Armorsmith Archive

Thread: Some CU crafting notes

TitanTen
Tue Apr 19, 2005 11:14 pm
#14






Fellstaff wrote:





TitanTen wrote:





Fellstaff wrote:


For ALL armorsmiths AND smugglers this needs to be addressed before it goes live. Slicing SHOULD improve armor. IF the MAXIMUM craftable is 10,000, then slicing it should still give SOME improvement (hence the 10%) I quoted. Sliced armor with lower base statistics should never be the same or better than sliced armor of higher base stats. I'm not a big supporter of the higher prices that came about because of 'uber' crafted items, but someone that legitimately crafts something at 100% of the maximum values should have something thats better than something at 80%.





add that to our 1303472 other massive concerns....





Armorsmith isn't the only profession in the game. Considering Blixtev has actually posted here, Armorsmiths are doin good. Commandos are the only other prof that got a direct response from a dev, everyone else is relying on their correspondents to do their job and communicate both ways.








we dont have a correspondent. we were not expecting massive changes (ie. experimentation, resource requirements, time sinks, levels, points instead of percents, but i probably left one or two out). All of this caught most of the armorsmithing off guard and put them on the defensive. I dont like any of them, but I think since they are mostly counter-intuitive changes to our proffession that we deserve some answers.


Most other proffession boards I have read have not had as massive negative changes to thier proffessions. (Docs and entertainers excluded obviously).


Also armorsmith is one of the proffesions that combat is built from. Its like weaponsmith. Changes to armorsmith affect everyone, as would changes to weapons. (except TKM and Jedi in both cases). No one can make the combat system work while ignoring armor without totally leaving it out.




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
TitanTen
Tue Apr 19, 2005 11:55 pm
#15






Fellstaff wrote:





TitanTen wrote:





Fellstaff wrote:





TitanTen wrote:





Fellstaff wrote:


For ALL armorsmiths AND smugglers this needs to be addressed before it goes live. Slicing SHOULD improve armor. IF the MAXIMUM craftable is 10,000, then slicing it should still give SOME improvement (hence the 10%) I quoted. Sliced armor with lower base statistics should never be the same or better than sliced armor of higher base stats. I'm not a big supporter of the higher prices that came about because of 'uber' crafted items, but someone that legitimately crafts something at 100% of the maximum values should have something thats better than something at 80%.





add that to our 1303472 other massive concerns....





Armorsmith isn't the only profession in the game. Considering Blixtev has actually posted here, Armorsmiths are doin good. Commandos are the only other prof that got a direct response from a dev, everyone else is relying on their correspondents to do their job and communicate both ways.








we dont have a correspondent. we were not expecting massive changes (ie. experimentation, resource requirements, time sinks, levels, points instead of percents, but i probably left one or two out). All of this caught most of the armorsmithing off guard and put them on the defensive. I dont like any of them, but I think since they are mostly counter-intuitive changes to our proffession that we deserve some answers.


Most other proffession boards I have read have not had as massive negative changes to thier proffessions. (Docs and entertainers excluded obviously).


Also armorsmith is one of the proffesions that combat is built from. Its like weaponsmith. Changes to armorsmith affect everyone, as would changes to weapons. (except TKM and Jedi in both cases). No one can make the combat system work while ignoring armor without totally leaving it out.






I agree, Armorsmith AND weaponsmith are cornerstones for advanced combat. But the difference between Armorsmith and weaponsmith is the Weaponsmiths have had no dev comments, but constructive comments, and the forum community of armorsmiths led by a rogue correspondent went off the deep end and were prodded to spam the devs and community relations reps.


