Armorsmith Archive
Thread: Master Issues/Bug List v1.0
coloring on pants only affects the knees and hips, the rest stay that awful gray color. This might seem trivial to some buy many wear armor for looks and the colored pants look really bad.
Lower Tier armors need 1 or 2 very high special protections so that they are useful for specific situations. As it is, no one will ever wear those lower tier armors cause they are total junk. Mabari should be able to have the highest heat resistance of any armor, for example (80% before scales).
If armor ehnancements are not going to ever work can we please get them removed from the loot tables?
The AP AR thing doesnt work right with regard to resistances of armor. I dont remember the details but it shows up a lot with the DX2 and scatter because they do acid dmg with AP1. You'll have to investigate this, I dont remember the details but I remember it being talked about and people thinking it will probably stay broken for awhile because it's a complex fix.
Looted segments are junk other than nightsister and krayt. So much so that even a newbie armorsmith can do better than a looted segment for something like padded or chitin.
Segments were broken for quite a while until they patched them. The patch also changed the special effectiveness from energy to electricity. It also greatly increased the experimental effectiveness range of the armor too
Panels, right panels, those things that go in armor but we rarely use do to the dispropotionately high ham requirements. They are a good idea for making armor, but between the ham an not being effected by experimentation in the final armor makes them less useful. I think this may be addressed in the next patch, but I am not sure what effect it might have.
Also can we please color the padded pads, so they are not always blue.
Idgie
Master Armorsmith
Not sure if this was fixed in the patch that is on the test center now - fix the pieces of armor that cannot be dyed - like Ubese legs and bracers.
On the encumbrance experimentation - please make sure they do not make the resistance experimentation work like the encumbrance - that would be a total diaster.
To touch base on some of your choices for concerns:
- Crit failures tend to worsen with server lag. I have learned to take my time crafting saleable armor and after I get all the resources into the schematic, give it a count of 2 or 3, THEN hit combine. By then the server has caught up and realizes that all the stuff is there, and the combine succeeds. It's sorta like mob lag/warping, but its resource lag/warping =p
- Encumberances on layers and padded/composite are supposed to be coming down again from what I've been reading. May not be much but anything will be an improvement.
- TC folks are saying that all armor will be colorable including the rest of ubese and the blue padded parts.
- Don't change the number of armor parts to make in a set of full armor. Many of us don't have a lot of spare points to spend on things like fighting due to needing master artisan for shield gens, etc. Having 9 pieces of armor is about the only variety in my day sometimes. Ppppplease don't take that away =)
- Layered special protection will soon be experimentable. If you've read the post by the smith dev, he's coding special protections to work off of the base resists' initial combine percentage. IE a composite piece turns out 23% base resists on the initial combine. You put a heat layer in it that would give say, 4% protection to heat. Heat now moves to the special protection category at a total of 27%, and now experimentable with the resistance field. (I think i'm remembering the right field. resistance and not quality field for secondary resists, since its now a primary resist - I'll have to read back to verify, i just woke up today)
-- My biggest concerns at this juncture are the shifting stats on PSG's and the horrible success rate garnered by the 'moderate success'. ANY form of success should NEVER take down a stat. Also crit failures take down more total percentage than amazing success give. These should be proportional. IE moderate failures/successes, basic failure/success, great success (stands alone, as we have basic knowledge of our craft and by this time arent failing by nature every 3rd point now), crit fail/amazing success. All should remove exactly the same and no more than the other can grant. As it stands, any crit failure we get takes at least 2 successes to make up again, negating the entire process for that piece of armor.
I know i'm leaving out some points I wanted to cover, I'll re-read the thread and touch back on the rest. Not awake, still drinking coffee ![]()
- Nyka, Master Smith, Starsider
bump for the idea of getting more bang for the buck on experimenting encumbrance and fixing the wackyness sometimes get when experimenting one stat and get odd results or affect other stats.
would also be interested in seeing some way that a bad result can be "patched" during the experimenting phase at a cost of additional resources. Say if you get a "Failure" on experimenting, you would get an option to use an additional amount of resources to patch it and at least get the stats back to what they were before the failure. Maybe it would cost one experimentation point to patch and like 5% additional resources. This can at least keep a really good piece of armor from suddenly becoming crap with just one experiement failure.
also, what about the possiblity of the advanced segments on the lower end armors beign allowed to have a layer componet. For example, bone armor made with a advanced segmetns that have a kinetic layer might be just the ticket for those who want some PVE protection without high HAMS and are willing to have a much lower protection then say ubese or chitin. This might help revitalize the lower end armors some.
Ok...
Now that i've gotten our top issue submitted (PSG/Tantel stat anomalies) i'd like to compile a master list of bugs - no matter how insignificant - to submit to the developers. I'd also like to include general complaints and grievances as well, but just significant and valid - please nothing trivial.
