Armorsmith Archive

Thread: How can we make the CURB AS better? Enough take 2. Repost of original thread + Top AS issues

TheFightingCorcoran
Sat Apr 16, 2005 11:48 pm
#40



Wallid wrote:

What is your solution TheFightingCorcoran ?




As written by Okram2k:





Well okay, as every day passes the doom of the armorsmithing profession comes closer and closer. Don't kid yourself, it really is pretty bad on TC right now. The cost to producing armor now far outweighs the rewards, and the system for producing armor is dumbed down for the crafters, while the final product is overly confusing to the average combat player. And all at the same time, natural armor has been implemented that is as good as the best armor worn by players, but for free.


Well here we have 5 things devs can do to save this profession:


#1: Add an experimentation bar.

Make armor crafting more interesting! Not this incredibly boring 1 line for resists and you're done crap that we have in front of us. While this solution is probably the hardest to implement, it would have the most benifits to our profession. First for layers we add one experimentation bar, to effect the penalty of the layer. So it is broken down to primary bar increasing layer resists, while a secondary bar lessens the amount of penalty.

For example, let's take a kinetic layer, if you had 0% experimentation in both bars, the layer would be +0 kin / -100 energy Then if with the maximum experimenation of 100% you would get +100 kin / - 0 Energy. Of course it would be imposible to get either bar to 100%, and hard to get both bars very high. This would greatly benifit higher end smiths who have more experimentation points as they can decrease the cost of adding the layer to armor.


Now for the rest of armor components, we would have three bars, the primary bar would increase kinetic/energy resists, and the secondary bar would increase elemental resistances. This not only benifits us with more experimentation, but makes elemental weapons more potent since armors will have to specalize in either base damage types, or elemental damage types. The breakdown for increase would either be a 75/25 increase to energy/kinetic if the armor type is assault or recon, and then a 50/50 increase for battle armor. While a strait forward influx would work for the elemental bar.


By adding the additional bar to these stages of armor we can greatly increase the customizability of armor, while still maintining the CU system, and not make us feel super dumbed down armorsmiths.


#2: Decrease Resource Usage.

Seriously, a resource increase of more then 4 times what it used to be? Do you really want us charging players 500k per suit for standard run of the mill armor? These resource requirements are just too extreme. While it is acceptable to us that you need to keep armor from reaching 90% all the way down the line, but armor just isn't as good as it used to be, and if armor is not as good, why should it cost more? Increasing the cost to produce armor, and decreasing it's usefullness seriously throws out of whack the cost to benifit ratio and could cripple the armor economy.


#3: Decrease Factory Times

We did the math, and factory times for high end armors is close to double what it used to be. Why does it need to be so high? We have increased resource cost, and now an increased factory production time? This adds even more to the cost for producing armor. I will suggest again, that devs should shoot for an average factory time of 10 hour/suit for the highest end armor. This I think is a good goal to have, would be in line with current factory standards, and help us keep the player base equiped with armor. Some smiths already have factories that never stop and they struggle to keep up with orders, when this goes live, they will never be able to keep their vendors stocked.


#4: Stop beating around the bush with armor resists.

Okay, if you want these armor effeciency numbers, keep them in all along the crafting process, but when you put it into the final suit with it's appreance, that the player gets, let's not kid ourselves. Put the % in there. It reduces a percentage of damage just like before. There is no real change in the way armor functions in combat, except with new breakdowns of the way damage types work. We seriously do not need these big numbers that we will be spending an hour explaining to each customer. Put the % in, the game already calculates it.


#5: Make TKM's armor rating assault and not battle.

Plain and simple, a master terras kasi gets a 6000 armor rating, which works out to around 50% resistance. I am fine with that for kinetic damage, since they're supposed to be all tough and everything, but it doesn't make sense for having a similar resistance to energy damage types. Simply put, make them an assault armor like system, where they get max armor rating for kinetic, then a reduced amount for energy. If a tkm had 6000 kinetic, 5000 elemental, and 4000 energy, it would help keep them in check, and not make them the end all, free armor template.




-Jedi Bounties-
Raptor Niloc- Master Imperial Fencer <EXO>
Death Watch Bunker Elite
http://www.imagedump.com/index.cgi?pick=get&tp=204276">Prey of the Raptor
The Imperial Machine

Muldoon- EXOskeleton Industries
http://www.imagedump.com/index.cgi?pick=get&tp=204277"> An Armorsmith You Don't Wanna Mess With

Wallid
Sat Apr 16, 2005 11:51 pm
#41

Found NiBorg's Link. rather interesting. With all Flames aside, what do others propose?

We know that weather Devs listen to us or not we are getting upgraded. We know what is being affected. So what's the best way to respond to it? So far with Zion's two bits in here, We have the idea of comprmise. Can anyone else think of sudjestions?

