Armorsmith Archive
Thread: Armorsmiths! I have answers for you
1) Every pre-CU enhancer we had now shows as +0 health benefit. EVERYTHING. This I hope, can be rectified, as many of us have large stores of these we'd been saving. Also, when pulling stuff from crates, it seems either a) the stats shown on the crate are halved, or b) have no stats or certs at all.
Avi looked at all the enhancers and says the stats are there just the examine script isnt reading them, correctly. This should be fixed soon. He also fixed the PSGs coming out of crates as well just needs to run the fix.
2) Named resource requirements are just hella high still. Especially for stuff NO ONE wants to harvest, like Naboo Bristley. I worked the following solution out with the community:
-Reduce all Named organics (i.e. Naboo bristley, lokian leathery) to just generic bristley or leathery. Then move the organics from the cores into the skin at a 1:1 ratio. You thus preserve the amount of resources we need, but still make it possible for us to craft decent armors.
This means the one point that experimentation is the most important (protection and condition) would be mainly controlled by resources that come out of the grounds in millions. Using organics allows us to reinforce some interdependencies and not allow people to sit on massive multi million stockpiles of metals/ores.
As far as named organics in the minerals department, there's about 10 or so of these. Can you possibly cut these back to 5 named minerals that are new and make the rest just generic versions or some other resource we needed before? Big issues are Perovskitic Aluminum and Gravitonic Fiberplast, which shipwrights will be competing for in mass quantities (which is bad, from our perspective).
3) Lack of information on the following items/armors, and how to get them:
-Biological-Mechanical Cartridge
-Appearance enhancer
-Armor core enhancer
-Bounty Hunter Armor Schematic
-Marauder Armor Schematic
Most of the systematic crafting hooks were put in just may or may not have been implemented contentwise. Things like BH schematics are not in the game yet but are on standby as content needs quest/loot rewards.
4) Bounty Hunter Armor Conversion: Many people are reporting their looted BH suits converted to craftable BH armor with crappy stats. Some people only had collected this for use in Mandalorian (like myself). Is there a chance for an option to take a piece of BH armor that was converted and have it either be 1) broken into its components like Mando/RIS or 2) be converted into the loot parts needed for Mando? This has a lot of people upset.
Will look at a script to break them down into mando crafting components.
5) ADKs apparently no longer work on Armor. Is this a bug or intended?
Hearing mixed reports on this one, will have to get a repro case setup.
6) Layer effectiveness isn't worth the factory time. Can we do something close to the following to make layers more worthwhile?
Hinderance is undesirable as an experimented stat. Very well, I'll accept this. Looking at how complexity works as you experiment on a schematic, each time you push the "Run experiment" button, the complexity of the schematic increases by X amount. Apply this same theory to all layers, depending on their relative power. As layer "power" increases, with Primus being the relative "top," the amount you increase protection by will add a fixed, unexperimentable (obviously) hinderance value to the layer, not to exceed (say 5% to each hinderance in the case of Primus layers). Layer hinderances WILL stack with each other, so quadruple layered primus could have as high as an added +20% to each hinderance.
We will look at making protection vs elemental more desirable so it is worth the time.
7) Feathered appearance enhancement doesn't do anything.
Pre CU feathers? Post CU feathers? Has it been put into a final combine? Need more info on this one
8) Many Armorsmiths have become disillusioned with the changes to our profession and would like to be allowed the ability to respec AS skills.
No idea on crafter respec.
9) Experimentation, to be blunt, sucks. You can easily max 1 line with 7-8 points. Is there any way we can do something like get a line for each resistance, where applicable, which would give us I believe 6 lines to experiment on (kin/energy, plus 4 elemental). Experimenting on one line has a double effect of increasing hinderance and reducing the effect of other lines. This will get rid of master professions negating all hinderance penalties, and making AS more of an art form and not just filling 1 line.
Not anytime real soon.
10) Combat level damage modifiers. These pretty much negate the need for armor, in my opinion. CL is our armor, not actual armor resistances. Honestly, CL is a major issue for us all, since most serious crafters have no combat which means they're getting 1 shotted. And with things like level 134 Melliache, Level 300 Axkva Min, Level 200 something NS Elders, armor is unneccessary when you're getting 1 shotted by these things. A Nightsister Elder did 30k damage to me in one hit. This is...well, there's no point to bothering to kill them now, is there?
Fighting white cons or high blues you should need some form of protection after the teens
We need, overall, some serious lovin'. I've actually started an AS specific bug thread here. The same bugs seem to be cropping up a lot, if you could take a look for us.
