Armorsmith Archive

Thread: Armorsmith Issues list (27.09.05)

Thula
Tue Sep 27, 2005 6:08 am
#1

This is the Armorsmith Issues list. Please do not post bugs here, there is a separate threadfor that.


DISCLAIMER: These issues are not ranked. No one issue is more or less important than the others. I add issues as I see them, not as I feel priority.


Currently, the following issues, while not bugs in and of themselves, are major items that we would like addressed soon in the near future. Again, none of them are ranked in any particular order.


- Experimentation Is Oversimplified


We’ve had an issue with this since day 1 of the CU. 1 useful and meaningful line of experimentation that we can max in 8 points is not a challenge. This profession should be an art form, something that takes talent, effort and a bit of thought to truly excel in. At least parts of the armor making process should involve multiple (i.e. min 3 lines) lines that are equally useful.


Suggested Solution: Add several more useful lines of experimentation, similar to Weaponsmiths and Shipwrights. Especially Shipwrights are a good example where there are many lines to work with, and where you have to make sacrificies in one end to get good results in the other end.


- Armor Decay Is Far, Far Too High


People are burning armor suits up in days, not every other week. This makes factional armor, already expensive due to FP costs, an extremely costly investment, as well as enhanced armor and “epic” armor. No one is going to wear their new suit of Faction, RIS, BH, Mandalorian, what have you, to hardcore PvP/PvE if they will just have to replace it a few days later.


Suggested Solution: Cut decay rate by 50-75% of its current rate, that should make armor last a meaningful amount of time. In addition layers should add to the condition of the armor.


- Lack of Variety In Loot Enhancers


Loot enhancers all do the same thing: add to health. The concept of enhancers is very good, but the complete lack of variation eventually make it frustrating and boring.


Suggested Solution: How about some other enhancers that do things such as raise resists, raise condition, make armor look different than generic armor of its type (shoulder pads, decals, insignias, etc), increase the Action or Mind pools, regeneration rates etc.


- The Mandalorian Crafting Process and Color palette


The DE and Tailor certified Mandalorian Armor Schematics are not receiving the full colorpalette. Whether this is due to them not having the Armor Customization mod or some other customization mod issue, is unknown. The schematics should not be certified for non-AS. A tailor doesn’t make armor, nor does a DE. They can certainly show an AS how to make an appearance (i.e. make the schematic/blueprints) but they should not be certified for the final schematic. After all, the core is made by the Armorsmith anyway.


Suggested Solution: Still require a MDE/M.Tailor for the process of making the schematic. However, the final appearance shall be certified for Master Armorsmiths only.


- The Armor protection cap


Armor is capped on the apperance stage, overriding potential benefits of using superior cores. Given that 100% resources (or 98.1% with buffs) yields a potential maximum of 6000 base protection on the core, it would not be game-breaking to allow the final apperance crafting stage to add 400 to this number regardless of whether the total would break the 6000 cap. Removing the hard-coded cap on armor would allow high-end smiths to produce armor in the 6200-6300 range instead of having to make the same armor that everyone else does. For reference the potential 6400 protection armor would allow 49.92% damage absorbtion over the 48% that 6000 protection armor does - that would hardly be too unbalancing.


Suggested solution: Remove the hard cap on armors.


- Elemental layers are useless


Elemental damage is minimal compared to base kinetic/energy damage. Hence, it is pointless to make elemental layers as you will take more damage overall due to the negative effect on kinetic/energy protection.


Suggested solution: Remove the negative effect on kinetic/energy when making elemental layers. Make elemental damage more important.


- Mabari/Padded/Faction Belts and Ubese Bandoliers/Shirts Can No Longer Be Made With Sockets


These items held a place for us to sell and were desired due to the fact that they took AA’s and were relatively safe to keep and protect. The fact that we can no longer craft these with sockets makes them useless at best.


Suggested Fix: Please return the ability to craft these items with sockets so they can become useful again and not a waste of space. If need be, add decay to these items.


