Armorsmith Archive
Thread: CURB Armor experimentation oversimplified
Blixtev wrote:
In the first pass of armor we had toned down much of the encumbrance to just subtract from your efficiency stats. There was a choice between encumbrance/protection until the HAM system was pulled near themiddle of our internal alpha. All of a sudden even the modified encumbrance system didnt make sense after we had removed all the old stats. We deemed that if we reasonably expected most combat professions to wear armor they shouldn't have to suffer a massive loss of combat effectiveness. Hence the removal of "encumbrace".
Looking at Protection and Hindrance we see the following pattern(or should). As a smith raises the protection stats, the Base hindrance amounts will also rise. The hindrance system is a built in mechanism to keep players of the correct advancement level wearing the correct pieces of armor. This built in system prevents players from abusing any potential errant items, slicing etc. How does it do this?The combat professions are granted a series of "mitigators" if their mitigator is below the hindrance on the armor, then they suffer combat effectiveness/movement penalties for it. Smiths can push the envelope, however if broken loot drops ever get into the game, this should prevent players from wanting to use them because it would drive their hindrances up. This means we cannot let players experiment on this facet.
This leaves us with Condition and Protection and a much simplified system of armor crafting. This means a fairly straight forward crafting process. I did convert many of the old useless loot drops into a way to enhance armor, as well as modifying one of the RIS quest rewards so it would be useful on all armor, and you can see the Bio-Enhancement slot as well in there. This means much of how "good" a smith is will be judged on how they fiddle with the small add-ons you can put into the crafting. It should be a vastly easier process obtaining these as they now come in stacks.
Just wanted to give you an answer to why encumbrance was removed.
Umm, hello? You say one thing, then contridict it in the next paragraph. Encombance was replaced by henderence. Same meaning, different word.
Armor certs are hugely not popular. What is the status of getting rid of those?
Dumped down experimentation is not popular and needs to be address in some fashion.
The armor add ins is great, but most smiths mass produce their armor and have difficulties keeping up. Now we need to hand craft all armors with enhancers? This will be a big time problem on supply. Yes armorsmiths could specialize, I am already specialized on doing wookiee armor, one of the few that are. This new system is not challenge but labor intensive, much like shipwright. It is also largely loot based now.How much Fun will this system be? How expensive will a suit of armor be post CU with supply so low and everyone needing/wanting something very different? Will the loot be easy enough for the armorsmiths to obtain on there own or do we put up with the hate tells demanding we make someones hard earned loot into something useful for them?
Loot based crafting is already not popular with crafters do to the social problems that is cause. With this being the case, this game needs to turn away from that system, not make all crafting professions dependant upon it.
This is a huge change. What plans are in place to address these sort of issues after this goes live and many problems come up?
It sounds like we are going from one broke system to yet another. The solution to a problem should never have more problems than the problem itself.
ggbye
Blixtev wrote:
Quizz wrote:
Boy of Boy....you are officially a full time crafter now and will not have any time to do anything else.
Can anyone say "full-time hand-crafter"
Don't you think that "top armor" that the player who wants to obtain all the different widgets should be handcrafted? You can still pump out runs and runs of armor to keep up with mass demands. However as I was chatting with the folks in the Armor smith PA on Test yesterday, the goal is to use the factories to mass produce cores and then drop the cores into appearances on demand.
Please give some feedback on the amount of time to produce a crate of cores on test, I'd really like to know if the process is now significantly longer.
I have no problems hand crafting armor. I have a bigger problem with the fact that don't mean squat when they will all turn out the same.
You've made AS "add-on" dependent if we want to be unique.... but we can't hunt for our own. We've been coverted to NPC crafters....
Ruebacca wrote:
we have a great smiths on radiant. I went AS to make light weight armor. I seen a small market I could enter. Now with HAM expermenting nerfed idont see the point. If experimenting cores is as easy as experimenting powerups, that will blow.
UmmonPrime wrote:
So basically, we are only as good as our loot now.
Yeah, and as you've already pointed out, how much harder to come-by and more expensive are good components going to be after the CU? If getting the best loot components costs millions now, just wait until after the CU hits and it takes 10x as many people to take down Krayts, NS, etc.for the best components.
Blixtev wrote:
"............ Smiths can push the envelope, however if broken loot drops ever get into the game, this should prevent players from wanting to use them because it would drive their hindrances up. This means we cannot let players experiment on this facet............."
Message Edited by JaekeW on 04-08-2005 01:15 PM
Shann0w wrote:
CU has me extremely puzzled.
Combat Medics lose ALL of their schematics
Doctors lose ALL of their schematics
Armorsmith lose ALL of there variability
Aside from Weapons, Powerups are now the most complicated items in the game to craft. Go figure.
Cause you got it wrong. It's the CD... combat downgrade...