Armorsmith Archive
Thread: CURB Armor experimentation oversimplified
1M1Alex wrote:
Wyeth-SB wrote:
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.
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.
Point being that you cannot participate in what you were able to before because Ranger/Scout won't have the health hit points to survive encounters.
I've worked for many Armorsmiths gathering resources for them at THEIR prices which were typically 25-50 cpu. I didn't charge them this they TOLD me what they were paying. If you paid more than that, you screwed yourself.
Lumping all Scout and Rangers together and assuming we are out to defraud the player base is ridiculous.
1M1Alex wrote:
Wyeth-SB wrote:
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.
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.
It's been my observation that the crafters have set the prices on creature resources, not the scouts/rangers. If you're sore about it, blame your competitors for bidding up the prices on such resources.
Another observation, there seems to be different devs working on different crafting aspects of the CU. This may explain the schizophrenic nature of the crafting changes: Docs/Medics/CMs lose all crafting, WS crafting actually gets more interesting/challenging while AS, SWG's premier crafting profession IMO, gets dumbed down worse than SW. Are these Devs talking to each other, or have they all been given carte blanche to do whatever they want within their respective crafting areas?
A little consistency might be nice.
Slim Vargo, Corbantis
Message Edited by shrewdfarseer on 04-08-2005 05:19 PM
The resource thing is/was a big pain, having to juggle all the different types but you did need to be somewhat skilled.
Sorry guys and gals. I hope you get some of the sophistication back in before this goes live.
*buys some weaponsmith stock*
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.
Ajo79 wrote:
I think the current system to craft armor is very fine. I don't see any need tomodify it. Simplifing the system is not the way to go. It should be an art to make good armor.
Can I please have my 20 millions back I spent on Armor experimentation tapes back?
We were anticipating a change with armor. There's been lots of talk for months and months. Some drastic change was not unexpected, considering that the foolish devs did not anticipate players being able to make the great armor at this point in the gaming cycle. I just expected protection and resistance maxes being capped at low percentages and making experimentation much harder.
bluejanus wrote:
Ajo79 wrote:
I think the current system to craft armor is very fine. I don't see any need tomodify it. Simplifing the system is not the way to go. It should be an art to make good armor.
Can I please have my 20 millions back I spent on Armor experimentation tapes back?
We were anticipating a change with armor. There's been lots of talk for months and months. Some drastic change was not unexpected, considering that the foolish devs did not anticipate players being able to make the great armor at this point in the gaming cycle. I just expected protection and resistance maxes being capped at low percentages and making experimentation much harder.
Yeah i just dont get that. How in the world can a group of full grown addults supposedly educated ones at that not know full well that if they gave us a system where we could experiment base all the way up to apx 75% after the resources spawned enough for us to get near perfect ones and not expect us to work towards that goal.
Then they also added slicing to this and didnt know when they designed the system that we would get 100% base at some point???? (remember they had to go in and cap this into the game when they realized it)
Really how can they expect us to belive they have an IQ any greater than my dog (he is a very smart dog though) when they have displayed such an inabilityt to think through the natural progression of the systems they develop and impliment