Armorsmith Archive
Thread: Summery of Armorsmith issues with the new CU system
TurboSith
Sat Apr 09, 2005 4:52 pm
#14
Arem wrote:
Only the Mabari Chestplate uses 7 Cores. Which might have reasons but might also be unintended. All otherbody armorsrequire3 cores.Body pieces including biceps like the Ubese jacket require 5 cores which is the sum of chest plus l+r biceps. Altogether both Ubese and Composite appearence require 11 cores for the full set.
TurboSith wrote:
7 identical cores for a chest plate
im sorry but that is insane... especially if loot parts dont drop in more then 11.... something taht decays 100x faster then a weapon but uses just as much if not more as the complicated weapons doesnt make sense
seriously.. give us the old system.. this new EQ2 system isnt cutting it... there is no thought in armor crafting anymore.. the only part of the game i even enjoy anymore is now reduced to a remedial level...
and dont even get em started on teh interface and keymap... I DONT WANT TO PLAY WOW OR EQ2 ...
i know.. that's what i assumed... i jsut needed something to get mad at.. i'm tired of being chipper about the revamp
SolSpur
Sat Apr 09, 2005 5:03 pm
#15
What really annoys me is the lack of dev to player communication. We're here paying monthly for their (the devs) service and their commitment to maintaining that service. We've been waiting well over a year for this upgrade and our expectations are high. Were like a child on the edge of his or her seat waiting to open the big birthday present only to find clothes. Its a big disapointment to not just Armorsmiths but to us all.
Armor is a key element in SWG. Of all the crafting professions Ive done its the most complex and most rewarding one yet. I love making armor expecialy by hand. I love when a customer buys my armor, knowing that they trust the life of their character with my product. When someone buys a piece of armor they expect top quality at an afordable price, but after the CU it doesnt seem possable.
To the devs:
Why dumb down such an interesting, fun, and challenging profession and at the same time, make it more time consuming and dull. With one exp line theres no room for an AS to stand above the crowd. With one exp line even a monkey can make the most advanced armor.
Why change the crafting formula after 2 1/2 years. There really was no need to make these changes other then to make long time and even recent Armorsmiths mad.
Why increase the need for organics and at the same time ignore the needs of the profession whos responsable for harvesting these organics. Less organics = increased hide price = increased armor price = unhappy customers.
One final note, you changes the AS formulas, yet you leave weaponsmith untouched. Last I checked their skillpoint cost is no higher then ours. Either change them as well and make them equaly miserable or change our formulas and resource requirements back so we wont have to start from scratch.
Armor is a key element in SWG. Of all the crafting professions Ive done its the most complex and most rewarding one yet. I love making armor expecialy by hand. I love when a customer buys my armor, knowing that they trust the life of their character with my product. When someone buys a piece of armor they expect top quality at an afordable price, but after the CU it doesnt seem possable.
To the devs:
Why dumb down such an interesting, fun, and challenging profession and at the same time, make it more time consuming and dull. With one exp line theres no room for an AS to stand above the crowd. With one exp line even a monkey can make the most advanced armor.
Why change the crafting formula after 2 1/2 years. There really was no need to make these changes other then to make long time and even recent Armorsmiths mad.
Why increase the need for organics and at the same time ignore the needs of the profession whos responsable for harvesting these organics. Less organics = increased hide price = increased armor price = unhappy customers.
One final note, you changes the AS formulas, yet you leave weaponsmith untouched. Last I checked their skillpoint cost is no higher then ours. Either change them as well and make them equaly miserable or change our formulas and resource requirements back so we wont have to start from scratch.
kneelocked
Sat Apr 09, 2005 5:23 pm
#16
Nice job Okram!!!!!
My issue is partly an Armorsmith isuue you may want to tack on:
We still have no word on item conversion, be it armor, AA's, Looted items like Krayt, Nightsister, Rancor, ect.
