Armorsmith Archive

Thread: The new 4-digit number

Brutus_Krylop
Sat Apr 16, 2005 3:30 pm
#1

I'm trying to explain the new four-digit number (Armor Number) to my guildmates over teamspeak right now, and ... it's just not working. I can explain the idea of diminishing returns, but people want hard, definitive numbers like they have on weapons (heck, the weapons now even calculate your DPS for you). The new armor numbers are simply not intuitive.


I'm not an armorsmith in real life, but I play one in SWG. I'm a research engineer. I work with numbers every day. I readily understand the ideas and the numbers behind the new system -- but I can't expect folks who haven't taken a math course in over 10-15 years, or folks who have never gone past Algebra I to pick it up.


The theme of the upgrades over the past several months has been ease of use and accessibility. The new four-digit number is not at all accessible to the vast majority of the SWG playerbase. Keep the numbers on the crafter end. Heck, even keep them on the actual armor pieces. But it is imperative that the numbers mean something to everyone. Do the calculation and put the armor percentage on the final pieces.



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Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

Katosan
Sat Apr 16, 2005 3:33 pm
#2

This thread shows a graph which can illustrate the diminishing returns.







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KATOSAN THE CRAFTER
ARMORSMITH / DROID ENGINEER / CHEF / SHIPWRIGHT

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Okram2k
Sat Apr 16, 2005 3:36 pm
#3

maybe we should ask for the devs to make the chart into a painting that we can put in our armorshops?



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
NiBorg
Sat Apr 16, 2005 3:38 pm
#4






Katosan wrote:

This thread shows a graph which can illustrate the diminishing returns.


Cool Explanation









The exact same thing has been covered here and while we may understand it the problem is explaining to customers how to understand it. Pointing them to a graph wont allow for on the spot evaluations.
Brutus_Krylop
Sat Apr 16, 2005 3:40 pm
#5






Katosan wrote:

This thread shows a graph which can illustrate the diminishing returns.


Cool Explanation







A graph explains it pretty well, but it's ridiculous that a player would have to go to a non-SOE website out of game to understand how his armor works. The simplese solution, and best solution for all players would be to show something like:


Kinetic 6690 (51.2%)



Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

Qui_ConGinn
Sat Apr 16, 2005 4:01 pm
#6

Nice info, and very nice R Squared for who ever did the graph



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XCS High Council · Master Pistoleer|Master Bounty Hunter|Medical Tactician
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TitanTen
Sat Apr 16, 2005 4:55 pm
#7






Qui_ConGinn wrote:

Nice info, and very nice R Squared for who ever did the graph






sehera did it, and from her and a few others' input (myself included << shameless self plug) blixtev came and explained why he went with the points versus percents.


Its in another thread around here somewhere



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Ajo79
Sat Apr 16, 2005 5:05 pm
#8

Put in the actual resist percantages please.



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Atobusarragra
Sat Apr 16, 2005 8:49 pm
#9

Link to graph is broken!?


And, yes, the numbers should be kept until lst crafting stage where they get converted to a %.


I cant believe whoever is in charge of AS for the CU overlooked so many points on our profession...
NiBorg
Sat Apr 16, 2005 9:17 pm
#10






Atobusarragra wrote:

Link to graph is broken!?


And, yes, the numbers should be kept until lst crafting stage where they get converted to a %.


I cant believe whoever is in charge of AS for the CU overlooked so many points on our profession...







this one works. http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y


Okram2k
Sat Apr 16, 2005 9:50 pm
#11

this chart is too important to have on imagedump, I hosted it on my own web site to give it a more stable (and easier to remember) location:

http://okram.annihilated.com/aschart.jpg



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
TurboSith
Sat Apr 16, 2005 10:03 pm
#12

so.. in essence it is what we've all asked for... a percentage cap on armor at 60% .... but to make it "new and exciting" they used large cumbersome numbers that dont achieve anything



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s Smuggler
s Shipwright s
You don't know the power of the Milk shake




TitanTen
Sun Apr 17, 2005 3:22 am
#13






TurboSith wrote:

so.. in essence it is what we've all asked for... a percentage cap on armor at 60% .... but to make it "new and exciting" they used large cumbersome numbers that dont achieve anything






i wont say they dont achieve anything, since having the points allows from a set value for enhancements that does not have to have a variable number on them for the diminishing returns formula. 500 points is 500 points in this system, where as 5% could be from 10% to .2% in this system....



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
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