Armorsmith Archive

Thread: Getting to know you and your profession.

Srednii
Sun Sep 12, 2004 5:56 pm
#92

hmm, Can we get PSG's fixed once and for all? They've been half broken for long enough IMHO.



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Fuddleduddle
Sun Sep 12, 2004 6:42 pm
#93



Octali Isir on Radiant
Master Artisan
4thearth
Mon Sep 13, 2004 12:35 am
#94

My biggest want may be more of a general crafter need, but that is a better way to store resources. as a armorsmith of several months i have aquired a ton of resources but in order to store them until i can find good resources for every thing in the armor set i have filled small houses and i am always struggling with bank and packs. not to mention the limited amount of slots i have left forharvesters.


So my sugestion is to make resource containors that will take up only 1 inv slot but allow 20 slots of steel, or hide, etc. to be put in them. And not to be greedy but if they could look differently for metals, chem, organic for easier visual organization.


or aleastmaybe increasing the stacks from 100k to 1000k.



tundrra,
Master ArmorSmith
Mayor of NORtopia on Corellia, Ahazi server
*NOR/ NewOutRiders
Virtuell
Mon Sep 13, 2004 1:43 am
#95


Greetings Tiggs


Some points I think would be in place for the armor crafters.



1. FS exp is kind of warped into mindless grinding and destruction of your own hand. (with this I think there will be many going to use 3rd party automatization program for crafting, which isn't good).I did one exp. conversion and as it is now it won't happen again.


2. Craftable factional armor - Mainly for the feel of the game. But it must be competitive with composite, if not - no one will use it. If possible not only juststormtrooper armor, but have Scout trooper armor etc added to (and ofcourse rebels should have similar types)


3. Craftable lightsaber resist layer would come in handy since it has become Jedi Galaxies instead of StarWars Galaxies.


4. Belt for armorcrafting [+5 AS assembly, +3 AS experimentation(or +5 since the prices for tapes are insanely high)]. Not a bandolier since the backpack is needed to store materials in due to the poor storage capability in the game.


5. Fix the glitch in Ubese Shirts so it will take AAs again.


6. Get the PSGs to work.

Message Edited by Virtuell on 09-13-2004 10:46 AM




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thessa
Mon Sep 13, 2004 2:22 am
#96

Two issues with RIS: Please make it something people will actually use and not store in a house for display by giving it better defenses. Also make the RIS layer more useful by giving it a higher cap on base and a better forumla overall. With near perfect resources for these layers the cap is still at 4%.


Make PSGs and Padded Belts actually protect.



Akag Starrange
Eclipse
Eriwulf
Mon Sep 13, 2004 4:51 am
#97


Nemodian Bird Cage:

I would really like to have the Nemodian bird.AFAIK the art team did not have enough time to finish the art, animation and soundon the bird before they launched the game, thus no bird in the cage. But as it stands now, the bird cage is used in decoration and such, so it would be good idea to have 2 versions of the cage, 1 with bird and 1 without. Or make the birdBE crafted/CH tamed.


Speeders:

Some more speeders would be nice. Also a new system for crafting the speeders, the current system looks like it were rushed in a hurry to get vehicles out. The system they have created for shipwrights in JTL looks promising. Maybe they could expand it to vehicles, with customization,different engines and such.


-eliza
Mon Sep 13, 2004 6:24 am
#98

Tiggs,


I am relatively new to SWG, and have worked diligently toward becoming an excellent armorsmith. I hope that I can shed some perspective on the wasteland that is the not-quite-maste armorsmith, as I recently was.


Basically, while I agree with Boooozark (gentleman that he is) that older crafters need to retain the advantage that long service acquires, I believe that it must somehow be balanced with the need to leave some room that can be filled by the up-and-coming armorsmith, and by the master armorsmith who has not been around long enough to have a full stock of uber resources.


As a new-made master armorsmith, I looked at the market for comp, and decided that it would be very, *very* difficult for me to compete with older 12-point smiths who could afford to mass-produce comp with reasonable amounts of effort. After putting together a complete stock of the resources to make high-quality padded, and expectly the market to be small, I find that the market is *very*, *very* small. The few who have bought my armor are those for whom fashion is supreme. So, as others have echoed, the various armor types have to be rebalanced.


Herewith are some specific suggestions along these lines:


/1/ If implemented, please implement this very carefully. Allow some currently-fixed constants to float with use/disuse. Very slowly, oven time, if some type of armor is rarely being crafted, or certain experimentations are not being used, the associated constants float upward. Example: Let's say that on Starsider, in the last 60 days, only 1% of the armor being crafted is chitin. Its associated constant would float upwards a microscopic amount so that if this goes on for a month, you can get higher resists or lower HAMs. Eventually, it will be profitable for someone to make some chitin. The interesting thing is that the balance point is found automatically.


