Gunsmithing
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Re: Gunsmithing
I'm with Doc's player on this one. I was looking forward to this update and now I'm probably never going to do it seriously. I'm not going to break down an already super expensive weapon to maybe get parts that are worth the quality to possibly upgrade to something that has a very slim chance of being better.
And then on top of that the energy to EXP is ****? Yeah no thanks. I already bite the inside of my cheek and weep inside whenever I spend a day crafting traps.
And then on top of that the energy to EXP is ****? Yeah no thanks. I already bite the inside of my cheek and weep inside whenever I spend a day crafting traps.
HELBORNE

First Turned PC Blood Thief
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First Turned PC Blood Thief
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- Elizabeth
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Re: Gunsmithing
If this gets a boost in xp, will crafting in general get a boost?
I mean if you can make quality, accuracy, etc ten plus, you're making lots of cash. More than making traps that aren't super effective these days.
I mean if you can make quality, accuracy, etc ten plus, you're making lots of cash. More than making traps that aren't super effective these days.
Why are you taking me through troubled waters, I asked? Because your enemies cannot swim, he replied.
- Phoenix
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Re: Gunsmithing
So... I actually just tried this with Nix.
The skill is laughable. I bought a 15k AK-47 to break down for parts, but the break change increases by 10% for each improvement made. I broke 3 things trying to get them up to past 8 and said fuckit. Tossed an 8/9/8 together and got...
You created a new weapon called Azure with an APQ of 8, 7, 7. You also gained 26 experience points
This is so unbelievably not worth the energy. Would have been better to stick with the 15k AK-47 that cost me exactly 0 energy.
The skill is laughable. I bought a 15k AK-47 to break down for parts, but the break change increases by 10% for each improvement made. I broke 3 things trying to get them up to past 8 and said fuckit. Tossed an 8/9/8 together and got...
You created a new weapon called Azure with an APQ of 8, 7, 7. You also gained 26 experience points
This is so unbelievably not worth the energy. Would have been better to stick with the 15k AK-47 that cost me exactly 0 energy.

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Re: Gunsmithing
Just for kicks I might try this. But only for roleplay reasons.
Alex would call her gun, Peter.
Then she could go telling everyone how she had been going around shooting off her Peter.
But because he had such low quality parts despite the double barrels, all he could do was shot blanks.
ETA
Hope I didn't shot myself in the foot with that one...
Alex would call her gun, Peter.
Then she could go telling everyone how she had been going around shooting off her Peter.
But because he had such low quality parts despite the double barrels, all he could do was shot blanks.
ETA
Hope I didn't shot myself in the foot with that one...

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#ethicalmica
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- Phoenix
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Re: Gunsmithing
So conclusion after fiddling some more and making an 10/9/8 gun: cost of things going into gun is worth more than gun.
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Re: Gunsmithing
That is what I calculated through the percentages posted.Phoenix wrote:So conclusion after fiddling some more and making an 10/9/8 gun: cost of things going into gun is worth more than gun.
I may try this when I have some more levels on Doc. But.. Nix is so far above Doc at the moment.. thats a daunting thought.

Ego correctionis silentio grammatica tua
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Dressed by Ariadne- Phoenix
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Re: Gunsmithing
For the record, her stats...
Dexterity: 26
Intelligence: 21
Skill: 24
Mechanics: 13
Not sure if dex plays a part, but it would kinda make sense. Maybe.
Dexterity: 26
Intelligence: 21
Skill: 24
Mechanics: 13
Not sure if dex plays a part, but it would kinda make sense. Maybe.
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Re: Gunsmithing
Well, as far as I can make out you have a choice:
1) You can attempt to make a really good weapon (this goes both for gunsmithing and metalworking), but the chances of you succeeding are slim to none. Which, in a way, makes sense otherwise the game will be flooded with godly weapons and the really good ones would just be... average. That being said, I wouldn't complain if the RNG/roll system was tweaked slightly to make it so that you're not almost guaranteed to fail an 18-24% chance to break. 'cause that's really annoying.
Or
2) You can try to make money. This is actually both a lot easier than you'd think, and entirely possible. All you need to do is find a selection of weapons with stats that are as low as possible (e.g. the Ruined Longsword I found earlier that's 1/1/1) and improve these parts five times. That'd make the weapon you'd assemble from them roughly 6/6/6 assuming that the parts you got were at level 1 and weren't slightly improved following David's tweak from last night. This will ensure that any weapon you make from those parts is both better and worth more than the original weapons you broke down. They just won't be worth as much as the really good ones.
That being said, the energy:EXP ratio is still like brick to the face and, as I've mentioned in point one, I'd like the RNG/roll mechanic to have a little tweak to make it slightly less intense. After all, an 18% (for example) chance to fail should mean that you succeed approximately four out of five times, not the reverse >.>
1) You can attempt to make a really good weapon (this goes both for gunsmithing and metalworking), but the chances of you succeeding are slim to none. Which, in a way, makes sense otherwise the game will be flooded with godly weapons and the really good ones would just be... average. That being said, I wouldn't complain if the RNG/roll system was tweaked slightly to make it so that you're not almost guaranteed to fail an 18-24% chance to break. 'cause that's really annoying.
Or
2) You can try to make money. This is actually both a lot easier than you'd think, and entirely possible. All you need to do is find a selection of weapons with stats that are as low as possible (e.g. the Ruined Longsword I found earlier that's 1/1/1) and improve these parts five times. That'd make the weapon you'd assemble from them roughly 6/6/6 assuming that the parts you got were at level 1 and weren't slightly improved following David's tweak from last night. This will ensure that any weapon you make from those parts is both better and worth more than the original weapons you broke down. They just won't be worth as much as the really good ones.
That being said, the energy:EXP ratio is still like brick to the face and, as I've mentioned in point one, I'd like the RNG/roll mechanic to have a little tweak to make it slightly less intense. After all, an 18% (for example) chance to fail should mean that you succeed approximately four out of five times, not the reverse >.>
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- Phoenix
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Re: Gunsmithing
I hate the fact that when you break something, it vanishes. That seems ridiculous. You should end up 'degrading' the part or the part should stay exactly as is when you fail. There should be a very slim chance of breaking something that is very high quality completely.
If I break something, odds are I can still sell it for scrap.
If I break something, odds are I can still sell it for scrap.