Dragonexadon Posted May 16, 2012 Share Posted May 16, 2012 I saw this Q and A about 1.3 augments and noticed Artifice cannot make the augment kits. Yet we can craft gear that has augment slots (relics and light-sabers). Please allow us to also make augment kits. Thank you Link to comment Share on other sites More sharing options...
deadatspawn Posted May 16, 2012 Share Posted May 16, 2012 Please let us make anything someone would want to buy! No one seems to buy anything i make. I can't price anything low because of the amount of mats needed to make the item is not worth it. Link to comment Share on other sites More sharing options...
Kalfear Posted May 16, 2012 Share Posted May 16, 2012 Please let us make anything someone would want to buy! No one seems to buy anything i make. I can't price anything low because of the amount of mats needed to make the item is not worth it. Crew Skills are effectively just for yourself and buddies. With how easy it is to max out at 400 skill, dont expect many people to buy your goods cause chances are they have a buddy (or themselves) that can make it for free already! Crew Skills was a great idea but its worthless because of how easy it is. Make it slower gain and more costly and I dare say maybe 1 in 20 current crafterswould have done the skills and then suddenly you would have a demand for your goods. Its all supply and demand and right now the supply grossly out weights the demand. Link to comment Share on other sites More sharing options...
Gokkus Posted May 16, 2012 Share Posted May 16, 2012 It would be nice to see Artifice getting a boost since it feels like one of the worst crew skills, plus there are no mobs/droids to get craft loot from. Augments could do it, or some more blueprints. Link to comment Share on other sites More sharing options...
GnatB Posted May 16, 2012 Share Posted May 16, 2012 Crew Skills are effectively just for yourself and buddies. With how easy it is to max out at 400 skill, dont expect many people to buy your goods cause chances are they have a buddy (or themselves) that can make it for free already! Crew Skills was a great idea but its worthless because of how easy it is.. Which is pretty much the primary good thing about the RE system. They may have the skill. But they probably don't have the recipie. And unless you are stupid enough to be trying to recoup your costs with just 1 or 2 sales, it's probably far cheaper for other players to just buy the item from you than learn the recipie to make it for themselves and a couple buddies.. Link to comment Share on other sites More sharing options...
Mallorik Posted May 16, 2012 Share Posted May 16, 2012 Crew Skills are effectively just for yourself and buddies. With how easy it is to max out at 400 skill, dont expect many people to buy your goods cause chances are they have a buddy (or themselves) that can make it for free already! Crew Skills was a great idea but its worthless because of how easy it is. Make it slower gain and more costly and I dare say maybe 1 in 20 current crafterswould have done the skills and then suddenly you would have a demand for your goods. Its all supply and demand and right now the supply grossly out weights the demand. This sadly is very true, i have 4 different 400 crafters and so do most of the people in my guild, this game is made to force you to run alts and its so easy to max out a crewskill why not? Link to comment Share on other sites More sharing options...
Kourage Posted May 16, 2012 Share Posted May 16, 2012 I used to get augments, I think from Slicing? Not sure but since they took it away, it's extremely hard to find augments while leveling up! If there are any, they are way too expensive for a new player or reroll. Orange gear in general is priced out of a new players affordability. You simply can't afford to fill the modification slots, much less buy the pieces for sale. Link to comment Share on other sites More sharing options...
Dragonexadon Posted May 17, 2012 Author Share Posted May 17, 2012 I used to get augments, I think from Slicing? Not sure but since they took it away, it's extremely hard to find augments while leveling up! If there are any, they are way too expensive for a new player or reroll. Orange gear in general is priced out of a new players affordability. You simply can't afford to fill the modification slots, much less buy the pieces for sale. For me the prices are good. They are pricey but it motivates you to do dailies. This post however is more about letting artifices create augment kits Link to comment Share on other sites More sharing options...
The_Emperator Posted May 17, 2012 Share Posted May 17, 2012 LOTRO had a good crafting system. It is still challenging to become a master for each tier. Takes a long time that is. But it's worth it. I actually was able to make lots of money. Link to comment Share on other sites More sharing options...
Sirsri Posted May 17, 2012 Share Posted May 17, 2012 I used to get augments, I think from Slicing? Not sure but since they took it away, it's extremely hard to find augments while leveling up! If there are any, they are way too expensive for a new player or reroll. Orange gear in general is priced out of a new players affordability. You simply can't afford to fill the modification slots, much less buy the pieces for sale. That's intentional. 'Augmented' orange gear is end game gear. There's no reason to try and get that until you're 50 and have something worth tearing apart to stick into it. Part of why there are no low level augments is because there are relatively few low level players and no one is interested in getting low level patterns. I'm not saying that's a good system, but it's what happens when you hack on an attempt to make crafted custom appearance gear appealing on a system that didn't really work with that. It would have worked marginally better had it been in at launch, but it's still not a good system, which is why they're changing it again in 1.3 and will need to change it again in 1.4 or 1.5 likely. Link to comment Share on other sites More sharing options...
Thanatus Posted May 17, 2012 Share Posted May 17, 2012 I think what would make sense is that every craft could create an augment kit usable to add an augment slot on any gear that the craft can make. E.G. to add an augment slot on a lightsaber/relic - you'd need an artificers augment kit. Link to comment Share on other sites More sharing options...
