Armorsmith Archive

Thread: The thing people have been waiting for: What armors are certified for which professions.

Thunderghost1
Sat Apr 02, 2005 9:08 am
#131

I belive restricting armor to specifik proffs is a VERY bad idea, better to make them more or less effective depending on your certs/skills, same goes for weapons...It makes no sense that you would need training to be able to fire a gun (or put on armor), firing a gun and hitting...now that's another matter.

Don't make this mistake devs...make armor wearable by anyone, make the diff in how much it slows someone down or somesuch instead.



J'olan, TRW
Cartelis, Corellia
"Televangelists: The Pro Wrestlers of religion." Steven Wright
Official Carbineer motto: "Carbineer...stunning crowds since Publish 7!"
LFD Agent Codename "EuroTrash"
"A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools." Douglas Adams
omadnay
Sat Apr 02, 2005 9:13 am
#132

Well, I bet this list will change a good amount over time, but...

I think this is all wrong.

We shouldn't be limiting what armor a character can WEAR based on profession.

The effectiveness and usefulness to that individual should be a factor, but it should not completely prevent other professions to equip it!

One of the biggest and most recognizable things of Star Wars is the UNIQUE characters.

One of the greatest things in SWG has been the Player freedom.
One of my personal favorite things to see in this game has been the many unique outfits and player characters while I travel around in this game.
Sure, the comp armor mess is a major problem and needed to be fixed... by BALANCING, not removing the ability to wear certain armors and restricting them to certain defined professions.

I just think of all the wonderful Marksman/Artisans that I've seen... checking their harvestors, running simple missions out on Tatooine.
Maybe my server is a bit unique, but I see a great amount of these types of simple players that truly make this galaxy come alive.
They wear a bone armor chest, a right chittin bracer, a comp helmet, mabari pants... you know what I'm saying.
I see so many people with great mix-matching armor... this idea of limiting the armors to certain professions is a horrible blow to the individual players creative choices!

Please, for the love of the maker, redesign this idea and make the armor equipable by all, but more beneficial to certain assigned profesions.

I don't care to simply dismiss ideas so quickly, but if I don't say this now... later will likely be too late.

- Omadda Szool
Kauri

May the force be with you.

GraySeven
Sat Apr 02, 2005 9:22 am
#133






omadnay wrote:
Well, I bet this list will change a good amount over time, but...

I think this is all wrong.

We shouldn't be limiting what armor a character can WEAR based on profession.

The effectiveness and usefulness to that individual should be a factor, but it should not completely prevent other professions to equip it!

One of the biggest and most recognizable things of Star Wars is the UNIQUE characters.

One of the greatest things in SWG has been the Player freedom.
One of my personal favorite things to see in this game has been the many unique outfits and player characters while I travel around in this game.
Sure, the comp armor mess is a major problem and needed to be fixed... by BALANCING, not removing the ability to wear certain armors and restricting them to certain defined professions.

I just think of all the wonderful Marksman/Artisans that I've seen... checking their harvestors, running simple missions out on Tatooine.
Maybe my server is a bit unique, but I see a great amount of these types of simple players that truly make this galaxy come alive.
They wear a bone armor chest, a right chittin bracer, a comp helmet, mabari pants... you know what I'm saying.
I see so many people with great mix-matching armor... this idea of limiting the armors to certain professions is a horrible blow to the individual players creative choices!

Please, for the love of the maker, redesign this idea and make the armor equipable by all, but more beneficial to certain assigned profesions.

I don't care to simply dismiss ideas so quickly, but if I don't say this now... later will likely be too late.

- Omadda Szool
Kauri

May the force be with you.





Ah, but read the CU armor post again. They are making armor customizable. The final combine to make the finished product won't require a factory station, allowing smiths to set up in the marketplace and make armor to spec....they have taken this into account.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

riotcontrol
Sat Apr 02, 2005 9:24 am
#134


GraySeven wrote:

Ah, but read the CU armor post again. They are making armor customizable. The final combine to make the finished product won't require a factory station, allowing smiths to set up in the marketplace and make armor to spec....they have taken this into account.




You can only choose the 'skin' from the skins available for your armor type (recon, battle or assault).



__
wieland argosy <gunslinger>
KyleKnox
Sat Apr 02, 2005 10:00 am
#135






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. "





Yes, SOE is getting better and better with spouting the Mumbo Jumbo. Other than that, your playerbase has told you repeatedly WE DO NOT WANT EQ IN SPACE. Posting this crap just makes it appear you folks still dont get the message, kind of like the CURB does.




Dyvim Storm - Eclipse
PrePatch9 4444 Guardian
Force Master
Ihareo
Sat Apr 02, 2005 10:03 am
#136






KyleKnox wrote:





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. "





Yes, SOE is getting better and better with spouting the Mumbo Jumbo. Other than that, your playerbase has told you repeatedly WE DO NOT WANT EQ IN SPACE. Posting this crap just makes it appear you folks still dont get the message, kind of like the CURB does.








