Armorsmith Archive
Thread: Getting to know you and your profession.
2) Creature resources. People do not enjoy hunting guallamas 10 hours a day, it's not fun for them, the prices needed to get people to hunt them aren't fun for me. There needs to be some way of harvesting from creatures other than sitting there and killing them. Do fishermen now go out with a rod and reel or a 3sq mile dragnet? A dragnet, because they're trying to supply an extremely large population with creature resources. Well, the same applies here, we need a better way of getting hides.
3) HAM's are quite experimentable, most people are simply unwilling to adjust their focus to accomodate the game's crafting system. Do not change HAM experimentation, it works just fine
4) FS crafting XP, it's kind of tough on us crafters. I understand you don't want people grinding to jedi, but consider this, most people who want to be a jedi aren't going to want to pick up FS crafting lines, they're really not that helpful when grinding out saber XP...Lighten up on the crafters, please.
Not specific to armorsmith bonus answer: Please, I beg you, have your programmers play the game sometimes, do they know what a pain it is to get lokian wooly hide? The dev team didn't seem to realize that horn no longer dropped from anything when designing the wookiee armor, and that is very worrisome. A little understanding through experience would go a long ways towards avoiding obvious and easily averted pitfalls.
Hi Tiggs, thanks for doing this profession survey.
As to what I feel is most important is that surveying has no elite profession. Each other branch of artisan leads to one or more elite professions, but for those of us who enjoy surveying, for tracking down and finding resources and/or harvesting resources there is very little advancement which can be done and very little diversity between what one can do at Novice Artisan and Surveying IV. Even at Surveying IV one can only survey a small area (although increased from the survey range at novice Artisan). After one has reached this point there is no further possible progression with resource finding skills and even Master Artisan provides no additional ability increase.
The possible exception may be the new FS skills for surveying, which potentially allow for a small increase in the surveying bonus, and I have not heard of whether that provides any commensurate increase in survey range or sampling skill. I think a welcome addition would be a new Resource Hunter/Miner/Surveyor type profession allowing for possibly new resource harvester types, resource smelting and alloys, long distance surveying/planetary or regional resource detection, resource analyzing (to get statistics of a resource without having to sample it).
Message Edited by CommanderKendall on 09-10-2004 05:39 PM
Message Edited by Snikrop on 09-10-2004 05:15 PM
Shield Generators. Add a graphical effect similar to that seen in the movies on droidekas equipped with shields. This minor change would bring a very large smileto my face.
Message Edited by darthbock on 09-10-2004 03:41 PM
Edit - I agree with Sev's point of view that the armorrebalance should skew the entire functionality range rather than just installing a hard cap. Some of us have worked very hard to make high quality armor, and it would be disappointing if a new master with no experience and lackluster material could suddenly produce the same quality armor as someone who has worked for moths to a year at the profession.
Message Edited by darthbock on 09-10-2004 03:45 PM
- Make sure any combat-balance armor changes are *not* just an artificial cap, but a fix that retains the entire competitive range of crafting possibilities, so we don't end up with a "fix" that negates competitive advantage from superior ingredients and effort. For an example of what not to do, look at harvesters - anyone can make BER13 harvs even with subpar material, thanks to the total failure of the crafting quality curve implementation (the max extraction rate is reached far too low on the quality scale), leaving nothing but hopper size to compete with at the high end - a seriously sad state of affairs even compared to what it used to be like. Even the Force Sensitive Experiment tree reward has a detrimental effect on competition, making it easier to achieve top results by increasing the frequency of amazings. That is the wrong way to go for profession longevity. The effect of minute improvements in final quality values on resists should be implified, so there is a wider range of quality possibilities.
- Craftable faction armor (preferably a range of it - with some that require certain ranks, like the ships will). It should be at least a little better than Composite, and VERY similar in crafting requirements (not another goofball requirement armor like wookie armor, please, unless you ease up on housing storage limits - we're flooded in ingredients as it is).
- RIS was implied to be a jedi-hunting armor when it was released... then saber resists were changed from kinetic, but RIS armor was never updated, making it useless for that task. RIS armor needs lightsaber resists.
- I second Aedyl's request for layer slots on advanced segments for lower-level armors like Mabari etc.
Message Edited by Sevarhin on 09-10-2004 03:32 PM