Everyone needs to take a step back and stop quoting the crazy economy we have now. Anyone that has paid 100-200CPU for a resource to make armor has likely mademany millions of credits, money they have nothing to spend on but more resources to make more money..... Armorsmiths and Weaponsmiths made tons of profit off an inflated market, now it time to be reasonable and try to fit your profession into the system presented by the Combat Upgrade. They've made other changes that people aren't pointing out but are sweeping in scope. They're forcing ALL Jedi to surrender their FRS and Jedi Knight status. All the Jedi that used fightclubs and other exploits to gain FRS experience are being reset back to 0 so they'll have to work through the FRS again, hopefully in an improved system. Weaponsmiths have a larger variety of weapons, and will have a market for weapons at all levels, both for profession specific certs and level required certs (cross profession weapons). Armorsmiths have a chance to diversify, or specialize, focusing on a specific class or level of armor, or spreading out their inventory to cover a range of armor certification and migitagion levels. Is the change 'bad' for the game overall? No, the changes are good for SWG. Are they 'bad' for crafters? No, crafters have made massive profits from the inflation in the economy, will crafters lose money? Some resources are being taken out, new resource are being added. Some crafters might lose an investment, but I'm sure most of them don't have all their credits in resources, they have it in the bank. The change in resources will level the playing field and give everyone a chance to start fresh on their stockpiles of the new resources, while crafters with existing stockpiles will still have an advantage in the resources they already have. Is it bad for SWG? No. Is it bad for those that are used to 10's of millions in profit a week? No. they made their profit, its time for a change in the entire system, not just armor crafting, but combat and ALL professions that are involved in combat.









ok. Time to go back to the pvp forums man. WS and AS are not the major proffesions that have tons of money. I would say swordsmen, Jedi, and riflemen. Loot pigs have the money.


WS and AS buy resources for that much money because of competition for those resources. I said it to you in another thread ill say it here. A 1% advantage in your weapons or armor will get you massive business, while the person falling behind will get nowhere. The people with the advantage in resources can sell for more profit, because thier weapons/armor are better, thus they can afford to pay more for resources. Which in turn causes every other WS/AS to play catch up with resources and have to pay the same, if not more, to get the resources that the better WS/AS has. If they dont they are going to not sell much.



To the second highlight. This proves to me you are only a CU fanboy and will defend it like so few others. The changes are obviously not good for armorsmiths (the forum your on) they have relegated us to glorified powerup crafters. Not all crafters have huge profits. Which also proves you have never crafted.


The third highlight. Leveling the playing field huh? Why in the name of holy heck should they do that??? What are you talking about. This has to be blixtev in disguise. I mean why should all the amazingly hard working armorsmiths be forced to start over because they wanted to start anew. Come on. Weaponsmiths got new resource requirements too. But those were already resources they had been stockpiling for other reasons (as of now). We have all new stuff to gather. Which since you have never crafted you have no idea what a big deal that is. I've been waiting on a spawn of Chanlon intrusive ore for 2 months on Kauri. And it hasnt spawned at all, let alone with good stats.



After your post I would suggest quit being jealous of what SOME crafters can make in profit. MOST of us do NOT make that kind of money. And if a newbie master smith can make the same stuff as a 2 year veteran master smith then someone somewhere isnt doing his job.




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Mcgreag
Wed Apr 20, 2005 6:05 am
#16



Fellstaff wrote:
For ALL armorsmiths AND smugglers this needs to be addressed before it goes live. Slicing SHOULD improve armor. IF the MAXIMUM craftable is 10,000, then slicing it should still give SOME improvement (hence the 10%) I quoted. Sliced armor with lower base statistics should never be the same or better than sliced armor of higher base stats. I'm not a big supporter of the higher prices that came about because of 'uber' crafted items, but someone that legitimately crafts something at 100% of the maximum values should have something thats better than something at 80%.





The maximum craftable is not 10.000, at least not without some VERY good loot and I doubt they will have such good loot as it can give you problem to balance it with hindrance if put in basic or standard armor. 8200 is the highest you could theoreticly get without loot.



Mcgreag - Infinity - Master Smuggler - Rebel Colonel - Member of Legion
Hoshi - Infinity - Master Armorsmith - Member of Talus Trade Syndicate - RIS certed.
Wallid
Wed Apr 20, 2005 9:54 am
#17



Fellstaff wrote:


TitanTen wrote:


Fellstaff wrote:


TitanTen wrote:


Fellstaff wrote:

For ALL armorsmiths AND smugglers this needs to be addressed before it goes live. Slicing SHOULD improve armor. IF the MAXIMUM craftable is 10,000, then slicing it should still give SOME improvement (hence the 10%) I quoted. Sliced armor with lower base statistics should never be the same or better than sliced armor of higher base stats. I'm not a big supporter of the higher prices that came about because of 'uber' crafted items, but someone that legitimately crafts something at 100% of the maximum values should have something thats better than something at 80%.


add that to our 1303472 other massive concerns....


