Armorsmith Archive
Thread: solution to fastly decaying, expensive post CURB armor-- fix repair kits?
captenjonny wrote:
..just remeber what happened to the doctors because so many people whined about the cost of a buff. Non-AS are going to begin to take it out on us because the economics of the game are borked.
but they wouldnt need to if armor repair kits functioned properly. this could be the saving grace of the AS profession.
zounds_klaxons wrote:
armor in this postCURB world we live in costs an arm and a leg-- especially well wroked factional armor. and with good reason! it's much much more time consuming to create.
the downside to this is that even cheap armor wears out before the user can run enough destroy missions to pay for the cost of the armor.
one possible solution to this is to make repair kits work a lot better, and maybe even give armorsmiths a special inherent ability to repair armor better than the average person-- maybe instead of the current situation where repair kits frequently turn blemished armor into rubble, master armorsmiths using repair kits could successfully repair it 90-95% of the time.
does the armorsmith forum have any questions or comments about this idea? i think it might actually work.... but, what do i know?!
Why would they want to fix something when they have the perfect oppurtunity to wipe out all the old stuff, and create something new that is just as bugged as it was before?
Only an Armorsmith should be able to repair armor and the Repair should be AUTOMATIC!!!! Absolutely NO CHANCE of failure!!!! Yeah! Yeah! Yeah!If people don't have to buy a new suit of armor every two days the economy suffers... That's total BS. If repair worked as it suggests armorsmiths wouldn't be complaining about the increased factory time, etc. We could then in good conscience charge customers to repair their armor. A Smuggler gets 3k / piece to slice it, why can't we get 3k / piece to repair it? That's not a bad return on investment is it? Sixty seconds, 1 1/2 repair kits for 21k, not to mention about a minute and a half factory time for the kits.
Oh. When you repair their armor it's only ethical to return it to original specs. Just in case you don't know what I mean... You will be 'unslicing' the armor as you repair it.
As the system is now I refuse to repair armor for anyone. In fact I do my own armor repairs with one of my NON-armorsmith toons because he seems to get better results.
Shann0w wrote:
Only an Armorsmith should be able to repair armor and the Repair should be AUTOMATIC!!!! Absolutely NO CHANCE of failure!!!! Yeah! Yeah! Yeah!If people don't have to buy a new suit of armor every two days the economy suffers... That's total BS. If repair worked as it suggests armorsmiths wouldn't be complaining about the increased factory time, etc. We could then in good conscience charge customers to repair their armor. A Smuggler gets 3k / piece to slice it, why can't we get 3k / piece to repair it? That's not a bad return on investment is it? Sixty seconds, 1 1/2 repair kits for 21k, not to mention about a minute and a half factory time for the kits.
Oh. When you repair their armor it's only ethical to return it to original specs. Just in case you don't know what I mean... You will be 'unslicing' the armor as you repair it.
As the system is now I refuse to repair armor for anyone. In fact I do my own armor repairs with one of my NON-armorsmith toons because he seems to get better results.
totally. i think armorsmiths should definitely charge for the service, and, i tihnk it only makes sense that master armorsmiths would be the best at repairing the armor.
i also like the part about how repairing armor essentially "unslices" it. or, maybe they could only repair "unsliced" armor to start with?
it would be great if a dev could comment on this...
thanks.
i'm not an armorsmith, but i was a chef for awhile, so i know what crafting is like, and i know how grumpy some grumpy customers can be.
I spent almost six months after mastering armor collecting resources to make worthwhile stuff, and am prepared for it to be that long again before I'm selling armor once more. The respec offers me a tough choice...
As an architect, I can also say authoritatively that weshould avoidbeing stuck with a product that has effectively an infinitely extendablelifecycle, nor would our customers want to invest heavily in armor that only one person could keep going for them. However, improving the results of repairs sees like a total win-win.
Proposal: Artisans gain a repair skill at tier 4 (weapons/armor for engineering, clothing for dom arts) that gives them the ability to repair to 40%. This is a skill, not a crapshoot--apply the kit, 40%. Slices are removed. Doesn't matter who made it--we're craftsmen and not only can build the stuff from scratch, but fix it, too. Novice elite crafting gets you another 10%, with four 5% bumps as you go up skill trees, and another 20% at master. Or maybe 15% at master with a 5% pop for master artisan.
