Armorsmith Archive
Thread: Our Top 5 List (Edited 4-24-2005)
Should come completely out of the segment and core schematics, and then the requirements in the appearance schematic can go back to what it was, pre reduction (I think)
after all, it's the multiple segment/core requirements that cause it to skyrocket so much.
I've heard said that we're supposed be the ones to absorb the "lost market" for the scouts/rangers who have lost the medical market...
Sorry SOE, if it's going to hit them that bad, you did something wrong. Not OUR problem, don't make us pay for your error.
speardancer wrote:
The organics is a big issue....
Should come completely out of the segment and core schematics, and then the requirements in the appearance schematic can go back to what it was, pre reduction (I think)
after all, it's the multiple segment/core requirements that cause it to skyrocket so much.
I've heard said that we're supposed be the ones to absorb the "lost market" for the scouts/rangers who have lost the medical market...
Sorry SOE, if it's going to hit them that bad, you did something wrong. Not OUR problem, don't make us pay for your error.
Don't think anyone is going to fight the organics.
Renea,
Cant agree more. And it is even worse for 1 full suit of layered armor you need just for the layers:
Thula wrote:
The resource requirement issue should be about more than just organic/named resources.
The biggest issue to me is the amount of resources required, and this applies to inorganic as well. Just compare the new layers to pre-CURB layers.
4xPrimus = 4 x 81 = 324 units
3xStun = 3 x 47 = 141 units
That difference is just insane.
- quad Primus =4 * 81 * 3 * 11= 10692 resources
- triple Stun = 3 * 47 * 21 = 2961 resources
that is 3.6 times the amount of required resources in CU.
However it is not game breaking if it goes live like this. We could live with a revised requirements solution also 2 weeks after publish 15.
a few friends went ot the DEV breakfast
and blixev was the least responsive
of the bunch. he basically said to bad and that
he is right and doesnt care what the
correspondents or playesr say.
now i knowmost would like to say well he
was dealing with complaints or they just took what
he said wrong. the people imtalking about are all
adults and work the buisness world.
hope your right but i dont see him as helping
Now that we know AS experimentation isn't going to change by the CU, and possibly might not change in the long term, I think it would be a fair option to let the people out of AS that want to get out, and let them respec just like the combat classes. Allowing combat respecs while smacking all the AS's in the groin with the huge nerf bat, then smacking them again with the 'you can't respec either' bat, is just poor customer service.
It's rude. On top of knowing that we spent millions on experimentation tapes that are now worthless, millions on resources that are now effectively worthless, turn a crafting system into a monstrosity that isn't challenging at all, we are only allowed to drop our profession and grind something else. Allow respecification of points for the armorsmith class. This should be item #6.
CaileSathinor wrote:
**EDIT** I've decided to split this into 2 categories, after doing some thinking and talking to Blixtev. Category 1 is our "This has to change before CU or else the entire game will suffer," i.e. stuff like Armor not working (supposedly). Category 2 is "We really hate this, but we can deal until CU is live and Category 1 is dealt with."
DiSCLAIMER: This is a living document and will change based on your feedback. I've intentionally left things blank or put them in certain places. Just because they are there doesn't mean they can't and won't move.
Immeadiate Issues:
1) Resource Requirements (too many named resources, organics in cores, etc)
Proposed solutions:
-Reduce the amount of specific, i.e. Tatooine Wooly Hide, to generic (just wooly), or Periskovitic aluminum to either a resource we needed to use before (e.g. Chromium Aluminum) or just generic type of the resource.
-Move organics from cores to final skin, but increase the amount required in the final skin by the amount moved
2) Layer complexity untouched (possible miss in the pass on other schematics?)
3) Layer and Segment Conversion (What's the deal with these? Will they Convert? Not convert?)
4) Open for Discussion
5) Open for Discussion
Long-term Issues:
1) Experimentation needs to be made more complex.
2) "Epic" vs "Common" Armor differentiation
3) Revisions to Mandalorian Skinning process (I'll start a discussion thread on this)
4) Get some more lovin' for Wooks and Ithorians?
