Armorsmith Archive
Thread: State of the Armorsmith .99D
thanks for a great post Styx, keep up the good work!
Owako
Oh, I'd also like to add that now that sockets are a feature of armor, all of the bugs pertaining to skill enhancers are now an armorsmith issue.
I believe the current situation is this:
-anyattachment with more than one skill mod will only apply the higher of the mods and ignore the rest
-anyattachment with higher than +25 bonus to a skill will only grant +25
-after an attachment is socketed into armor, any further attachments that increase the same stat will have no effect in that piece of armor
If they've already done a fix for this and it just didn't transfer over to live properly, does that mean this can easily be hot-fixed in the near future (like tomorrow maybe)?
How long has it been since the mount patch? Two weeks? Ever since that patch I havent been able to access the "schematic" portion of the radial menu on my factories. A response from a CSR said they were aware of the problem and that it would be fixed "soon". I've got some of the best resources I've ever had and cant even use them. CSR suggested that I make a new schematic which will allow me to access the "options" portion. I did... it doesnt. Does anyone have any suggestions?
Land
Master Armorsmith
Kaadara, Naboo (Lowca)
If it becomes harder to find a market for the other armors--will we really be able to do anything other than composite and call it a viable product?
I think the move is a bit drastic if we do it that way. I personally don't want to be stuck only making composite for the rest of my life. I really do think we need to help out novice smiths, but I don't want to do it in a way that is going to kill my business.
I've said this in other threads, and I'll say it here again...my basic "philosophical" argument is that master quality armor should not be the same as novice quality armor...IN ANY CATEGORY. I think this ruins game balance. You don't want people running up two trees of armorsmith and being able to make the same thing as a master. If someone can make every armor but composite with the same quality for HALF the xp price it will screw over masters.
I've suggested alternate paths in other threads--that I think would help make the novices more viable without effecting our market (and in some cases potentially growing it).
We need to have a lot more people speak up on their opinions on this issue--novices AND masters. I'm sure my opinion is not what everyone else thinks. At this point my opinion is that it should not be included in the .99D list as "THE" proposed solution. I think we should all try to come up with something that doesn't put masters and novices head to head.
What do the rest of you think?
-Zanik
1.) Shifting Stats on PSG's, Tantel, RIS
2.) Coloring not working on Composite pants
3.) Armor Repair not functioning
4.) Critical Failures - Moderate Success on Experimentation: both trash the armor completely, either one affects 2 stat areas or more, we need something to counter this at least, ie. an amazing success raises resist %'s, raises wear value, AND lowers HAM. Also using ALL resources with 900 or greater in OQ,MALL,SR,UT has no impact on chances of crit failures.
Ok, time to weigh in again.
Styx, AWESOME post, glad you're our correspondant and not me - 'cause I'd post a lot of flames...
Personal experience this past week has demonstrated the following serious problems:
1. Ubese armor shirts do not seem to count as the armor that they are. What's the point in having something in the game that is effectively good for nothing but the grinding that certain developers have indicated that they despise ?
2. Shield generators are not protecting against damage whatsoever. And they still randomly shift vulnerabilities, even though they're not doing anything to protect me. And I am talking about blaster-wielding mobs, which shields are always good against.
3. Experimentation on durability of more than 1 dot uniformly results in a moderate success that makes things worse more often than better. 1 dot at time, so far, seems to be working ok.
4.Almost the game population seems unwilling to entertain anything but the highest-end product - mark 3 shields, composite with advanced components and multiple layers, ad nauseam. I'm not a Master (yet), and it is grossly unfair to those striving to progress as an armorsmith that they are STILL effectively forced to resort to mission terminals, upgrade kits and the odd order of display suits of the crummy armor that they CAN make to make ends meet.
5. I just learned the schematics for padded armor - and I see a product that requires hide on the SEGMENTS ?! This is patently absurd and utterly inconsistent with all earlier armor segments in the game. What's worse is the world specificity and hide typing (not theworst possible, but extraordinarily difficult for a crafter to obtain without ridiculous levels of expense being incurred).
6. The armor hole is as big as a house unless you're wearing full suits of body armor - wearing an ubese armor shirt and a shield generator provides NO protection. Yes, I'm reiterating this, as it WAS a good selling point to be able to say: "You CAN have full coverage protection with no encumbrance whatsoever - for a very, very reasonable price !" (In the form of the no-encumbrance ubese shirt, mabari or padded belt, ubese bandolier optional and a few shields to supply some degree of actual resistances). At present, this is not the case, to the best of my abilty to determine.
styx66 wrote:
Personal Shield Generators and Tantel Armor suffer from "shifting stats"
Our #1 issue. Upon assembly, these 2 armor types come out with wildly varying results in terms of their vulnerabilities. Furthermore, upon crossing server borders, travelling, or logging, the vulnerability list also shifts, making these items unreliable and unpredictable in their protections.
The going theory is that for some reason armor intended to have no vulnerabilities suffers from this ailment
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From what i have seen this also affects RIS
http://www.imagedump.com/index.cgi?pick=get&tp=20047
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Styx66 wrote:
Nightsister armor shards with negative action and mind encumberance are not reducing mind encumberance on helms
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This is no longer true. I have made a helm with both nightsister layers and shards and it worked just as it should.
Another issue that i have with armorsmithing is that layers seem to have a decimal number for their resists. 3 2% base layers sometimes only add 5% to a segment and so forth.
Shifting vulnerabilities and random 'turning off' of PSGs is my number one issue.
Second to that is the 'use the best tool/station and get constant failures' bug.