Armorsmith Archive
Thread: How can we make the CURB AS better? Enough take 2. Repost of original thread + Top AS issues
Message Edited by ZionHalcyon on 04-15-2005 01:47 PM
Lauralon wrote:
Yet again level based damage scaling is ignored. Do you not see that if damage is scaled by level then armor will not be worthwhile especially given all the factors listen above? A suit now is estimated to cost no less than 750k on each server. Does 750k justify minimum protection from mobs your own level or slightly higher? Our cusotmers are mainly pvpers and grinders. With grinders being the substantially bigger market because pvp is dead due to jedi. So if grinders no longer need armor to grind, or rather don't need its minor benefit compared to its cost then aren't we ignoring the one factor that makes or breaks our entire profession?
That was a cut and paste from the "Top AS Issues" from Okram, with my stuff in yellow. I think you might have something, but data needs to be collected on it. Would you be willing to do a few experiments to test it for me?
bostonbaka wrote:
Take this thread and blow it out your a$$ zion.
ZionHalcyon wrote:
bostonbaka wrote:Take this thread and blow it out your a$$ zion.Just to give everyone a heads up, this man is a troll with a previous greviance against me, because one of his accounts got banned, and now he is after me with his alt. He has no interest in helping out the Armorsmiths - he just wants to take shots at me.There is a history there, just making people aware of it.
political posturing + spin.
ZionHalcyon wrote:
bostonbaka wrote:
Take this thread and blow it out your a$$ zion.
Just to give everyone a heads up, this man is a troll with a previous greviance against me, because one of his accounts got banned, and now he is after me with his alt. He has no interest in helping out the Armorsmiths - he just wants to take shots at me.
There is a history there, just making people aware of it.
Uh huh, keep thinking im someone else.
Gleemonkey wrote:
ZionHalcyon wrote:
bostonbaka wrote:
Take this thread and blow it out your a$$ zion.
Just to give everyone a heads up, this man is a troll with a previous greviance against me, because one of his accounts got banned, and now he is after me with his alt. He has no interest in helping out the Armorsmiths - he just wants to take shots at me.
There is a history there, just making people aware of it.
political posturing + spin.
With that in mind, most people won't join groups just to kill whites if the experience is the same. They will want the benefits of the group to kill yellow and red mobs. Regardless of the per-level damage, a red mob could wipe out a tank pretty fast. They will need, of course tactics, and of course ARMOR. As far as I can tell, from what I've tested on TC, armor is very useful in group situations. And since the best benefits in the game now come from grouping, most people will want to band together.
Kesslan wrote:
Rancor418 wrote:
Ryche_Mykola wrote:
1.) Lower Complexity on Objects. This will lower the Factory Times for creating armor.
2.) Bring Resource Usage more in-line with pre-CU requirements.
3.) Get rid of level difference based damage multipliers. This is a nail in the coffin type thing. I don't even need armor to fight lower level creatures. Higher level creatures, there damage multiplier and regeneration is so high it doesn't matter.
4.) Armor Color Kits.
5.) PSG's - The visuals are cool. Everything else is garbage about them. Make them more powerful or VASTLY make changes to there crafting, they are too difficult to make for what they provide.
6.) Removal of Tailor Subcomponents - Only fair now, since no other Crafters really require as much inter-dependance, why should we now?
7.) Status of AS's that have finished the RIS Quest?
8.) Skill tapes in armor and clothing, will players be able to remove them?
9.) Armor Conversion - We got some blurbs on RIS, what about the rest?
10.) Looted Components Conversion
This would be some of the main questions I have also. If we could get an answer it may settle a few down.
You get bruised toes when you try walking in the dark.
Aye he basically just restated what our main concerns have been the whole time through. And it's hardly the only list like this that has been made. Dispite what some folk claim. We keep making lists like this and they seem to keep being ignored by SOE.
I have a list in notepad that I keep adding things to. Very handy keeping ALL our issues together to make the devs jobs easier to see what our issues are so they don't have to run through thousands of garbage posts.
Ryche_Mykola wrote:
1.) Lower Complexity on Objects. This will lower the Factory Times for creating armor.
Agreed, 100%. IMO, the best thing to do would be to slash the complexity on segments and cores, leaving layers as the rate-limiting factor.
2.) Bring Resource Usage more in-line with pre-CU requirements.
Yup.While Idon't really mind the increased organic requirements, the increased usage of things like gemstone give me pause. What really baffles me is the huge resource requirements on layers compared to what they are now. There's no reason for it other than to drive up costs.
Layer resources do not feel right at all, particularly the call for very rare, specific resources in the most basic layers. Segment resources feel right. Core resources feel right, although I wouldn't mind seeing the numerical usage decrease by another third or so, and calling for specific, planetary hide is never appropriate. Appearance resources feel just fine, although there is the concern with XP gain due to final assembly resources being so low (if you want specific planetary organics, this is the place to put them).
3.) Get rid of level difference based damage multipliers. This is a nail in the coffin type thing. I don't even need armor to fight lower level creatures. Higher level creatures, there damage multiplier and regeneration is so high it doesn't matter.
BINGO!
4.) Armor Color Kits.
Although I think this would go against Blixtev's stated preference for smiths standing around with crates and resources in hand, ready to make specific, customized armor on a whim, market realities dictate that we absolutely MUST have these available somewhere.
5.) PSG's - The visuals are cool. Everything else is garbage about them. Make them more powerful or VASTLY make changes to there crafting, they are too difficult to make for what they provide.
Very true. Something needs to be done with them, although it's hard to figure out what should be done with them.
6.) Removal of Tailor Subcomponents - Only fair now, since no other Crafters really require as much inter-dependance, why should we now?
Unless chefs lost their reliance on bioengineered tissues or droid engineers lost their reliance on master artisans, I'll have to disagree with that.
7.) Status of AS's that have finished the RIS Quest?
Another good question.
8.) Skill tapes in armor and clothing, will players be able to remove them?
Will we? Totally unknown, and if I had to guess today, I'd say "probably not." Should they? ABSOLUTELY.
9.) Armor Conversion - We got some blurbs on RIS, what about the rest?
Yet another very good question. I've got several guesses, but it will be interesting to see what happens.
10.) Looted Components Conversion
While I'm not too concerned about the conversion, I am curious to see the full range of enhancers now.