Weaponsmith Archive

Thread: Death of the WS profession (maybe)

Agock_Onie
Thu Jun 10, 2004 8:18 pm
#1

Ok folks...I have been a Weaponsmith since the retail release...I picked up the novice WS box within the first two weeks...and then I kinda left it hanging.


I went on and did marksman, and artisan, and carbineer, and musician, and entertainer, and...you get the idea.


Now I've mastered WS...and have a nice pile of the really old, really nice resources..but I've been thinking...


Is the weaponsmith a dead profession?


Think about this....soon SOE modifies Jedi so that EVERYONE can theoretically go out, complete the quests, and be a jedi...


Soon after that, the space ships come in JTL...and theoretically EVERYONE can go into space and fly around killing each other...


So who is left? How many folks are still gonna hang around killing drall, and krayts, and rancors and such?


Let me hear your thoughts...


Agock



_______________________________________________________________________________
Agock Arms Weapons Center
Reb Haven, Corellia
4316,947
Itchybacca
Thu Jun 10, 2004 8:31 pm
#2

Not everyone will be a Jedi, most people I know are going the force sensative route where they still use normal weapons that only WS's can make.

Not everyone likes Space Twitch Action Sims, so they will still be on the ground needing Weapons.



--------------------------------------------------------------------------------------------------------
-Tuckiee MasterBounty Hunter/Carbineer

Ethalsar
Fri Jun 11, 2004 2:16 am
#3

And hey, perhaps Weaponsmiths will be required to craft weapons for spaceship upgrades. You'll see some business then...


I reckon the 'CDEF' TIEs and X-Wings will need some serious altering before they become viable PvP machines, and I'm hoping and praying that the devs properly integrate all the current crafting professions into the Shipwright profession. We'll see, though.




Aethal Sar, Weaponsmith. Retired from game - probably missing it already!

Links you may be interested in:
The SWG Links Library; the Doctor hunting list; and a summary of resource stat caps.
PyscoJuggalo
Fri Jun 11, 2004 3:50 am
#4

I think they might give WS the ability to Craft Space based weapons also......


But I fear the Combat Balance will force many into the J3d-3y3 route...... I'm already grind holos to get a head start



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
SexyJabbaTheHutt
Fri Jun 11, 2004 4:34 am
#5






PyscoJuggalo wrote:

I think they might give WS the ability to Craft Space based weapons also......


But I fear the Combat Balance will force many into the J3d-3y3 route...... I'm already grind holos to get a head start






Aye...we don't know for sure, but I'm thinking anyone wanting to loot stuff will need to have lightsaber damage...we will see.

Ackill
Fri Jun 11, 2004 10:29 am
#6

I currently have little to no interest in JTLS. Only a mild curiuosity. That may change after I actually play it. But I can't imagine it killing the WS profession. Even if people don't use them as much, they'll still want them, even if its just for the look of carrying around a Blacksun Executioner's hack. I don't doubt that it will affect the economy, however.



Col. Ackill Orack
Master Weaponsmith
Master Teräs Käsi Artist
Warmaster
NynNyxWeaponsmith
Sat Jun 12, 2004 4:30 am
#7

for those of us who have created huge crafting empires this will have a profound impact on our buisness. Personally I cant see anyone wasting there time on the ground once the Space Expansion hits, and Im betting Sony makes mods for ships mob dropped so all crafters are hurt. They hardly get anything right the first time, so why expect anything different. Even Shipwrights is not viable for long. Everyone will be making them, and ships cannot be destroyed once in your data pad. Now tell me how your going to make credits off that, and have it be worth the effort.


If ships where done right, all crafters would be able to make and add mod's to ships so that we have something to do during the next year Sorry, but if given the choice between flying in space and sloggin it on the ground, I would choose space every time.
Grisbilen
Sat Jun 12, 2004 8:31 am
#8






NynNyxWeaponsmith wrote:

Even Shipwrights is not viable for long. Everyone will be making them, and ships cannot be destroyed once in your data pad. Now tell me how your going to make credits off that, and have it be worth the effort.




Welcome to the architect profession






A-Tek Weapons
[Corellia -130 -5500] [Dantooine -250 2720] [Tatooine -2645 -2400]
Ashiva Imavea: Jedi Knight | Aminia Imavea: 12pt Force Weaponsmith
- I like pie
Pirassi
Sun Jun 13, 2004 5:05 am
#9



PyscoJuggalo wrote:
I think they might give WS the ability to Craft Space based weapons also......
But I fear the Combat Balance will force many into the J3d-3y3 route...... I'm already grind holos to get a head start





Not really , once armor is nerfed and professions other than rifleman and fencer are able to do damage you will find some pre existing balance.



------------------------------------------------------------------------------------------------------------------
Pirassi - Respec Jedi / Elder Teras Kasi Master
Kirassi - Not sure yet.
Vladamir Sta - Canceled R.I.P.
Naxet
Sun Jun 13, 2004 6:46 am
#10

Not sure about the whole death thing however weaponsmithing will mostly lokely be of a different character in the future


First, ther are conglomerates forming on the more densly populated servers that sell the popular weapons at 1/3 to 1/2 of the current market value and do so in large quantity. This wil most probably drive all prices down ... and at a time when prices for other commidities are soaring (bought any Doc buffs or V. Brandy lately?). So the income stream of the weaponsmith may be squeezed in the future.


