Armorsmith Archive
Thread: A Silent Majority?
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beantownphan
Tue Apr 19, 2005 8:27 pm
#1
I have read the posts over the last few days with interest but have not said anything as of yet. I must say that although the last few days have been hectic and some of the changes we see taking place are not to our liking, I will say that I am generally excited about the new AS changes.
First, the most enjoyment I have gotten out of this game was the first few months I played. The excitement was figuring the new stuff out. I remember when I made my first bone armor suit and even splurged on a new Mabari chestplate for 10k (ripoff- but I didnt care). It was fun learning.
The new CU changes will be seen as a pain for some, but I for one like the starting over aspect of it. For those AS's who have been around awhile, your Armor will certainly be better than the rest.
So cheer up and on to learning new things!
Kesslan
Tue Apr 19, 2005 8:33 pm
#2
That's the whole thing though that were complaining about. There isnt really a whole hell of alot to learn. Other than what's the best layer combination. Used to be you had plenty of stuff to learn like not only layer combos, but how to properly balance resists, base, and HAM.
Now it's just.. ok this layer works best overall. So use that every time, use only advanced cores, and obviously max out the only experimentaton bar you get. Wee!
Fellstaff
Tue Apr 19, 2005 8:47 pm
#3
Kesslan wrote:
That's the whole thing though that were complaining about. There isnt really a whole hell of alot to learn. Other than what's the best layer combination. Used to be you had plenty of stuff to learn like not only layer combos, but how to properly balance resists, base, and HAM.
Now it's just.. ok this layer works best overall. So use that every time, use only advanced cores, and obviously max out the only experimentaton bar you get. Wee!
EXCEPT you can't make the 'best' armor and sell it to newbies... now armorsmithing is all about variety, both in the 3 styles (assault, battle, recon) and the levels you need to match with the level of mitigation a player might have...
Kelloch
Tue Apr 19, 2005 9:07 pm
#4
Fellstaff wrote:
Kesslan wrote:That's the whole thing though that were complaining about. There isnt really a whole hell of alot to learn. Other than what's the best layer combination. Used to be you had plenty of stuff to learn like not only layer combos, but how to properly balance resists, base, and HAM.Now it's just.. ok this layer works best overall. So use that every time, use only advanced cores, and obviously max out the only experimentaton bar you get. Wee!
EXCEPT you can't make the 'best' armor and sell it to newbies... now armorsmithing is all about variety, both in the 3 styles (assault, battle, recon) and the levels you need to match with the level of mitigation a player might have...
This is assuming armor is useful. I think the jury is still out on that based on the combat level damage modifiers.
I tell you, tonight I've had some of the most fun crafting I've had in a while. You know why? Because I've just started crafting RIS and I'm trying to figure out the best way to do it with the resources I have. And how to balance all portions based on my customer's desire.
You aren't going to have that with one experimentation line. The variety you are talking about (if armor is useful) is about crafting different 'types' of armor. To me, choosing the type of armor was just the first step in the crafting process. Now I fear, it will basically be the only step.
TitanTen
Tue Apr 19, 2005 10:00 pm
#5
Fellstaff wrote:
Kesslan wrote:
That's the whole thing though that were complaining about. There isnt really a whole hell of alot to learn. Other than what's the best layer combination. Used to be you had plenty of stuff to learn like not only layer combos, but how to properly balance resists, base, and HAM.
Now it's just.. ok this layer works best overall. So use that every time, use only advanced cores, and obviously max out the only experimentaton bar you get. Wee!
EXCEPT you can't make the 'best' armor and sell it to newbies... now armorsmithing is all about variety, both in the 3 styles (assault, battle, recon) and the levels you need to match with the level of mitigation a player might have...
yeah sounds so much more enjoyable... especially since it takes MUCH longer to make, more resources, and is harder factoring levels.
Yeah and matching the hindrances to the mitigation of the players will be real involved... more like just make all 9 types and then put on the skins. I would rather make only 1 set of armor, but actually have variability in it then make 9 sets that all do the same dang thing and are made the exact same way.
Fellstaff
Tue Apr 19, 2005 10:51 pm
#6
We have one suit of armor and no variability now (PRE CU). We have composite.. and composite, and everyyone makes its in 80%, 80% and 80%.
TitanTen wrote:
Fellstaff wrote:
Kesslan wrote:
That's the whole thing though that were complaining about. There isnt really a whole hell of alot to learn. Other than what's the best layer combination. Used to be you had plenty of stuff to learn like not only layer combos, but how to properly balance resists, base, and HAM.
Now it's just.. ok this layer works best overall. So use that every time, use only advanced cores, and obviously max out the only experimentaton bar you get. Wee!
