Armorsmith Archive
Thread: CURB Armor experimentation oversimplified
xtxShifter wrote:
Lazy armorsmiths.
Try playing SW.
I hate to break it to you mr shipwright, but im one of those too. I have one of every crafter in this game. Each has there own innate challenges. Its not about crafting armor by hand, its about crafting armor and having decisions to make that will effect the outcome. Based upon what they have done here, we will all be a cookie cutter professions with no real choices. what fun is that to a person i wonder. At least in sw, you still have damages to experiment, or mass, or energy outputs, etc. Get the point?
Zenath wrote:
How exactly are they messing up AS? It seems to me they just added an extra level of custmoization so the professions can more easily tailor itself to the demands of other players.
Is there really nothing new in the system to challenge your crafting potential? I imagine you'll still have to try to get high quality stats on armor.
Hinderance and encumbrance are 2 different things... read and test... Encumbrance reduces HAM and those regen. rates... Hinderance reduces speed and accuracy.
If your really going to quit over something like this your just being foolish.
Apparently you didnt read before you posted. They are only allowing us to experiment on 1 thing now!!!. We use to have 3 trees to be able to experiment on, condition, ham and resist. Now we have 1 line, resist. See where we are coming from? The armor is now going to be based upon the loot items we put into our armor. Thats not why I play armorsmith, I play it for the challenge of puttiing resources together to get the best armor i can get. I was so proud of the day when I made my first set of 80 kin 52 base padded armor with no special loot items needed. See my point?
THE KEY HERE IS WE DONT WANT TO HAVE TO BE DEPENDENT ON LOOT DROPS TO MAKE OUR ARMOR!!!!!!!!!!!!!!!!!!!
Blixtev wrote:
Thula wrote:
So it is finally confirmed in the CU testing, Armorsmiths have seen a creative and challenging profession being reduced to a mining operation. We now have only one line to experiment on (resistance) which means we might as well pour our resources into a black box and get the end product out, the result is given by the resources and loot.
Why does our profession have to be oversimplified? Look around the forum, you will see that the proudest moments for our members are when they managed to juggle the resources, loot and experimentation right to get that elusive high resist / 0 encumbrance piece of armor (usually RIS). Where is the challenge now?
We are not stupid, we like challenges! We like to tweak and experiment, make a small discovery in the crafting that puts us a small step ahead of our neighbor. I say “we” because I am sure there are others that share my sentiments. I am sure that there is a large group out there that enjoy AS because of the challenges it could present, and that is not a target group your Marketing Department should forget…
I can handle new resource requirements, I can handle not being able to wear my own products, I am delighted with all the new armors types. But I am afraid I will be bored to death with this system.
Please Blixtev, give us challenges, give us choices! That is what makes this a fun and interesting game. Give us the opportunity to experiment on hindrances, or some other aspect that makes a difference. And make it a real option! Before the Doc super-buffs there was a real choice and some careful balancing that had to be done during experimentation. Post CU, everyone will be wearing the new clone armors (different appearances but equal stats), that is not very interesting in the long run.
I am looking forward to your reply, respectfully yours
In the first pass of armor we had toned down much of the encumbrance to just subtract from your efficiency stats. There was a choice between encumbrance/protection until the HAM system was pulled near themiddle of our internal alpha. All of a sudden even the modified encumbrance system didnt make sense after we had removed all the old stats. We deemed that if we reasonably expected most combat professions to wear armor they shouldn't have to suffer a massive loss of combat effectiveness. Hence the removal of "encumbrace".
Looking at Protection and Hindrance we see the following pattern(or should). As a smith raises the protection stats, the Base hindrance amounts will also rise. The hindrance system is a built in mechanism to keep players of the correct advancement level wearing the correct pieces of armor. This built in system prevents players from abusing any potential errant items, slicing etc. How does it do this?The combat professions are granted a series of "mitigators" if their mitigator is below the hindrance on the armor, then they suffer combat effectiveness/movement penalties for it. Smiths can push the envelope, however if broken loot drops ever get into the game, this should prevent players from wanting to use them because it would drive their hindrances up. This means we cannot let players experiment on this facet.
This leaves us with Condition and Protection and a much simplified system of armor crafting. This means a fairly straight forward crafting process. I did convert many of the old useless loot drops into a way to enhance armor, as well as modifying one of the RIS quest rewards so it would be useful on all armor, and you can see the Bio-Enhancement slot as well in there. This means much of how "good" a smith is will be judged on how they fiddle with the small add-ons you can put into the crafting. It should be a vastly easier process obtaining these as they now come in stacks.
Just wanted to give you an answer to why encumbrance was removed.
your missing the point here. we didnt want an explaination on why encumbrance was removed,we wanted you to say " we screwed up! we didnt think about how changing resource requirements would effect armorsmiths now. we didnt think about how making loot drop addins a requirement to get better than average armor."
come on guys, we didnt ask for a simplified crafting system. since 2nd month after launch of swg ive been a combat player,always out there looking for new and exciting ways to kill and get good loots, i literally hated crafting. 3 months ago i decided i would try armorsmith as a way to make some money after the group payout nerf, this has turned out to be almost as fun as combat to me. its a real chalenge to search for the good resources and see what works and doesnt. not like doc crafting or the fabled shipwright disaster. i ENJOY figuring out how/where to spend my 11points of experimentation. i ENJOY having to search the armorsmith proff forrums for the info i need to make a good piece of armor. what i DONT enjoy is the fact that you will now change all the rules and requirements of this new and exciting proff and take the most fun parts of it away.
i am willing to be open minded about most of the stuff in cu but this is not rite.
btw no flaming on my spelling,its late,im sick and im mad about how they are trying to screw up some of this wonderfull game.
can i get a hell yeah on that?!!