Armorsmith Archive

Thread: My initial opinion on AS in the cu and grinding (not a flame)

Weaponsmith_Drake
Sun Apr 10, 2005 11:35 pm
#1

This is constructive, i promise.

The actual concept doesnt seem too bad, its simplified - yes, but it seems ok imo. However, 2-3 things i have noted.

1) Xp until you can craft layers sucks unless you craft a full piece. Crafting a full piece (without layers) grants just shy of 400xp so its around 4-5 suits for the first skill. So in "working conditions" (make for people while grind) This is good.

2) The lack of layers at novice. This is from a grinding pov and also a working for customers view. I can see basic armor being highly desireable by people grinding, due to its low hinderance, but without layers armor at this level lacks specialisation. My answer would be to give novice a basic kinetic and enery layer, 1/2 the effectiveness of current kin and en layers, and rename the later ones "advanced". This would allow, not the armor to be better, but to be more specilised, and overall either kin or energy to be higher. From a grinding point of view it is 5 more things to gain xp from.

3) Some pieces of bone armor require multiple cores. This seems to be to be a step towards having to grind again, since you cant craft by hand. I know the way armor works now that bone armor is good at any point, but this is depriving much needed xp from the lower level as's. Again, having a basic armor of each type, that can only take basic cores may be the answer, but so far only the bracers take 1 core, and thus can be hand crafted.

The last point is that another way to make 12 point desired by as again, ould be to increase the single bar from 10 points total too 12 points, that way allowing 12 point armorsmiths (or in the case of amazing 10 points) to extend further then usual, maybe even extend to 14 points so 12 point amazing is still desired.

Thanks for reading and this isnt a flame, is meant as my opinion and what i think