EXCEPT you can't make the 'best' armor and sell it to newbies... now armorsmithing is all about variety, both in the 3 styles (assault, battle, recon) and the levels you need to match with the level of mitigation a player might have...
yeah sounds so much more enjoyable... especially since it takes MUCH longer to make, more resources, and is harder factoring levels.
Yeah and matching the hindrances to the mitigation of the players will be real involved... more like just make all 9 types and then put on the skins. I would rather make only 1 set of armor, but actually have variability in it then make 9 sets that all do the same dang thing and are made the exact same way.
The CU will give more life to armorsmithing because there will be more variety in armor, and smiths of every level will have a market. This is the same template for weaponsmiths. Weapons for every level, at every level. They're taking the uber out of the low end weapons by restricting them to basic components so a lower level smith can compete with a higher level. The same will be true for armorsmithing. A novice making bone can craft for the low level (low hindrance) crowd as well as a master, but they can't compete with a master when it comes to higher hindrance armor.
Message Edited by Fellstaff on 04-20-2005 12:56 AM
TitanTen
Tue Apr 19, 2005 11:23 pm
#7
Fellstaff wrote:
We have one suit of armor and no variability now (PRE CU). We have composite.. and composite, and everyyone makes its in 80%, 80% and 80%.
TitanTen wrote:
Fellstaff wrote:
Kesslan wrote:
That's the whole thing though that were complaining about. There isnt really a whole hell of alot to learn. Other than what's the best layer combination. Used to be you had plenty of stuff to learn like not only layer combos, but how to properly balance resists, base, and HAM.
Now it's just.. ok this layer works best overall. So use that every time, use only advanced cores, and obviously max out the only experimentaton bar you get. Wee!
EXCEPT you can't make the 'best' armor and sell it to newbies... now armorsmithing is all about variety, both in the 3 styles (assault, battle, recon) and the levels you need to match with the level of mitigation a player might have...
yeah sounds so much more enjoyable... especially since it takes MUCH longer to make, more resources, and is harder factoring levels.
Yeah and matching the hindrances to the mitigation of the players will be real involved... more like just make all 9 types and then put on the skins. I would rather make only 1 set of armor, but actually have variability in it then make 9 sets that all do the same dang thing and are made the exact same way.
The CU will give more life to armorsmithing because there will be more variety in armor, and smiths of every level will have a market. This is the same template for weaponsmiths. Weapons for every level, at every level. They're taking the uber out of the low end weapons by restricting them to basic components so a lower level smith can compete with a higher level. The same will be true for armorsmithing. A novice making bone can craft for the low level (low hindrance) crowd as well as a master, but they can't compete with a master when it comes to higher hindrance armor.
Message Edited by Fellstaff on 04-20-2005 12:56 AM
and after the CU you are going to see 3 sets of armor used by everyone. Advanced Battle, Recon, and Assault. The look doesnt matter now. Advanced Bone is as good as Advanced padded. You say that people will use the other tiers of armor. You know its not true. Maybe once in a while you get someone who will fear hindrances, but for the most part people will find what works best (read as: allows them to solo whatever) and use it.
Fellstaff
Tue Apr 19, 2005 11:26 pm
#8
We won't see people hitting master in any elite combat profession in a day (or 2), so there will be a demand for armor at every level, and there will definitely be an increase in demand for the lower level armor after the CU because of the influx of players. After hanging around the Mining Outpost for a couple of weeks I've seen a LARGE number of new players flowing through.. People that have never had a buff before and are wearing novice marksman and novice brawler titles. We should expect even more new players after the CU and more again when the SWG all in one pack (SWG + JTL + RoTW) is release in late May for about $30US.
TitanTen wrote:
Fellstaff wrote:
We have one suit of armor and no variability now (PRE CU). We have composite.. and composite, and everyyone makes its in 80%, 80% and 80%.
TitanTen wrote:
Fellstaff wrote:
Kesslan wrote:
That's the whole thing though that were complaining about. There isnt really a whole hell of alot to learn. Other than what's the best layer combination. Used to be you had plenty of stuff to learn like not only layer combos, but how to properly balance resists, base, and HAM.
Now it's just.. ok this layer works best overall. So use that every time, use only advanced cores, and obviously max out the only experimentaton bar you get. Wee!
EXCEPT you can't make the 'best' armor and sell it to newbies... now armorsmithing is all about variety, both in the 3 styles (assault, battle, recon) and the levels you need to match with the level of mitigation a player might have...
yeah sounds so much more enjoyable... especially since it takes MUCH longer to make, more resources, and is harder factoring levels.
