Armorsmith Archive
Thread: The thing people have been waiting for: What armors are certified for which professions.
Quizz wrote:
All i see here is more work and less play. i barely had enough time to do anything else before. most of my time was making armor. now its going to be 24/7 just trying to keep up with demand. there wasnt enough AS's as it was and now there will be more needed.
In economics, it is rare for a supplier to complain about high demand. ![]()
Message Edited by Ihareo on 04-02-2005 06:46 AM
ZionHalcyon wrote:
Yeah, I am a bit optimistic about the CURB. I think it will bring some of those subscribers back.
Hehe, don't think I'm saying you shouldn't be, it's good to see someone who appreciates the potential, and I thought exactly the same thing you did when I saw someone complaining about getting "rubbish armour". Made me chuckle.
And while you say spamming got automated, in a sense that's true, but also, with the warm up and cool down periods that is also false, as a guy who doesn't spam will be able to plan better and get more hits in on the guy that does - tactics.
Yup, that's why I'm hoping the specials are equal, yet unique, that will actually penalise people who spam, automated or otherwise. A little more thought should make all the differemce if you ask me.
I guess the main reason I am so optimistic, is because I was actually here when they opened up these forums (on the horrendous old software, lol), and paid careful attention and offered a ton of input into this game, and right now, I can tell you the CURB is what was intended for SWG from the get-go.
Ah Halcyon daysI remember them well couldn't have an interesting thread go on for much more than 200 posts lol genius).
The problem is that the devs were forced to rush out a game still technically in beta (thanks to damn Lucasarts), and then rather than try to fix the game from there properly, they tried just to make it playable until the game took on a life of its own, and didn't even resemble the original intended game.
And that is exactly my concern, I can see lots of potential in this, but they've got to get it out before RotW, it's going to be a squeeze to say the least.
This CURB is what was ORIGINALLY intended, but with the devs a few years older and wiser, and some refinements on the original system to make tactics count. SWG was always meant to be a tactical MMORPG - the fact that they were forced to publish screwed things up from the get-go, and until this CURB, they have never seemed to recover, and focused more on making players happy than putting together a solid game.
Well I sorta agree, I think really MMOs are still cutting there teeth even after all this time, they are just so complex and have to cater to so many people that getting it right was always going to be something of an organic process.
Sounds nice, but the problem is, you can't make everyone happy, you screwed the game up even more, and people have left because the game is screwed up.
Well I think the real problem is one of communication, the wraps were kept tight on this one, and I think the changes were just too radical to get away with that. What has happened is the community feels somewhat ambushed by this change and lots of misunderstanding has generated lots of angry people. A case in point is the new weapons, pistoleer,Rifleman etc thought when the new stuff was announced that it'd belong to their skill tree, now of course the actual situation has come out and that's not the case; people feel robbed even though they never had the damn cets in the first place! This could have been avoided with proper disclosure, people would still moan of course (but I think the vitriol would be much less).
Now they are fixing the game, and the heck with the whiners, which is what they should have done in the first place.
I agree, but as I said above, I think they've not made it easy on themselves, a bit more engagement and information in the run up would have generated a lot less whiners to ignore I think.Anyhow just my musings on what the real problem is, and I think it's got a lot less to do with the changes than people might think. /shrug
Gift.
Starcloud wrote:
Yes, Blixtev, I could also provide dozens of examples of "Science Fantasy" works.
The Urth of the New Sun is just the beginning; Modesitt's Recluse series is actually Science Fantasy, as is Sheri Tepper's The True Game trilogy, and let's not forget Marion Zimmer Bradley's Darkover novels. The universe of "A Working of Stars" by Debra Doyle and James Macdonald. And many many others, most of whom I have in my personal collection.
None of them, however, are Star Wars. You must stick with the norms and the tropes of Star Wars. Failing to do so leads to blunders like, oh, 'Crystal colors will determine the type of elemental damage your lightsaber will do.'
KotOR and KotOR2 fail on this account, because of the 'crystal powerups' for lightsabers. Krayt pearls being used as lightsaber crystals came from KotOR, if I recall correctly... and that was a mistake. Krayt pearls are opaque. It's kind of hard to induce lasing using an opaque lens. KotOR 2 introduced the ridiculous concept of crystals 'adding' new damage types to the lightsaber... and it seems that SWG will now perpetuate that mistake.
Wrong. It came from a graphic novel in which a a Jedi leaves the order and join the Tusken raiders. His son, upon completing his rite of manhood (killing a canyon krayt dragon single handedly) uses one of the gizzard stones to complete his lightsaber, and thus earns the right to be trained as a Jedi. Unfortunately the father is killed, and so Ki Adi Mundi (who had come looking for the father) takes the young man back to the temple.
It's a really wonderfull novel as it sheds a lot of light on the tusken way of life.
From all I can determine, blasters areeither plasma weapons orpulse lasers. Thus, Star Wars Galaxies 'energy' damage is either plasma (combined heat/electrical) or straight 'heat' damage.Being described as 'frozen blaster' technology, Lightsabers therefore do either plasma or heat damage.There is no room for a lightsaber to do 'cold' or 'acid' damage. Same with blasters.
