Armorsmith Archive

Thread: Revamp Very acceptable; AS perspective

ZionHalcyon
Mon Apr 04, 2005 9:18 am
#14






Neiscius wrote:

"all armors are totally wearable, no more composite clones "




All armors won't be totally wearable. After the CURB people will have fewer armor choices than ever.




Padded could be tweaked (with minor adjustments) to be a "light composite".



Chitin already works well as a "light Ubese". The only thing that needs changed with these armors, is the HAM relative to one another, and the creature structural that is required, relative to one another.



People don't stock high quality Padded because it is too expensive to do so. Not when for each suit of Padded I craft, I could easily have made 3 suits of Composite and 2 suits of Ubese.



The only reason you see Composite clones running around is because of the HAM and price of other armors. In a way, they have made Composite too cheap and to easy to make.




After the Curb, a neutral swordsman will be limited to Padded or Bone armor. Oh joy. Such diversity.



Keep the current system, just balance the HAM and resources required relative to the protection each type provides.



If these issues can't be accomplished with the current 2 year old system, what makes me think armor will be balanced after the CURB. The uber rich powergamer will always find a way to maximize himself, no matter the system.



What has been complianed about for 2 years now will still exist, just with different specs. The CURB does nothing to close the gap between the powergamer and the casual gamer.







Problem - you are basically comparing the pre-CURB armors like padded and chitin, and acting like they will be like that post-curb.



Based on all the information gathered thus far on the Armor crafting process for the CURB, your impressions no longer apply.




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kesstral
Mon Apr 04, 2005 11:17 am
#15






WolfGuy wrote:





Neiscius wrote:

"all armors are totally wearable, no more composite clones "




All armors won't be totally wearable. After the CURB people will have fewer armor choices than ever.




Padded could be tweaked (with minor adjustments) to be a "light composite".



Chitin already works well as a "light Ubese". The only thing that needs changed with these armors, is the HAM relative to one another, and the creature structural that is required, relative to one another.



People don't stock high quality Padded because it is too expensive to do so. Not when for each suit of Padded I craft, I could easily have made 3 suits of Composite and 2 suits of Ubese.



The only reason you see Composite clones running around is because of the HAM and price of other armors. In a way, they have made Composite too cheap and to easy to make.




After the Curb, a neutral swordsman will be limited to Padded or Bone armor. Oh joy. Such diversity.



Keep the current system, just balance the HAM and resources required relative to the protection each type provides.



If these issues can't be accomplished with the current 2 year old system, what makes me think armor will be balanced after the CURB. The uber rich powergamer will always find a way to maximize himself, no matter the system.



What has been complianed about for 2 years now will still exist, just with different specs. The CURB does nothing to close the gap between the powergamer and the casual gamer.







The way I understand it is that anyone can wear any armour, your professions just determine the serverity of the encumberance penalty you suffer. If you look at the skill trees you will notice no "Assualt Armour Certification" but skills like "Assualt Armour Movement Mitagation 40%". Thus, you suffer less of a penalty wearing that armour because you are specially trained in its use.




So far the word from the devs has been: NO armor for novice professions, and if you aren't certified, you can't wear it at all.


If they bring the armor certification in (despite alot of protests), it would be nice if the novice box for the combat professions actually said "XXX armor cert". Right now yeah, the mitigation is the only thing that refers to what type can be worn.





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WolfGuy
Mon Apr 04, 2005 11:29 am
#16

Ah, I could be mistaken. That blows.




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WolfGuy
Mon Apr 04, 2005 1:14 pm
#17

I don't know if encumberance is gone, but HAM costs are gone from armour. Hopefully we will be able to experiemtn on the rate of momentent/fire penalties on armour.




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ForceFielding
Mon Apr 04, 2005 2:59 pm
#18

Seems they are turning chess into a game of rock paper scissors.


I was saving resources to make an armorsmith someday but if they dumb down the crafting and make stuff like hide worthless then I'll find something more challenging to do. I would view armorsmith the same wayI do architect, why waste the points when you could just pay somneone to make the thing for you and they are all the same.
CaileSathinor
Tue Apr 05, 2005 12:11 am
#19

My biggest yay of the Armor...

No more lame Fashion Armor orders. You want to look good, go see a Tailor. I'm an armorsmith. I make it so your a$$ isn't toast in combat, not so you can look hawt dancing in some cantina in BFE.

NOTE: Most of the above was pure sarcasm for humor purposes. But still, I rally hated people complaining because I didn't do fashion armor due to the fact it eats up my resources, time, and I don't bother buying non-quality resources (means more storage space).



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Cianhydle
Tue Apr 05, 2005 12:16 am
#20


Well, since the "Revamp Unacceptable; AS Perspective" thread vanished... I'll submit a brief recap of my concerns. I'm suprised the thread lasted as long asit did. Concerns that are not compatible with what is already set in stone with regaurds the CURB are unwanted. They've got to get this product out by the release of Episode 3.


Positives:

All of the items listed are positives to the profession.


Negatives:

More inter-profession dependency (faction points, skins, more SP for novice prof. to use armor.) AS has enough inter-profession dependency before Revamp. Dependencies of this magnititude do not exist in any other crafting profession. The profession needs to be renamed to Armor Assembler, because the profession by itself is able to construct 3 finished goods. AS has become a multi-accountonly profession (please see the AS listing on this forum and the sigs of the posters as proof the AS is not for single-account players.)


Renea,


Message Edited by Cianhydle on 04-04-2005 12:33 PM

Thula
Tue Apr 05, 2005 12:59 am
#21

Pros:


  • The Doc buff lines can be replaced with Choose-the-skin-for-your-armor lines (more interactivity with customers)

Cons:



  • The business will take a hit from one major profession (TKA) not needing armor anymore

  • AS experimenting is dumbed down, no encumbrance, only effect to experiment on (TBC. I really hope they manage to replace the encumbrance system with something sensible to experiment on)

I was hoping encumbrance was coming back as worthy of experimentation points, however it's gone now (and hindrance can't be experimentet on according to the armor-document). The last thing I want to see is dumbing down of the of the experimentation process and an over-simplification of the resources requirements (and yes, I happily make tons of Wookie armor). Too early to cry wolf, but definately something to keep an eye on


Don't get me wrong, I am really looking forward to the CURB, but I think we all can agree it's naive to think it will be all roses... Every profession will have to give a little to gain a lot in the big picture.





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