Armorsmith Archive
Thread: What the average AS needs...
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-Droideka-
Mon May 16, 2005 6:12 pm
#1
Other than all the bugs fixed (see the two zillion posts about what is currently not working) we need...
1.A way to go and somewhat safely empty our harvestors WITHOUT GROUPING OR PSG'S.
Suggestion: If you can't remove the bleeping childlike level system that we hate, then a) give our speeders sliding scale damage modifier mitigation based on (lvl of attacker) - (lvl of defender); from 90% at level 1 to 0% at level 80. Yes, this is illogical, but so is the entire level system. If you have one stupid idea that you're not willing to get rid of, then give us some working options to live with it (hint: not 'hire a bodyguard' or 'wear a psg').
Suggestion #2: crafting armor that works along the same lines (damage modifier mitigation). Certed only for crafters and it nerfs any combat ability while you wear it (hint: we know you know how to code this in, because you did it for TKA).
2. Experimentation: The thing that used to make AS a lot of fun needs to be that way again.
Suggestion: Adding another line of experimentation can be done to hindrances, despite what you say about all the trouble rewriting the code. We didn't want you to change the crafting process in the first place. Add another line of experimentation to hindrances. Don't give us lame excuses about how it's not possible. Just fix it.
3. Foot and hand armor.
Suggestion: allow for condition greater than 100/100, and allow for slots for SEA's
That's all I have for now, but others feel free to comment/post here. I gotta get back to work.
AndJusticeForAll
Mon May 16, 2005 10:02 pm
#2
does the condition really matter on gloves/boots? i mean they dont decay exept for death, and even then its only a % thing.
as for the other stuff, your 2-3 weeks late.
Kesslan
Mon May 16, 2005 11:01 pm
#3
aye. But it would definately be nice to have the belt, bando, ubease shirt,glove and boot CA sockets back again.
Wallid
Mon May 16, 2005 11:07 pm
#4
it's not that they "can't" (if they couldn't then their coding and planning scare me). It's a fact they won't. I have to admit, As armorsmithing was a challange and an art before CU, it's now more of a challange of not being fustrated. The CU in it self was over kill. If anything just adjustments were needed. Combat part I'm used to now, means I need to think (I was thinking before too, just now we have no spamming or AFK combatants).
Rumor has it that there is to be a "CRAFTERS upgrade". course I've heard the smugglers are STILL waiting for their upgrade. too bad. Rangers, Smugglers, Squad leaders have SO much to offer.
a desent PSG would be a viable option for crafters really. if anything give it the stats of light armor - medium.
anything more, and we can get body gaurds.
-Droideka-
Tue May 17, 2005 12:10 pm
#5
AndJusticeForAll wrote:
does the condition really matter on gloves/boots? i mean they dont decay exept for death, and even then its only a % thing.
as for the other stuff, your 2-3 weeks late.
AFAIK condition would matter if they were socketable, because they get destroyed now when condition dropped to zero. As for the other stuff, no I'm not late, just reiterating. I don't want these things to lose importance over the huge amount of bugs that need to be fixed. The devs need to remember what is important about this profession; what they destroyed and need to fix.
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