Armorsmith Archive
Thread: CURB Armor experimentation oversimplified
Grendelwyf wrote:
this is f@cking ridiculous. my resources are becoming worthless, my 12 experimentation points are now worthless, and the one thing that has kept me in this game (crafting) has been turned into something that takes absolutely no skill whatsoever.
loots should not make for good armor. the quality of a loot you obtain is strictly luck, and requires no skill whatsoever. the crafting of the armor is what should take skill, but you are removing that element so that my damn grandmother can sit down and craft the same armor that i can, even though i've spent the past year and a half perfecting my profession.
So what you're saying is, they're turning you into Architects?
Yes, the very best should be hand made no doubt. Of course you need someone to make it. Hummmm reading this thread and others makes finding that craftera greater challenge in SWG II than doing a krayt by your self in the current SWG I game.
The CU and associated changes are making a whole new game, (SWG II). Recommend that someone in development check with marketing. I saw a similar project in a telecom flush over a billion dollars in R&D without sales. Not good for advancement.
Message Edited by Brutus_Krylop on 04-08-2005 03:52 PM
Kryonastus wrote:
Dear people in charge of doing really dumb things,
Wow, you guys are stupid.
I...I cant really think of anything more to say.
You just...suck at designing things. Please stop. You are the antithesis of skillful programmers. You should be ashamed.
VERY ashamed.
Please quit, and allow them to hire someone who doesnt...well, suck.
The problem is they pissed off all the competent people that use to work on this game and they all left. Now we are left with a watered down boring version of the game we use to all enjoy. All this in the name of EQ2izing a game for an audiance they barely exists.
Message Edited by Ragnaat on 04-08-2005 05:04 PM
Blixtev wrote:
Quizz wrote:
Boy of Boy....you are officially a full time crafter now and will not have any time to do anything else.
Can anyone say "full-time hand-crafter"
Don't you think that "top armor" that the player who wants to obtain all the different widgets should be handcrafted? You can still pump out runs and runs of armor to keep up with mass demands. However as I was chatting with the folks in the Armor smith PA on Test yesterday, the goal is to use the factories to mass produce cores and then drop the cores into appearances on demand.
Please give some feedback on the amount of time to produce a crate of cores on test, I'd really like to know if the process is now significantly longer.
While some of that will go on when people want special colors etc, we're going with the Ford approach. I think most smiths don't have time to sit down and hand craft the finals on a per sale basis. I think vendors will be stocked with 1-3 skins/colors per set. That is still 3-9 suits that need to be maintained (3-9 since I'm not counting the basic nor standard cores).
But the point of the thread was the apparent "dumbing down" of crafting. Currently it takes some technique and most importantly knowing your trade to make the best armor. It seems that now it will be just drop in the best resources and go. Kind of takes the pleasure out of smithing.
Blixtev wrote:
Quizz wrote:Boy of Boy....you are officially a full time crafter now and will not have any time to do anything else.Can anyone say "full-time hand-crafter"Don't you think that "top armor" that the player who wants to obtain all the different widgets should be handcrafted? You can still pump out runs and runs of armor to keep up with mass demands. However as I was chatting with the folks in the Armor smith PA on Test yesterday, the goal is to use the factories to mass produce cores and then drop the cores into appearances on demand.
Please give some feedback on the amount of time to produce a crate of cores on test, I'd really like to know if the process is now significantly longer.
Hmph, no insightful comments about the changes really since I've never been an armorsmith, but handcrafting in this universe and timeline shouldn't be the main way to make good armor, however you try to justify it.
The main question is something I've been wondering since I've seen these changes: are the people who designed the original SWG crafting system still on the Dev team?
You've essentially killed my +12 suit.
You've taken away all the challenge from crafting.
You've made us even more dependent on loot in a system where us dedicated crafters can't wear armor.
I could go on and on and on, but I won't because I'll type something I shouldn't really type. You have no idea how much control I'm exerting at the moment to not go ballistic. I'm a pretty calm person, but this is burning me up. I've loved SWG from day one and been an armorsmith the whole time. I've never really seriously considered cancelling my account when changes have been made because I loved what I did, but today is the first time that action has crossed my mind.
Regarding the experimentation I see as the condition gets better, the hindrance becomes worse. Why can't you add a line to then reduce hindrance? Come'on let's get some creativity here!
/shakeshead I have to stop as I'm getting worked up just writing this. I can't begin to fully express my extreme displeasure with the course we seem to be taking.
Spike01 wrote:
There should be at least 2 lines to experiment on, otherwise everything will end up the same (and become more dependant on resources)and become more bored than anyone could possibly imagine. Funny they didnt do the same thing to weaponsmith, they still have their experimentation trees and their +12 suits will still mean something. Its all stupid really. Just have one tree for resistances and one for encumbrance/penalties or whatever they are called now. One line of experimenation = BORING
I would think 2 lines would be a bare minimum. Ideally it would be base resists, special resists and encumberance (hinderance). We still have base resists with Kinetic and Energy, and specials with elementals, so that should be an easy 2 lines, and keep both lines in ALL stages of crafting so we get to make ourselves unique as we aim for the best.
The other thing someone mentioned above that I think should be looked at is that we build the armor (recon/battle/assault) and make the visualisation kits, and the buyer gets to put the 2 together themselves, we get variety in amour looks, but we don't have to go the way of SW.
I've been SW since JTL launched until this last week, and I can tell you what made it possible was that there was such a small need for new items, hand assembly of fianl products for all of our customers is not reasonable by any measure. I'm an average AS on my server and I still sell around 5-15 full suits a day = 20-60 items. We can't sit around waiting to do this.