Armorsmith isn't the only profession in the game. Considering Blixtev has actually posted here, Armorsmiths are doin good. Commandos are the only other prof that got a direct response from a dev, everyone else is relying on their correspondents to do their job and communicate both ways.



we dont have a correspondent. we were not expecting massive changes (ie. experimentation, resource requirements, time sinks, levels, points instead of percents, but i probably left one or two out). All of this caught most of the armorsmithing off guard and put them on the defensive. I dont like any of them, but I think since they are mostly counter-intuitive changes to our proffession that we deserve some answers.

Most other proffession boards I have read have not had as massive negative changes to thier proffessions. (Docs and entertainers excluded obviously).

Also armorsmith is one of the proffesions that combat is built from. Its like weaponsmith. Changes to armorsmith affect everyone, as would changes to weapons. (except TKM and Jedi in both cases). No one can make the combat system work while ignoring armor without totally leaving it out.



I agree, Armorsmith AND weaponsmith are cornerstones for advanced combat. But the difference between Armorsmith and weaponsmith is the Weaponsmiths have had no dev comments, but constructive comments, and the forum community of armorsmiths led by a rogue correspondent went off the deep end and were prodded to spam the devs and community relations reps.

Everyone needs to take a step back and stop quoting the crazy economy we have now. Anyone that has paid 100-200CPU for a resource to make armor has likely made many millions of credits, money they have nothing to spend on but more resources to make more money..... Armorsmiths and Weaponsmiths made tons of profit off an inflated market, now it time to be reasonable and try to fit your profession into the system presented by the Combat Upgrade. They've made other changes that people aren't pointing out but are sweeping in scope. They're forcing ALL Jedi to surrender their FRS and Jedi Knight status. All the Jedi that used fightclubs and other exploits to gain FRS experience are being reset back to 0 so they'll have to work through the FRS again, hopefully in an improved system. Weaponsmiths have a larger variety of weapons, and will have a market for weapons at all levels, both for profession specific certs and level required certs (cross profession weapons). Armorsmiths have a chance to diversify, or specialize, focusing on a specific class or level of armor, or spreading out their inventory to cover a range of armor certification and migitagion levels. Is the change 'bad' for the game overall? No, the changes are good for SWG. Are they 'bad' for crafters? No, crafters have made massive profits from the inflation in the economy, will crafters lose money? Some resources are being taken out, new resource are being added. Some crafters might lose an investment, but I'm sure most of them don't have all their credits in resources, they have it in the bank. The change in resources will level the playing field and give everyone a chance to start fresh on their stockpiles of the new resources, while crafters with existing stockpiles will still have an advantage in the resources they already have. Is it bad for SWG? No. Is it bad for those that are used to 10's of millions in profit a week? No. they made their profit, its time for a change in the entire system, not just armor crafting, but combat and ALL professions that are involved in combat.






Rogue corespondent my Bantha's furry behind. We were just getting annouyed with getting the spikey end of the pike. We did to get our concerns addressed when they were being felled apon by deaf ears. non dervisification is a shortfall of an MAS. each armor has it's own potental. Some of us aren't comp mules. Nuts, the only thing I haven't sold in a long time sence MAS is Bone armor. Dirvercifcation is sweet and is basicly the least of our worries. it's the experimentation, the proceedures, and resource requirements.

as for change in economy, I've only noticed a change when I see what the resources being harvested are like poor to average. otherwise I'm steady. Only investment I haven't made is the in experimentation tapes. I've been so far gaming wisely. and dude, it's not going to level the playing field. maybe for a few days, but that's about it. For the first few weeks it will be about getting those harvies out, getting those rangers out, and making those deals, Just to get what we need. will it kill crafting, not intirly. but will have a high vs Low level crafters issue. Will it affect others? you bet your bantha it will. prices will go up, due to time an money, as well as CU factors.

All that the Dev's had to do was probalby 10 to 30 lines of code that affect stats, then go on their way. and in that way they would havebeen on schedule, and We wouldhave been content. where only thing we'd have to ponder is armor certs and decphering armor stats.





McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


Page 2 of 2