Armorsmith Archive

Thread: Layer Ingredients vs. Number of Spawns; Tempest Server

Cianhydle
Thu Apr 14, 2005 11:53 pm
#1

Here's some data I gathered for the Tempest Server, it shows the number of spawns with respect the new materials we need to make layers. These spawns range from September 2003 (the time our server's resources started shifting) to the April 2005. Some of the data is misleading because they are JTL spawns. This does not look too horrible; a couple of these resource are gated very high.


Doesn't change the fact the "leveling of the resource field" and the "dumbing down" of the profession hurts veteran armorsmiths at the benifit of new armorsmiths. Honestly, it might be somewhat fun to "regather" our resource and make our perfect layers again. However, we will still be in the same position down the road; we're all gonna have our big stacks of the best resources; it might just take longer because of the infrequent spawns.


Layers

Acid
20 non-ferrous metal
12 polymer
10 crystalline gemstone
14 malab siliclastic ore (21 spawns)

Cold
20 non-ferrous metal
12 polymer
10 laboi crystalline gemstone (17 spawns)
14 malab siliclastic ore (21 spawns)

Electrical
20 non-ferrous metal
12 polymer
10 Bal'ta'ran amorphous gemstone (16 spawns)
14 ardanium siliclastic ore (15 spawns)

Energy
20 ferrous metal
12 polymer
10 plexite amorphous gemstone (15 spawns)
14 alantium carbonite ore (13 spawns)

Heat
20 ferrous metal
12 polymer
10 kerol fire-gem crystalline gemstone (17 spawns)
14 frasium carbonite ore (15 spawns)

Kinetic
20 ferrous metal
12 polymer
10 amorphous gemstone
14 chromite carbonite ore (12 spawns)

Advanced Armor Layer Primus + kin/ener - stun/acid/blast
25 neutronium steel (27 spawns)
14 polymer
14 gravatonic fiberplast (10 spawns)
16 vintrium extrusive ore (14 spawns)
12 perovskitic aluminum (11 spawns)

Advanced Armor Layer Secundas + heat/cold - acid/ener/elec
25 thallium copper (31 spawns)
14 polymer
14 gravatonic fiberplast (10 spawns)
16 chronamite extrusive ore (13 spawns, 1 this year)
12 perovskitic aluminum (11 spawns)

Advanced Armor Layer Tertius + blast/elec - heat/cold/ener
25 conductive borcarbitic copper (10 spawns)
14 polymer
14 gravatonic fiberplast (10 spawns)
16 dylinium intrusive ore (14 spawns)
12 perovskitic aluminum (11 spawns)
siros_vazren
Thu Apr 14, 2005 11:55 pm
#2

A post with actually specificconcerns and not just ranting. I am impressed and agree.


Siros Vazren

Wanderhome

Omega

Omega Lake
NiBorg
Thu Apr 14, 2005 11:59 pm
#3

Yes the new resource requirments are a bit preplexing but we all are aware they very well might be changed once they hit live. However from historical events in SWG the quantity typically does not decrease which is why I consider us lucky to have had the organics reduced by half. The resource requirments are still entirely to high and the factory time as well. Okram within the last few hours posted a mechanics thread which outlines these issues.
_Monroe_
Fri Apr 15, 2005 12:10 pm
#4

Nice post.


Sure we could all get back to where the resources are good. I think the numbers are still way too high. 250%+ increase in resources to make the same armor (top end I mean) is way too high. New armor requirements should be in line with current high-end comp armor.


The other big problem for me is the fact that there is only one meaningful experimentation line. It seems to me that after the CU armorsmithing will just become armor factory running. No longer will someone have to learn, experiment, come up with new recipes or make a ton of gloves to see how they can make better armor. It is too simple. Just drop in good resources and go.


I really hope we can do something about these 2 problems.



Monroe - Medic (formerly Kiom)
Xana - Jedi
Tarantella - Structures
Cebak - Entertainer
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