- Recos



~~~Sosaro Ribrev~~~
12 Point Master Armorsmith/ 12 Point Master Weaponsmith
~~~RIS Certified~~~
Vendor: Shadowstone, Dantooine

~~~ Recos Iko ~~~
Dark Jedi Knight

Thula
Mon Apr 11, 2005 2:25 am
#2

I see your points but beg to differ.


There are now just one line to experiment on (which you obviously have noticed), which means the only choice we have for experimentation is how many points you want to put in. You can only get diversity by spending less points than you have available!


You can not tweak your armor in any way after layers are added (no more lightweight or heavy special armor), it is dumbed down to the point where all the fun is gone. What we have left is to fight over the loot, just as WS used to do. However, rumours has it that WS is getting a more complex crafting (splitting speed and damage), maybe I should just change trade...



Thula Moonrider -UNA-
Master Armorsmith - 12 pt - R.I.S. Certified
Merchant - Master Artisan - Master Shipwright (for fun)
Tent #17, Mos Vegas, Tatooine :: UNA City, Corellia (-6560,-2600)
please offer any winnings to one of my vendors
- I Support Uncle Owen and everything he represented
mistereous1
Mon Apr 11, 2005 6:52 am
#3






Thula wrote:

I see your points but beg to differ.


There are now just one line to experiment on (which you obviously have noticed), which means the only choice we have for experimentation is how many points you want to put in. You can only get diversity by spending less points than you have available!


You can not tweak your armor in any way after layers are added (no more lightweight or heavy special armor), it is dumbed down to the point where all the fun is gone. What we have left is to fight over the loot, just as WS used to do. However, rumours has it that WS is getting a more complex crafting (splitting speed and damage), maybe I should just change trade...







/agree


The beauty of armorsmith...it was the one profession that master was only the beginning. And there were lots of different things you could do while you were there. That experience has been taken away from us. I'd love to be a fly on the wall in the room to understand why? I don't recall anyone who intended to keep the profession saying it was too hard. It's definitely being pointed to a different audience.




Please Make all Deliveries to vendor Corellia 314 -3356
Jeterb
Mon Apr 11, 2005 6:59 am
#4






mistereous1 wrote:





Thula wrote:

I see your points but beg to differ.


There are now just one line to experiment on (which you obviously have noticed), which means the only choice we have for experimentation is how many points you want to put in. You can only get diversity by spending less points than you have available!


You can not tweak your armor in any way after layers are added (no more lightweight or heavy special armor), it is dumbed down to the point where all the fun is gone. What we have left is to fight over the loot, just as WS used to do. However, rumours has it that WS is getting a more complex crafting (splitting speed and damage), maybe I should just change trade...







/agree


The beauty of armorsmith...it was the one profession that master was only the beginning. And there were lots of different things you could do while you were there. That experience has been taken away from us. I'd love to be a fly on the wall in the room to understand why? I don't recall anyone who intended to keep the profession saying it was too hard. It's definitely being pointed to a different audience.






/agree completely - this is my biggest concern with the CU so far.






Jeter Pidhe -Adventurer- Bo-tang Clan - 12pt AS --- LOST --
"If you are not confused, you are not paying attention."
Massive selection of stat capped armor sets at BoSam Armor.

AndJusticeForAll
Mon Apr 11, 2005 7:04 am
#5

Ya, almost makes you want to just change to weaponsmsith eh? I mean, we already have to replace more than half our resources anyways, would probably cost the same amount.



Perhaps they should just pull the cap off altogether for experimenting... if I could use uber resources on a basic recon core for example, and get the resists as high as an advanced core with lower hinderance Id be happy. (this would allow 12 pt smiths to compete for lower hinderance armor)



Mauro Onaic Imperial Colonel
Retired Master Armorsmith

Master Smuggler
Master Reprobate
pykescylla
Mon Apr 11, 2005 8:16 am
#6

Agree with all of the above. I took on armorsmithing because it was HARD. Now collecting the resources is going to be the only real challenge. We're getting weaponsmith-like resource requirements with the added fun of more organics. Might be time to get into the scouting/surveying/mining business (Note I didn't say rangering. Hope they get some love).



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

Quizz
Mon Apr 11, 2005 8:24 am
#7






pykescylla wrote:
Agree with all of the above. I took on armorsmithing because it was HARD. Now collecting the resources is going to be the only real challenge. We're getting weaponsmith-like resource requirements with the added fun of more organics. Might be time to get into the scouting/surveying/mining business (Note I didn't say rangering. Hope they get some love).



/sarcasm on


hell no...i'm getting into the loot business and i'm going to charge armorsmiths outrageous prices cause you are all greedy and rich. Plus more fun.



/sarcasm off




Quizz

4 ACCOUNTS cancelled
mistereous1
Mon Apr 11, 2005 8:30 am
#8






Weaponsmith_Drake wrote:
This is constructive, i promise.

The actual concept doesnt seem too bad, its simplified - yes, but it seems ok imo. However, 2-3 things i have noted.

1) Xp until you can craft layers sucks unless you craft a full piece. Crafting a full piece (without layers) grants just shy of 400xp so its around 4-5 suits for the first skill. So in "working conditions" (make for people while grind) This is good.

2) The lack of layers at novice. This is from a grinding pov and also a working for customers view. I can see basic armor being highly desireable by people grinding, due to its low hinderance, but without layers armor at this level lacks specialisation. My answer would be to give novice a basic kinetic and enery layer, 1/2 the effectiveness of current kin and en layers, and rename the later ones "advanced". This would allow, not the armor to be better, but to be more specilised, and overall either kin or energy to be higher. From a grinding point of view it is 5 more things to gain xp from.

3) Some pieces of bone armor require multiple cores. This seems to be to be a step towards having to grind again, since you cant craft by hand. I know the way armor works now that bone armor is good at any point, but this is depriving much needed xp from the lower level as's. Again, having a basic armor of each type, that can only take basic cores may be the answer, but so far only the bracers take 1 core, and thus can be hand crafted.

The last point is that another way to make 12 point desired by as again, ould be to increase the single bar from 10 points total too 12 points, that way allowing 12 point armorsmiths (or in the case of amazing 10 points) to extend further then usual, maybe even extend to 14 points so 12 point amazing is still desired.

Thanks for reading and this isnt a flame, is meant as my opinion and what i think

- Recos




We are kind of getting off the topic of the poster...so I want to adress that. In all honesty, I haven't made much of an opinion on the new system itself due to all the changes of the inputs into the system.


However, I'm still not entirely sure of boots and gloves, whether they are eliminated or if they just no longer have any bearing on combat. In the first case, It seems sort of silly to not have matching boots and gloves, in the second, wouldn't it have been better to create a leggings that included boots and a biceps that included gloves.


The armor certification will be a huge burden to try and determine what armor each class will be certified for. It's now our responsibility to know each of the professions and what they can wear to allow for those who have are only partial masters.


The core system adds steps to the armor and slows down the process, now you must have factory runs to experiment to see if you're getting the results you want...one of my big problems with wookiee armor today. May not matter much with the new simplified crafting. The loot differtiation also slows down the process as long armor runs will not be available.


I don't know much about the new system, just some of the things that I see as unnecessary complications.




Please Make all Deliveries to vendor Corellia 314 -3356
Rancor418
Mon Apr 11, 2005 9:00 am
#9




Quizz wrote:





pykescylla wrote:
Agree with all of the above. I took on armorsmithing because it was HARD. Now collecting the resources is going to be the only real challenge. We're getting weaponsmith-like resource requirements with the added fun of more organics. Might be time to get into the scouting/surveying/mining business (Note I didn't say rangering. Hope they get some love).



/sarcasm on


hell no...i'm getting into the loot business and i'm going to charge armorsmiths outrageous prices cause you are all greedy and rich. Plus more fun.



/sarcasm off





I had a guild member tell me this weekend that this is why they want the CU. That AS make way to much..and more AS are needed......



Pave Darkwalker
.......:::: Proud Leader of Oasis ::::.......
| Master Munitions 12 Point Armor & Weapons|
| For Armor-Loot-Weapons Dantooine -4336 7160 |

Weaponsmith_Drake
Mon Apr 11, 2005 10:41 am
#10

Armorsmith make alot because it takes time and effort to make armor, its well deserved, while id like it to be easier (so not taking up all my game time) id still like the better armorsmiths to shine through. The ones that work deserve the high ammounts of pay..



