Armorsmith Archive

Thread: How I would change armor...one Master's perspective

Autumn_Dawnfire
Mon May 17, 2004 3:57 pm
#66

and now for a completely different opinion -


I don't agree at all. I don't feel the armor system needs to be overhauled, that developers should have to spend more time "tweaking" weapons to hit a specific type of vunerable damage, that there should be an caps on armor resist short of the current 80% / 90% that are already in place.


This game has not set itself up to the "uber" player the way some other SOE games, have - it's set itself to create "heroes" - not an enviroment where players get their butts handed to them for trying to solo something that gives more then one combat exp.


There's also the matter of creatures with 100% resists - that you simply can't hurt period unless you've got the right profession and the right weapon.


I like the armor system as it exists currently. Composite really isn't the only choice. It never has been - but it is a good one *most* of the time.


The thing is that composite armor isn't what makes other armor types less viable - it's the avialablity of buffs and the length of time they last. 2200+ to a stat for 2.5 hours is what's creates the illusion the armor it to blaim for inbalance - it's not imo the case.


if you actually had to be around a medical professional for more then a few minutes ever two to three hours - it would make a huge difference in both pvp strategy - and pve. Imo you do deserve to have the protection AND the use of specials. For those that see it as a probelm - i submit that the problem is solved if you don't keep buffs when you get beyond a set range of a medical professional. Problem solved.


Composite becomes the armor of choice when you have a doctors or combat medics available - but the encumberance makes it a poor choice when you don't.


But - personally - i like being "heroic" in games and fighting larger then life monsters and odds.. and winning. So i don't see any reason to change a thing. Star Wars has always been about challenging impossible odds and living to tell about it - so maybe you lost a hand along the way.





Ti-Aut Dawnfire
GTF
Helios, Tat
Vevy
Mon May 17, 2004 4:08 pm
#67

wow surprised to see this thread bumped after a month of being dead.


yes the issue of which is the greater of two evils, buffs vs compo, is always gonna be at the center of this discussion


I respect your opinion Autumn, but respectfully, I don't think you really brought up anything new or inventive here.


Compo was the armor of choice even before buffs were implemented...I can attest to this because I've been a master AS since launch and 9 out of 10 players ask for it. Until that fundamental demand changes...armor will remain as it is, a one-type show. Players need a reason beyond buffs and enc to choose another armor type. A bandaid nerf won't solve this one.


As a side note...you can't really just state "Composite really isn't the only choice. It never has been" and consider it a fact cause there's an overwhelmingamount of sales of compo right now that proves otherwise. It's not that other armor types DON'T sell...they just don't sell anywhere NEAR the amount as compo....there will always be holdouts for other armor types, but as it is, compo is simply the pinnacle of armor.


Buffs solve more problems then they create with regards to armor...there needs to be a better solution than nerfing. My personal opinion obviously is expanding armor rather than nerfing buffs because I think giving more options always does more to improve a game, than taking options away.


Nice to see this thread bounced again...we'll see what happens now. lol



Vevy
Master Armorsmith / Master Weaponsmith
sandxor-scylla
Mon May 17, 2004 8:46 pm
#68

I'd defiantely be in favor of a combat revamp that brought a great variety of armors into play. Even if it does mean a Comp nerf.


I'd like to see a system where there was a wide gap between special resists and base, and have 4-5 armor types that each have a different high special resist (stun, energy, kinetic, acid, and heat) for example. Every one of the five major armor types here would also have one of the 5 as a vulnerability. Effect slices would effect special and base resists. Every one of these armor types should take 3 layers, and an armor enhancement so that smiths have more options to tweak the five base models. Crafted layers should have a max base of 5% and a max special of 10%, unlayeredcrafted baseshould cap at like 35% before slicing, so you need 3 layers to get to 50% base before slicing (and probably have a sliced cap at 60%). Special protects should also cap at 40% before slicing and layers so that you need 3 layers to get to 70 (80% after slicing). Triple Layered armor should be so heavy that while you can wear it with doctor buffs and brandy,your resulting secondary stats will be low enough that you are at a special attacks cost and regeneration dissadvantage to those that opt for less heavy armor (and are similarly buffed).


Make armor enhancements that affect HAM (i.e. NS Shardes) proportionally reduce HAM rather than an absolute amount (so they are more viable to use in Helm/Chestplate/Legs).


