Armorsmith Archive

Thread: State of the Armorsmith Profession: Updated June 27, 2005

CaileSathinor
Mon Jun 13, 2005 9:19 am
#1







The State of the Armorsmith Profession:


An Analysis of Armorsmithing After the Combat Upgrade


June 6, 2005



It’s been over a month since the Combat Upgrade went live, and around a month and a half since I became the Correspondent for this profession. We’ve seen some fundamental changes to the crafting system some of us have known for a very long time, some since the beginning of Launch. The Combat Upgrade changed the face of our profession radically, some better, some worse.


That being said, I have some hope for the future. Even though I don’t respond to all your threads, I do read them and report bugs, problems and concerns. I don’t rank bugs per se, because I feel every one is important and no bug is more or less important than another. I’ve broken this document into 3 sections:


Section 1 is a detailed list of every bug I can find in the forum posts.
Section 2 is a list of issues we have at the moment, not necessarily bugs but things we would like to see changed or tweaked.
Section 3 is a list of new additions and content we’d like to see.



Section 1: Current Bugs



As stated above, I have not ranked these bugs in order as I consider them all incredibly important and need fixing soon.


-Colors are reverting to default upon factory runs


This is a recent bug, brought around since Publish 17. Any color selections made in a draft schematic and then factory run will revert to the default color selections when pulled from the factory crate. This is causing Armorsmiths to have to hand craft every suit of armor and making it cost an incredibly large amount of time to restock vendors.


Suggested fix: Return factory run armor to the way it originally worked and have it retain its color settings.



-Vendors Are Not Retaining Details on Items After Server Reset


This is truly an aggravating bug. Many of us keep large stocks of armor on our vendors and having to re-list them every single day means it’s more of our time wasted and we get more irritated with it as time goes on.


Suggested Fix: Return vendors to updating and retaining details on items constantly so re-listing is not needed every single day.



-Segments and Other Various Items Becoming “Too Damaged To Use” After Death


This is something since the CU I have completely disagreed with, especially since the problem of crafters and survivability has not been addressed to the satisfaction of the Crafter Correspondents. Essentially, if an armorsmith dies with layers, segments or cores in their inventory, they become “Too Damaged to Use In Crafting.” This is unacceptable, especially since a) we were given no warning that this would go into effect and b) crafter survivability has not been addressed. It’s been noted Armor Repair Tools will fix this, however, I still find this a BUG that they decay at all.


Suggested Fix: Until crafter survivability has been addressed to the satisfaction of the Correspondents who represent the Crafting Professions, remove the decay from these items on death.


-Stats On Layers Are Not Updated During the Experimentation Process


This is more of an annoyance, but there’s a display bug during layer experimentation where you can keep experimenting the resistances all the way to whatever your cap is, but the resistances are staying fixed until you view the factory run crate.


Suggested Fix: I assume this is just a display script error and needs a looking into.



-Experimenting Condition on Cores and Segments Does Nothing


As far as we can tell, experimenting or condition on cores and segments has no overall effect on the total condition on the armor. On a related note, there is also no condition displayed while experimenting these items that we can check to even tell if there is any effect and we’re just not noticing it.


Suggested Fix: Make the condition on segments and cores add a meaningful amount of condition to overall armor pieces. Also add in a line where we can see if condition is truly going up when experimenting segments and cores.



-PSGs Are Permanently Losing Resists Until Logout/Server Reset


I’ve received mixed reports on this, but apparently PSGs aren’t recharging until logout. I’ll be asking for more info soon.


Suggested Fix: PSG recharge work as it’s supposed to and recharge at a fixed rate, not waiting until logout.



-The Last Item of a Stack of Looted Components Won't Be Used Up In A Factory Run


There seems to be a general bug with using crates/stacks where the last item is unusable. It's happening on crates of powerups for example. For armor, it's happening on new stacks of looted armor cores. There's an error if you try to use the very last item in the stack (say for making an armor piece).


