Armorsmith Archive
Thread: Another CURB Concern: Armorsmith XP Gain
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Brutus_Krylop
Wed Apr 13, 2005 1:43 pm
#1
Blixtev wrote:
Excellent post, I cut the number of organics in half on cores and final appearance combines, should make it to TC today or tommorrow.
I was going to respond to this in the original thread, but I realized that it touched on and amplified something that had briefly crossed my mind last night.
Gaining Armorsmith Experience will now be painfully slow, and will essentially require that anyone attempting to become a Master Armorsmith "practice-grind" massive numbers of cores, layers, or PSG components. The problem is amplified even more for anyone attempting togain Force-Sensitive Crafting XP.While this is no different from the normal practice on live servers today, the new system virtually eliminates the capability of a new smith to level and gain XP as he goes crafting armor for sale (as I and many other smiths did). My recollection was that this was the intent, and thatbasic / standard / advanced cores were separated out so that a leveling armorsmith would produce armor equivalent to what a leveling combatant would require.
Crafting experience is gained when an item is created (or practiced) by hand. Creating a schematic results in no crafting experience gain, and items created in a factory provide no experience, either. Usage XP is extremely rare and wholly unreliable.
Under the new crafting system, the only items for which a leveling smith can earn Armorsmith XP by hand-crafting every component are basic biceps and bracers, boots and gloves, andMk.1 PSGs. Leveling smiths can also earn XP through hand-combining chestplates, helmets, and leggings, but because they require factory-identical cores, which require factory-identical segments, which require factory-identical layers, the amount of XP gained for crafting these are minimal.
For example, in the new system (without changing the resource requirements per Blixtev's quote), a padded chestplate will yield 300XP. Under the current system, it will yield 700XP.
There are a few things that could be done to remedy the problem:
- Reduce XP requirements for leveling armorsmith
- Increase XP gained per resource for leveling armorsmith
- Increase the amount of material in final combines (not suggested)
Perhaps I'm making a mountain out of a molehill, but I've always had great respect for the smiths that leveled up "the right way" by crafting and selling armor, learning the system as they went. I remember being the first smith on my server to offer kinetic-layered Ubese, back in the day when most layers didn't work, back when I only had 4104 Armorsmith. I would like to keep the way I leveled as an option for new smiths. Otherwise, we might as well just put all the schematics in the Master Armorsmith box, and tell aspiring smiths to practice-craft a bajillion AUKs until they reach mastery.
ZionHalcyon
Wed Apr 13, 2005 1:53 pm
#2
Ah, some valid concerns. Personally, I would like to see the amount of XP increased, but that is just me.
Keeper32
Wed Apr 13, 2005 3:07 pm
#3
Come to think of it, the XP gains for other new AS schematics are not in alignment I would assume.
For instance when practicing an Energy layer I only get ~58 xp. It's been a while since I checked so it may be off by a few points. But it is only, when not experimenting, ~1.0xp per resource, when the normal gain is 2.0xp per resource.
I actually get more xp from an AUK, which uses 30 resources than I get from a layer which uses56 resources. That can't be right... Can it?
_Monroe_
Wed Apr 13, 2005 7:09 pm
#4
I think the XP gains are way low as they are now in TC. But to be honest, most everyone will do the AUK/Ubese shirt route still.
Kelloch
Wed Apr 13, 2005 7:40 pm
#5
I agree. I made it to master by selling my armor, but I also realize most people tend to grind up. Of course,I had it a little easier as I've been here since the beginning. I could sell my mabari and my chitin because that's what everyone was wearing.
Thula
Thu Apr 14, 2005 6:48 am
#6
The new schematics have a 1:1 xp ratio while it seems they kept the old 2:1 xp ratio for the older schematics (not many left, AUK and Ubese shirt notable exceptions).
So you still have the AUK/shirt route, however the old Mabari route is replaced by Segment/Core which gives a much lower xp output. In addition it has a huge hide requirement which makes it in general much more expensive to grind in the new system.
The new system does not invite people to sell their grind wares as it is impossible to make armor without factory runs (Cores). In the old days you could at least make some armor pieces completely by hand.
Message Edited by Thula on 04-14-2005 10:33 AM
AndJusticeForAll
Thu Apr 14, 2005 7:02 am
#7
maybe they should just remove the factory requirements on all armors... allow use of "similar" cores in same suit. Would eliminate the no xp issue as ppl could make all the comps for a suit by hand.
NiBorg
Thu Apr 14, 2005 7:08 am
#8
Keeper32 wrote:
Come to think of it, the XP gains for other new AS schematics are not in alignment I would assume.
For instance when practicing an Energy layer I only get ~58 xp. It's been a while since I checked so it may be off by a few points. But it is only, when not experimenting, ~1.0xp per resource, when the normal gain is 2.0xp per resource.
I actually get more xp from an AUK, which uses 30 resources than I get from a layer which uses56 resources. That can't be right... Can it?
That's about right, and why I was ready to rip my hair out.
Kelloch
Thu Apr 14, 2005 9:35 am
#9
Today's Daily Focus thread in the In Testing Forum is about XP gain. Now, it seems to me that all the daily focus threads are on combat related items. It never seems to be anything regarding crafting. While you won't be able to answer all the questions, I was thinking those that have opinions on the XP gain for crafting should post on the thread. I figure its just another way to highlight our concerns.
clicky
clicky
Message Edited by Kelloch on 04-14-2005 09:36 AM
MrGouda
Thu Apr 14, 2005 10:52 am
#10
I agree with the suggestion to make it possible to use "similar" items all from the exactsame resources. They want us to become "craftsman." How many vintage automobile restoration hobbyists use factories to churn out anything. I bet none.
We should be able to hand craft an entire suit by hand. Heck that's how I do my RIS.
Noobs can't even spell factory. How many time have we mentors heard "Factory, you mean I can use a factory for some of this?" We ought to be given either avenue.
Keeper32
Thu Apr 14, 2005 12:35 pm
#11
Ah yes, the good old days. Where Bestine was packed and real men wore Chitin with 30% kinetic... and it sold like hotcakes 
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