Armorsmith Archive
Thread: Armorsmith prof post CU vision?
Page 1 of 1
WittyNewt
Fri Apr 08, 2005 3:44 pm
#1
Hi,
Posted this earlier on ranger forums in response to a question about harvesting changes for them and thought it might be useful here as well. Feel free to critique, pull apart, add your own ideas etc to this thread. These are the changes I have digested so far and some first thoughts on them to the ranger community, I havent edited it for all you knowledgable smiths 
As both a ranger/tka and armorsmith/tailor (luxury of two accounts) I have been posting in both forums today when I should have been working
--------------------
Here is a quick synopsys of how I think the post CU armorsmith prof is shaping up, bear in mind this is all still subject to change depending on how much pressure the armorsmith community applies and how much the devs are prepared to move given their timescales and their secret master plan goals whatever that might be
1. Looks like we only have a single experimentation line to go with now. 10 pointers will be the same as 12 pointers. Hence, it will all depend on resources, they were very important before, even more so now. Think artisan,architect rather than weaponsmith
2. Hide and bone requirements have increased, both in quantity and variety.Every type of armor now appears to require the same amount oforganics in total and that total is bigger than even current padded.One of the reasons comp was so good and popular was its low organic count. Much easier to mass produce high quality stuff when the majority of the resources are easily dug out of the ground. Noone on CU hasgot high enough in armorsmith tree yet to see what the new comp schematics look like. Have they? I know I haven't 
3. There was a scare about important stats switching, SR to UT mainly, looks like we have almost got this changed back but there are still some minor changes with DR now being a small factor in condition.
4. There is a large number of as yet unknown new loot enhancers, some are old enhancers with new stats, others are brand new that can be used at several manufacturing stages. These loot enhancers will probably end up making the controlling difference in good and best armors. They could also grow the custom armor market significantly, however I expect they will be hard to get, one dev let slip that the final combine feather loot to enhance the look is a peko peko feather. Well post CU I expect it will take a few people to take an albatross down
5. We have a pile of new resource requirements, not surprising given the many new armors we have to craft but it doesnt seem as if any mfg stage has been left alone and hence to make any of the subcomponents we are going to have to dig up some of the rare minerals, named ores and gemstones that previously no one bothered with. Should be ok for those rich crafters with 2 dozen resource crates
Message Edited by WittyNewt on 04-09-2005 12:04 AM
Ryche_Mykola
Fri Apr 08, 2005 4:34 pm
#2
I predict a mass of threads in the forums, tells, mails, etc calling us thieves for the prices of armor.
I also predict a mass of threads , tells, mails. etc calling us lazy because there are only like 5 suits of armor of each type, or vendors are never stocked.
Even though this is a game, the rules of supply and demand still hold true.
I also predict a mass of threads , tells, mails. etc calling us lazy because there are only like 5 suits of armor of each type, or vendors are never stocked.
Even though this is a game, the rules of supply and demand still hold true.
Message Edited by Ryche_Mykola on 04-08-2005 06:38 PM
Page 1 of 1