Armorsmith Archive

Thread: Fan Fest: Confirmation on force sensitive bonuses

neinnunb
Sat Jun 05, 2004 6:48 am
#1

Taken from this post in Jedi forum:


Q: What is the expected benefit from force crafting skills? Do you seem them as unbalancing the current crafting economy? Are those supposed to give more experimentation points?


A: You will get more experimentation points. (paraphrased): 2 points is what you can get from FS. ANd this will stack with skill tapes, for a total of up to 14 experimentation points. All FS skills were designed to be enhancements, butnot overwhelming or unbalancing. Devs do not see this as unbalancing, Crafters will always have the option to sell wares as they are, or pursue force sensitive lines, much as they can pursue skilltapes now.






I know allot of people (including myself) did not want this bonus to stack on top of skill attachment and instead be an alternative to the attachments. We now have confirmation from the devs (albeit through the grapevine).




                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

Tuanga
Sat Jun 05, 2004 10:58 am
#2

Hmmm, not sure how I feelabout this



-----------------------------------
Tuanga - Bloodfin
12 point Master Armorsmith --- Crafter of Fine RIS Armor

Accounts cancelled 8/1/2004
MrMud
Sat Jun 05, 2004 11:02 am
#3

lmao! This just shows how disconnected the devs are from this game. Saying anything other than that this is a serious imbalance in favor of those with FS characters (I am one of those) in armorsmithing is a downright silly statement. We all know how much encumberence can be reduced with 2 extra experimentation points. Can you say 0HAM 3% base layers anyone?



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
BabyRancor
Sat Jun 05, 2004 11:24 am
#4

OH FOR THE LOVE OF....!


Just when I thought the Devs were pulling out of this stratified crafting system they go and make the completely wrong choice.


FS should be the way that crafters who do not want to camp loot piles or buy skill tapes for inflated prices. get their extra 2 skill points.


That way everyone at some point is put on a level playing field and the difference between crafters goes back to the work they put into finding and keeping the best resources. Skill tapes still have a place - they get you the extra skill points earlier and faster, and potentially free up FS skills for other things.


I have a bad feeling about this.





Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
NinjasLovePirates
Sat Jun 05, 2004 11:40 am
#5






BabyRancor wrote:

That way everyone at some point is put on a level playing field and the difference between crafters goes back to the work they put into finding and keeping the best resources. Skill tapes still have a place - they get you the extra skill points earlier and faster, and potentially free up FS skills for other things.


I have a bad feeling about this.








Um, wouldn't it be on a level playing field with the extra two FS points?

Actually, I'm freaking excited about these FS enhancements. Combined with faction armor, this might actually let me feel as if I'm playing IN STAR WARS! These extra two points won't mean much in the way of unbalancing since out of all the Master AS, how many have 12 points? Do those smiths make it impossible for 10 point smiths to sell armor? No they don't. I sell all the armor I make and I turn a nice profit doing so. So, with the VERY FEW 14 point smiths, there won't be much of a difference at all. I don't see 10 points smiths packing up shop, nor do I see the 12-ers going. If the going does get tough, then those 10 point smiths will have to buy skill tapes or go FS. Armorsmiths that spend more time/money on their trade will make better armor (that includes resources hunting).

All this does is add more of a Star Wars feel to the games and raises the bar on armor crafting. I welcome the change. The devs did good.



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


DirthNader
Sat Jun 05, 2004 11:48 am
#6

Well, there it is. I'm trying to look on the positive side. As a current +110 'smith, the difference between 13 and 14 points is smaller percentage-wise than the difference between 11 and 12 points.


Otherwise my only fear is the people who have already unlocked using the time between publish 9 and publish 10 as a chance to use two extra skill points no one else can even attempt to get. Any chance the devs will disable this enhancement until publish 10?





The artist formerly known as Ittov
DreadWind
Sat Jun 05, 2004 1:01 pm
#7

Well I am ready to quit. That's that!



=[Ruination]=
My Road of SWG has ended!
Imperial 4EVER!
MrMud
Sat Jun 05, 2004 3:00 pm
#8






NinjasLovePirates wrote:





BabyRancor wrote:

That way everyone at some point is put on a level playing field and the difference between crafters goes back to the work they put into finding and keeping the best resources. Skill tapes still have a place - they get you the extra skill points earlier and faster, and potentially free up FS skills for other things.


I have a bad feeling about this.








Um, wouldn't it be on a level playing field with the extra two FS points?

Actually, I'm freaking excited about these FS enhancements. Combined with faction armor, this might actually let me feel as if I'm playing IN STAR WARS! These extra two points won't mean much in the way of unbalancing since out of all the Master AS, how many have 12 points? Do those smiths make it impossible for 10 point smiths to sell armor? No they don't. I sell all the armor I make and I turn a nice profit doing so. So, with the VERY FEW 14 point smiths, there won't be much of a difference at all. I don't see 10 points smiths packing up shop, nor do I see the 12-ers going. If the going does get tough, then those 10 point smiths will have to buy skill tapes or go FS. Armorsmiths that spend more time/money on their trade will make better armor (that includes resources hunting).

