Armorsmith Archive

Thread: Summery of Armorsmith issues with the new CU system

Kelloch
Sat Apr 09, 2005 9:33 pm
#27

Very well summed up Oa'kron. I would like to add something along these lines.

- Don't make us dependent on loot items to differentiate our armor. Its just BAD BAD BAD.



Sune Omare
Skywalker123
Sat Apr 09, 2005 9:53 pm
#28






Okram2k wrote:


(I haveposted a copythis to the developers to summarize our issues without them having to waid through threads with pages and pages of ranfts, flames, and whatnot. I do not know how well they will take it, but blix has listened to us before, so hopefully everything isn't set in stone yet)




6: Faction Armor

Well player crafter armor is all going to be pretty similar now that the expermintation line has been simplified, and if we have the same resources, will be completly mirrored. And getting faction armor takes as much FP as before, possibly taking more FP to get armor bio linked than it is to buy it in the current system if your side has enough of a discount on a certain planet. Soon players are going to wonder why we even made it craftable, when it's just turned into a huge faction sink that nobody is going to pay for when another type of armor is available, for cheaper, that doesn't require any FP to get bio linked. I can expectoto pay probably hundreds of thousands to get the fp from a smuggler so I can buy the schematics. Which I am going to have to add to the price, which is going to be put right next to pieces of armor with identicle stats at a lower price, which if a player does pay more for same quality items, will cost the player a large amount of FP to use. And then someone else can't wear their armor once it's bio linked if they say decided to switch profesions and give their armor that they are no longer certaifed for to someone else.




Well the funny thing is when I post this, I get flammed. When Okram posts it he gets congradulated, LOL thats funny.




Power Nine - 12pt Master Armorsmith

Vendors:
Next Door to Zeevo's Buff Shop on Dantooine
Lok, Pride (SWP Mall)
Dromag67
Sat Apr 09, 2005 11:46 pm
#29






Okram2k wrote:


(I haveposted a copythis to the developers to summarize our issues without them having to waid through threads with pages and pages of ranfts, flames, and whatnot. I do not know how well they will take it, but blix has listened to us before, so hopefully everything isn't set in stone yet)


Well my community is definatly ablaze with the new CU system. A lot has been changed with crafting armor, and a lot has been chnaged to the resource usage, experimentation, and well, a lot of stuff that we are kinda not very happy about.


Now to be honest, I, personally, have only been able to have about 30 minutes of stable time in TC-3 since armorsmith came available, and I've only made one armor segment so far, but this is a collection of the opinionis of the community taken from pages and pages of rants, and whatnot.


Here is our top list of issues with the combat upgrade:


1: The new experimentation system.

It is extremly over simplified, and now is too easy to use. There is now no reason to become a 12 point smith anymore, in fact not even a reason to hold out your experimentations for amazing succeses. Since about 90% of the player base hardly notices armor condition, it is doubtful crafters will also, and only put it into them as an after thought. Every crafter will put as many points as possible into resists, and then if they have a point left over, throw it into condition and yawn. This now gives very little difference between one type of armor to the next.


The best proposed idea to change this, is to return to the system of seperating base resistances, and special resistance. This time, special resistance in armors is energy/kinetic. And base would be all other damage types. How about we split resistance experimentation bar into two seperate bars, Experimenting into the base bar lifts all elemental damage types, experimenting into the special protection bar lifts energy and/or kinetic based off of the type of armor it is. I think the best way would be a 75/25 distribution for armors that are supposed to have a bonus to energy or kinetic. And than a 50/50 distrubition for armors that are supposed to have equal resistances. This idea still keeps in the encumberance limits that you have implemented upon us, which I doubt there is very little leeway.


2: Resources, Resources, Resources.

Resources in the CU are all over the place. I can understand the need to change some things here and there, howerver there are two very large problems that need to be tacked. First, the huge increase in the requirement of organic hide. Especially with the lack of any attention given to ranger, organics are going to become more and more expensive as they are harder and harder to aquire. That means that the price of armor is going to sky rocket after the CU. It's already fairly expensive on live servers, but I would expect prices of armor to jump up at least 25% if not 50% when the CU hits live. Also, a lot of our named resources are not having as much use as we'd hoped. Some are starting to feel that the devs just wanted to make a clean wipe on our crafting profession because of the many vast changes. Named resources, some of which are extremly rare, are being found all along the layers, making one wonder if layered armor is even going to be a possibilty.


3: Being helpless to encumberance

The best of the best smiths on live have strives to bring armor that is both light AND effective. Now that dream is completly gone. We arenow a slave to the encumberance of our armors. If you make too good of armor, nobody will want it because it will slow them down too much. And the only way to make low encumberance armor will be to make low stat armor that nobody is going to want. This problem is further exemplified by us trying to fill armor for th ose who are working up their profession. If they just started they're gonna want one type of armor, then half way through they're gonna want another, then another, and then another when they master. Armorsmiths are turning into weaponsmiths with having to keep up a huge variety of stock, except with huge organics requirements in that stock, and costs of armor that is going to zap players of their resources, and get us labeled as greedy crafters even worse than now.