5) Open for discussion
On the long term issues, think about where we can work with Blixtev, what's acceptable and whatnot.
Honestly, while I agree, Experimentation sucks the way it is now, it won't hinder us from making armor. It's number 1 on my long term goals to get changed, and it's definately something I'm going to push hard for once CU is live and
Message Edited by CaileSathinor on 04-21-2005 04:03 PM
Message Edited by CaileSathinor on 04-21-2005 04:05 PM
Message Edited by CaileSathinor on 04-23-2005 09:42 PM
Message Edited by CaileSathinor on 04-24-2005 01:29 AM
where is anything about getting the fp cost lowered or removed for the faction armor.this should be a topic that needs to be resolved lol. last time i checked i didnt see a new player getting 20 million credits when he loaded to his starter city.
armorsmiths are supposed to provide armor to the public not break the economy of the game by charging 1 + million credits for one suit of armor that decays with use.i honestly think this is a major problem in the game to date.
imp-inforcer wrote:
CaileSathinor wrote:
**EDIT** I've decided to split this into 2 categories, after doing some thinking and talking to Blixtev. Category 1 is our "This has to change before CU or else the entire game will suffer," i.e. stuff like Armor not working (supposedly). Category 2 is "We really hate this, but we can deal until CU is live and Category 1 is dealt with."
DiSCLAIMER: This is a living document and will change based on your feedback. I've intentionally left things blank or put them in certain places. Just because they are there doesn't mean they can't and won't move.
Immeadiate Issues:
1) Resource Requirements (too many named resources, organics in cores, etc)
Proposed solutions:
-Reduce the amount of specific, i.e. Tatooine Wooly Hide, to generic (just wooly), or Periskovitic aluminum to either a resource we needed to use before (e.g. Chromium Aluminum) or just generic type of the resource.
-Move organics from cores to final skin, but increase the amount required in the final skin by the amount moved
2) Layer complexity untouched (possible miss in the pass on other schematics?)
3) Layer and Segment Conversion (What's the deal with these? Will they Convert? Not convert?)
4) Open for Discussion
5) Open for Discussion
Long-term Issues:
1) Experimentation needs to be made more complex.
2) "Epic" vs "Common" Armor differentiation
3) Revisions to Mandalorian Skinning process (I'll start a discussion thread on this)
4) Get some more lovin' for Wooks and Ithorians?
5) Open for discussion
On the long term issues, think about where we can work with Blixtev, what's acceptable and whatnot.
Honestly, while I agree, Experimentation sucks the way it is now, it won't hinder us from making armor. It's number 1 on my long term goals to get changed, and it's definately something I'm going to push hard for once CU is live and
Message Edited by CaileSathinor on 04-21-2005 04:03 PM
Message Edited by CaileSathinor on 04-21-2005 04:05 PM
Message Edited by CaileSathinor on 04-23-2005 09:42 PM
Message Edited by CaileSathinor on 04-24-2005 01:29 AM
where is anything about getting the fp cost lowered or removed for the faction armor.this should be a topic that needs to be resolved lol. last time i checked i didnt see a new player getting 20 million credits when he loaded to his starter city.
armorsmiths are supposed to provide armor to the public not break the economy of the game by charging 1 + million credits for one suit of armor that decays with use.i honestly think this is a major problem in the game to date.
also like to see that mando conversation as soon as possible
I have a new #1 for me.....
Crated armor cores decay when you die
While out on endor surveying for resources for wookie armor I died and cloned. Scrolling thru what decayed I saw that the CRATES of armor cores DECAYED. I just got these out of the factory this morning too!!!!
All the values dropped to 94% on every stat.
This had better be a bug and my cores had better be put back to 100% or Ill be quitting. I was part of the CU alpha team for armorsmith and my tolorance of this half-baked system we didnt get to test is at its limit.
Its bad enought we crafters get 0 protection but this just takes the cake, bends you over and shoves it up your....
reply to above about armor decaying in crates. It's working as intended ![]()
Message Edited by AltharXXX on 05-03-2005 05:28 PM