Armorsmith Archive

Thread: Our Top 5 List (Edited 4-24-2005)

speardancer
Fri Apr 22, 2005 2:29 pm
#40

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.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
Cianhydle
Fri Apr 22, 2005 2:32 pm
#41






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,

Brutus_Krylop
Fri Apr 22, 2005 2:36 pm
#42

If we're going to be picking up the creature resource slack ...


Don't limit the creature resources we willmost need to three particular, planetary spawns!


Currently, Avian meat can be found on eight planets. A couple of them might be really tedious to harvest from (Tatooine), but it's available nonetheless. Herbivore meat can be found in mass quantities on all ten planets. Domesticated meat is limited to a few planets, but it's generally not highly demanded.


There's no correlation!



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

The Ironhead Armor Shop will return!

Thula
Sun Apr 24, 2005 1:11 am
#43

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.



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
Arem
Sun Apr 24, 2005 2:11 am
#44






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.




Cant agree more. And it is even worse for 1 full suit of layered armor you need just for the layers:

  • 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.









000000000000000000000000000000000000000000000000 arem
000000000000000000000000000000000000000000000000 12 pt master armoursmith
000000000000000000000000000000000000000000000000 r.i.s. certified
000000000000000000000000000000000000000000000000 equinox [-3035, -5849]
000000000000000000000000000000000000000000000000 theedmall [-5459, 3436]
000000000000000000000000000000000000000000000000 44xx fs crafting mastery
000000000000000000000000000000000000000000000000 www.swgarmor.de


Spartan117A
Tue Apr 26, 2005 4:43 am
#45

nice list but,
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
erli
Tue Apr 26, 2005 5:25 am
#46

A possible solution for the Wookiee and Ithorians, allow any core to be used in any of their species specific armors. As long as they can only equip armor made withsegments and cores in the typethey are certed for why does it really matter which skin it is? Heck, if a wookiee wants to wear Ceremonial styled chestpiece with Mountain bracers and Hunting leggings....who cares? Set the certs to the Cores as opposed to the final suits. Let Wookiees and Ithorians have all three options as opposed to limiting them, its about variety and fun yes? A game even.
-Droideka-
Wed Apr 27, 2005 12:58 am
#47

I just wanted to add here that the changes made to this profession coming very soon are so significant that it's a crime that crafting classes can't get a total respec as well. I fail to see the logic in this. Although I want to stay with this profession, I started it before I knew what was hitting the fan. I left shipwright because there just wasn't enough flexibility with experimentation; it was all about resources.

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.



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.
imp-inforcer
Sun May 01, 2005 2:51 am
#48






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.


Slaxinexx
Sun May 01, 2005 6:10 am
#49






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.







we would charge lesser credits for armor ... but if you calculate now how many rare resources we have to harvest and get so many organic hide and bone to craft some suits its getting far to expensive for us to dump the armor out for a little bit bargain...


the other think ... none of us got time and money to create another account who now needs to be ranger/rifleman to harvest all those organics.

and with the current combat situation in PvE ... the ranger charging huge prices for organics that we need to buy to craft our armors.


BTW: anyone got an idea how a novice armorsmith can now go up the boxes to master? i think this is getting a deluxe master profession ... start rich or die or something like that ...


P.S: Can any armor part/component now be used for decent armor crafting xp to master the force crafter boxes? w/o doing ubese shirts







Slaxinexx Kalinex
Elder Armorsmith+12, RIS certified
Smugglers Keep, Tatooine -1523 2043
Elder Weaponsmith


Take the shuttle to Smugglers Keep
*** FARSTAR ***
CrashNemesisII
Sun May 01, 2005 6:18 am
#50

experimentation is a problem

also like to see that mando conversation as soon as possible



[IGN] Vageta ®
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kneelocked
Sun May 01, 2005 1:02 pm
#51

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....







Kino Soliel
Corbantis-TKDS
Master Armorsmith-Master Pistoleer
RIS Cert. &First AS on Corbantis to craft Mandalore
Combat Upgrade "Alpha Tester" for Armorsmith 'Team Armadillo'
Hand Crafted Armor Since Day One

AltharXXX
Tue May 03, 2005 9:57 am
#52



1) refit armor does not have a color scheme related to prior colors.


2) armor pieces which do not provide armor values still require armor cores. (The padded belt is the oldest example of this. As the armor isn't really 'required' it becomes something which people skip, so you see people running about with armor peices missing as some components are more expensive and provide NO UTILITY.)


3) RIS changes. The RIS layer has been removed. This layer was an excellent item to use inany armor. RIS can no longer be 100% hand crafted.


4) experimentation. as it is now there is no difference between a FS-12 pt smith and a smith with 9 pips of experiementation. Both can max out condition.


5) resource scaling based on gated values is FUBAR. It's anice idea, but it's done wrong.







suggestions :

1) carry color scheme forward, likely not do-able. so give refit a color selection in the process.


2) remove the armor core requirement from the optional armor parts. (note, RIS items will still require the RIS segment so it's not like suddenly everyone can have RIS boots with this.)


3) remove the factory crate requirement for the cores placed into RIS.


4)


5) I belive the range should be from 1 to gated max, oppsoed to what it seems to be gated min to gated max. If I have a 900 SR/UT kammris iron it shouldn't show as 0 for the resource effectiveness, it should be 90% - granted I may never find the kammris with a lower percentage. (The irons I was looking at just didn't make sense - I had OQ 976, SR 900+, UT 900+ and it showed up as a yellow value, using a OQ 750, SR 850, UT 850 metal I got a better fit.)






reply to above about armor decaying in crates. It's working as intended


Message Edited by AltharXXX on 05-03-2005 05:28 PM



Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
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