Armorsmith Archive
Thread: Our Top 5 List (Edited 4-24-2005)
_Monroe_
Thu Apr 21, 2005 11:22 am
#14
I think for now as far as things we can really expect before the CU goes live maybe:
1. Rrequirements being too high. (from 2600 to 4400).
2. Loot conversions (items converting with no stats)
3.Factional armor still costs way too much for people to wear it for anything other than decoration.
4.Factory times.
Long term, ie I don't see any way of getting this before the CU.
1. Experimentation
Thula
Thu Apr 21, 2005 11:26 am
#15
Long term problems:
1. Experimentation oversimplified
2. Combat damage lvl multipliers
Short term focus (ie before CURB goes live)
1. Reduce resource requirements, especially for layers. I am talking about the amount first of all.
2. Reduce Factory times
I think you might have a difficult case if you try to both change named resources and reduce amount of resources. I would say focus on reducing amount for starters, this should be easy to implement before the CURB goes live, as well as reduce factory times. They are forcing us to add a factory run (cores) at the same time as they are increasing complexity. Bad idea.
You should also get there attention on the Combat Damage/Armor bug. This is something that might can explain alot of the strange things we see during fighting and should have caught their eye already. But God knows...It is explained in the "Is Armor Even Working?!?!" thread.
Good Luck! 
Message Edited by Thula on 04-21-2005 11:30 AM
ZionHalcyon
Thu Apr 21, 2005 11:28 am
#16
My top 5, in no particular order:
1) Experimentation needs more variety, and needs to allow for unique combinations.
2) Factories need to be reduced in time due to meeting new armor demands
3) Epic armor should mean something other than a "rare skin" - I recommend better stats or it decays a lot slower than reg armor
4) CU Loot Conversion - all loot should convert to something useful.
5) CU Armor Conversion - I am not convinced armor converted is fair right now. The best armor in the old system, resist-wise, should be pretty close to the best armor in the new system. If they want to promote crafting new armor, make the converted about 500 points less than the theoretical max, with regards to 80/80 armor, and scale it from there.
HellMell
Thu Apr 21, 2005 11:31 am
#17
I think the biggest issue for armor atm is it effectiveness, or lack of. What Kelloch said... The damage multiplier for difference in levels has made armor ineffective. As long as that damagemultiplier exists armor will have a very limited role. Add to that the cost (especially organics)and timeto produce armor... the cost will out-way the desire for ppl to wear armor. ppl that PvP will still want it, but only with the uber loots, that no one can get because the high level mobs do 97868976 damage (ok slight exaggeration, but the same damage multiplierdiminishing our effectivenessPvE as well as armor's effectiveness).
The system is balance with out the multiplier. While you are working on marksman skills you are not certified for any armor and you 1000ish health. If a mob can hit for 400 damage you will be dead in 3 hits, far before you could kill it, especially with the low level weapons. So just remove the multiplier and problems in several areas will go away.
ZionHalcyon
Thu Apr 21, 2005 11:34 am
#18
I don't mind the damage modifier - just give armor a function that goes on top of it.
Part of the thrill of the hunt is to tackle baddies a level or two above you. While I agree this needs to be done in a group, it also is a way to make armor necessary - make it so that you NEED the armor to beat higher level MOBs when grouped. I guess I don't see the issue with the dmg modifier as long as people kill things close to their group level, as it will make Tailors more viable; just as long as armor has a place, function, and purpose.
XZypher
Thu Apr 21, 2005 11:42 am
#19
i dont mind the armor cert thing but why cant it just be by basic/battle/assualt so peps can have them put into whatever appearance they want
and omg plz go back to numbers that are easy to read aka the percentages not these big numbers that look impresive.
And why are they changing the resource req for kin and energy layer why cant they just stay the same?
and omg plz go back to numbers that are easy to read aka the percentages not these big numbers that look impresive.
And why are they changing the resource req for kin and energy layer why cant they just stay the same?
Message Edited by XZypher on 04-21-2005 11:47 AM
Moge_Tira_Tru
Thu Apr 21, 2005 11:56 am
#20
Personally I think we have two topics in one here. We have our Conversion Issues and our Profession Issues. Both should have it's own list. Obviously some would seem to over lap but they don't. Conversion Issues are specific to the conversion of existing Armors (not resources) and Profession issues deal with stuff like Exp, Resources and such.