The result is that the best protected players all run around with either:

1. heavy armor sliced for effectivness that provides 80% resists to one type of attack, 60% base, and 1 major vulnerability. Only wearable with buffs, and witha noticablely high special attack cost and slow regen rate even with the buffs.

2. effect sliced medium HAM armor (unlayred), bearly wearable without buffs (and when worn with buffs regen rate and special attack costs would be essential unencombered) that was 50% base, 45% special.

3. a version of #1 that had lower resists because 1 or more layers were used to fill in the vulnerability.

4. HAM sliced versions of all 3 that offered practical alernatives and advantages to the effect sliced versions.


This would cause players to select one of 5 armor types depending on the opponents they most typically faced. It would give the smith/player team a lot of tweaking to the selected suit (HAM/Effect slice, layered/unlayered, layers to bolster the special or layers to bolster the vulnerability, effect enhacements or ham enhancements).


All armors should have the same number of peices and layers should be able to mix and max armor types (so they might use different armor type and/or different layer configurations for different parts of their body). Most players would like to carry multiple types of armor for different situations but have to make hard choices about inventory space and toolbar slots.


The effectivness of skill based defenses (melee defense, dodge, etc..) have to be lowered (except for jedi's) so that players that choose to deal with the hastles of armors are at a real disadvantage to those that do.


Lastly, life needs to be made a bit easier for armorsmiths or there will never be an inventory of all this stuff on the server. What if armorsmiths can add layers and armor enhancements to armor at the end of the fabrication process? Perhaps even to already completed (but unslcied) armor? So now a smith cooks suits of all 5 armor types and keeps armor enhancements and layers on hand to do the final customization for the customer. The 3 tier fabrication process Layers->Segments->Armor is punishingly slow, and forces the smith to sell the same armor to everyone. How about fewer peices of all armor? If we had 5 types of viable armor with a great deal of variety within each armor type, we would be crushed for factory, storage, and vendor space! As Vevy will tell you (I'm the wal-mart of armorsmiths on our server, bah), and it's simply crushing to drag 100 suits of comp into individual backpacks and offer them up to my vendor (9 peices of comp plus a backpack, plus the crates) means I have to upload in groups of 4 suits (stoping to name each backpack and paste a description into the vendor field for each). Our 9 peices per poduct is a huge disadvantage vs. say a weaponsmith. Let the customer color all armor (maybe with a detailing kit like vehicles or droids). The 4 peices will decay faster which will require more frequent armor purchases.


Keep the GDK for RIS as rare as it is, but make the peices AP2 and somewhat fragile! The owners of RIS peices will have a large combat advantage but will be forced to put their super valuable armor at risk every time they take it into battle.


I know our uber comp is fun guys, but look at the wookies. The relatively humble stats of their armor has made a HUGE difference in their playign experience, and they are great customers because there armor is cheaper (only 4 peices to make) and wears out very fast (only 4 peices to spead the damage around)!





_______________________________
Sandxor, Master Armorsmith
Co-Founder STC Outdoor Bazaar
City of STC (-3692 4907) Naboo, just 1500m from Theed. Scylla Server
www.jimmtanis.com

Autumn_Dawnfire
Tue May 18, 2004 7:08 am
#69

Actually Vevy - i can state that. I just did. The problem doesnt' lie in the set up on the armor at all - armor itself is surprisingly balanced - the more protection an armor type offers the heavier it is and the more difficult using special moves which inflict more damage becomes ( often time leading to using a special move causing more damage to the combatant then several hits from the opponent ).


The probably arises from a revamp in the buff and chef systems which lead to the ability to wear armor with 80% special 64% base AND use special attacks at will. While this was possible with very specific combinations of food / drink / spice and or spices prior to the "fix" to the buff system where then went from being a random factor ( the buffs amount themselves where random and could not be overwritten ) to being consistant - reliable and incredibly long lasting. Now even with that change players still a limiting factor in combat - mind pool. Regen rates for wheren't great - muon gold being a double edged sword. And usage stats simply didn't allow you to special at will with composite armor on - hitting 1500 in focus with a set of composite on was possible with the right buffs, spiceand a the right food / drink combinations - but conderiably more difficultand less available then the state of the game today. There was also somthing you just dont' have now - a timer running. Because of the length of time the food / drink buffs laster you had about 10 minutes of "super mode" if you where using composite armor. You then had to wait aprroximately 30 minutes to repeat the food / drink buffs needed.