Blasters are particle beams. The light we see in the movies is actually the superheated air and is actually the tail of the particle stream that does the damage. Yah I'm anerd.
The SG-82 rifle, from its original source,is described as being a sonic weapon. The Geonosian pistol is also described as being a sonic weapon. Where is the 'sonic' damage in the CU?
I'm with you there.
Nowhere in Star Wars continuity are "Fire" and "Cold" opposed elements, nor are "Acid" and "Electricity"mutually exclusive.
And no one is saying that they are mutually exclusive here. It will be the trend (as it is in real life) that heat opposes cold and vice versa. I don't know about electric vs acid though, as most acids are incredibly good conductors.
I will repeat myself since you and the rest of the development team seem to have forgotten to keep the technology aspect clear in your minds. Star Wars, not Everquest, not World of Wonders. Technology, not magic.
And I suppose the Force is crafted on an assembly line and packaged for shipping?
Bacta, not white magery. Medpacks, not spellcasting.
Where do you see a single spell being cast in the CURB? You seem to be a very intelligent person. Please think for yourself instead of riding the coat tails of the latest anti SWG buzz word. Just because the CURB uses elemental damage types does not mean it is EQ2. I don't think you've noticed this as you're jumping on the same bandwagon everyone else has, but we have had those damage types the whole time and no one complained.
The trappings of science fiction are *required* in the Star Wars setting. The only profession that does not require these trappings are the Jedi, and even then only for their force powers. Everyone else must use them. It would be best ifyou and the rest of the development teamwould keep that *firmly* in mind.
If you want to rally against somthing, rally against cloning. That is a much much much bigger breach of all thins Star Warsy than adding elemental damage subtypes.
Until I realized that they were making it so we simply couldn't wear the armour at all. Armour isn't just about combat..it's also about personal style and look. I know Armour is a big part of combat, but..[sighs]
It's dissapointing.
I play a doctor/combat medic in game. As such, I'm certed to wear combat armour. While I like padded armour, I think the helms are 'horrible'. Also, I play something of a mercenary, spy type. When I'm on recon, or dealing with people that aren't supposed to know my identity, I put on a Ubese or Composite Helm. I know little to nothing about Marauder armour..but I'm human and I see nothing in the combat armour cert tree that isn't open faced. [sighs] It 'really' kills alot of the roleplay I enjoy and engage in in game.
I also have another guild mate..who has a rather interesting concept that relies on often being dressed in full ubese with helm for roleplay purposes. I believe he was picking up TKA as one of the combat professions..another mercenary type.
I realize that roleplayers are a small minority in most MMORPG's, and I realize that the world isn't perfect, but this kinda kills off lots of interesting concepts and such, for the sake of keeping exploits and loopholes at bay. An exploit I still thought could have been better handled by making uncerted armours gives you heavy combat/movement penalties..I notice equipped weapons impose some sort of movement resistriction on TC right now..as I've been helping to test. I can't understand why Armour can't be made to do something similar?
No serious combatant in their right mind would wear armour that actually made them worse in combat, and it would still allow the roleplaying communities the freedoms they've come to enjoy.
Perhaps I'm being unreasonable. I just find not even being able to put 'on' the armour kind of kills immersion and concepts. =/
TurboSith wrote:
how come BH and commandos get to wear the nicer looking armors.... and they are assault armor to boot...
how come the lowest level armor isnt the better looking armor... and the higher end armor is the ugliest armor....
function over form right?
please break out of this mindset.
the three type are all great armor. One is not better then the other. Each has flaws and each have good points
LadyCalla wrote:
I'm really saddned over the armour certifications. Before anyone thinks ill of me, I'm saddened that their are such rigid rules being placed over armour wear. Clearly, I think not every profession should just be able to slip into say 80% kinetic composite mini suits, but I thought that development had a 'great' idea with making non certed armour impose penalties to combat, movement, etc...on those that wear armour they were not 'certed' for.
Until I realized that they were making it so we simply couldn't wear the armour at all. Armour isn't just about combat..it's also about personal style and look. I know Armour is a big part of combat, but..[sighs]
It's dissapointing.
I play a doctor/combat medic in game. As such, I'm certed to wear combat armour. While I like padded armour, I think the helms are 'horrible'. Also, I play something of a mercenary, spy type. When I'm on recon, or dealing with people that aren't supposed to know my identity, I put on a Ubese or Composite Helm. I know little to nothing about Marauder armour..but I'm human and I see nothing in the combat armour cert tree that isn't open faced. [sighs] It 'really' kills alot of the roleplay I enjoy and engage in in game.
I also have another guild mate..who has a rather interesting concept that relies on often being dressed in full ubese with helm for roleplay purposes. I believe he was picking up TKA as one of the combat professions..another mercenary type.
I realize that roleplayers are a small minority in most MMORPG's, and I realize that the world isn't perfect, but this kinda kills off lots of interesting concepts and such, for the sake of keeping exploits and loopholes at bay. An exploit I still thought could have been better handled by making uncerted armours gives you heavy combat/movement penalties..I notice equipped weapons impose some sort of movement resistriction on TC right now..as I've been helping to test. I can't understand why Armour can't be made to do something similar?
