Armorsmith Archive
Thread: Wookiee armor
macnider123123
Wed Mar 10, 2004 7:16 am
#248
TH,
You just made a 7ft Wookiee cry with joy! I can't wait to see some screens of this stuff!
mus8472
Wed Mar 10, 2004 7:19 am
#250
To all of you people complaining about how much bonus wookiees get and how tough they are:
HAVE ANY OF YOU ACTUALLY PLAYED A WOOKIEE?!?!
i THINK
mus8472
Wed Mar 10, 2004 7:21 am
#251
To all of you people complaining about how much bonus wookiees get and how tough they are:
HAVE ANY OF YOU ACTUALLY PLAYED A WOOKIEE?!?!
I think if you had you would not be whining about how poweful we will becom, because we wont be.
Angetenar
Wed Mar 10, 2004 7:46 am
#253
Viclaster wrote:
So now all wookie TKM will rule PVP. Yay!
I seriously doubt it. For two reasons:
- If you took a look at the Marauder armor we were going to get you would have noticed that it was absolutely nothing compared to what is available to humans and it now appears that the Marauder armor was going to be "THE" fix but was only pulled because of art reasons. If they develop armor that looks different to fit the wookiee, but has similar stats, a human TKM with even average armor will be able to beat the living hell out of a Wookiee TKM with anything resembling Marauder armor. Have you ever seen a TKM in Marauder armor?
- If you are constantly get your ass handed to you by TKM, which your post implies, then you should keep in mind that a TKM has to be within melee range of you to hit. The best way to combat that is to not let the TKM get within melee range of you. A concept many people seem to fail to grasp.
cshauny
Wed Mar 10, 2004 7:48 am
#254
The devs are definitely going to try to create a balance between giving us good stats on our armour and circumventing our HAM bonus. What many players dont realise in the first place is that even though we have a HAM bonus, it has always been useless because our secondaries are badly capped. Without armour is it ten times worse as two shots is all it takes to do us in.
What's this about Wookies become the new 'FOTM'. That's ridiculous! To do something like that you would have to delete your current character and start from scratch. How many people would really be willing to do that?
Arnwald
Wed Mar 10, 2004 8:12 am
#255
Hello Audio
AudioOrgana wrote:
Arnwald wrote:
AudioOrgana wrote:
vvornth wrote:
I'm assuming the HAM bonus they get will be removed if they get full-body armors(the 9pieces set), yes?
You'll also let trandos wear boots and gloves soon enough won't you? Thanks!
Agreed.
If they are to be given the same benefits as armor-wearing species, then they need to lose their extra HAM.
I'm all for giving EVERYONE full armor - as long as the species bonuses are taken away. You can't have it both ways.
Audio
/Disagree
The solution isn't in changing the speices bonuses, the solution lies in increasing the ham cost of the specific armors.
Wookies have +1600 ham? Ok then make their armor cost 1600 (more or less) hammore than a human similar one.
Same for Transhodian, make specifics gloves, boots with higher ham cost.
This way the speices keeps their differences. If all speices would have the same stats it would remove diversity from the game and fun. But in full armors all speices should be leveled...
And by the same time please tweak the substats of all races, I still don't understandwhy a human can be stronger than a Wookie and so on for all speices...
Deewe
I started to address that in my first post, but decided simplicity was best.
Now that you have mentioned it, though - yes, in utopia finding a balance between HAM use on armor and species bonuses, but in practice no one will ever agree on it being "balanced" and it's going to be a never-ending nerf-war.
It's not as simple as you make it sound - for instance, increasing the HAM cost to compensate means that when a wookie wears armor it's more even, but alternatively when their armor is off they get full stat bonuses.
Humans and other species do not have those options.
So if I read what you are saying correctly, wookies should have it both ways - be better than other species without armor (as they are now), and as good as other species with armor. That's not balanced.
That's why the only thing I can see that will prevent this from becoming Wookie-Galaxies or for the non-wookie/wookies to be eternally calling for a nerf because one is better than the other is to just even everything out across the board.
Wookies being overpowered is no better than wookies being gimped in terms of game balance.
