Armorsmith Archive
Thread: what exactly are you all up in arms about
Message Edited by evil-bountyhunter on 04-12-2005 08:58 PM
evil-bountyhunter wrote:
im sorry but ( plz dont flame ) that dose not seem to bad but like i said im not a crafter so i dont know but still there will still be scouts for harvesting since there will still be BHs
Well when armor prices increase 10 times of what they are now, will you as a combat profession complain when you have to pay say 2-3 mil for a suit?
Deeb0 wrote:
evil-bountyhunter wrote:
im sorry but ( plz dont flame ) that dose not seem to bad but like i said im not a crafter so i dont know but still there will still be scouts for harvesting since there will still be BHs
Well when armor prices increase 10 times of what they are now, will you as a combat profession complain when you have to pay say 2-3 mil for a suit?
point taken but do you really think prices will go up that high i can under stand why but........
evil-bountyhunter wrote:
im sorry but ( plz dont flame ) that dose not seem to bad but like i said im not a crafter so i dont know but still there will still be scouts for harvesting since there will still be BHs
Rangers, our main providers of hides, don't get any health bonus. So it will be hard for them to gather large amounts of hide. Hide requirements are going up so we'll need even more. These two facts create a conflict. It will be very hard for a ranger to fill a 100k, 200k, 500k order of hide.
As far as the crafting goes, a 12 point smith can use points in a variety of ways in a variety of layers (maily dividing up the 12 points between base protection, special protection and HAM reduction). This creates opportunites for people to master a particular type of armor and come up with some interesting (and quite good) variations. With the changes in the CU all armor will basically be the same (since we now can only experiment on one form of protection). This in turn makes it so a 10pt smith will make as good of armor as a 12 pt one. This is taking all of the technique out of the crafting process and just making it resource quality based. Gone are the days of inventing a new recipe.
evil-bountyhunter wrote:
Deeb0 wrote:
evil-bountyhunter wrote:
im sorry but ( plz dont flame ) that dose not seem to bad but like i said im not a crafter so i dont know but still there will still be scouts for harvesting since there will still be BHs
Well when armor prices increase 10 times of what they are now, will you as a combat profession complain when you have to pay say 2-3 mil for a suit?
point taken but do you really think prices will go up that high i can under stand why but........
With the high requirement of resources especially organics, and few rangers to collect, those prices will soar.
But they may change that before it goes live
they proobly will since in JTL beta it cost liek a mil for a light duty tie
Deeb0 wrote:
evil-bountyhunter wrote:
Deeb0 wrote:
evil-bountyhunter wrote:
im sorry but ( plz dont flame ) that dose not seem to bad but like i said im not a crafter so i dont know but still there will still be scouts for harvesting since there will still be BHs
Well when armor prices increase 10 times of what they are now, will you as a combat profession complain when you have to pay say 2-3 mil for a suit?
point taken but do you really think prices will go up that high i can under stand why but........
With the high requirement of resources especially organics, and few rangers to collect, those prices will soar.
But they may change that before it goes live
_Monroe_ wrote:
evil-bountyhunter wrote:
im sorry but ( plz dont flame ) that dose not seem to bad but like i said im not a crafter so i dont know but still there will still be scouts for harvesting since there will still be BHs
Rangers, our main providers of hides, don't get any health bonus. So it will be hard for them to gather large amounts of hide. Hide requirements are going up so we'll need even more. These two facts create a conflict. It will be very hard for a ranger to fill a 100k, 200k, 500k order of hide.
As far as the crafting goes, a 12 point smith can use points in a variety of ways in a variety of layers (maily dividing up the 12 points between base protection, special protection and HAM reduction). This creates opportunites for people to master a particular type of armor and come up with some interesting (and quite good) variations. With the changes in the CU all armor will basically be the same (since we now can only experiment on one form of protection). This in turn makes it so a 10pt smith will make as good of armor as a 12 pt one. This is taking all of the technique out of the crafting process and just making it resource quality based. Gone are the days of inventing a new recipe.
As far as post CU prices, i'll have to see what other ASes on my server are gonna do but i plan and charging about 150% more than i do now. Once we all settle down with decent types of the new resources our prices will gradually fall, but by then most may give up. I also feel terrible for rangers, i used to be a master ranger and was one for a good 6 months and had a blast. But with the SP reqs being comparably outrageous and getting no 'combat' benefits such as health then they will all quit. I hate to see it because they are some of the coolest people around in this game.
But On a clarification there are 2 bars to experiemtn on, not 1. Condition and resists.