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 Star Wars Galaxies - An Empire Divided
 SWG - Chapters and Updates
 Game Update 5: Climbing the Weaponsmithing Hill
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robiwan
Moderator

1035 Posts

Posted - 31/05/2008 :  07:56:53  Show Profile  Send robiwan an ICQ Message Send robiwan a Private Message  Reply with Quote
Game Update 5: Climbing the Weaponsmithing Hill

Just wanted to pop in and tell you how its been going for Loche and myself in this weaponsmithing overhaul. While it has been a bear to get it all to work we are pretty close to finishing 1 of each core style, 1 of each weapon style, and 1 of each component we want to use. We have crafted one of each from start to finish and are getting really excited in how the system works.

We have:
Basic Ranged Weapon Cores
Standard Ranged Weaopn Cores
Advanced Ranged Wepaon Cores
Standard Heavy Weapon Cores
Advanced Heavy Weapon Cores
Basic Melee Weapon Cores
Standard Melee Weapon Cores
Advanced Melee Weapon Cores

We kept/added the following subcomponentes:
Blaster/Projectile Barrels(Ranged Wepaons)(.5-1.5% required weapon DPS appearance subcomponent)
Vibro Units(Melee Wepaons)(.5-1.5% required weapon DPS appearance subcomponent)
Stocks(Ranged Weapons)(0-1.0% optional weapon DPS appearance subcomponent)
Scopes(Ranged Weapons)(0-1.0% optional weapon DPS appearance subcomponent)
Gas Canisters(Ranged Wepaons)(1.0-2.5% weapon DPS Core subcomponents)
Elemental Chambers(Ranged/Melee Wepaons)(Elemental Type/ Elemental DPS Core subcomponents)
Heavy Chambers(Heavy Weapons)(Elemental DPS Core subcomponent)
Weapon Power Bit(combine 1 modifier bit/1 re power bit)(Core stat subcomponent)(1 stat additive with socket stats)

We have been keeping in mind as we make these changes we don't want anything from old components/loot drops to be used, the new weapon crafting system is being writing alongside the old one, not ontop of it. This means we will not update old weapons in any way, nor convert any components etc. If you have old crates of weapon materials they will make the current weapons on live and not the new ones being placed in for Update 5.
We WILL enable folks to turn old weapons into draft schematics for the new system. Be aware we are also planning to make every single new weapon bio-link. For the crafters this should ensure you will have repeat business continuing after the update as folks can't pass around the same weapon since it never decays.

I'm not sure how many looted components we will be able to get out there in Update 5, but the goal is to get a few with the update and keep them in mind as sources for future loot.

We also have placed all the experimentation points at level 18 where the basic core is granted so the lower end folks can make weapons in their level range that are competitive/useful to them. The only portion I consider unfortunate is the lack of multiple experimentation lines, I'd like to get some in there but there isn't too many stats we have to work with.

Back to the Weaponsmith crafting station!

Blixtev
Lead Designer Star Wars Galaxies

I have waited and planned and built my strength for fifteen thousand years. I have evolved. It is time.
(Omnius Evermind)
---------------------------
Feyd'Rautha Saresh (Medic, Rebel Alliance, Europe-Chimaera), Robe Saresh (Force Sensitive, Rebel Alliance, Europe-Chimaera)

robiwan
Moderator

1035 Posts

Posted - 31/05/2008 :  07:57:31  Show Profile  Send robiwan an ICQ Message Send robiwan a Private Message  Reply with Quote
Otazky a odpovede


Q: Excellent news overall!

Blix, have you had a chance to look at the Kashyyyk proposal in the stickies? Since you are going to allow re-schematicing of old weapons, would it be that far of a stretch to look at kashyyyk and the "named" weapons there, and convert those loot drops to schematics with some bonuses (like you hinted at was going to be in the last post of yours for single use schematics)?

Note I am not saying to do Kashyyyk for GU5 - converting all those weapons to schematics would be impossible for an update, but wouldn't it be something that would be possible over time, a little here, a little there, and overall give value to not just Munitions with new weapons to craft, but also to players who will hunt for the schematics, and to kashyyyk overall, in keeping with the theme of a hunting planet, and using it as a place where players can "hunt" for schematics for a Munitions Trader to make?

(FYI, in the proposal is a comprehensive list of Kashyyyk weapons, and what areas they are found in, what quests they belong to, or what NPCs drop them, to make the research easier on the dev end).

