Armorsmith Archive

Thread: Armorsmith ISSUES List (Updated June 13, 2005)

CaileSathinor
Thu May 26, 2005 8:40 am
#1

Please only post issues about the Armorsmith Profession here. These are not bugs. Please report bugs in the bug thread stickied to the top of the forum.

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 due to the fact that I feel no one issue is more or less important than another.

-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. I’ve always held the notion that this profession should be an art form, something that takes talent, effort and a bit of thought to truly excel in the profession.

Suggested Solution: Add several more useful lines of experimentation. A good example I like to cite is Shipwright experimentation where a Shipwright has many lines to work with and can tailor designs to what a customer needs.


-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, 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.


-Lack of Variety In Loot Enhancers

Have you taken a look at loot enhancers lately? They all do the exact same darn thing. Add health. Yay. Too bad I can cap the health per piece easily. This is an incredibly irritating issue for many of us. Why exactly does every enhancer do the exact same thing? 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)


-BH Armor Not In Game As Craftable?

Where’s the schematics for this? People want this armor badly and the only wearable pieces in game are the ones converted from Pre-CU. Could we possibly please get this added in game soon?

Suggested Solution: Add BH armor schematics as a limited (5 use?) loot drop to Black Sun NPC’s outside Deathwatch Bunker, similar to how Mandalorian Parts are.


-What Exactly Are Armor Core Enhancers and Biological-Mechanical Cartridges?

No one has a clue as to what these are, what they do, what drops them and if they’re even in game yet.

Suggested Solution: What the heck are these things?


-The Mandalorian Crafting Process

Currently, the schematics made in the Bunker are certified for MAS, MDE and M Tailor, which is leading to color palette and experimentation problems for the final skinned piece. I don’t think any of the schematics should 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.

Suggested Solution: Still require a MDE/M.Tailor for the process of making the schematic. However, certify the schematic for MAS only.


-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.

Suggested Solution: Open for discussion.


-Armor Repair

What’s the deal with this? Is this working, random, whatever? Do the Armor repair mods even work, along with Armor kit efficiency?

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 CaileSathinor on 06-13-2005 12:33 PM



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
freedomwarrior
Thu May 26, 2005 9:47 am
#2

Ok, im gonna be a noob here and go out on a limb. With the lowering of the complexity on segments and cores, will that adjust the factory times to a more reasonable level. If not, then thats a major issue we need to address. Waiting 4 days for layers, 3 1/2 days for segments and another 3 to 4 days for cores is just way to long.



-Ackire-

THE Retired
dMaster Armorsmithd
Located on the wonderful Planet of Naboo
Now located at -3256 3748, outside of Theed
-=X=-

CaileSathinor
Thu May 26, 2005 10:00 am
#3

Yes it will



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
freedomwarrior
Thu May 26, 2005 10:04 am
#4

Thats good to know, also one other thing I just thought of. The old layers we had made prior to cu hitting. Has there been a difinitive answer on whether these will be given stats?Its kind of frustrating tohave these sitting in the factory with0 stats. I have like 2 runs of 1000 energy layers that i would hate to have to chuck.



-Ackire-

THE Retired
dMaster Armorsmithd
Located on the wonderful Planet of Naboo
Now located at -3256 3748, outside of Theed
-=X=-

CaileSathinor
Thu May 26, 2005 10:05 am
#5

I just asked again today for clarification.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
XZypher
Thu May 26, 2005 10:10 am
#6

now if they reduce the layer/segs taken will they account for this so that a core will be the same as before otherwise this is really another nerf because we will be loosing resistances adders







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Mcgreag
Thu May 26, 2005 10:12 am
#7

Condition on Ubese Jackets and Mabari Chestplates. As they cover mulitple areas (and use more cores) they should get an increase to condition to cover for that, same as wookie chestplates already have.

And when we are at it I think there should be a condition overview for all armor parts, I see no reason why some parts should in practice decay faster than others, the goal should be that from normal usage all armorparts should fail at more or less the same time. This can either be done by changing condition or changing hit %.