~~~Sosaro Ribrev~~~
12 Point Master Armorsmith/ 12 Point Master Weaponsmith
~~~RIS Certified~~~
Vendor: Shadowstone, Dantooine

~~~ Recos Iko ~~~
Dark Jedi Knight

mistereous1
Mon Apr 11, 2005 11:01 am
#11






Weaponsmith_Drake wrote:
Armorsmith make alot because it takes time and effort to make armor, its well deserved, while id like it to be easier (so not taking up all my game time) id still like the better armorsmiths to shine through. The ones that work deserve the high ammounts of pay..



That was the beauty of it...it didn't need to be simpler...you could spend as much or as little time into figuring out how things worked as you wanted to. Me, I want to know everything about everything, so I did that...others, they don't want to research as much so they go buy the best available resources and cram them into the armor without thought...either way is fine. I do wish it didn't take so much time to man factories...It'd be great if the serial number burden was less restrictive, but you learn to live with it.



Please Make all Deliveries to vendor Corellia 314 -3356
flyersolo
Mon Apr 11, 2005 11:05 am
#12

So are you saying you have made armor on TC. Sorry but I didn't read all the replys.
SolSpur
Mon Apr 11, 2005 11:10 am
#13

"I had a guild member tell me this weekend that this is why they want the CU. That AS make way to much..and more AS are needed......"

Thats one guild mate I'd never make armor for again



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Page 1 of 2
Previous Next