- Ubese and Mabari Chestplates Cap at +50 Health, Even Though They Count As 3 and 5 Pieces In One, Respectively


Big issue here, since this cuts down the number of suits that can be made with +350 health enhancement in the recon armor arena to 2 (tantel and 1 of each factional).


Suggested Fix: Make the cap on health enhancement for Ubese jackets +150 and Mabari Chestplates +250 health so that an entire suit can still receive +350 health.


- Basic and Standard cores are fairly useless.


Every fighting class uses the advanced core created armor, the timespan from Novice to Master is usually so short that they never bother with the lower end armor. However, non-combatants (crafters, entertainers etc.) would love to be able to use even low end armor, also just for appearance. This wouldgive these vulnerable professions some much needed additional defense.


Suggested solution: Certify crafters for armor with enough mitigation to use the lower level cores. Different professions could be certified for different types (Entertainers love Padded Armor...), but allow Armorsmiths certs to wear all 3 types of armor so we can wear what we make!


- Why Is Epic Armor Not Epic?


Let’s face it. RIS and Mandalorian suck when it comes to being epic. Sure, they get super high condition, but 50k extra condition is not worth the price tag or the effort involved, period. More Epic quests for Armorsmiths should be added as future content.


Suggested Solution: Open for discussion.


-Armor Repair


Armor repair does not seem to be working in any logical way, it is seemingly random and fails way too often.


Suggested Solution: Make Armor repair based on three things: Armor repair kit condition, an “Armor Repair Mod (already in game)” and remaining condition on armor.

Message Edited by Thula on 09-28-2005 02:06 AM



Thula Moonrider -UNA-
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Nixen
Tue Sep 27, 2005 6:41 am
#2

A couple of thoughts off the top of my head - not everyone may agree, it's justmyopinion.


1) Layers providing elemental resists. Currently these arejust filling, as the elementaldamage percentage of total damage represents such a low part (if any, depending on weapon/attack type). The only possible exception to this that Ihave heardof, is using heat layers to counterdamage from sabers with certain crystals in them.


2) Layers in general.. Perhaps this belongs in a seperate thread, but shortly put, are we, as a profession, happy with (a) the way layers work and (b) the amount of resources / factory time layered armor requires?


3) Armor is capped on the apperance stage, overriding potential benefits of using superior cores.

Given that 100% resources (or 98.1% with buffs) yields a potential maximum of 6000 base protection on the core, it would not be game-breaking to allow the final apperance crafting stage to add 400 to this number regardless of whether the total would break the 6000 cap. Removing the hard-coded cap on armor would allow veteran smiths to produce armor in the 6200-6300 range instead of having to make the same armor that everyone else does.

For reference the potential 6400 protection armor would allow 49.92% damage absorbtion over the 48% that 6000 protection armor does - that would hardly be too unbalancing.


4) Something I can't remember right now :-)



I support the NGE - NOT!
ZarienYage
Tue Sep 27, 2005 7:13 am
#3

In conjunction with Thula's reference's to epic armor here's my 2 cents. Make the RIS quest much more involved and time consuming for lack of better words. Make an adventure for armorsmith's and something that actually is fun and challenging. I dont know how this could be changed since most armorsmiths already are ris certified but something to think about.


Maybe add a couple new 'epic' sets of armor that have the above metioned quests to obtain schematics for. Basically Im trying to convey the idea of doing fun and enjoyable (and sorta difficult to add a challenge) adventure/quest to armorsmithing to obtain epic armor schematics.


And I 100% agree with the other ideas of removing certain caps on armor. And more lines to the experimentation stage. I really think armorsmiths are so run of the mill post-cu. There are no more 'elite' armorsmiths that have put the extra time and effort into their craft to achieve better results beyond day to day armor crafters. I mean to some degree there is but it really is fairly easy to "cap" armor espically with the 30k deeds now.


But I'm really hoping all your ideas Thula get to the right people and they focus a revamp publish for us some day soon. That would be sweet.