During that time you could indeed use composite and special *nearly* at will. But - that's where the difference came in - composite was greatly useful for a very limited time. Never make the assumption that just because you sell a lot of something it's the best out there.


I submit that it is not and never has been the armor that's at issue - there was always a choice to be made. Better resists and with it the ability to tank damage, or lower resists and the ability to use specials. Both methods where viable to a combatant character. One you have to fight longer and do less damage over time, the other you take more damage but end the fight faster.


The problem became full blow when developers that didnt' understand that fine balance started monkeying with the buffs - doc and chef. Suddenly having a 1000 ham set of 90% kinetic didn't have a draw back. Despite the fact that armor that heavy should have you on your knees begging for a fork lift to pick you up.


I think nerfing armor is the wrong approach to take. I'd rather see all styles of armor use be viable again - not more styles of armor use. That ranges from using none at all to using full composite. I personally see that as being better accoplished by trippling encumberances then but reducing resist.


Here's why - i'll use some armor stats that where recently seen - with a 80% kinetic 65% base 995 H 950 A 1000 mind at currently you can with doc buffs you can completely negate the downside of using such a heavy set of armor.


However - if that encumberance where instead nearly 3000 across the board - even well migrated and stat adjusted combatants would barely be able to get the stuff on - and using special manevuers in it would be suicidal. It does how ever leave the armor type viable for those that want to be able to tank - it also might actually causemore smiths to pay attention to more then just 2stats.


I'd prefer that to be one set of armor that really can take it on the chin - but the down side to using it should be the inability to use specials. There was a time when researching foods, drink, spice, and buff effects could let you use composite armor and special at will for a very very limited amount of time. I'd like to see a return to that. I honestly prefered it to the 2 to 3 hours of "super mode".


All that said composite is every where because it's the easiest highest resist armor you can get and has no draw backs under the current buff system - not because it's "best". Best is situational. Truth -master level combatant don'tneed armor at all for most encouters any more if buffed and using brandy. Most continue to use it because they are so ingrained into the notion that they need it. I stopped using my armor - because the buffs make it unnessecary. The only time i need armor is fighting hordes ( deliberately AoE spaming to get everything near me hitting me ), or against "encounter" level mobs like kimogilla, Krayts and on "adventure" worlds.


You've got a new players in the game that have never used mabari, ubese - or basically anything BUT composite. They dont' understand what the drawbacks or what other armor types can do ( of course actually fixing the AR rating to provide some protection vs anything the armors not vulnerable to would be nice ). It's a case of monkey see monkey do.


Keep the resists - reduce the buffs, or increase the encumberances dramaticly.


It's all opinion ( obviously ) so no more telling me what i can and can't say


I can't really support the notion of things like night sister shards having a proportional reduction on ham is the balance point to resist imo.


I think we're on the same page Dewi but approaching it from different angles.


There really only one think i completel disagree with you on - forcing players to carry to multiple sets of armor - without a huge increase in the personal inventory - it's just not practical for a combat character to carry even more then they already do. Loot space is already at a premium. Taking 15 to 20 more slots in inventory to carry the "right" armor for the situation just isn't an idea i can get behind.






Ti-Aut Dawnfire
GTF
Helios, Tat
Vevy
Tue May 18, 2004 10:03 am
#70


Autumn,

LOL I wasn't implying you weren't ALLOWED to say it, only that if you wanted to add to the discussion you needed to actually explain why you felt that way...which you did in your followup


So many people come into these discussions ranting and raving, and never really say anything at all. Glad you posted again.


Let me reply to a few points to start...

"Never make the assumption that just because you sell a lot of something it's the best out there."


How can you say that? Sales are what determines the player's perception of what is the best. I don't see how there's any way to argue that. When a player is standing in front of a vendor with his/her hard-earned credits, trying to decide what to buy...the choice they make is gonna tell you what they consider the best. It's not a question of what I think, even though I've made myself suits of everything and I will only use triple layered compo myself...but the issue is what 9 out of 10 players prefer to buy and wear. To say that means nothing is to say that 9 out of 10 players don't know what they're doing? I don't get that position because demand is directly proportional to application of the product...ie while some players may buy compo for looks and status...the majority buy it because it outperforms all others...hence "best". Now the term "best" is relative to each unique player and their style of fighting...however again, it washes out in the end as there is still a wide gap in sales between 80% compo and the next best seller, kinetic ubese.


