Armorsmith Archive

Thread: Why change layer requirements?

justapilgrim
Fri Apr 08, 2005 8:13 pm
#1

Ok, I don't mind changing some resource requirements, but why did they have to touch stuff like the energy layers?


here is what is is on live


20 metal, 8 polymer, 8 known inert gas, 5 low grade ore (41 total)


here is what it is on TC5


20 ferrous metal, 12 polymer, 10 plexite amorphous gemstone, 14 alantium carbonate ore (56 total)



I really so no reason at all whatsoever to change the resource requirements other than to help out the new smith (that also doesnt have them saved up).


Resource requirements will be up 36% per layer and if you include a 4th layer they are up 86%


I can kind of see why the devs would want to help out the new players, but if the layer requirements (and we don't even know what the new layers will suck up) increase 86%, how can costs not go up? making the now easier to craft armor more expensive



/discuss



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Valkyrie36
Fri Apr 08, 2005 8:23 pm
#2

Yet another good question...whats the purpose?

If its to widen the market in resource selling or give purpose to resources that had none...than why don't you just make new stuff for the game and use those resources instead?
1M1Alex
Fri Apr 08, 2005 8:37 pm
#3

The horse is dead, please stop mutilating its corpse.
Armorsmiths cry *MERCY*
Ox-
Fri Apr 08, 2005 8:50 pm
#4

Well I can think of a reason for new requirements on the layers.

The whole purpose of stat minimums and caps is so the devs have better control over the range of values of items on final assembly. Well, that's the theory anyway.

So it would be reasonable to assume they have some target min-max range in mind for energy layers, and these resources will create layers that fall into that range.




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justapilgrim
Fri Apr 08, 2005 9:09 pm
#5






Ox- wrote:
Well I can think of a reason for new requirements on the layers.

The whole purpose of stat minimums and caps is so the devs have better control over the range of values of items on final assembly. Well, that's the theory anyway.

So it would be reasonable to assume they have some target min-max range in mind for energy layers, and these resources will create layers that fall into that range.






that is fine and reasonable but, why up the numbers?


if it is like this: 20 metal, 8 polymer, 8 known inert gas, 5 low grade ore (41 total)


it should look more like this?: 20 ferrous metal,8 polymer,8 plexite amorphous gemstone,5 alantium carbonate ore (41 total)


or something with same ratios, but the same amount required as currently




SkinnyManDo Businessman
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Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
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Ox-
Fri Apr 08, 2005 10:02 pm
#6

Oh I see, you're coming from a quantity question.

I have a speculative answer for that too Just playing devils advocate here!

I do think they want more specialization for crafters. No more days of a single crafter being able to make all weapons and all armor (e.g. one crafter we had here on Corbantis who "capped" credits on more than one account). I also think they're unhappy with some players ability to hoard millions of units of old top quality stuff.

So... kill two birds with one stone.

We've only had 13 Alantium spawns here on Corbantis (compared to 20 Crism spawns). So it's a very rare spawn, and hard to find concentrations above 60%, AND highly desired by Weaponsmiths for T21... all mean it's going to be very hard to stockpile enough of the TOP stuff to last years especially if you're also a WS. Funny thing is, we've had exactly 13 spawns of Plexite as well, and it'll be a shared resource with DE's.

Of course, this is yet another thing that will boost up the price of armor

(Meanwhile I'm kicking myself for having lost contact with an old guildmate who cancelled his account and had 300k+ of 995 OQ Alantium in his bank)




Ego Ietava, Corbantis Master Armorsmith, R.I.S. Certified
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WittyNewt
Sat Apr 09, 2005 6:19 am
#7

The other reason for adding high amounts of the rares with their low stat gates is to drag down the max possible resist. If they left it at 8 and 5 then they wouldnt have as large an effect due to the low ratio to total resource count Just be thankful they didnt decide to lower metal and polymer to keep the total down to 41


Imagine an energy layer with:


10 metal

7 polymer

10 plexite

14 alantium


and the much lower max possible



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Kilun
Sat Apr 09, 2005 8:31 am
#8








20 ferrous metal, 12 polymer, 10 plexite amorphous gemstone, 14 alantium carbonate ore (56 total)








Hey, plexite and alantium are on shadowfire atm I believe, as of last night, guess its time to drop a miner or two.



