Board Thread:Suggestions forum/@comment-32741924-20170813084305/@comment-25828188-20170821120951

http://www.openculture.com/2015/05/whats-it-like-to-fight-in-15th-century-armor.html

Not the right time period or type of armour, I know, but it does show that the better, more expensive armours are better for a reason. Not only would it be an insane amount of work to recode all NPCs to have an improved speed along with the player, but it's simply not entirely accurate with the sort of ratios people might expect (I'm assuming most people will expect Dwarven Armour to slow by like half or something).

Then there's also the issue of it being potentially imbalanced. I know you're trying to make servers more balanced, but even a slight change to a weapon's stats can change the meta, imagine how difficult it will be to balance everything so perfectly that, for example, GodHalberd+GodWoodElf/GodMithril won't dominate the scene, making everyone's hard work into other amour pieces and other weapons pointless.

Basically what I'm trying to say is, yes, it would be a good idea to incentivise people to spend materials on slightly less protective armour in exchange for speed, but there are many issues it would further create;

Very high workload on Mevans, potentially leading to a LOT of bugs due to the amount of rework needed,

Insane amount of tweaking necessary to actually find a balance with how many modifiers there are nowadays,

Years of hard work by players to gain certain armours that in all likelihood will probably end up in the lower half of the tier list once a meta is settled,

Not ENTIRELY accurate to reality to have better armour be so restricting (plus its fantasy, Dwarven smiths are great at what they do and Dwarves are great sprinters so you'd imagine they would want some speed to be able to put into a charge, Gondorian Smiths have Numenorian influence, Elves are Elves).