Armorsmith Archive
Thread: CURB Armor experimentation oversimplified
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.
Shann0w wrote:
CU has me extremely puzzled.
Combat Medics lose ALL of their schematics
Doctors lose ALL of their schematics
Armorsmith lose ALL of there variability
Aside from Weapons, Powerups are now the most complicated items in the game to craft. Go figure.
Don't forget Rangers and Scout who are NOT considered combat professions and won't get the health point upgrade. Hopefully the Krayt or Night Sister will understand and not hit us has hard as they will the real combat professions.
Wyeth-SB wrote:
Shann0w wrote:CU has me extremely puzzled.Combat Medics lose ALL of their schematicsDoctors lose ALL of their schematicsArmorsmith lose ALL of there variabilityAside from Weapons, Powerups are now the most complicated items in the game to craft. Go figure.
Don't forget Rangers and Scout who are NOT considered combat professions and won't get the health point upgrade. Hopefully the Krayt or Night Sister will understand and not hit us has hard as they will the real combat professions.
What hide/meat/bone does a nightsister drop again?
Besides, 150-200cpu for a hide vs. 80-100cpu for a crate means crates >> rangers/scouts. Sorry guys, you raped me on resources for too long, now you're screwed, just like us.
Blixtev wrote:
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.
As a Shipwright already dealing with this very (dumbed down)system, hand crafted doesn't mean anything. You can only spend points in two lines when making chassis, mass or hitpoints. Fifteen points changes thehitpoints by, maybe 200-400 points, out of 3400. Big deal. Even when the resources are terrible the results don't deviate too much. All handcrafting is going to get you is expensive in game merchandise. EQ2 is a perfect example of this and their crafting system stinks.
I came to SWG BECAUSE of the intricate crafting system. Since the Merchant class has been made nearly useless, are you taking us to an NPC buying/selling system? It seems, from all I've been seeing, that is where this game is headed and that's a real shame. This modified system reminds me of the crafting in Earth and Beyond and we all know what happened to them (may they rest in peace).
Blixtev wrote:
Thula wrote:
So it is finally confirmed in the CU testing, Armorsmiths have seen a creative and challenging profession being reduced to a mining operation. We now have only one line to experiment on (resistance) which means we might as well pour our resources into a black box and get the end product out, the result is given by the resources and loot.
Why does our profession have to be oversimplified? Look around the forum, you will see that the proudest moments for our members are when they managed to juggle the resources, loot and experimentation right to get that elusive high resist / 0 encumbrance piece of armor (usually RIS). Where is the challenge now?
We are not stupid, we like challenges! We like to tweak and experiment, make a small discovery in the crafting that puts us a small step ahead of our neighbor. I say “we” because I am sure there are others that share my sentiments. I am sure that there is a large group out there that enjoy AS because of the challenges it could present, and that is not a target group your Marketing Department should forget…
I can handle new resource requirements, I can handle not being able to wear my own products, I am delighted with all the new armors types. But I am afraid I will be bored to death with this system.
Please Blixtev, give us challenges, give us choices! That is what makes this a fun and interesting game. Give us the opportunity to experiment on hindrances, or some other aspect that makes a difference. And make it a real option! Before the Doc super-buffs there was a real choice and some careful balancing that had to be done during experimentation. Post CU, everyone will be wearing the new clone armors (different appearances but equal stats), that is not very interesting in the long run.
I am looking forward to your reply, respectfully yours
In the first pass of armor we had toned down much of the encumbrance to just subtract from your efficiency stats. There was a choice between encumbrance/protection until the HAM system was pulled near themiddle of our internal alpha. All of a sudden even the modified encumbrance system didnt make sense after we had removed all the old stats. We deemed that if we reasonably expected most combat professions to wear armor they shouldn't have to suffer a massive loss of combat effectiveness. Hence the removal of "encumbrace".
Looking at Protection and Hindrance we see the following pattern(or should). As a smith raises the protection stats, the Base hindrance amounts will also rise. The hindrance system is a built in mechanism to keep players of the correct advancement level wearing the correct pieces of armor. This built in system prevents players from abusing any potential errant items, slicing etc. How does it do this?The combat professions are granted a series of "mitigators" if their mitigator is below the hindrance on the armor, then they suffer combat effectiveness/movement penalties for it. Smiths can push the envelope, however if broken loot drops ever get into the game, this should prevent players from wanting to use them because it would drive their hindrances up. This means we cannot let players experiment on this facet.
This leaves us with Condition and Protection and a much simplified system of armor crafting. This means a fairly straight forward crafting process. I did convert many of the old useless loot drops into a way to enhance armor, as well as modifying one of the RIS quest rewards so it would be useful on all armor, and you can see the Bio-Enhancement slot as well in there. This means much of how "good" a smith is will be judged on how they fiddle with the small add-ons you can put into the crafting. It should be a vastly easier process obtaining these as they now come in stacks.
Just wanted to give you an answer to why encumbrance was removed.
I think this is a really terrible idea. It takes away one of the parts of crafting that is most interesting... the experimentation on different stats is what makes an AS plain and simple.. you're changing it to something similar to general artisan crafting, where the experimenting is just a formality... no choices, not thinking really.
Yeah, so most combat professions will want to wear armor, so now you're making it so EVERYONE will have to wear armor... and there will not be a real downside to it... There should be a downside to it, things are supposed to have their pros and cons, that's what makes the game a challenge..
This needs to be seriously thought through.... You don't have toi make this more simplified for the crafters, and you don't have to make the game easier for the fighters.. trust me, with all the complaining about the CURB, if you have a clue, it's easy enough