Yeah and matching the hindrances to the mitigation of the players will be real involved... more like just make all 9 types and then put on the skins. I would rather make only 1 set of armor, but actually have variability in it then make 9 sets that all do the same dang thing and are made the exact same way.
The CU will give more life to armorsmithing because there will be more variety in armor, and smiths of every level will have a market. This is the same template for weaponsmiths. Weapons for every level, at every level. They're taking the uber out of the low end weapons by restricting them to basic components so a lower level smith can compete with a higher level. The same will be true for armorsmithing. A novice making bone can craft for the low level (low hindrance) crowd as well as a master, but they can't compete with a master when it comes to higher hindrance armor.
Message Edited by Fellstaff on 04-20-2005 12:56 AM
and after the CU you are going to see 3 sets of armor used by everyone. Advanced Battle, Recon, and Assault. The look doesnt matter now. Advanced Bone is as good as Advanced padded. You say that people will use the other tiers of armor. You know its not true. Maybe once in a while you get someone who will fear hindrances, but for the most part people will find what works best (read as: allows them to solo whatever) and use it.
TitanTen
Tue Apr 19, 2005 11:33 pm
#9
good point but how are those new players going to afford our 1 million credit armor?
Fellstaff wrote:
We won't see people hitting master in any elite combat profession in a day (or 2), so there will be a demand for armor at every level, and there will definitely be an increase in demand for the lower level armor after the CU because of the influx of players. After hanging around the Mining Outpost for a couple of weeks I've seen a LARGE number of new players flowing through.. People that have never had a buff before and are wearing novice marksman and novice brawler titles. We should expect even more new players after the CU and more again when the SWG all in one pack (SWG + JTL + RoTW) is release in late May for about $30US.
Fellstaff
Tue Apr 19, 2005 11:44 pm
#10
IIt won't take 100CPU resources to make armor thats suitable for 20% mitigation. The lower 'mitigation' level armor certainly won't require high prices resources for a master armorsmith to produce and its certainly producable by a novice armorsmith with decent resources. People are still thinking about triple 80% composite, there's more to it than that now.
TitanTen wrote:
good point but how are those new players going to afford our 1 million credit armor?
Fellstaff wrote:
We won't see people hitting master in any elite combat profession in a day (or 2), so there will be a demand for armor at every level, and there will definitely be an increase in demand for the lower level armor after the CU because of the influx of players. After hanging around the Mining Outpost for a couple of weeks I've seen a LARGE number of new players flowing through.. People that have never had a buff before and are wearing novice marksman and novice brawler titles. We should expect even more new players after the CU and more again when the SWG all in one pack (SWG + JTL + RoTW) is release in late May for about $30US.
omadnay
Tue Apr 19, 2005 11:48 pm
#11
good point but how are those new players going to afford our 1 million credit armor?
TitanTen wrote:
By selling us their BARC Speeders?
Wakka Wakka Wakka
(couldn't resist)
Thank you, thank you... I'll be here all week!
- Omadda Szool
Kauri
May the force be with you.
Message Edited by omadnay on 04-20-2005 02:49 AM
TitanTen
Tue Apr 19, 2005 11:56 pm
#12
Fellstaff wrote:
IIt won't take 100CPU resources to make armor thats suitable for 20% mitigation. The lower 'mitigation' level armor certainly won't require high prices resources for a master armorsmith to produce and its certainly producable by a novice armorsmith with decent resources. People are still thinking about triple 80% composite, there's more to it than that now.
TitanTen wrote:
good point but how are those new players going to afford our 1 million credit armor?
Fellstaff wrote:
We won't see people hitting master in any elite combat profession in a day (or 2), so there will be a demand for armor at every level, and there will definitely be an increase in demand for the lower level armor after the CU because of the influx of players. After hanging around the Mining Outpost for a couple of weeks I've seen a LARGE number of new players flowing through.. People that have never had a buff before and are wearing novice marksman and novice brawler titles. We should expect even more new players after the CU and more again when the SWG all in one pack (SWG + JTL + RoTW) is release in late May for about $30US.
and your lucky it wont... or it would be like 5 million credit armor...
TitanTen
Tue Apr 19, 2005 11:57 pm
#13
omadnay wrote:
good point but how are those new players going to afford our 1 million credit armor?
TitanTen wrote:
By selling us their BARC Speeders?
Wakka Wakka Wakka
(couldn't resist)
Thank you, thank you... I'll be here all week!
- Omadda Szool
Kauri
May the force be with you.
Message Edited by omadnay on 04-20-2005 02:49 AM
hahha good point. Guess the devs did have a plan on why they gave the newbs that speeder
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