Armorsmith Archive
Thread: Top 5 things that you want fixed
My top 5:
1) My biggest annoyance is that as soon as I finish a factory run of really good red composite armor, someone pipes in and tells me they need the same set in purple. They get upset and complain when I tell them I'm not will to make 500 different colors of armor every time I make schematics for a new run. SOE...Let us color armorAFTER construction please!
2) Stat shifting on RIS, PSG's, and Tantel
3) High number of crit fails!
4) If there is an armor hole...fix it...but I haven't noticed one lately
5) Correct the HAM display on layers and some segments (Health doesn't show up sometimes)
Has anyone besides me noticed that during the initial assembly phase, there are no differences between a "great success" build and an "amazing success" build?
well let me tell you a story.
an armor smith has +14 tools, a +38 crafting station, and a +4 armor exp sash. working with high quality materials with at least 800+ on oq on all of them.
yet whenever he makes armor, 40 to 60% of the time he gets crit failures or good successes that result in lowered stats anyway. with the huge ammount of time it takes to make segments and layers this person is left with not enough resources and components to make very many complete sets of armor.
does this seem like its right?
THE NUMBER ONE THING AFFECTING ARMORSMITHS TODAY IS THE RATE OF CRITICAL FAILS IN ASSEMBLY AND EXPERIMENTATION.
i just made 6 helmets and 4 chests plates. of the 10 builds, i had to fails on assembly and 6 crit fail or good successes during experimentation. i quit.
Ultimage, the former Armorsmith on Starsider.
RonneLykell wrote:
1) My biggest annoyance is that as soon as I finish a factory run of really good red composite armor, someone pipes in and tells me they need the same set in purple. They get upset and complain when I tell them I'm not will to make 500 different colors of armor every time I make schematics for a new run. SOE...Let us color armorAFTER construction please!
1) Although the suggestion above is not a "bug fix" it would easily make my life as an armorsmith 100x less stressful. Its bad enough that we need to factory run 9 pieces to make a suit with factories (a full suit schematic would be ideal), but in addition, we have to do this in several colors to appease the masses, which is already hard enough with 1000 schematic limits (1000 segs = takes a few days to run if you use 3 layers and yields a mere 40 suits after experimenting and making schems). If I could simply produce one armor color and offer a dye on a vendor, it would be a huge improvement gamewide - you would actually start seeing armor on people vendors! Seems like 85% of the armorsmiths vendors I have ever seen (including mine) are nearly empty or completely empty WAY TOO MUCH - why? Because there are too many pieces to make for one suit, takes forever to make subcomponents (see #2), too many color possibilities, so we are resigned to custom orders as a way of life - which only hurts the public. It seems a little trivial - but this is my number one pain the arse. Not only would this boost armor production gamewide (and lets face it - we need it) but also give something to the tailors (to make the dye).
2) Decrease time it takes to create layers and segments, these are SUBCOMPONETS! a segment takes as long to assemble in a factory as a finished piece! It should not take 3-4 days and 4 factories to make (1) run of 1000 triple layered segments (a mere 40 suits). All it does again is add to the frustration of WAIT TIMES, EMPTY VENDORS, and Custom order Pileups! With Decay - this only makes it harder
3) Padded armors resist/ham ratio is terrible - and with WOOLY HIDE in the segments means practically NOBODY on my server even bothers. Keep the stats/HAM the same i dont care - but REMOVE wooly hide from the schematics! You might actually start seeing some of this armor get made
1. Shifting States on Armors.
I dont know much about the other bugs, but that one is really bad. Tantel Armor can be a quiet good armor for Armorsmiths who didnt reach Master yet. And i really produce fine ones. But this state shifting is anoying.
Ceearm Wareign
Expert Armorsmith Chimeara
I am relatively new armorsmith,few weeks old, but i dont see any problem with experiments. I use +14.85 tools and +10.2 FR station, no manufacture/research city.
I have failed 4 times on RIS layers/segs, but that was with my craft droid near RIS hermit and so do not count.
I have made over 20 krayt parts, including those uberhelms from 69% segs. One critical on assembly, few moderates on final point into HAM.
Have made over 30 NS pieces, including segment crafting. 2 criticals on assembly, one critical on experiment, 2 moderates in process, numerous moderates on final point into HAM.
