Armorsmith Archive

Thread: Armorsmiths! I have answers for you

demonbane423
Fri Apr 29, 2005 10:43 pm
#14






JeCy wrote:

just a note on resources..


they are lots easier to get now with higher creature lvls.. i had someone get me 12k of naboo bristly in no time at all.. i think he hunted for a few hours.. it was droping in 200 units lots.. soo hides are easy to get in bulk now.. not like before


Je'Cy





i was collecting all afternoon for you ,,, and if you spawn level 78-80 missions the tusk cats drop 330-350 a pop,,, you stil need i got a few stacks to offer you?




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Kelloch
Fri Apr 29, 2005 11:06 pm
#15



Brutus_Krylop wrote:


CaileSathinor wrote:


2) Named resource requirements are just hella high still. Especially for stuff NO ONE wants to harvest, like Naboo Bristley. I worked the following solution out with the community:

-Reduce all Named organics (i.e. Naboo bristley, lokian leathery) to just generic bristley or leathery. Then move the organics from the cores into the skin at a 1:1 ratio. You thus preserve the amount of resources we need, but still make it possible for us to craft decent armors.
This means the one point that experimentation is the most important (protection and condition) would be mainly controlled by resources that come out of the grounds in millions. Using organics allows us to reinforce some interdependencies and not allow people to sit on massive multi million stockpiles of metals/ores.


As far as named organics in the minerals department, there's about 10 or so of these. Can you possibly cut these back to 5 named minerals that are new and make the rest just generic versions or some other resource we needed before? Big issues are Perovskitic Aluminum and Gravitonic Fiberplast, which shipwrights will be competing for in mass quantities (which is bad, from our perspective).


Maybe I'm just tired or out of sync, but the above question and answer make little sense to me.

As I've said, I've got no problem with a decently large organic requirement -- there are quite a few active hunters on Bloodfin that I have good relations with, and I can get what I need when I need it, for the most part.

What I have a severe problem with, and what seems to go unaddressed, is that the planetary-specific hides in the advanced core schematics serve no real function other than to annoy the smiths and hunters. What further concerns me about the planetary-specfic organics is that if a particular type is consistently bad, particularly Nabooian Bristley, then a large segment of the combat-oriented population's armor will be demonstrably worse than those who are certified for other types.

(Another concern that I haven't seen addressed is the comparative difficulty in getting Dantooine Wooly, Nabooian Bristley, and Lokian Leathery. One can easily get scaled missions for Dantooine Wooly and Lokian Leathery, or work from random spawns. Mission terminals on the Core Worlds were not providing scaled missions the last time I checked, making Nabooian Bristley even harder to gather.)






QFE

On point regarding named organics. The Devs can achieve the same goal of us using massive amounts of organics even if they aren't named.

Still not sure why the amount was raised. I think I read somewhere that organics were reduced for Doc/BE, so it was moved to us. Why don't they require hide for guns? They need something to pad the stocks with. Sorry...just a little rant to end this post. I can adapt to a lot of stuff, but the amount of organics kills me especially considering 30k of hide doesn't do near what it used to.



Sune Omare
Rypht
Sat Apr 30, 2005 1:01 am
#16









CaileSathinor wrote:


2) Named resource requirements are just hella high still. Especially for stuff NO ONE wants to harvest, like Naboo Bristley. I worked the following solution out with the community:

-Reduce all Named organics (i.e. Naboo bristley, lokian leathery) to just generic bristley or leathery. Then move the organics from the cores into the skin at a 1:1 ratio. You thus preserve the amount of resources we need, but still make it possible for us to craft decent armors.
This means the one point that experimentation is the most important (protection and condition) would be mainly controlled by resources that come out of the grounds in millions. Using organics allows us to reinforce some interdependencies and not allow people to sit on massive multi million stockpiles of metals/ores.








I might have a solution for the hide issues, it involves more interdependency but if at all possible, it'll keep some of the hide prices down. What if we got the devs to give bioengineers and tailorssome devices much like the shipwright's reverse engineering tool, but works only on hides, has to be used by the appropriate profession like how only a shipwright can reverse engineer. You putmultiple different hidesin (being of the same type of course, bristley, wooly, etc), and itspits out hides that have the beststats of the hides used, but unlike RE'ing you put 50 naboo bristley and 50 lokian bristley you get 100 bristley back. It would make sense to give the hides to tailors as they could "interweave" (sound familiar? ) the hides to makes best use of their properties and nothing gets wasted. Bioengineers I see being used for animal bone or horn combining, tear it apart on a cellular level and rebuild it.


Clearly the idea needs to be fleshed out some, but it would make more hide spawns usable, creating a constant level of demand rather than huge demand spikes when something good surfaces and not much interest the rest of the time.


Of course, this hinges upon the named hide issue going away


Message Edited by Rypht on 04-30-2005 01:04 AM

Message Edited by Rypht on 04-30-2005 01:06 AM



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Atobusarragra
Sat Apr 30, 2005 4:25 am
#17

On point number 10, I noticed several days ago now on TC that armour was largely ineffective and that the level was the armour as pointed out in Calle's post. However, just before they pushed it Live armour must have been tweaked because as Blixtev has stated it is VERY helpful now.


