Armorsmith Archive

Thread: Combat Upgrade (ReBalance) Impact on the AS profession...

Neiscius
Sun Mar 27, 2005 12:18 am
#1

Well I see this has 38 views with no replies so I guess I'll jump in.




It seems that those lucky enough to fit in with the CURB testing have a NDA that if broken, will allow SOE to come to your house and beat the snot out of you, kick your dog, burn down your house and steal your car. It HAS to be that severe, because long time friends and guildies won't say a word. Not even in out of game IM, or in private guild forum PM's. Not a word about anything.



The only thing we know for sure, is that the rules will change for everybody, and we'll all find out at the same time.



Even if the testers were to say something, it's bound to change before it hits the live server.



When Wookie Armor was in the test center, people starting hoarding those resources. When it hit live, the planet source of the resources changed. So basically, any pre-emptive planning and action will most likely be a waste of time.





Crafting since Publish 5. I'm holding on in hopes the Armorsmith profession gets the love it deserves. I prefer the pre-CU system, crafting and combat. I would also like to see decay and hide gathering reinstalled into the game, as well as some epic Recon, craftable of course. And make being 12 point important again.
Kelb
Sun Mar 27, 2005 1:46 am
#2


I'm wondering if we have any hints yet, as to the impact of the CU(RB) on our profession. I'm particularly wondering what will become of our resources, and what other kinds of resources we will need for new armor types.


I have also heard some disturbing (though not yet horrifying) things about changes to the crafting system. Has there been any good info for us crafters, yet?



Kelb - Faction Flopping Smuggler's Alliance Ace / Master Bounty Hunter
Meplorium
Sun Mar 27, 2005 10:03 am
#3

Even if the CU team broke the NDA there just isn't much for them to tell you. Alpha testing has yet to start and there isn't much more info beyond the one armor doc they already put out into the public.


All we can look at is the public statements where they said buffs and armor were over powered and put on into a god mode. In the last doc they said buffs will give a maximum of 20% over the top of the stat it is buffing. So both medicine and food are being heavially marginalized in the new system if that were true. Current food and medicine buffs can be 300-400% more than the base stat. That is a reduction of over 20 times less effective. The best armor which currently can absorb 95% of damage were to recieve that kind of nerf, we are talking about 5% damage reduced by armor.


I will say that it isn't armor that makes people over powered, it is buffs. If you fight armored and unbuffed even without doing specials you don't last long. Assuming that they know this, then my guess is armor will absorb some where between 40-60% of damage. That will basically allow one to last twice as long in battle. So I would say armor would still be valuable to those that use armor.


I would be more concerned about those that don't use armor, such as jedi, affecting the market more than any resource change or protential nerfs.



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Staveeno
Sun Mar 27, 2005 11:14 am
#4

I just want to know what is going to happen with my 39%stun/90%base ADK composite gloves with +25 mods on them




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Terv
Sun Mar 27, 2005 8:09 pm
#5






Staveeno wrote:

I just want to know what is going to happen with my 39%stun/90%base ADK composite gloves with +25 mods on them






Don't we all...


Sucks that things that will so greatly impact us are not shown to us until the day of and then its mass scramble to get Uber stuff again...lol. Don't worry time will tell and everything will go on as usual. ButI dohope they fix the crafting process it's a retarded joke the way it is now. Not just armorsmith but every crafting proffession. Hope they rework them all with CU so that it will be new crafting along with the new way armor will work.


Just my cred and 1/2


-T-



-TERV-
Terv Co. 12pt Weaponsmith
Elder Master Smuggler
Wp 2002 -6380
Dant. Agro Outpost


Baccarat
Sun Mar 27, 2005 8:22 pm
#6

One thing that is a reasonable guess is that we will have to get used to making a greater variety of armor types. I'm slowly getting ingredients for things like chitin... just in case.



Furia, Kavala, Xana, Tarantella (Xana's alt, before NGE), all cancelled.(3 accts total)

Kelb
Sun Mar 27, 2005 10:54 pm
#7

I thought I read a post from Tiggs a while back saying that if you have amassed good armorsmith resources, that there is no reason to worry - they will still be good armorsmith resources.


