Armorsmith Archive
Thread: New top five items you'd like fixed/improved
Message Edited by Ragnoraq on 05-12-2004 01:04 PM
Message Edited by Ragnoraq on 05-12-2004 01:07 PM
2. The rest of the Tantel pieces and an advanced segment
3. PSGs "on" when they are equipped (and not needing to be unequiped reequiped)
4. More things that can go in sockets, craftable stuff even, perhaps a good place for the "gas mask" concept. The socketable crafted items could even be limited to what armor piece they can be used in (it would look silly to have a gas mask in your boots, fer instance). Or maybe craftable (not even by AS) enchancers to go into the enchancement slot on armor segments, such as gas filters (could be CM crafted), weapons skill increases (either WS crafted or crafted by the combat elite profession involved), hunting skill increase (ranger crafted), etc, kinda like tailors have BE enhancements.
5. SEAs that work the way the Friday Feature outlined
More choices in armor - Most armorsmiths only make 2 types of armor, Ubese and Composite. The quest armor is too difficult to obtain for it's worth. Weaponsmiths have large varities of weapons to make, but armorsmiths only have a few choices. I'd like more craftable armor that appears in my skill tree and not some new quest loot drop that requires insanely rare resources.
Message Edited by SaintGadreel on 05-12-2004 02:22 PM
2) all the inconsistancies in all the armor types. this includes the special resists on Mabari, Ubese boots not matching the pallete of the rest of the suit, glove/bracer iregularites (how about listing which slots they cover, so we know when something doesn't work?)
3) Hand-held sheilds for those with a free hand in combat (brawlers, 1h melee, pistoliers)
4) Armor Power Ups.
5) More Armor types, even if only visual different from existing armors, it allows for more variations in the way people look, and makes more of a market, where competition is easier.
and I'll add a #6 here too.
Storage space!!! help me store all my resources!
Armorsmith Belt- Most professions got a +experimentation/assembly belt due to the theme park loot upgrades. Armorsmiths would like one as well (one that is wearable by wookies).
Experimentation irregularities- There are a variety of irregularities in the experimentation process. For instance, the way composite is experimented seems to be different from how other armors are experimented. Along the same lines, experimenting encumbrance costs on segments seems to be acting strangely.
PSG's still not working 100% of the time- There are still occasional reports that PSG's are not working all the time.
Looted armor segments are generally useless- Most looted segments contain base statistics that are lower than those crafted by a novice armorsmith with only one experimentation point. As a result, they are essentially useless. The looted segment table should be reviewed and particular segments should be modified.
Experimentation range for encumbrance is too small- the trade off for experimenting encumbrance versus resistances is weighed heavily in favor of experimenting resistances, because the benefits from experimenting encumbrances are much smaller than for experimenting resistances. The benefits for experimenting encumbrance on all armor types should be increased.
Tantel is completely borked now. The tantel segs i made last night aren't registering as a valid ingredient in the final product schematics.... So now Tantel is COMPLETELY worthless.... good job devs. This makes my top 5.
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This is currently a Crafting wide problem..Devs probably tried a stealth Nerf and **edit**ed up everything else...
Factional Armor /Drool
Resource Space..Top 5 for every crafter I think