As for the Conversion stuff:
They are raising the ST Armor Conversion, they are adjusting the BH Armor Conversion and they lowered the FP for Bio-link.
This leaves basic conversion issues like:
Layers, how will they convert?
What will happen with Stun Layers?
Compensation for Inter-Woven Segments;
etc etc etc
Profession issues:
Exp lines. give us more options, even if exp on Kin lowers Energy etc. We just need options.
Organic Resource Costs are far to high;
to many named resources in Layers;
PSGs total resource cost currently out-wieghts the benifits of using them;
Old named resources where by great number removed. Please replace current named resources with some of the old ones;
Can someone please confirm the need/use of all the new 'add-ons' to armor attachments;
Please lower complexity on Layers, segments and Cores. Complexity is what determines Factory times and our currentl total factory times are far to high.
grind XP. I fear that an incomming AS will not finish the grind due to the removal of XP from Ubese Shirts making the grind extremely expensive.
Once the list is completed we should work on a short statement as to why we need it fixed and suggest a simple way to fix it. Oakrons post has most of that done.
As for the Conversion stuff:
They are raising the ST Armor Conversion, they are adjusting the BH Armor Conversion and they lowered the FP for Bio-link.
This leaves basic conversion issues like:
Layers, how will they convert?
What will happen with Stun Layers?
Compensation for Inter-Woven Segments;
etc etc etc
Profession issues:
Exp lines. give us more options, even if exp on Kin lowers Energy etc. We just need options.
Organic Resource Costs are far to high;
to many named resources in Layers;
PSGs total resource cost currently out-wieghts the benifits of using them;
Old named resources where by great number removed. Please replace current named resources with some of the old ones;
Can someone please confirm the need/use of all the new 'add-ons' to armor attachments;
Please lower complexity on Layers, segments and Cores. Complexity is what determines Factory times and our currentl total factory times are far to high.
grind XP. I fear that an incomming AS will not finish the grind due to the removal of XP from Ubese Shirts making the grind extremely expensive.
Once the list is completed we should work on a short statement as to why we need it fixed and suggest a simple way to fix it. Oakrons post has most of that done.
MrGouda
Thu Apr 21, 2005 1:03 pm
#21
I have only two issues, well three issues:
1) experimentation simplicity
2) hand crafted vs. factory runs. If they want had crafting then it should be possible to make the most uber assault armor without a factory at all. That's how we do RIS (formost of us) and everyone enjoys the fruits of it. Similar layers, segments and cores should be allowed at ALL times. If it's "similar" and not "identical" then the mfg schematic box is disabled.
3)factory run times. lower lower lower. not slower, lower. If the numbers I've seen are correct, we will need twice as many armorsmiths to keep up with demand.
-Droideka-
Thu Apr 21, 2005 1:19 pm
#22
1. Is the cu armor working (doing what armor should; blocking damage)
2. Armor experimentation
3. certifications, ditch them or allow crafting classes to wear a type of armor (especially ARMORSMITHS)
4. Organic resource requirements pretty far out of whack for the reduced type of damage that this armor will provide, in THEORY
5. Enhancers not converting.
Function and experimentation are the biggest imo, but if I can't survive solo just to gather my resources, that'll end if for me as well. I'm not going to change the time I play on the whim of the development team. I'll be done.
2. Armor experimentation
3. certifications, ditch them or allow crafting classes to wear a type of armor (especially ARMORSMITHS)
4. Organic resource requirements pretty far out of whack for the reduced type of damage that this armor will provide, in THEORY
5. Enhancers not converting.
Function and experimentation are the biggest imo, but if I can't survive solo just to gather my resources, that'll end if for me as well. I'm not going to change the time I play on the whim of the development team. I'll be done.
CaileSathinor
Thu Apr 21, 2005 1:56 pm
#23
UPDATE: I got some work done already. As soon as I get the green light, I'll let you know.
Brutus_Krylop
Thu Apr 21, 2005 2:47 pm
#24
My top two for the moment:
1. Layers are currently worthless. (See my post about it for more details ... this is where the main problems with total resource usage and factory times arise.)
