Armorsmith Archive
Thread: Armorsmith ISSUES List (Updated June 13, 2005)
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.
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).
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.
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.
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.
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.
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.
-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."
Message Edited by warrenbassist on 05-29-2005 11:31 PM
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.
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