Armorsmith Archive

Thread: A resource discussion, please no rants, lets state what we think, and then Okram can summarize?

Wallid
Tue Apr 12, 2005 10:42 pm
#14



kneelocked wrote:
I find it funny (and when I say 'funny', I mean screwed up) that the resources most if not all AS have the most of is the ones for comp, and those are the ones that have been eliminated.

A prime Ubese resource (axidite) was also whooshed away as if it had never been....not that Im sad to see it go, it was gated. as was Crisim ore. But your right, I have many hundred K's of it and now its worthless.

Kammris iron is the best stat iron in the game, I have millions of kammris stored up, all with 900's is OQ, SR, and usually in several other stats.

On that line, polysteel is one of the better coppers in the game, and now its gone.

Carbonite steel is a great stat steel, kiirium is gated to a degree.

Honestly, yavin wooly was allways a pain for me to get while dant wooly was easy. So many grinders on dant to hit up for hide.

I would say, that wookie armor should use wood from the wookie Homeworld? Just a thought....

Dath fiberplast.....yea.....some Dev has a mean streak on that one.



I cannot stress enough that Rangers need a role in the CU, give them the health bonus, reduce their skill point requirements (like ID just had happen) perhaps some skill point mitigation at master scout and at levels of the Ranger tree. If they keep the hide req's, heck even if the reduce them by 50%, there still will be a shortage of hunters because ppl are going to double master a combat prof to get the 3000 health.




my copper polysteel is my best resoruce :/ that will be one blow to me.
my Guild is on dant, so anything Dantooinian os good a fair game
hmm, I say use the wood from Wookie world as named item, to enhance wookie armor. or better yet, build another wook suit. Humanoids have about 5 or 6 suits (Oh and the Faction suits), wooks and ithorians have only 3. Add in one more suit for both.

again, if your in a guild, ask the guild mates to pick up at least novice scout. have them do harvest raids. they do their combat, you get the hides and bones. batta boom batta bing.

another thing I'd sudjest is up the gates some. the stats will with still flux ether way, but we got something to play with when it comes to resources.

alot of people have lightly touched on, was the harvestors. Not only that, but the Surveying. Having a spawn in the middle of a town or city is alloying.





McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


-VtS-Maddix
Wed Apr 13, 2005 6:53 am
#15

I have a couple of major gripes, the first and primary being the resource requirements for layers. The amount of different specific ores is stupid. I think with my current stock of resources I can't make a single new type of layer.

The second is that some of today's key resources used in Armour now hardly feature, namely the main ones used in Composite as mentioned by the first post.



-----

Ne'la Hi'had - Master Armoursmith, Master Merchant
[VtS]Armour located at -1800 5385 in Neo-Rome, Naboo

R.I.S. Certified
UmmonPrime
Wed Apr 13, 2005 7:23 am
#16

This just feels like a COMPLETE overhaul of our profession. We didn't have any problems, besides are being "too good". There is just too many named resources. We have to outfit everyone after the CU, and if they keep all these, the possiblity getting everyone armor with in the first month after CU seems next to impossible.



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


FignarKrynn
Wed Apr 13, 2005 7:44 am
#17

Well since the cores and segs require hide, why don't they remove those hide requirements from the cores and segments and replace them with the previously used resources, such as kiirium steel, colat iron, polysteel copper, etc. Some of the named resources should just be generic such as thew Bal'ta'ran Amorph become generic Amorph gemstones. Small changes such as these would make this new system sligtly easier to accept,and probably easier for a mjority of people to eventually warm to. I find it ammusing that segments and cores need hide considering the total ammount of hide that the final combines require; it is too high tbh.

As it stands the layers require to many named resources and should just be switch to the generic equivalents such as alantium carbonate ore this normally has bad stats spoke to a WS mate of mine and its needed in T21's and is a extremely rare spawn and hard to find any with good stats hence its worth some where around 125 cpu on our server. So in the layers instead of having named you should have generic but if the devs are trying to cap resists early on in the production phase may be Kinetic and Energy name resources should remain and all other layers should have generic resources such as unnamed silicastic and carbonate ores and Amorph gems.


The hide requirments from segs needs to be removed and from the cores and replaced with previously used resources hide should only be required in the final combines.



Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


FignarKrynn
Wed Apr 13, 2005 9:46 am
#18

Also if any resources are or should be changed you should bare in mind not all AS's will have RIS resources and items such as generic wooly hide (yavin endorian etc), kiirium steel, colat iron, crism silicastic ore, HQ silicastic ore, generic Amorph gems, Known inert gases and Intrusive ore are all components which are common to armorsmiths and makes more sense using then specific RIS required resources.