I was fighting blue, white, and yellow conned mobs on Dant and wearing armour was the difference between surviving and dying. Checking the combat logs there is proof this works.


Of course, anything that is aggro and well above you in level is likely to incap you, but if you check your combat log you will find the armor did provide protection just not enough to save you from the massive blow.


Deeb0
Sat Apr 30, 2005 4:42 am
#18






CaileSathinor wrote:

I gave the Devs a list of the top 10 issues I feel we found were most relevant (I apologize if I missed something). Here's what Blixtev had to say:



-Reduce all Named organics (i.e. Naboo bristley, lokian leathery) to just generic bristley or leathery. Then move the organics from the cores into the skin at a 1:1 ratio. You thus preserve the amount of resources we need, but still make it possible for us to craft decent armors.
This means the one point that experimentation is the most important (protection and condition) would be mainly controlled by resources that come out of the grounds in millions. Using organics allows us to reinforce some interdependencies and not allow people to sit on massive multi million stockpiles of metals/ores.



Ok how about just removing the named organic resources then? Its still back to waiting for 6 months to a year or more for that greatNaboo bristley etc.




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Thula
Sat Apr 30, 2005 8:34 am
#19






Rypht wrote:









CaileSathinor wrote:


2) Named resource requirements are just hella high still. Especially for stuff NO ONE wants to harvest, like Naboo Bristley. I worked the following solution out with the community:

-Reduce all Named organics (i.e. Naboo bristley, lokian leathery) to just generic bristley or leathery. Then move the organics from the cores into the skin at a 1:1 ratio. You thus preserve the amount of resources we need, but still make it possible for us to craft decent armors.
This means the one point that experimentation is the most important (protection and condition) would be mainly controlled by resources that come out of the grounds in millions. Using organics allows us to reinforce some interdependencies and not allow people to sit on massive multi million stockpiles of metals/ores.








I might have a solution for the hide issues, it involves more interdependency but if at all possible, it'll keep some of the hide prices down. What if we got the devs to give bioengineers and tailorssome devices much like the shipwright's reverse engineering tool, but works only on hides, has to be used by the appropriate profession like how only a shipwright can reverse engineer. You putmultiple different hidesin (being of the same type of course, bristley, wooly, etc), and itspits out hides that have the beststats of the hides used, but unlike RE'ing you put 50 naboo bristley and 50 lokian bristley you get 100 bristley back. It would make sense to give the hides to tailors as they could "interweave" (sound familiar? ) the hides to makes best use of their properties and nothing gets wasted. Bioengineers I see being used for animal bone or horn combining, tear it apart on a cellular level and rebuild it.


Clearly the idea needs to be fleshed out some, but it would make more hide spawns usable, creating a constant level of demand rather than huge demand spikes when something good surfaces and not much interest the rest of the time.


Of course, this hinges upon the named hide issue going away


Message Edited by Rypht on 04-30-2005 01:04 AM


Message Edited by Rypht on 04-30-2005 01:06 AM




The Recyclers already exist in game...Unfortunately they spit out a flat 200 on each stat so you are talking about an upgraded recycler of some sort. I like the idea.



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Rypht
Sat Apr 30, 2005 8:55 am
#20

yea definitely an upgraded version of it, thats why I tied it in with specific professions, to "put it into the hands of experts" to make it more plausible. That and devs like interdependency



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freedomwarrior
Sat Apr 30, 2005 8:56 am
#21






Rypht wrote:
yea definitely an upgraded version of it, thats why I tied it in with specific professions, to "put it into the hands of experts" to make it more plausible. That and devs like interdependency




This is a good idea, but dont count on it. We all know SOE doesnt listen to good ideas. If they did, they wouldnt have the current dev team working for them.




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CrashNemesisII
Sat Apr 30, 2005 9:31 am
#22

awesome stuff, u just missed summin.


with the RIS/mandolorian armour when u break it down do you get ur adk back

ALSO WITH MANDOLORIAN ARMOUR I HAVE A QUESTION
with the schems u recieve ive been told u need an armoursmith to craft them, but
why does it have other proffessions listed like with the helm and pants?



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CaileSathinor
Sat Apr 30, 2005 1:04 pm
#23



Wallid wrote:


CaileSathinor wrote:
Hey, it's a start, in my opinion. Better than silence.


Yes, I agree, personaly I'm more amused at the fact that sence your became core we've seen more of Blixtev then normal.

Cohenceadence, ~_-

Technicaly speaking Caile, and thanks for the effort, But we still got proverbal stone wall.

personaly I'd like to see him take a break from what he is doing, and make with the armor with the resources we have. He probalby has to a controled extent, But I question at our level. Lab rat wise, HIS system does work. Out in the field, It's like a rifle that keeps jamming up. even though it can shoot different types of bullets.
On minium(sp) the resources NEED to be reduced, or a tad more accessable.
We NEED that factory time.
We NEED an armor stat system that is not confusing. I can't find that thread to the experimentation Okram did for protections, I am just going by the converted peices i have. I am then "trying" to explain it to my guild mates and customers. kin 1225 means not a heck alot much compared to kin 20%.
I want to say Blixtev, No issues with you. I might have been gruff in the past, still am in a way. I know enough of system analyst, game design, and programming to understand where you guys are going and why, At the same time, rather confused because it seems things are just being slapped together and "here go with this cause we said so".





