Armorsmith Archive
Thread: Armorsmith ISSUES List (Updated June 13, 2005)
need more loot drops of finished armor pieces. (just like looted weapons.)
armor decay is too high. what's the point of paying 1.1M credits for a suit of armor which wont last long enough to generate 1.1M credits?
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Caile - elite master's don't need to suffer more hinderances from high end heavy armor. What needs to happen is low end players need to see a benifit from armor and have a more open range that they can use armor. There is ZERO hinderance for a novice rifleman using basic recon armor. There should be a lower level for the cert so that the basic armor can be used earlier and someone can actually suffer the hinderance.
armor decay still occurs in pvp dispite the load message which says there is no decay in pvp. (the same is likely true of weapons.)
"The Smuggler Revamp will be broken up into two, maybe three publishes. Slicing is coming first, and it's not what's in the IC Forum, it's a bit different than that. Look for the slicing stuff to be implemented after publish 17 comes out (most likely, no promises.)"
Message Edited by ArnnStardust on 06-06-2005 10:34 AM
Mybiggest issue with Armor Smith right now is that we need resources that we never needed for anything in the past to make any piece of armor with an advanced core.
That is reallypulling the rug out from under the long time crafters.
If I could point something out I've noticed and ask if anyone else has come across this too? I'm not an AS but do go out resource collecting for our PA Smith, particularly hides. I have observed that (on my server at least), some of the creatures dropping named resources don't seem to show up on mission terminals. This is a major pain as not only does it mean thatI have to drag a master ranger along to track down prey, it is also a nuisance as animals not on the terminals seldom seem to spawn in the wild.
This in effect means that there are less spawns of any given hide type to harvest than there used to be. The server for example, may think there's a great spawn of wooly hide on Lok, but if Langlatchs aren't on the terminals to hunt or not appearing very frequently (if at all) in the wilderness then it's not much use as a resource. I think there's a potential bottleneck here that probably needs looking at, if nothing else it can't be right that the same subset of animals appears on a mission term to hunt. (Unless we know something is meant to be rare of course but I don't think that is happening here.)
[EDIT for typos]
Further Edit: checking up on this, it seems that some creatures may be CL capped and so only appear to low CL players on the terms, can anyone confirm? If so this is going to be something of a bottleneck to supply aslow CLs drop a lot less, probably going to inflate resource pricessomewhat. /shrug.
Gift.
Message Edited by Giftmacher on 06-13-2005 09:10 AM
Message Edited by Giftmacher on 06-13-2005 04:26 PM
CaileSathinor wrote:
-Experimentation Is Oversimplified
We’ve had an issue with this since day 1 of the CU. 1 useful and meaningful line of experimentation that we can max in 8 points is not a challenge. I’ve always held the notion that this profession should be an art form, something that takes talent, effort and a bit of thought to truly excel in the profession.
Suggested Solution: Add several more useful lines of experimentation. A good example I like to cite is Shipwright experimentation where a Shipwright has many lines to work with and can tailor designs to what a customer needs. Adding the encumbrace line again would be a great help. Since slicing increases encumbrance(slowing you down) Top end smiths can use thier extra points to lower that to leave slicing room and even allow less than master professions to wear it.
-Armor Decay Is Far, Far Too High
People are burning armor suits up in days, not every other week. This makes factional armor, already expensive due to FP costs, an extremely costly investment, as well as enhanced armor and “epic” armor. No one is going to wear their new suit of Faction, RIS, Mandalorian, what have you, to hardcore PvP/PvE if they will just have to replace it a few days later.
Suggested Solution: Cut decay rate by 50-75% of its current rate. That should make armor last a meaningful amount of time. Think they did this so people would possibly use the slicing option to reduce decay (my 2cents)
-Lack of Variety In Loot Enhancers
Have you taken a look at loot enhancers lately? They all do the exact same darn thing. Add health. Yay. Too bad I can cap the health per piece easily. This is an incredibly irritating issue for many of us. Why exactly does every enhancer do the exact same thing? Suggested Solution: How about some other enhancers that do things such as raise resists, raise condition, make armor look different than generic armor of its type (shoulder pads, decals, insignias, etc) also Action and mind regen enhancers. Condition enhancers, self color enhancers(so if used the end user can color his/her own armor)
-BH Armor Not In Game As Craftable?
Where’s the schematics for this? People want this armor badly and the only wearable pieces in game are the ones converted from Pre-CU. Could we possibly please get this added in game soon?
Suggested Solution: Add BH armor schematics as a limited (5 use?) loot drop to Black Sun NPC’s outside Deathwatch Bunker, similar to how Mandalorian Parts are.
-What Exactly Are Armor Core Enhancers and Biological-Mechanical Cartridges?
No one has a clue as to what these are, what they do, what drops them and if they’re even in game yet.
Suggested Solution: What the heck are these things? exactly, tons of possibilities here
-The Mandalorian Crafting Process
Currently, the schematics made in the Bunker are certified for MAS, MDE and M Tailor, which is leading to color palette and experimentation problems for the final skinned piece. I don’t think any of the schematics should be certified for non-AS. A tailor doesn’t make armor. Nor does a DE. They can certainly show an AS how to make an appearance (i.e. make the schematic/blueprints) but they should not be certified for the final schematic.
Suggested Solution: Still require a MDE/M.Tailor for the process of making the schematic. However, certify the schematic for MAS only.
-Why Is Epic Armor Not Epic?
Let’s face it. RIS and Mandalorian suck when it comes to being epic. Sure, they get super high condition, but 50k extra condition is not worth the price tag or the effort involved, period.
Suggested Solution: Open for discussion.
-Armor Repair
What’s the deal with this? Is this working, random, whatever? Do the Armor repair mods even work, along with Armor kit efficiency?
Suggested Solution: Make Armor repair based on three things: Armor repair kit condition, an “Armor Repair Mod (already in game)” and remaining condition on armor.
Message Edited by CaileSathinor on 06-13-2005 12:33 PM