Also since these schems were based on OQ UT and DR i think it was some of these resources need to be changed if they reverted back to OQ SR DR. Resources such as alantium carb ore has a capped SR and DR so the only stat which would be reasonably high is OQ and would probably reduce your resists in the energy layers a fair ammount not to mention its rare as hell. It would make more sense to have the energy layer schem look like this :

Energy Protection Layer
20 Steel
12 polymer
10 amorphous gemstone*
14 Crism Silicastic ore

That way your resists will still suck but the ore would be more common and a majority of armorsmiths have crism ore due to the fact of the stun armor we make in live. Alot of us have steel, most likely duralloy ore carbonite so it still enables use to use current resources and allows newer smiths to use steels which might be inshift and also limits the resource to one type that you can use.

Kinetic Layer
20 Aluminium
12 Polymer
10 Amorphous Gemstone
14 Carbonite Ore

Kinetic layer would be better off like this, because its limiting the metalic resource to aluminium which is common but would still mean waiting for a good shift and also it allows freedom to use any carbonite ore which is good for older and newer smiths as we are more likely to have carb ore which is classed as low grade ore to make layers in live and its nearly always in spawn.

Heat Protection Layer
20 ferrous metal
12 polymer
10 Vertex Crystalline gemstone*
14 carbonate ore*

Again heat layers could be changed to use generic carbonate ore and substitue the kerol fire gems for vertex which we all have which again has gated stats so it still means constantly mining newer vertex if it has better stats then what you have in your resource packs. Similar to the current stun layer resource requirments so should accommodate all smiths.

Cold Layer
20 Copper
12 Polymer
10 Laboi Mineral Crystal/vertex?
14 Siliclastic Ore*

change the non ferrous to copper, so it enables smiths to use variety of coppers instead of being able to use Aluminiums as a substitute and un-named non-ferrous metals. Makes it easier by taking away the named silicastic so we can use ore that we might currently have for electric layers and as you know silicastic ore is always in spawn but finding a good spawn thats the thing. Keep the laboi gemstones as a limiting factor as its one of those resources which has gated values and needs to remain or substitute it with vertex which ever works really.

Electric Layer
20 Iron
12 Polymer
10 Bal'ta'ran Crystal Amorphous Gemstone*
14 Siliclastic Ore*

again for the electric layers, you limit the metaillic resource to one type which means you can't use steels etc makes it harder for us but its better then having a named resource in there. The bal'ta'ran could remain as its quite hard to find a top notch spawn normally you get 2/3 a year depending on your server and its fairly common but finding some with high enough stats is the challange. Remove the named silicastic ore to generic again to ease our worries for constantly looking for a named spawn and it makes it easier for new smiths as its always in spawn.

Advanced Armor Layer Primus
25 Neutronium Steel
14 tatooine/lokian/talus/rori/naboo which ever
14 Polymer
16 Extrusive Ore
12 phrik Aluminum

problem with the current layer primus schem is too many named resources. Neutronium steel should remain as all armorsmiths at some point have crafted Ubese and still do so its a common resource to all and also has some gated stats. Remove the gravitonic Fiberplast and substitute it with Tatooine,Lokian, Rori,Talus,Naboo which again is always in spawn but it makes it challanging find a good spawn and its not limiting new players to get in there and start crafting. Change the Extrusive ore to generic as most extrusive ore sucks for stats anyway it doesn't matter if its named or not. Change the aluminium to Phrik as it has better stats suited to the OQ/SR/DR weighting and you already have neutrominium steel as a limiting factor in the stats.

Advanced Armor Layer Secundas
25 Platinite Copper
14 tatooine/lokian/talus/rori/naboo which ever
14 Polymer
16 Extrusive Ore
12 Phrik Aluminum

Again change the Thalium to platinite as the stats are more suited to OQ/SR/DR and the SR is capped but still reasonably high its also a more common spawn so your not waiting around for months for spawn but you may have to wait for a good one so it doesn't stop you producing these layers. Again same reason as above for the Phrik Aluminium to be use and the Fiberplasts more suited to OQ/SR/DR and are more likely some of the resources we may have. Extrusive ore being named doesn't make a difference as it again has poor stats so this should be generic and because you already have 2 named resources 3 if you include a named fiber plast from above.