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Okram2k
Sat Apr 09, 2005 8:37 am
#9

I think the reason they changed the energy layer is because every weapon does either kinetic or energy. So by making energy layers your are affectivly making the armor stronger to about one half of all damage delt to it (and if you put in kinetic the same also) So basically rasing kinetic or energy resists would be like raising half of the resistances all at once.



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Iridescence
Sat Apr 09, 2005 8:56 am
#10



Ox- wrote:
(e.g. one crafter we had here on Corbantis who "capped" credits on more than one account).



CAPPED credits?

Dare I ask.. what is the cap on credits?!
Mcgreag
Sat Apr 09, 2005 9:01 am
#11



Okram2k wrote:
I think the reason they changed the energy layer is because every weapon does either kinetic or energy. So by making energy layers your are affectivly making the armor stronger to about one half of all damage delt to it (and if you put in kinetic the same also) So basically rasing kinetic or energy resists would be like raising half of the resistances all at once.




While I can understand that you will also lower the resists of the other type, they are zerosum layers and they are the most basic layers used. I can understand heat/cold/acid/elec layers using special res but kin/energy are the most basic defence and should be avalible at some quality to all smiths without having to wait months for spawns.

Same with cores (but here atleast it seems they did it right, more specific res for more advanced armor but very basic ones for basic defence.

Perhaps a solution would be a normal and advanced version of the layers like it is with segments now.



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Valkyrie36
Sat Apr 09, 2005 9:22 am
#12






Mcgreag wrote:





Okram2k wrote:
I think the reason they changed the energy layer is because every weapon does either kinetic or energy. So by making energy layers your are affectivly making the armor stronger to about one half of all damage delt to it (and if you put in kinetic the same also) So basically rasing kinetic or energy resists would be like raising half of the resistances all at once.






While I can understand that you will also lower the resists of the other type, they are zerosum layers and they are the most basic layers used. I can understand heat/cold/acid/elec layers using special res but kin/energy are the most basic defence and should be avalible at some quality to all smiths without having to wait months for spawns.

Same with cores (but here atleast it seems they did it right, more specific res for more advanced armor but very basic ones for basic defence.

Perhaps a solution would be a normal and advanced version of the layers like it is with segments now.




Exactly...Lets take a new smith who put his nose to the grindstone and Mastered AS. Now he is in the resource gathering phase of AS. It will be a crapshoot what layers he will first get to make with his armor. Will it be Cold? will it be Acid?...well it should be Energy or Kinetic to get his bussiness going to support the massive harvesting effort I believe. It would be nice to at least have this new smith market Recon Armor with added Kinetic resists as soon as possible.


Kinetic and Energy layers are low tier in the Layers branch right? They should also require non-specific resources to account for this and get the new smith movingontocrafting marketable low tier armor for sale. I see nothing wrong with the current progression of layers in the old system.


All this is in addition to the basic arguement that vet smiths already have the resources collected to make all layers in good quality. Why nurf that effort?


Cianhydle
Sat Apr 09, 2005 10:52 am
#13

Hi Ox-,

Well I can think of a reason for new requirements on the layers.

The whole purpose of stat minimums and caps is so the devs have better control over the range of values of items on final assembly. Well, that's the theory anyway.

So it would be reasonable to assume they have some target min-max range in mind for energy layers, and these resources will create layers that fall into that range.


Obviously the developers cannot interpolate a value. Interpolating is taking a variable from one range (1 to 1000) and moving it into another range (gated minimum to gated maximum.)


If they are stating gated resources were chosen because it was needed to maintain balance, that is a lie. They just finishedrewriting the entire AS profression, including schematics, and how resources affect the new finished products. They could have interpolated the old resources into the new layer schematics just as easily as making it require new, gated, resources.


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Cancelled 04/08/2005, Gone 04/22/2005
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