4: Factory Production

It looks now with a huge variety of enhancers at every stage in armor, that it is the goal of developers to inhibit mass production of armor. Yet mass producing is the only way we can keep up with demand. There's half a dozen types of armors available, which can all have identicle stats. So players decide what type of armor they want, that's great for the players. But there's no color customization kits like we thought there would be, this means that either players are all going to have the same colors of armor as the next guy (remember when you would go to the starpot and see everyone in comp, and in the same exact color). Also, with enhancers all across the board in every stage of armor, players are going to want armor that uses all these new thingies. Players have come to expect the best from armor on a regular basis. We where able to mass produce armor, and give it to players en mass. Now we can only mass produce sub par products, while players that really play the game, and expect to be uber leet (see: PVP'ers, hardcore gamers, Hard core PvE'ers, power grinders, and anyone that plays the game more than two hours at a time) will expect armorsmiths to bend over backwards to utilize all this new loot system that has been implemented.


While it is nice that we can have a customization level like weapons, we are in fear that people will expect every piece of armor to be like this. Just like people only use krayt/acklay/gorax weapons when they pvp. This could become a logistical nightmare, especially in chest pieces, which require a huge number of components now, which will mean a huge number of loot components.


5: Armor Certification system

This is a nail in the coffin to some members of our community. Telling players they can't wear this armor because they don't know how to shoot that type of gun. We could have lived with wearing armor and accepting large encumberances if you whern't certed, and have less resistances, but to outright say you can't wear your armor, even armor you crafted yourself, is a slap in the face to us. And I have a feeling crafters of other professions feel the same way. I have a suit of RIS I made for myself, one of my finest achievments that I am hugely proud of, and wear on a regular basis to big events, that now all I can do is let sit on the mantle. Further, I wear padded armor for decorative purpouses, because I think it looks good, that I will never be able to wear again. It's like the devs are telling us nobody is supposed to be an all crafter, and that this game doesn't really want us around.


6: Faction Armor

Well player crafter armor is all going to be pretty similar now that the expermintation line has been simplified, and if we have the same resources, will be completly mirrored. And getting faction armor takes as much FP as before, possibly taking more FP to get armor bio linked than it is to buy it in the current system if your side has enough of a discount on a certain planet. Soon players are going to wonder why we even made it craftable, when it's just turned into a huge faction sink that nobody is going to pay for when another type of armor is available, for cheaper, that doesn't require any FP to get bio linked. I can expectoto pay probably hundreds of thousands to get the fp from a smuggler so I can buy the schematics. Which I am going to have to add to the price, which is going to be put right next to pieces of armor with identicle stats at a lower price, which if a player does pay more for same quality items, will cost the player a large amount of FP to use. And then someone else can't wear their armor once it's bio linked if they say decided to switch profesions and give their armor that they are no longer certaifed for to someone else.







I am not an armorsmith nor will I be one, but I really feel bad for you guys and hope they do somthing about it. /support AS




Kem Kadef
Fist of the Empire
"Fear of loss is a path to the Dark Side"
Thula
Sun Apr 10, 2005 1:49 am
#30

Good list Okram, and I pretty much agree with the priority.


My biggest concern by far is #1, with no complexity (=fun) left in crafting, my days might be numbered. That is seriously the only thing that would make me consider quitting (yeah, yeah, we are all very tired of the "I quit" posts, but seriously...).





Thula Moonrider -UNA-
Master Armorsmith - 12 pt - R.I.S. Certified
Merchant - Master Artisan - Master Shipwright (for fun)
Tent #17, Mos Vegas, Tatooine :: UNA City, Corellia (-6560,-2600)
please offer any winnings to one of my vendors
- I Support Uncle Owen and everything he represented
DWolf
Sun Apr 10, 2005 1:58 am
#31

tired, just plain tired. Had enough.


*cancels AS account*



--------------------------------------------------------------
vDARKWULF | KAIMEI ORDER
--------------------------------------------------------------


Darkwulf: Elder Jedi - Kaimei: Elder Bounty Hunter
FignarKrynn
Sun Apr 10, 2005 4:36 am
#32

lol i can see them posting about a the "NEW CRAFTING REVAMP" in about 1 months time which they will promise will bring balance to the crafting. 2 years down the line it will end up nerfing the crap out of the combat just to balance the crafting lol.



Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


Jeterb
Sun Apr 10, 2005 5:32 am
#33

Very well put Okram2k, all my concerns are in the list!

The points I worry most about is #1 and #3. Over-simplifying experimentation takes alot of fun out of armorcrafting, it's what kept me going, it can by such a pain getting all the resources but when you get them and are able to experiment differently and you get 10 less mindcost on a helmet etc it's so much fun. The armorcrafting system is awesome. Please don't mess it up! Don't fix what doesn't need fixing!