/2/ I'm not close to selling sets on a vendor yet, but it looks to be an onerous chore. I suggseted that Master Artisans (not AS) get a schematic to created Boxed Sets. The Boxed Set schem has 8 optional slots that can be filled with any factory-stamped or loot-stamped item. So you can manufacture boxed sets of any craftable items. An AS can create a schem for a boxed set of armor, drop it in the factory, and come back to find factory crates of boxed sets of armor. A Box Set's examine (somehow .... this is the tricky part) lets you see the stats of each item inside. A Box Set's radial menu has an Open which opens the boxs and removes all the pieces all at once. Tailors might want to create Box Sets of clothes that match.


/3/ Bite the bullet and provide several options for artwork for each armor piece. Having a lot more variety in armor appearance -- even in the same class -- would increase demand for hand-crafted vs factory-crafted armor. It would not hurt the older smiths (they'll make money hand-crafting really high end pieces), but create a hole that younger smiths can fill. An interesting twist to this might infuse some life into the ID profession: Make it so that AS can only craft the existing shapes, but that an ID can tweak the *schematic* into an alternate shape. Smiths would find some ID friends *real* fast.


/4/ Allow crafting of synthetic hides. The schem would let you take 1 unit of*any* hide, and 2 units of any metal, and create one synthetic hide of a type chosen by the crafter. (This could again be Master Artisan or Master Tailor .... prob better than giving it toMaster Armorsmith). So, in a pinch, I could created synthetic Dath Leathery Hide from other materials, but it won't be uber. The stats of the synthetic hide would be 80-90% of the stats of the raw ingredients. Uber hides would still have to be harvested, but this would provide for a decent balance between hunting and crafting.


'Eliza Turing

Master Armorsmith, Specializing in Padded Armor

Imperia valens, Lok, Starsider




'Eliza Turing
Master Armorsmith
Dressed 2 Kill
-432 -5500 Coronet, Corellia, Starsider
Guruweaver
Mon Sep 13, 2004 6:56 am
#99



Eriwulf wrote:
Nemodian Bird Cage:
I would really like to have the Nemodian bird. AFAIK the art team did not have enough time to finish the art, animation and sound on the bird before they launched the game, thus no bird in the cage. But as it stands now, the bird cage is used in decoration and such, so it would be good idea to have 2 versions of the cage, 1 with bird and 1 without. Or make the bird BE crafted/CH tamed.
Speeders:
Some more speeders would be nice. Also a new system for crafting the speeders, the current system looks like it were rushed in a hurry to get vehicles out. The system they have created for shipwrights in JTL looks promising. Maybe they could expand it to vehicles, with customization, different engines and such.



I don't know this to be true, no secret knowledge is what I'm saying, but my opinion and feeling is that we'll see ground vehicles get the same treatment that space vehicles get.

Dunno. Just a guess.

Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Korlan
Mon Sep 13, 2004 11:41 am
#100



in my mind, Our profession only needs a little over haul, no big changes, just little ones...


Things that I like, that I feel are GOOD and only make our profession STRONG are the following:



  1. Speeders (THEY ARE A GOD SENT)

  2. Power Ups

  3. Repair Kits

  4. Personal Harvesters

  5. Bone Armor

  6. Master Artisan Components

  7. Chef Foods

  8. Clothing

  9. Fireworks (great for store openers or events)

  10. Fishing Poles (although they don't really sell well)

The BAD... we have a few items that serve no purpose at all.. these items add nothing to our profession nor to the gaming compunity at all.



  1. Creature habitats

  2. Nemoidian Bird cage

  3. Chance Cubes

  4. Dice (all types)

  5. CDEF Weapons (I always hated that name :smileysad

We could USE:



  1. More Speeder Options (maybe something that require Master Artisan components, and not loot based :smileymad

  2. "Better" Weapon Options (not asking to break into the WS trade but something useful would be nice lol)

  3. Personal Shell Fish Harvestor (we got the toolnow letsback it up)

  4. More control over Power Up results (the random factor can be a pain)

  5. Bonus to Repairs (this could add a little flavor to our profession, we be like the TV repair guy, we don;t make it, but we can fix it :smileywink

  6. Speeder Repair Kits (so we can fix disabled bikes, should only be useable by Artisans, give us the edge :smileywink

  7. More Bone Armor Options (I would like to see more color & layer options)

Thats all I can think of at the moment, if something else pops to mind I just come back and addit.





================================================================
Korlen Ti'Phesh - Elder Jedi (Unlocked 09/01/04 finished 04/02/05)
Meikea - Elder Bounty Hunter
Shiyal - Trader (Structures)

Vendors at 5669, 4134 Fort Kryat, Tatooine.
What the hell is an Aluminum Falcon??

Cafa
Mon Sep 13, 2004 1:29 pm
#101

Think about this over the weekend...


