Items And Loot Archive

Thread: SUGGESTION on attachments

DaveG
Fri Feb 18, 2005 2:51 am
#14

Hey hey, I wear a rescue belt



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
ReelaK
Fri Feb 18, 2005 1:35 pm
#15

Personally, I wish they'd just remove the ones with broken mods. Then there'd be plenty of the good stuff.



Reela k'Dor
Let Honor Guide and Protect You
LethalSilence
Fri Feb 25, 2005 6:58 pm
#16

bump



Pojo
Critikal
Dark

My hearts beatin', My hearts beatin', My hands are shakin', My hands are shakin',
But I'm STILL SHOOTIN', and I'm STILL GETTIN' THE HEADSHOTS,
Iit's like BOOM HEADSHOT, BOOM HEADSHOT, BOOM HEADSHOT!
GodlyOne
Fri Feb 25, 2005 10:03 pm
#17

Maybe give them (the kits) out as vet rewards to limit the availibility of them?



-White- Jedi
Mastur' Bater Noob Medic
'Black' Slain by the NGE

"Now, I am become death, destroyer of worlds" - J. Robert Oppenheimer
F#CK YOU MOM!!! I WANT MY CHOCOLATE MILK!!!

Carason
Sat Feb 26, 2005 5:59 am
#18

I thought about this here for a while, and came up with an idea...whether it's good or not, I'm sure is up to your own opinions.


Being able to remove AAs and CAs should not be an easy process... it should carry some risk. If that were to be the case, it would make sense that a Master Armorsmith should be best at removing Armor Attachments, and a Tailor should be best at removing Clothing Attachments. If the "Extraction Tool" was used by anyone else, it could still work, but runa greater riskof damaging either the attachment (lowering the mod value) or damaging the armor/clothing (lowering the condition/resists). In a way, this should be how clothing/armor/weapon repair kits should generally work,although, I haven't noticed a difference between repairing a piece of armor whether I'm on my Master Armorsmith character, or my Ranger (/shrug).


Both the "Chance of Perfect Extraction" and the "Amount of Damage" for a "fail" could be calculated as a combination of the crafter's Assembly Mod Skill (AMS)and the effective %of the removal tool. A possible formula for Chance of Perfect Extraction could be something like (50+(AMS/4.5)+(Eff%/5)). The amount of damage would be 1-Chance For Perfect Extraction


Examples:


Assembly Skill







Carason - *FORMER 12pt Master AS (RIS Certified) / *FORMER 12pt Master WS
Jai' - Master Ranger/Elder Jedi, Kyan' - Master BH/Master Rifleman
Sher Kar ==Hall of Shame== List
Carason
Sat Feb 26, 2005 6:29 am
#19


I thought about this here for a while, and came up with an idea...whether it's good or not, I'm sure is up to your own opinions.


Being able to remove AAs and CAs should not be an easy process... it should carry some risk. If that were to be the case, it would make sense that a Master Armorsmith should be best at removing Armor Attachments, and a Tailor should be best at removing Clothing Attachments. If the "Extraction Tool" was used by anyone else, it could still work, but runa greater riskof damaging either the attachment (lowering the mod value) or damaging the armor/clothing (lowering the condition/resists). In a way, this should be how clothing/armor/weapon repair kits should generally work,although, I haven't noticed a difference between repairing a piece of armor whether I'm on my Master Armorsmith character, or my Ranger (/shrug).


Both the "Chance of Perfect Extraction" and the "Amount of Damage" for a "fail" could be calculated as a combination of the crafter's Assembly Mod Skill (AMS)and the effective %of the removal tool. A possible formula for Chance of Perfect Extraction could be something like (50+(AMS/4.5)+(Eff%/5)). The amount of damage would be 1-Chance For Perfect Extraction.


