Armorsmith Archive

Thread: Our Top 5 List (Edited 4-24-2005)

CaileSathinor
Thu Apr 21, 2005 10:53 am
#1

**EDIT** I've decided to split this into 2 categories, after doing some thinking and talking to Blixtev. Category 1 is our "This has to change before CU or else the entire game will suffer," i.e. stuff like Armor not working (supposedly). Category 2 is "We really hate this, but we can deal until CU is live and Category 1 is dealt with."

DiSCLAIMER: This is a living document and will change based on your feedback. I've intentionally left things blank or put them in certain places. Just because they are there doesn't mean they can't and won't move.

Immeadiate Issues:

1) Resource Requirements (too many named resources, organics in cores, etc)

Proposed solutions:

-Reduce the amount of specific, i.e. Tatooine Wooly Hide, to generic (just wooly), or Periskovitic aluminum to either a resource we needed to use before (e.g. Chromium Aluminum) or just generic type of the resource.

-Move organics from cores to final skin, but increase the amount required in the final skin by the amount moved

2) Layer complexity untouched (possible miss in the pass on other schematics?)
3) Layer and Segment Conversion (What's the deal with these? Will they Convert? Not convert?)
4) Open for Discussion
5) Open for Discussion

Long-term Issues:

1) Experimentation needs to be made more complex.
2) "Epic" vs "Common" Armor differentiation
3) Revisions to Mandalorian Skinning process (I'll start a discussion thread on this)
4) Get some more lovin' for Wooks and Ithorians?
5) Open for discussion

On the long term issues, think about where we can work with Blixtev, what's acceptable and whatnot.

Honestly, while I agree, Experimentation sucks the way it is now, it won't hinder us from making armor. It's number 1 on my long term goals to get changed, and it's definately something I'm going to push hard for once CU is live and

Message Edited by CaileSathinor on 04-21-2005 04:03 PM

Message Edited by CaileSathinor on 04-21-2005 04:05 PM

Message Edited by CaileSathinor on 04-23-2005 09:42 PM

Message Edited by CaileSathinor on 04-24-2005 01:29 AM



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
Eryk
Thu Apr 21, 2005 11:01 am
#2



Although I haven't seen much about the item conversion, its a hot topic, and some people remain worried.


Experimentation is horrible - that's what separated us from a simpleton class, from an advanced class. We need to make it FUN again.


Also, faction points for the schems and for biolinking still has people complaining, but I don't think its a huge issue anymore.


The OQ/UT thing is still a hot topic in my book - I'd at the least like to understand why the change was made. - FIXED, my bad


Resource requirements, and the factory times are definitely problem areas. Once again, if the Devs could communicate as to why these changes were made, that would be most helpful.


I personally like the armor certifications. I think it makes sense, I just feel we should be granted some sort of 'general' armor that us non combatitive types can wear around. Something with low key protection. But thats a seriously low priority for me.


Anyways, that's all I got now. Welcome, BTW, Caile!

Message Edited by Eryk on 04-21-2005 01:32 PM



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Kelloch
Thu Apr 21, 2005 11:01 am
#3



CaileSathinor wrote:
I intended to have this out earlier this morning, but my cat (who's still adjusting to her new home) decided 4 AM was playtime. Boy was that fun. Anyway, I pulled some of these issues off Okram2k's old "Top 5" Thread that I feel are still generally big issues. Once we've got a good solid top 5 that we can agree on, I'll flesh out the details on the issues.

DiSCLAIMER: This is a living document and will change based on your feedback. I've intentionally left things blank or put them in certain places. Just because they are there doesn't mean they can't and won't move.

THE Top 5 (Our "OMGPlzfix/changethiskthxbbq" Issues)

1) Experimentation Oversimplification
2) Armor Enhancer Conversions broken (a.k.a. not showing any stats)
3)
4) Resource Requirements (specifically, organics?)
5) Factory Times

Other stuff:

-"Epic" armor vs "casual" armor differentiation
-Faction Armor "Issues" (feel free to elaborate on these as a whole)
-Armor Certifications: Good or Bad?

Go ahead and toss stuff out to me.




While its still being tested, I am worried about the combat level dmg modifiers reducing the need for armor. Seems to be only worthwhile if you are fighting something with a few levels of you. Of course I have a problem with that whole system, but if they aren't going to get rid of it, I'm worried about armor's role in it.



Sune Omare
Eryk
Thu Apr 21, 2005 11:03 am
#4

Forgot to mention something...