I also wanted to mention that I FEEL crafters, and particularly ARTISANS, get the raw end of the creative deal with developers.


Our missions, what there were of them, were based upon weapon strength. There is literally NO way for a crafter to become FS without being a fighting profession or having one helluva guild to support him (I am the later with Fivo). Added onto that, there is just no crafting content in the game that comes close to the intricate nature of combat missions.


Fix that please Tiggs!


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

VendtDarkfell
Tue Sep 14, 2004 5:00 am
#102

Artisan is an entry-level class and should be given entry-level responsibilities. Allow Artisans to "grind" by creating components for their off-shoot professions. New Artisans should be able to gain xp by crafting "bricks" for architects, for example. Some of these items are already in place (i.e. fiberplast panels for Tailors), but they are either not useful without experimentation (i.e. droid batteries), inconveniently unstackable (aforementioned fiberpanels), ordon't give the XP payout that other "grindables" do.


If a method could be found for stacking non-experimental products in a "non-factory crate", Elite professions would be less reliant on factories and more likely to employ various artisans, creating a trickle-down economy of sorts. These "stackable" components would also reduce database strain.


Giving the same xp bonus as "practice mode"for these components would assure that they become the best way to advance in one's chosen profession. Crafting products then becomes a job instead of a grind.


Daz Darkfell (Intrepid)
Urgra
Tue Sep 14, 2004 7:04 am
#103


Masen said:


"Ok, first off, Artisans get a TON of items at master...but most are useless aside from parts for other crafters. An artisan's ONLY profitable item, is a speeder. And all speeders are alike. They all go same speed...Only variation is durability. So, first off make speeders more complex, much more. Chassis for durability. Engines for speed. and, if the engine allows it, steering mechanisms for maneuvering. (a low maneuvering, and your swoop could end up doing circles if you try and turn while taking off, etc. Like a real rocket bike would act, IF it were real). If not... well, 2 parts is better than one big lump. Catch here, is you need the required number of engines, plus a chassis."


To my knowledge, this is not so. The Landspeeder is the slowest, the Speederbike is next, and the Swoop goes the fastest, unless my perception of time and distance is way off (in which case, please tell me so I can see a Master Doc!!).





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Urgra (on Tempest): Attention deficit lizard, she doesn't know what she wants to do.

Chyann (on Bria): Master Tailor, Master Merchant, working on Mastering ID (in that order of importance to me)
Ok, so I dropped Chef. I just didn't like it. Leave me alone!
Urgra
Tue Sep 14, 2004 7:36 am
#104


Sorry if this is a double post -- the interface seems a bit glitchy.



Kalano said:

"6. Ok, here is my final pipe dream, Make Master Artisan a requirement for Advanced Vehicle Engineer, ie: combat ground vehicles, multi-passanger vehicles, mobile homes like the Sand Crawler, Repulsure lifts like the Snow Speeder. HINT HINT HINT.......am I being to sudtle "


I have been dreaming of a vehicle engineer/car mechanic profession for months!! I am so happy to hear another person mention it.


To add to you suggestions: have this profession be able to give special mods to vehicles (e.g., speed, etc), allow droid engineer components to be put in specialized vehciles so that these professions work together (see suggestions below), vehicles that used legs, vehicles with added armor (components from armorsmith),and vehicles that had auto defense targetting (components from weaponsmith). That way, the Master Artisan has a market -- all basic speeders for newer players, yet variety can be added. People have to choose which vehicles they want because they cannot have them all.


All would be a customizeable "Van" -- one DE component per (maybe two if one is a small storage compartment) that changes the look:


* Musician Van (large vehicle with the playback feature, etcto allow a musician to heal BF and Mind Wounds in the field -- has a Musical Note or something like that on the side)

** I know a tent has one of these abilities but not both perhaps this is a scout/ranger issue **


* Ambulance (lets a Doc or Combat Medic heal in the field without aseparate droid orjust more quickly-- has a Red Cross on the side)


* Chef Cart (portable vendor for chefs -- has a Canape or Brandy symbol on the side) -- I know, this one is silly, but I am trying to appeal to as many professions as possible.


I think you get my point. Not MANY people would buy these, butsome would just for the variety.


Lastly, as a side issue have some cities not allow vehicle travel (could be coded like buildings??). Yes, we see vehicles driving in the cities in the movies, but I can imagine that some districts would prefer more pedestrian traffic.


Enough of this rant -- please don't flame, but do tell me in a nice way if these ideas are old or just not reasonable.



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Urgra (on Tempest): Attention deficit lizard, she doesn't know what she wants to do.

Chyann (on Bria): Master Tailor, Master Merchant, working on Mastering ID (in that order of importance to me)
Ok, so I dropped Chef. I just didn't like it. Leave me alone!
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