Weaponsmith Archive

Thread: Dev's addressing the Loot/quest weapon issue?

GrooperNugent
Mon Oct 17, 2005 6:02 am
#1

I was looking over the screenshots of the new weapons and noticed the line that "Due to the quality of the weapon, it may not be altered by a smuggler or enhanced by power-ups". Might this be a way that the devs are keeping looted/quest rewards from reaching the stats of crafted weapons. Example


Now I realize that this may not go live, but hmmmmm....


/hope

/ponder



Grooper/LEEROY
*Fishstick* Weapons
-1656, 4483 Babylon, Dantooine Mining Outpost
Rinviero
Mon Oct 17, 2005 6:10 am
#2

Way to go.... 3 in one nerfin for smuggler, artisan and weaponsmith!


Luzenit
Mon Oct 17, 2005 6:23 am
#3


The sad reality is that this game is moving away from the player crafted goods that used to drive the game. The biggest reason I have stayed with SWG is the unique crafting that was available for players to master and be a truly viable component in this game. I fear those days are winding down.









Kazara____ Weaponsmith___Master Commando____


"Imperial Gal of Fiery Pwnage"


[KAZ]mart Theed -5171, 3385:::::::::Mission Market Restuss 5444, 6370



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