Armorsmith Archive

Thread: Armor decay rate needs to be addressed soon

DesktopSaki
Sun Oct 16, 2005 10:13 am
#14

I think there's also a big gap between the haves- and have-nots. I've got customers in varying professions--I have one who can make 10-30 million a day hunting Target X that drops loot, enabling them to buy top end armor and weapons. I've got another who scrapes up the money to buy unlayered and is using a rapidly decaying weapon who doesn't know about hunting for loot, probably couldn't outdamage any competition, but they're also CL80 and maybe even the same class. Some customers gasp at the 325k I sell capped battle for ("THAT MUCH?"), and some don't even blink at buying three suits of primus at once (2.25 mil total).


I don't know if the gap is due to knowledge or play style or what, but it's definitely there.




Once a Ranger... Always a Ranger.
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jopenack
Wed Oct 19, 2005 5:50 am
#15



I have to jump in here for a second :-)


I am not an AS, I was one once back on 2003-2004 and realise evrything has changed. Most old school AS have my sympathy.


Depending on your server I find the same 3 armorsmiths selling they're waresin the samemajor cities. The cu has proven to be a crafters nightmare and from my experience there isn't enough people out there selling stuff to competivly bring prices down. It's a form of price fixing, players have no alternatives, crafters know thisand they all "Most"do well.


OK sothings are pricey, players deal with it. What can ya do. Not much. Forget repair kits lol we all use them but they plain $uCk. The 1/1 repairs hurt AS. Bugs thy name is soe.


Armor decays in sevral different ways. My armor is still being insured as it was 2 years ago. Why? weapons don't.


1. Armor should not decay apon death would be my first change.


The armor for arms andbody now evenly absorbs damage and decays in the same manner.


2. Make damage/decay on armor evenly disperse throughout the whole suit being worn. This way your helmit andpantsdon't wear out in a week of actually playing this game.


3. Repair kits need to be improved I would much rather see armor completely repaired once and one time only with no risk of failure than what we have today.


For an active Player armor is only good for a week, it's unrealistic to buy armor at a rate like this and slowly dwindle your funds to a point of poverty, Much of the old credits are gone today. New players rely on space for funds. I know many players who passed on doing some content with myself and a few others because they didnt have armor and were broke lol. These are people who have been here years mind you.


Just changing thethree items above I think would help everyone, players have more play time and it equals more credits, armorsmiths can have happier customers andsince a happy customer will always return rather than shop around or wait untill a competitor restocks the shelves for a 10% discount lol.


In a tight economy 10% off will make a difference :-)


+++ Oh and please stop selling armor gloves and boots for the same prices as a bracer lmao, sorry to laugh but it's justcosmetic thing now, only about 1/4 of AS sell those items for what they are worth andthey arenot worth much. :-)

Message Edited by jopenack on 10-19-2005 09:00 AM



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Thula
Wed Oct 19, 2005 7:11 am
#16

I also believe the decay rate is too high, and if you read the stickies you will find it on our Issues list.


I have not tested this myself, but from what I gather decay is calculatedsimilar to pre-cu. There the decay was a function of how much damage that was let through (not absorbed, which might be more intuitive) and obviously a 90% base armor will last a lot longer when it only lets through 10% damage, compared with todaywhere around 40% damage is let through. That is 4x as much decay...


On our server, the cpu for armor has remained more or less the same, but since the resource requirements increased it created a perception of armorsmiths increasing their profits. I have a lot of sympathy for Skinny's reasoning, but the number of AS do not seem to be increasing. Most of those that try give up when they realise the resource requirements and difficulties in competing, only the most persistent stick with it. And when they finally can compete, the set the prices at the same levels as others.


On our server there seems to be an unspoken consensus on the price for capped unlayered armor (from my limited research), although I try to stay a little below (I compensate for that by not advertising...yes I know I don't make sense). New smiths that manage to cap set their prices at that level, they do not try to undercut.