Looked at some of them most are to deal with enhancements and the imperial PSG no long able to mass produce it. That is intentional, 5 limited use schematics should yield 5 and not several hundreds used in a factory.
Thanks for doing your best Calie... in time we may love you. ![]()
Renea,
CaileSathinor wrote:
9) Experimentation, to be blunt, sucks. You can easily max 1 line with 7-8 points. Is there any way we can do something like get a line for each resistance, where applicable, which would give us I believe 6 lines to experiment on (kin/energy, plus 4 elemental). Experimenting on one line has a double effect of increasing hinderance and reducing the effect of other lines. This will get rid of master professions negating all hinderance penalties, and making AS more of an art form and not just filling 1 line.
Not anytime real soon.
We need, overall, some serious lovin'. I've actually started an AS specific bug thread here. The same bugs seem to be cropping up a lot, if you could take a look for us.
Looked at some of them most are to deal with enhancements and the imperial PSG no long able to mass produce it. That is intentional, 5 limited use schematics should yield 5 and not several hundreds used in a factory.
oh my, answers...good work Caile!
But the two answers above makes me want to cry...
Message Edited by Garnax on 04-30-2005 07:45 AM
CaileSathinor wrote:
I gave the Devs a list of the top 10 issues I feel we found were most relevant (I apologize if I missed something). Here's what Blixtev had to say:
1) Every pre-CU enhancer we had now shows as +0 health benefit. EVERYTHING. This I hope, can be rectified, as many of us have large stores of these we'd been saving. Also, when pulling stuff from crates, it seems either a) the stats shown on the crate are halved, or b) have no stats or certs at all.
Avi looked at all the enhancers and says the stats are there just the examine script isnt reading them, correctly. This should be fixed soon. He also fixed the PSGs coming out of crates as well just needs to run the fix.
yay
2) Named resource requirements are just hella high still. Especially for stuff NO ONE wants to harvest, like Naboo Bristley. I worked the following solution out with the community:
-Reduce all Named organics (i.e. Naboo bristley, lokian leathery) to just generic bristley or leathery. Then move the organics from the cores into the skin at a 1:1 ratio. You thus preserve the amount of resources we need, but still make it possible for us to craft decent armors.
This means the one point that experimentation is the most important (protection and condition) would be mainly controlled by resources that come out of the grounds in millions. Using organics allows us to reinforce some interdependencies and not allow people to sit on massive multi million stockpiles of metals/ores.
do they realize that it will cost 66k per suit of advanced armor at 100 cpujust to pay for the organics... only one small portion of the cost of producing armor! And on any good spawn that's what the price is minimum.
As far as named organics in the minerals department, there's about 10 or so of these. Can you possibly cut these back to 5 named minerals that are new and make the rest just generic versions or some other resource we needed before? Big issues are Perovskitic Aluminum and Gravitonic Fiberplast, which shipwrights will be competing for in mass quantities (which is bad, from our perspective).
3) Lack of information on the following items/armors, and how to get them:
-Biological-Mechanical Cartridge
-Appearance enhancer
-Armor core enhancer
-Bounty Hunter Armor Schematic
-Marauder Armor Schematic
Most of the systematic crafting hooks were put in just may or may not have been implemented contentwise. Things like BH schematics are not in the game yet but are on standby as content needs quest/loot rewards.
yay for incomplete system
4) Bounty Hunter Armor Conversion: Many people are reporting their looted BH suits converted to craftable BH armor with crappy stats. Some people only had collected this for use in Mandalorian (like myself). Is there a chance for an option to take a piece of BH armor that was converted and have it either be 1) broken into its components like Mando/RIS or 2) be converted into the loot parts needed for Mando? This has a lot of people upset.
Will look at a script to break them down into mando crafting components.
and you will do this when?
5) ADKs apparently no longer work on Armor. Is this a bug or intended?
Hearing mixed reports on this one, will have to get a repro case setup.
and you will do this when?
6) Layer effectiveness isn't worth the factory time. Can we do something close to the following to make layers more worthwhile?
Hinderance is undesirable as an experimented stat. Very well, I'll accept this. Looking at how complexity works as you experiment on a schematic, each time you push the "Run experiment" button, the complexity of the schematic increases by X amount. Apply this same theory to all layers, depending on their relative power. As layer "power" increases, with Primus being the relative "top," the amount you increase protection by will add a fixed, unexperimentable (obviously) hinderance value to the layer, not to exceed (say 5% to each hinderance in the case of Primus layers). Layer hinderances WILL stack with each other, so quadruple layered primus could have as high as an added +20% to each hinderance.
We will look at making protection vs elemental more desirable so it is worth the time.
and you will do this when?
7) Feathered appearance enhancement doesn't do anything.
