Armorsmith Archive

Thread: Armoursmiths Opinion?

Warrior03
Sat Apr 09, 2005 11:11 am
#1




Personally I like the current system of combat but admittedly there had to be major rebalances to proffessions! So in my opinion the CU is a bit of an overkill on proffesion balancing. It does seem to be system changing. But overall it was needed!


BUT I've been on the test centre testing CU now for a few days, i would say overall I doLIKE the changes to combat proffessions, weapons, skills etc etc. So overall im impressed with this CU.


Theres also a few things I don't like, but i answer truthfully in questionaire when I log out about my grumbles or thoughts on it so no need to moan here, i would say to be honesti aint had too many grumbles though with this new CU.


My only major problem that is/bugging me is the armour certs, I really don't think there should be armour certs on faction armour anyway, because basicly it seems to be to make sure just one armour aint gettin worn by everyone, but i feel whatever proffs FOTM will have loads and loads of that armour type running around.


But i agree with the encumberance (typo?)they have, and different proffs giving reductions tocertain armours encumberanceas you levelbut I would still like to wear my normalstormie armour (even if useful as dog poop in combat to me)as i stroll around as a bit of immersion which i wont be able to do with my current template if this stays the same till live,and wear my assault armour when im actually in combat as a master commando etc.


So thats my long (maybe boring) thought on the armour certsubject of the CU!


Be interesting to here from armoursmiths onyour opinions of armour certs since it affects you guys more than it will me!



"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." - Julio Torres

ACCOUNT CANCELLED! ENDS 10th DECEMBER 2005. 2003 VET SIGNING OFF!
Cianhydle
Sat Apr 09, 2005 11:15 am
#2

I always liked the idea of armor certifications. I always thought it was needed. Of course, I always assumed that there would be some kind of low end armor for marksmen and brawlers. If I was still playing when the CU hits live, which I won't be because I am fed up with all the lies (see the SOE letter to community), I would not be wearing any armor because I don't have the skill points to pick up a novice elite profession and only have one account.


Renea,
TitanTen
Sat Apr 09, 2005 11:20 am
#3

well armor certs are going to kill crafters along with the level system.


A level 1 crafter with no armor running to harversters on Dantooine, Yavin, Lok, or heck even Naboo or Corellia is going to see the cloners more times then a newbie shooting a spineflap lair. Add in also that critters get a bonus to damage when attacking a lower level player and bam lots of dead crafters.



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
mistereous1
Sat Apr 09, 2005 11:13 pm
#4

It makes no sense...you're telling me I can't walk into a pawn shop right now and pick up a gun and go shoot it. But if I go to the shooting range, and learn it I get better and higher classifciations and now I'm an expert marksman.


If you want to control it, increase the hinderance...heck if you're a novice wearing comp, you can barely move in combat and that spineflap might kill you anyway, but don't tell me I somehow innately know that this armor is bad for me and I can't wear it. It doesn't make any logical sense (which is probably my problem assuming logic had anything to do with it)



Please Make all Deliveries to vendor Corellia 314 -3356
Cianhydle
Sat Apr 09, 2005 11:36 pm
#5

If you want to control it, increase the hinderance...heck if you're a novice wearing comp, you can barely move in combat and that spineflap might kill you anyway, but don't tell me I somehow innately know that this armor is bad for me and I can't wear it. It doesn't make any logical sense (which is probably my problem assuming logic had anything to do with it)

First rule of SWG: If it logically works a certain way... it works the exact opposite.


Wooly Shirt... doesn't take wooly hide.


See thatbig monster over there... yeah that Kimogila over there... it's actually an invertebrae, no bones.


Renea,
HairlessWook
Sun Apr 10, 2005 12:26 am
#6

Armor certs are good and bad. They neutralize uber armor, but kill the combat abilities of lets say a master artisan or an Adv master artisan, who some times wants to get his rocks off by taking on some Swoopers, thugsand their ilk. Unfortunately this idead makes professions too restrictive and singular.



Nelorr
Master Shipwright
*StarSkreem* Shipyard
-1000, 2600 Dantooine Mining Outpost...400m from Starport.
Temporarily Retired. U can catch me on Khaz Modan
"Excellence is my Presence."
DiceDuP
Sun Apr 10, 2005 12:54 am
#7






TitanTen wrote:

well armor certs are going to kill crafters along with the level system.


