Armorsmith Archive
Thread: WHY We Are Angry
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foobar0
Tue Apr 12, 2005 10:36 am
#1
The post-CU armor system has been subject to alot of complaints from AS's on this forum, and I think it's apparent there are two types of people on two sides of the issue: People who are senior, experienced armorsmiths, and, well, people who are not. I think part of the reason there is so much disagreement is that those people who are not, don't really understand what goes into becoming an armorsmith that people will regularly buy from.
Such Armorsmiths can usually say most if not all of the following:
How does the CURB changes to Armor hurt us? Let's examine:
The UT vs. SR change totally invalidates our old resources en masse. Fortunately, this doesn't appear to be an issue any longer, but consider: We don't accumulate that many resources for fun: We do so because we are continually seeking better resources. There is often not one single resource in an armor combine where the stats don't matter. This is something that is unique to armorsmiths. EVERYTHING is important. We accumulate resources because good stats are the only way we can hedge against a temporary dearth of good resource spawns, something we have no control over. And unlike nearly every other profession, we live and die by our stats. Nobody really cares if their swoop is 88% or 92% durability, and even if they did, nobody could tell from just looking at it. OUR ARMOR IS NAKED, with all the numbers sitting right out there to be weighed, measured, and, (sometimes,) found wanting. No other profession is under such a microscope. No other profession is so tightly bound to the quality of our resources. Ask an Architect what the OQ+SR of his Intrusive ore is and he probably won't even know what those acronyms mean.
The changed resource requirements invalidate huge blocks of our resources. The million+ resources I accumulated weren't obtained by accident - They took hours of my time, going from resource vendor to resource vendor, often paying exorbitant prices for a resource that has been out of spawn for months. In those cases where we've been able to harvest, we often do so at great risk. I personally got killed 6 times dropping harvesters on a particularly good spawn. I'm not complaining - That's the price of doing business.
The increased resource requirements devalue everything in our stock. Now that a chest plate requires 5 times as many resources, (a conservative estimate, if you look at the schematics,) the current resources are worth 1/5th as much. Either that, or the chest plate is going to cost 5 times as much. Neither option is particularly palatable to armorsmiths. We already spend an inordinate amount of time and SP on our professions, so much so, in fact, that we're usually alts, and now we face the prospect of higher resource requirements and longer factory runs, taking up more time.
The reduced experimental complexity invalidates the 30 million credits we spent on our skilltapes. We didn't create the system that gives us more experimental boxes than we have experimentation points. We merely adapted to it by accumulating exp+ skilltapes, at HIDEOUS personal expense. Ask any armorsmith: Not 1 in 50 skilltapes were looted. They're always purchased off forums, or the occasional vendor, from combat professions. Now we're looking at a single experimental bar, with ten points of experimentation to use. As for our extra two points? Lotsa luck to ya, buddy! Don't let the door hit you in the !@#$ on the way out!
Too many of the optimizations that we spend time and credits on have been invalidated by the CURB armor system. As for evening out the playing field, it ought to be enough that the new AS comes up in an environment that is FAIR.
Let's be clear about the distinction between EVEN and FAIR:
FAIR in ths case means everyone has the same opportunity. If some people succeed given that opportunity, that's because they're good at what they do. If some people fail at it, it's because they suck at what they do.
EVEN in this case means everyone is forced to produce the same thing. It's the NFL system of armor: Everyone gets an inferior product, but the guys not spending any time or money on their craft do alot better because while they alone put garbage in, EVERYONE gets garbage out. Make no mistake: Evening the field requires you lower the ceiling, not raise the floor. Will the armor post-curb protect any better? Will it be eaiser to wear?
There is no virtue in rewarding the Arizona Cardinals of the Armorsmith profession. They put little to no work into their craft beyond the initial grind, (which any serious armorsmith will tell you represnts 5% of the total work,) and should therefore receive little compensation for their efforts, or, more to the point, lack thereof.