Give us percentages. The math is there, it'll make it MUCH easier for our customers, and in turn, for us. Don't make it any harder than it needs to be for our customers. =)



SOE Applicant: Here is my resume.
SOE Interviewer: It's half finished.
SOE Applicant: So are your products.
SOE Interviewer: You're hired.

- I support killing your Jedi, over and over.
JangoFett100
Thu Apr 21, 2005 11:04 am
#5

The conversion of current armor is one topic I haven't seen brought up too often.



Qum - Retired Armorsmith
Alog - Grumpy Fish

-VtS-Maddix
Thu Apr 21, 2005 11:05 am
#6

Eryk: Resources were changed back to OQ/SR quite a while ago.

My main issues (at this time, without having tested for myself on my own TC server) are:

1) Experimentation Oversimplified (at least give us someway to be different other than just 'who has the best resources')

2) Faction Penalties for Master Armoursmiths when purchasing schems (but not for players when they buy them?!?)

3) Resource Requirements (altho my only real gripes are Dath Fiberplast and Naboo Bristley...the new 'named' ores in layers are a bit of a pain too I guess tho)

4) Armor Enhancer Conversions (as far as I have seen, its just happening?)



-----

Ne'la Hi'had - Master Armoursmith, Master Merchant
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rahbert
Thu Apr 21, 2005 11:07 am
#7

The Conversion is huge.... segements, layers, components have no stats. Is this a bug or intended? I think we need the answer to that question...

ZionHalcyon
Thu Apr 21, 2005 11:07 am
#8

Lol, on my top 5 list is sticky clean up - a single sticky with links to all the old system threads would be nice, that way the space can be used for post CURB threads.



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plonger
Thu Apr 21, 2005 11:09 am
#9

I would really like to have armor certs added to this for the following reason. As it stands currently in the CU the assumption is that if you are a rifleman/non-combat toon you will never be out solo against mobs that deal kinetic damage. By having this restriction, your saying that you should only be grouped with tanks, and if not, then you deserve to be at a disadvantage.


You should be able to wear armor that has defenses against what you are going to be fighting, not what the devs ideal group system has decided for you.
freedomwarrior
Thu Apr 21, 2005 11:11 am
#10

How about a simple response to why they added all the named resources to our crafting. Personally, I have some of it, but now its even more credits to have to fork out to get what is needed and then if armor is only marginal better why bother. Just a simple response to why is all I would like to see.



-Ackire-

THE Retired
dMaster Armorsmithd
Located on the wonderful Planet of Naboo
Now located at -3256 3748, outside of Theed
-=X=-

Eryk
Thu Apr 21, 2005 11:12 am
#11






-VtS-Maddix wrote:
Eryk: Resources were changed back to OQ/SR quite a while ago.






?!?! I love you.


Apparently, I missed that one amidst the chaotic days of past. Scratch that one, and I'm a tad bit happier now. Thanks!



SOE Applicant: Here is my resume.
SOE Interviewer: It's half finished.
SOE Applicant: So are your products.
SOE Interviewer: You're hired.

- I support killing your Jedi, over and over.
Mcgreag
Thu Apr 21, 2005 11:15 am
#12

Maybe not top 5 stuff but things I feel will be important if not for us then at least for our customers.

1. The 4 digit number is ok during crafting but on completed armor the % they represent need to be displayed. Either they should totaly replace the 4 digit number or display something like 6000 = 48%. Weapons have got a much better display with the CU where it now even says the DPS modified for your speed. Why is it that armor get so much worse display?

2. The combat log. As it is right now it's very hard to understand. Maybe change it to something like:
"A attacks B with B using C and hits for 500 points (450 points of energy damage 50 points of electrical damage). B's armor absorbed 234 points (216 points of energy damage and 18 point of electrial damage)."

As a comparison the same attack right would display.
"A attacks B with C using D and hits for 482 points (450 points of energy damage 32 points of electrical damage). B's armor absorbed 234 points out of 482 possible points of damage."



Mcgreag - Infinity - Master Smuggler - Rebel Colonel - Member of Legion
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TitanTen
Thu Apr 21, 2005 11:18 am
#13




My Top 5 (in order of importance)

1) Experimentation Oversimplification
2)Resource Requirements (specifically, organics?)


3)Factory Times



4) Epic" armor vs "casual" armor differentiation
5) Armor Enhancer Conversions broken (a.k.a. not showing any stats)


Message Edited by TitanTen on 04-21-2005 02:19 PM



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