Armorsmith Archive
Thread: Armorsmith ISSUES List (Updated June 13, 2005)
CaileSathinor wrote:
They removed the ability to make factory runs of Imp PSGs with the CU.
CaileSathinor wrote:
I don't know. It's one of those things I'm not really worried about right now because I feel there's more important things to push for solving first.
Cool deal, yeah the Health bonus bug is crazy, so instead of working on Armor I decided well atleast let me pump off the best PSG's I can make, only to find out the best way to going about it is if I exploit. I guess the games days are numbered anyway. So many things to fix, yet so little intrest to push them all, I would just take all the issues that are involved, and push it to them. If they see all of the bugs that need to be fixed, and so oh wait that is just a minor error, one that can be fixed pretty easy. It may get things moving alot faster.
What issues are u bringing up, I do hope the list is pretty long to put this one on the back burner.
-VtS-Maddix wrote:
The fact that stats on the Mark 3's are now actually better than the Imp Prototypes, but the Prototypes have the accuracy mods on them, evens out any 'problems' with this anyway in my opinion.
As I would say so also, but when u get a guild asking for 400 units ASAP, what would u do? I explained to them the differnce with the two, and they would rather have the mods on them. So go figure. There are so many things that are broken, its so hard to keep up. I really wish I didnt have to pay for the current never ending Beta version, wish stuff was properly tested b4 release. And yes I know this is actulay "Game intended" but I am more talking about the other issues AS, n the rest of the game needs fixing.
ArmorSmithdoes not get practical amounts of xp for builds now when compared to yester-year.
RIS segment 200 resurces + 3 loot drops = 40 xp ??
Smugglers still get 5 xp : 1 resource and they don't even need spice crafting xp to advance.
Tailors have vanished from the game. They seem to have disappeared after I've paid them for schematics for Armor Padding. Schematics which are not 'no longer used in the game' (and I get an email about this.) [but safely stored in a data droid.]
Gloves, Boots, Belts and other accessories no longer have sockets.
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Armor Decay is way to high. A suit of armor with the best decay prevention slices should take solid abuse by apower gamer for several weeks before needing a repair. (for example 100k condition lost over 132 hours of camping feral wookiees with best slices.) Getting hit once for 312 damage and loosing 500 condition off of 50k is just insane. Personally I do not think the current decay rate should be the insentive to get slices which perserve the condition of your armor. Also, I'd be interested to know for example, given the different types of slices - which is actually the most effective at preserving armor condition. If you pvp vs jedi or m2h types - I think the armor break type might preserve your armor more.
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RIS armor should be hand craftable again. Remove the 'identical' requirement on the armor cores. RIS needs more color choices. It shouldn't be to difficult to give it the full 256 color palate for primary and secondary colors. I don't know about caps for stat mods (since the stat mods are broken) but I would hope that RIS would have higher stat mod caps. Also RIS (and mando for that matter) should have more sockets on average (compared to other armor types crafted under similar conditions.)
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Armor repair should not be based on 'armor kit repair condition' - this is a hidden variable. Armor repair should be based on the kit effectiveness, the crafting skills of the person doing the repair, the FS repair skill and SEA's equiped.
If the current decay system is retained - repair should be most likely to come out with minimal to no decay(given nearly ideal tools), it should be highly unlikely to get a substantial amount of decay. Make a critical failure reversable by a trained professional. (ie, a critical failure takes 25/100000 armor and makes it 0/75000 - then a Master Artisan or Master Armorsmith can try to repair the 0/75000 armor. If they get a crit failure change the condition to 0/62500 ... Allowing for several attempts to repair the armor.
Also armor decay in repair should be a fixed number - not a percentage. This should make very high condition armors all the more valuable.
Layers still take too long to make. From the time you start your run of layers to the time you can actually make a suit of armor is still about a week.
That's way too long, IMHO.