Armorsmith Archive

Thread: Worried about Armor Effectiveness in the CURB

FignarKrynn
Wed Apr 13, 2005 8:28 pm
#1

After speaking with a few people on Test lvl 15 to 22, i asked them to fight a few mobs that were same lvl as them and slightly higher with and without armor on, and guess what? it doesn't make a significant difference to them having the ability to defeat a mob or not and certainly not enough to warrent someone to pay 500k for a set. They need to address this or we will be crafting for looks and nothing else.
The Armor needs to effect your ability to defeat a mob some how or its pointless as it doesn't have a significant effect on the damage you recieve thanks to the excellent lvl system (/sarcasm off )deciding how much damage you take. When people wise up to this we will be in trouble i think. Seriously though if this goes into live and nothings done we can just slap any old resources regardless of stats and churn out rubbish. If this is the case now i'm sure its the same when you have a complete template as a combat orientated player. They need to sort this out i think. Only other solution i can think of is we get stat modifiers in the actual armor which effect various skills such as melee defence, ranged defence, which would make the armor more attractive to purchase since it has limited defence capabilities due to the lvl vs lvl system negating most of the damage anyway. This would also allow us something to experiment on aswell. Would be nice if people could come up with some figures of tests done i keep crashing every 15 mins so its a pain for me to do :/



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Jereck
Wed Apr 13, 2005 8:48 pm
#2

thats the whole problem with the level system to start with. If dmg is scaled by level then guess what? You only need armor against mobs many levels higher than your own. Its the same way in every level based mmorpg. The only thing that will create a demand for armor is high end hunts such as krayts, NS, DWB, vette, etc.... Icompletley agree with you on this. It will cost us a minimum 500k to make decent quality armor post CU if things stay as they are due to resource reqs and changes. Now we'll see that armor isn't a requirement and have to drop prices to a point where our profit margin is next to nothing. And if our profit margins are not worth the effort then why should we stick around?



Karras - Lowca
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Kelloch
Wed Apr 13, 2005 9:54 pm
#3

Totally agree. The only solace I can take in this if it goes live is that while its all screwed up I can worry more about harvesting these named resources than making armor. Assuming they actualy fix the level system. Still don't understand why they had to introduce that.

You ever notice that you never hear any reasoning why something was designed a certain way? I just want to be able to understand why people think the leveling system is a good way to do things. As I said in previous posts....we've made Star Wars D&D and ignored the laws of physics.



Sune Omare
Biseks
Wed Apr 13, 2005 10:04 pm
#4

Again, nothing new from Monday. My 2 cents. Lets see what a MAS can craft and see what the percentage difference are, if any. That will be a true telling of how effective armor is. While I agree with the math as it stands, I have first hand knowledge from experimenting myself, I don't know what the frogs are giving in armor. If its middle of the road, we still have information to acquire. Ifs its the best you could make? we might be in trouble.

Biseks
jason67
Thu Apr 14, 2005 6:30 am
#5






Kelloch wrote:
Totally agree. The only solace I can take in this if it goes live is that while its all screwed up I can worry more about harvesting these named resources than making armor. Assuming they actualy fix the level system. Still don't understand why they had to introduce that.

You ever notice that you never hear any reasoning why something was designed a certain way? I just want to be able to understand why people think the leveling system is a good way to do things. As I said in previous posts....we've made Star Wars D&D and ignored the laws of physics.






Pure speculation and opinion on my part but...



The leveling system would be a way to help balance out the Jedi defenses(or lack there of). If armor supplies only minimal impact to the damage taken then Jedi who can't wear armor will no longer be at a huge disadvantage to players that can. This is a huge issue for the Jedi community given that their unresistable LS's are now completely resistable.


Given this type of system you will also see many more people willing to wear various clothing/armor. Since armor will offer only minimal protection at this point you will see a much larger variety of outfits in the SWG galaxy which has been something the community has been requesting for a long time(composite clones).


As for any resources changes I can only assume those were put into place to help "reset" the AS profession. Allowing for the smiths to begin anew their crafting empires and redetermine how the armor sales would be handled(one crafter doing all types, or several crafters focusing on specific types). In my mind there is absolutely no reason to reduce armor crafting experimentation down to a single line(a 10pt crafter SHOULD be catering to a totally different market than a 12pt crafter). It takes any of the actual thought process out of crafting and makes it like tailor or architect where this is very little to no value in any additional experimentation or any need to actually understand your profession.






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Thula
Thu Apr 14, 2005 7:15 am
#6






jason67 wrote:





Kelloch wrote:
Totally agree. The only solace I can take in this if it goes live is that while its all screwed up I can worry more about harvesting these named resources than making armor. Assuming they actualy fix the level system. Still don't understand why they had to introduce that.

You ever notice that you never hear any reasoning why something was designed a certain way? I just want to be able to understand why people think the leveling system is a good way to do things. As I said in previous posts....we've made Star Wars D&D and ignored the laws of physics.






Pure speculation and opinion on my part but...



The leveling system would be a way to help balance out the Jedi defenses(or lack there of). If armor supplies only minimal impact to the damage taken then Jedi who can't wear armor will no longer be at a huge disadvantage to players that can. This is a huge issue for the Jedi community given that their unresistable LS's are now completely resistable.


Are you saying it is acceptable to sacrifice a profession just to make the Jedi's life easier? You are polite in your post so I will try to not rip your head off, but that is pure insanity. This is game is about so much more than Jedi (well, at least it was supposed to be) and I can't imagine that they would screw up the combat interaction between players and NPC/critters AND turn AS into Tailors just to satisfy those .... Jedis. It must be a bug, if not a horribly ill-conceived idea.


Given this type of system you will also see many more people willing to wear various clothing/armor. Since armor will offer only minimal protection at this point you will see a much larger variety of outfits in the SWG galaxy which has been something the community has been requesting for a long time(composite clones).


The composite clone issue has been taken care off with the new way of assembling armors (cores+ skin), again, clothes and armor should not give the same protection...


As for any resources changes I can only assume those were put into place to help "reset" the AS profession. Allowing for the smiths to begin anew their crafting empires and redetermine how the armor sales would be handled(one crafter doing all types, or several crafters focusing on specific types). In my mind there is absolutely no reason to reduce armor crafting experimentation down to a single line(a 10pt crafter SHOULD be catering to a totally different market than a 12pt crafter). It takes any of the actual thought process out of crafting and makes it like tailor or architect where this is very little to no value in any additional experimentation or any need to actually understand your profession.


And now you totally contradict yourself. If armor doesn't have a value in combat, who cares if there are one or a gazillion experimentation lines? Why not go all out and just merge our profession with the Tailors?









I need to test this myself before I freak out, but it should be blatantly obvious that armor needs to have an important role in combat.




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