"I think nerfing armor is the wrong approach to take. I'd rather see all styles of armor use be viable again - not more styles of armor use."


Unless I'm misreading your statement here, you and I are in agreement it seems. I'm not asking for more armor types. I'm asking for a change in the existing types to make each one more viable. Where we differ is in the approach. You suggest reducing buffs OR increasing encumbrance to solve the issue. I see that as a nerf and here is why...


Since the introduction of buffs, virtually everyone has forgotten where we started on this whole layered armor issue...In the beginning layers were a joke and could NEVER be used. Why? because noone ever could get the HAM to wear it. Among other reasons, this is why buffs were introduced in the first place. So at it's most basic level I have to argue if you lower buffs or raise enc, you're not doing anything more than turning back time and making layers once again useless. It doesn't matter what level the numbers are at...if we're talking 600 HAM compo with 500 HAM stats, or 1200 HAM compo with 1000 stats, you're still not wearing it and it's the same end result.

So for me the arguement on lowering buffs and raising enc sorta stops there. NOT because it's a bad idea in theory, but because so far noone has offered a solution that DOESN'T send us flying back to the stone age. The fact is compared to now, armor sucked back then and NOONE wants to go back to 30% compo even if it WOULD balance the game...why? because it's not fun to get your @ss handed to you and we play this game for fun, not for realism. So to end this point, I'm open to the idea and would support it if it was actually constructive and not just another swing of the nerf bat.


That is why I offered a completely different approach. You touched on it briefly but went down a different road. You said it yourself "Suddenly having a 1000 ham set of 90% kinetic didn't have a draw back."


You're blaming buffs and enc for the armor problem, but you're ignoring that there are two factors involved in this issue here...1000HAM AND 90% resists. Adding much greater vulnerabilities to each armor type effectively negates that 90% resist WITHOUT touching buffs and enc...and that would also solve the issue.


The other issue is your final statement pretty much sums up your position I think and it gives insight into your motivations."Loot space is already at a premium. Taking 15 to 20 more slots in inventory to carry the "right" armor for the situation just isn't an idea i can get behind."

I read that and I see someone arguing a position because he wants to turn his char into a shopping cart capable of carrying mad amounts of loot...but are you really arguing the issue objectively or are you just proposing changes that would simply work for you? Thearmor problemshould NEVER be swayed by how much space you have to carry your loot. I'm sorry but I really see that as a ridiculous arguement, not wrong btw...but scary ridiculous. If the worst thing players have to deal with is limited inventories...then so be it. Let's also not forget buffs only last for 3 hours and in that time most players tend to go to one dungeon or area, and duke it out for the whole time. So you wouldn't be carrying around 5 suits of armor (except maybe in PvP), you'd only need to carry the one you need for that one dungeon or area. I'm sorry but your ability to carry 60+ loot items is not a valid consideration IMHO...if anything I think that would be a great side effect because it might limit camping if people couldn't carry as much loot...giving more people a crack at key mobs.


the bottom line is the devs have added ALOT of content that relies heavily on buffs, so removing them is not going to be an optionunless they're willing to go back through and undo all the uber mobs they've put in. I don't see that happening so from my perspective buffs are here to stay. We need NEW solutions to the problem that expand the game rather than limit it. The armor types are already in the game but until eachtype can reach 80% resists in certain areas, they won't be used on a wide scale...and likewise as long as compo can reach 80%+ in ALL areas, the majority of players will never wear anything else.

