Armorsmith Archive

Thread: Armorsmith ISSUES List (Updated June 13, 2005)

CaileSathinor
Fri May 27, 2005 12:34 am
#27



ealide wrote:
Something needs to be done about slicing adding hindrance over 60%. Either hindrance needs to be experimentable (unlikely) or all three hindrance stats need to be the same for all armour types. Hindrance was meant to restrict players with few combat skills. At the moment it functions to present the choice of reduced skills or sliced armour to some professions.

It's not even as if the hindrance stats are any accurate reflection of the armour's quality: they stay much the same regardless of layers. This is simply a bug and needs to be viewed as such.




Sorry, this is something I can't in my right mind push for. Slicing never had consequences before. Now it does. It's an illegal act and should have a penalty. And I'll say it again. No master elite should completely mitigate the effects of quad layered advanced armor. Period.

The only thing I will push for hinderance-wise is more hinderance additions but also ways to modify it. But I won't push for anything that will end up with Master Elites totally mitigating hinderance.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
darthbock
Fri May 27, 2005 12:34 am
#28






Ox- wrote:
I was under the impression from the "Mandalorian Crafting Issues" thread that even MDE + MAS won't have full color palette. Is this a known deal?





Correct, even a MDE/MAS has the limited palette on the helm (or any other DE part). Thisis because the recipe looks for how much customization the character has in the requisite class. MAS and MT have 255 for their respective customization where a MDE has 64 (or something very close). So, a MAS or MT has the full palette (255/255) for their items, but the recipe was not adjusted when given to MDE's, so they only appear to have 64/255 customization and thus receive a limited palette for their parts. The two solutions I can think of would be to adjust the MDE recipes to look for 64 as max customization, or the more preferable situation where a MAS uses all of the schemtaics to do the actual combines (with a tailor and DE still required to generate their respective schematics in the bunker).







Aedyl Voivai
Crafter of Fine RIS and Mandalorian Armor
~Warden Armor Works~
Vendors in the ~Violet Accomplice~ Tent
-3348 5910 Tranquility, Naboo
Brutus_Krylop
Fri May 27, 2005 12:47 am
#29

My list of issues:



  • Experimentation is so simple, a monkey could do it. At least before the CURB, the monkey needed to be trained one answering to the name "Bobo."


  • In that same vein, it is FAR too easy to cap out on resists. Given a free respec to MAS, a few harvesters, and a few 30K deeds, any schlub can crank out resist-capped suits. Differentiation between smiths is now nigh-impossible.


  • I'll echo the "health enhancers are lame" sentiment. I still don't buy the whole "armor enhances your health" bit, but I'll accept it. We need some variety -- resists, condition, other mods, whatever. Also, it would be nice to finally find the mythical (?) core enhancer.


  • Specific planetary hides are a real pain, particularly since they are such a huge factor on resists. While getting large amounts of the Dantooine Wooly, Nabooian Bristley, or Lokian Leathery isn't difficult, the fact that these spawns shift maybe once every 10-15 days and can be absolutely horrid for months on end severely hampers armor crafting. These need to be reverted to generic wooly, bristley, and leathery hide slots.


  • Gloves, Boots, Mabari Belts, Ubese Shirts, and Ubese Bandoliers cannot be crafted with sockets. If armor attachments can only go into rapidly-decaying armor pieces, armor attachments are seriously devalued compared to clothing attachments. For the sake of some balance between AAs and CAs, we need to be able to craft unhittable items that accept armor attachments.



Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

darthbock
Fri May 27, 2005 12:58 am
#30

Experimentation - As was just mentioned, it is now way too simple. Current subcomponent experimentation into the condition line has zero impact (more of a bug i guess). It would be nice to be bale to have some experimentation on hinderance during the final combine. I think hinderance vs suit lifetime is a good tradeoff.


And yes, it is now way too easy for a newcomer to instantly make capped armor thanks to the lower standards, change to gated resource contributions, and 30k deeds raining from the sky.





Aedyl Voivai
Crafter of Fine RIS and Mandalorian Armor
~Warden Armor Works~
Vendors in the ~Violet Accomplice~ Tent
-3348 5910 Tranquility, Naboo
Grendelwyf
Fri May 27, 2005 4:18 am
#31






CaileSathinor wrote:
Not *always* But in the case of quad layered, advanced core armor, it should. This stuff is the heaviest of heavy, the most protective and should have some penalty.




that's the issue. those of us that are capping all 3 armor types unlayered are being penalized for making great armor when that armor is sliced. Slicing doesn't add anything to the weight of the armor, the armor is still unlayered, yet when it gets sliced, the hindrances are still increasing. in my opinion, a master elite should never be encumbered by unlayered armor, i dont care what the stats are.




Buliwyf - Master Rifleman/Master CM
Hrungnir - Master Armorsmith(+125 Exp/+122 Assembly)
Valhalla Armory Coronet, Corellia (540, -5212)
"I gotta have my {VA}"
Saarek
Fri May 27, 2005 7:10 am
#32






CaileSathinor wrote:
Not *always* But in the case of quad layered, advanced core armor, it should. This stuff is the heaviest of heavy, the most protective and should have some penalty.