Examples:


Assembly SkillEff% of ToolSuccessful Extraction % Damage % Amount


125 (cap) 9997.57% 2.43%

100 (Master) 99 92.02% 7.98%

100 (Master) 70 86.22% 13.78%

0(non-crafter)99 69.80% 31.20%

0 (non-crafter) 50 60.00% 40.00%


I'm sure that there are other options out there, but... this is just my 2 credits worth.


Carason

Master Armorsmith

Corbantis - Theed, Naboo









Carason - *FORMER 12pt Master AS (RIS Certified) / *FORMER 12pt Master WS
Jai' - Master Ranger/Elder Jedi, Kyan' - Master BH/Master Rifleman
Sher Kar ==Hall of Shame== List
LethalSilence
Sat Feb 26, 2005 6:17 pm
#20






Carason wrote:


I thought about this here for a while, and came up with an idea...whether it's good or not, I'm sure is up to your own opinions.


Being able to remove AAs and CAs should not be an easy process... it should carry some risk. If that were to be the case, it would make sense that a Master Armorsmith should be best at removing Armor Attachments, and a Tailor should be best at removing Clothing Attachments. If the "Extraction Tool" was used by anyone else, it could still work, but runa greater riskof damaging either the attachment (lowering the mod value) or damaging the armor/clothing (lowering the condition/resists). In a way, this should be how clothing/armor/weapon repair kits should generally work,although, I haven't noticed a difference between repairing a piece of armor whether I'm on my Master Armorsmith character, or my Ranger (/shrug).


Both the "Chance of Perfect Extraction" and the "Amount of Damage" for a "fail" could be calculated as a combination of the crafter's Assembly Mod Skill (AMS)and the effective %of the removal tool. A possible formula for Chance of Perfect Extraction could be something like (50+(AMS/4.5)+(Eff%/5)). The amount of damage would be 1-Chance For Perfect Extraction.


Examples:


Assembly SkillEff% of ToolSuccessful Extraction % Damage % Amount


125 (cap) 9997.57% 2.43%

100 (Master) 99 92.02% 7.98%

100 (Master) 70 86.22% 13.78%

0(non-crafter)99 69.80% 31.20%

0 (non-crafter) 50 60.00% 40.00%


I'm sure that there are other options out there, but... this is just my 2 credits worth.


Carason

Master Armorsmith

Corbantis - Theed, Naboo









that sounds like a good idea.. but i think they should do the same for those armor/weapon repair tools.. armorsmiths have the same chance to screw it up as any average joe? thats stupid. i think this idea should be implemented to the repair of armor and weapons



Pojo
Critikal
Dark

My hearts beatin', My hearts beatin', My hands are shakin', My hands are shakin',
But I'm STILL SHOOTIN', and I'm STILL GETTIN' THE HEADSHOTS,
Iit's like BOOM HEADSHOT, BOOM HEADSHOT, BOOM HEADSHOT!
LethalSilence
Tue Mar 08, 2005 8:12 pm
#21

bummmppp



Pojo
Critikal
Dark

My hearts beatin', My hearts beatin', My hands are shakin', My hands are shakin',
But I'm STILL SHOOTIN', and I'm STILL GETTIN' THE HEADSHOTS,
Iit's like BOOM HEADSHOT, BOOM HEADSHOT, BOOM HEADSHOT!
ALeoNN
Tue Mar 08, 2005 11:58 pm
#22






LethalSilence wrote:


Hey devs im sure you guys have already had suggestions on this but i would like to suggest it again.


I think you should be able to remove Armor/Clothing Attachments from clothing/armor. This would make it so people would not need to use the pre-nerf bandoliers/belts... and there would be a reason to actually put attachments into armor instead of them just being wasted.


This would depreciate and lower the price of all attachments and everyone would probably have maxed stats if you could just remove and add as you want. I think Artisans should be able to make a Kit to remove attachments. This kit would have to require a lot of rare resources, so these things would cost a lot of money, this way it is harder to attain one, but at least there is a way to remove attachments.

Message Edited by LethalSilence on 02-13-2005 10:35 AM





I like this idea, especially considering that armor is being changed for the CU/R/B.




