Armorsmith Archive
Thread: Our Top Issues (Close to Final Draft)
I will expand upon some of these that need it
1) Combat Level (CL) makes Armor more or less Obsolete and/or useless
2) Resource requirements still incredibly high
3) Lack of a sophisticated, in depth experimentation process
4) Items are still not converting properly (Loot enhancers, crated Layers/Segments/Armor)
5) Layered vs Unlayered Armor (Regarding the "nerf" to Primus Layers)
6) Factory times on layers too high
7) What exactly does a 4 digit resistance MEAN?
8) Lack of overall variety among the various loot enhancers (all seem to only add health bonuses)
9) Open
10) Open
I added some verbage to a few issues. Destroy at will.
CaileSathinor wrote:
Ok, I have to submit a list of our top 10 issues very soon to the Devs. This means I'd like to get this done this afternoon at the latest. I need you to look at this list and tell me if I've forgot any burning issues (as I've been up writing my paper for my final all night). These aren't ranked in any specific order, but the more pressing issues to us are near the top.
I will expand upon some of these that need it
1) Combat Level System (CLS) makes Armor more or less Obsolete and/or useless - integrate armor into the system more effectively
2) Resource requirements still incredibly high - shift some requirements away from layers and segements to the final assembly
3) Lack of a sophisticated, in depth experimentation process
4) Items are still not converting properly (Loot enhancers, crated Layers/Segments/Armor) - or are they? Let us know.
5) Layered vs Unlayered Armor (Regarding the "nerf" to Primus Layers)
6) Factory times on layers too high
7) What exactly does a 4 digit resistance MEAN?
8) Lack of overall variety among the various loot enhancers (all seem to only add health bonuses)
9) Open
10) Open
CaileSathinor wrote:
Ok, I have to submit a list of our top 10 issues very soon to the Devs. This means I'd like to get this done this afternoon at the latest. I need you to look at this list and tell me if I've forgot any burning issues (as I've been up writing my paper for my final all night). These aren't ranked in any specific order, but the more pressing issues to us are near the top.
I will expand upon some of these that need it
1) Combat Level (CL) makes Armor more or less Obsolete and/or useless
Biggie here. CL is a big issue in all of the CU, not just for us.
2) Resource requirements still incredibly high
Agree
3) Lack of a sophisticated, in depth experimentation process
My #2 isssue, behind levels, but my #1 AS issue.
4) Items are still not converting properly (Loot enhancers, crated Layers/Segments/Armor)
Hopefully they will fix this soon.
5) Layered vs Unlayered Armor (Regarding the "nerf" to Primus Layers)
More thoughtful analysis would be very helpful from the devs before changes like this make it into patches
6) Factory times on layers too high
hopefully was a bug, and especially now that they are ALL useless.
7) What exactly does a 4 digit resistance MEAN?
Low level priority for me. I dont mind explaining to customers the values. Unlike SOE I like helping people buying stuff from me.
8) Lack of overall variety among the various loot enhancers (all seem to only add health bonuses)
WTH is up with the health bonuses? Am I going to loot a blaster powerhandler with +12 damage vs. trolls sometime in the future??
9) Open
New AS experience seems like it would be very very low and slow seeing what they can make without a factory. Further testing required.
10) Open
Another issue, Give us a point to continue being AS's
11) TKM natural armor. If this stacks and is usable with other weapons, say bye bye to our proffession as everyone is going to be a TKM stacker.
A few comments and a suggested additions:
2) Resource requirements still incredibly high
- Layers: This actually links to #5 for me as well, as the gripe I see coming from most is bot that Layered Armour is uneffective, but that the additional costs required to make it do not make it feasible. I say here, keep the lower resistances for the Layers, but just reduce the amount of resources it takes to make them.
- Cores: As I have already posted here the amount of Hide used in Cores is too high and the fact that the most commonly required Core type after the CU requires the 'worst' of the three specific huntables to make is just wrong. Factor in a possible 'hunting nerf' that could come with the new combat system and we are in real trouble here.
