Armorsmith Archive
Thread: Top 3 Questions answered
Dev Answer: This was fixed over the weekend. The only outstanding ones are Geo cubes and Nightsister layers. These will be fixed shortly.
2) Is there any chance we can get resources and factory times changed again? Regarding resources, can we have several less specific named resources, especially in the organics area? No one wants to harvest Naboo Bristley hide, meaning we have to pay out the arse to just get a little bit. The organics requirements in cores is also a major issue, but we're willing to compromise with the following:
-Reduce all Named organics (i.e. Naboo bristley, lokian leathery) to just generic bristley or leathery. Then move the organics from the cores into the skin at a 1:1 ratio. You thus preserve the amount of resources we need, but still make it possible for us to craft decent armors.
And layers, as a whole, just need a lowered complexity. It takes forever to run them and the time cost isn't really worth the tiny benefit they give.
Dev Answer: Possibly. We're still watching how this one pans out.
3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).
Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.
So, my take on it is this: Experimentation might get some complexity back into it and resources might get changed again.
I'm going to be writing up another focus thread on resource requirements soon.
You should just press on them to rewrite the whole system. Elemental damage is completely pointless right now, and they're going to have to completely rework it in PvE if they actually want it to have any meaning, so they might as well just use that opportunity to change how elemental protection works on armor.
CaileSathinor wrote:
3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).
Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.
Thanks for the Answer. My Biggest Problems are Resource Numbers and Factory times.
Can you please seperate these two issues? Right now since we have them listed as one issue the devs only look at the total not the individual fixes.
Factory times are KILLING me. 4 days of factory runs to make 7 suits of armor is just insane. The Resource costs are also very very high. If we come at these as seperate issues we may have a better chance to getting one solved while the Devs 'wait and see' on the other.
I cannot stress how muc Factory times (almost above anything else) is making crafting such an amazing pain.
Even if they removed the need for identical schematics from Cores. This alone would allow me to at least Hand make armor.
Example: I get an order for 1 suit of Rebel Recon Energy. I have the Energy layers, so I go to my factory and make 33 Adv Recon Segments (10 hours!) Then I make 11 cores (6 hours) 16 hours have gone my. I could hand make this armor is 15 minutes.
Im at the end of my rope here. I have orders to fill and these factory times are just killing my game play.
CaileSathinor wrote:
3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).
Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.
So, my take on it is this: Experimentation might get some complexity back into it and resources might get changed again.
I'm going to be writing up another focus thread on resource requirements soon.
Rewrite the system then. The way it is now, armor is not necessary. People are playing naked because armor is unavailable. When they (finally, thanks to extremely long factory times and the fact that cores cannot be hand crafted, which is stupid) see the high prices from the ungodly resource requirements, from the mad shuffling and trying to find all these named resources...when they see that they will reconsider how necessary armor is. And they will go find a tailor to make them something stylish for one twentieth the cost.
Damn I don't envy you Caile. I don't think they're going to listen at all.
Dev Answer: This was fixed over the weekend. The only outstanding ones are Geo cubes and Nightsister layers. These will be fixed shortly.
radiant.Arba
1) your exceptional loots have been regurgitated up from the belly of SOE all equal and "balanced"
Now they are all near junk equally
2) well if the whole AS community quits we might look at it again...but eventually you will all cave in
3) no! no freekin way in heell! We worked hard dumbing down and screwing up the whole crafting process and getting it back to good would be a lot of work. so no, no way. Eventually you will give in to the dumb side.
Imaridril wrote:
You should just press on them to rewrite the whole system. Elemental damage is completely pointless right now, and they're going to have to completely rework it in PvE if they actually want it to have any meaning, so they might as well just use that opportunity to change how elemental protection works on armor.
CaileSathinor wrote:
3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).
Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.
she can't "press them",They are looking into the situation. If your anytype of gamer, it's know how the other personworks. She's making head way. The part about rewriting the whole system, makes me wonder. IF they are doing it the way I think they should be coding it, it wouldn't be a major rewrite. For record sake (and up to blictev, because I am now curious, but he doesn't have to give it away) I'm assuming 35-75 lines of code. That's just functions. I'm not including grafical. From the vibes I am getting the CU was rather well net mesh of code. impresses and worries me. technicaly speaking they passed on a beta of CU, As for elemental damage, simple juggling of the varbiles. it's probably on their "to do list".
Moge_Tira_Tru wrote:
Cailie,
Thanks for the Answer. My Biggest Problems are Resource Numbers and Factory times.
Can you please seperate these two issues? Right now since we have them listed as one issue the devs only look at the total not the individual fixes.
Factory times are KILLING me. 4 days of factory runs to make 7 suits of armor is just insane. The Resource costs are also very very high. If we come at these as seperate issues we may have a better chance to getting one solved while the Devs 'wait and see' on the other.
I cannot stress how muc Factory times (almost above anything else) is making crafting such an amazing pain.
Even if they removed the need for identical schematics from Cores. This alone would allow me to at least Hand make armor.
Example: I get an order for 1 suit of Rebel Recon Energy. I have the Energy layers, so I go to my factory and make 33 Adv Recon Segments (10 hours!) Then I make 11 cores (6 hours) 16 hours have gone my. I could hand make this armor is 15 minutes.
Im at the end of my rope here. I have orders to fill and these factory times are just killing my game play.