Weaponsmith Archive

Thread: How to fix this new experimentation problem.

Soar
Mon Mar 08, 2004 2:55 am
#1

For the TH and the SWG Dev Team

I'm pretty sure you all need this code to go through to fix some vital parts of the game and move on. But everyone dislikes it and you could be making a huge mistake by forcing it upon the players.

All you need to do is one of two things..
either
- Raise the experimentation points to 12 at master level.
or
- Lower the number of points needed to fill a single line with all greats to 8.

Thats it, nice and easy solution. Just a few number tweeks and everyone is happy.

-Soar
scruftydog
Mon Mar 08, 2004 5:26 am
#2

totally agree.




________________________________________________________
Ana Lightingfly has left the building

Caelestra
Mon Mar 08, 2004 8:39 am
#3

/agree!



===================================================
Astreus Arms, Sliced Weaponry. 12-point MWS
Right outside the Babelon Shuttleport! Naboo Waypoint: 140 -28
In Partnership with Oloovai Organics and Slicing Instruments
Sliced Weapons, Powerups, Sundry Items and Smuggled Goods
Quandry
Mon Mar 08, 2004 8:41 am
#4

/sign



100% agree. If they had it only take 8 to max id support this change in a heartbeat.



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


LemyDaBigHairyWookie
Mon Mar 08, 2004 9:08 am
#5






scruftydog wrote:

totally agree.






Same here Ana...






Soar wrote:
For the TH and the SWG Dev Team

All you need to do is one of two things..
either
- Raise the experimentation points to 12 at master level.
or
- Lower the number of points needed to fill a single line with all greats to 8.

Thats it, nice and easy solution. Just a few number tweeks and everyone is happy.




The only drawback to the second optionis that it would make some weapons like melee that we already can sink all 10 points into damage more powerful... However the changes are limited to minor things (condition, accuracy and HAM costs)... It would also affect the other professions to higher extent than Weaponsmith (Armor DEFINATLY would see a bigger boost but we have more to loose with this coming change)



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
smw356
Mon Mar 08, 2004 11:21 am
#6






LemyDaBigHairyWookie wrote:





scruftydog wrote:

totally agree.






Same here Ana...






Soar wrote:
For the TH and the SWG Dev Team

All you need to do is one of two things..
either
- Raise the experimentation points to 12 at master level.
or
- Lower the number of points needed to fill a single line with all greats to 8.

Thats it, nice and easy solution. Just a few number tweeks and everyone is happy.




The only drawback to the second optionis that it would make some weapons like melee that we already can sink all 10 points into damage more powerful... However the changes are limited to minor things (condition, accuracy and HAM costs)... It would also affect the other professions to higher extent than Weaponsmith (Armor DEFINATLY would see a bigger boost but we have more to loose with this coming change)






Saying armorsmiths have more to lose is understating this. This change will compeltely ruin the armorsmith profession.



------------------------------------
Dolemite - "Goon Squad" - (Bol: 1 - Miyuki: 0)
Snitch - Master Chef / Master Weaponsmith
Militia Food and Weapons (-3119, 976) City of Fate, Naboo
Militia Food (-2556 , -4477) Tatooine (South of Bestine)
Jedi_Titus
Mon Mar 08, 2004 12:37 pm
#7

That would make me happy again




Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
Ahnch_Ryhou
Mon Mar 08, 2004 2:30 pm
#8

Agreed. This sounds like a better solution.



Ahnch Ryhou



Former 12 Point Master Weaponsmith, Rebel Pilot, current Smuggler
Weapons, Structures, Ships, Furniture, Clothes and More - 1st shop on the beach south of Coronet, -427, -5484, Ahazi Server

Soar
Mon Mar 08, 2004 6:38 pm
#9

It's definitly not a perfect solution, it won't make everything wonderful and fair.

I thought it the best medium we could hope for as it is not difficult to code for the devs and would actually bring some benefit with the new changes.

Much better than the nuclear-nerf we are facing atm. As is, we are looking at losing customization points for good, well unless you have the 20+ million to spend on tapes.

-Soar
Kershakk
Mon Mar 08, 2004 6:55 pm
#10

I'd also suggest that removing caps on gated resources would also go a long way to stop this from being a horrible nightmare.
sworddanser
Tue Mar 09, 2004 7:52 am
#11

just make that if the resource stats are over a number so great successwill give more than 7% (and same for other experimentation results)


so newb will still have a chance to make correct items, master with old resources will make better items


the problem is that SOE want to nerf the quality of items, so they nerf craft



_____
Kapok - guild shop at 2218 1777 near Keren
Master Weaponsmith - 11 experimentation points
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