Segments:
Assault Armour Segment
10 Kiirium steel
5 Colat iron
15 polymer
4 individual layers (optional)
1 segment enhancer (optional)

Battle Armour Segment
10 Kiirium steel
5 Polysteel copper
15 polymer
4 individual layers (optional)
1 segment enhancer (optional)

Recon Armour Segment
10 Kiiruim/Cubirian steel
5 Polysteel Copper copper
15 polymer
4 individual layers (optional)
1 segment enhancer (optional)

to fix the segments just remove the hide requirements from them its far to high overall for a suit at the moment apart from that i don't see a problem with the segments. Substitute Steel with Kiirium steel in the assault Armor and Colat Iron with iron and use polysteel copper in the recon armor segment with kiirium/cubirian steel finally in the battle armor seg use Polysteel and again kiirium or cubirian steel



As you may probably have noticed the hide requirements are really high in these and using some really horrific choices aswell easy solution just take the hide out and use it only in the final schematic

Basic Assault/Battle/Recon cores

30 fiberplast
30 metal
25 gemstone
1 appropriate segment
(optional)
1 core enhancement

Much easier to manage less expensive and easier to produce.

Standard Assault

35 Talus/Tatooine fiberplast
35 intrusive ore
30 iron
30 copper
25 amorphous gemstone
2 assault segments
(optional)
1 core enhancement

since we can't wear armor if your a pure merchant crafter and because combat based damage depends on your combat lvl and the mobs remove the dath FPlast its ill thought out to include that as the planet is an advanced combat planet. Change it instead to Talus or Tatooine and also those Fplasts are suited to the OQ/SR/DR weighting. Apart from that the standard assault core schem looks like it would fit in to the OQ/SR/DR system as no named mineral resources are required so you have a certain ammount of freedom in what you can use and resources which are common to all Armorsmiths.

Standard Battle
35 correlia fiberplast
35 extrusive ore
30 aluminum
30 copper
25 amorphous gemstone
2 battle segments
(optional)
1 core enhancement

Take the hide out and bobs your uncle not a bad schematic, corellian Fplast is common as alot of Armorsmiths who made padded will have this and again its on a non-dangerous planet to us and is always inspawn even though it has crappy stats lol.

Standard Recon
35 naboo fiberplast
35 polymer
30 steel
30 aluminum
25 crystalline gemstone
2 recon segments
(optional)
1 core enhancement

Same as above remove the hide and bobs your uncle.

Advanced Assault Core
45 Talus/Tatooine fiberplast
45 intrusive ore
40 kammris iron
40 mythra copper
35 amorphous gemstone
3 assault segments
(optional)
1 core enhancement

Same as above remove the hide and bobs your uncle. Change the Fplast to talus or tatooine and your away. Resources are more specific but are all resources which we should have Mythra copper being one used in wookie armor in live. Kammris iron something we all should have due to its overall excellance in stats.

Advanced Battle Core
45 corellia fiberplast
45 extrusive ore
40 phrik aluminum
40 beyrllius copper
35 amorphous gemstone
3 battle segments
(optional)
1 core enhancement

Again remove the hide and all resources used are what we should have.

Advanced recon core
45 naboo fiberplast
45 polymer
40 carbonite steel
40 link-steel aluminum
35 crystaline gemstone
3 recon segments
(optional)
1 core enhancement

Again remove the hide and all resources used are what we should have.


So by doing the above you have not alienated your resources and the schematics still remain challanging but overall are more realistic when going in live and should help ease the CU publish going into live. Well to me at first glance it looks much better anyway eases the organic requirments alot and alot of our current resources are used in similar production stages so we haven't lost out on our resources being useless.



Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


UmmonPrime
Wed Apr 13, 2005 9:52 am
#19






FignarKrynn wrote:
Well since the cores and segs require hide, why don't they remove those hide requirements from the cores and segments and replace them with the previously used resources, such as kiirium steel, colat iron, polysteel copper, etc. Some of the named resources should just be generic such as thew Bal'ta'ran Amorph become generic Amorph gemstones. Small changes such as these would make this new system sligtly easier to accept,and probably easier for a mjority of people to eventually warm to. I find it ammusing that segments and cores need hide considering the total ammount of hide that the final combines require; it is too high tbh.

As it stands the layers require to many named resources and should just be switch to the generic equivalents such as alantium carbonate ore this normally has bad stats spoke to a WS mate of mine and its needed in T21's and is a extremely rare spawn and hard to find any with good stats hence its worth some where around 125 cpu on our server. So in the layers instead of having named you should have generic but if the devs are trying to cap resists early on in the production phase may be Kinetic and Energy name resources should remain and all other layers should have generic resources such as unnamed silicastic and carbonate ores and Amorph gems.


The hide requirments from segs needs to be removed and from the cores and replaced with previously used resources hide should only be required in the final combines.





Luck would have it that we are having the best alantium spawn on our server. Have 21 harvestors on it right now.