Audio
==> So if I read what you are saying correctly, wookies should have it both ways - be better than other species without armor (as they are now), and as good as other species with armor. That's not balanced.
==> "Wookies should be stronger" is an opinion as well, and not conducive to game balance
Yes that's the point, Wookies should be stronger than Humans without armors in combat, specially in melee combat.
In fact my whole idea is to make Wookie better without armor and a bit weaker in armor.
This wouldadd diversity to this game. Your suggestion would makeall speicesbeeing only different shapes of the same template...
And I totally agree with :
Waste 93 wrote :
Already exist slightly in the racial bonuses such as Bothan camo bonus. Though I think there should be more of them and have them actually be more useful. Each race should have a couple bonuses that are actually useful to a number of different professions
Next question then. If Wookiees should loose their HAM bonus to wear armor. Should Dosh loose theirs?
That is fairly even. The higher encumberance and lower resists cancel out the natural HAM bonus of the Wookiee.
Compared to all speices the Human is the well rounded one, it can do all but a specific speicein it speciality should always be better than a human .
So as wookies have 700 ham more than human (and not 1600) or their armor should be a bit more 700 enc heavyer or it should have a bit lower resists, and please don't leave any bodypart unprotected...
I understand it is not an easy tuning but it seems the best one.
Anyway there is still the issue with the human having higher cap on secondaries stats than all speices...
Deewe
TrandoshanDroidTech
Wed Mar 10, 2004 8:18 am
#256
WHOOOOOOOOOT!!!!!!!! ALL RIGHT! MAN!
Thank you TH!!!! I have a feeling the wookie protest worked in a way that it showed the devs how we felt and looks like you are keeping your 'promise' TH 
/wookieroar to the ancestors
CrazyMadden
Wed Mar 10, 2004 8:28 am
#257
WOOTT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Finally, the devs really DO care!
SiliconSmiley
Wed Mar 10, 2004 8:28 am
#258
/cheer Thunderheart
/cheer KStarfire
/cheer SOE Art Dept. (/wink /wink)
/wookieeroar
Long live Kashyyyk!
The wookiees shall rise again!
Ewrrl
Auraveda
Wed Mar 10, 2004 8:34 am
#259
Hmmm. I was thinking about the variety of armor available to other races and the variety of levels of protection it provides, and it makes me wonder what the new wookiee armor will be like.
I have an idea.
Right now the quality of armor depends on the skill of the armorsmith and the quality of the ingredients, right? Well make this new wookiee armor react the same, but even more so. That way, if the armorsmith uses pretty good to very good materials and is skilled the armor will usually come out with 40-50% resists. Very middle of the road. Good, but not spectacular. But, make the schematic flexible enough that it'll accept really rare loot items as well... like Krayt pearls or Peko Peko feathers... all kinds of rare loot. And make it so that if you use these rare items in your armor it will come out comparable to the uber 80% composite stuff that's out now.
That way, the vast majority of us wooks will be running around in decent armor, but those few of us who dedicate ourselves to making friends with a good armorsmith and hunting down these rare items will get really great armor.
(And of course if you have a low-skilled armorsmith using crappy materials you'll get horrible resists.)
What do you think? Good idea? Bad idea? It seems like a balanced idea to me.
I have an idea.
Right now the quality of armor depends on the skill of the armorsmith and the quality of the ingredients, right? Well make this new wookiee armor react the same, but even more so. That way, if the armorsmith uses pretty good to very good materials and is skilled the armor will usually come out with 40-50% resists. Very middle of the road. Good, but not spectacular. But, make the schematic flexible enough that it'll accept really rare loot items as well... like Krayt pearls or Peko Peko feathers... all kinds of rare loot. And make it so that if you use these rare items in your armor it will come out comparable to the uber 80% composite stuff that's out now.
That way, the vast majority of us wooks will be running around in decent armor, but those few of us who dedicate ourselves to making friends with a good armorsmith and hunting down these rare items will get really great armor.
(And of course if you have a low-skilled armorsmith using crappy materials you'll get horrible resists.)
What do you think? Good idea? Bad idea? It seems like a balanced idea to me.
SiliconSmiley
Wed Mar 10, 2004 8:38 am
#260
Wow. I saw this on TH's post that started this thread.
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