Armorsmith Archive
Thread: CURB Armor experimentation oversimplified
Arem wrote:
Thepoint is not hard vs. easy or 10 vs 12 points.
The goal of CUisto make combat more fun, armor has to changebut not the fundamental way armor is made.
Formethe fun from being an armorsmith allways came from the challenge and the variety of experimental options. The possibility to invent something new within the limits of the system was always there. The new system will shut down this freedom and presents usa huge ready made variety of skins to choose instead. This future holds no technical challanges any more. it will become more a fashion profession.
QFE
I'll go one step further and say that if they really wanted to reduce the "uber armors" or whatever, the easiest way to do it while still retaining the old crafting style would have been to make encumberances mean something (looks like hindrances will do that), and then eliminate armor slicing. Then you really have choices.
But I suppose the smuggler community would raise yet another ruckus about that. Oh well.
I loved reading posts from other AS's and walking into another AS's shop, looking at there armor, and being like WOW! How did they make that? or That is really impressive stats on that!
Now, all armor will be EXACTLY the same stats, since most of the elite AS's in each server pretty much have the same resources.
Whats even the point of having just 1 line to experiment on? They should just get rid of that then and the item being created have the max value for the resources being used. There is no trade-offs anymore at creation (ie.....higher resists but lower ham).
basicly all the posts here are 100% died on, we like the complexity of armor crafting!
Message Edited by Cianhydle on 04-08-2005 11:31 AM
I make only wook armor. I greatly appreciate the challenge it is. If they simplify the process too much ... oh well I guess I just wont make armor anymore.
Ruebacca wrote:
I think thay want the tip the balance from the larg 12pt production smith to the 10pt guild smith. alt AS are basicly worthless right now. If you dont have skill tapes and spend months harvesting the best resorces; you make junk. AS will become like SW. The guild SW is usful, he/she can make stuff as well as anyone else. The guild AS makes heavy-low base junk. This is what thay are changing. My speculation...lol.
just because they nerf AS's resources to level the playing field, they're still going to have the same problem 6months from now. There will always be someone doing it longer then the next person who starts grinding AS and they are going to have the same problem that there is now.
We all started out with someone collecting resources longer then us. And yet with time and patience we all were able to compete in the same league as the old-timers.
For ex kinetic layers:
Line 1 will increase the kinetic protection but it will also lower the energy protection.
Line 2 will make the decrease of energy protection lower.
So maybe +5 kin -5 energy would be base, 10 points in line 1 will give +15 -15, 5 points in line 1 and 5 in line 2 would give +10 -7.5. 10 points in 2nd line would be +5 0.
The exact number of cource needs to be adjusted and balanced but it should be possible to make a non expliotable system from this and keep the flexibility and creativity in armor making. Possibly also make different stats matter for the different lines, OQ+SR for line 1 OQ+UT for line 2 or something.
Message Edited by Mcgreag on 04-08-2005 10:02 PM
Quizz wrote:
Boy of Boy....you are officially a full time crafter now and will not have any time to do anything else.
Can anyone say "full-time hand-crafter"
Don't you think that "top armor" that the player who wants to obtain all the different widgets should be handcrafted? You can still pump out runs and runs of armor to keep up with mass demands. However as I was chatting with the folks in the Armor smith PA on Test yesterday, the goal is to use the factories to mass produce cores and then drop the cores into appearances on demand.
Please give some feedback on the amount of time to produce a crate of cores on test, I'd really like to know if the process is now significantly longer.
Ruebacca wrote:
I think thay want the tip the balance from the larg 12pt production smith to the 10pt guild smith. alt AS are basicly worthless right now. If you dont have skill tapes and spend months harvesting the best resorces; you make junk. AS will become like SW. The guild SW is usful, he/she can make stuff as well as anyone else. The guild AS makes heavy-low base junk. This is what thay are changing. My speculation...lol.
Good idea, SOE. Punish the most dedicated and productive players. That'll make 'em LOVE it! When I read about the combat upgrade parts, I said I'd wait and see. I have a Master Pikeman toon and a Master AS toon. My AS is one of those large 12pt production smiths. I have 100s of harvesters, contract scouts, and a lot of time invested in my AS business. Well, now... I'm reading about this crapola and I'm saying wait and see, too, but I mean, c'mon. Is this upNerf really making people happy so far? On the boards, I'm reading about 20:1 against it.
I had said that if they completely break fighting, I'll convert both toons to artisans. Now, I have to face the possibility that they're breaking every system in the game I enjoy. /sigh
Pity this *was* the only decent MMORPG out there... guess I'll have to quit and write one that doesn't screw with their long-standing player base like this...
Dulita