I think this an unimportant isse ATM. Only reason I say that is because the Smuggler Experience is being released shortly (Pub 18 from what I've read) and Slicing is getting a complete makeover.


Smugglers will now be able to chose the slice they want (a combination of slices even), and the percent will be based on Customization points (0-100) and the amount of customization points will determine the negative effects. An example of the negative effects for a pistol for example would be that the higher the Customization on the weapon, the more unstable it is and can become "Out of Phase" and need to be taken back to a Smuggler to be repaired. I imagine the same will be for Armor. I would therefore assume that the lower the customization you go for, the lower the negative effects (possibly hindrance) would be. Thus, a highly customized Chest Place will really restrict your movements, which in my opinion is really a step in the right direction.


Just an FYI for you all that dont read the smuggler forums.





------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

raider7734
Fri May 27, 2005 8:25 am
#33






Brutus_Krylop wrote:


No one can have access to better all-around armor than Master Teras Kasi Artists innately posess without either having some extra hindrances or being a Jedi. That's what we have to deal with. That's the design reality, whether it's a "weak" proposition or not.


I guarantee you that if a Dev came in here and discussed this, he'd point to the TKA innate armor as one of the limiting factors.







The total package of TKM innate armor +Improved Center of Being ensures that you CAN NOT outtank them, not even close,even with the best crafted armor.They have Improved Center of Being, you will have, at most, the Basic version. They will take less than half the damage you will.


Therefore, crafted armor with better protection than TKM innate and no hindrance,is no threat whatsoever to their role of the best tank in the game.





----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
-VtS-Maddix
Fri May 27, 2005 9:43 am
#34

Ubese Shirts, Bandoliers, Mabari Belts and Padded Belts (as well as Gloves, Boots, Faction Armour Belts) no longer have any sockets. This basically makes them useless. Even tailor belts, shirts and bandoliers get sockets, so why not ours?



-----

Ne'la Hi'had - Master Armoursmith, Master Merchant
[VtS]Armour located at -1800 5385 in Neo-Rome, Naboo

R.I.S. Certified
-Droideka-
Sun May 29, 2005 6:12 pm
#35






-VtS-Maddix wrote:
Ubese Shirts, Bandoliers, Mabari Belts and Padded Belts (as well as Gloves, Boots, Faction Armour Belts) no longer have any sockets. This basically makes them useless. Even tailor belts, shirts and bandoliers get sockets, so why not ours?





I totally agree. I fail to see the reasoning of removing slots from these items; they should be returned immediately so that they have some function. I despise how many thingsare trending towardlack of functiononly to be replaced bycosmetic appearance. It's a sickening state of affairs for the entire game.



Palpatine's message regarding the devs: "SOE should have never brought them into this. Kill them immediately."





Now that it's OK to support the removal of classes in your signature, I firmly support the removal of all the benny hill glowstick fanclub from the game; it was a lot more fun before they came.
warrenbassist
Sun May 29, 2005 8:30 pm
#36

Big problem, don't know if this will blow over time, but it seems the server is so lagged, my experiementation doesn't take effect on my layers. Its very annoying cause I don't think I want to start making any major amour supplies till I know whats going on with it.

Message Edited by warrenbassist on 05-29-2005 11:31 PM

Thula
Sun May 29, 2005 9:10 pm
#37

Armor decay - It follows the old formula where the decay is propotional to the damage let through. This was not a problem in the days of 90% armor, but these days people tear through armor like there was no tomorrow. Combined with expensive armor due to high resource requirements it just gets too much for many people. Credits are no longer so easy to come by for the hunter/mission taker.


This could be mitigated by:


- making repair work better


- increase condition on all armors drastically


- rework the decay system


People are paying the same, or even more, for amor now as they did pre-CU, but it decays many times faster. No, it's not necessarily good for business and it gives US a bad reputation (for selling such "crap" armor...like if it was our fault). I have already met several people that have respec'ed to TKM, not because they think its so fun but to avoid armor cost.





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
Atobusarragra
Mon May 30, 2005 6:14 am
#38


Postpatch 17 there is no way to convert prepatch17 wook armour pieces. Even though it was stated there would be in the patch notes.



Edit: Here are the patch notes from 17:


Cybernetics



  • Added a radial menu option for Wookiees to be able to turn their chest plates into 3 pieces so they can wear Cybernetics with Wookiee chest plates. Old Wookiee chest plates must be converted before they can work with Cybernetics (Armorsmiths have new schematics for these pieces).

Message Edited by Atobusarragra on 05-30-2005 06:17 AM

Keeper32
Mon May 30, 2005 12:00 pm
#39

My biggest issue:

Armorcrates from pre-pup17loosing their colouring. This is annoying as hell when your stock is based of specific colours. I mean, who would ever want a suit of white/black tantel with a yellow helmet and yellow leggings. I ask you...


It is ruining potential sales, merely on the colour of it.



Hurgis & Haldi Balthezan - HB Armouries.
Elder 12pt Armorsmith, R.I.S Certified.
Supplying Weaponry and Armor to a galaxy in need.
Page 3 of 5