Armorsmith Archive

Thread: solution to fastly decaying, expensive post CURB armor-- fix repair kits?

zounds_klaxons
Mon May 09, 2005 11:58 am
#14






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
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
Mcgreag
Tue May 10, 2005 5:30 am
#15

It's at 25% it should start losing protection. And if it's like it was before you have much lower chance of repair once it reaches 25%.



Mcgreag - Infinity - Master Smuggler - Rebel Colonel - Member of Legion
Hoshi - Infinity - Master Armorsmith - Member of Talus Trade Syndicate - RIS certed.
Nichrf36
Tue May 10, 2005 5:57 am
#16






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?




Is Your Armor Built Rocky Tough?
Rocky's Last Stand -2274,-4476 Hadrian's Market, Tatooine
Official Armor Supplier of the Imperial Army
Shann0w
Tue May 10, 2005 7:34 am
#17

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.



zounds_klaxons
Tue May 10, 2005 8:09 am
#18






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...





Zounds Klaxons
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
JeCy
Tue May 10, 2005 8:41 am
#19

Hehe.. justice we are not agreeing on stuff lattly..


No way should repair be only an armorer. i already need to use afk which i hate doing.. but 20+ tells an hour from chatty customers just doesnt help when i have 50+ custom suits to make.


Should repair be used by everyone.. HECK YA !


should armorers get a repair bounus.. HECK YA !


and congrates on the orgional poster getting that armoer smiths are swamped and the huge increase in reasources and time.. if i was on your server i would fix your armor for free any time you wanted : )


Je'Cy
zounds_klaxons
Tue May 10, 2005 9:03 am
#20

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 think SWG has a lot going for it, and by fixing repair kits and making them work more often, you could make armor a lot more worthwhile to the wearer, while still keeping armor complex to create, and you could also give armorsmiths a side buisness of repair/tinkering work.



Zounds Klaxons
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
MorrowMoondancer
Tue May 10, 2005 1:15 pm
#21

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





____________________________________________________________
Did a large procession wave their torches
As my head fell in the basket
And was everybody dancing on the casket?
MorrowMoondancer
Tue May 10, 2005 1:16 pm
#22


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




____________________________________________________________
Did a large procession wave their torches
As my head fell in the basket
And was everybody dancing on the casket?
Page 2 of 2