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View Full Version : Non-Rare to Rare gap.


Safunte
25-12-06, 06:09
This gap of productivity between rares and non rare weapons seems lessened with the introduction of the testserver, with them being more linearly balanced and not a huge jump from using a non rare to a closely related rare.

HOWEVER, this illusion of a small leap is really a huge jump. The all 120/ stats presented in the test server serve to make this illusion. With hard caps removed from weapons and spells, a players efficiency is not only based on the quality of their setup, but moreso now on their weapons than before.

With highend non-rares not being capable of reaching 120% in all stats, they are nowhere near on par with rare weapons, effectively taking them off the balance between offense/defense supposedly available to all classes.

I propose (yes once again) that the stat caps in building non rares be lifted, much like the construction of rares, but the slot chances kept the same.

a4nic8er
25-12-06, 07:28
That sounds reasonable and fair. If the hard caps on combat skills are lifted, then the same benefit should be applied to tradeskillers, so that a pure constructor should be able to build artifact 120-all weapons (and a pure repearer should be able to repair without losing condition. By pure, I mean all INT/DEX points in those skills.

That would be very logical. Maybe it is already so, anyone tested yet?

\runs off to roll a couple of skillers on the TS.

Doc Holliday
25-12-06, 07:57
agreed. a tank using a tpc vs a tank using a cs for example should have more of a chance than current. it will allow for more open pvp an not people running if they see a swirly when their weapon doesnt have one.

jini
25-12-06, 08:27
That is correct.
Also dont forget the extra bonus a rare weapon gets just because it's rare.

Raise construction quality stats

Glok
25-12-06, 08:34
/signed

gamefreak
25-12-06, 18:49
I think they should use the same system they use with rares.
When you reached a certain const skill you will built non rares with all stats above 100% but random stats between 100% and 120%.

Faid
25-12-06, 19:10
I think they should change the slot randomness to where the more construct you have the higher % chance you have of getting better slots. I hate the fact that having more construct means nothing when it comes to builing items which require a good amount of slots. Why does a guy with 100 less points in construct have the same %chance of getting good slots? Just doesnt make sense. The same for research, the more research you have the less %chance you should have of failing. If I have more pistol combat I get a higher % on the damage with my gun, to be fair and BALANCED they should apply the same concept to tradeskilling.

Dogface
26-12-06, 00:43
I brought up the idea of that a while ago Faid. KK (or, Dirus) didn't like it because it requires players to grind to be effective at tradeskills.

Faid
26-12-06, 20:02
You should have to grind to be really effective at anything in this game, whether it be shooting guns or tradeskilling. Its infinately maddening building a 0 slot rare with a capped constructer simply because the slots are random, then having to throw the useless weapon away. Why are slot percentages random? It doesnt make sense why would KK do things this way.

vices
26-12-06, 21:13
You should have to grind to be really effective at anything in this game, whether it be shooting guns or tradeskilling. Its infinately maddening building a 0 slot rare with a capped constructer simply because the slots are random, then having to throw the useless weapon away. Why are slot percentages random? It doesnt make sense why would KK do things this way.
Slot chances being random is one of the few things in Neocron that do make sense.. I wouldn't like the most slotted rares being built by the guy with the most hardcore construction gear.. Definately not..

Pantho
26-12-06, 22:13
Slot chances being random is one of the few things in Neocron that do make sense.. I wouldn't like the most slotted rares being built by the guy with the most hardcore construction gear.. Definately not..

No but a 1 slot 90% chance at least on a High TL rare, with capped out conster would be nice -

Faid
26-12-06, 23:58
Slot chances being random is one of the few things in Neocron that do make sense.. I wouldn't like the most slotted rares being built by the guy with the most hardcore construction gear.. Definately not..

How does it make sense and why wouldnt you want there to be a higher percent chance of better slots for someone with more points in construct? Its not that you would have to goto the guy with the most construct to get the best slots, its that the guy with the most construct would have a higher % chance of getting better slots. You can still get good slots with less construct but you'll have a better chance of good slots with more construct.

The randomness of slots is stupid, pointless, and lazy on the behalf of KK. Instead of implementing a real system, like everything else in this game they just decided to make it Random.

Safunte
13-01-07, 08:35
I propose (yes once again) that the stat caps in building non rares be lifted, much like the construction of rares, but the slot chances kept the same.

This should not be a difficult fix, and for reasons stated earlier, definitely should happen.

EDIT::: I would also like to see this issue addressed, even if that is in a negative manner. Acknowledgement would help seeing as though we're sitting here trying to convince people to do something about things that are dissatisfying to a potential continuing customer.

Safunte
29-01-07, 04:05
BUMP BUMP BUMP

Because Whomever skims over this forum for KK is ignoring this while its being agreed with by knowledgable customers

Dogface
29-01-07, 04:44
I agree with Safunte on this one. Since KK are into stopping PEs from using a large spectrum of weapons, then lifting build caps is going to help them a lot - though I'm not pleased with what has happened to the class.

SorkZmok
29-01-07, 09:12
I'm up for the idea.
Also this would finally be a reason to have a high construct skill.

awkward silence
29-01-07, 10:12
If this is a petition ill sign

calim
29-01-07, 10:49
If this is a petition ill sign

Please, this is totally out of topic ... We speak about a test server, there is no place for ""petition"" ... just discuss and make things better !

onero S
29-01-07, 12:59
I agree, lift cst caps on non rares.

Lifewaster
29-01-07, 17:02
Agreed about the cst caps for non-rares, since rares already get a dmg bonus.

This would particularly help low the tech guns , since they can only use half the freq/dmg mods..... eg: where a 5 slot is no better stat-wise then a 2 slot

Dogface
29-01-07, 17:11
Also with lowtech melee weapons especially, there being two mods for those.. Neither giving +damage.

The only thing that's stopping me from playing a full-time Face Scratcher PE is the fact that I can't get a higher damage from it than what the build cap allows..

awkward silence
31-01-07, 11:24
Please, this is totally out of topic ... We speak about a test server, there is no place for ""petition"" ... just discuss and make things better !

Its not out of topic. I just happen to agree with the thread started. Nothing comes to mind that i want to say other than that i agree.

agree=sign

StevenJ
31-01-07, 11:32
I agree, makes a lot of sense.

Also agree with Faid's comments about the low cap for constructing. Maybe making non-rare weps up to 120% could be excessive I think, but perhaps they should be raised to around 110% or so.

Doc Holliday
01-02-07, 02:14
Steven even if its just 110 its an improvement and it would be good. also dont the rare weapons now get a bonus simply for being rare. who woulda thought a little swirly round the end of your gun could make that much difference :)

Safunte
01-02-07, 21:42
Actually, since we all know the EXTREME LAZINESS of KK, they'd never go through and change the code so that weapons construct without stat cap (go ahead, prove me wrong, i dare you)
so thats why
I have an alternative idea for KK : promote Ultima and Larent mods, make them easier to obtain (quest or rare pool). This way you'll be able to reach 120% on non-rares.
of course this will be through ******** grinds of finding 5 slots and making it a fact to get these mods... another place to get them that'd be nice would to include them in rare dropping mobs, with a 1:12 ratio of rareparts... you know... 1 mod for every 2 rares made, not too hard, not too easy.

Safunte
01-03-07, 06:19
BUMP

Another ignored topic.

clearly in the publics point of view.

netster
01-03-07, 10:20
yeah, it seams so.


even if ignored, this thread is *****/5