Armorsmith Archive
Thread: Way to merge BE tissues in Armor, and make lower level armor more appealing.
Gyopi wrote:
No. The reason for BE clothing is that *most* people in the game do combat and people want some protection, either in the form of armor or some sort of enhanced clothing. Almost anyone who would wear enhanced clothing instead of armor would choose to use low encumberance enhanced armor if they could. They would be stupid not to!
Meplorium wrote:
There is a movement by tailors lead by the tailor correspondent to nerf both armor and all 20 some combat professions for their own greedy means. If armor got nerfed to the point where clothes would work just as well, then everyone will go jedi. Guess what, jedi don't wear anymore armor than they do tailor clothes.
Meplorium wrote:
The obvious solution would be something that helps out all 3 professions and combat players. That would be the low level armors using tailor components with BE tissues. Then all 3 professions take part in the battle ware market and no one is left out. It is that or everyone is left out while people play as jedis. Jedis will kill this game eventually, we don't need to help them. Armorsmiths and tailors really need to work together to have a product out there that can compete with those jedi robes.
No. Most armorsmiths have just enough tailor to make their own cloth (it does not take a master to make BE cloth and there is no advantage to being a master tailor for this) or if they are not, just ask their tailor friend for a cheap or free schematic. Tailors would be completely shut out. Also, the main point of being a tailor should not be to make components for other professions. Can you think of any other advanced crafting profession who's main job is to make components for other people? Yes, some make some compoents for other people, but it is not their main job. Droid engineers make droids. Armorsmiths make armor. Weaponsmiths make weapons. Chefs make food. BEs make pets and tissues (they are probably the closest to component makers). Tailors make *clothes*. Our main job is not to make cloth.
Currently the only thing that stops damage is armor. That resist comes at a cost, HAM costs,something clothing doesn't have.The melee defense can help to some extent, but you will get hit sooner or later. The rest of the tissues don't helpin protecting you. The only way clothing will become a 'viable alternative' to armor is for armor to fall way down. That is what the tailors are banking on and quote the Devs about armor being nerfed all the time. So you just said that tailors want armor nerfed so they can take over that market. You answered your own question as to where this coming fromin your own statement.
Gyopi wrote:
Meplorium wrote:
There is a movement by tailors lead by the tailor correspondent to nerf both armor and all 20 some combat professions for their own greedy means. If armor got nerfed to the point where clothes would work just as well, then everyone will go jedi. Guess what, jedi don't wear anymore armor than they do tailor clothes.
Ummm... Can you show me one place where the tailor correspondent called for armor and the combat professions to be nerfed? The only thing that has been argued against is *enhancing* armor at the expense of tailors. We want clothing to be a viable alternative to armor. For some reason you interpret this as meaning that we want to bring armor down to the effectiveness of clothing instead of what we really want, which is for clothing to be more useful than it is now. Most people wear armor right now because they do combat and clothing is not very effective in combat in most cases. They also never take it off because it takes buffs to put it back on again. Ideally people should be able to wear either armor or clothing without armor being the automatic choice. It should depend on the situation and maybe a combination of both is best. I don't think that anyone is saying that you should put on a set of clothing and go fight super battle droids or tuscan observers.
Meplorium wrote:
Currently the only thing that stops damage is armor. That resist comes at a cost, HAM costs,something clothing doesn't have.The melee defense can help to some extent, but you will get hit sooner or later. The rest of the tissues don't helpin protecting you. The only way clothing will become a 'viable alternative' to armor is for armor to fall way down. That is what the tailors are banking on and quote the Devs about armor being nerfed all the time. So you just said that tailors want armor nerfed so they can take over that market. You answered your own question as to where this coming fromin your own statement.
So there you go. Two different ways to take a statement. You wish to take in one way, I see it as another way. If you want to craft combat clothes, become an armorsmith. It is that simple. Your skill points and your are free to do with them as you see fit. Don't nerf a lot of professions just so you can play another profession with one you already have. If you want to play an armorsmith, spend the skill points to do so.
Meplorium wrote:
There is a movement by tailors lead by the tailor correspondent to nerf both armor and all 20 some combat professions for their own greedy means. If armor got nerfed to the point where clothes would work just as well, then everyone will go jedi. Guess what, jedi don't wear anymore armor than they do tailor clothes.