Any response to that would be excellent - as a Munitions Trader, I would love the opportunity to craft more weapons, and making Kashyyyk a place to hunt for single use schematics would be awesome, and as a Bounty Hunter, it would really give me a reason to return to Kashyyyk since I am a day 1 vet who has done all the quests there.

A: Well if the weapon is previously craftable AND not a new weapon with a core in it, they should get the radial option to turn it into a schematic. As for the Kashyyyk weaponry we can look into making sure it gets the deconstruct radial as well. I'll post an update for you when we write that code.



Q: I would recommend canning the Basic and Standard core concepts, as these cores are virtually never utilized with armor. They simply are not competitive in any way with product made with advanced cores. Face it, the crafting system currently in place requires the crafter to be level 90 before anything really competitive (something that will actually sell) can be made. Moving maximum experimentation points to a lower CL will not make weapons made with basic or standard cores sell any better.

A: Well Basic cores cover the low end levels 18-40ish, Standard 40ish to 72 and Advanced 74-90. You need the lower end cores to make lower level weapons, this is how we gate certain advanced components/enhancements going into a level 18 gun. The reason no one uses the low end armor cores is because someone thought it a good idea to get rid of of the armor encumbrance system which means once you hit level 22 there is no reason not to jump into level 90 armor.



Q: Appearance Schematics? Doesn't appear this is well thought out, but perhaps you have a way of having a single schematic that is capable of incorporating the new system's core into a specific weapon schematic.

A: Not sure what you are stating here, the core + appearance system gives ultimate flexibility in the look you want.



Q: Very bad idea in my opinion. Just bring back the weapon decay system or add munition packs to projectile type weapons. If decay were to come back, simply make repair kits that will 100% repair "unique" type weapons (similar to vehicle restoration kits developed for jetpacks and BARCs).

A: There needs to be a way to get Weapons out of the system, otherwise 1 month after Update 5 everyone will have every weapon they ever need for all their characters.



Q: Try to make it worthwile to be a 13 point weaponsmith. The current armor system only requires max experimentation points for crafting the Droideka PSGs (two primary experimentation lines). Actually, there are plenty of items to put experimentation on. You simply want to over simplify the system. Why not experiment weapon speed, max. dmg, min dmg, elemental dmg, etc. just like was done originally? Think missiles and weapons for space.

A: We may see min/max but definately not on speed, the current weapon speeds are silly enough.



Q: I do applaud the desire to make changes to WS that make it a worthwile profession. Like armorsmith, the weaponsmith should be able to craft weapons that are better than what a player can loot.

One last request, please don't make the new system as ridiculous as BM with respect to needing components from every profession including loot items from foraging and creature/npc looting. And whatever you do, don't require new weapons to use more resources than it takes to make a house. SMILEY<img src=" width="15" height="15" />

A: Hmmm about about ship amount!? Thanks for the suggestion!



Q: Shouldn't the schematics made from deconstructed one-time quest reward weapons yield a greater bonus that those made from weapons that you can loot all day?

A: Any benefits from weapon appearance will be minimal, otherwise everyone ends up with the same appearance as it is "the best". Remeber the goal was to use appearances you want, someone might sacrifice 1-3% DPS for a appearance but not if we make the amounts high like 5-10%.



Q: Is there a difference between rifles,pistols and carbines? because i don't see it on this list. Currently you have the range/speed difference. Will this be maintained, or will we end up with a rifle core inside a cdef pistol skin?

A: The ranged cores are smart enough to know if they are going into a pistol/carbine/rifle and adjust their speed/damage amounts accordingly. When you examine a 94% level 90 ranged core the examine information shows what its damage ranges would be in the various weapons.



Q: Basic
Standard
Avanced

so i like the idea

question: once a Advanced core is put into a CDEF will the high end weapon be CL 5 or will the cores determine the CL for the weapon

A: If you put a level 90 Ranged core with a Plasma Chamber into a CDEF Appearance the Pistol will be level 90, with a fire elemental damage type and look like a Cdef. The core determines most of the stats for the weapon.



Q: A thought/suggestion for those that are concerned about ALL weapons being Bio-Linked. How about introducing a Rare Loot (maybe even Ultra-Rare Loot) that drops from New Heroics (or added as a drop to existing Heroics) and could be added to Treasure Maps that is a One Use Schematic that is crafted by Weaponsmiths that allows Bio-Linked Weapons to be un-Biolinked?

A: This is one less weapon the end user needs to purchase from the weaponsmith. Again the goal is to ensure repeat business with every character. Decay is no fun, repair kits/ammunition is not the same as building a new weapon.