Animi
Tue Sep 27, 2005 7:33 am
#4


Oops, wrong thread.

Message Edited by Animi on 09-27-2005 09:33 AM



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WittyNewt
Tue Sep 27, 2005 9:47 am
#5






Nixen wrote:

A couple of thoughts off the top of my head - not everyone may agree, it's justmyopinion.


1) Layers providing elemental resists. Currently these arejust filling, as the elementaldamage percentage of total damage represents such a low part (if any, depending on weapon/attack type). The only possible exception to this that Ihave heardof, is using heat layers to counterdamage from sabers with certain crystals in them.


2) Layers in general.. Perhaps this belongs in a seperate thread, but shortly put, are we, as a profession, happy with (a) the way layers work and (b) the amount of resources / factory time layered armor requires?


3) Armor is capped on the apperance stage, overriding potential benefits of using superior cores.

Given that 100% resources (or 98.1% with buffs) yields a potential maximum of 6000 base protection on the core, it would not be game-breaking to allow the final apperance crafting stage to add 400 to this number regardless of whether the total would break the 6000 cap. Removing the hard-coded cap on armor would allow veteran smiths to produce armor in the 6200-6300 range instead of having to make the same armor that everyone else does.

For reference the potential 6400 protection armor would allow 49.92% damage absorbtion over the 48% that 6000 protection armor does - that would hardly be too unbalancing.


4) Something I can't remember right now :-)





Answers to a) no, b) no


One a, make layers other than energy, primus and kinetic useful


On b, the resource quantities for layers should be cut in half and the complexity reduced. To make a run of 332 cores which is about 28 suits of armor requires 4000 layers which for energy for instance is a 80K of metal, 48K of polymer, 40K of gemstone and 56K of ore. It also takes several days in a factory just to make the layers for this even with a minimum complexity level.







Offer my winnings to the resource vendor at:

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Kreen - Armorsmith+2, Artisan, Merchant, Master Carbineer. RIS Certified
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pykescylla
Tue Sep 27, 2005 10:17 am
#6

I don't have too much of a problem with the way layered armor is implemented. In fact, one's ability to handle layered armor is about the only thing that sets you apart as a smith. Layers are SUPPOSED to be a lot of work for little gain. They tie up your factories for days so you'd better have made arrangements for extra lots. They require large quantities of rare resources (no vintrium on Scylla for quite a while) so you had better have the means to buy up a few resource kits or mobilize people to drop harvies for you. Layers are a luxury, not a necessity. There's a huge market for unlayered armor. I'd keep layered armor in the realm of the elite crafter who will to go to the trouble to make it.

Message Edited by pykescylla on 09-27-2005 01:18 PM



Pyke Winoda
Retired Master Armorsmith w Reformed Smuggler w Former Mayor
Twelve-Point Smith w RIS Certified
DREADNOUGHT Armor w Saldara, Dantooine 6690 -4626

WittyNewt
Tue Sep 27, 2005 10:19 am
#7






pykescylla wrote:
I don't have too much of a problem with the way layered armor is implemented. In fact, one's ability to handle layered armor is about the only thing that sets you apart as a smith. Layers are SUPPOSED to be a lot of work for little gain. They tie up your factories for days so you'd better have made arrangements for extra lots. They require large quantities of rare resources (no vintrium on Scylla for quite a while) so you had better have the means to buy up a few resource kits or mobilize people to drop harvies for you. Layers are a luxury, not a necessity. There's a huge market for unlayered armor. I'd keep layered armor in the realm of the elite crafter will to go to the trouble to make it.