I've mastered 4 different crafting professions. And of the four, Armorsmith took, by far, the most effort and thought to do well. I don't think it's at all unreasonable to argue that AS takes more work and knowledge than any other craft. Too many of the changes to the AS profession reward the inept and apathetic for their indifference.
THAT is why we are angry.
Such Armorsmiths can usually say most if not all of the following:
- They've mastered Armosmith. Duh.
- They've used SP on additional, supporting professions to AS, such as Master Smuggler to do their own slicing, Tailor 0200 for Synth Cloths and Reinforced Fiberplast Panels, or some set of Merchant skills to ply their wares.
- They've has accumulated +15 to +25 in Armor Experimentation Tapes. If they're not at +25, (or at least +20,) they're usually working his way up to that.
- They've accumulated a couple million units of resources, (yes, I said million,) to make the armor that people buy. Right now, that means composite, composite, and more composite, which means intrusive ore, solid petrochemical, polymer, nabooian fiberplast, polysteel copper, and wooly hide. That, and a little bit of other stuff.
- They've spent a significant amount of time and credits perfecting their armor template, a mix of layers and segments and experimentation points that produce the results they want, which is to say, the results their CUSTOMERS want.
- They usually own 10 harvesters and 2-3 factories
How does the CURB changes to Armor hurt us? Let's examine:
The UT vs. SR change totally invalidates our old resources en masse. Fortunately, this doesn't appear to be an issue any longer, but consider: We don't accumulate that many resources for fun: We do so because we are continually seeking better resources. There is often not one single resource in an armor combine where the stats don't matter. This is something that is unique to armorsmiths. EVERYTHING is important. We accumulate resources because good stats are the only way we can hedge against a temporary dearth of good resource spawns, something we have no control over. And unlike nearly every other profession, we live and die by our stats. Nobody really cares if their swoop is 88% or 92% durability, and even if they did, nobody could tell from just looking at it. OUR ARMOR IS NAKED, with all the numbers sitting right out there to be weighed, measured, and, (sometimes,) found wanting. No other profession is under such a microscope. No other profession is so tightly bound to the quality of our resources. Ask an Architect what the OQ+SR of his Intrusive ore is and he probably won't even know what those acronyms mean.
The changed resource requirements invalidate huge blocks of our resources. The million+ resources I accumulated weren't obtained by accident - They took hours of my time, going from resource vendor to resource vendor, often paying exorbitant prices for a resource that has been out of spawn for months. In those cases where we've been able to harvest, we often do so at great risk. I personally got killed 6 times dropping harvesters on a particularly good spawn. I'm not complaining - That's the price of doing business.
The increased resource requirements devalue everything in our stock. Now that a chest plate requires 5 times as many resources, (a conservative estimate, if you look at the schematics,) the current resources are worth 1/5th as much. Either that, or the chest plate is going to cost 5 times as much. Neither option is particularly palatable to armorsmiths. We already spend an inordinate amount of time and SP on our professions, so much so, in fact, that we're usually alts, and now we face the prospect of higher resource requirements and longer factory runs, taking up more time.
The reduced experimental complexity invalidates the 30 million credits we spent on our skilltapes. We didn't create the system that gives us more experimental boxes than we have experimentation points. We merely adapted to it by accumulating exp+ skilltapes, at HIDEOUS personal expense. Ask any armorsmith: Not 1 in 50 skilltapes were looted. They're always purchased off forums, or the occasional vendor, from combat professions. Now we're looking at a single experimental bar, with ten points of experimentation to use. As for our extra two points? Lotsa luck to ya, buddy! Don't let the door hit you in the !@#$ on the way out!
Too many of the optimizations that we spend time and credits on have been invalidated by the CURB armor system. As for evening out the playing field, it ought to be enough that the new AS comes up in an environment that is FAIR.
Let's be clear about the distinction between EVEN and FAIR:
FAIR in ths case means everyone has the same opportunity. If some people succeed given that opportunity, that's because they're good at what they do. If some people fail at it, it's because they suck at what they do.
