Armorsmith Archive
Thread: Mathmatical Analysis of Armor before and after the CU
Lauralon
Thu Apr 14, 2005 10:06 pm
#27
As with me, if only i could post on my main acc.... This wohle thing has killed our profession. Linking this to other boards will spread our strife and general loathing for the CU. Thats the best thing that can happen right now. Although SOE will as always maintain that everything is super and that the players love the mouth full of crap they are being fed everyday. One day i hope to see a developement company come around that uses SOE and SWG as a model of what not to do and stick to it. Hell i think any mmorpg developer that can model itself as the exact opposite of SOE will do better than even WoW.
darmokVtS
Fri Apr 15, 2005 3:47 am
#29
You should be happy to get a reason to charge more per suit, the smuggler changes which are as far as I know still scheduled as "next" after the curb / rotw release will put an end to slicing randomness, no more need to buy 10 suits to get one roughly at the result ppl want....
darmokVtS
Fri Apr 15, 2005 3:59 am
#30
Another fact that will reduce your sales drastically: the "best tank" builds (and face it, "tanks" would be those needing most replacement armor anyway) have innate armor and are no longer customers of yours either... Where exactly is the problem with you getting a perfect reason to charge more for single armor suits to at least partial compensate your icome losses due to armorless tanks and removed slicing randomness?
DiceDuP
Fri Apr 15, 2005 4:08 am
#31
14 days to make a run of 20 advanced suits? You gotta be kidding please?!
EnFERn0
Fri Apr 15, 2005 4:28 am
#32
Oa'kron well done! You fought well!!
There's one unknown factor you didn't include.
Getting harvested resources...
Yozorama
Fri Apr 15, 2005 5:31 am
#33
Ouch, if that is what is happening with Armor in CU I finally understand the hundreds of upset posters in this forum. That's awful. 
Great post Okram, I have some comments on the statistics however. Example:
Minerals:
8,347 - 3,968 = 4,379 difference, a 210% increase
8,347 - 3,968 = 4,379 difference, a 210% increase
The amount of minerals after the CU is 210%compared to the100% it is now. This makes it a 110% increase. The same goes for all similar increases in your post as far as I know. Chemicalsare a 388% increase, crafting times a 77% increase and so on. Still makes it twice as many minerals and five times as much chemicals though.
This might be an unnecessarycomment since I'm sure you all get the picture,and I apologize if it is, but I just thought I should point it out. I hope your message will make the devs realise (one of) the problem(s) with CUeither way Okram. Thanksforyour continuous support ofyour community evenafter the latest events.
ChaoticCat
Fri Apr 15, 2005 5:39 am
#34
Scary stuff indeed. I still do intend to do this grind to master armoursmith over this weekend and I do intend to perserve with it like I did with Weaponsmith ( even though I am a newbie 10pt'er ). What I just cant seem to understand is the thinking behind all this. It makes no rational sense. Its almost if the Devs are punishing all the current armoursmiths for the excellent armour that they make at the moment.
FignarKrynn
Fri Apr 15, 2005 5:45 am
#35
Well the root problems are lying in how the damage is calculated in the CU combat system, the increased resource requirements and increased times.
Halvare
Fri Apr 15, 2005 5:57 am
#36
Great post bud,
Just wish the people in charge listens, but I'm not holding my breath...
Moo!
joeberon
Fri Apr 15, 2005 5:58 am
#37
Why would 300% increase in cost of materials mean you can make 300% extra profit.
Material price go up fair enough re-charge but not triple the price of the armour.
Joe-be-Ron
Rebel wanna-be
FignarKrynn
Fri Apr 15, 2005 6:06 am
#38
you miss the point if the armor costs say 500k to make all that extra time and the time to get more resourcesyou seriously think any AS will sell it for 550k? it will more likely be closer 750k to 900k depending on servers and probably more expensive then that depending on how much the resources cost if they are super rare. So you see its not economical for us or for you as a consumer its not all about making cash its about making a viable product that people will want and can afford. I'll rather sell something at my current prices ranging from 200k to 350k then something for 900k and supply 200 consumers rather then selling products for 900k and selling to 60 players.
Ajo79
Fri Apr 15, 2005 7:05 am
#39
Awesome post Okram. There are some signifiant numbers in there. I have to say whoever constructed the new armor crafting system should be booted out of the SOE office so he ends upon Eastern Island. It's just insane.
Dear developers of SWG please change the armor crafting system back to the one we have on live. It's working perfectly fine. Dont' change it if it ain't broken.