Armorsmith Archive
Thread: Our Top 5 List (Edited 4-24-2005)
CaileSathinor wrote:
Yup, look here.
sweet thanks. BTW. I edited my post above with a possible addition to the list
QFE; 'get a group' as an answer to this problem is simply unacceptable.
5) Armorsmiths (or any pure crafter for that matter) with their ass hanging out in the open on the way to the harvester, this is a game breaker if you get one hit incapped/deathblow by anything above CL10 no one will ever see crafted goods ever again. We need either a crafter specific armor (not wearable by combatants)that will give us the equivalent of whateverattacking enemy's CL minus 2ish or make vehicles and their occupants not avalid target for NPCs or Monsters(white dot when mounted). The answer is NOT to have a group escort you. Its unreasonable to ask combat people to follow you around a planet for an hour while you try to find a good resource spot. This needs to be resolved before CU.
I know that some aspects are shifting in TC and whatnot, so please don't flame based on my lack of up-to-the-second info. Feel free on the other hand to flame me or my ideas for their othewise general stupidity or whatnot.
1. Resources - Old named resources have been trashed in favor of new named resources. Established armorsmiths are basically being told that the time and money they invested in gathering large stocks of high quality resources are now useless. Tough luck.
--- Solution --- either allow an exchange of old named resources for new named resources with an appropriate %usefullness gate in the Stats or make the old resources similarly useful in the new schematics.
2. Experimentation too simple. The fun of crafting a better suit of armor via compromise and intuition is now gone. There is no point in being a 12 pt AS as any 10 pt AS can fill the single experimentation line.
--- Solutions --- Add a second line that manipulates some other aspect of the armor that *significantly* adds value to the piece. By adding a second line, those extra 2 experimentation points can actually be of value. ---OR--- at a bare minimum, make it so that 12pts are necessary to completely fill the 1 line of experimentation.
Everything else amounts to variously sized pebbles on the beach. Experimentation is the entire ocean.
Top 5 Armorsmith Issues
1. Experimentation Oversimplification
2. Resources
3. Conversion of old armor
4. Armor loot (Its hard to comment on this since the conversion is working)
5. Factory times.
Now, a few things. First, something I remember from a while back, where they said that experimentation would be simplified and that what you put into the armor is gonna be like experimenting. This is a HORRIBLE idea. We're already slaves to the uber-loot kings, relying on combatants for GDK scales and Janta Hides. I love the idea of armor loot playing a role in armor, but to make it so that having uber loot is the only way to make good armor is gonna kill us.
Resources. Did anyone notice that the only thing we use Carbonate Ore for now is Cold Layers, but its used in just about everything post-CU? A response like "This is just for testing, the day before launch we're gonna change these to some new resources, and to some old that you have used before" would do very well for easing the minds of all of us.
Finally, old armor conversion. . . Armor that was encumbrance sliced converts as if it wasn't sliced? Any compensation in the conversion process for armor that was low HAM? Right now suits pretty much convert to the same thing regardless of the quality. Anything that is near-good quality is mostly the same (I think, still waiting for TC5 to come up so I can look at my own stuff).
CaileSathinor wrote:
UPDATE: I got some work done already. As soon as I get the green light, I'll let you know.
I still feel the 'fairness' of faction cost to non-human Armoursmiths when buying Imperial Armour schematics has to be addressed.
From what I understood, the Armoursmith pays a penalty (if one applies), but the end user does not? Hardly seems fair to me. If they really want to enforce the faction point penalties in this case I would personally much prefere to see all Armoursmiths getting the schematics at the same 'base' cost without penalty, and then the end users paying different amounts to Bio-Link it depending upon racial penalties then.
If this was something that took places from the start of the game fair enough, but when most people rolled and grinded their AS they had no idea that in the future they would be punished for not being human.
Immeadiate Issues:
1) Reports of armor not working at all (most critical, I think)
2) Reports of 1 and 2 piece suits granting full protection. Can anyone confirm or deny this please?
3) Non-organic requirements are too high (especially layers)
4) "Fairness" of Armor conversion
5) Open for discussion
Long-term Issues:
1) Experimentation needs to be made more complex.
2) "Epic" vs "Common" Armor differentiation
3) - 5) Open for discussion
Iagree on the immediate issues list, but point 4) Armor Conversion is maybe fair just needs some explanation. As faras I could test the refitting, it is possible to sliced armor again that was sliced already. This might explainthe lowered curve beyond 80% base armor - just a word from the devs could solve many questions.
But conversion has had serveral bugs when I tested on Gorath. With changing servers bug fixes can notbe verified by the same persons with the same test material. That is a big problem atm and needs extra coordination. You can review my issues from Gorath Conversion thread here: http://forums.station.sony.com/swg/board/message?board.id=convtest&message.id=118
I dont see a big problem with the number of organics in sub-comonents. Kashyyykian or Padded already required organics in sub-components. But the amount of requiredresource for layers is too high: A full advanced-layered armor setson TC-Ep3 needs 81*4*3*11=10692 resouces. Live requirements for most complex layers are 47*3*21=2961 resources.
To place Experimentation issue under long-term is good as nobody came up with a reasonable new idea not breaking the new armor system. "Epic" vs "Common" Armor differentiation is also not possible without breaking the new armor system.
Arem wrote:
Immeadiate Issues:
1) Reports of armor not working at all (most critical, I think)
2) Reports of 1 and 2 piece suits granting full protection. Can anyone confirm or deny this please?
3) Non-organic requirements are too high (especially layers)
4) "Fairness" of Armor conversion
5) Open for discussion
Long-term Issues:
1) Experimentation needs to be made more complex.
2) "Epic" vs "Common" Armor differentiation
3) - 5) Open for discussion
Iagree on the immediate issues list, but point 4) Armor Conversion is maybe fair just needs some explanation. As faras I could test the refitting, it is possible to sliced armor again that was sliced already. This might explainthe lowered curve beyond 80% base armor - just a word from the devs could solve many questions.
But conversion has had serveral bugs when I tested on Gorath. With changing servers bug fixes can notbe verified by the same persons with the same test material. That is a big problem atm and needs extra coordination. You can review my issues from Gorath Conversion thread here: http://forums.station.sony.com/swg/board/message?board.id=convtest&message.id=118
I dont see a big problem with the number of organics in sub-comonents. Kashyyykian or Padded already required organics in sub-components. But the amount of requiredresource for layers is too high: A full advanced-layered armor setson TC-Ep3 needs 81*4*3*11=10692 resouces. Live requirements for most complex layers are 47*3*21=2961 resources.
To place Experimentation issue under long-term is good as nobody came up with a reasonable new idea not breaking the new armor system. "Epic" vs "Common" Armor differentiation is also not possible without breaking the new armor system.
I'm not sure an explantion is enough for the conversion of existing armor. Unless the explanation is we want the old armor to be a lesser quality.In which case we have a completely different issue.