crafting suit
step 4 grind WS and FS trees
step 5 start makeing weapons and go broke cause everyone is useing rotw weapons, unless you keep buying overpriced loot enhancers from the duel combat masters to make the 3 or 4 weapons we make people still want.
All jokeing aside, there isnt much to crafting unless you want a how to make the best X. You collect resources needed to make what you want, then make it. That simple. Its all about waiting for a spawn or grinding credits to buy it.
CorenLanra wrote:
You mean something like mine, which is stickied already, but all inclusive? Logix's guide is still very relevant and I saw no need to repeat information. I think however my guide covers a good range of the issues post-CU.
yeah, but you have too much "negatives" in there for different things. leave out parts like "why pre-cu components are better" and "12 point crafters are better than 10 point crafters" and replace them with segments on "how to compete with". does that make sense? if you decide you want to tackle this let me know and i will pull your current guide, be a bit more thorough in editing it, and send it to you for revisions.
Mor-Dan wrote:
CorenLanra wrote:
You mean something like mine, which is stickied already, but all inclusive? Logix's guide is still very relevant and I saw no need to repeat information. I think however my guide covers a good range of the issues post-CU.
yeah, but you have too much "negatives" in there for different things. leave out parts like "why pre-cu components are better" and "12 point crafters are better than 10 point crafters" and replace them with segments on "how to compete with". does that make sense? if you decide you want to tackle this let me know and i will pull your current guide, be a bit more thorough in editing it, and send it to you for revisions.
ROFL, guess it isn't good to tell n00bs theyre going to have a very hard time? ahhhh well the world we live in.
ShugFlurry wrote:
Mor-Dan wrote:
CorenLanra wrote:
You mean something like mine, which is stickied already, but all inclusive? Logix's guide is still very relevant and I saw no need to repeat information. I think however my guide covers a good range of the issues post-CU.
yeah, but you have too much "negatives" in there for different things. leave out parts like "why pre-cu components are better" and "12 point crafters are better than 10 point crafters" and replace them with segments on "how to compete with". does that make sense? if you decide you want to tackle this let me know and i will pull your current guide, be a bit more thorough in editing it, and send it to you for revisions.
ROFL, guess it isn't good to tell n00bs theyre going to have a very hard time? ahhhh well the world we live in.
the purpose is to inform, not discourage. you can talk about what tough times are ahead facing long time master crafters already established in a wrap up, but you can't do it when giving general info about components and what they do by saying, "everyone has pre-cu parts, so nothing you make will be good enough but here's how to make something anyway".
that is not a direct quote, but the insinuation is there enough that some people are going to pick up on it. a Guide should not include ANY opinions, only facts and how-to's. it should not include any political statements, Gettysberg addresses, or State of the Game type speeches or comments.
Overview
How To Get Started
What To Grind
Locations Of Trainers
Now That You Are A Master
Quality Of Your Tool(s)/Station(s)
Where To Shop For Resources, Etc...
Game Economy 101
Advanced Game Economics
Location, Location, Location
et al.
get the idea? you should not make mention of pre-cu components other than listing them as enhancers. that is what they are, and they will run out one day. in a closing you would mention the hard road to establishing yourself, but give encouragement that many have done it before, and that if you take advantage of the in-game relationships that can built, it is not a difficult task.
Mor-Dan wrote:
CorenLanra wrote:
You mean something like mine, which is stickied already, but all inclusive? Logix's guide is still very relevant and I saw no need to repeat information. I think however my guide covers a good range of the issues post-CU.
yeah, but you have too much "negatives" in there for different things. leave out parts like "why pre-cu components are better" and "12 point crafters are better than 10 point crafters" and replace them with segments on "how to compete with". does that make sense? if you decide you want to tackle this let me know and i will pull your current guide, be a bit more thorough in editing it, and send it to you for revisions.
Hey Mor, I mean no disrespect, but is that because the devs don't want to hear the truth, or is it that they just want it to go away?
Serious question.
I'll say it again, just because feedback is negative, that doesn't make it bad.
In fact- the negative feeback is what should be taken MOST seriously, because people are telling you how they REALLY feel.
A valid point is a valid point.
And while I'm posting, Is there any ETA on when elemental damage will function correctly?
Thanks.