Armorsmith Archive

Thread: Publish 9 Force Experimentation Welcome to the dawn of the 14 point armorsmith

MrMud
Thu May 27, 2004 10:14 am
#27

this is bad, bad,bad.

This will force all crafters into becomming jedi to stay competetive something im sure we dont want

please rethink this devs



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
StarchMonkey
Thu May 27, 2004 10:22 am
#28

Why is this so bad? I mean for one, I have a feeling this will not allow you to go over +125.I read it as it will probably just mean a lot more 12pt smiths.


I think it sounds really damn cool.





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Joryn Sunnrae
Master Swordsman
Master Medic
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StarchMonkey
Thu May 27, 2004 10:38 am
#29

Believe me, I understand what you are saying, but I have a feeling its just gonna add extra to your experiementation skill whatever you are. They have to call it something, otherwise they'd have to list:


+5 Armorcrafting experimentation or


+5 Weaponsmith experimentation or


+5 Droid experimentation or...


They probably just used a catch-all word, and since it comes from the Force... Force Experimentation. Remember this doesn't just apply to us Armorsmiths...





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Joryn Sunnrae
Master Swordsman
Master Medic
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StarchMonkey
Thu May 27, 2004 10:42 am
#30

Okay... lets just say that even if it does stack, don't bet on it being easy to do. It may very well be that a 14 point crafter has very well deserved it.


I still will be very surprised if it lets you go over +125. Its meant to be an enhancement to your character. A way for you to dabble in the Force... not be a Jedi Armorsmith.



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Joryn Sunnrae
Master Swordsman
Master Medic
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RocketM
Thu May 27, 2004 10:50 am
#31

Looks to me like some serious love for force sensitive chars, but for those armorsmiths and weaponsmiths who have spent their time honing their craft and not grinding out 31 other professions its going to be pretty screwed up.
Shlo_mo_shun
Thu May 27, 2004 11:01 am
#32

Ok, before you all jump off the handle.


1. Let us assume that this tree is accurate. Although this alone is a stretch, this entire discussion depends on it, right?


2. If it is totally accurate, this added 2 point of experimentation would only cost you 4 skill points. Assuming these are the same skill points you already have, that is a minor cost to pay anyway, for a crafting enhancement, right? That is like 1 box somewhere else. Pretty reasonable


3. IF you want the whole tree, it is only the cost of 16 skill points. Imagine improvingEVERYTHING you craft/experiment/repair for only the cost of a starting prof, or one tree of another skill. Again, a minor cost compared to the benefit, IMO (free to disagree on this one, but it is not my main point.)


4. Main point. If it is a 14 point thing, I agree that this willreally screwany hope that the up-and-coming smith ever had of competing(not much already). Working through the grind to get to 10 points, and still be at only 70% as good as a, NOW, 14pointer would be incredibly difficult. However, for the current 10 pointers, getting up to 12 would be equivalently difficult as for a 12 pointer to get up to the 14 (same trials). Overall, this would be acheap (only 4 skillpoints as opposed to 50+mil) and effective way for them to market themselves over a 10 point smith who didn't want to make the effort, orget up to a level of a 12 pointer that didn't want to sacrifice the skillpoints or time, and wouldn't make them at any more of a disadvantage thant they already are now with the current 10 vs. 12 problems. So, although I wouldn't like this system, I don't see it as a total POS, excpet for the up-and-coming smiths, which it screws totally.


NOW, the max of 12 points, with either skilltapes or this route getting you there, would be Awesome. It would allow you to essentially compete more easily with the 12 pointers, at the expense of some skill-points and time to get the boxes. Over time, you could replace these skills with purchased tapes, and thus free up points. Nobody would be too uber in their skills, and yet, the points would be well spent, but not too costly to force you to gimp your character in any other way. I would even consider going this route if the skill point cost of each of the boxes was 2 or 3 instead of 1.


I too will refrain from any more writing until hearing back from Jaato.






shlomoshun Boutros -
shlomoshun Master Armorworks - Imperial Prototype Shields
Far Haven, Tatooine, Ahazi (across from the cantina)
DHorse
Thu May 27, 2004 11:02 am
#33

Hello all,


Just another question adding to the lis. What about skill point? Currently I am a MAS and smuggler/pistoleer/scout, I harvest my own stuff, if this force things go live, does it mean I have to give up all other proffession just to the extra 2 exp points? This is very frustrated for me, any explaination would really help, thank you so much guys.