Second, all the new Jedi/force sensitive .... not all will be combat. I had a Jedi try-out character on test center 2-bria. On one of the re-rolls I put all the skill points on crafting including force sensitive crafting heightened etc. The net result can best be gleened from this link:

http://forums.station.sony.com/swg/...ssage.id=386662

The bottom line is that the force crowd will get more skill points to stack tapes in .... up to 14 points maximum to our 12 points. Its not hard to see that 14 point crafters will be sought out for all high-end custom work...so that work will not likley be available to the rank and file either.


Third, loot drops and the results of looted schematics are getting better. With the 14 point crafters likely being sought out for the schematic work it is not hard to see the impact of this either. Further, most crafters do not have the combat skills to get this loot for themselves either. Obviously a guild helps on this so an independant crafter is going to be completely left out on this.


Fourth, there will absolutely be more Jedi and less weapon because of it. TKA may also see a boost because of mounting disappointment with the continued weapon nerfing and the destruction of character after character that have taken months to build. Per server population there will be fewer weapons sold.


Fifth, there are more and more weaponsmiths every day.


It is likely that weaponsmithing may become more of a hobby than a profsn tho not entirely. It is probable that from time to time the smith will need to support his/her harvesters from the mission terminal running missions against creatures that have been strengthened with weapons that have been nerfed to "make the game more fun by re-balancing" things. The result will be fewer missions taking more time further pinching the income stream to feed those harvesters and making it more difficult to reach them at all for the new player with very meger combat skills. It is likely that the smith will need to be strong enough to get loot on his own as well. For these and other reasons the smith will have to have more combat skolls in the future than we have had in the past.


The characters that we all started will be totally different and operate in an enviornment that is completely unlike what existed when we made the decision to invest the time into building these characters.



Master Weaponsmith, Master Artisan, Master Pistoleer - Ahazi

Master Rifleman, Master Creature Handler - Tempest
Naxet
Sun Jun 13, 2004 6:48 am
#11


Not sure about the whole death thing however weaponsmithing will mostly lokely be of a different character in the future


First, ther are conglomerates forming on the more densly populated servers that sell the popular weapons at 1/3 to 1/2 of the current market value and do so in large quantity. This wil most probably drive all prices down ... and at a time when prices for other commidities are soaring (bought any Doc buffs or V. Brandy lately?). So the income stream of the weaponsmith may be squeezed in the future.


Second, all the new Jedi/force sensitive .... not all will be combat. I had a Jedi try-out character on test center 2-bria. On one of the re-rolls I put all the skill points on crafting including force sensitive crafting heightened etc. The net result can best be gleened from this link:

http://forums.station.sony.com/swg/...ssage.id=386662

The bottom line is that the force crowd will get more skill points to stack tapes in .... up to 14 points maximum to our 12 points. Its not hard to see that 14 point crafters will be sought out for all high-end custom work...so that work will not likley be available to the rank and file either.


Third, loot drops and the results of looted schematics are getting better. With the 14 point crafters likely being sought out for the schematic work it is not hard to see the impact of this either. Further, most crafters do not have the combat skills to get this loot for themselves either. Obviously a guild helps on this so an independant crafter is going to be completely left out on this.


Fourth, there will absolutely be more Jedi and less weapon because of it. TKA may also see a boost because of mounting disappointment with the continued weapon nerfing and the destruction of character after character that have taken months to build. Per server population there will be fewer weapons sold.


Fifth, there are more and more weaponsmiths every day.


It is likely that weaponsmithing may become more of a hobby than a profsn tho not entirely. It is probable that from time to time the smith will need to support his/her harvesters from the mission terminal running missions against creatures that have been strengthened with weapons that have been nerfed to "make the game more fun by re-balancing" things. The result will be fewer missions taking more time further pinching the income stream to feed those harvesters and making it more difficult to reach them at all for the new player with very meger combat skills. It is likely that the smith will need to be strong enough to get loot on his own as well. For these and other reasons the smith will have to have more combat skolls in the future than we have had in the past.


The characters that we all started will be totally different and operate in an enviornment that is completely unlike what existed when we made the decision to invest the time into building these characters.



Master Weaponsmith, Master Artisan, Master Pistoleer - Ahazi

Master Rifleman, Master Creature Handler - Tempest
Naxet
Sun Jun 13, 2004 6:49 am
#12

Sorry for the double post



Master Weaponsmith, Master Artisan, Master Pistoleer - Ahazi

Master Rifleman, Master Creature Handler - Tempest
mrtim
Sun Jun 13, 2004 6:58 am
#13

more jedi = more sales of LLCs and Scatters to the nasty BH wacking them each day


always look on the bright side


mr'tim



* New Jedi Quests - a quest-based system that guides players through an incredibly exciting and challenging series of missions that leads to Jedi Master. :/
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