Armorsmith Archive

Thread: What 3 Questions do we want answered?

Skadoink
Fri Apr 29, 2005 2:55 pm
#14






CaileSathinor wrote:


Tiggs has asked. So, here's what I was thinking:

1) What's to become of our now +0 health addition enhancers? In addition, the other conversion issues, like layers and crates, etc


2) Is there any chance we can get resources and factory timeschanged again? This would be nice


3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? This too, after waiting all that time for factories to finish to make my first piece of armour, I felt very little sense of acheivement. Huge contrast to when I mastered AS about 6 weeks ago.


Yes? No?

Message Edited by CaileSathinor on 04-29-2005 01:57 PM




Expansion of point 1 to include other conversion issues mainly. But that list covers most of it I think.


Crafter wearable armour??? Hmmmm.... not too sure about this


Not gonna get a review of the lvl modifiers I don't expect, but an explaination of what they are exactly, and what they are supposed to achieve would be nice.







(FARSTAR) Bogaba - Armoursmith - nr Mos Eisley (WP 3796 -3716)
(INFINITY) Annaka - CH/Ranger
(CORBANTIS) Lyissan - Smuggler

All cancelled the minute NGE goes live.
Thula
Fri Apr 29, 2005 3:39 pm
#15

Good points, and I would definatly like an answer on #3.



Thula Moonrider -UNA-
Master Armorsmith - 12 pt - R.I.S. Certified
Merchant - Master Artisan - Master Shipwright (for fun)
Tent #17, Mos Vegas, Tatooine :: UNA City, Corellia (-6560,-2600)
please offer any winnings to one of my vendors
- I Support Uncle Owen and everything he represented
Ox-
Fri Apr 29, 2005 3:52 pm
#16






Eryk wrote:

Some of the richest people I know are Rangers and Scouts. Not saying they don't deserve it, they certainly do, but 140 CPU for hides is crazy. Seriously. And people wonder why we charge so much for armor.


I just think that the developers don't think when they come to decisions. They just get a dart board, throw a dart at a random answer, and run with it.







Being a scout is certainly one of the best ways for newb players to make money, and that's great. I also don't have a problem with rangers being rich, their job is tedious and it certainly isn't my idea of fun. But what I'm laughing at is how organic drops were increased but we end up paying the same CPU. So now, in terms of how much they make per hour, that 140 cpu is the equivalent of 300 cpu. All just because of the increasedorganic requirements for armor, and which just makes armor more expensive for the buyer. How about leave organics the same, and leave the drops from lairs the same. That way rangers and AS still make the same amount of money and the end buy doesn't have to pay more :/


As for "thinking", they do think, but they don't seem to approach anything from a higher level system approach to keep stuff balanced. So they make a simple "fix" for one thing and it throws two or three other things out of whack.






Ego Ietava, Corbantis Master Armorsmith, R.I.S. Certified
Ox-, Corbantis, Master Smuggler
Theed Shop: -3991 4135
Brutus_Krylop
Fri Apr 29, 2005 4:00 pm
#17

I choose not to be constrained by three questions. There is no spoon.



  1. Enhancers in general -- Is health bonus the only enhancer? If so, does anyone care? What happened to all our existing enhancer? Are enhancers still intended to be the primary means of differentiating top-level smiths?


  2. Experimentation -- Any chance of making experimentation a bit more complex?


  3. Layers -- Why do they suck?Why do they take so long to make?Why are they designed such that the decrease in resist (due to the yin/yang effect) is always greater than the increase in resist?


  4. Resource Usage -- Why planetary-specific hides??? Why so many resources never before used by armorsmiths? Why so many?



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

The Ironhead Armor Shop will return!

-Droideka-
Fri Apr 29, 2005 4:05 pm
#18






CaileSathinor wrote:


Tiggs has asked. So, here's what I was thinking:

1) What's to become of our now +0 health addition enhancers?


2) Is there any chance we can get resources and factory timeschanged again?


3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in?


Yes? No?

Message Edited by CaileSathinor on 04-29-200501:57 PM







Those three, in inverse order of importance. But you should tell them to look at our 'top 5 issues with the CU' thread, I mean that's what you made it for...unfortunately now you have some apathetic and/or missing posters.






Now that it's OK to support the removal of classes in your signature, I firmly support the removal of all the benny hill glowstick fanclub from the game; it was a lot more fun before they came.
stlkittrell
Fri Apr 29, 2005 4:05 pm
#19

those 3 are a good start... I personally would go 3-2-1 in that order of importance..