EVEN in this case means everyone is forced to produce the same thing. It's the NFL system of armor: Everyone gets an inferior product, but the guys not spending any time or money on their craft do alot better because while they alone put garbage in, EVERYONE gets garbage out. Make no mistake: Evening the field requires you lower the ceiling, not raise the floor. Will the armor post-curb protect any better? Will it be eaiser to wear?
There is no virtue in rewarding the Arizona Cardinals of the Armorsmith profession. They put little to no work into their craft beyond the initial grind, (which any serious armorsmith will tell you represnts 5% of the total work,) and should therefore receive little compensation for their efforts, or, more to the point, lack thereof.
I've mastered 4 different crafting professions. And of the four, Armorsmith took, by far, the most effort and thought to do well. I don't think it's at all unreasonable to argue that AS takes more work and knowledge than any other craft. Too many of the changes to the AS profession reward the inept and apathetic for their indifference.
THAT is why we are angry.
Message Edited by foobar0 on 04-12-2005 01:48 PM
Kesslan
Tue Apr 12, 2005 10:48 am
#2
Nicely said. Though actually a good 8 points and 4 assembly of my suit cost me nothing as guildmates looted them for me. Another 10 points is on long term loan to me from the guild's WS. Its the only reason I'm a 12pt now. But it does show that it's possible for some AS who hasnt been around all -that- long to reach the AS goals i a very reasonable ammount of time.
I mean I can now make 80/80/80 resist 67-68 base composite quite easily. I have my 12 points of experimentation etc... and all after? about 3 months of being an actual MAS of the 5 months I've been playing the game. My buisiness is still small. But thats to be expected. I havent yet made a huge name for myself. But I have started making a very good one going by what customer feedback I get.
But it wasnt all just handed to me on a silver platter. I spent alot of my time as a 10pt AS. And hell I'm still using up all the stuff I made as a 10pt. It still... also sells. Just not for quite as much as I could get for a 12pt crafted suit. But so what? It was before and still is a viable way to make money. I mean hell before I made 12pt. I managed to sell 3 mil worth of armor in as many days. But I took the time unlike alot of other new AS to actually learn what resources make good armor, what stats are good for what resources etc. And I'm still learning. I havent yet reached the peak of my craft. Now it looks like I never really will since we've been nerfed to one line of experimentation.
foobar0
Tue Apr 12, 2005 10:53 am
#3
Your point about getting the skilltapes from your guild is excellent, Kessian: It illustrates that sometimes the expense is so onerous that we simply CAN'T afford the tapes. We have to borrow them instead. But someone's getting hosed when those tapes becomes irrelevant. Whether it's you or your guild, SOMEONE gets the fuzzy end of that lollipop.
NiBorg
Tue Apr 12, 2005 11:11 am
#4
More than likely prices will go up instead of down. You cant harvest creatures or mine any faster then you can now, but you can die a lot easier. Would be nice if the resource requirments were reduced or else first day armor will be well over 1m for a full suit regardlessof which type.
JediSpam
Tue Apr 12, 2005 5:46 pm
#5
What bugs me the most islosing of complexity that made the profession so fun .
I recently made my first suit of triple-80 KEE composite as a 10 point smith.
Although the 30K deeds and +20 tapes would have been the easy way to achieve this, Ichose not to.
Iprobably spent likea week or sofiguring out how to experiment layers, segments and final combines along with which"inferior" resourceI coulduse instead of the top-notch stuffso that I would just barely hit my target with all amazings.
With my currentrecipe, ifI useany other resourcewith about 20 less OQ+SR, I'd only end up with triple-79.
I have4 separate recipes forthe 9 armor pieces.
That's how close I got to the bare minimum requirements.
An easy 15 hours ormoreof in-game experimenting and calculations on paper and Excel.
Call me stupid, but this wasTHE challenge that made smithing so fun for me.