A level 1 crafter with no armor running to harversters on Dantooine, Yavin, Lok, or heck even Naboo or Corellia is going to see the cloners more times then a newbie shooting a spineflap lair. Add in also that critters get a bonus to damage when attacking a lower level player and bam lots of dead crafters.






Heh, time to ADK my 12pt clothing - oops hang on a moment, i dont need 12pts anymore do i? Pffft



_____________________________________________
John'boy 12pt Master Weaponsmith/Shipwright
Zebulon 12pt Master Armorsmith - RIS Certified
"JB's Hypermarket" Commerce City, LOK 3300 -1000
VISIT COMMERCE CITY FOR THE 1 STOP CITY FOR ALL YOUR NEEDS WITH HUNDREDS OF TRADERS. New Mall now at Commerce City way 3300 -1000 LOK
Warrior03
Sun Apr 10, 2005 5:42 am
#8

Ah so from the response so far my view on it is basicly agreed with by the armoursmith commmunity!


It is a good thing having all this armourencumberance unless you train in a specific proffession, but not being able to wear it at all is NOT a good thing.


Thanks for the replies guys!



"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." - Julio Torres

ACCOUNT CANCELLED! ENDS 10th DECEMBER 2005. 2003 VET SIGNING OFF!
Jeterb
Sun Apr 10, 2005 5:55 am
#9

I'm very worried about the curb changes to armorsmith and that's because I love the profession. I became a 12pter a month ago (started collecting resources and making armor over a year ago). I understand that they need to make changes to AS to fit it into the curb but right now the changes seem too many and they don't seem fun. I don't want to spend more time collecting resources and less time experimenting/tweaking.. Why fix what doesn't need fixing..

I want the experimentation system to stay rewarding for 11 and 12pt players. I still want to be able to balance encumberance against effectiveness.. The changes so far are over-simplifying. I realise this is still beta so I'm gonna keep telling the devs with my opinion.




Jeter Pidhe -Adventurer- Bo-tang Clan - 12pt AS --- LOST --
"If you are not confused, you are not paying attention."
Massive selection of stat capped armor sets at BoSam Armor.

TitanTen
Sun Apr 10, 2005 6:01 am
#10






Jeterb wrote:
I'm very worried about the curb changes to armorsmith and that's because I love the profession. I became a 12pter a month ago (started collecting resources and making armor over a year ago). I understand that they need to make changes to AS to fit it into the curb but right now the changes seem too many and they don't seem fun. I don't want to spend more time collecting resources and less time experimenting/tweaking.. Why fix what doesn't need fixing..

I want the experimentation system to stay rewarding for 11 and 12pt players. I still want to be able to balance encumberance against effectiveness.. The changes so far are over-simplifying. I realise this is still beta so I'm gonna keep telling the devs with my opinion.





well said. And you are not going to be alone in telling the devs your opinion.



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Zabava
Sun Apr 10, 2005 8:20 am
#11

Well, it's ok if professions will have certification for armor, but I don't undrestand why they didn't make one type of armor (with very low protection) sutable for everyone with no cert.



<

Zabava Rus +++++ Jedi in red

gggggggggggggggggggggg

Ma-ma Rus +++++ Imperial AS
ImageExpert
Sun Apr 10, 2005 12:51 pm
#12



Cianhydle wrote:
If you want to control it, increase the hinderance...heck if you're a novice wearing comp, you can barely move in combat and that spineflap might kill you anyway, but don't tell me I somehow innately know that this armor is bad for me and I can't wear it. It doesn't make any logical sense (which is probably my problem assuming logic had anything to do with it)
First rule of SWG: If it logically works a certain way... it works the exact opposite.
Wooly Shirt... doesn't take wooly hide.
See that big monster over there... yeah that Kimogila over there... it's actually an invertebrae, no bones.
Renea,





Can't harvest water in the stream/pond...You get poisoned when you walk by gas leak at Geno Cave, but you don't burn/melt when you walk ON the volcano lava on Lok

I am with Renea's logic



Permafrost Echo
hhh 12pt Doc - Pikey hhh
Chiiiiiiiiiiiiiiiiiiiiiiiii !!!
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