Armorsmith Archive

Thread: Master Issues/Bug List v1.0

Barabelbounty
Tue Oct 14, 2003 6:48 am
#27

Krayte segments used some today in some adv comp armor and the armor was like a critical failure for regular armor , started out fine but when experimented stats dropped and when done they where 20-27


I thought the piece should of added to the final protection by there % in protection.


Any one else had this happen.


Aperi


Naritus




Aperi
~ Master Armorsmith ~
~ Storage Seeker ~
"The Few The Proud The Unguilded."

Adversity
Sun Oct 19, 2003 4:31 pm
#28

My main concern is Encumbrance.. cut it in 1/2 and it should be good



Devlyn Moonwalker
TK/MD Corbantis
Adversity
Sun Oct 19, 2003 9:23 pm
#29

Might not be a bug.. that you lost them.. but maybe that you had them in the first place. Before the patch i had few color choices and i was a Master artisan with Tech IV and Armor IV. I had quite a few colors to choose from. and with gaining master i gained a few more as well.



Devlyn Moonwalker
TK/MD Corbantis
Adversity
Sun Oct 19, 2003 9:24 pm
#30

*edit button*



anyways I had the colors to choose from after the patch was implemented. It used to be that you had to have some tailor skills to get the colors.




Devlyn Moonwalker
TK/MD Corbantis
LadyRachael
Mon Oct 20, 2003 7:25 am
#31

I agree with Adversity that the HAM's should be reduced.


Aside from that:


PSG's - fix their catagory and their random stat changing.


Fix experimentation to work better.

JoeyMojo
Mon Oct 20, 2003 6:44 pm
#32

Tantel: Is it realy and truly complete? As it stands, it doesn't follow the other armors as it's only chest, boots, and helm and has no advanced components. There's no clear reason as to why this is so. If it IS by design, not only do I want confirmation that it's by design, but an explanation as to why that armor is designed that way. Asking a lot, I know, but inconsistencies bug me in game design.


A new one, but this IS a wishlist. Minimum values on rare resources. There's nothing worse than having that rare resource (kiirium steel, neutronium steel) finally appear, and have it have a whopping100 OQ with SR and MA not too far away from that number.. It's a pipedream that we'd see this fixed, but it never hurts to ask.


Chopalot
Fri Oct 24, 2003 8:21 pm
#33

Hello.. Not sure this is relate to armor crafting alone but ... Wouldnt it be better if armors etc... could be colored after they are manufactured? This is a major pain for me and a reason i dont mass produce armor in factories. People want diversity .. They want there armor to look good and stand out in a crowd. So making armors under the current system have to be colored before your final step and as u throw them in the hopper. I think it would be nice to be able to color them after the fact .. Perhaps make an additional item to color with or perhaps new schematics that colors could be made with. Also the colors for composite are way too drab. They need to be spiced up. Why cant we have the same pallete as say padded. Also, with the double color of padded u can make a lot of unique padded . This would be nice for composite as well.


I agree that ham experimentations arent worth the effort because u lose about 3 % of resists for 1 to 3 points of encumberance.


And i dont know if this is a bug or not but.. I notice if i use layers in the armor segments .. When u experiment.. No matter what the first experiment is it automatically reduces the special resistance by 5-6 %points . Ie i have a piece of armor that starts 23 special 13 to the rest of the resist no matter what i experiment with first the special resist stats always drop on the first experiment.Maybe i just have a bad crafting tool or station ... not sure tho and its annoying.


Later.

CH_Trix
Mon Oct 27, 2003 5:13 am
#34

Just a note are the arm pieces. i wear diff bracers then i wear shoundlers. Chitten bracers with my padded outfit. Mainly cuase i can get them on unbuffed and not the padded, and also they look better.



thanks

Himrethar
Mon Oct 27, 2003 8:37 am
#35

I guess I'll tack on a few of my issues/concerns/ideas


1. As many have stated Tantel. Can we get a ful suit and not stat shifting, and finally an advanced segment for it. As it stands, a person is better off using Bone armor copared to Tantel.


2. PSG's can we have some for of charge system. For example the droid batteries could recharge a shield, but it would still suffer some decay due to damage (but at a reduced rate). Just make it so the shield can't be reacherged in the middle of combat, and make the charge be short lived. Boost protection for a few shots, and then the shield looses it's potency (kind of like the shields in old X-Wing PC game).


3. HAM experimentation as of now is a bit of a joke. Either reduce the HAM costs accross the board, so that people can wear armor whithout being on drugs, or allows for better HAM experimentation.


4. Layers on low end armors. It would be nice to be able to layer Chitin and Mabari at least.


5. Armor Hole. Not sure if that is still in effect, but we obviously don't want defective armors.


6. As of now the % chance of Critical failure on experimentation seems higher than the % chance of Amazing Success, and the consequences of critical failures are much worse than the advantages of an amazing success. Why is that?


7. I've also noticed that I'll fail experimentating on a special resist and instead of the special resist being reduced it's the general effectiveness that is lowered. What's up with that?


8. Enhancement segements: More of them, and more functional.


9. Could we have more than one type of armor per level, so that all armorsmiths don't all craft the same looking things. I mean color is already a step in the right direction, but armor designs would be even better.


10. I liked the idea of crafting dyeing materials, and using those to paint armor different colors rather than having it being part of the crafting process. So I thought I would include it in here.



That's all I have at them moment.




Fuil Sub'k
Master Armorsmith
Bloodfin, Tatooine
Mos Espa, (-1899, 1467)
tac-track
Wed Oct 29, 2003 3:50 pm
#36

Armor experimentation on wanderhome is completely broken.


Any experimentation (success or failure) results in lower resists.





TAC-TRACK
RTECH : RTECH CITY : WANDERHOME
RemoMoxey
Sun Nov 02, 2003 4:31 am
#37

I'm not an Armorsmith, but I'd like the migrating stats on PSGs and Tantel to be fixed!!!!!!!!!!



Galactic Traders Union
Tatooine: 4540 -4724 (900M East of Mos Eisley)
Talus: 5437 -3691 (In the Fort Ronin cantina)

Alot-ta Fachina ~ Master Droid Engineer/Master Artisan
SWGRonin.com
MoonDragn
Wed Sep 14, 2005 5:02 am
#38

My major issue is with experimentation on special protections. Take a mabari chestplate for example. It has heat resist and blast resist as specials. However, when you experiment on it, only the heat resist goes up on the chest piece and only the blast goes up on the leg piece. Shouldn't both stats rise when you experiment on it? There is absolutely no way to raise those percentages currently as nothing seem to affect them. This is true for special segments you use as alternatives that give other type of protection, These protections do not get the benefit of experimentation either.
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