A workaround, at least for armor cores, is to split the whole stack apart and then make sure to use the remaining core (which will still have a "1" listed as a stack of 1) as the second or third core for legs or chest.


Suggested Fix: Fix the last item in a stack so the above workaround isn’t necessary.



-Crated Pre-CU Layers Have 0 Stats Across the Board


It seems none of these items were converted from the CU. Is this intentional or another conversion oversight.


Suggested Fix: If possible, please fix these so that they are once again usable.



-Non-Armorsmith Mandalorian Armor Schematics Are Not Getting the Full Palette


The DE and Tailor certified Mandalorian Armor Schematics are not receiving the full color palette. Whether this is due to them not having the Armor Customization mod or some other customization mod issue, I don’t know. The fact that this part isn’t working also makes me concerned they will not get the full amount of experimentation points as well to put into condition, making this a very tough subject to test since no one wants to sacrifice a piece of Mandalorian Armor to test it.


Suggested Fix: See my comments in the Issues section for full details on the suggested changes, however, the core of the suggestion is keep the DE and Tailor required to make the schematic, but certify the schematic as Master Armorsmith only.



-Mabari/Padded Belts and Ubese Bandoliers/Shirts Can No Longer Be Made With Sockets


These items held a place for us to sell and were desired due to the fact that they took AA’s and were relatively safe to keep and protect. The fact that we can no longer craft these with sockets makes them useless at best.


Suggested Fix: Please return the ability to craft these items with sockets so they can become useful again and not a waste of space.



-Resources With Missing Required Stats Are Counted As 0


If a schematic calls for OQ+SR+DR and the required resource is missing one of the stats, it seems that the missing stat is being counted as 0 in the overall set of the calculation instead of being ignored. This is causing otherwise great resources for armor to be utter garbage no matter how good the remaining 2 stats are and turning out armor with significantly less condition than possible, an example being composite, which I can only reach 40% experimentation with using 999 OQ Petrochem fuel.


Suggested Fix: Ignore missing stats instead of counting them as 0 in the overall equation.



-Ubese and Mabari Chestplates Cap at +50 Health, Even Though They Count As 3 and 5 Pieces In One, Respectively


Big issue here, since this cuts down the number of suits that can be made with +350 health enhancement in the recon armor arena to 2 (tantel and 1 of each factional).


Suggested Fix: Make the cap on health enhancement for Ubese jackets +150 and Mabari Chestplates +250 health so that an entire suit can still receive +350 health.



-Wookiee Chestplates Don’t Have the Option to Break Down For Cybernetics


This was stated recently in some patch notes that it would be possible to break down these pieces so Wookiees can wear cybernetics. This isn’t working. There’s no radial option to break down the pieces.


Suggested Fix: Just add in the radial option like you said you did.




Section 2: Issues



Currently, the following issues, while not bugs in and of themselves, are major items that we would like addressed soon in the near future. Again, none of them are ranked in any particular order due to the fact that I feel no one issue is more or less important than another.


-Experimentation Is Oversimplified


We’ve had an issue with this since day 1 of the CU. 1 useful and meaningful line of experimentation that we can max in 8 points is not a challenge. I’ve always held the notion that this profession should be an art form, something that takes talent, effort and a bit of thought to truly excel in the profession.


Suggested Solution: Add several more useful lines of experimentation. A good example I like to cite is Shipwright experimentation where a Shipwright has many lines to work with and can tailor designs to what a customer needs.



-Armor Decay Is Far, Far Too High


People are burning armor suits up in days, not every other week. This makes factional armor, already expensive due to FP costs, an extremely costly investment, as well as enhanced armor and “epic” armor. No one is going to wear their new suit of Faction, RIS, Mandalorian, what have you, to hardcore PvP/PvE if they will just have to replace it a few days later.


Suggested Solution: Cut decay rate by 50-75% of its current rate. That should make armor last a meaningful amount of time.



