Armorsmith Archive
Thread: Top 3 Questions answered
CaileSathinor wrote:
1) What's to become of our now +0 health addition enhancers? We were told this was a fixed conversion. If this is fixed, it's not acceptable. Many Armorsmiths have spent MONTHS collecting the best enhancers to use in armor, only to have a slap in the face on this.
Dev Answer: This was fixed over the weekend. The only outstanding ones are Geo cubes and Nightsister layers. These will be fixed shortly.
2) Is there any chance we can get resources and factory times changed again? Regarding resources, can we have several less specific named resources, especially in the organics area? No one wants to harvest Naboo Bristley hide, meaning we have to pay out the arse to just get a little bit. The organics requirements in cores is also a major issue, but we're willing to compromise with the following:
-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.
And layers, as a whole, just need a lowered complexity. It takes forever to run them and the time cost isn't really worth the tiny benefit they give.
Dev Answer: Possibly. We're still watching how this one pans out.
3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).
Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.
So, my take on it is this: Experimentation might get some complexity back into it and resources might get changed again.
I'm going to be writing up another focus thread on resource requirements soon.
now for my Toonie ( 2 dollars for you non canadians) worth;
I have to say Caile, this one of the better Feed backs to date. Seems the granades from the Commando Corr did the trick. Ok, they Working on outstanding loot drops now. Ok, I can buy that, understandably any pre-CU layers we've made would be somewhat useless save for Kin, energy, and the elementals. I'm assuming (Man I loth that word) that they will be checking into those as well. Resources and factories, I guess they are letting the "hamsters" (US ) feel it out as it is live. as opposed to the test centre witch we prevaded some of the time.
I agree with someone else here, the factory time and resources should be seprate issues, yet both important.
Doing a tweek down on resources and time would be quite easy to do ( more so the factory time).
I'm "assuming" (Still hate this word) when they say "rewrite the whole system, " I hope they are just refering to the crafting. It can be done, where we have seprate exp bars again, weather they "want" to is another matter. Anyone here running out of experimentation points to drop? I am certainly not. I can not see at this point of time, what the "next experimentation" will be like in the future. technicaly speaking they had an ideal system pre-CU for crafting, they could have still done the certs with no issues, same with the resource requirements.instead of HAM, that new encumberance would be modified. Have the encumberance affect combat, have the combat the higher you go, affect the player that there is need for medics and armor and desent buffs.
My take on this; they pushed out CU too fast to meet a deadline, and now they are just pudding up the the cracks and holes. Combat wise, they have good intentions. Crafting wise, Well, shouldn't have beenrevamped, but did. If anything it costed them time and money. :/
Caile, again, good job. This is a little more informative then what the last one was with Blixtev.kinda nice walkin away from a thread with "some" sort of answer. and it shows they are taking the issues into consideration.
CaileSathinor wrote:
I'm a he, first off.
Second, to put it in a very famous quote,
"I've just begun to fight."
destrkta wrote:
caile there is really no need to drop the requirements for bristley, 2 of us last nite with novice scout gathered 52k of naboo bristley in 2 hours [...]
Gathering it is just one problem, the odds of getting a great spawn good enough for armor of a resource is small enough without it having to be from one planet. If you check swgcraft you can probably find maybe one to three spwans of great hide per category per planet since the game started. This means that until a good spawn hits armor will be really expensive, and when it hits armorsmiths will want to buy millions of hide to stockpile during the drought until the next hit.
Getting good hides was bad enough when you needed generic wooly for composite...
destrkta wrote:
well the odd's were in my favor last nite naboo bristley 920ish oq, 890ish sr![]()
Dude! Please tell me that's in spawn still...
*gets out the list of Rangers available for blackmail or owing me favors*
I would say the one issue I have is Factory times....
Yes the resource incrase really hurts, but that will just help to thin out my overstocked storage vendor. And the expermintation is dull true. However times to make armor is rediculous. The only reason I have armor on my venodr now is because I had a ton pre-cu. But just trying to get it so I can get even pieces on my vendor is going to take forever... I'm going to need to do 3 or 4 lot swaps just to get the number of factories I need up and running if I have any hopes of pushing out a wide assortment of armor anytime soon. I'm seeing way too many people with hobbled together armor, and it's not becuase it looks cool, it's becuase armor is going to be scarce for awhile.
And if armor get's scarce, people may start to get used to not using it, and enjoying the savings.
destrkta wrote:
caile there is really no need to drop the requirements for bristley, 2 of us last nite with novice scout gathered 52k of naboo bristley in 2 hours, factory times are killing me baddly, i'm making the segment's and cores manually for anything that doesn't require identical part's, i've got 8 factories pumping out energy layers.
Agreed. Group with a Ranger and you'll pull in boatloads of resources. Now if we can get some decent spawns of the stuff, we'll be in good shape, eh?
3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).
Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.
Blix. You had no problem rewriting it the first time when we actually liked the system, whats wrong with doing it again when most of us loathe it. I mean seriously, I do a lot of programming, and unless you made the crafting/experimenting fuction in just one fuction that is an intertwined mess, it really shouldn't be that hard(although I kow how frustrating it would be)to tweak these values. So you may have to rewrite 100, 200, or even 1000lines of code. Now that you have your own system and are no longer working with the complexities of the old system it should be easy - right? I mean, isn't that why the entire process got changed instead of just adjusting the max resists on the old armors? I just don't see how you can say rewriting the system is unlikely when you already did it once. You guys did just released an unfinished rewritten system, not that you would ever admit that because your Lucas Arts taskmasters would have your @$$ coding fortranand GWBasicfor the rest of eternity. I imagine you just have to change a few variables/object propertiesfor factory times and resource quantities, I bet that I could even tweak those without even seeing your code yet. (That is assuming you used a standard coding style of course) On a better note, I am glad that you at least have poked your head out of the developers cave. Tell your buddies to do it more often too. And get them to remove this friggin level system, I know it was a shortcut so you didn't have to actually program each mob to the extent that they needed, but the level system is an abomination - and from the level system spawns like 75% of people gripes about the combat upgrade.
Health Enhancers
Blecch, who gives a rat's behind about health bonuses. We need something more real, something to allow us to actually, you know, make the armor better. In a Star Wars context, I can rationalize using the scales ofa Krayt Dragon, the hide of a rancor, or the plating of a brackaset to make my armor tougher or more durable. I cannot rationalize how using any of these things in my armor makes me any healthier or heartier.
I don't know about newly looted stuff, but all pre-CU enhancers converted to +15 health, and you can stack three in a core. So +45 health per armor piece for a total of +315 health. It is a real pain to make with the new factory times though.. takes forever.
CaixCatab wrote:
(Of course, this assume's the health bonuses actually move into a range where they may be considered useful. And I have no idea what kind of +health a full 7 piece suit will give you)