As for what was said in that post, is what was said. I think sence Okram got removed, alot of us have been overheated, and a tad testy on it. Last Reading of Tigg's post, it's applying to it, not us voting them in. So even a Novice AS could be a cor. Heck Lauralon if they wanted to could apply and be our next cor.
wether they had our respect or not, is diffent story.





McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


DoritosNVodka
Sat Apr 16, 2005 11:55 pm
#42


1st, Zion... Being as you are NOT the AS Corr and IF you were. That spot does NOT mean you decide what "concerns or issues" get passed up or not. You want to list the "Concerns and Issues", fine. But do not sit here and Tell me what will get passed up and what will not based on what you "Think". Because your Opinion on some of the items are not mine, nor are they of EVERY AS in the Community.



Since the issues are a little different (priority wise) to each person. Each and Every one should be treated as such.


Plus, you can not HONESTLY tell me that you think the Resource changes are to bring "newer people in". There is NO even playing field. It's all about the Credits in your account. If you have enough, you can get whatever you want. Which is the reason newer people could not compete and is STILL the reason. Just on a MUCH larger scale.. Since prices for Creature Resources are MUCH MUCH Higher then stuff that can be gathered by a Harvestor.




You are buying this Hide at 50cpu and trying to get 55k of it to stock up I believe. Just the Hide alone there is 2.75 Mill. Now explain to me HOW this evens the field for newer AS's that could not get the resources before ? It's still down to the Credits in your bank like always. But now instead of having to stock up on the most common armor type. We will have to stock up on Resources for all of it. (Even more before sale cost to the AS).


My personal #1 Concern is the Cost that will have to be passed to customer on Armor in the CU.


1st issue is the amount of resources needed. More Resources needed (especially Creature Bone and Hide) gets added to the cost.


Then comes the Supply and Demand. Can expect Demand to drop due to it only making a difference in PvP. Which means a suit (example from Chilastra Live 200k-250k+) that every grinder buys and has to get a new suit every week or 2. Now means in the CU (depending on the persons PvP habits) less people buying them and less often. Logic tells you if Demand is Low, prices should drop. But, they can't due to the High amount of resources needed. I can forsee (based on resources needed) that a Suit would be up in the 500k+ (depends on Creature Resource Costs due to the new system also. But, I DO expect the Meat, Hide and Bone costs to go up)area after CU.


And as for Armor making a difference in PvE.. I was able to grind up Pistoleer in nothing but Shorts.. no buffs or anything. In PvE the difference between wearing armor and not with Damage taken does not justify the cost to buy the armor for regualr grinding anymore.


It would be like them changing Chefs around- Well, your Food and Drink Buffs really do not matter 90% of the time. But, we are going to up the resources needed to make them anyway. Good Luck trying to get people to buy them at the added cost to you to make them now.


ChaoticCat
Sun Apr 17, 2005 2:59 am
#43

Why cancel accounts ? Sure like has been mentioned it will hurt SOE but with Episode III being so close to a cinematic release it WILL bring in new people. Why not just stop producing armour ? If there is no armour getting made it becomes a more serious issue. Players cant go after those big high level mobs as they would have a subtantially less chance because of no armour. People wouldnt be able to show off their new armour. That would hurt the community as a whole and would bring the plight of us Armoursmiths to the forefront. I know that it sounds drastic but its a simple of way of getting attention to whats happening without the need to pm Dev's ( and having Tiggs and Garva coming in here waving the Ban Bat ). We would be in effect excersising our right as a producer to stop producing..





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Cardco2
Sun Apr 17, 2005 12:06 pm
#44




Chriss Lightstrider
Valcyn
A Rebel

"For God so Loved the world that he sent his only begotten Son, that whosoever believes in him shall NOT perish, but have everlasting life"-John 3:16

"We came to rescue you."-Anakin
"Good job."-Obi-Wan

NEW Official Carbineer Motto:
"Carbineer...stunning crowds since Publish 7!"
Old Official Carbineer Motto:
"I bet I can kill me before you can kill me"
TheFightingCorcoran
Sun Apr 17, 2005 12:12 pm
#45



Wallid wrote:
ya read that too TheFightingCorcoran. I'm hoping that gets to the devs and works out. But knowing thier end date, they might not be likely to change much.

this is me playing "other side of th coin here" ok.




Just read NiBorgs link, only confirmed what I thought anyway.

Some people think that all the whining/cancelling accounts etc doesnt do anything. Well of course it does. Dont think devs read the AS forums now? I know a dev will be reading this post soon.

If the AS system now on TC is going to published into the CU, its going to be EXTREMELY unpopular.

Is what we are doing right now professional? Nope. But it does SOMETHING.