-Lack of Variety In Loot Enhancers


Have you taken a look at loot enhancers lately? They all do the exact same darn thing. Add health. Yay. Too bad I can cap the health per piece easily. This is an incredibly irritating issue for many of us. Why exactly does every enhancer do the exact same thing?


Suggested Solution: How about some other enhancers that do things such as raise resists, raise condition, make armor look different than generic armor of its type (shoulder pads, decals, insignias, etc)



-BH Armor Not In Game As Craftable?


Where’s the schematics for this? People want this armor badly and the only wearable pieces in game are the ones converted from Pre-CU. Could we possibly please get this added in game soon?


Suggested Solution: Add BH armor schematics as a limited (5 use?) loot drop to Black Sun NPC’s outside Deathwatch Bunker, similar to how Mandalorian Parts are.



-What Exactly Are Armor Core Enhancers and Biological-Mechanical Cartridges?


No one has a clue as to what these are, what they do, what drops them and if they’re even in game yet.


Suggested Solution: What the heck are these things?



-The Mandalorian Crafting Process


Currently, the schematics made in the Bunker are certified for MAS, MDE and M Tailor, which is leading to color palette and experimentation problems for the final skinned piece. I don’t think any of the schematics should be certified for non-AS. A tailor doesn’t make armor. Nor does a DE. They can certainly show an AS how to make an appearance (i.e. make the schematic/blueprints) but they should not be certified for the final schematic.


Suggested Solution: Still require a MDE/M.Tailor for the process of making the schematic. However, certify the schematic for MAS only.



-Why Is Epic Armor Not Epic?


Let’s face it. RIS and Mandalorian suck when it comes to being epic. Sure, they get super high condition, but 50k extra condition is not worth the price tag or the effort involved, period.


Suggested Solution: Open for discussion.



-Armor Repair


What’s the deal with this? Is this working, random, whatever? Do the Armor repair mods even work, along with Armor kit efficiency?


Suggested Solution: Make Armor repair based on three things: Armor repair kit condition, an “Armor Repair Mod (already in game)” and remaining condition on armor.



-Faction Armor Schematic Costs for Non-Humans


This is retardedly high, period. 43k faction for a Mon Calamari Armorsmith on the best planet available is too much. The racial penalty for this needs to be removed, period.




Section 3: Things We’d Like to See



The following are a few ideas we’ve been kicking around on the forum for new content and such that we’d like once the previous two sessions are addressed in full.


-Armor Coloring Kits


Not a bad idea, honestly. I like the idea of being able to allow people to make armor their own color. It saves me the issue of having people agonize over a color palette for hours and waste my time for one. Make them like droid and vehicle customization kits and you’ll have a lot of happy Armorsmiths AND customers.



-Epic Recon Armor Quest


So we have RIS for Battle Armor, Mandalorian and Bounty Hunter (possibly) for Assault Armor. Where’s the epic recon armor quest? Ranged combat was pushed as the new game post-CU and 99% of ranged professions are certified for recon armor. This would be a welcome addition to our content spectrum.



-New Armor Skins for Wookiees and Ithorians


Currently, these poor guys have a very limited selection of armor skins to choose from. Maybe the art team could put a few more nice ones together for these guys?



In Conclusion:



The Armorsmith Profession today is not what I think many of us hoped it would be after the CU. There are an enormous amount of bugs and issues that need to be addressed and we need it soon. It’s becoming difficult to stay in a profession that time and again seems to be ignored for the most part and falling to the wayside as combat consistently gets more and more attention. We’re a part of combat too, unless you forgot that the armor you don before every fight was made by one of us.

Message Edited by CaileSathinor on 06-27-2005 11:37 AM



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
CaileSathinor
Mon Jun 13, 2005 9:22 am
#2

I apologize for the horrid spacing guys. The forums hate me.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
Rancor418
Mon Jun 13, 2005 9:24 am
#3

Good stuff Caile..Some of these are major. I can only hope the devs fix this stuff soon.



Pave Darkwalker
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Thula
Mon Jun 13, 2005 9:42 am
#4

Very nicely done Caile, covers my concerns.