My issue is partly an Armorsmith isuue you may want to tack on:
We still have no word on item conversion, be it armor, AA's, Looted items like Krayt, Nightsister, Rancor, ect.
Mardonius
Sat Apr 09, 2005 5:50 pm
#17
Ox- wrote:
The new experimentation system not only elimates the benefit of 12-points, but eliminates the need for the FS assembly and FS experiment lines. People who did the tedious grinding for these are now SOL. Fortunately for me I didn't get very far into them because I was trying to get them by "just playing the game" (handmaking most of my armor).
Crafting foods and the new entertainer buffs (Inspiration Buffs?) that are supposed to be along sometime will be mostly if not thoroughly useless for us.
Vizzer
Sat Apr 09, 2005 5:54 pm
#18
Why dont they just delete the Armorsmith profession... I have millions of resources, it cost me alot of money and time and time making money to buy it all now for it all to be worthless?
They should have made more expiramentation, not simplified it. Now, some noob can Master and make the same stuff that I can? I've been an armorsmith for over a year..
Are the Devs so selfdestructive that they want to go bankrupt? I love expiramenting, toying, and playing with stats condition and encumbrance. And now they're taking away one of my joys in this game.
They should have made more expiramentation, not simplified it. Now, some noob can Master and make the same stuff that I can? I've been an armorsmith for over a year..
Are the Devs so selfdestructive that they want to go bankrupt? I love expiramenting, toying, and playing with stats condition and encumbrance. And now they're taking away one of my joys in this game.
Brutus_Krylop
Sat Apr 09, 2005 6:09 pm
#19
This is a pretty good summary of my issues, although I'd also add that from the looks of it, the new layering system also borders on the inane.
If there is not serious benefit to total protection from layering, there is no point to it, and a direct +/- yin-yang system of kinetic/energy, acid/electricity, heat/cold does not accomplish this. From a PvP standpoint, no one will want layered armor unless there is a distinct advantage in having one particular environmental resist, or full-energy armor for Jedi hunting. From a PvE standpoint, kinetic layering should still be popular, assuming that the vast majority of creatures still do kinetic damage. Beyond that, however, I just don't see the point.
F1gnar
Sat Apr 09, 2005 6:09 pm
#20
Why can't they remove hide from the schematics for the various cores, seems insane that hide is required for them in the first place.
CaileSathinor
Sat Apr 09, 2005 6:50 pm
#21
Okram, I thought about this long and hard last night and came up with the following. Maybe if you could tug Blixtev to this thread?
The train of thought:
I was a Shipwright for a very brief amount of time. While I was, I noticed something really cool I liked: Many many many lines of experimentation. Damage, mass, energy use, etc etc. I thought about this last night and was like, "What if armorsmith had a similar experimentation system?
The proposal:
More experimentation lines in the following format:
Line 1) Energy/Kinetic(Special) - something most people will ask for. On recon armor this will increase Kinetic more than energy, at a proportional level. Battle armor it raises resistances evenly, Assault, like recon, will raise it's special resistance (energy in this case) more than kinetic, at a reasonable proportion.
Sample of 1 point experimentation using fake numbers:
1 great success on Kin/energy:
Recon - 3%/1% (3:1 ratio)
Battle - 1.5%/1.5% (1:1)
Assault: 1%/3% (again, 3:1 ratio)
Lines 2 - ?) There will be an individual line for each elemental resistance. As the Devs have said, raising one will lower another. Fine. I don't like it much, BUT, I'll take it in favor of more complex experimentation. However many elemental resistances are in the armor will determine how many lines there are.
Yeah, this makes our lives more complex. But honestly, I never heard one complaint from an armorsmith who truly tried the profession saying, "We want this to be simpler and easier." In fact, I've heard repeated cries for MORE complex experimentation.
You don't even have to use my idea. Just make experimentation MORE complex. Don't nerf it.
