Armorsmith Archive
Thread: You serious AS guys should keep your eyes on this:
Srednii wrote:
The reason HAM's on armor arn't a real penalty now is because buffs are overpowered. Why don't you go try to nerf buffs.
I had always thought that major game mechanic altering changes happend during beta testing, not 6 months (8?) after the game was released.
But then people do say we're paying to beta here, I guess that complaint has some truth to it.
Why not simply have stat encumbrance a PERCENTAGE of the stat? the highest would be a full suit of badly made comp, or 90% resist with nothing into HAM. It would eat up 100% of your substats all together, leaving you with NO natural healing (stock up on stims and blue milk dude). Other suits would have less, all the way down to Armorweave and Chitin, which would eat up very little (say 50% total or so?)
This would also make it possible for some races (ie Twi'leks) to wear composite without massive buffing if they wanted to, and would 'nerf' buffs without making them useless (would you want 5% of 3000 HAM or 5% of 600 left over after slapping on that shiny new comp suit?)
I agree that armor is a serious problem in-game, if only because EVERYONE is running around in full composite as soon as they can. I'm sorry..but it's getting a bit rediculous. Frankly, I like my chitin and ubese. I do mostly pve (gather my own hides and such) and the only resist I'm seriously worried about is Kinetic. More players need to be made aware of the special resists of various armors, and lower ham cost (I wear my full armor without a buff, ocasionally taking a hit of Muon to offset the mind encubrance of the helm. I'm only a 3/1/0/1 armorsmith right now, so my stuff is crapola) I know a few people who bought my Mabari off the bazaar on the cheap, and actually love it. It does it's job on the low-level missions they're doing now, and barely slows them at all.
I think another (better) solution would be do make next weeks Friday Feature a whole page on Armor. What to experiment on to affect what stat. What HAM costs do, in plain english. How Armor protects you, and why, again, in plain english. What the various base protections are, and specials, of all the armors.
Another thought... Why is ST armor and Marine armor such utter crap? Did they think that in-game players would BUY this stuff willingly? lol... it's junk. Has less resists than a so-so suit of padded or an average suit of grind-quality chitin for cryin out loud, with HAM costs of padded or comp. Get real. I'm an armorsmith, but I'd like to see more faction players actually WEARING faction armor, wether I can make it or not. I saw a rebel vs Imp firefight running through Bestine last night...and know what? NO difference in the players. Other than the Liberty guild guy with his red, white, and blue armor (I dunno if that was guild colors or if he just liked the scheme. Who knows) but the point is..It's NOT Star Wars. You want ST armor in game? Lower the FP cost a LOT. Like a third of what it is now. Or Boost the Stats so it is equal to or better than what an Armorsmith can make. Or better yet, Just let Armorsmiths Buy the freakin schematics the way they can the 'military spec' weapons, and let ST armor hold 1 more layer than composite, and drop the base HAM to a level on par with Chitin (since, sadly enough, that's the level ST armor is at right now)
DarlaAngelus wrote:
this is a good idea, and would help break the composite only market that seems dominant on most servers at the moment.
The composite and ubese markets exist on their own because the other armors are gimped. Making composite gimped is not going to bring chitin, tantel, and padded to market in any great numbers.
I really dont like the trend that I am seeing of messing about with armour just to cure a symptom of the deeper problem with secondary stat buffing.
All that is needed is less reduction in special costs per point of strength/dexterity/focus, maybe changing it to a system of diminishing returns which never reduces the cost past 50%. And fixing the regen system so that regen rates are very low when in combat, hence making people take a break from combat to recover rather than being able to continue indefinately.
Armour providing too high resists is another issue, that has absolutely nothing to do with the encumberance costs of the current armours. As long as 90% resists are possible people will find a way to get the into their setup. Gimping people because they use armour will just result in armour being less widely used, which means more insta kills from high damage weaponry and less armourcrafters because there is no demand for their produce.