Armorsmith Archive
Thread: Top 5 things that you want fixed
We haven't had one of these in a while, and I know I'm trying to just focus on the stat-shifting bug this week, but I need to put one of these together fairly soon for the Devs. So, go ahead and list your top five issues. I'll close down this thread in a few days and put together a comprehensive list. Please limit yourself to only five bugs.
Here's the ones that I know will be reported first:
1. Stat shifting bug
2. Armor Hole
3. Armor Experimentation issues
Go ahead and list any others you'd like to see fixed. This includes ideas or changes you'd like to see (i.e.: more armor schematic quests, factional armor, etc.)
More armor.
Maybe lower end armor that has awsome resist to XXXX but is weak (no matter what) agaisnt XXXX.
This in it self would majorly help the low end armorsmiths.
Shiftings stats
Padded given a use or lower the encumbrance of it(preferably both, I meanall but the helm/chest/pants use 1 segment)
Faction armor would be nice.
All that experimentation points do is force folks to master the profession before they can compete with the other smiths in the economy.
This is an issue across the board for artisans of all types.
We need more types of armor and a revamping of the current experimentation setup. We need to be able to requisition faction schematics for armor using faction points.
1. Shifting Stats on R.I.S. and Personal Shield Generators.
2. Experimentation on "Quality" of Armors produce different results, what I mean specifically is when you Experiment on Quality of Composite armor, it raises the "Effectivness" of the armor as well as the "Special Protection." It appears that the "Special Protection" stat is 'stacked' on top of the "Effectivness" stat. No other armor behaves this way. Composite used to not behave this way either, but based on informaion found in several posts in the Armorsmith forum by Q3PO and others that this was changed in late september. There is great debate to whether Composite is bugged and all others are correct or vice-versa, either way, it needs to be conisistant across all armor.
3. R.I.S. armor is "hard capped" at 69% Kenetic Protection. I utalized a 14% kenetic layer and reached 69% kenetic with only5 experimentation points I attempted to raise it with the 6 remaining ones I had, but it would not increase over the 69% stat. It appeared to be hard capped like the 80% cap on other armors.
4. Request: R.I.S. loot drops have always been rare, but now with the huge increase in creature statistics that drop them, nobody is even attempting to get the loot, especialy in light of the poor statistics armor that R.I.S. is (compared to other armor that produces far better statistics) The request is to improve the R.I.S. armor to make it worth the 3x+ increase in risk people now face to make it worth the 10% or less drops that occur, or greatly increase the rate of loot drops of the R.I.S. components.
1. Make PSGs actually work.
2. Lower the HAM requirements on Mabari armour to make it actually useful... asnovice armoursmith I see no reason to create this worthless armour.
3. Lower the HAM requirements on composite. I have to buff to wear it right now. That means I have to pay another player every time I want to use it. Would you like to pay another player to be able to use yourFlame Thrower,Scatter pistol, LLC, Vibro Knuckles or Light Saber every time you wanted to use it? I didn't think so. Why should I have to pay to use the top armour too?
Wow all that and I'm still only a novice. I refuse to grind to get where I'm going.
RIS is not capped at 69%. On Eclipse it is maxed at 78% and I still think 80% ispossible if use better NS layer.
More Lower Level Armors. What's the point in making an armor only a master can make, They already have adv comp, comp and now ris armor. There's a huge gap between Novice and master. And unfortunatly the novice starves while the master has far, far to much work.
Because with all things not many will settle for lower level items.
2) More things to make.for example:Shields. Hand held shields.
3) I'm an armorsmith, Shouldn't i get a bonus to a) Wear my armor, I know it almost intimatly. And b) Wear it more effectivly then anyone else out there. letting armorsmiths get a 5% or a 10% bonus to effective armor wouldn't hurt much. God already knows we are not much of a combat class (Or at least i'm not with master artisan, Master merchant and master armorsmith trained)
Nylan. Bloodfin.
1.) Shifting Stats in Tantel PSG's and R.I.S armor
2.) Experimentation failure rate, I am sort of thinking we armorsmiths experience more fails because we use the factory much less and craft more pieces then most if not all other crafting professions.
3.) Improved R.I.S statistics based on resource/looted component rarity
4.) The Armor Hole
5.) PSG condition is too low for them to be all that worth making.
As far as R.I.S and kinetic resist it caps at 80% just like composite. I have made an 80% kinetic chestplate.
Composite HAM is fine imho...
Especially with slices and a little stat shifting...
JaatoWaals wrote:
We haven't had one of these in a while, and I know I'm trying to just focus on the stat-shifting bug this week, but I need to put one of these together fairly soon for the Devs. So, go ahead and list your top five issues. I'll close down this thread in a few days and put together a comprehensive list. Please limit yourself to only five bugs.
Here's the ones that I know will be reported first:
1. Stat shifting bug
2. Armor Hole
3. Armor Experimentation issues
Go ahead and list any others you'd like to see fixed. This includes ideas or changes you'd like to see (i.e.: more armor schematic quests, factional armor, etc.)
I think the experminatain needs to be higher, the Master level failure rate is way to high, and the armor hole is far less appearent on test so in my opinion it should be lowered, unless it is on the rise.
1) Shifting protective stats on PSGs, RIS, and Tantel. Currently demand for three types of protection are way low, since we can't guarantee what kind of protection our customers will receive after purchase.
2) Make Durability/Condition experimentation worthwhile. When creating the final product (PSGs or Armor), it is basically useless to experiment in this area unless I have a special order where someone doesn't mind dramatically lower protection in order to get some reduction in encumberance. This also inhibits PSGs with increased Condition, since most people are concerned with protection.
3) Make non-Composite armor useful. a) Make each armor type have a special protection that can actually protect as well as composite (i.e., 80% max). Right now, you can never have Bone armor protect as well as some Composite with a couple energy layers. b) Allow smiths the full 10 experimentation points for comparable armor levels. For example, if I have Technique III and Personal Armor III, I should be able to use 10 experimentation points for Ubese and lower armor. But if I only have Technique II and Personal Armor III, I should be able to use 10 experimentation points for Tantel, but only 7 for Ubese. This still gives a reason to go for Master, but allows people to enjoy the profession (i.e., sell stuff) along the way. c) Create certifications for armor, so that not every Novice Pistoleer can wear Advanced Composite.