The train of thought:
I was a Shipwright for a very brief amount of time. While I was, I noticed something really cool I liked: Many many many lines of experimentation. Damage, mass, energy use, etc etc. I thought about this last night and was like, "What if armorsmith had a similar experimentation system?
The proposal:
More experimentation lines in the following format:
Line 1) Energy/Kinetic(Special) - something most people will ask for. On recon armor this will increase Kinetic more than energy, at a proportional level. Battle armor it raises resistances evenly, Assault, like recon, will raise it's special resistance (energy in this case) more than kinetic, at a reasonable proportion.
Sample of 1 point experimentation using fake numbers:
1 great success on Kin/energy:
Recon - 3%/1% (3:1 ratio)
Battle - 1.5%/1.5% (1:1)
Assault: 1%/3% (again, 3:1 ratio)
Lines 2 - ?) There will be an individual line for each elemental resistance. As the Devs have said, raising one will lower another. Fine. I don't like it much, BUT, I'll take it in favor of more complex experimentation. However many elemental resistances are in the armor will determine how many lines there are.
Yeah, this makes our lives more complex. But honestly, I never heard one complaint from an armorsmith who truly tried the profession saying, "We want this to be simpler and easier." In fact, I've heard repeated cries for MORE complex experimentation.
You don't even have to use my idea. Just make experimentation MORE complex. Don't nerf it.
NalaniKonomohu
Sat Apr 09, 2005 6:58 pm
#22
I just looked at a schematic of the M1 Abrams Main Battle Tank, it uses something called *Chobham armor*. Amazing armor with kick @$$ defense capabilities, but a real drag to make; it requires 9,500 units of Siberian Tiger hide. /shrug
PS: This was a joke people
PS: This was a joke people
Message Edited by NalaniKonomohu on 04-09-2005 06:59 PM
CaileSathinor
Sat Apr 09, 2005 7:00 pm
#23
NalaniKonomohu wrote:
I just looked at a schematic of the M1 Abrams Main Battle Tank, it uses something called *Chobham armor*. Amazing armor with kick @$$ defense capabilities, but a real drag to make; it requires 9,500 units of Siberian Tiger hide. /shrug
PS: This was a joke peopleMessage Edited by NalaniKonomohu on 04-09-2005 06:59 PM
I would like to order a crate of these, kthx.
Wallid
Sat Apr 09, 2005 7:55 pm
#24
Keeper32 wrote:/Makedev Okram2KThis list pretty much sums up all of my various worries. Well done.
Sums up mine as well. Good luck on this. Hopefully they consider this feed back.
Wallid
Sat Apr 09, 2005 8:03 pm
#25
Vizzer wrote:
Why dont they just delete the Armorsmith profession... I have millions of resources, it cost me alot of money and time and time making money to buy it all now for it all to be worthless?
They should have made more expiramentation, not simplified it. Now, some noob can Master and make the same stuff that I can? I've been an armorsmith for over a year..
Are the Devs so selfdestructive that they want to go bankrupt? I love expiramenting, toying, and playing with stats condition and encumbrance. And now they're taking away one of my joys in this game.
I agree with you. I like tinkering with my armor as well, see what I can do with what I got.
I worked up to be an armorsmith. As my main profession, everything else is justthat, something else.
Wallid
Sat Apr 09, 2005 8:07 pm
#26
CaileSathinor wrote:
NalaniKonomohu wrote:
I just looked at a schematic of the M1 Abrams Main Battle Tank, it uses something called *Chobham armor*. Amazing armor with kick @$$ defense capabilities, but a real drag to make; it requires 9,500 units of Siberian Tiger hide. /shrug
PS: This was a joke peopleMessage Edited by NalaniKonomohu on 04-09-2005 06:59 PM
I would like to order a crate of these, kthx.
I secound that. I'd be the first Moncali Krayt hunting with a howiztr(sp)
say Ello to my leetle friend mister dragon !
hail to the MonCali babe !