Anyone notice armor padding changed to battle segs, lol. and crappy ones at that



Icaris w Jaq Salmonw Murderess
Elder Armorsmith~ Elder Light Jedi~ Shipwright
2150, 4200 City of Angyls, Tatooine - 5S Main, Varia, Naboo
Rebel and Certified Armor Pimp - Crimson Phoenix Ace Pilot
This could have saved the jedi profession
Evil is powerless, If the good are unafraid", Ronald Wilson Reagan

EmboWafa
Fri Apr 29, 2005 4:06 pm
#20

FWIW here's a possible solution to the experimentation line thing - if we can't add in encumberance - make condition really matter (add to layers?), i.e. a piece of armor with poor experimentation in condition gets 10K condition, one with good condition gets 50K condition. It would make logical sense that a layered (heavier) piece of armor would not just be able to absorb more damage per hit - but would be more durrable in general.



My top 3:


1. Stuff that didn't convert: Layers, Enhancers and Crated armor - Will this stuff be fixed?


2. Organics - Can we get a change to the types of named resources if we can't get the quantities down.


3. Make Experimentation matter. (See suggestion above)





---------------------------------------------------------------------------------------
Wiske Darkmoon MBH/MCM Day One Vet

Roland- Gilead Master Chef/Master BioEngineer

Col. Embo Wafa Master Creature Handler/Merchant
Rypht
Fri Apr 29, 2005 4:30 pm
#21

its a start... but lose the (Next few months) we need them to move NOW, not just assign it some priority number and get to it after they run out of more entertaining things. Give them two weeks... if they can't address and give a clear plan for correction and compensation of at least two of those, we riot again.



Shade Indulgent'Night
S I'Ndustries Sublight Engineering & Armor Design
Vendors Now Located Downstairs In Rogue's Paradise, Tirius' New Mall!
Eclipse, Talus Tirius 1985 -4395
Drop-Off Location Talus Tirius 2100 -4260
Citizen of TIRIUS - City of Roleplayers

Bughunt
Fri Apr 29, 2005 5:10 pm
#22






CaileSathinor wrote:


Tiggs has asked. So, here's what I was thinking:

1) What's to become of our now +0 health addition enhancers also factory

Also pre-CU layers need to be fixed, and the abilityofre-stacking of all loot components.


2) Is there any chance we can get resources and factory timeschanged again,

For me they can triple the time as longs as the make it so I can hand make armor with out needing the factories, break out so I do not have to use same serial number layers or segments?


3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in,

This is a must, the armor I seen as used is not very effective, needs to get back to the 70-80% range?


Yes? No?

Message Edited by CaileSathinor on 04-29-2005 01:57 PM





Mithral-Valcyn



Vendor Tent located on Rori in Galatorbria 380 -1836

Otio Eta - Elder Jedi
Otio-Eta - Munitions Master, RIS
Mungo_Baoba
Fri Apr 29, 2005 6:07 pm
#23

1 importatn but more so becaue of all the uncrated stuff that didnt convert or converted unseemingly bad ( i dont really care so much about the NS layers and what not personally)


2 extremely important we require WAYY to many named resources and need WAY to hides (named ones at that) who's gonna harvest 45k naboo bristley? no ranger is taht crazy. I logged on yesterday and could not craft a single peice of armor. This one is 1# on my list


3. i picked armorsmith partially because i enjoyed the complexity, since i CANT CRAFT ANY ARMOR i dont know how bad this is but i can guess


one more thing thts not as pressing as these three what about the fp cost for faction armor schems? im not rich and now can barely hold my own against lv 20 baddies... i though SOE wanted people to be running around in faction armor... i dont see me being able to make it any time soon


just my two cents



Dymitry Echse - Master AS Corbantis
_Monroe_
Fri Apr 29, 2005 6:26 pm
#24

MY #1 question right now is what is wrong with named resources in crafting. There is some kind of bug that is wasting good resources. I made a thread about it and there is one in the WS forums too.



Monroe - Medic (formerly Kiom)
Xana - Jedi
Tarantella - Structures
Cebak - Entertainer
Quizz
Fri Apr 29, 2005 6:30 pm
#25

reduce resource usage..would like to see that added too






Quizz

4 ACCOUNTS cancelled
Okram2k4
Fri Apr 29, 2005 7:03 pm
#26

is it too much to ask when the rollback is? or how many have to cancel for a rollback?

okay seriously... those three are good, but I'd put extra emphasis on reduction of resources and factory times unless they want people paying half a mill for a suit of armor.

Similarly for fp requirements on schematics.




____________________________
(Guess why I'm posting on my alt!)
Page 2 of 3