Option: maybe dropthe base 10% to start at 30%, then allow tapes to bump us to 90%. I'd cap it at 90%, though (see above comment about infinite lifecycles and a sustainable profession).
Yeah, I'm saying nerf the FS crafting thing. As a substitute, have Force crafting helpus get more out ofresources by adding 2% to all resource stats (capped at 100%). If sticklers say the Force applies to living things (which it does) maybe this applies only to organics. /shrug
A final piece for this really to work: allow novice merchants the ability to place Will Call vendors, with the following functionaility:
- Items can be placed for sale only to a specific individual (also allows for easy processing of custom orders, guild discounts, etc)
- Items can be offered with a fee that applies when the item is picked up by the merchant (i.e. a repair fee) instead of a sales price. Such items have tracking numbers that allow for consequences if not returned to the requestor or to the vendor for pick-up by the requestor, perhaps by the requestor lodging a "complaint" with an NPC at the relevant crafting guild hall. Valid complaints result in a shoddy reputation for the merchant and fines; spurious complaints result in fines to the false complainer and/or a "poor credit" rating. Give merchants the ability to set a minimum credit rating to buy things from their vendors, and we are now well down the road to a more functional, player-friendly, realistic and "fun" retail system.
This allows clients to drop off goods for pre-paid repairs. And we have control over the process by not picking up anything we don't want to--at a set oint, it expires and either the client retrieves it, or it is "shipped" to them automatically. Heck, add a shipping option, where someone can authorize a "shipment" to their house for anything. It's the responsibility of the customer to make sure their house has inventory spacem or the shipment is rejected (with a nice re-stocking fee that is split between us and the system).
I'm for it! Let's start coding.
Morrow
I spent almost six months after mastering armor collecting resources to make worthwhile stuff, and am prepared for it to be that long again before I'm selling armor once more. The respec offers me a tough choice...
As an architect, I can also say authoritatively that weshould avoidbeing stuck with a product that has effectively an infinitely extendablelifecycle, nor would our customers want to invest heavily in armor that only one person could keep going for them. However, improving the results of repairs sees like a total win-win.
Proposal: Artisans gain a repair skill at tier 4 (weapons/armor for engineering, clothing for dom arts) that gives them the ability to repair to 40%. This is a skill, not a crapshoot--apply the kit, 40%. Slices are removed. Doesn't matter who made it--we're craftsmen and not only can build the stuff from scratch, but fix it, too. Novice elite crafting gets you another 10%, with four 5% bumps as you go up skill trees, and another 20% at master. Or maybe 15% at master with a 5% pop for master artisan.
Option: maybe dropthe base 10% to start at 30%, then allow tapes to bump us to 90%. I'd cap it at 90%, though (see above comment about infinite lifecycles and a sustainable profession).
Yeah, I'm saying nerf the FS crafting thing. As a substitute, have Force crafting helpus get more out ofresources by adding 2% to all resource stats (capped at 100%). If sticklers say the Force applies to living things (which it does) maybe this applies only to organics. /shrug
A final piece for this really to work: allow novice merchants the ability to place Will Call vendors, with the following functionaility:
- Items can be placed for sale only to a specific individual (also allows for easy processing of custom orders, guild discounts, etc)
- Items can be offered with a fee that applies when the item is picked up by the merchant (i.e. a repair fee) instead of a sales price. Such items have tracking numbers that allow for consequences if not returned to the requestor or to the vendor for pick-up by the requestor, perhaps by the requestor lodging a "complaint" with an NPC at the relevant crafting guild hall. Valid complaints result in a shoddy reputation for the merchant and fines; spurious complaints result in fines to the false complainer and/or a "poor credit" rating. Give merchants the ability to set a minimum credit rating to buy things from their vendors, and we are now well down the road to a more functional, player-friendly, realistic and "fun" retail system.
This allows clients to drop off goods for pre-paid repairs. And we have control over the process by not picking up anything we don't want to--at a set oint, it expires and either the client retrieves it, or it is "shipped" to them automatically. Heck, add a shipping option, where someone can authorize a "shipment" to their house for anything. It's the responsibility of the customer to make sure their house has inventory spacem or the shipment is rejected (with a nice re-stocking fee that is split between us and the system).
I'm for it! Let's start coding.
Morrow