#3 is closely connected to #1 and I can honestly say that this is a mayor motivation for me while crafting, I take pride in making not only high end armor in terms of effectiveness but I also sell some seriously hard core low-HAM suits. Being able to say "well yes, pay 50k less for his armor but know that with mine you get half a permanent brandy in comparison" is one of the things that I take pride in. If you buy some parts of my LostCity line of composite you know you get quality armor!




Jeter Pidhe -Adventurer- Bo-tang Clan - 12pt AS --- LOST --
"If you are not confused, you are not paying attention."
Massive selection of stat capped armor sets at BoSam Armor.

Ruebacca
Sun Apr 10, 2005 9:00 am
#34

just checking to see if i have been banned.







Ruebacca

Emperor of Lok, Raider of Rori, Newb of Naboo, Merchant of Corellia, Bain of the Ewoks, Looter of Dathomar, Hunter of Huurons and Defender of Tatooine.

Raiker: Hunting Reb wounded in Restuss.
Ruebacca
Sun Apr 10, 2005 9:02 am
#35

#1 and #3 are most important to me.







Ruebacca

Emperor of Lok, Raider of Rori, Newb of Naboo, Merchant of Corellia, Bain of the Ewoks, Looter of Dathomar, Hunter of Huurons and Defender of Tatooine.

Raiker: Hunting Reb wounded in Restuss.
RebelKangaroo
Sun Apr 10, 2005 11:49 am
#36

Oa'kron: Thanks for being on top of this. You have summed this up nicely and I hope this gets worked out. If not, all the time I've spent over the years (yes, literally almost years) collecting resources and all of the money that I paid to become a 12-point smith have gone down the drain and I'm not sure if I would be able to justify further paying for this game.

My main concerns are the INCREASED requirements for organic hides (wth is with that anyway when all we've been asking for is a DECREASE in the amounts of organics?) and the SEVERELY DUMBED-DOWN experimentation system. If I wanted to just button push without any thought I wouldn't have become an armorsmith in the first place. We're not idiots DEVs, don't treat us like we are.





Ciet Darksun - Tempest

"A litte rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day"
-Calvin and Hobbes
Ryche_Mykola
Sun Apr 10, 2005 12:01 pm
#37

All awesome points Okram2k.

I'm sad to think that the only way the devs will see all the errors they made for AS in the CU is when all the combat toons start complaining when they see armor (if they could find any actually, the limited amount we'll be able to make will be bought out quickly) costing millions.

I was very excited about the CU before, now I am contemplating what to do.

Crafting in this game was ground breaking and no other game could even come close to matching its complexity. Its the one reason why I enjoy crafting.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Rinviero
Sun Apr 10, 2005 12:19 pm
#38









2: Resources, Resources, Resources.

Resources in the CU are all over the place. I can understand the need to change some things here and there, howerver there are two very large problems that need to be tacked. First, the huge increase in the requirement of organic hide. Especially with the lack of any attention given to ranger, organics are going to become more and more expensive as they are harder and harder to aquire. That means that the price of armor is going to sky rocket after the CU. It's already fairly expensive on live servers, but I would expect prices of armor to jump up at least 25% if not 50% when the CU hits live. Also, a lot of our named resources are not having as much use as we'd hoped. Some are starting to feel that the devs just wanted to make a clean wipe on our crafting profession because of the many vast changes. Named resources, some of which are extremly rare, are being found all along the layers, making one wonder if layered armor is even going to be a possibilty.





What I do not get is that with the whole of AS as it stands we probably have at least a 1/3 of all the resources in game being used somewhere, so why did they not limit the new resources used to ones that were used in the old system.... My swgcraft filters show 44 different resources I monitor for armor production ATM and that is only for...



  • Comp

  • Padded

  • Ubese

  • Wook hunting

  • RIS

So why these new resources we use nowhere! I feel they should have limited the new system to only use resources used in the old... Heck there were enough of them.

Message Edited by Rinviero on 04-10-2005 12:20 AM

ImageExpert
Sun Apr 10, 2005 12:20 pm
#39

Great list Okram...it's good to see a correspondent taking on an active roll to communicate the issues with devs.

I have many concerns and interest in how AS profession turns out in CU as I've invested a lot of my time and credits in RIS components and loot components. I've always wanted a RIS suit with good resists and ultra low encumb...now I am so close to having all the right loot components...encumb is phasing out of the system

What shocked me the most in TC CU was boots and gloves had no resistance value assigned to them...I pulled 3 versions of RIS from the froggie, and all 3 versions of RIS gloves and boots had no resistance value(s).

Something I wanted to mention here...though this could be a way to get around 4-core-piece-protection system we have in system now...but what a way to waste 2 GDK scales and resources to make 2 pieces of armor that don't even carry resistance value.

Keep up the good work Okram



Permafrost Echo
hhh 12pt Doc - Pikey hhh
Chiiiiiiiiiiiiiiiiiiiiiiiii !!!
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