Dragonexadon Posted May 17, 2012 Author Share Posted May 17, 2012 I think what would make sense is that every craft could create an augment kit usable to add an augment slot on any gear that the craft can make. E.G. to add an augment slot on a lightsaber/relic - you'd need an artificers augment kit. I agree with this. Link to comment Share on other sites More sharing options...
EdratLightindark Posted May 17, 2012 Share Posted May 17, 2012 I agree with this. I 3rd this emotion . There is absolutly no reason why artifice shouldnt be able to make an augment for their product. Each prof should be able to make the augment for their product. not another prof doing it for them. Link to comment Share on other sites More sharing options...
thcobbs Posted May 17, 2012 Share Posted May 17, 2012 The whole point of limiting the crewskills that can craft this is to keep the items at least semi-unique and not subject to downward price pressure when EVERYONE can make them. This will also make your items more valuable as a re-seller of the augment slots. Link to comment Share on other sites More sharing options...
Freeborne Posted May 17, 2012 Share Posted May 17, 2012 (edited) Sure. The day Armstech can make color crystals. Okay? And Armormech can make armor mods. Edited May 17, 2012 by Freeborne Link to comment Share on other sites More sharing options...
Mergon Posted May 17, 2012 Share Posted May 17, 2012 This sadly is very true, i have 4 different 400 crafters and so do most of the people in my guild, this game is made to force you to run alts and its so easy to max out a crewskill why not? My issue is that I leveled 8 alts over on Kathol Rift. Only got 1 to L50 before the server population dropped so low I gave up on the server and quit the game. (My other alts vary in level between L30 & L45). A bunch of RL friends got in to the game and started playing on Shii Cho and wanted me to join their guild. By the time I got a new character to L50, the guild had died . . . I'm in a great guild now, but still can't stomach the idea of leveling alts again . . . Link to comment Share on other sites More sharing options...
EdratLightindark Posted May 17, 2012 Share Posted May 17, 2012 The whole point of limiting the crewskills that can craft this is to keep the items at least semi-unique and not subject to downward price pressure when EVERYONE can make them. This will also make your items more valuable as a re-seller of the augment slots. The augment will be unique. Armor, synth, and arms will have thiers. Link to comment Share on other sites More sharing options...
EberKain Posted May 17, 2012 Share Posted May 17, 2012 I thought when they said tiered augments, it was going to be by item slot, with a different kit for each slot piece. This sounds moronic, who is going to want a lower level augment slot... nobody is who. A completely useless feature IMO. I don't even bother with slotting augments when leveling cause you level so fast. Link to comment Share on other sites More sharing options...
dukehenry Posted May 17, 2012 Share Posted May 17, 2012 I think what would make sense is that every craft could create an augment kit usable to add an augment slot on any gear that the craft can make. E.G. to add an augment slot on a lightsaber/relic - you'd need an artificers augment kit. Sorry, artifice is destined to be one of the bottom professions forever. Link to comment Share on other sites More sharing options...
Chalpy Posted May 17, 2012 Share Posted May 17, 2012 I think what would make sense is that every craft could create an augment kit usable to add an augment slot on any gear that the craft can make. E.G. to add an augment slot on a lightsaber/relic - you'd need an artificers augment kit. I agree with this as well. Link to comment Share on other sites More sharing options...
uniz Posted May 17, 2012 Share Posted May 17, 2012 I think what would make sense is that every craft could create an augment kit usable to add an augment slot on any gear that the craft can make. E.G. to add an augment slot on a lightsaber/relic - you'd need an artificers augment kit. i was thinking the same thing when 1.2 came out with the augments. that only the people that made the gear would be able to make the augments to fit into that piece. its not that hard to do and you could even make some special augment types for certain crewskills. these special types could be procs, ability buffs and etc. they wouldnt be over powering if only a few crewskills could only make them for the items they make; like relic only, implant only, ear and etc. the kits are the way to go though so for me i welcome that idea. but having the same three crewskills making them is still a bad idea now made even worse. Link to comment Share on other sites More sharing options...
Lithy Posted May 18, 2012 Share Posted May 18, 2012 (edited) At least armstech is getting more useful as things go by......... What I dont understand is he only lists up to t6 but mentions t7?? Edited May 18, 2012 by Lithy Link to comment Share on other sites More sharing options...
Dragonexadon Posted May 18, 2012 Author Share Posted May 18, 2012 I agree with this as well. I am glad many of you agree. My idea posted on reddit got mix reviews. Link to comment Share on other sites More sharing options...
Rogozhi Posted May 18, 2012 Share Posted May 18, 2012 Are we 100% Artifice is not going to be able to craft augment kits for lightsbares and that the mention in the Q&A wasn't just a mistake? Link to comment Share on other sites More sharing options...
Dragonexadon Posted May 18, 2012 Author Share Posted May 18, 2012 Are we 100% Artifice is not going to be able to craft augment kits for lightsbares and that the mention in the Q&A wasn't just a mistake? The Q and A named three specific craters who could craft augment kits. Though I would like to think they just forgot to mention other craters for it, I doubt that is the case. Link to comment Share on other sites More sharing options...
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