Armorsmith Archive

Thread: Top 3 Questions answered

CaileSathinor
Mon May 02, 2005 3:23 pm
#1

1) What's to become of our now +0 health addition enhancers? We were told this was a fixed conversion. If this is fixed, it's not acceptable. Many Armorsmiths have spent MONTHS collecting the best enhancers to use in armor, only to have a slap in the face on this.


Dev Answer: This was fixed over the weekend. The only outstanding ones are Geo cubes and Nightsister layers. These will be fixed shortly.


2) Is there any chance we can get resources and factory times changed again? Regarding resources, can we have several less specific named resources, especially in the organics area? No one wants to harvest Naboo Bristley hide, meaning we have to pay out the arse to just get a little bit. The organics requirements in cores is also a major issue, but we're willing to compromise with the following:

-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.

And layers, as a whole, just need a lowered complexity. It takes forever to run them and the time cost isn't really worth the tiny benefit they give.

Dev Answer: Possibly. We're still watching how this one pans out.

3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).

Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.


So, my take on it is this: Experimentation might get some complexity back into it and resources might get changed again.

I'm going to be writing up another focus thread on resource requirements soon.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
TitanTen
Mon May 02, 2005 3:30 pm
#2

I like, except #2



watch how it pans out... IT TAKES 1 DAY TO MAKE A SUIT OF AMROR....... haha i hate using caps but im still up from an all nighter and im irritated...



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Imaridril
Mon May 02, 2005 3:31 pm
#3






CaileSathinor wrote:

3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).

Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.



You should just press on them to rewrite the whole system. Elemental damage is completely pointless right now, and they're going to have to completely rework it in PvE if they actually want it to have any meaning, so they might as well just use that opportunity to change how elemental protection works on armor.





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Moge_Tira_Tru
Mon May 02, 2005 5:22 pm
#4

Cailie,

Thanks for the Answer. My Biggest Problems are Resource Numbers and Factory times.
Can you please seperate these two issues? Right now since we have them listed as one issue the devs only look at the total not the individual fixes.

Factory times are KILLING me. 4 days of factory runs to make 7 suits of armor is just insane. The Resource costs are also very very high. If we come at these as seperate issues we may have a better chance to getting one solved while the Devs 'wait and see' on the other.

I cannot stress how muc Factory times (almost above anything else) is making crafting such an amazing pain.

Even if they removed the need for identical schematics from Cores. This alone would allow me to at least Hand make armor.

Example: I get an order for 1 suit of Rebel Recon Energy. I have the Energy layers, so I go to my factory and make 33 Adv Recon Segments (10 hours!) Then I make 11 cores (6 hours) 16 hours have gone my. I could hand make this armor is 15 minutes.

Im at the end of my rope here. I have orders to fill and these factory times are just killing my game play.



Moge Tira'Tru Master Rifleman / Ace Rebel Pilot
Maili Dark Jedi
Brutus_Krylop
Mon May 02, 2005 5:32 pm
#5

Health Enhancers


Blecch, who gives a rat's behind about health bonuses. We need something more real, something to allow us to actually, you know, make the armor better. In a Star Wars context, I can rationalize using the scales ofa Krayt Dragon, the hide of a rancor, or the plating of a brackaset to make my armor tougher or more durable. I cannot rationalize how using any of these things in my armor makes me any healthier or heartier.


Furthermore, what good do Geonosian Cubes do for us anymore? The only things we ever could use them in were Interwoven RIS and Bone Armors, and those are now irrelevant.


I'd also assume that they'll be renaming Nightsister Layers to something else, considering that they are no longer layers.



Resources and Factory Times


IMO, the best thing to press for, and the most likely bone they'll throw us, is to get the planetary-specific hide requirements removed from the cores and replaced by generic leathery, bristley, and wooly hides. If they need planetary-specific resources in there somewhere, require them for the appearances, where they won't have an undue effect on resists and potential game balance.



Experimentation


I've pretty well given up on this. Though it would be nice if the condition experimentation on segments and cores had some sort of visual indicator on the item's statistics.


Oh, andcould layers possibly have a modicum of condition as well, making layered armor more durable than non-layered armor and thus somewhat justifying its ridiculously high price?



Ehril Gospic -- Elder Jedi
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Garnax
Mon May 02, 2005 5:46 pm
#6

Regarding question 1: Why did they have to convert both the most base loot and the most exceptional to the same stats? Does it make sense that 3% NS Layers turned out as good as my 30% NS Layers?



Xanrag Quaashie - Retired Master Armorsmith
ïXQCð
March 2004 s November 2005
-Droideka-
Mon May 02, 2005 6:22 pm
#7








CaileSathinor wrote:



3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).

Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.


So, my take on it is this: Experimentation might get some complexity back into it and resources might get changed again.

I'm going to be writing up another focus thread on resource requirements soon.






Rewrite the system then. The way it is now, armor is not necessary. People are playing naked because armor is unavailable. When they (finally, thanks to extremely long factory times and the fact that cores cannot be hand crafted, which is stupid) see the high prices from the ungodly resource requirements, from the mad shuffling and trying to find all these named resources...when they see that they will reconsider how necessary armor is. And they will go find a tailor to make them something stylish for one twentieth the cost.


Damn I don't envy you Caile. I don't think they're going to listen at all.