Coloring of Marauder Boots, not sure if this is an issue or a bug but color 1 does not work like color 1 for all other marauder parts, instead it sets the hue of the entire boot, this makes it very hard to match colors with the rest of the suit (impossible to make dark boots with light colored metal plates).

Factory times for Layers.



Mcgreag - Infinity - Master Smuggler - Rebel Colonel - Member of Legion
Hoshi - Infinity - Master Armorsmith - Member of Talus Trade Syndicate - RIS certed.
CaileSathinor
Thu May 26, 2005 10:13 am
#8

Nowhere did I see them say they were reducing the number of layers/segs. They're reducing schematic complexity which is related to factory times.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
Nixen
Thu May 26, 2005 10:15 am
#9

Slicing.


With the way combat is currently working, you will want to get your armor as close to the 6000 base protection, without going over it.


(Almost) Regardsless of how you calculate it, the protection offered by +6000 protection armor, does not compensate for the RoF, Movement and accuracy penalties. The only conceivable situation in which you would want to use armor with hindrances is if you are tanking for a large group.


This means that sliced 5450 armor is exactly as good as unsliced 6000 armor. While sliced 6000 armor is close to unusable. Which again means that you do not want to use all your best resources for producing cores, but rather substitute one or two for lower quality stuff and so create cheaper armor.


One solution to this could be that sliced armor would be penalized with hindrances regardless of whether the base protection value exceeds 6000 or not. Otoh, that would probably not make the smugglers too happy considering the other issues they are currently facing.





I support the NGE - NOT!
CaileSathinor
Thu May 26, 2005 10:18 am
#10

Personally, I don't want to see Master elite profession mitigations mitigating the hinderances completely. It does away with the point of hinderances and removes yet another distinguishing factor. I'd even go so far as to say I want to see more added so master elite can never mitigate layered advanced cores.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
Nixen
Thu May 26, 2005 10:29 am
#11

Well, even if I agree with you on that point that doesn't change the "fact" (anyhow, I´m pretty sure that this is correct) that

6000 pro. armor is better for you in almost any situation than6001 or 10.000pro. armor.

And with slicing working the way it does (no randomness as far as I can tell), this means there will be an "optimal" point for armor protection that is below what youare able tocreate. In my opinion, that is just wrong.


Now that I think about it, slicing is of course only a symptom of this problem. If hindrances were either experimentation lines, or even results of the assembly, you wouldnt have to use inferior resources to create better armor.


I do not think that high-protection armor should be completely mitigable. But the way the combat system works, there is no point in incurring a mitigation penalty because of armor - and even paying more money for the armor since it was made from superior/more expensive resources.



I support the NGE - NOT!
Saarek
Thu May 26, 2005 10:36 am
#12


Other than what is already mentionned, I think the amount of specific resouces is rediculous. 1-2 items per craft... ok, but for every bloody thing? I can also understand Layers being specific as they are an "enhancement" and not for every suit.


Please, correct me if I'm wrong.







------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

Saarek
Thu May 26, 2005 11:38 am
#13

Another thing I have an Issue with is the "Appearances".


I think one of the best ideas that was dumped with the CU was that anyone could wear any armor. I see the issues that arose (i.e. everyone wore Comp Armor), but a compromise would hav been a better solution rather than just segregating the appearances to each armor type.


After all, an appearance is just that - an appearance. Now I am not proposing that they make any appearance craftable using any core, but I am proposing that they make certain appearances craftable by 2 cores, not all 3.


For example, Comp armor is clearly either a Battle or Assault armor (based on appearance) and clearly NOT a Recon armor. However, Padded armor looks like a recon and assault armor, but not battle.


I hope I am being clear with what I am asking, and I'm not even sure if anyone else cares, but I think it would give up a little more "craft" feel to our profession, especially being able to craft more than 2 appearances per armor type.


This would also promote players using more than one type of armor in their active suit. Maybe a Comp Helmut, but a Padded Chestplate, etc etc.


And another thing related to this: I dont understand why boots and gloves are certified armor pieces, and not universal like belts/bandoliers. They no longer have any protection properties, so why not make them universal?



please pardon my rushed typing - im at work.







------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

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