Stone wall you say? Sounds like I need to borrow some explosives from Nick (the Commando Corr) to make some progress.



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Wallid
Sat Apr 30, 2005 1:21 pm
#24






CaileSathinor wrote:





Wallid wrote:





CaileSathinor wrote:
Hey, it's a start, in my opinion. Better than silence.





Yes, I agree, personaly I'm more amused at the fact that sence your became core we've seen more of Blixtev then normal.


Cohenceadence, ~_-


Technicaly speaking Caile, and thanks for the effort, But we still got proverbal stone wall.


personaly I'd like to see him take a break from what he is doing, and make with the armor with the resources we have. He probalby has to a controled extent, But I question at our level. Lab rat wise, HIS system does work. Out in the field, It's like a rifle that keeps jamming up. even though it can shoot different types of bullets.


On minium(sp) the resources NEED to be reduced, or a tad more accessable.

We NEED that factory time.

We NEED an armor stat system that is not confusing. I can't find that thread to the experimentation Okram did for protections, I am just going by the converted peices i have. I am then "trying" to explain it to my guild mates and customers. kin 1225 means not a heck alot much compared to kin 20%.


I want to say Blixtev, No issues with you. I might have been gruff in the past, still am in a way. I know enough of system analyst, game design, and programming to understand where you guys are going and why, At the same time, rather confused because it seems things are just being slapped together and "here go with this cause we said so".









Stone wall you say? Sounds like I need to borrow some explosives from Nick (the Commando Corr) to make some progress.





ooo A corr with humor I LIKE IT. to bad your on another server and married :/

/kidding

I don't know how to discribe it any other way. All we got was a vague reply on "why" things can't be improved. and "why" things are.


I still stand, I would like to see him make armor, and sell it for a while on the servers we are on ( he doesn't have to say he's dev or what not). with the spawn rates and customer requirements we have. At Master AS, I Expect, to make desent armor. If I had poor to average grade resources, then ya, I'd understand what I'm pumping out. But so far in thoery my resources have been fairly desent. I didn't go into AS to make alot of money. I went in to provide the best armor at afordable prices. I was able to do that pre-cu. I was selling ALL types of suits. Even though I have to make certain types of suits now for certain classes, the resource req and the factory times are slowing me down. I got lucky when the CU went hot, I had all those kliknik, voltor, krayt, etc segs turn to battle and assault segs. 780 or so a peice.


What made it a challange as AS was resource requirements (pre-CU). I couldn't make stun, I couldn't do black mountain, and for a while I couldn't do Ubese. Now I can't do layers, I can't do advanced, I am lucky if I can do standard, but I can do basic I got scouts testing the resources right now on Flurry for me. see how that goes.





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Kesslan
Sat Apr 30, 2005 7:30 pm
#25

Just a little note for you complaining about how quickly PSGs die? post CU they last for bloody ever. I've been using mine in heavy combat with my alt toon and I've yet to burn it out. Mostly casue now the only thing that affects is are ranged energy attacks. But even when I'm taking alot of blaster fire (like the corvettes) it helps a little. and I could be up there all day long before it woudl burn out. Also imp PSGs now give skill mods. So I can see why they made it so that it's only a 5 use scehmatic. That all said....


Problem here is that Imp PSGs while a 'loot' are actually from a quest. Said quest you can only do twice. And you have to be imperial. If it was a loot schematic that actually dropped. That'd be a whole other ball game.





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SleepyRebel
Sat Apr 30, 2005 10:04 pm
#26


My biggest problem is ALL of the new resources!!! What is the whole point in changing how comp/ubese/padded/wookie armor is made. The big complaint before was that the armor we made was too powerful. There are some who say now that we can make better armor than the stuff we made PCU after it is converted. How does that happen? If they wanted to change the effectiveness of the armor, all they had to do was change the mathematical results on them, not change ALL of the required resources. I can't even make a single layer now and I have been saving resources for almost 2 years!!!!! And since layers are needed in segments (which I can make), and segments are needed in cores (which I can make), and cores are needed in pieces (which will require some work for the new organic resources), I CAN'T MAKE ANYTHING!!!!


If someone can answer how these drastic changes in resources will make armor less effective by themselves, please tell me. It seems that instead of hosing the whole AS community over with having to go stock up a whole new set of resources, it would have been easier to change the math behind the armor.Then testing how to make armor and its effectiveness would have been a piece of cake. Armor too godlike=change the math behind it. Armor too weak=change the math behind it. Simple answers for simple people. As lots of famous leaders throughout history have said, KISS (Keep it Simple Stupid).


Take that Blixtev!!



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