Now that it's OK to support the removal of classes in your signature, I firmly support the removal of all the benny hill glowstick fanclub from the game; it was a lot more fun before they came.
Hampster2
Mon May 02, 2005 6:47 pm
#8




1) What's to become of our now +0 health addition enhancers? We were told this was a fixed conversion. If this is fixed, it's not acceptable. Many Armorsmiths have spent MONTHS collecting the best enhancers to use in armor, only to have a slap in the face on this.


Dev Answer: This was fixed over the weekend. The only outstanding ones are Geo cubes and Nightsister layers. These will be fixed shortly.





I've deleted mine, not worth the hassle keeping them around anymore based on everything else they have done to the game.


Speaking of which, is there even a point to keeping 820 or whatever Battle and Assault segments? I'm sure this is something like the old days where an AS could craft better than this, right? So even though they might have been exceptional segments before they are garbage now?


Same thing with scales and NS shards? I mean is there actually a point to using these or are they just more clutter for us to delete? Good thing most of them are in backpacks so its one click to delete 50






Regarding question 1: Why did they have to convert both the most base loot and the most exceptional to the same stats? Does it make sense that 3% NS Layers turned out as good as my 30% NS Layers?





Of course it does bud. You just are not thinking of it from the Dev's perspective, I'm sure it makes sense.


Cheers,
radiant.Arba



egoe
Mon May 02, 2005 6:49 pm
#9

well calie thanks again for the try but

1) your exceptional loots have been regurgitated up from the belly of SOE all equal and "balanced"
Now they are all near junk equally

2) well if the whole AS community quits we might look at it again...but eventually you will all cave in

3) no! no freekin way in heell! We worked hard dumbing down and screwing up the whole crafting process and getting it back to good would be a lot of work. so no, no way. Eventually you will give in to the dumb side.



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Tetaswg
Mon May 02, 2005 6:53 pm
#10

I was checking my factories today and I still Kin. layers still showing 0 and Ubese layers showing 0 are we sure this was fixed.
Kesslan
Mon May 02, 2005 6:56 pm
#11

Well just to point out on geo loots. Yellow cubes were quite useful in any armor you wanted to upp the base on. Red.. was pretty much a waste of time as the additinoal factory time wasnt really worth an extra -4 or -6 HAM cost. And green cubes were rarely used. Personally I only ever used those in things like interwoven bone. As base didnt do a damn, HAM was allready very low. So you'd just want it to last longer with that nice 80 energy resist.



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Wallid
Mon May 02, 2005 7:20 pm
#12






Imaridril wrote:





CaileSathinor wrote:

3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? At the moment, you can max the resistances lines with 7-8 points. Any chance we can split resistances into separate lines (Kin/Energy, and each of the elementals?) That'd give us a good 6-8 extra lines to play with (Have a look at Shipwrights and the number of lines they get) and experimenting one detriments the other (raise heat, lower cold, etc).

Dev Answer: To split the protections, we'd have to rewrite the whole system - so that is unlikely. It is however likely that we will add a different experimentable attribute in the future. The mostly likely candidate for this will be the result of a new feature.



You should just press on them to rewrite the whole system. Elemental damage is completely pointless right now, and they're going to have to completely rework it in PvE if they actually want it to have any meaning, so they might as well just use that opportunity to change how elemental protection works on armor.






she can't "press them",They are looking into the situation. If your anytype of gamer, it's know how the other personworks. She's making head way. The part about rewriting the whole system, makes me wonder. IF they are doing it the way I think they should be coding it, it wouldn't be a major rewrite. For record sake (and up to blictev, because I am now curious, but he doesn't have to give it away) I'm assuming 35-75 lines of code. That's just functions. I'm not including grafical. From the vibes I am getting the CU was rather well net mesh of code. impresses and worries me. technicaly speaking they passed on a beta of CU, As for elemental damage, simple juggling of the varbiles. it's probably on their "to do list".


The feel I get from this is they gave us the "meat" of the entrie(sp) but are now working on getting the side dishes fixed. So far I feel correct, they were trying to beat a deadline. Just like us the Dev's are learnning.


keep it Caile /pours you a rootbeer.





McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


Wallid
Mon May 02, 2005 7:26 pm
#13






Moge_Tira_Tru wrote:
Cailie,

Thanks for the Answer. My Biggest Problems are Resource Numbers and Factory times.
Can you please seperate these two issues? Right now since we have them listed as one issue the devs only look at the total not the individual fixes.

Factory times are KILLING me. 4 days of factory runs to make 7 suits of armor is just insane. The Resource costs are also very very high. If we come at these as seperate issues we may have a better chance to getting one solved while the Devs 'wait and see' on the other.

I cannot stress how muc Factory times (almost above anything else) is making crafting such an amazing pain.

Even if they removed the need for identical schematics from Cores. This alone would allow me to at least Hand make armor.

Example: I get an order for 1 suit of Rebel Recon Energy. I have the Energy layers, so I go to my factory and make 33 Adv Recon Segments (10 hours!) Then I make 11 cores (6 hours) 16 hours have gone my. I could hand make this armor is 15 minutes.

Im at the end of my rope here. I have orders to fill and these factory times are just killing my game play.





so am not the only one that is noticing that hand bombing the product is faster. and here I thought it was just me. This might work for you too then, factory your layers, segs, cores, then Hand craft the armor appearance. I've noted that doing ti that way isn't too bad. I have 3 factories on hand, I can do this with two. Only time I can see this an issue is doing more then 10of a certain thing, that's where it becomes like Starwars solitar.





McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


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