Armor crafting has been out for a bit and I think all interested players had time to learn their way around.
Now to start with I think the new armor sets and all the pieces look good and work well together. Having only 5 instead of 10 pieces reduces clutter. So I won´t argue that SV needs to go back to having 10 pieces. But I do think they should make armor crafting interesting to CRAFTERS again. Those that just craft armor because they don´t want to buy it won´t be affected . They will follow the FOTM recipes like they have done in Mortal Online 1.
Going down from 10 to 5 pieces did reduce complexity and customization. I loved armor crafting in MO1 and thought it was a good system. Being able to tailor armor to specific weight, optimizing protection and making it look good was fun.
To get that enjoyment back I propose two changes:
1.
Add a third material to armor crafting.
I would go with a second padding materials. So you could craft f.e. a steel/ironsilk/ironwool merc torso.
The new material should show as a texture after the crafting is done allowing for more customization of looks without adding new pieces.
The new material should influence the protection and weight in a more significant way than the current padding. Or at the least the combination should because the current padding slider is basically useless.
I leave the details to SV. Farmerjoe stated that it should be possible since it´s "just code".
2.
Change the calculations for armor related penalties so that there is more variety when choosing what weight you want to wear.
Currently after you hit a certain weight you get an increased stamina drain and reduced jump height. If you go over the weight allowed by your armortraining you suffer movement speed penalties. I think the latter can stay, since only super heavy armor should reduce your actual movement speed.
Here is a very professional graph I made to illustrate:
The graph for stamina drain could be used for jump height as well.
Instead of having certain weight be "ideal" you would have a curve where players can make meaningful choices regarding to their armor weight. This in turn would lead to armor crafters being able to provide the best possible protection for every weight relying on experimentation and experience - rather than just having a "5-, 10- and 20- weight set".
TLDR:
SV wanted feedback on armor crafting. The new armors and 5 pieces are great looking but lack depth.
Howtosolve:
- Add third material for looks and more depth in crafting
- Make penalties gradual rather than with thresholds
@Henrik Nyström @Sebastian Persson @Herius
Looking forward to everyones input.
Now to start with I think the new armor sets and all the pieces look good and work well together. Having only 5 instead of 10 pieces reduces clutter. So I won´t argue that SV needs to go back to having 10 pieces. But I do think they should make armor crafting interesting to CRAFTERS again. Those that just craft armor because they don´t want to buy it won´t be affected . They will follow the FOTM recipes like they have done in Mortal Online 1.
Going down from 10 to 5 pieces did reduce complexity and customization. I loved armor crafting in MO1 and thought it was a good system. Being able to tailor armor to specific weight, optimizing protection and making it look good was fun.
To get that enjoyment back I propose two changes:
1.
Add a third material to armor crafting.
I would go with a second padding materials. So you could craft f.e. a steel/ironsilk/ironwool merc torso.
The new material should show as a texture after the crafting is done allowing for more customization of looks without adding new pieces.
The new material should influence the protection and weight in a more significant way than the current padding. Or at the least the combination should because the current padding slider is basically useless.
I leave the details to SV. Farmerjoe stated that it should be possible since it´s "just code".
2.
Change the calculations for armor related penalties so that there is more variety when choosing what weight you want to wear.
Currently after you hit a certain weight you get an increased stamina drain and reduced jump height. If you go over the weight allowed by your armortraining you suffer movement speed penalties. I think the latter can stay, since only super heavy armor should reduce your actual movement speed.
Here is a very professional graph I made to illustrate:
The graph for stamina drain could be used for jump height as well.
Instead of having certain weight be "ideal" you would have a curve where players can make meaningful choices regarding to their armor weight. This in turn would lead to armor crafters being able to provide the best possible protection for every weight relying on experimentation and experience - rather than just having a "5-, 10- and 20- weight set".
TLDR:
SV wanted feedback on armor crafting. The new armors and 5 pieces are great looking but lack depth.
Howtosolve:
- Add third material for looks and more depth in crafting
- Make penalties gradual rather than with thresholds
@Henrik Nyström @Sebastian Persson @Herius
Looking forward to everyones input.
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