Armorsmith Archive
Thread: So I'd like your opinion
fix slicing
i've had numerous customers ask me why they should buy my armor (made using the best possible resources) for the prices icharge when they can go to someone making lesser quality armor and have it sliced to the same resists as mine and i dont know what to tell them. with any armor going above the hard caps resulting in master elites being hindered by the armor, there is no point to getting the armor sliced, and thus the market for top of the line armor isn't what it should be.
for example, i make a suit of 6000/6000/6000 battle armor that doesn't hinder a master elite that wears it. they get it sliced to say 6500/6500/6500, and now they become hindered when they wear it. it's not worth the extra 500 points to be hindered by the armor. take another armorsmith who can only make 5500/5500/5500 battle armor and sell it for 50% or 60% less than i sell my armor for. the customer can have this armor sliced so that it is around 6000/6000/6000. this armor that was made with lesser quality resources is now equal to my armor which was made with the best resources possible.
why would a customer choose suit A above when they can have 2 of suit B for the same price and the same stats? exactly, they wouldn't. thus, the armorsmith profession is no longer about striving to collect the best resources and make the best possible armor, it's about finding the absolute cheapest resources you can to make subpar armor so that you can actually sell it to people. that is not the direction our profession should be going imho.
Quizz wrote:1) a better way to load factories. way to much time spent there. i would like to see something like u enter the number of items u want made then something like a crafting screen pops up and u can filter the items in your inventory then double click the resource and the right amount of resources are transfered to the factory. drag and drop sucks ass especially for those who have inventory lag. Would also like to see a factory that loads wearable packs with the items u want put in them.
Two things I've always wanted, on this note:
To be able to select more than one item in my inventory at once, so I can drag 10+ items to another container in one shot, would be great for loading factories.
And the "List ingredients needed for station" pop-up should give a total for the entire schematic, not one item as it is now. So, if the schematic is for 10 items, just have it list 10x resources instead of having to do the math myself.
fogseeker wrote:
I think not wanting to get tells is a weak reason not to want a bonus to repair armor. Armorsmithing isnt all put this and this in a factory, i think it would help newer armorsmiths gain loyal customers to help them get the funds around to make a run of armor. They're ways around getting tells, like putting up an auto reply that just says if you need repairing just offer it to your vendor at -xxx, xxxx
i dont know if your an AS but trust me. its a real pain in the ass to deal numerous /tells at once. even if u have an /afk auto response to drop off armor to vendor to have fix, u will still get alot of unrelated questions. Way to many peeps and not enough AS. Just give out repair AA's that work for those who want the business of repairing armor instead of automatically giving it to AS.
Carason wrote:
Warning: This is just a joke, but I thought it would be funny.
Step 1)Armorsmith with +25 armor repair clothes on stands in front of Theed Spaceport and goes AFK to run to the store.
Step 2) Player with armor in need of repair happens to run by and gets the message "You have entered the vicinity of an Armorsmith (AS name, +repair mod)" (Similar to Parking Garages)
Step 3) Player targets Armorsmith, and chooses "repair" from the radial dial.
Step 4) Player gets Pop-Up box telling them what the repair fee is (similar to theentertainer cover charge)and what the Repair Tool Quality % is.
Step 5) Player decides whether or not to repair items and selects them from a list similar to what we get on the repair tools.
Step 6) Player leaves happy he got his armor repaired
Step 7) Armorsmith returns home with Doritos and Pepsi, finds xxxx credits more in his account, and 1 of his repair tools used up. Armorsmith leaves happy.
I'll skip step 8 where the AS runs to his factory to check if the batch is done and gets incapped by a nuna.
Umm, that would be cool.
Just to add to the white noise
1. Armor color kits
2. Quest armor for recon
3. Quest armor for wookiees, all 3 types
4. Rebel Faction armor for all races
5. Drop armor padding from the game. It does nothing.
faction cost for faction armor is too high
faction cost for bio-linking faction armor is too high
faction cost for aliens wishing to help the imperials with armor needs is way too high
resource cost for armor is too high
factory time for producing while getting better is a tad too high
resource cost for layered armor is insanely too high
overall cost for producing armor is too high
benifits from wearing armor is too low
ways for smiths to differentiate themselves from other smiths is too low
diversity of looted armor things is too low
usefulness of PSGs is too low
Uses of imp PSGs is too low
strains on smiths to keep a vendor well stocked with a good selection is too high
experimentation customization is too low
armor life span is too low
RIS usefulness is too low
Deats of armorsmiths tending factories or mines are too high
Usefulness of body guards and PSGs is too low
Lack of Dev support for crafters in general is too high
I think that's all I can come up with.
Message Edited by Dragon942 on 06-07-2005 03:22 PM