Armorsmith Archive
Thread: Ideas thread: Help our correspondent and developers find a solution.
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TitanTen
Sat Apr 09, 2005 2:23 am
#14
My idea... leave armorsmithing alone. This was supposed to be a combat upgrade, not SWG2, or EQ star wars. Fine add the cores. Bring in the new skins, but leave everything else alone. Why are they touching resources? Stat values? Experimentation? All of that was not needed. It just seems that they wanted to have great control over the quality of armor we can produce. That's the only resonable explanation. They cant figure out how to code resonable caps into our armor, so they have to nerf experimentation and resources to get what they want.
Plain lazy and stupid.
Where is Q-3po and Holocron when you need them? Come back to us!!!
Kelloch
Sat Apr 09, 2005 8:20 am
#15
Ok..I've calmed down since yesterday, so I'll try to give some constructive ideas. Most of which has been said before.
1. Highly unlikely to change, but the more I think about it, the more I don't like the addition of cores. I like having to grab different resources for different types of armor. I guess in a sense we will have some with the skins, but I was hoping the CU would make every armor viable which would lead to more specialization. I don't see that happening as much now. And in general, how can a core for padded be the same as composite? They are two totally different materials.
2. Again, unlikely to change, but by taking away all damage types but energy and kinetic, they've made the distinction between armors almost negligible except for looks. They probably realized this so in order to avoid everyone wearing 1-3 types of armor they made the armor certifications to force people to buy different types. Seems like a lot of work to make other armor types viable.
Ok, that was getting close to some rants. Given that I don't think they are going to give up on this total armor revamp, here are some suggestions.
3. Keep the same stats viables for the armors (i.e. bring back SR), but feel free to change the weighting amongst the stats.
4. Give the crafters some love and allow them to wear a basic armor that will take the sting away when having to plant harvestors on Dath/Endor/Yavin.....or take away the named resources on those planets.
5. Bring back 3 experimentation lines. one for hindrance, one for special, one for effectiveness. Make it so as the special or effectiveness goes up, the hindrance goes up as well. Which can then be brought down by experimenting hindrance. Maybe even have the experimentation on the special or effectiveness affect the hindrance more than the other.
6. Don't make our craft become loot based in order to differentiate ourselves from others. Especially since we won't be able to get them ourselves.
7. Reduce the amount of organics needed. A simple way would be to take them out of the cores. I hate organics in segments now. You burn through too much of them and it makes the armor that much more expensive.
1. Highly unlikely to change, but the more I think about it, the more I don't like the addition of cores. I like having to grab different resources for different types of armor. I guess in a sense we will have some with the skins, but I was hoping the CU would make every armor viable which would lead to more specialization. I don't see that happening as much now. And in general, how can a core for padded be the same as composite? They are two totally different materials.
2. Again, unlikely to change, but by taking away all damage types but energy and kinetic, they've made the distinction between armors almost negligible except for looks. They probably realized this so in order to avoid everyone wearing 1-3 types of armor they made the armor certifications to force people to buy different types. Seems like a lot of work to make other armor types viable.
Ok, that was getting close to some rants. Given that I don't think they are going to give up on this total armor revamp, here are some suggestions.
3. Keep the same stats viables for the armors (i.e. bring back SR), but feel free to change the weighting amongst the stats.
4. Give the crafters some love and allow them to wear a basic armor that will take the sting away when having to plant harvestors on Dath/Endor/Yavin.....or take away the named resources on those planets.
5. Bring back 3 experimentation lines. one for hindrance, one for special, one for effectiveness. Make it so as the special or effectiveness goes up, the hindrance goes up as well. Which can then be brought down by experimenting hindrance. Maybe even have the experimentation on the special or effectiveness affect the hindrance more than the other.
6. Don't make our craft become loot based in order to differentiate ourselves from others. Especially since we won't be able to get them ourselves.
7. Reduce the amount of organics needed. A simple way would be to take them out of the cores. I hate organics in segments now. You burn through too much of them and it makes the armor that much more expensive.
Message Edited by Kelloch on 04-09-2005 08:30 AM
Cianhydle
Sat Apr 09, 2005 11:28 am
#16
Hi JP,
Someone said that they may be doing this because some of the resources like alantium carbonate most likely has caps and the devs can keep armor from getting too out of control if they use capped resources.
This isn't true at all. They could have interpolated the old, non-gated, resources to fit the new schematics. Remember, we just had every aspect of our profession rewritten and thus could have bypassed gated resources entirely.
I really so no reason at all whatsoever to change the resource requirements other than to help out the new smith (that also doesnt have them saved up).
Agreed, 100%, this is the only logical explanation.
I would love to take a developer to task on the issue of gated resources, because if they've completed more than 1 semester of programming at any junior college or university they would understand interpolation. Using gated resources also creates a situationthat decreases theunderstanding of the flow of armor crafting because it uses non-standardized variables. Thus true balance is harder to achieve because they just ended up making more work for themselves.
Renea,
Tempest,
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