Armorsmith Archive
Thread: CURB Armor experimentation oversimplified
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Thula
Fri Apr 08, 2005 8:18 am
#1
So it is finally confirmed in the CU testing, Armorsmiths have seen a creative and challenging profession being reduced to a mining operation. We now have only one line to experiment on (resistance) which means we might as well pour our resources into a black box and get the end product out, the result is given by the resources and loot.
Why does our profession have to be oversimplified? Look around the forum, you will see that the proudest moments for our members are when they managed to juggle the resources, loot and experimentation right to get that elusive high resist / 0 encumbrance piece of armor (usually RIS). Where is the challenge now?
We are not stupid, we like challenges! We like to tweak and experiment, make a small discovery in the crafting that puts us a small step ahead of our neighbor. I say “we” because I am sure there are others that share my sentiments. I am sure that there is a large group out there that enjoy AS because of the challenges it could present, and that is not a target group your Marketing Department should forget…
I can handle new resource requirements, I can handle not being able to wear my own products, I am delighted with all the new armors types. But I am afraid I will be bored to death with this system.
Please Blixtev, give us challenges, give us choices! That is what makes this a fun and interesting game. Give us the opportunity to experiment on hindrances, or some other aspect that makes a difference. And make it a real option! Before the Doc super-buffs there was a real choice and some careful balancing that had to be done during experimentation. Post CU, everyone will be wearing the new clone armors (different appearances but equal stats), that is not very interesting in the long run.
I am looking forward to your reply, respectfully yours
Ruebacca
Fri Apr 08, 2005 8:37 am
#2
we have a great smiths on radiant. I went AS to make light weight armor. I seen a small market I could enter. Now with HAM expermenting nerfed idont see the point. If experimenting cores is as easy as experimenting powerups, that will blow.
Cianhydle
Fri Apr 08, 2005 8:41 am
#3
I agree. This sounds like EQ2.
Renea,
PS: The Woolamander found the speeder.
Arem
Fri Apr 08, 2005 9:02 am
#4
5 stars
I fully agree to all your points.
Making combat easier is fun and good but reducing the armorsmith profession to a single experimentation line isthedeath blowto the craft.
A craft I learned to love for almost 2 years now and something Iwas always proud of.
UmmonPrime
Fri Apr 08, 2005 9:08 am
#5
I'm prob going to wait till the CU hits, make myself a lot of armor and then cancel my crafting toon. Really doesn't sound like they are going the right way with AS.
Kind of funny too. When they came out with the doc changes, I was pretty upset, but I still had AS to craft with. Now I don't have doc or AS it feels like.
I wasn't wanting simple, I was wanting more armor to craft. Never once did I see anyone say to simplify armor, only to give us more to make.
Crusaders
Fri Apr 08, 2005 9:09 am
#6
hmm, deathblow because it side lines 12 pt vs 10 pt as? or because system is no longer hard to craft items or both ?
Lupaerian
Fri Apr 08, 2005 9:55 am
#7
So basically, 12pt smiths are now as good as 10pt smiths because you'll max that single experimentation line with your 10 points anyway?
justapilgrim
Fri Apr 08, 2005 9:56 am
#8
I pray it doesnt stay like this
what happened to special resits vs base? I see the armor still has special protection
Arem
Fri Apr 08, 2005 10:10 am
#9
Thepoint is not hard vs. easy or 10 vs 12 points.
The goal of CUisto make combat more fun, armor has to changebut not the fundamental way armor is made.
Formethe fun from being an armorsmith allways came from the challenge and the variety of experimental options. The possibility to invent something new within the limits of the system was always there. The new system will shut down this freedom and presents usa huge ready made variety of skins to choose instead. This future holds no technical challanges any more. it will become more a fashion profession.
_Monroe_
Fri Apr 08, 2005 10:11 am
#10
I think you are right, but I'm withholding judgement until I hit master. I really hope they didn't dumb-down AS since it is one of the few professions where it takes some skill/technique to make good armor and to get the most out of your experimentation points.
Kelloch
Fri Apr 08, 2005 10:31 am
#11
If this is true and they dumbed down the system, then I may seriously decided to step away from Armorsmith and cancel down to one account. Assuming it makes it LIVE. Today is the first time I've heard about making things simpler and straight forward and having one experimentation line. I like CRAFTING! I like EXPERIMENTING! I like LEARNING! I like a CHALLENGE!
Seriously, if true, then it all comes down to resources and you decide how many layers to put in. Other than that its straight point and click and voila! A new piece of armor.
I haven't really played much of other online games, but I've been told that SWG has singlehandlely the best crafting system ever devised. If the other systems are as simple as what has been described then I didn't miss much.
I, of course, reserve my full judgement until it becomes official, but this sounds very distressing to me. The other thing that distrubs me if true is that its probably not something they'll change right away. Changing OQ/UT to OQ/SR probably easy code change. Adding an experimentation line and deciding how that affects stats on an armor piece is another whole story.
Seriously, if true, then it all comes down to resources and you decide how many layers to put in. Other than that its straight point and click and voila! A new piece of armor.
I haven't really played much of other online games, but I've been told that SWG has singlehandlely the best crafting system ever devised. If the other systems are as simple as what has been described then I didn't miss much.
I, of course, reserve my full judgement until it becomes official, but this sounds very distressing to me. The other thing that distrubs me if true is that its probably not something they'll change right away. Changing OQ/UT to OQ/SR probably easy code change. Adding an experimentation line and deciding how that affects stats on an armor piece is another whole story.
Message Edited by Kelloch on 04-08-2005 10:32 AM
Lupaerian
Fri Apr 08, 2005 10:33 am
#12
Arem wrote:The new system will shut down this freedom and presents us a huge ready made variety of skins to choose instead.
Hmm... you know... might as well go tailor. Less resources to worry about and more fun trying to come up with a nice looking outfit that people won't have to pay half a million for and need some elite combat profession to wear - LOL
Brutus_Krylop
Fri Apr 08, 2005 10:36 am
#13
I agree with the original poster 100%. Single-line crafting is boring beyond all belief. In fact, I'd say it's worse than non-experimental crafting, since experimentation just becomes a mindless step. We need to have special protections experimentation, general protection experimentation, and condition or hindrance experimentation at the same time.
Heck, weapon crafting is now decoupling speed and damage, giving weaponsmiths a bit of added complexity into their crafting. Good for them. But why do we get hit with the oversimplification bat? The new layer system also confuses me to some extent ... unless there's a net positive effect for using layers that we can control, and not just a balanced yin/yang system between kinetic/energy, heat/cold, and acid/electricity, I don't see the utility beyond kinetic PvE armor.
I like a lot of what I've seen from the combat side of the CURB so far, but the myriad of fundamental crafting changes just boggles me. It makes very little sense.
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