All this does is add more of a Star Wars feel to the games and raises the bar on armor crafting. I welcome the change. The devs did good.





You are thinking in the current buffed beyond belief mindset. Instead use the post combat balance mindset of reduced buffpower and changed functionality of ham. It might be very, very important to find armor that has significantly lower HAM for their stats than other armor especially when armor might be on the borderline of beeing useful at all.





Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
ChilastraBH
Sat Jun 05, 2004 5:51 pm
#9

dont like the idea at all


now I have to drop a lot of my profs just to grind to get FS


Terinath
Sat Jun 05, 2004 6:25 pm
#10

Well, I am not sure I like the idea. I thought the force boxes would be a great way to levelt he playing field. Howver, perhaps the devs are looking in the long term and with armor nerfs coming those 14 point armorsmiths are the only ones getting anywhere close to the composite we now have. Thats just a guess, but I bet the extra points just make it easier to get back closer to pre-nerf. Maybe they will ease the pain in transition from one system to the other.
neinnunb
Sat Jun 05, 2004 6:52 pm
#11






ChilastraBH wrote:

dont like the idea at all


now I have to drop a lot of my profs just to grind to get FS




No, remember they are removing the current grind system to a quest system. The devs said an avarage of 3 to 6 months to complete the FS quests. I would imagine that some of the quests are combative in nature and if you dont have any combat skills, you could ask friends to help you.


Like I said, im not crazy about the stacking of the points. However, I would prefer this over what we currently have because the difference between 12 and 14 is smaller than 10 and 12.





                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

Cebanaz_Jedi
Sat Jun 05, 2004 8:34 pm
#12

i am going to have to think more about this, honestly i am suprised to see people not wanting them to stack, i am not sure what the thinking is (have not been reading the smith boards much int he last 6 weeks).


As far as 3% base 0 Ham cost stuff goes, its not going to happen. Resources cap the hams (from what i have seen) around 2, sometimes you can get a 1 in there.


With the combat balance comming i have to guess that the armor we are seeing now will never be produced again anyway, i am just speculating but i have to think that one of the methods of balancing will be to tone down armor signifcantly.


The only thing I think we would see more of is 80% kinetic 80% energy composits (pre-balance) which you can see now with 12 or even 11 pointers.


Ham costs would drop a bunch, but again, other then mind costs the other two are purely academic (for composite). You are going to be fighting buffed, and you stats (after the ham costs) will still be several times your racial "cap" unbuffed. Your going to regen faster then you can spend the ham with specials, and your special move cost is going to be non-existant. resists won't climb much, maybe people would take up caping out electricity on comp for show.


Alot of people are against them stacking, so i am sure i am missing something (probably obvious) so this is not a post saying "this is the wayit is" just sort of floating my first impressions.


One thing i will say, in support of them stacking, is this. Crafting in SWG is all about resources, the time it takes to become a master smith is pathetic, i did it in a weekend after i had all the subcombines running durring the week. If i decided to go Weaponsmith, all i would need to do is go to a website and read over the schematics, get an idea of what the "best" named resources have been on the server and keep an eye out for them and any current shifts that are close, then stockpile them over the next couple months. I could probably go from novice to master in a few days time, and assuming i had the resources, could be on par with 70% of the weaponsmiths on my server as far as non-enhanced weapons go.


It seems too fast to me, i mean yeah that method involves some planning, but there is nothing in the craft itself that you have to work towards beyond the few days of grinding. In the "world" you hear people talk about people who are really good at what they do, "masters" in thier field "they have elivated (insert activity or craft) to an artform" and such. To me that is what a master is, and it makes sense that that would take tme beyond just haveing the money or foresight to invest in the "best" materials. I kind of like the idea of getting that last little edge, and having that process take 6-8 months. Most people wont want to take the time beyond a few days to become a master, let alone the small bonus you would get for spending 6000% more time, and thats fine too, but if someone did get the other 2 points you would know dan well that they earned it.


Again maybe there is something i am not seeing that it will throw out of wack, but it seems there should be something very difficult to progress towards that you can't compensate for just by spending money (for skil tapes).





Sampo Ilmarinen - Master Armorsmith - Master Artisan - Master Mechant
Laoks Hillfinder - Master Smuggler - Master Carbineer

Sampo Ilmarinen Advanced Armors
Corellia 1152, -4560 : Cobantis Server
neinnunb
Sat Jun 05, 2004 9:01 pm
#13

I agree with what you are saying in all points Cebanaz. I thinkI speak for most others that dont agree with the stacking of these points is that it puts people who cannot afford to buy the skill attachments at a disadvantage. We were hoping that the force sensitivities would be an alternativeto that. This is especially true for weaponsmiths who have a much lower profit margin than armorsmiths.


In another note from the dev interviews in fan fest they mentioned that they will change the current grind system to a quest system to earn XP. Maybe this will eliminate fly-by-night smiths? who knows but it sounds interesting on paper. Anything to eliminate the repetitive nature of advancing is great news.




                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

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