Have made over 30 krayt scaled and janta hided pieces, including segment crafting.Two criticals on assembly, two criticals on experiment, numerous moderates on last point into HAM.
Have made like20 normal layers/segments/pieces - no criticals, but **edit** moderates on last point into HAM reducing resists.
I amreally curious, with so much cry over board on criticals. I dont fear making any loot armor, with 1/20 failure rate is normal, i _never_ saw that "good" success, not a single time. Critical, moderate, great and amazing.And amazings are same often as criticals. The only bug is moderate success on HAM is reducing resist, but i also notices reverce process while making krayt scaled pieces - experimenting on HAM also increase special protections, so scaled armor come out very nice resists and HAM.
No skill mods were involved, just master armorer.
1. Armor hole
2. RIS/PSG/Tantel shifting stats
3. Oddities in experimentation**
4. Break composite dominance
5. Make Padded useful for anything but eyecandy
** This includes the the fact that you can up special protection by a few % when experimenting the first point in HAM.
Moderate sucess on HAM exp causing base resist to lower.
Change the way critical fails work compared to amazing sucesses. Amazing gives a very small % bonus while crit fails takes away a much larger %. Balance these and we wont complain about critical fails anymore.
Sometimes you dont get the stats you "should" get. For example using a 27% base segment you might just end up with 61% base instead of 62% even though you used the same resources in the final assembly as last time. This time it had to do with that you used other resources in the layers. Same thing happens with HAM stats from time to time. 3x2HAM layers gives more than +6 to final segment assembly and so forth. My theory is that this might have to do with hidded float numbers where they show integers. (3 1.8% base segments becomes 5.4% which is rounded down instead of up)
1. The stat shifting on tantel/psg's
2. Experimentation (its unpredictable)
3. Critical failures are way too high
4. More armor types/colors/styles (Modern Mabari, Ancient Mabari, New Age Ubese..whatever)
5. Novices should be able to craft any kind of armor. The skill boxes should be granting
styles, colors, experimentation points...etc.
Couple of things.
I would to see some more Species specific armor say trandys can only wear certian things or what not.
Also make it easier and more varations of dying the armor certian colors
So you can buy any armor and get it colored later on.
Also maybe if you could put some sort of emblem or logo or what not into the chest piece of the armor.
Certian guild's could brand their tag or even a Factional based symbol.
Oh and i forgot one very important thing.
NERF bleeds!
Make bleeds go through armor both on PCs and on MOBs. (The way it is right now makes no sense at all)
It is quite silly how one can go and without any fear what so ever solo tusken cheftains and suddenly you go from 1000+ health to incap in a half second because they put some insane 800+ damage bleed on you that you didnt see because you play in 1st person.
It is equally stupid that its more effective to solo krayts, nightsister elders and giant dune kimos rather than to take them out in a group.
Bleeds are the single most imbalancing factor in PvE versus extreemly high level MOBs.
2. Armor Hole
3. Armor Experimentation issues. Specifically failure rate should be linked to you armor assembly skill mod. As master you should only fail/good sucess about 1:20.
4. Master smugglers should be able to choose what stat they want to slice, and should only vary, about 10% from max slice, if they use the best tools. I know it seems like we'd want the business but ATM there's no real way to keep up with people buying 2-5 sets to get 1 good slice, and throwing the rest away (other than jacking up prices till most people will only buy 1 set). This applies to weaponsmiths as well.
5. I believe special protection was supposed to stack on the base resists of armor. If this is true, all armors should behave the way composite does, the specials should raise when you expiriment and bring up the bases.
Hi Guys ! I love armorsmiths. I use armor (I can't make it). It sickens me that some of these dumb obvious bugs are *still* not fixed after 6 months (I mean OMG what a joke - it's just too hard to believe).
From a customer's point of view here are the things that really suck, beyond the OBVIOUS top two for us: armor hole and psg stat shifting:
- Experimentation on condition doesnt work. Yeah in some cases we'd like some special pieces with above average condition (sure lower resists no problem)
- Multi-mod SEA's can't be put into the sockets without losing all but one of the mods.
Also it still bugs the hell out of me that my brand new expensive suits of composite still have grey bracers boots and butts. wth.