No serious combatant in their right mind would wear armour that actually made them worse in combat, and it would still allow the roleplaying communities the freedoms they've come to enjoy.
Perhaps I'm being unreasonable. I just find not even being able to put 'on' the armour kind of kills immersion and concepts. =/
/sign the whole post... Magical fields preventing you from equipping stuff must go.
Blixtev wrote:
Starcloud wrote:
Blixtev,
I'd really appreciate it if in the next meeting you would point out to everyone that this is Star Wars, not Star Fantasy, and find some way of getting away from the Fantasy mindset of "elemental magics in opposition."
From the magazine of the same name see Science Fantasy (magazine)
"Science fantasy is the merging of science fiction and fantasy, two popular genres of writing. The two are notoriously difficult to define, and possibly even more difficult to distinguish. One might claim that science fiction provides a scientific explanation for all phenomena, whereas fantasy mostly takes the supernatural for granted. However, the "science" behind these explanations is often no more than mumbo-jumbo, especially in the pulp magazines. Hence, it might be said that the difference is more one of stage props: on the one hand we have spacecraft and phasers, on the other hand magic carpets and wands of smiting.
Now, since Arthur C. Clarke claims that "any sufficiently advanced technology is indistinguishable from magic", this distinction also becomes blurred, and the area in which it is most blurred is science fantasy. Here, we find the props that are typical for fantasy explained in a manner typical for science fiction: monsters become aliens, and magic artifacts become relics of forgotten science.
The Martian stories of Leigh Brackett might be regarded as science fantasy, as well as M. John Harrison's Viriconium novels, or Gene Wolfe's Book of the New Sun. Many works by Edgar Rice Burroughs, especially his Barsoom novels, clearly fall into this category. Terry Brooks' world depicted in "The Sword of Shannara" sits on this line as well. Perhaps the most well-known example of science fantasy is Star Wars. "
Were you trying to sound like a wise a...guy? Science fiction deal with technology, Fantasy deals with "magic". Yes Star Wars delves a bit into fantasy with Jedi powers and such but at heart it's scince fiction and thats what most of us signed up to play. I've never played another MMORPG because i'm into Starwars not fantasy and most games of this type are based in Fantasy worlds. THe only thing that has kept me here since day four is the Star Wars angle. God knows if this wasn't SW I certainly wouldn't have put up with all the bugs and BS.
Ackehece wrote:
TurboSith wrote:
how come BH and commandos get to wear the nicer looking armors.... and they are assault armor to boot...
how come the lowest level armor isnt the better looking armor... and the higher end armor is the ugliest armor....
function over form right?
please break out of this mindset.
the three type are all great armor. One is not better then the other. Each has flaws and each have good points
Yah, it's like a pistol, a shot gun and a rifle. None is better than the other, they each have different roles in combat.
It's like armor in the real world.
Akevlar jaketwill stop a bullet and a club, but not a knife.
Chainmail will stop a knife and a bullet, but not a club.
And a board with a nail in it will stop em all about equally, if not very well!
Blixtev wrote:
Starcloud wrote:Blixtev,I'd really appreciate it if in the next meeting you would point out to everyone that this is Star Wars, not Star Fantasy, and find some way of getting away from the Fantasy mindset of "elemental magics in opposition."From the magazine of the same name see Science Fantasy (magazine)
"Science fantasy is the merging of science fiction and fantasy, two popular genres of writing. The two are notoriously difficult to define, and possibly even more difficult to distinguish. One might claim that science fiction provides a scientific explanation for all phenomena, whereas fantasy mostly takes the supernatural for granted. However, the "science" behind these explanations is often no more than mumbo-jumbo, especially in the pulp magazines. Hence, it might be said that the difference is more one of stage props: on the one hand we have spacecraft and phasers, on the other hand magic carpets and wands of smiting.
Now, since Arthur C. Clarke claims that "any sufficiently advanced technology is indistinguishable from magic", this distinction also becomes blurred, and the area in which it is most blurred is science fantasy. Here, we find the props that are typical for fantasy explained in a manner typical for science fiction: monsters become aliens, and magic artifacts become relics of forgotten science.
The Martian stories of Leigh Brackett might be regarded as science fantasy, as well as M. John Harrison's Viriconium novels, or Gene Wolfe's Book of the New Sun. Many works by Edgar Rice Burroughs, especially his Barsoom novels, clearly fall into this category. Terry Brooks' world depicted in "The Sword of Shannara" sits on this line as well. Perhaps the most well-known example of science fantasy is Star Wars. "
While Star Wars could well be defined as 'Science Fantasy', the fantasy comes from the mysterys of the Force, untill TPM was released the Force was seen as a mystical thing that could not be explained scientifically. Aside from the Force, the Star Wars universe is very well explained and thought out in a scientific manner. It feels like with each patch SWG gets further away from feeling like Star Wars. We still lack any sign of persistant music in the game, and now the CU, with its cartoony icons and elemental damage is eroding what little Star Wars feeling there is left.