Yes, some good points here



Offer my winnings to the resource vendor at:

ZK Combat Gear - 800m from Threed Starport on Naboo, waypoint -4643 3380

Kreen - Armorsmith+2, Artisan, Merchant, Master Carbineer. RIS Certified
Moeru - The all new SOE harvesting template MBH, MRifles Pistols 0404. (Goodbye Master Ranger until the revamp)

Click for armor colour charts and Click for armor style pictures
Click for health enhancer faq and Click for health armor examples


Nixen
Tue Sep 27, 2005 10:20 am
#8






pykescylla wrote:
I don't have too much of a problem with the way layered armor is implemented. In fact, one's ability to handle layered armor is about the only thing that sets you apart as a smith. Layers are SUPPOSED to be a lot of work for little gain. They tie up your factories for days so you'd better have made arrangements for extra lots. They require large quantities of rare resources (no vintrium on Scylla for quite a while) so you had better have the means to buy up a few resource kits or mobilize people to drop harvies for you. Layers are a luxury, not a necessity. There's a huge market for unlayered armor. I'd keep layered armor in the realm of the elite crafter who will to go to the trouble to make it.

Message Edited by pykescylla on 09-27-2005 01:18 PM




Hmm.. I havn't thought about it that way, tbh.. I think maybe I should



I support the NGE - NOT!
JediSpam
Tue Sep 27, 2005 3:29 pm
#9

Yeah, Pyke has a very good point.

However,I still don't like the resource usage.

You can't even make afull run of 1000 layered segments with a single 30K deed...



Hormel Spam

Whether you're rich or poor, it's nice to have money.

Kam_Revel
Tue Sep 27, 2005 3:53 pm
#10

Issue: Basic cores are fairly useless. Every fighting class uses the advanced core created armor.

Suggestion: Certify crafters for armor with enough armor hinderance mitigation to use the lower level cores.
a) It gives Armorsmiths a reason to make these cores.
b) It gives crafters a wee bit of protection since they are usually at only 1K health. Something is better than nothing and it won't be game breaking stats anyways.
c) Allow Armorsmiths certs to wear all 3 types of armor so we can wear what we make darnnit!



Kam Revel
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pykescylla
Tue Sep 27, 2005 8:50 pm
#11



JediSpam wrote:
Yeah, Pyke has a very good point.
However, I still don't like the resource usage.
You can't even make a full run of 1000 layered segments with a single 30K deed...



I gotta have some reason to charge out the wahzoo. 200 cpu resources generated from a resource crate is a good one.



Pyke Winoda
Retired Master Armorsmith w Reformed Smuggler w Former Mayor
Twelve-Point Smith w RIS Certified
DREADNOUGHT Armor w Saldara, Dantooine 6690 -4626

Jenova2au
Tue Sep 27, 2005 9:43 pm
#12

I am I total agreeance with everyone else...


I'd like to see the data schems for layers and segments in particular severly increased or removed altogether and allow it to just be set at any number you like but at least well above 1k.... just so you can get more x4 layered cores in a crate (yes i know to use 4 seperate factory runs of layers and 3 differant of segs to make the crates but that takes soooo long. mabey I just have to go at it that way.


also can we make the belts do something other than be just a nice decoration?... the bh belts, padded armour and the impy ones I make would benifit greatly by being able to add into the craft the use of, say up to 4 small pockets, for a small amount of storage for players ie similar to a bandolier but wearable alongWITH the players pack.... mabey even allow the belts to be built With the PSG's in them to make a psg wearable container belt all in one, well It's only a idea.


cheers Everyone




Chroe - Elder Ranger || Oniyuri' - Master Munitions
Jedi Council
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CaileSathinor
Tue Sep 27, 2005 10:43 pm
#13

Issues keeping me from playing:

-Belts/Bandoliers are no longer made with sockets, thus meaning no one wants them = no selling or cash from them

-Mandalorian color palettes for non-AS made parts still aren't right

-Zero variety in our enhancers. They do ONE thing, and it's pretty damn boring

-Where's our Recon Marauder and other schems? Not to mention more quests/content

-Experimentation for dummies, anyone? A monkey 10 point smith (no offense to you 10 pointers) can slap together pretty much the same quality armor I can as a 12 point.


I'll add to this after my test tomorrow -_-



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
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