Tailor Archive
Thread: Tougher NPCs and Clothing
Message Edited by ArthurDentOnBria on 07-30-2004 11:55 AM
ArthurDentOnBria wrote:
I did a lot of hunting and killing last night, and I agree, you'll not see me (well, not Arthur, but my combat characters) out of their armor. One thing that did become very apparent though (and tailors will love this) is that if my NPC opponents lasted long enough to get off a shot at me (and they usually did) the first thing they generally did was hit me with a bleed shot. OW, that hurts! I probably left a trail of blood all the way from bestine to anchorhead with as many times as I got hit with bleed shots. Time to stock up on bleed defense undershirts again, lol.
Message Edited by ArthurDentOnBria on 07-30-2004 11:55 AM
If you're (un)lucky enough to get into a combat situation with a Jedi, armor is a liability. No armor gives lightsaber resists, and my fencer dodges just as good (and gets ham back quicker) with my BE suit.
According to popular rumour/devhints about the combat revamp, it appears as though some fundemental changes will happen with armor as well.
- Armor will have certifications
- There will be no "Uber" (read: composite) armor
What does that mean to us? With no more "Super" composite armor (and only a few professions even being able to wear heavy armor) more people will be going the BE clothing route as they are for jedi nowadays.
I do alot of my tailoring for my guild on Chilastra. We're a PVP guild that often deals with Rebel Jedi; and thusly deal mostly with my guildmates. Simple fact is "Combat" BE clothing sales are up over 300% between this month and the month before. (By combat I'm referring primarily to +Bleed, +Melee/Stun and +Warcry/Intimidate). If you remove the "Underarmor" shirts from the mix, and compare figures, my sales in BE clothes are up WELL over 750%.
I'm looking forward to seeing if these figures carry over to the combat balance. If so ima be able to afford that Super Star Destroyer when it comes out after all ![]()
ArthurDentOnBria wrote:
I did a lot of hunting and killing last night, and I agree, you'll not see me (well, not Arthur, but my combat characters) out of their armor.
Raijen_ArDesh wrote:
What does that mean to us? With no more "Super" composite armor (and only a few professions even being able to wear heavy armor) more people will be going the BE clothing route as they are for jedi nowadays.
ArthurDentOnBria wrote:
And don't forget that the armorsmiths constantly lobby to get in on the "bio bonus" bandwagon themselves.
No disrespetic to the armorsmiths out there: I suspect they are probably the hardest working and maybe most competitive artisan class out there, but do they really need more ways to make their armor more complex and more expensive? It seems to me that BE ought to stay in the realm of the tailors, and what they should do is allow a few more BE enhanceable items to be worn with or under armor - like infiltrator leggings or tactical skin suits for example. That way if one day you decide you need bleed defense, you put on your bleed defense clothing with your armor. If you want war cry/intimdate enhancements the next day, you put those clothes on with the same set of armor. Then you don't need multiple sets, or at least pieces, of armor for different enhancements. You also don't want to allow too many buffs with any 1 combination of armor and clothes. Also, to keep the viability of BE clothes vs armor I guess you still wouldn't want too many clothes to go with armor, so that you could have more BE options with an entire outfit of clothes than with armor alone, or even armor with a few clothing items.
I think that as tailors, we ought to be able to make some clothing items with some basic or minimal defense value on them. I think the description of RFP's, for example, says that they are more tough and durable than regular cloth, yet it has no effects on anything that we make. I'm thinking along the lines of something like Kevlar vests as an example or padded helmets. It wouldn't have to be a lot, and wouldn't have to compare with what an armorsmith could make, but it could have no, or maybe low, encumberance to it and be something that, with BE buffs, might be a viable alternative to full fledged armor for some players. However I'm also not necessarily advocating something that would require tailor experimentation. It could have standard values to it. Just a thought.
NJ62 wrote:
Armorsmiths will be getting bio bonuses over my cold dead lekku.
Knew we could count on you NJ
NJ62 wrote:
Armorsmiths will be getting bio bonuses over my cold dead lekku.
ROFL!
No offense, but screw you!
With the NPCs dishing out specials now, the last thing I need is someone advocating of i.e. bumping armor encumbrance or other jokes.
TripleDES wrote:
Armor needs to have more of a penalty, and clothing more of a benefit so that a combatant would make a strategic choice to wear one or the other, or mix and match.
No offense, but screw you!
With the NPCs dishing out specials now, the last thing I need is someone advocating of i.e. bumping armor encumbrance or other jokes.
It's called the combat balance. Be afraid. Be very afraid.
TripleDES wrote:
No offense, but screw you!
With the NPCs dishing out specials now, the last thing I need is someone advocating of i.e. bumping armor encumbrance or other jokes.
Yeah, hate to break it to you, but armor is one of the first things the devs have said they will be nerfing in the combat rebalance... I'll admit, I'm curious to how they're going to balance everything out, especially with NPCs "back in action," so to speak.