Armor decay should see some changes, my suggestions (some have already been suggested):


  • change method of calculation, or increase condition

  • make the repair skill more useful, or increase effectiviness of tool

  • better distribution of damage

Another thing I have noticed is that AS are scared of making repair tools because of the 1 bug...


Now where is that damn Corr when you need her...oh!




Thula Moonrider -UNA-
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LeviticusD
Wed Oct 19, 2005 10:42 am
#17

/agree. This post covers the biggest problems we are dealing with. I'd like all three of those changes implemented.




LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
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Quizz
Wed Oct 19, 2005 2:44 pm
#18






jopenack wrote:

Thula


I never read your issues list, guess I should have first, wasjust pasing through looking for some info and came across this.


Looks like I didn't say anything original lol. I should now better, many have been here soo long we could recite the issues list on any given forum like poetry lmao.


Glad to see something may happen someday to lighten the load. Keep up the good work





dosent mean we cant discuss it. Discussing it might bring out some good ideas and peak some interest from devs, but i doubt it



Quizz

4 ACCOUNTS cancelled
HawtubJawkuzzi
Wed Oct 19, 2005 4:14 pm
#19

yeah this is a large problem for those who dont have fully ADked suites of armor. with my bh i found that in a good 15-30 min fight with a jedi i have lost over half condition on either my pants or helmet. Those seem to be the areas taking most of the damage. In one day of hunting jedi it is possible to compleatly destroy your armor. Its kinda rediculous if you ask me.



Hawtubb of Naritus

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jopenack
Thu Oct 20, 2005 12:00 am
#20

Thula


I never read your issues list, guess I should have first, wasjust pasing through looking for some info and came across this.


Looks like I didn't say anything original lol. I should now better, many have been here soo long we could recite the issues list on any given forum like poetry lmao.


Glad to see something may happen someday to lighten the load. Keep up the good work



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Quizz
Fri Oct 21, 2005 8:21 am
#21

Well.... the decay rate is even higher now due to NPC's hitting harder and taking longer to kill. meaning u have to sit there and absorb more damage over time due to the increased difficulty. I hope they took this into consideration when they made the the changes and are working on a way to address this atm. Frankly, i dont even see how a noobie to the game can even afford anything now.



Dont get me wrong, i like the new AI, but this creates a ripple affect throughout the game that DEVS never condsider.





Quizz

4 ACCOUNTS cancelled
LRRCP
Sat Oct 22, 2005 5:15 am
#22

Over the last 3 months I have noticed my armor pants take damage at a higher rate then the rest of my armor,

arm armor takes light damage and last the longest.

next would be Helmet, it takes moderate damage over all.

Chest takes a large amount of damage but should in my opinion.

Pants, these take extream damage and is the first thing now I look at vs the rest of my armor, I have had to replace more armor pants then any other armor item.

TinuviielSatura
Sat Oct 22, 2005 11:02 pm
#23







Thula wrote:

Another thing I have noticed is that AS are scared of making repair tools because of the 1 bug...





Apparently, this bug needs to be addressed for ALL wearables. Clothing is still equippable at 0 condition (and you would throw a fit if that bug hadn't been fixed since launch, I'm sure.. ), and even if/when they fix 0 condition, the problem will continue with this bug.. So, I agree, the bug is a necessary fix for wearables asap. As for armor decay, I have no idea, but I do know that Armorsmiths are difficult to find and they're almost always guild-only or at least guild-priority.Few will botherwith an order forsimple items like Ubese shirts and Mabari belts for a Tailor's outfits. /sniffle (Not that I blame them, really, with how busy they are. )



------Tinuviiel-----
Leafthemedic
Sun Oct 23, 2005 1:13 am
#24

If more non-armorsmiths knew about the 1 bug, armor sales would plummet, there would not be a reason to buy more armor for normal play (the exception would be a suit that was stuffed with high cost AA'sthat you feared would lose all value if and orwhen the devs fix this bug).


G'na


Master Artisan/Master Droid Engineer/Master Armorsmith on TC-Prime





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