Armorsmith Archive
Thread: Top 5 things that you want fixed
Here's my list.
1. Make armor more useful in battle than a rancor pet
Who's going to buy armor when their pets take all the shots?
2. Make armor's effectivness simple enough for a newbie to understand
As it is right now the system is very cumbersome. People can't shop for armor because they don't understand what it does. The armor should just have numerical ratings for what it protects against, for example on a scale of 1 to 10:
Kinetic 1; Heat 2; Blast 7; Energy 3; etc..
The best armor would have high marks in all. Behind the scenes the equations can do whatever, but the systemshould be much simpler to figure out what armor does what. Not everyone plays an armorsmith.
3. Master Armorsmith should have the ability to combine gloves, helmet, boots, etc into a single armor suit.
I hate having to put each item on individually. It would be much simpler to sell a full suit than to keep trying to sell individual pieces.
2. Make armor's effectivness simple enough for a newbie to understand
As it is right now the system is very cumbersome. People can't shop for armor because they don't understand what it does. The armor should just have numerical ratings for what it protects against, for example on a scale of 1 to 10:
Kinetic 1; Heat 2; Blast 7; Energy 3; etc..
The best armor would have high marks in all. Behind the scenes the equations can do whatever, but the systemshould be much simpler to figure out what armor does what. Not everyone plays an armorsmith.
Oh no, please dont! Id rather the devs spent their energy on actually educating the population in the obviously hard sience of understanding percentages. (Its not that hard really)
theres only one main thing I would like to see fixed with armor....
the double decay issue. Armor should be like weapons and have no decay on death.
Moderate success when experimenting ham on layers are worse than critical failures and can not be recovered no matter how many experimentation pts you have,,,,
Nothing worse than having a layer 3/3/3 go to 20/2/4 because of a moderate success....
My biggest issue is Wooly Hide! There is never enough of it. Every armor type I've made for months requires it. Please put in a couple more big critters that drop wooly hide, and lets see some quality stuff come out!
On a side note, anyone know what drops wooly hide on lok?
Meiglyn
/cheer jaato!
#1 and 2 weren't in the same order I would have chosen, but I'm happy with the top 5list, as both a crafter partnered with an armorsmith, and a fighter who uses armor. Job well done, my friend.
We should submit a couple of lists. One with bug fixes and the other with what armorsmiths want for their profession as far as new content and modification of current content goes.
There's my $.02...
Miltant wrote:
The only time I've had trouble with experimentation was on Adv. Mabari Segments. If I use anything *other* that 2 exp points at a time in the same line then I'm guaranteed a moderate success or crit fail. Literally. I tested over 100 segments experimenting all combos I could, from single exp points to 1 in 2 lines (total 2 used) to 8 used in a single field (moderate success all 5 times I tried that). But with 2 exp points in the same line my fail rate was maybe 1 in 20 and 17-18 of the other 19 tries were great successes.
....
The same thing happened to me. I like to use 7 experimentation points at a time, because an amazing success results in the equivalent of a great success with 8 points. Majority of the time (maybe 17/20),I get a great result with a rare amazing and an occasionalbad result. But with the advanced mabari segments I got the dreaded good, critical and moderate on 18 straight attempts. However, whenI reduced it to 2 points per experiment, it worked normally. This can't be a coincidence. I know advanced mabari isn't an especially popular armor, so this may have slipped under the radar, but there is definitely a bug. Not a massive priority, just seconding the above.
This threadmay have already beenwrapped up, but my prioritized list would be...
1. Fix shifting stats
2. Allow armor coloration after creation (don't care if it's by tailors, armorsmiths, whatever.. don't care if it's a one time deal or color can be changed repeatedly). Not only will this help please customers by giving the exact color they want, but it will reduce the pain of assembly/experimentation failures because you could actually use one schematic and not have to hand build special color orders or waste resources ondifferent colorschematics for what is essentially the same thing.
3. Give armor typesother than advanced ubese and advanced composite a reason to exist.
4. The armor hole (I'm not convinced it still exists, but if it does, it definitely needs to be fixed for real)
5. Give us something new to craftthat doesn't require one in a million creature drops. (faction armor would be cool)
Phup -- Valcyn's top provider of wookie skin rugs and invisible armor (recommended by the emperor)