5) Layered vs Unlayered Armor (Regarding the "nerf" to Primus Layers)
- As in my comments about the resources in Layers above. The "nerf" can be accepted, but not with the current resource requirements.
7) What exactly does a 4 digit resistance MEAN?
- This seems a bit of trivial and friviously one to include to me. Its quite simple, the higher the number the more damage your armour stop. Why does it have to be in a %? It shouldn't matter if people know their armour stops a certain % of damage...it will stop what it stops and the higher your 4 digit number the better. So we can compare it to old armour? Why is that needed? Its not old armour, thats gone, lets forget about it and move on! Seems a bit silly to include this on a list of gripes really.
Point to be Added?:
- Faction Armour costs for Non-Human Imperials!!!!
Yes I know all you Rebel AS don't care, nor do the human ones, but damnit, when I rolled my Armoursmith how was I supposed to know that my ability to supply a completely new (and frankly pretty cool) type of Armour would be killed off because I am not human? My customers must suffer (or go without) because of my race? Also, as I understand it only the AS gets a penalty and Bio-Linking is the same cost regardless of race? What the...?
I see two possible solutions for this. Either remove the racial restrictions on Armoursmiths buying the schematics and shift them to the end customer in Bio-Linking, or allow anyone to purchase the Armour Schematics from the recruiters and make them tradable. Second option is probably the most viable considering it will still maintain the 'Star Warsy' feel while being fair to all Armoursmiths. After all, whats the arguement behind only AS being able to purchase the schematics anyway? Anyone can loot other Schematics which are tradable, they just can't be learnt....so why not put Faction Armour Schematics in the same category?
*Edit: I hate these forums, Mozilla and the edit button ![]()
Message Edited by -VtS-Maddix on 04-25-2005 05:59 AM
-VtS-Maddix wrote:
[blob of words]
Message Edited by TitanTen on 04-25-2005 08:50 AM
- Armor in crates not converting properly.
- Non-comp armor converting to awful armor, especially with regards to condition.
- Armor layers/segments/loot not converting properly.
Now that I think about, most of my beefs are with the conversion. The rest I am too defeatist to think I can have any effect on, but I'm praying that they'll make the conversion process work as good as they can. Other things like resource requirements etc can be corrected with a patch later, but they can't realistically re-convert stuff.
TitanTen wrote:
-VtS-Maddix wrote:[blob of words]
no offense man. But i dont think anyone really can read that without hurting themselves.
Tell me about it...Mozilla, these forums and the edit button really doesn't mix
Mostly sorted now tho.
I doubt this is high priority to you guys, but to me and many other players, it's on the top of the list.
Thanks, -Oronis
pimpnumber29 wrote:
I'm not an AS but I would love to see more customizable armor (color options). It would be nice if the players could color the armor themselves, but in an effort to keep the AS's in business I would be happy with the option to re-color/decorate armor left in the hands of AS's.
I doubt this is high priority to you guys, but to me and many other players, it's on the top of the list.
Thanks, -Oronis
Yes either that to perhaps coloring kits like the droid, made by tailors to give them a bit extra bussiness. Give the coloring limited lifetime, maybe it will fade after x hits (around 1000 maybe, with the hits more or less uniformly spread over the armor as it seems to be now that would mean total 7000 hits to the armor before it fades).
Skywalker123 wrote:Gee we have slots open yet still my concern doesn't matter.
4) Items are still not converting properly (Loot enhancers, crated Layers/Segments/Armor)
Cool it.
CaileSathinor wrote:
Skywalker123 wrote:
Gee we have slots open yet still my concern doesn't matter.
4) Items are still not converting properly (Loot enhancers, crated Layers/Segments/Armor)
Cool it.
ok both of you go to your rooms and dont come out untill i call for you...