Message Edited by Vevy on 05-18-2004 01:05 PM



Vevy
Master Armorsmith / Master Weaponsmith
auso
Wed May 19, 2004 12:22 pm
#71

After some heavy thought, and some research. The clear winners will be the Armor smiths, Weaponsmiths and Docs. IE the people who drive the pvp indusrty. Armor obviously, Weapon, and DOCS for buffs. While reducing something in one area you are gonna see a surge in another. Lower protection meaning having to group is good for the role playing theme. But this SWG game as of today, is LOOT driven. Now it takes 1-2 people to solo a krayt. If it takes 5-7 people in the future, then who gets the loot. Bad enough the games mechanica are horrible when it comes to risks vs rewards, but if changes like these proposed go into effect, it will get worse not better. Bad enough with the economy as it is, that a lightsaber cost 14-20 mil credits. Weapons that do massive amounts of damage, "Stun". loot drops that magnify the damage. these ackly bones, tissus, cubes etcc. If you lower the stats on the top armor, since armor, weapons, most crafting professions the best things come at master level, are we gonna trickle down the effect of the lower armor, make weapons less damagable. How can we fix this without causing a ripple in the force. PVP today is alot better then 6 months ago, when 1 flame hit, and you are toast, or a tkm kd2, you, 1 time and fights over, takes better strategy. I would rather fix the professions that are not working, then trying to re-configure one that is doing very well. I rather have new features than toned down old ones. I have read of different armor for different professions. BAD idea. All that means is the die hard rifleman or tkm or fencer, if they dont get the armor they like, 1, they will stick with it, 2, if bad, will go to the FOTM profession to get the armor. If we nerf the armor down so comp is on par with ubese, Then ubese will be the uber armor everyone wants. where will it stop. Are we gonna drop buffs down even more? ONCE again the most overpowered professions today dont wear armor Rifleman / CM. worst case a helment, that is it. By reducing the % of armor wether all or just comp, who will actually benefit.


People on Tempest dont pvp much, unless really something to do. Bases, so buggy, CM area poison/disease/std's whatever, ruin anyones time at it. Why buff, to get my 80% armor on, to go out and get killed by someone throwing poison form the basement of a base. There is no fun at all in the game other than attempting to go after big time game. Groups are a pain in the arse, to get organized. Since this is a massive mmog, with different factions, it seems to be forcing us to do things that SOE has designed the game for use to not do. But to end all my comments with this.


1,. I played COH, have to tell you, if swg was simular , we wouldnt have these issues. IE PVE 24/7. us people against the machines. Introduced pvp later. But the drawback that COH has, SWG will have if they continue to make it harder, is that in COH, you are forced to be in groups to advance. period. BUT COH has no loot, money isnt a issue, and no pvp.


SWG created this monster, that i love. But lately with nerfs, stuff randomly happening in the game that they dont understand. IF THEY DIDNT WANT IT IN THE GAME, THEY SHOULD HAVE KEPT IT OUT THE GAME.


how hard would it have been to give a beta idget, all uber resources to see what the max can be made out of anything, wether buffs, armor., weapons, whatever. instead of 1 yr later, deciding to take it out, i dont understand.


The true people that will benefit will be crafters, docs. maybe scout/rangers.

if stuff is weaker, people die quicker, need to rebuff,, armor wearing down, need new armor, organic resources cost more, prices go up. Docs see new market of people dieing, raise prices, endless circle, bad enough back in the day, you could get hit 2-3 times and you were done. 40% comp or not. i dont want to go back to that. Lets move forward, not backwards.


wousaaa

Auso Master Tincan maker Tempest

P.S. IF THEY DIDNT WANT IT IN THE GAME, THEY SHOULD HAVE KEPT IT OUT THE GAME.


/rant off

/drink coke

/have smoke




--
Rippley Aliens H4KD

Team Haxxord
--
auso
Wed May 19, 2004 12:23 pm
#72


After some heavy thought, and some research. The clear winners will be the Armor smiths, Weaponsmiths and Docs. IE the people who drive the pvp indusrty. Armor obviously, Weapon, and DOCS for buffs. While reducing something in one area you are gonna see a surge in another. Lower protection meaning having to group is good for the role playing theme. But this SWG game as of today, is LOOT driven. Now it takes 1-2 people to solo a krayt. If it takes 5-7 people in the future, then who gets the loot. Bad enough the games mechanica are horrible when it comes to risks vs rewards, but if changes like these proposed go into effect, it will get worse not better. Bad enough with the economy as it is, that a lightsaber cost 14-20 mil credits. Weapons that do massive amounts of damage, "Stun". loot drops that magnify the damage. these ackly bones, tissus, cubes etcc. If you lower the stats on the top armor, since armor, weapons, most crafting professions the best things come at master level, are we gonna trickle down the effect of the lower armor, make weapons less damagable. How can we fix this without causing a ripple in the force. PVP today is alot better then 6 months ago, when 1 flame hit, and you are toast, or a tkm kd2, you, 1 time and fights over, takes better strategy. I would rather fix the professions that are not working, then trying to re-configure one that is doing very well. I rather have new features than toned down old ones. I have read of different armor for different professions. BAD idea. All that means is the die hard rifleman or tkm or fencer, if they dont get the armor they like, 1, they will stick with it, 2, if bad, will go to the FOTM profession to get the armor. If we nerf the armor down so comp is on par with ubese, Then ubese will be the uber armor everyone wants. where will it stop. Are we gonna drop buffs down even more? ONCE again the most overpowered professions today dont wear armor Rifleman / CM. worst case a helment, that is it. By reducing the % of armor wether all or just comp, who will actually benefit.