And no player bleating that inane nonsence has been able to point out exactly how SWG is becomming EQ2. More and more people just spew that crap out over and over because somone else said it, and no one really knows what it means.



Really kyle, you should know better. Make up your own arguments instead of piggybacking the fad of the moment.





Ihareo Imtame--Adept of the Force
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riotcontrol
Sat Apr 02, 2005 10:08 am
#137


Ihareo wrote:
And no player bleating that inane nonsence has been able to point out exactly how SWG is becomming EQ2. More and more people just spew that crap out over and over because somone else said it, and no one really knows what it means.

Really kyle, you should know better. Make up your own arguments instead of piggybacking the fad of the moment.






Uhm... ok, so, each profession has been put into a generic-fantasy-MMORPG class box (present in pretty much all generic-fantasy-MMORPGs including EQ2) instead of making sense within the scope of the SW universe, the whole combat interface got a cartoonish and colourful EQ2-like revamp with icons that look like absolutely nothing from any terminals, screens and user interfaces present in the SW movies and games, the combat system is, well, exactly like it is in EQ2, and you still don't see what people are talking about?



__
wieland argosy <gunslinger>
Ihareo
Sat Apr 02, 2005 10:14 am
#138






riotcontrol wrote:




Ihareo wrote:
And no player bleating that inane nonsence has been able to point out exactly how SWG is becomming EQ2. More and more people just spew that crap out over and over because somone else said it, and no one really knows what it means.



Really kyle, you should know better. Make up your own arguments instead of piggybacking the fad of the moment.








Uhm... ok, so, each profession has been put into a generic-fantasy-MMORPG class box (present in pretty much all generic-fantasy-MMORPGs including EQ2) instead of making sense within the scope of the SW universe, the whole combat interface got a cartoonish and colourful EQ2-like revamp with icons that look like absolutely nothing from any terminals, screens and user interfaces present in the SW movies and games, the combat system is, well, exactly like it is in EQ2, and you still don't see what people are talking about?






Um. Last I checked EQ2 didn't have swordsman, fencers, TKA, pikeman, Pistoleers, carbineers, rifleman, BHs, Commandos, jedi, any crafting classes, any social classes.



Oh, let's not forget the ability to mix and match classes, the ability to change classes, a player driven economy, the ability to sell things from your own hiome, your own home for that matter.



Does EQ2 have starships? Gambling? A game level within a game? Instancted dungeons (ok SWG is weak on that). The ability to crate a player city? The ability to change your own appearance for yoda's sake?



Hmm. Nice long list.



So now SWG will have in common with EQ2, colorfull icons and a wind up phase for actions.









sencing a little bit of a ways to go before it becomes EQ2 here...





Ihareo Imtame--Adept of the Force
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WolfwoodCross
Sat Apr 02, 2005 10:15 am
#139






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. "







Wow, Blixtev, you just raped the meaning of that article.


It explains how easily the lines blur and how much the genres are similar. It's last example really is its best -Star Wars is the KING of science fantasy. Magic knights, evil emperors, damsels in distress, enchanted swords... All of those concepts are turned on their ear, of course, in Star Wars but they are still fundamentally there.


However, the only "magic" in Star Wars is the Force. There are no elemental energies - none that we can discern at any rate.


You cannot even begin to think that you can use this article to justify your new additions to the game. All you're attempting to do is confuse "poor little us" with an article that says stuff about the similarities of sci fi and fantasy writing, hoping we'll take the lay stance that fantasy is "magical and elemental" and therefore warp in our minds as justification for these new addition in our new "Science Fantasy."


It was a science fantasy long before the need for your magic and your dragons.

Ihareo
Sat Apr 02, 2005 10:17 am
#140






riotcontrol wrote:




Ihareo wrote:
And no player bleating that inane nonsence has been able to point out exactly how SWG is becomming EQ2. More and more people just spew that crap out over and over because somone else said it, and no one really knows what it means.



Really kyle, you should know better. Make up your own arguments instead of piggybacking the fad of the moment.








Uhm... ok, so, each profession has been put into a generic-fantasy-MMORPG class box (present in pretty much all generic-fantasy-MMORPGs including EQ2) instead of making sense within the scope of the SW universe, the whole combat interface got a cartoonish and colourful EQ2-like revamp with icons that look like absolutely nothing from any terminals, screens and user interfaces present in the SW movies and games, the combat system is, well, exactly like it is in EQ2, and you still don't see what people are talking about?





Now, define for me how professions are getting put into a 'generic-fantasy-MMORPG class box', 'cause I'm just not seeing it.




Ihareo Imtame--Adept of the Force
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Ihareo
Sat Apr 02, 2005 10:23 am
#141






Thunderghost1 wrote:





riotcontrol wrote:




Ihareo wrote:
And no player bleating that inane nonsence has been able to point out exactly how SWG is becomming EQ2. More and more people just spew that crap out over and over because somone else said it, and no one really knows what it means.



