Armorsmith Archive
Thread: State of the Armorsmith .99D
Good message on the state of the armorsmith.
One thing i would like to see addressed is the large number of skill points necessary for master armormsith. Synthcloth and Reinforced panels. Why do we need to waste skill points on Tailor? How about putting those items in the Armorsmith tree somewhere?
Same thing with PSG's. You can recover 18 skill points just by dropping Master Artisan. No more energy distributors or Power Conditioners for PSG's. Perhaps those to items need to be in the Armorsmith tree as well.
Not sure how other crafting classes work, but I find a serious imbalance in the fact that we have to waste skill points in Tailor, Artisan, Merchant etc., in addition to Armorsmith. The Dev's claim to want to make craftsmen an integral part of SWG, but they make us waste skill points unnecessarily. In other games it is less of a problem because you could create another character for combat or whatever else you want to do.
Problem is in SWG we are limited to only one character per server!
Beingtought not to criticize without offering a solution. The solution is obvious. Crafting skills should cost less then combat or other skills. So that craftsmen can still have some other skills to effectively enjoy playing in the game.
styx66 wrote:
of course i read that far
and your points are great, i didn't look at it that way. Thats the whole ideer of this here forum!
i'll probably remove that from the SoP and we'll open another discussion about this situation in the near future, and once we get something good, we can go ahead and ask for it
Havent had many responses to.99c, looks like overall we're just about there, and in perfect time as well. Will post 1.0 on sunday ready for TH's correspondent bonanza week!
ideer hahahahah
Absolutely great original post(s) though styx66 - wow, I'm speechless.
I personally have an obsession with PSGs. They are what drew me to the armorsmithing line and what paid for my armorsmithing grindfests. However, I would like to see them improved somehow. Perhaps a second type of PSG could be added to the shield generator tier, with low effectiveness ranges but high condition so that they can be used more disposibly and for general use. I hate to see how PSGs are used almost exclusively for PvP unless the user has a high supply of them (IE: myself lol). I realize they are supposed to be temporary boosts of protection but damnit, they are a cool toy and SOE should know people love cool toys. I am also hopefully looking forward to some type of shield generator animation. Perhaps when it blocks damage, a faint transparent orb could shimmer in and out around the wearer? I think that would be badass personally.
I also second the fact that lower level armors are not as desirable as they could be, and that HAM costs on armors are far too high. As a carbineer, WITHOUT wearing armor, a special costs me 100+ HAM, and with armor, the pros VS cons make armor just a very undesirable thing to wear. I limit myself to PSGs. Thank goodness I can make them myself and don't have to pay the rediculous prices people charge (I personally charge half market price. 2.5k, 5k, 7.5k for mk1-3 respectively).
Anyway great posts guys and especially styx66 for his hard work compiling the original post(s). Its readability gives it a full five stars right there hehe.
-Fek
I love it all except two things:
- PSGs were as you would expect now (besides the bugs). They should only be focused on energy protection. Although a kinetic variation could be reasonable. But considering the amount of protection they provide now, increased resists just makes them too powerful.
- Composite legs color area. The area there is very similar to all the other spots that can't be colored. And I don't think it should. As it doesn't look like a substance lending itself to coloring. Much like the bone in Bone armor.
Other than that... Some of the new features seem a bit odd (shield grenades?).
Oh, one other thing. With regard to the true shield, perhaps an item with encumberance (very small amount) that gives just a bonus to Block. With everything else (shields, armor, toughness skills), melee fighters already get lots of protection.
I think perhaps you are mistaking the intention of the developers with regards to the additional skills / items that are needed as a part of armor. You can get any of these items in one simple way--buy them.
The point of those things being in other skill trees is to FORCE you to rely on others--it is an artificial way to kick-start an economy and make transactions begin to occur. Personally I have no problem getting these items at a reasonable price. You need synth cloth? Go find a novice tailor and tell them you'll pay them 10k for a schematic--just hand them sample materials and then go put it in your factory. Novice *anything* is almost always someone who is scraping by and they will be sure to help you out. As a novice 10k can be a huge amount of money.