People on Tempest dont pvp much, unless really something to do. Bases, so buggy, CM area poison/disease/std's whatever, ruin anyones time at it. Why buff, to get my 80% armor on, to go out and get killed by someone throwing poison form the basement of a base. There is no fun at all in the game other than attempting to go after big time game. Groups are a pain in the arse, to get organized. Since this is a massive mmog, with different factions, it seems to be forcing us to do things that SOE has designed the game for use to not do. But to end all my comments with this.


1,. I played COH, have to tell you, if swg was simular , we wouldnt have these issues. IE PVE 24/7. us people against the machines. Introduced pvp later. But the drawback that COH has, SWG will have if they continue to make it harder, is that in COH, you are forced to be in groups to advance. period. BUT COH has no loot, money isnt a issue, and no pvp.


SWG created this monster, that i love. But lately with nerfs, stuff randomly happening in the game that they dont understand. IF THEY DIDNT WANT IT IN THE GAME, THEY SHOULD HAVE KEPT IT OUT THE GAME.


how hard would it have been to give a beta idget, all uber resources to see what the max can be made out of anything, wether buffs, armor., weapons, whatever. instead of 1 yr later, deciding to take it out, i dont understand.


The true people that will benefit will be crafters, docs. maybe scout/rangers.

if stuff is weaker, people die quicker, need to rebuff,, armor wearing down, need new armor, organic resources cost more, prices go up. Docs see new market of people dieing, raise prices, endless circle, bad enough back in the day, you could get hit 2-3 times and you were done. 40% comp or not. i dont want to go back to that. Lets move forward, not backwards.


wousaaa

Auso Master Tincan maker Tempest

P.S. IF THEY DIDNT WANT IT IN THE GAME, THEY SHOULD HAVE KEPT IT OUT THE GAME.


/rant off

/drink coke

/have smoke




--
Rippley Aliens H4KD

Team Haxxord
--
DrClawX
Thu May 20, 2004 4:33 am
#73

One of the problems i see is theres not much low/mid grade armor being produced, people jsut grind through that part of the profession. I used to make a lot of low/mid grade padded, chittin and mabari because i had too to gain experience points in order to advance in my chosen profession which happend to be making armor, as well makeing money and reputaton. Also it was along time ago when macros wernt well known and i sure wish i knew em on those last few skill boxes heeh.


Not that some armorsmiths dont take advantage of a mid lvl player market, i usally make some cheaper stuff when i find the time to. An example which would probably be around 45-50%ish composite and a 10k a piece. But anyways novice/mid lvl armorsmithsshould be making product for low/mid lvl players, selling chittin on the bazzar is pretty decent cash for your skill lvl. Blah blah blah


IMO nerfing armor from max 90% to 50% is retarded, ok so it wasent intended to work that way guess what it DOES work that way.


Although i could see a system where you could have 90% energy vs low lvl weapons (eg...scout blasters) and 50% to lets say stun and acid which higher lvl weapons would do. And say a rifle suchT21as would do energy with armor piercing negating most energy resists to say 50% value.


Damage mitigation will probably betied into the armor u wear ie nov marksman gets gets +5 damage mitigation form bone armor or something to that effect.


Also instead of fixing existing armor there should be more focus on new armor, im sure st armor and some form of rebel armor is going to be craftable soon toowhich is cool and im looking forward to it.Epic questarmor (RIS, Mando) is cool too but is not for everyone. Mabari is for noobs, Idont go kill high lvl mobs with a with a dll44 metal pistol now do I. New desireble, obtainable armor is needed to keep a fresh look to the game, not to mention new cloths etc....... Actually i would grind high lvl mobs with a dll 44 metal pistol hmmmmmmmmmmm ok lets say i shouldent be able to do above statement. LOL


Oh yeah ive been grinding as since day one err 2 wheres my jedi???????? lol....