Really kyle, you should know better. Make up your own arguments instead of piggybacking the fad of the moment.








Uhm... ok, so, each profession has been put into a generic-fantasy-MMORPG class box (present in pretty much all generic-fantasy-MMORPGs including EQ2) instead of making sense within the scope of the SW universe, the whole combat interface got a cartoonish and colourful EQ2-like revamp with icons that look like absolutely nothing from any terminals, screens and user interfaces present in the SW movies and games, the combat system is, well, exactly like it is in EQ2, and you still don't see what people are talking about?






The idea that certs make items equippable(sp?) is taken from other mmorpg like EQ2, and it does not make sense, not there not here. I could go to a museum and put on a medieval suit of armor...would this make me effective in combat? Hell no...but I COULD wear it. I have no training with a M16 does this mean I can't pick one up and fire it, NO! Hell I might even hit someone and kill 'em.

Dear devs, lose the idea of making certs decide if an item can be used or not, make certs so that they decide if the person is effective with it or not.
A weapon doesn't make less damage if handled by an untrained person, but it will effect the accuracy.
A kevlar vest protect a 8 year old kid just as effective as it does a 40 year old combat vet, the vet will move easier and will be effective in combat, the kid will not.





Ok you got me there. Class based certifications were a bad idea 35 years ago when D&D came out and they're a bad idea now.


Ok so we now have three things that the CURB have in common with EQ2 as opposed to the 30 some odd things that it's still better at.




Ihareo Imtame--Adept of the Force
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riotcontrol
Sat Apr 02, 2005 10:26 am
#142


Ihareo wrote:


riotcontrol wrote:

Ihareo wrote:
And no player bleating that inane nonsence has been able to point out exactly how SWG is becomming EQ2. More and more people just spew that crap out over and over because somone else said it, and no one really knows what it means.

Really kyle, you should know better. Make up your own arguments instead of piggybacking the fad of the moment.






Uhm... ok, so, each profession has been put into a generic-fantasy-MMORPG class box (present in pretty much all generic-fantasy-MMORPGs including EQ2) instead of making sense within the scope of the SW universe, the whole combat interface got a cartoonish and colourful EQ2-like revamp with icons that look like absolutely nothing from any terminals, screens and user interfaces present in the SW movies and games, the combat system is, well, exactly like it is in EQ2, and you still don't see what people are talking about?


Now, define for me how professions are getting put into a 'generic-fantasy-MMORPG class box', 'cause I'm just not seeing it.





Have you even seen the new 'profession diagram' with nukers, mezzers etc? The roles for specific professions have not been designed by answering the 'Hmm, what could a Rifleman do in Star Wars?' question but rather the 'Hmm, what generic MMORPG class role can we give to Rifleman?' question.



__
wieland argosy <gunslinger>
Thunderghost1
Sat Apr 02, 2005 10:30 am
#143



Ihareo wrote:


Thunderghost1 wrote:


riotcontrol wrote:

Ihareo wrote:
And no player bleating that inane nonsence has been able to point out exactly how SWG is becomming EQ2. More and more people just spew that crap out over and over because somone else said it, and no one really knows what it means.

Really kyle, you should know better. Make up your own arguments instead of piggybacking the fad of the moment.






Uhm... ok, so, each profession has been put into a generic-fantasy-MMORPG class box (present in pretty much all generic-fantasy-MMORPGs including EQ2) instead of making sense within the scope of the SW universe, the whole combat interface got a cartoonish and colourful EQ2-like revamp with icons that look like absolutely nothing from any terminals, screens and user interfaces present in the SW movies and games, the combat system is, well, exactly like it is in EQ2, and you still don't see what people are talking about?




The idea that certs make items equippable(sp?) is taken from other mmorpg like EQ2, and it does not make sense, not there not here. I could go to a museum and put on a medieval suit of armor...would this make me effective in combat? Hell no...but I COULD wear it. I have no training with a M16 does this mean I can't pick one up and fire it, NO! Hell I might even hit someone and kill 'em.

Dear devs, lose the idea of making certs decide if an item can be used or not, make certs so that they decide if the person is effective with it or not.
A weapon doesn't make less damage if handled by an untrained person, but it will effect the accuracy.
A kevlar vest protect a 8 year old kid just as effective as it does a 40 year old combat vet, the vet will move easier and will be effective in combat, the kid will not.


Ok you got me there. Class based certifications were a bad idea 35 years ago when D&D came out and they're a bad idea now.
Ok so we now have three things that the CURB have in common with EQ2 as opposed to the 30 some odd things that it's still better at.





Oh and before I forget, I like most of what I've seen so far...I just HATE the certs bit. BAD DEVS!!BAD!!



J'olan, TRW
Cartelis, Corellia
"Televangelists: The Pro Wrestlers of religion." Steven Wright
Official Carbineer motto: "Carbineer...stunning crowds since Publish 7!"
LFD Agent Codename "EuroTrash"
"A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools." Douglas Adams
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