Armorsmith Archive
Thread: Getting to know you and your profession.
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Blimigerite
Fri Sep 10, 2004 1:00 pm
#1
Most pressing issues for me are:
- UbeseBandoliers and Ubese shirts used to have no condition and took Armor Attachments Skill Enhancements. Now they both take clothing attachments. We have had no word whether this is intended or a bug that will be fixed. Pre-10 shirts and Bandoliers have no condition while the new items have condition. Customers of mine are worrying that the items will all of a sudden become unwearable since they have no condition and will lose millions of credits they spent on armor attachements placed in the item
- Concerning the new FS xp conversion for the crafting tree our current cap of xp is extremely low. There are posts in the forums here doing the math on how many trips it would take to the village. The conversion rate for any crafting profession is so extremely low that there is no way we can achieve the xp requirements for the boxes during normal armor crafting practices. (ie: we'd have to sell almost 2.5 billion credits of armor if made by hand instead of our normal factory run armor) If I didn't get the free branches from hologrinding I would never have gotten the Crafting FS branches. The combat trees are so much easier to level up in.
- When the combat balance happens I would like to see all forms of armor 'useable' Currently it is a composite world. I'd like to see all armor usuable under the right conditions. Bone armor can be kept at low resistance levels but chitin and padded need a few upgrades so that they can compete in the Composite armor market. (Factional armor would be a very big plus that I'd like to see for PVP play)
Thanks for your attention to the profession
Loki_Ashaman
Fri Sep 10, 2004 1:00 pm
#2
Sammeria wrote:
Oh yea, Iforgot something. What about a survey bonus at master level??
/sign
EnigmaBSc
Fri Sep 10, 2004 1:01 pm
#3
Please for the love of all things... err... Winnie-the-Pooh... fix survey missions to scale with survey ability and not combat ability.
(BTW. Should Chef's now be expecting to see a 'Malt of Extract' schematic added to the game in the near future?
)
EnigmaBSc
(BTW. Should Chef's now be expecting to see a 'Malt of Extract' schematic added to the game in the near future?
EnigmaBSc
ZakkAckerton
Fri Sep 10, 2004 1:04 pm
#4
As others have said - craftable factional armor equal to Composite. Why can't they simply use the groundwork for composite and put the factional armor skins on it? Same Resists etc. To use it as a faction exp sink - make limited use schematics for purchase. May even be able to make it a requirement that faction-alligned armorsmiths make it.
If Stormtrooper and Rebel Armor were to equal Composite my bet is that 90% of everyone would switch.
Rock-o (wanderhome)
If Stormtrooper and Rebel Armor were to equal Composite my bet is that 90% of everyone would switch.
Rock-o (wanderhome)
Sobyv
Fri Sep 10, 2004 1:04 pm
#5
I would like to see Lightsaber resists removed from PSG's. Why? First off, Lightsabers are AP2 weapons if I am not mistaken (never examed one, as I'm not a jedi), which should cut through lightsabers anyhow. Secondly, never seen any PSG's in the movies at all, and giving a Lightsaber resist to PSG's changes the fundamental aspect of Lightsabers, being a rare damage type (at least in theory). I've also never seen any PSG's in effect in the movies, much less to the scale they are in use in this game.
I really think you need to look at the damage resists on some of the lower level armors, so that either
A) More resists are covered
or
B)Common damage types are covered more across the board, IE Kinetic
You only see larger types of damage protection in the higher level armors (starting with tantel, which is almost never, ever used or made) and even at that they are relatively high.
Perhaps if lower-level armors could be more customizable in terms of maybe having a single layer, or having two or more separate segments, each with a different damage type that they can protect against so that the lower level armors' resists could be shifted around to the needs of the end user.
Overall though, there is too much focus on Composite as it is overbalanced in terms of the low organic context and the high effectiveness afforded to it.
Factional armor would be real nice, perhaps if Composite was uber nerfed, or put more on a 'crowd control' style level, and be able to 'purchase' schematics for faction armor like we can currently with faction armor.
Factional armor would be real nice, perhaps if Composite was uber nerfed, or put more on a 'crowd control' style level, and be able to 'purchase' schematics for faction armor like we can currently with faction armor.
Zandergeef
Fri Sep 10, 2004 1:04 pm
#6
It would be nice to have a bonus in master artisan.. like surveying or experimentation. Its sad that you can get all the experimenting points you need in just doing two lines.. reward the people who get master artisan. That being said artisan is in good shape and other professions need much more help.. for example look at my sig
.