Q: For those that may have a need to transfer a weapon at some point to another character would be able to do so, it would just require a lot of effort (because of the rarity) to obtain a One Use un-Biolink Weapon Schematic.

A: If it requires alot of effort why not go buy another gun for that other character?



Q: It wouldn't take anything away from the Weaponsmith, but actually add one more thing that they are capable of crafting, since a Weaponsmith would have to craft the tool that is used to un-Biolink a Weapon.

A: Crafting a widnet is nowhere comparable to making a weapon.



Q: Have this device be Weapon Specific and only be able to un-Biolink Weapons. At some point you may introduce the same type of Device for Armor, or Non Equippable Items (i.e. Health Buff Crystal, etc...).

A: The reason we put in bio-link/no drop is because we want those items out of the marketplace and or to encourage one to go do the content again for new characters.



Q: Will we be able to select from the original set of barrel and scope appearances, if we include one on the weapon?

A: The weapon appearance system with scopes n barrels never really worked properly and the amount of bugs against the system just had them remove the system rather than try to make a scope/stocked appearance of every weapon. I'll admit it was pretty neat with the weapons it worked with back in the early days. We just don't have time to go digging in there for the Update timeframe.



Q: Will the final assemblies still (hopefully) require specific resource types?

A: Final assemblies should require pretty much what they do on live right now with the new components added in.



Q: Can you make the tangle rifle... tangley again? Even if it adds just a small % chance to snare a target (and don't for get to make the resources for that gun require high entanglement stats)

A: Can wishlist this one.



Q: Are you going to be able to re-attach any of the pre-cu weapon sound effects since you're touching every weapon anyway? At the very least, please revert the melee sound effects (hits and misses).

A: We really aren't touching the weapon objects at all. We are rewriting everything that feeds stats onto them. Appearance/sound/bolts are all handled before the weapon is even crafted. If you happen to have a specific example of a pre and post I can put it on the board. I.e the CDEF gun used to make a Pew Pew sound but not it makes a bonk bonk sound.



Q: I could see how this would be good in many ways, allowing PvP'ers an oppertunity to have mulitple options as far as damage types goes. Haveing phopherous rounds to add heat damage, or cryo rounds to do cold, and so on. As far as coding goes you could make it a weapon power up in the guise of ammo. Use it to add xx ammount of acid damage for the next xx shots. Damage and shots would be te lines you expermient on.

A: All guns have ammunition, it is just set to unlimited. They found in Beta that ammunition was just plain unfun. I tend to agree any game that makes me buy ammo not only eats inventory space, but is annoying.

I'd more envision an optional power cell object that puts a buff on you for X amount of shots, similar to weapon power ups.



Q: DECAY MUST RETURN in some lesser form and be expensive, but COMPLETELY repairable. Only then will you begin to fix the economy, crafting and challenge in the game. Decay is pivitol and the only reason we've survived this long since it was ripped out of the game is because this game is (loosely) based on the Star Wars IP.

I've been a crafter since (my) day 1 back in 2004. From around 2 months after the NGE until recently (a few weeks) I've had SIX accounts that I pay monthly subs on. Not bulk... $15 per month EACH! I've done this in the hopes that the game would get better and despite the Heroics (which are nice) and the collections (which aren't) the game has deteriorated even further every patch.

Blix, I don't know you and you don't have to listen to me. But if you really and truely don't want SWG to die. Fix this. Return decay to the game in some lesser and completely repairable form.

Then we can talk about getting rid of cloning sickness and bringing back wounds, battle fatigue, apprenticeship points, profession integration and diversity, etc.,

A: I completely disagree with you. Decay with a repairable mechanic does not get people back in the shop buying new weapons. For Decay to work it a game like SWG you must have the "blow up peoples gear kind of decay", and no one wants that. Buying repair kits is not enough to keep weaponsmiths in business, unless the kit takes the same materials as a weapon, and at that point why not just make new weapons?

SWG unlike other games has an entire class dedicated to doing nothing but running shops and supplying them with equipment. Their entire gameplay Hinges on others consuming their goods as often as possible. Think about it, in most other MMOs the crafting portion of your character is some subskill in conjunction with your primary class. This creates a problem where to give fun to a crafter you need to take away fun from their customers.


I have waited and planned and built my strength for fifteen thousand years. I have evolved. It is time.
(Omnius Evermind)
---------------------------
Feyd'Rautha Saresh (Medic, Rebel Alliance, Europe-Chimaera), Robe Saresh (Force Sensitive, Rebel Alliance, Europe-Chimaera)

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