Armorsmith Archive
Thread: What 3 Questions do we want answered?
1) What's to become of our now +0 health addition enhancers?
Message Edited by CaileSathinor on 04-29-2005 01:57 PM
CaileSathinor wrote:
Tiggs has asked. So, here's what I was thinking:
1) What's to become of our now +0 health addition enhancers? good but not a game stoper
2) Is there any chance we can get resources changed again? major game stopper in factory time and cost of armor to the buyer, also no longer able to make good armor. I took pride in making the best armor i could i would spend days or longer finding the best resources to make good or epic lvl armor.
3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in? there is curntly no fun or chalange in the crafing process or ability to make armor better than the next person because i have learned the best way to craft armor. now all armor is the same i did some testing last night with basic resources and maxed out all my expement line with 10 points and i am just an 11 point and use to not beeing able to max out any thing except one line and if i am luck a point or 2 in a second. This jsut makes the game for the AS very very boring
Yes?most defantlyNo?
1) make it harder to make good armor....
2) like 15 new resourses is rediculus its surtenly a point to take in to account..... 90% of the smiths cant make any desent armor ad the moment
3) Current pre CU armor that is still in Factory crate is useless ad the moment... because if you uncrate it stats get like 50% of pre uncrated armor and also people arent abble to change it to the armor needed for them. So we dont have stock untill we produce new stuff what is realy frustrating
CaileSathinor wrote:
Tiggs has asked. So, here's what I was thinking:
1) What's to become of our now +0 health addition enhancers?2) Is there any chance we can get resources and factory times changed again?3) Is there a chance for experimentation to be addressed down the line (next few months) i.e. add more complexity back in?Yes? No?Message Edited by CaileSathinor on 04-29-2005 01:57 PM
Out of the many things we could ask, those probably are the top to start with.
Those nail the biggest 3 for me, although the converted +0 enhancers isn't a game stopper as someone else said. I would belosingastock of 400-500 enhancers including 12% and 16% NS layers, but I don't really care if I'm giving up armorsmith anyway because it's now just a job with no challenge.
The resource thing is a killer. I don't understand the mentality of "gee... players were able to harvest a lot more resources than we expected, so lets increase the requirements!" no g*****it all that means is the super wealthy players and thepowergamers doing 50-100 cross server lot trades will have to kick it up another notch and harvest 30-40 million of each resource now instead of just 10 million. And what the h**l is the point of raising organic requirements while at the same time raising organic drop quantities? lol? All this does is make armor more expensive, and that extra cost is pure profit for rangers. The only other affect of raising organic requirements is to make it much harder for new smiths to compete with the veterans.
As for experimentation. God. For layers we can't even use a full 10 points before the single line is maxed. lol? How a company could take the absolute finest crafting system yet invented for a MMORPG and completely gut it is beyond me.
The only problem I see, is what happened during the great "Thunderheart answers your questions" thread that never took off the ground, because of his lack of insight and answers.
The questions you named (well, 2 of them) are things that they have already addressed, and we are probably not gonna see action on any time soon.
Either way, its the questions I want answered, and I hope those are the ones asked. I just don't count on the developers to give us any reasonable or thought out answers. Mostly just "We'll think about it" or "The economy needs someone to buy the hides."
By the way, economics minor here...its been a while since I've been in school, but if less hides were required by our profession, would that drive the prices down for organics over time? Less demand = more supply, more supply = lower prices? Aren't organics the most highly priced trade goods on the market, when they are of reasonable quality?
Some of the richest people I know are Rangers and Scouts. Not saying they don't deserve it, they certainly do, but 140 CPU for hides is crazy. Seriously. And people wonder why we charge so much for armor.
I just think that the developers don't think when they come to decisions. They just get a dart board, throw a dart at a random answer, and run with it.