Pre CU feathers? Post CU feathers? Has it been put into a final combine? Need more info on this one
what more info do you need? it don't work. doesn't do anything, notta, zippo, zilch, the big 0.
8) Many Armorsmiths have become disillusioned with the changes to our profession and would like to be allowed the ability to respec AS skills.
No idea on crafter respec.
not suprised here
9) Experimentation, to be blunt, sucks. You can easily max 1 line with 7-8 points. Is there any way we can do something like get a line for each resistance, where applicable, which would give us I believe 6 lines to experiment on (kin/energy, plus 4 elemental). Experimenting on one line has a double effect of increasing hinderance and reducing the effect of other lines. This will get rid of master professions negating all hinderance penalties, and making AS more of an art form and not just filling 1 line.
Not anytime real soon.
by the time you 'get around to it' there won't be much left here for you to get around to, just like the fabled ranger revamp.
10) Combat level damage modifiers. These pretty much negate the need for armor, in my opinion. CL is our armor, not actual armor resistances. Honestly, CL is a major issue for us all, since most serious crafters have no combat which means they're getting 1 shotted. And with things like level 134 Melliache, Level 300 Axkva Min, Level 200 something NS Elders, armor is unneccessary when you're getting 1 shotted by these things. A Nightsister Elder did 30k damage to me in one hit. This is...well, there's no point to bothering to kill them now, is there?
Fighting white cons or high blues you should need some form of protection after the teens
I guess it does... a bit.
We need, overall, some serious lovin'. I've actually started an AS specific bug thread here. The same bugs seem to be cropping up a lot, if you could take a look for us.
Looked at some of them most are to deal with enhancements and the imperial PSG no long able to mass produce it. That is intentional, 5 limited use schematics should yield 5 and not several hundreds used in a factory.
huray for gimping us even more!
We Love Oa'kron's Alt's Thoughts
Renea,
President, Oa'kron Fan Club
Tempest,
I crafted an Ubese jacket with the Feathered Appearance Enhancement using Pre-CU feathers. The stats on the armor were exactly the same as an ubese jacket without the enhancement, and the jacket looked identical cosmetically (intended?). The description of the feathered enhancement says it reinforces the core materials, so i assumed it would just enhance stats. It didn't.
Okram2k4 wrote:
by the time you 'get around to it' there won't be much left here for you to get around to, just like the fabled ranger revamp.
CaileSathinor wrote:
Hey, it's a start, in my opinion. Better than silence.
I suppose... I'm not trying to say anything bad against you, just the devs still making me twitch even after I'm out of this gig.
Honestly, I hope we get a respec. I'm going to become a tailor. There is no joy in armorsmithville for me.
Renea,
CaileSathinor wrote:
2) Named resource requirements are just hella high still. Especially for stuff NO ONE wants to harvest, like Naboo Bristley. I worked the following solution out with the community:
-Reduce all Named organics (i.e. Naboo bristley, lokian leathery) to just generic bristley or leathery. Then move the organics from the cores into the skin at a 1:1 ratio. You thus preserve the amount of resources we need, but still make it possible for us to craft decent armors.
This means the one point that experimentation is the most important (protection and condition) would be mainly controlled by resources that come out of the grounds in millions. Using organics allows us to reinforce some interdependencies and not allow people to sit on massive multi million stockpiles of metals/ores.
As far as named organics in the minerals department, there's about 10 or so of these. Can you possibly cut these back to 5 named minerals that are new and make the rest just generic versions or some other resource we needed before? Big issues are Perovskitic Aluminum and Gravitonic Fiberplast, which shipwrights will be competing for in mass quantities (which is bad, from our perspective).
Maybe I'm just tired or out of sync, but the above question and answer make little sense to me.
As I've said, I've got no problem with a decently large organic requirement -- there are quite a few active hunters on Bloodfin that I have good relations with, and I can get what I need when I need it, for the most part.
What I have a severe problem with, and what seems to go unaddressed, is that the planetary-specific hides in the advanced core schematics serve no real function other than to annoy the smiths and hunters. What further concerns me about the planetary-specfic organics is that if a particular type is consistently bad, particularly Nabooian Bristley, then a large segment of the combat-oriented population's armor will be demonstrably worse than those who are certified for other types.
(Another concern that I haven't seen addressed is the comparative difficulty in getting Dantooine Wooly, Nabooian Bristley, and Lokian Leathery. One can easily get scaled missions for Dantooine Wooly and Lokian Leathery, or work from random spawns. Mission terminals on the Core Worlds were not providing scaled missions the last time I checked, making Nabooian Bristley even harder to gather.)