So here is a short list of what i have written down or been able to remember off the top of my head, as well as pick out from the last week or two of forum posts.
Issues List:
*Armor Hole
*Experimentation Failure Rate and strange results on moderate success etc.
*PSG/Tantel Shift
*Vendors list psg as 'armor' in general, cant be separated on bazaar/vendor from all other armor pieces.
*Composite - electrical special intended? (correct me if i'mwrong, but long ago wasnt there no special effecitveness on composite? By the time i hit masterit was there but i thought i remember someone saying it wasn't always that way - any old school smiths care toverify?)Evenso, cant experiment on it. Experimenting on special resist raises condition.
*Nightsistershards lower action but not mind enc on helm - cant find this post again - verify please?
*Bleed/dot ignores armor resist % and rating? bug/intended?
*Doctor buffs inconsistent in allowing armor equipping
questions/complaints:
*encumberance experimentation - is not worth the resists sacrifice - these 2 options do not scale equally.
*armor segment skill enhancements? will they ever work?
*Where is the advanced tantel segment? Why arent there more tantel pieces?
*bio components - willtheyever work when used in cloth pieces inserted into armor? (pretty sure no but would love a definite answer on this)
*Padded = blast special protection? What (besides grenades and power hammer)uses blast ever?This combined with the lack of heat/acid resist, high encumberance, and high resource cost, makes padded much lessviable/desireable than it could/should be. (oh and the helmet? good grief.)
*Arm pieces - I dread making arm pieces. 4 of them means i'll most likely fail on at least one at some point in the process, and there so small and insignificant, seemingly. Cant we make 2 arm pieces that cover the entire arm? Double the ham cost or something, just lessen the annoyance factor. (Ok is this too trivial? I think i'm breaking my own rule here, it just REALLY bugs me. Feel free to veto this one
)
Well.... Thereitis. (amadeus quote)
Please add anything i've missed so this report can be as comprehensive as possible. List bugs and complaints/questions seperately so i can sort through them easily. And... viva la resistance.
Yes, I agree with many points of Nyka. It will be nice to see encumberence lowered more with experimentation. Right now, Wookies are not able to wear armor to "balance" their higher HAM stats. So, shouldn't someone wearing armor be better off than someone not wearing armor? As it stands, alot of people, myself included, prefer to not wear armor because the cost is just too high with encumberence.
Again, running along with what Nyka said, i've also heard that if a plate adds 4%, and the base effect is 23%, it'll then move it to special protection at 27%. This is fantastic, and will help to ballance a little bit the absurd cost of layering (encumberence). What would be nice also is if you got more out of each experimentation point you put into special protection, and/or when you experiment on the base, it also raises special protection (example of 4+23 becomes 4+33, etc) so you could raise base and special by a little experimenting on base, but you could raise special alot more by experimenting on it. That's what special protection is, isn't it? I remember with bone way back being able to get it's special up into the 20s, when the base effect wouldn't go higher tha 15-17.
I like the idea too of increasing the effectiveness of the lower armors... That way it will actually be worth it to buy armorweave, because it will protect you against commando's flame thrower, etc. On that same note, if You're "on fire" ore bleading, the armor should have protected you against the initial shock. Aka, if you get flamed for 500(so you loose 500 every time you "burn") and you're armor protects 50%, you should only take 250 (for example) ever time it "burns" even if you take it off, but if you're burning for 500, you should still take the 500 even if you go to put the armor on because you were not wearing it while hit.
Just some thoughts of mine.
Jodi Deco
Master Armorsmith
Flurry
(Hehe, and I have to add Beta 3, Shuttle 1)
Sirs,
I do not feel the tantel issue is a bug nor is it a feature that is not working as intended. Tantel is described as ancient rarely used armor. Why would ancient, rarely used armor have advanced segments? There are only three pieces anyway. Basicly, I see Tantel as a non-issue. I still sell some actually, but I would not want the devs to waste any time looking at Tantel. There are so many other issues to look at, I feel this one should be overlooked for now, if it even is an issue at all.
I'd also like a definite statement on the status of Taniel... if it's supposed to only be 3 pieces, fine, but say so.
Encumbrance also needs a looking at... I think the biggest problem isn't the overall encumbrance, but the 'big hitters', IE helm for mind, chest for health, and legs for action. If those big chunks of encumbrance moved more, it would help us more with the end product. But right now, the changes we can make are too minimal to have a serious effect on the encumbrance, without completely sacrificing the protection of the armor.
And leave the arm pieces alone, it gives our customers one more level of mix-and-match. And if they fix the issues with the failure rates, they won't be so painful to make either.
But those are my top, un-dealt with issues. You've got most everything else listed in your inital post.