Who is to blame? I dont think its the des per say, they are just programmers. I really think Tiggs has totally deficated on our profession and our wishes. "Community Relations". Yeah f**king right...


SOE is a sellout on their original system. How can one not see the eerie resemblance to other crappy, dumb games. I feel like a dork playing with these stupid character levels.




-Jedi Bounties-
Raptor Niloc- Master Imperial Fencer <EXO>
Death Watch Bunker Elite
http://www.imagedump.com/index.cgi?pick=get&tp=204276">Prey of the Raptor
The Imperial Machine

Muldoon- EXOskeleton Industries
http://www.imagedump.com/index.cgi?pick=get&tp=204277"> An Armorsmith You Don't Wanna Mess With

Wallid
Sun Apr 17, 2005 12:18 pm
#46

cardco said;
>>>>
Chriss Lightstrider Valcyn A Rebel "For God so Loved the world that he sent his only begotten Son, that whosoever believes in him shall NOT parish, but have everlasting life"-John 3:16 "We came to rescue you."-Anakin, "Good job."-ObiWon NEW Official Carbineer Motto: "Carbineer...stunning crowds since Publish 7!" Old Official Carbineer Motto: "I bet I can kill me before you can kill me" - I support keeping & balancing the current combat system You can too
<<<
lol I love that New Carbineer motto. and unfortunately can relate to the old one with a Laser rifle I once had.





McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


Wallid
Sun Apr 17, 2005 12:40 pm
#47



TheFightingCorcoran wrote:


Wallid wrote:
ya read that too TheFightingCorcoran. I'm hoping that gets to the devs and works out. But knowing thier end date, they might not be likely to change much.

this is me playing "other side of th coin here" ok.




Just read NiBorgs link, only confirmed what I thought anyway.

Some people think that all the whining/cancelling accounts etc doesnt do anything. Well of course it does. Dont think devs read the AS forums now? I know a dev will be reading this post soon.

If the AS system now on TC is going to published into the CU, its going to be EXTREMELY unpopular.

Is what we are doing right now professional? Nope. But it does SOMETHING.

Who is to blame? I dont think its the des per say, they are just programmers. I really think Tiggs has totally deficated on our profession and our wishes. "Community Relations". Yeah f**king right...


SOE is a sellout on their original system. How can one not see the eerie resemblance to other crappy, dumb games. I feel like a dork playing with these stupid character levels.




oh, if it when live AS IS, then oh totaly, it will be unpopular.
canceling accounts get their attention. meh a little. But just like in the work force, we're replaceable. If anything would take a HUGE mass to get their attention. If SOE works the way I "assume" (God I loth that word), then there would be an developer and programmer team. From the way things look, they a dev though a c++ standard. so am assuming to modifiy what we want wouldn't be "to hard". I agree whole heartly on the Tiggs issue. There was an admin in a thread here that was supporting tiggs. Now, no one can be here monitoring 24/7. it gets hard. Okram did what he did because he feels the same way as all of us. When I first heard of CU, I was like " eh?" then I was skeptical, then I gave it a chance, until I learned more of what and how it affects us. We tried to give input. Okram was our means.

Only other major big game I've played was the EQ1 series. Only way I knew I was up against a certain level creature was by webapage or by con'ing it. majority of the time I con'ed it ( only time I didn't was when I wanted to be in the right zone to milk the most exp to Grind). This to be old quickly. With star Wars, I only have Con'ing them ( or finding out after the first hit that I REALLY can't take on huurtons). I agree, that level idea is a rather poor one. and if anything it should be an option that we can uncheck to get rid of it.

OH OH OH! Brain freeze! Ok, follow me on this thought;
Reason for simpler experimentation;
We'd only need to worry about resources, and layers, the experimentation would only handle the resistance. that's it. That way we could craft quickly, with less thought. so in speaking a one man factory. Would work really, Food chains do it all the time.





McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


Skorbane
Sun Apr 17, 2005 3:32 pm
#48



ChaoticCat wrote:
Why cancel accounts ? Sure like has been mentioned it will hurt SOE but with Episode III being so close to a cinematic release it WILL bring in new people. Why not just stop producing armour ? If there is no armour getting made it becomes a more serious issue. Players cant go after those big high level mobs as they would have a subtantially less chance because of no armour. People wouldnt be able to show off their new armour. That would hurt the community as a whole and would bring the plight of us Armoursmiths to the forefront. I know that it sounds drastic but its a simple of way of getting attention to whats happening without the need to pm Dev's ( and having Tiggs and Garva coming in here waving the Ban Bat ). We would be in effect excersising our right as a producer to stop producing..





Just so u know..The way it is designed at this point..You sadly dont even NEED armor to hunt MOBS or NPC's ...You can wear it for looks but it does not make one bit of diffrence in pve..



in-game name Skorbane
Shop located in Fort Lok
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