Armorsmith Archive
Thread: What 3 Questions do we want answered?
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.
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.
- 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?
- Experimentation -- Any chance of making experimentation a bit more complex?
- 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?
- Resource Usage -- Why planetary-specific hides??? Why so many resources never before used by armorsmiths? Why so many?
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.
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)
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
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.