2. Single-line experimentation is boring and reduces us to crafting monkeys.
2. Single-line experimentation is boring and reduces us to crafting monkeys.
kneelocked
Thu Apr 21, 2005 4:50 pm
#25
Couple of things I'd like to add, maybe not "top 5" stuff, but should be 'on the list'...
-Ranger Revamp. I have such a fear that we will not be able to live up to demand for armor because getting organics will be more difficult due to the fact that Rangers were left out of the CU (and who knows how long till they get a revamp, ala smugglers).
-"Epic" Recon armor. Battle and Assault have thier "epic" armors, but Recon has none. Should be done soon, both for those with Recon Armor classifications (like me), for those losing the ability to wear their RIS suits post CU, as well as getting some much needed content in this game.
-Armor customization kits. Vehicles have them, droids have them, armor should too. I'd like to see the schem in the armorsmith tree for simple one stop shopping for the customer, but wouldnt object too loudly if it was Master Artisan made.
-Non-Com armor. I would really like to see SOMETHING for crafters and ents to wear while traveling/surveying on hostile worlds. PSG's do not block kinetic and thats what all critters deal. I can be Armorsmith made, Artisan made, or an EFFECTIVE camo kit from the Ranger prof would work too, but I really would like something to allow time for non-combatants to get away from aggro.
-Faction Armor cost. With the recent reduction in FP cost for bio-linking faction armor still new, I hesitate to add this but it bears looking into. A person should not have to burn out most of their faction armor getting more faction points to buy another set. And not everyone can get easy faction for they may not be JTL enabled.
-Armor enhancements. I'd personally would like a better way of adding enhancements to Armor Crafting. It's seemingly, to me at least, tedious and time consuming to be able to add enhancements at nearly every level of crafting. And I think customers will want 'instant gratification' when they have Armor enhancements instead of being told by a AS that it will be hours/days till its done beacause of all the factory runs we have to do.
Im sure I have more but my brain is puttering out on me
-Ranger Revamp. I have such a fear that we will not be able to live up to demand for armor because getting organics will be more difficult due to the fact that Rangers were left out of the CU (and who knows how long till they get a revamp, ala smugglers).
-"Epic" Recon armor. Battle and Assault have thier "epic" armors, but Recon has none. Should be done soon, both for those with Recon Armor classifications (like me), for those losing the ability to wear their RIS suits post CU, as well as getting some much needed content in this game.
-Armor customization kits. Vehicles have them, droids have them, armor should too. I'd like to see the schem in the armorsmith tree for simple one stop shopping for the customer, but wouldnt object too loudly if it was Master Artisan made.
-Non-Com armor. I would really like to see SOMETHING for crafters and ents to wear while traveling/surveying on hostile worlds. PSG's do not block kinetic and thats what all critters deal. I can be Armorsmith made, Artisan made, or an EFFECTIVE camo kit from the Ranger prof would work too, but I really would like something to allow time for non-combatants to get away from aggro.
-Faction Armor cost. With the recent reduction in FP cost for bio-linking faction armor still new, I hesitate to add this but it bears looking into. A person should not have to burn out most of their faction armor getting more faction points to buy another set. And not everyone can get easy faction for they may not be JTL enabled.
-Armor enhancements. I'd personally would like a better way of adding enhancements to Armor Crafting. It's seemingly, to me at least, tedious and time consuming to be able to add enhancements at nearly every level of crafting. And I think customers will want 'instant gratification' when they have Armor enhancements instead of being told by a AS that it will be hours/days till its done beacause of all the factory runs we have to do.
Im sure I have more but my brain is puttering out on me
Moge_Tira_Tru
Thu Apr 21, 2005 4:52 pm
#26
CaileSathinor wrote:
UPDATE: I got some work done already. As soon as I get the green light, I'll let you know.
meaning changed are in the air?
...sweet!
Also, something small but that would be very helpful:
All armor in the examine window just says Type:Recon Type: Battle or Type: Assult. It would be very very helpful if is said Type: Basic XXX or Type: Standard XXX or Type: Adv XXX.
I see issues with people buying the wrong types of armor. they think they are buying Standard but they just bought poorly made Adv instead and they have to deal with extra ecumb becuase of it.
Should be a quickie to fix.
Message Edited by Moge_Tira_Tru on 04-21-2005 06:56 PM