Thula Moonrider -UNA-
Master Armorsmith - 12 pt - R.I.S. Certified
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tiddlywink
Mon Jun 13, 2005 9:54 am
#5

Keep up the good work mate.






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Si-Thuong Hoang- 12pt Armoursmith/Tailor
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Keeper32
Mon Jun 13, 2005 10:01 am
#6

I hate it... The formatting that is

Top-notch content. Sums up pretty much everything. Well done.



Hurgis & Haldi Balthezan - HB Armouries.
Elder 12pt Armorsmith, R.I.S Certified.
Supplying Weaponry and Armor to a galaxy in need.
CaileSathinor
Mon Jun 13, 2005 10:08 am
#7

I'm gonna take one more pass at formatting it.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
CyberFett
Mon Jun 13, 2005 10:23 am
#8


Excellent Job. Hopefully these things will all be fixed soon.


On the subject of Epic Recon Armor. I suggest the ARC (Advanced Recon Commando) Trooper Armor be the Epic Recon Armor. Could be added to the Clone Wars Relic Quests, to find the secrets of the ARC Trooper Armor for Armorsmiths to craft it once again.


Also on the Armor color issue, either option would be great. Being able to color your own composite was one of the best things they added in the old system. Either adding it back in for all armor or adding color kits either made by Armorsmiths or Master Artisans definitlly needs to be done.

Message Edited by CyberFett on 06-13-2005 01:26 PM



General Vultan Blackstar

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Kelloch
Mon Jun 13, 2005 10:34 am
#9

Good work Caile.

I'm still on the fence about coloring. Whereas it would help out the community, from an RP perspective, I'm not sure how you can say it makes sense for all armors. Composite, yeah...looks like metal, so you can paint it with a kit. But can you paint Ubese? That seems more like a tailored item - hard woven cloth or such.

If the kit were instituted, I'd like to see the color go away after a certain point in time (i.e. fade away from use, but allow someone to recolor). This would allow for a little bit of a market in coloring kits.



Sune Omare
CaileSathinor
Mon Jun 13, 2005 10:35 am
#10



Kelloch wrote:
Good work Caile.

I'm still on the fence about coloring. Whereas it would help out the community, from an RP perspective, I'm not sure how you can say it makes sense for all armors. Composite, yeah...looks like metal, so you can paint it with a kit. But can you paint Ubese? That seems more like a tailored item - hard woven cloth or such.

If the kit were instituted, I'd like to see the color go away after a certain point in time (i.e. fade away from use, but allow someone to recolor). This would allow for a little bit of a market in coloring kits.




I was thinking the same, hence the analogy to droid kits and vehicle kits.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
-nuna-
Mon Jun 13, 2005 10:39 am
#11

Very nice Caile very nice



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Eryk
Mon Jun 13, 2005 11:20 am
#12

Calie 4TW



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samijx
Mon Jun 13, 2005 11:40 am
#13


I agree about the condition of armor wearing out too quickly....although it's nice to have armor decay so that our customers return for another suit.....I wore a brand new set of armor last night. I was on Dath. for about 2 hours. We hunted mostly rancors, but did fight a handfull of nightsisters and random aggro stuff. After those 2 hours, my suit isabout 2/3 condition. That's insane! (No wonder people are paying 15 million credits for Anti-Decay Kits) Of course it's one of the reasons why my alt became an AS, but it isa serious issue IMO. I don't think they need to adjust the decay rate of armor, just raise the condition of armor. Instead of appx. 40,000 condition, the same piece ought to be like 100,000 condition. It doesn't take long at all for a fighter to get hit with enough damage points to tear the stuff up. Even at 100,000 condition, a suit could need replacing after about 15-20 hours fo solid combat. If players were in solid combat 2-3 hours a day, that would make the suits last from 5-10 days... which is a completely reasonable amount of time.




Message Edited by samijx on 06-13-2005 01:42 PM



Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
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