PhoenixOrion
Thu May 20, 2004 11:40 am
#74

Hi Vevy! Love your armor!


Like I suggested in another thread, i think there should be armor for specific professions. It's silly to see everybody and their brother (and sister) running around in Composite Armors. Even Jedi! So really, there should be 3 types of armor smiths could make: 1) normal armor. Everybody can wear this. Perhaps Padded or other current or even new armors. 2) Faction-Specific armor. Stormtrooper armors or Rebel Armors. Let players craft them. Only those of the armors faction can wear it though. 3) Profession-specific Armors. Like make a heavy armor only Commandoes can wear, make it comp. Make them slow while wearing it in speed, like they can't run. Make Rifleman a sort of guile-like armor where they can snipe people from afar, but it has crappy protection. Give Carbineers and Pistoleers a medium, soldier-like armor. Etc.


I've been tossing this idea around alot recently...some people say it'll hurt the Armorsmith profession. I cry foul and say it will not only help the profession, but help others who really need something else besides the armor to help them.



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Vevy
Thu May 20, 2004 6:27 pm
#75

thx for the compliment, I do my best


That's an interesting idea but then you'll have people whining because commandos have some "advantage" with their "special" armor and how they don't need it and then what about the poor little carbineers? I spent 7 months cursing that profession til I finally caved and went TKM...lol


Anyone that says changing armor will hurt AS's is only thinking about their bank acct, pay them no mind. Right now all the money is in high-end compo and if other armor types actually became useful then the best compo AS's would lose business or else have to stock resources for every other type.


I'm not worried, we make more money than any other profession right now and I think it would be a welcome change to see other armor types improved and useable. I wouldn't care if they made bone the best kinetic armor...I'd layer the sh!t out of it and I'd be running around with the sexiest set of bone you'd ever see...lolIt'd be nice to have different options that could match compo's 80% on certain resists, just as long as each one had inherent weaknesses to counter that 80%. Quite frankly I think most of us are tired of crafting compo but there's little reason to craft anythingelse, other than UbeseATM...my only fear is the nerf criers will win once again and the devs will simply take the easy way out and nerf compo without adding to anything else. *cries*


See what THAT does to the AS profession then...lol





Vevy
Master Armorsmith / Master Weaponsmith
Homer_J_S
Fri May 21, 2004 9:27 am
#76

Being an armorsmith for a very long time now, In my opinion is the key to composite being such an over used armor is that it's ability to have 3 layer slots. I can do some pretty amazing things with compositeit's because of my ability to use 3 layers.


I would suggest that if the dev's want us to make more of the other armor; just give me the ability to have 3 layers in every type of armor. But of course of the nerf mentality of SOE they're probably going to take awayonelayer slots on composite . Just like they did with the pistol nerf.






Jettli (Retired-Master Armor Design)
Rodeo Drive®
2 N. Main Brenn, Naboo 90210 Shadowfire
Ouitdee
Fri May 21, 2004 10:17 am
#77


I've read similiar responses about changing the way armor affects not only sub-stas but also our modifiers in combat. I guess you could you would call hinderence.


I don't see any problems with the current resistswith armor or anything wrong with doctor buffs that are being used. The problem is that armor doesn't effect our modifiers, but only sub-stats.


Just imagine a TKA using high resists armor, but speed is reduced, damage is reduced and accuracy is reduced. But they won't take as much damageversus a TKA with no armor getting their normal damage range, speed and accuracy.


So what do you want high protection or better accuracy as a pistoleer?


Why does everyone want high protection? Because AS can make and we don't really suffer any major penalties from it.


I think this one change would change game dynamics a lot and for the better.


So basic idea is to have armor effect our modifiers....



=========================================================
Karson
Kauri Rebel
Pistoleer/exCM/Merchant
www.northlangaming.com
"The man in black fled across the desert, and the Gunslinger followed."
Xeranx
Tue Jun 22, 2004 8:22 am
#78

Bumping this because it's a sound idea that should be seen.





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