Even when you have to pay 4k for a crate of reinforced fiber panels, you can still make a profit on the armor you sell. If you are not making money then you need to start looking at both how you are pricing things, and at mass-production. Mass producing armor suits will decrease the cost per suit by a VERY LARGE FACTOR. Instead of one experiementation failure per suit--you can end up with 1 failure per 50. That is an enormous cost reduction.
ALL of the crafting classes have some dependencies on other classes. Tailors, Armorsmiths, and Architects needs hides from scouts and rangers....Architects, Armorsmiths, DEs, all need parts from a master artisan. The list goes on and on.
Basically--the DEVs want it to be like that on purpose. They don't expect you to BE all of the professions that make stuff you need, they intended for you to cooperate with the other professions to get your work done and to help create more of a market for everyone.
-Zanik
This may be in allready, but Im too lazy to re-read the list so Ill just add here, and disregaurd if its a double.
The ability to color the padded armor belt
Hello, I am just a novice so I might be doing something wrong here. I have been trying for the last few days to get Mabari Armorweave chest piece built. My problem comes in the load harness. It want 0/3 synthetic cloth from a factory crate.
Now i have tried 3 different factory crates. All of which get me the message "this item is not useable in this schematic" what am i doing wrong or is it broken. I have done this both at a crafting station and away from one. also 4 different crafting tools.
Please advise.
Maddoc wrote:Hello, I am just a novice so I might be doing something wrong here. I have been trying for the last few days to get Mabari Armorweave chest piece built. My problem comes in the load harness. It want 0/3 synthetic cloth from a factory crate.
Now i have tried 3 different factory crates. All of which get me the message "this item is not useable in this schematic" what am i doing wrong or is it broken. I have done this both at a crafting station and away from one. also 4 different crafting tools.
Please advise.
You're probably using an extremely old crate, definetely pre-patch.
Solution is to just extract the 3 cloths into your inventory, then select the cloths, they should stack into the schematic.
when you buy/make some new crates of synth, this problem should go away.
Zanik,
There is no mistake. I understand perfectly the intention of the developers and although I disagree with it, that was not the issue beingaddressed. Indeed, clothand panels are bought froma tailor. This is not about buying from other classes or profit. I am a very popular armorsmith on my server and very profitable.
What this is about is the cost of skill points to be a good, well respected craftsperson cranking out quality armor. There simply is not enough points left over to become much of anything else. Which is why I will be one of the many craftspeople dropping my trade for more skill points to enjoy playing other aspects of the game.
The point being, if the developers want craftspeople they are going to have to change something to keep the craftspeople from moving on to other classes. The idea tossed out for comment and opinions was this:
DO YOU THINK CRAFTING CLASSES SHOULD PAY AS MUCH IN SKILL POINTS AS OTHER CLASSES?
-Starsplatter
With weapons exempt (or both weapons & armor exempt) players will just go out with nothing but a pistol in hand and they will suffer no risks and all the reward.
What about the armor hole? I'm really getting tired of getting killed because I get zero damage reduction. Sometimes strings of 4 or 5 hits goes right through as if I was not wearing armor.
Coloring on composite schematics still appears to be broken. I'm choosing black, and it comes out the default grey in the schematic.
Nobody else is having this problem? Is it only when choosing black?
StarSplatter wrote:DO YOU THINK CRAFTING CLASSES SHOULD PAY AS MUCH IN SKILL POINTS AS OTHER CLASSES?
-Starsplatter
Yes, they should.
But they should also get the same amount of content and playablity out of those skill points as the combat classes get out of theirs.
After all, you can be mediocre at making something, and mediocre at fighting, or really good at making stuff, and not good at fighting...
But what do you do after you master crafting? sit around your shop, and make stuff, maybe a few harvester runs... can't do much else, you die too fast, compared to how fast you can kill what you're fighting.
The RIS armor quest is a good example of high-end content for a crafter... but it's only a drop in the bucket compared to what combat classes get to do. And even they don't have enough to do. Not yet.