I'm damn glad I did it and damn proud of it.
Iactually learned the details of the profession first hand.
I think Armor crafting comes only second to BE pet crafting when talking about the diversity of recipes one could use. The complexity and thinking needed to be put in is very demanding.
I think all serious/long-timesmiths have done something similar to what I've done and probably spent alot more time too.
So why are they taking awaysomething so complex,challenging, fun and rewardingout of the game?
Jereck
Tue Apr 12, 2005 5:55 pm
#6
I think thats our biggest concern. We're basically losing our individuality, what differentiates a true Veteran MAS from random nub trying to learn the ropes. Now all armor will essentially be the same with a possible slight difference in overall stats and condition. I liked the complexity, i liked making all those billion of comp armor gloves in attempts to find the best combinations, i think we all did. It was a rewarding feeling making a peice of armor that could stand toe to toe and even surpass other ASes work. Now we get 2 lines to expirament on and only one of them matters. The only thing now that seperates 12pt smiths from 10pt is HAM costs and depending on the type of armor, condition. But condition has never really been a deciding factor for any of our customers. Its all been on effectiveness and then to encumberance. So what will seperate our armors after the CU? Nothing.
Wallid
Tue Apr 12, 2005 9:49 pm
#7
foobar0 wrote:
Your point about getting the skilltapes from your guild is excellent, Kessian: It illustrates that sometimes the expense is so onerous that we simply CAN'T afford the tapes. We have to borrow them instead. But someone's getting hosed when those tapes becomes irrelevant. Whether it's you or your guild, SOMEONE gets the fuzzy end of that lollipop.
fuzzy is to nice of a term, I'd more like the flaming porquipine version.
Wallid
Tue Apr 12, 2005 10:10 pm
#8
I've been a 10pt MAS for about a month and afew weeks now. all the way up that ladderto get there I sold what I made, any of my top stuff. I was able to sell it to players that couldn't aford the high end stuff. Right now my Wookie armor is the best stuff I have
My comp is alright, but nothing like the doubles and triples out there. I sell 80kin, 52Elect, and a flux of 47-56 range for a base. still sellable. makes nice PvE, doesn't cover all bases, but does the job. who knows where things will be at when CU comes and resources are all over the place.
I agree with people in this tread so far. the AS profession didn't need tinkering. or if tinkering at all, have it as a segment enhancer. The three lines of experimentation make it more of a challange. Combat people wanted a challange, let them have it. we got our challange with working with the experimentations we got.
props to the peeps that have thier ca exp tapes. I have 4 1 pointers so far. I'm still selling well. I even have a feature where I will delever. heck gets me out of the house.
the thing I like about the CU is the stackables. that will be sooo sweeeet. I'll actualy have inventory room. For a short time. I like the fact we can customize looks. but that's not a nesseity. if I have to do that "cover layer" and add in alot of hide, where I mod looks,(I forget what that last layer is called), then the stats on this item better darn good.
I have a bad/good feeling some of out "speical named" resources for minerialswill be only found on astroids ( as per the Wookie expansion), how that works will be interesting.
I can see some good come with this CU, I can see some bad out of it.
hope Ohram is able to send our concerns to them.
As for the armor certification, over all not bad Idea. I doubt there will be a mass change to TKA, there will still be a need for armor, always.
there is alot of work, and alot of dependacies to AS, hope things go well.
I agree with people in this tread so far. the AS profession didn't need tinkering. or if tinkering at all, have it as a segment enhancer. The three lines of experimentation make it more of a challange. Combat people wanted a challange, let them have it. we got our challange with working with the experimentations we got.
props to the peeps that have thier ca exp tapes. I have 4 1 pointers so far. I'm still selling well. I even have a feature where I will delever. heck gets me out of the house.
the thing I like about the CU is the stackables. that will be sooo sweeeet. I'll actualy have inventory room. For a short time. I like the fact we can customize looks. but that's not a nesseity. if I have to do that "cover layer" and add in alot of hide, where I mod looks,(I forget what that last layer is called), then the stats on this item better darn good.
