Development Cycle Archive
Thread: 9.2 Publish Feedback: Wookiee Armor, Old Mos Espa Arena Swoop Track & Crafting Quests
I've only had the opportunity to try out the hunting armor, and I've been mostly very pleased with it. I like the resists, I like the design, and I love that the devs listened to the concerns when it was on test and made the resource requirements more reasonable (in two cases, anyway).
I do still have a few problems with it though:
Not enough durability on the chestplate: All the suits consist of four pieces (chest/head, leggings, right bracer, left bracer). This is all well and good, but the nature of the chestplate has it covering 4 hit locations (chest, head, right and left biceps). Because of this it takes considerably more damage than any of the other items, but doesn't have an appropriately higher durability to compensate for that. It was common practice with the ceremonial armor to go through 2-3 chestplates per set of leggings and bracers, and that problem is going to continue with the new armors.
An easy fix would be to increase the durability of the chestpiece by 25-50%. If it means increasing the quantity of resources used, that's fine.
Armor attachments: There is no Wookiee armor equivalent to the Ubese shirt, Ubese bandolier, or Mabari belt, three items that accept armor attachments but provide no protection and do not decay. Another species with these three items can have 12 slots for armor attachments that they never have to worry about losing. Armor attachments are uncommon loot and very expensive to purchase, so to put them in armor that will be rendered useless in a week would be foolhardy.
Wookiees can already wear clothing belts and bandoliers, so please make it possible for us to equip at least the Mabari belt, and preferably both the belt and bandolier. This would be a quick fix that would not require creation of a new nondecaying Wookiee armor piece. It's also one area in which we remain handicapped compared to the other species.
All-in-all I'm thrilled with the new armor, but these two issues still need to be addressed (the attachments being the more important of the two). Thank you.
Nice job lol
Sigillum wrote:
HERES FEEDBACK ON 9.25
WAY TO MAKE THE GAME IMPOSSIBLE
WAY TO MAKE THE GAME SUCK
EVERYTHING THAT WAS ONCE SOLOABLE AND FUN YOU **edit**ED OVER
I HOPE THIS GAME SINKS BECAUSE YOU GUYS WANT EVERYTHING TO BE IMPOSSIBLE
QUIT BABYING THE JEDI'S AND KEEP THE GAME FUN FOR THOSE OF US WHO LIKE TO SOLO.
ONE HIT KILL FROM A NIGHTSISTER WITH FULL ARMOR
WHEN i USE TO BE ABLE TO SOLO 20....BE REASONABLE
THE DEATHWATCH WAS HARD ENOUGH WITH 2 FULL GROUPS AND YOU **edit** IT UP EVEN MORE SO ITS TOTALLY NOT POSSIBLE.
-Diabolus Spawn
Chrysalide wrote:
Hello everyone,
We appreciate all the comments and feedback about the items in Publish 9.2, and I would like to follow up with a few of our thoughts regarding the Crafting Contractor quests.
The primary demographic for which these quests are designed is the junior crafter that is trying to work his or her way up to master the profession. The Crafting Contract system is intended to be an alternative for those that are trying to get experience at novice levels, but find it difficult to sell the items that they make to other players.
I would like to see more than just an XP and monetary reward for the crafter quests (and missions).
With the increase in loot drops, the average level 75+ mission will yield a bonus in the form of a good loot drop every 5-6 missions. And the more MoBs there are to kill the higher the chance of a good loot drop.
How about doing something similar for crafters? Each time they finish a mission or quest give them a loot drop. And if you need a justification, this could represent the appreciation of the client for completing the mission.
This would give the crafters something that they cannot achieve today. A way to accumulate loot. Many of the loot items would be as desired by crafters as by everyone else (gongs, rugs, statues, etc) but they have to buy the components since a true crafter has very little (if any) combat skills.