I can't find the post now, though, so maybe that is wishful thinking on my part.



Kelb - Faction Flopping Smuggler's Alliance Ace / Master Bounty Hunter
Baccarat
Sun Mar 27, 2005 11:02 pm
#8

I think that is probably true, but they might not consider having "just good composite resources" to mean having "good armorsmith resources" right?



Furia, Kavala, Xana, Tarantella (Xana's alt, before NGE), all cancelled.(3 accts total)

Okram2k
Mon Mar 28, 2005 12:27 am
#9

I've been working hard to get across to the devs our issues, especially concerning resources. It's a very hot topic for us, and I am making sure they know it. Definatly would hate to see all the resources that I've spent a year amassing suddenly become sub par after CU, and I don't think anyone else would either.

I really can't say much else other than I am trying to get our issues and concerns delivered to the devs (the top 5 in the state of the armorsmtih profesion for example I made sure the devs got a good look at)



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Terv
Mon Mar 28, 2005 8:15 am
#10

Really I don't mind at all if some of the Wookie armor's resources are changed. Maybe say...less organics...lol. I'm a wookie, love wookie armor, but dread making it. Takes forever to get Tat wooly hide and on our sever atleast not many decent spawns of anything above par in the last 5 or so months. Less organics would be great in my view.



-TERV-
Terv Co. 12pt Weaponsmith
Elder Master Smuggler
Wp 2002 -6380
Dant. Agro Outpost


Kelb
Mon Mar 28, 2005 3:09 pm
#11






Okram2k wrote:
I've been working hard to get across to the devs our issues, especially concerning resources. It's a very hot topic for us, and I am making sure they know it. Definatly would hate to see all the resources that I've spent a year amassing suddenly become sub par after CU, and I don't think anyone else would either.

I really can't say much else other than I am trying to get our issues and concerns delivered to the devs (the top 5 in the state of the armorsmtih profesion for example I made sure the devs got a good look at)






Oa'kron: Thanks. It really is reassuring to have an active correspondant That's meant sincerely.


Furia: I have some faith that my good composite resources will at least remain good resources for some type of heavy assault armor. I'm just concerned that with that type of armor being intentionally depopularized I will be left with millions of units of resources that are only good for a low-demand armor type. I suspect that what you are doing may be a good approach - starting to collect some resources for the other types of armor, so that if they are indeed more popular post-CU(RB) we will be set up to make some.


Terv: I'm not too concerned about the requirements for Wookiee armor changing. Wookiees shouldn't be able to wear armor anyway ... they don't need it with their HAM (just kidding ... maybe)




Kelb - Faction Flopping Smuggler's Alliance Ace / Master Bounty Hunter
killove
Mon Mar 28, 2005 7:54 pm
#12






Staveeno wrote:

I just want to know what is going to happen with my 39%stun/90%base ADK composite gloves with +25 mods on them






Well for one thing.....i read that gloves and boots will not be spot that enemys will hit. Due to the fact that wookiees and trandoshans cant wear armor in those places.....so i think your gloves will be pretty much useless(the +25mod will still be of use though) but the resist will not matter.



March
Master Armorsmith
Bria
Kesslan
Mon Mar 28, 2005 9:39 pm
#13

Yeah which means that no one will even bother buying armor boots and gloves. Since then they can just use what ever looted boots/gloves or 4 socketed tailor boots/gloves they can get. And not have to worry about any associated HAM Cost.


Frankly I think it's sort of stupid that they'd make it so that those races that couldnt wear X armor location can still be hit there sure. But then to be so lazy as to fix it by suddenly removing it as a hit location on everyone else as well....


Besides I dont really buy that whole cant wear boots/gloves thing. I mean surely if you can make armor you can make it to protect just about any other location. Not to mention if they want to be somewhat cannon about it. Then trandos, can indeed wear gloves and boots. They ceertainly do in SW: Commando. And from what I understand. While it may not be 100% cannon. It was developed alongside epIII to at least a fair extent. Besides it's not like SWG is worried about cannon when the timeline is concerned anyway. I mean you can get pieces of the second deathstar on endor. Yet Jabba is still alive and well. Darktroopers and other ultra crack units abound galore, and there's more jedi now than in the clonewars.



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