Andrian
General Grievous: I was trained by Count Dooku.
Obi-Wan: Really? I trained the man who killed him...
The Emperor: Live Lord Vader. Live, my apprentice. Live...
Amidala: There is still good in him...

LethalSilence
Sat Mar 12, 2005 2:41 pm
#23

B
u
m

p



Pojo
Critikal
Dark

My hearts beatin', My hearts beatin', My hands are shakin', My hands are shakin',
But I'm STILL SHOOTIN', and I'm STILL GETTIN' THE HEADSHOTS,
Iit's like BOOM HEADSHOT, BOOM HEADSHOT, BOOM HEADSHOT!
Luminoth
Sun Mar 13, 2005 12:13 am
#24






LethalSilence wrote:


Hey devs im sure you guys have already had suggestions on this but i would like to suggest it again.


I think you should be able to remove Armor/Clothing Attachments from clothing/armor. This would make it so people would not need to use the pre-nerf bandoliers/belts... and there would be a reason to actually put attachments into armor instead of them just being wasted.


This would depreciate and lower the price of all attachments and everyone would probably have maxed stats if you could just remove and add as you want. I think Artisans should be able to make a Kit to remove attachments. This kit would have to require a lot of rare resources, so these things would cost a lot of money, this way it is harder to attain one, but at least there is a way to remove attachments.

Message Edited by LethalSilence on 02-13-2005 10:35 AM






While I took a vacation off the game a couple months ago, I played a differant one (not namingthis game)to try it out. They had something similar to this called "Spellbinding" Where a spellbinder could "rip" a spell off of a looted item and put it into a Totem. Then they could sell this totem to someone and you can insert it into a differant item. So, in a way it was like pulling a mod off of a weapon and being able to stick it on a blank skill tape and use it for a differant weapon. Very cool idea.


I'd love to see something like this implemented. I've seen blank skill tapes/armor attachments and thought about how cool it would be. Especially if someone would find a nice pike and be able to rip the mod off of it to add to a VK or perhaps a rifle. Maybe implement a weapon attachment idea that does this. Only allow weaponsmiths to pull from weapons and the same with tailors for clothing. Make it something a bit more difficult and have you only be able to loot the blank attachments off of something. Would make an interesting twist.



Very cool suggestion LethalSilence. Didnt want to step on toes.. but thought I'd add to what you stated.





.:| Luminoth |:.
.:| Master Smuggler |:.



DaveG
Sun Mar 13, 2005 6:24 am
#25

Call it reverse engineering ?



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Maavek
Sun Mar 13, 2005 12:19 pm
#26

First things first, FIX the Attachments.


A) MakeALL the mods on the attachments work, not just the first one in line or the highest mod.


B) Remove the broken modsfrom the game. They waste space on perfectly good attachments and lower the chance you are going to loot something useful.


I like the idea of making at least the Armor Attachments removable/reusable. I hate putting mods on my armor and having them die with my armor.


But, DEFINITELY, DO NOT MAKE another expenseive piece of equipment that only the elite on the server can afford. Something like AA and CA are important to all levels of players, even just the +1mods, can be useful.


There is already an almost'untouchable' elite class of player out there, that have the resources to buy up all the best DoT weapons, modded clothing, attachments, and now the anti-decay kits, to keep themselves above the rest.I have no complaints, personally, cuz I'm getting there and have some great toys, after eight months of hard core play, but if this game is going to survive, new players need not feel so daunted by how far they have to go to become competitive.


Help out the new players by making AA and CA more available to everyone. The elite will always be the elite, and will have all the great AA and CA all over their outfits, maxed out stats and all, regaurdless of the cost.


So make the AA and CA work properly, and make them more available by allowing them to be removed at will, WITHOUT a kit of any kind necessary.







Golden Rule of REing: The finished part is only as good as it's worst stat.
Ni'kol
Angyl Enhanced Shipwright
Tatooine, City of Angyls 2080 3940
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