"I ain't crazy, i'm just metally un-balance. After all, I am one of the few, the proude, the neglected, I AM A SMUGGLER."
rockanddroll
Thu May 27, 2004 11:08 am
#34

How do we know that the information on that site is legit?



e Order of the Dying Knights f
Jannie Knowing of Eclipse


DirthNader
Thu May 27, 2004 11:12 am
#35






Shlo_mo_shun wrote:

2. If it is totally accurate, this added 2 point of experimentation would only cost you 4 skill points...





... and however much time is required to complete the FS quests. That's the part I'm concerned about. We've got a dev team that considers it an "epic quest" that I'm camped out in the deserts of Lok AFK macro killing GDK's.


Imagine the RIS quest, except that every Jedi hopeful is out there with you trying to grab that piece of already rare loot. Sounds like fun, no?





The artist formerly known as Ittov
Wilkies
Thu May 27, 2004 4:57 pm
#36

Just a thought but with everyone complaining about the 14 point armorsmith is pretty near sighted.


Your all thinking in the composite only world.


We all know that the nerf bat is coming in the Combat/GCW revamp and if the DEVs do it right (god willing) there should be a market for all types of armor based on what they can protect against:


Bone=NoobArmor,Least Complex/Cheapest/Time Comsumingto make


Ubese=PVsMon(Highest Kinetic)


Padded=PVsNPC(Highest Energy)


Comp=PVP(All around)Highest and still most Complex/Expensive/TimeComsumingto make


Tantel=???


If you are an armorsmith that can supply everyone on your server will all types of armor then my props go to you but i'm thinking that once the nerf bat hits people will start to specilize in the armor of there choosing based on what the market of your server is.


Also I am only a 10pt armorsmith and I have had the night or 2 where I've pulled in a mil in less then 24hrs and the truth is do i want to have to do all that work it requires to be a billionare armorsmith.





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XBLADE
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-Asmodeus-
Thu May 27, 2004 6:52 pm
#37

BAH.... I love how suddenly rumors and speculation turn into fact.


You people need to realize before any changes to this so called Experiment enhancement happen, the revamp of armor will also be done within the "Combat Balance", meaning the crafting of armor will be significantly changed. Don't be suprised if you see the Nerfing ofSliced Armoras well. Do your Homework, it's in these Forums.


Finally,I'm sick to Death ofthe poor "new" smiths argument. We were all new at one time. New smiths can't compete with current ones anyways, it's just not possible. I have 6 months of stockpiled resources, as do many other top smiths. if you have a guild, you have help. If you don't, your missing the point of playing an MMORPG. Armorsmith has been made easy. do your homework, as everything has been figured out for "New" smiths and all the hard work we have all done over the last 10 months is provided to them free of charge in a single thread conviently listed as a sticky on our forum. The only hard part about Armorsmith is gathering Resources. Again not much of a problem as alot of people are sick and tired of SOE's BS and are quiting and selling if not giving away all thier resources. Again if your in a guild, most will help with little or no charge because you give them rock bottem prices on Armor anyways.


The real truth is, it's still in development, so, as with everything else in this game, don't judge it till you can test it on TC.


Istin
Thu May 27, 2004 7:28 pm
#38

I'm positive I read in one of thunderheart's post that "credit for the holoproffessions players have donewill be given" or something like that. If you've done your first four holos, you should be getting at least 4 "free" jedi boxes. Perhaps one box for every proffession you've done, at least I can always hope =/


And as stated in anabove post, you need 24 of these boxes to "unlock" your jedi slot. The way I read Thunderheart's post is that you can either do proffessions or the quests (which I'm sure will be just as hard and time consuming as grinding a prof)


Of course, I think the devs count on the difficulty of the jedi grind and mastering 24 profs slowing things down a bit. But I doubt they could possibly be that stupid or have no hindsight whatsoever. Then again, maybe they could.......Here's hoping



______________________________________________________________
Jagrond Istin, Imperial Captain

Master Smuggler
Teras Kasi Master
Master Gunfighter
Drummerboychris
Thu May 27, 2004 8:14 pm
#39

well i would be quite unhappy if my 50mil was wastedby allowing people to spend 4 skillpoints to get what I've spent tons of cash on. my view is either 14 point allowable or no armor interaction. Combining a +20 suit is most definetly MUCH harder then any quest in the game, considering the time spent to aquire the tapes, as well as the cash for the tapes. if the cash isn't bought on eBay, then this actually becomes a huge accomplishment. Why ruin such a great accomplishment by making my +20 suit lose most of it's value? If it goes in as alternate 12 points, I'm going to be very upset.



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