Stakex007
Fri Sep 10, 2004 1:05 pm
#7
I think the vehicle system should be more like the system that has been described for the ships in JTL. Where you could get new upgrades and addons for vehicles that would make them more dynamic. As it is right now vehicle are pretty plain and are not very exciting. They are used for nothing more then simple travel and everyone has the same exact vehicle. This may not be an Artisan issue in some minds, but I feel it is.
As it has been stated there is not a whole lot for artisans to sell. If vehicles were made more dynamic with addons thoes addons could be made and sold by master Artisans. Addons could include better engines for better speed,parts to make yourspeeder take less damage, and of course weapons if at all possible. Also parts to change the appearence would be nice. These are just a few possibles that could be created.
This would give Artisans more more to sell and craft. It would add more to the Artisan profession and make it more then a gateway profession. Thats just my opinion.
This would give Artisans more more to sell and craft. It would add more to the Artisan profession and make it more then a gateway profession. Thats just my opinion.
Co-valent
Fri Sep 10, 2004 1:06 pm
#8
There were PSGs on the Droidekas in Ep1.
Sobyv wrote:
I would like to see Lightsaber resists removed from PSG's. Why? First off, Lightsabers are AP2 weapons if I am not mistaken (never examed one, as I'm not a jedi), which should cut through lightsabers anyhow. Secondly, never seen any PSG's in the movies at all, and giving a Lightsaber resist to PSG's changes the fundamental aspect of Lightsabers, being a rare damage type (at least in theory). I've also never seen any PSG's in effect in the movies, much less to the scale they are in use in this game.
I really think you need to look at the damage resists on some of the lower level armors, so that either
A) More resists are covered
or
B)Common damage types are covered more across the board, IE Kinetic
You only see larger types of damage protection in the higher level armors (starting with tantel, which is almost never, ever used or made) and even at that they are relatively high.
Perhaps if lower-level armors could be more customizable in terms of maybe having a single layer, or having two or more separate segments, each with a different damage type that they can protect against so that the lower level armors' resists could be shifted around to the needs of the end user.
Overall though, there is too much focus on Composite as it is overbalanced in terms of the low organic context and the high effectiveness afforded to it.
Factional armor would be real nice, perhaps if Composite was uber nerfed, or put more on a 'crowd control' style level, and be able to 'purchase' schematics for faction armor like we can currently with faction armor.
Hawk1138
Fri Sep 10, 2004 1:07 pm
#9
I think the main issue is useless schematics...there is absoloutly no reason to wear Bone Armor. Or Mabari. There has to be a way to include these schematics in the game and make them effective. 
Hawk
Co-valent
Fri Sep 10, 2004 1:08 pm
#10
Hawk1138 wrote:
I think the main issue is useless schematics...there is absoloutly no reason to wear Bone Armor. Or Mabari. There has to be a way to include these schematics in the game and make them effective.
Hawk
Mabari would be good, if HAM costs were important. It effectively reduces damage by 70% or more if made well, while still being extremely light.
Drag0nReb0rn
Fri Sep 10, 2004 1:13 pm
#11
1. Make the armor specials (ubese=kinetic) (comp=electric) more suitable for reality. There is barely no market for energy special effectivenss, and no one cares about electricity on comp. They are practically useless. We have all these nice layers but the only reason to even use an electric layer is get a higher base so when a smuggler slices, the possible 90% base resist will apply to kinetic resistance as well (because if you use kinetic layers, the slice will not raise the kinetic).
2. Faction Armor, been said already but am repeating it because its very important. Lets see an imp fighting a rebel LOOK like an imp fighting a rebel.
3. FIX THE AR vs AP problem. Let's see vunerability actually function.
4. You rarely see bone, marbari, chitin, or tantel for many reasons (some explained in reason 1). Its a waste to even have them in the game if you can't make them with any real value.
goody24
Fri Sep 10, 2004 1:13 pm
#12
Good answer.
(thread deleted)
Message Edited by goody24 on 09-10-2004 04:15 PM
Message Edited by goody24 on 09-10-2004 04:16 PM
Message Edited by goody24 on 09-10-2004 04:46 PM
Jake-MP
Fri Sep 10, 2004 1:15 pm
#13
OckVofad wrote:Hehehe I thought i was going to be only one to talk about vehicles.Yes I agree with the above. I'd love for the developers to go back and "revamp" vehicles and make their crafting similar to how starfighter crafting looks to be.My favorite is Pod Racers.Otherwise Artisan is working pretty well.
I can't agree with this more. Vehicles are arguably the most complicated piece of machinery an artisan can craft. While it is true that they use the most resources, the fact that it's only two (IIRC) different types in a really large quantity with no components makes it seem like crafting vehicles was only an after-thought. The schematic for an MSE droid or a pair of shoes seems more inspired that the swoop bike!!
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