This whole "Clothes should be as good as armor" is both stupid and self defeating. First the stupid part. Armor is for combat, period. You don't take a knife to a gun fight and you don't go to a gun fight unarmored. It is a realism thing and an immersion thing. In SW people used armor. I want to see people use armor in combat. Some used clothes yes, but those were the rebels that couldn't afford good armor.
It is self defeating because people are min/max players. You take away armor and it's resists then you nerf all the combat profession that rely on armor. That hurts many professions for the false hope of a few more sales. The reason it is false hope is because people are min/max players. That armor is what makes those other combat profession competitive with Jedi. Take that way and everyone goes Jedi. Don't worry, they can't wear armor or tailor made clothes or weaponsmith weapons.
Armor taking a hit to the level of clothing, or any hit for that matter, would kill may professions, including tailor. Lets review a few basics here.
Armorsmith - Battle Wear
Tailor - Social Wear
If you find that offense, easy solution, change professions. You can then make battle wear if you want. You can also go master tailor and master armorsmith and do both battle wear and social wear. There are enough skill points to do both and give you the freedom to do both. Forcing your own bias on the rest of the community is not the way to go nor do we want it.
This was brought up in the BE forum trying to get lower level armors more useful in combat. The BE/Tailors, believe it or not quite a few people do both, want the tissues exclusively for tailors so the idea got flamed pretty bad.
Either way the armorsmiths and all the non-jedi combat professions need to speak up against this tailor movement to nerf them. We need strong resistants to nerfing of armor and we need to find ways to get rid of the sea of composite at the mining outpost without nerfing most of the profession in this game. BE tissues making lower level armors more useful is one way to do so.
Where do you get your information? I've been a Master Tailor for quite some time and have never heard of any movement like this. What you're mistaking as a Tailor movement against Armor and the combat professions is actually us trying to save our profession against people like you who are trying to get the BE profession to be needed by the AS profession.
I was involved in a thread on the BE forum where you yourself stated that tissues should be implemented into Armor. Even your own BE correspondent and other BE's were against your attack on the Tailoring profession.
I myself, and I'm sure there are many many tailors who agree with me are trying to keep our profession a viable, needed one within our community. Please don't try and say we're trying to nerf other professions when it's you yourself who's trying to do that to tailors just to expand yours.
'JonMichael- Master Tailor/Master Image Designer
NJ62 wrote:
This draft has been revised based on your suggestions. Let me know if I'm missing anything.
Tailoring: Correspondent Summit notes
Combat
In general, some tailors prefer to cater to the combat crowd by offering bioengineered clothing or clothing with sockets.
Balance with Armor
Tailors want to be able to compete with armor. As it stands there are no real disadvantages to wearing armor, and no strategic incentives to wear clothing.
This could be solved by doing the following:
- Create more of a penalty for wearing armor. A penalty might include a weapon speed decrease, or a run speed decrease. In particular, some classes should be more penalized than others. For example, teras kasi artists, known for their quick movements, should actually be more effective when not wearing heavy armor because they rely upon speed and mobility to fight.
- Create scenarios where armor wearing is not the best option strategically
- Tweak buffs so that armor is not as easy to wear
- Give very low protection stats to clothing so that it's more desirable than wearing underpants in battle
- Improve clothing stats so that it's more desirable (see below)
Bioengineered Gear: New Tissues
Tailors want additional choices for bioengineered goods.
In particular, as discussed above, they want tissues that compete with the skill tapes. This makes sense because if decay is working properly, skill tapes will decay as well, and they are extremely rare.
Additionally, there need to be more options to make bioengineered tissues attractive for all classes, and tailors want more class-specific tissues.
Suggestions include:
- Defenses: Poison, disease, knockdown, blind, dizzy, fire
- terrain negotiation
- droid tracking for BH
- combat medicine effectiveness
- ranged defenses
- ranged aim bonuses
Boooozark wrote:
Balance with Armor
Tailors want to be able to compete with armor. As it stands there are no real disadvantages to wearing armor, and no strategic incentives to wear clothing.
This could be solved by doing the following:
- Create more of a penalty for wearing armor. A penalty might include a weapon speed decrease, or a run speed decrease. In particular, some classes should be more penalized than others. For example, teras kasi artists, known for their quick movements, should actually be more effective when not wearing heavy armor because they rely upon speed and mobility to fight.