I have a bad/good feeling some of out "speical named" resources for minerialswill be only found on astroids ( as per the Wookie expansion), how that works will be interesting.
I can see some good come with this CU, I can see some bad out of it.
hope Ohram is able to send our concerns to them.
As for the armor certification, over all not bad Idea. I doubt there will be a mass change to TKA, there will still be a need for armor, always.
there is alot of work, and alot of dependacies to AS, hope things go well.
Message Edited by Wallid on 04-12-2005 11:13 PM
Virtuell
Tue Apr 12, 2005 11:15 pm
#9
I totally agree with you, it is a stupid change and most of accumulated resources will be worthless due to the new schematics.
Looks like I am heading out of business by canceling my account in protest.
DoWei
Wed Apr 13, 2005 12:09 am
#10
I agree with what you said and the thing that makes this the most difficult is that it isn't being done for any real reason. There is nothing wrong with the current armor crafting system. A lot of professions (carbineer, smuggler, squad leader, etc.) have been begging for a revamp/upgrade, I don't think we have? We weren't complaining about the old system yet we are being forced into a new one. At least the old system made sense and it was based on two years of successful game play by many smiths on many servers.
Why do they insist on 'fixing' what isn't broken? I could deal with it all a LOT better if they just gave valid, legitimate reasons for the changes. If they want new players to be able to compete with vets then why did they create vet rewards? Especially the rediculous anti-decay kits?
Why do they insist on 'fixing' what isn't broken? I could deal with it all a LOT better if they just gave valid, legitimate reasons for the changes. If they want new players to be able to compete with vets then why did they create vet rewards? Especially the rediculous anti-decay kits?
Garnax
Wed Apr 13, 2005 12:16 am
#11
I can deal with the changed resources (but I don't want to), what I really don't like is that they are dumbing down the experimentation. It makes armor quality depend 100% on resources, not that I think you actually have to have good resources for grinders since the high protection slow you down so much.
According to my inventory spreadsheet I have around 37 million units of AS resources. Fortunately not only for comp, since I always wanted a full deck. But the fact that they are changing the resources for the basic building blocks still means probably half of it has to be replaced, which will take months waiting for good spawns.
But as I said, what is most vexing is the experimentation change. The least they could do is add armor color kits or something.
kesstral
Wed Apr 13, 2005 12:17 am
#12
Excellent post foobar0! Great job and clearly explaining how alot of us feel but are too heated to speak straight 
Imay not be hurt much financially by the CU since I have a wonderfully supportive guild that has helped me gather resources and is providing me with the use of a +25 armor exp belt and I don't deal in alot of volume. This change to Armorsmithing is more then just about credits. I agree that AS's may end up making more since cost will skyrocket, but is it fair to charge these prices to our customers? Unless mission payouts are changed, where is everyone going to get the money to pay for the new expensive armor? (obviously not from selling looted armor exp tapes)
Changing the system changes what is fun about the profession. To beable to havea friend, guildmate, or customer say "hey.. so-and-so made some armor with XX stats a while back... can you do something like that?". And then to experiment and play to discover how it was done. One of mybiggest accomplishments wasto "figure out" 80kin/80blast/80elec/6stun (bad crism, lol) comp or to make an entire suit of loot enhanced Padded for a friend with super light HAM.
There are some amazing AS's on Sunrunner (active and retired) that I look up to because of the quality of their armor and the honour of their character. In general the AS community has been really supportive and I'm sure anyone that wants to be an AS because they want to truely master a profession, has, and always will have, the oppourtunity to do so.
I don't know what to think about the CU yet. And since I'm left with the only choices of living with it or cancelling, I feel let down. All I can hope is that as a community we can remain constructive and work to ensure that as many of our suggestions as possible get taken to heart and considered by the Dev team.
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