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


FignarKrynn
Wed Apr 13, 2005 9:56 am
#20

lucky sod i just managed to get hold of 56k of it by the off chance on a resource vendor lol



Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


Brutus_Krylop
Wed Apr 13, 2005 10:27 am
#21

When I first saw the new requirements, I thought of basically the exact same things. I figured that the traditional AS resources would just be redistributed among the new schematics, with some new additions. The fact that our stocks of colat iron, kiirium steel, axidite iron, and cubirian steel are now essentially worthless or "grind-level" material just boggles my mind. The goal of the transition from pre- to post-CURB worlds should be to make it as smooth as possible for anyone affected -- this radical restructuring of the Armorsmith profession is entirely opposed to the goal of a smooth transition.


Basic layers (Kinetic and Energy in particular) should require very generic resources, much in the way that basic cores will. Metal, polymer, gemstone, and ore. I just wonder what happened to the known inert gas of energy layers and the skevon reactive gas of the acid layers . . .





Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

JuddaFett
Wed Apr 13, 2005 10:53 am
#22

On one hand this a great way to put every one back to the same level, or at least close...Square 1. Now all the new crafters have the chance to compete and stockpile the new resources to get ahead of the game against the upcoming generation of armorsmiths.

On the other hand it has screwed a lot of people out of millions of millions of credits invested in resources etc etc....But the funny thing is you guys all bitched about the economy being whatever, or supported it...and isnt making investments like this one of the real life risks we take?????



Mawi Vahewe
- Bounty Hunter -
FignarKrynn
Wed Apr 13, 2005 11:15 am
#23

are you really that narrow minded? its not about credits you fool, its about how our resources have been ignored in the new system, if i was worried about credits i could sell all my resources at 3 cpu and retire a billionaire making about 800 mill just from them. Its not about that its about how our 2 years of resource preperation has made SOME of our resource useless and that some of the resource requirments particularily early on in the production phase are 2 excessive interms of hide and named resources. Also are you an armorsmith? if not why are posting on a thread which has no bearing on your ability to grief a jedi? were you gonna bore him to death with the revelations of the new CU armor schematics?



Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


speardancer
Wed Apr 13, 2005 11:43 am
#24

Here's my opinon....

1) layer schematics should revert to the resources currently required on live. Any good AS is stocked for energy and kin layers, and probably has most if not all the resources for the layers that are remining in game.

2) organics should be removed from all layer/segment/core schematics. They have no place there, and with the multiple segments and cores used in the final armors, needlessly multiplies the hide useage required for armors. And causes the highest price increase in the final product as well.

3) The bad joke that is a requirement for Dathomirian fiber needs to go. even endorian or yavinian fiber is better than dathomirian. I want the Dev to take a crafter, or even a combat character with survey skills, and see how long it takes him to place 5 harvesters on an 75% or better concentration of any chem on Dathomir. Then he might understand why we're compaining so much.

4) Experimentation on encumbrance/hinderances needs to be put back in, and then the mitgation the combat classes, or the max/min hiderances that can be crafted should be adjusted, so that there is a reason to use that experimentation. Want an armor with the highest protections? fine, you'll still have to deal with hinderances. Want the hinderances below your mitigation level? fine, it won't have the highest protection. Hmm, sounds like a balance to me.

5) I'm not up to date on all the resources that have been added and removed from our schematics, but I have to ask why it was felt that all these changes needed to be made? I understand adding some new resources, due to the fact we have more variance in segments, and now we have cores. But the existing resources should of been used first, and then new resources added to fill the gaps. Not a random sampling of the existing ones, and a ton of new, named resources. Armorsmith is an exising profession, one who's operation directly affects combat. Making us start over, at the same time everyone is learning a new combat system, is ludicrous.

6) At least one armor type should be enabled for everyone to wear. Mitigations for this armor type can be added to the marksman and brawler trees, but those who have no combat skills will have to deal with the full hinderance. Even the non-combat types need some form of protection. We don't expect to use this armor to survive PvP, we just want something that will absorb enough damage, to give us the time to hop on our speeder and run if something agro's us, or spawns on top of where we happen to be standing. And considering that PSG's will not absorb any kind of kinetic damage, and our biggest problem is creatures, who do kinetic damage (don't see a kreetle doing energy damage) we have a big exposure there.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
Rinviero
Wed Apr 13, 2005 12:08 pm
#25

The loss of names resources is just silly, at least the polysteel copper is still used, as gereric copper...


Can you add cubrian steel to your list of resources no longer required.....


otherwise /salute /vote justapilgrim

Ryche_Mykola
Thu Apr 14, 2005 12:01 am
#26

Doesn't Crism Siliclastic Ore have a cap on SR?

I can't remember though.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
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