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will orange gear become obsolete with 1.2?

STAR WARS: The Old Republic > English > General Discussion
will orange gear become obsolete with 1.2?

Azzras's Avatar


Azzras
02.24.2012 , 08:36 AM | #21
Quote: Originally Posted by Azumio View Post
Haha, I was trying to word it differently myself.

Basically, you find a piece of gear that has a model you like. You are currently wearing a piece of gear that has a model you dislike, but the stats are awesome.

You take those two-pieces of gear (maybe to an Armortech, adding more relevance to crafters) and they can take the Model from the Gear you like, and apply it to the gear with the stats you like, or vice-versa.

So:

Armor 1 (Great Model, Poor stats)

Armor 2 (Poor Model, Great stats)

You can end up with Armor 1 having the stats of Armor 2, or Armor 2 having the look of Armor 1.

Hope that clears things up abit.
I think I understand now.

Orange gear and mods will address this.

The stats of any piece of modable gear will xfer with the mods.

Thus what you are asking for can be done.

With the next major patch (1.2) you will also be able to remove the mods from endgame gear and the set bonus will also xfer.

The only thing that this will not work with is non-modable gear, which is essentially vendor trash at end game.
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Gradivus's Avatar


Gradivus
02.24.2012 , 08:40 AM | #22
Quote: Originally Posted by Azumio View Post
Haha, I was trying to word it differently myself.

Basically, you find a piece of gear that has a model you like. You are currently wearing a piece of gear that has a model you dislike, but the stats are awesome.

You take those two-pieces of gear (maybe to an Armortech, adding more relevance to crafters) and they can take the Model from the Gear you like, and apply it to the gear with the stats you like, or vice-versa.

So:

Armor 1 (Great Model, Poor stats)

Armor 2 (Poor Model, Great stats)

You can end up with Armor 1 having the stats of Armor 2, or Armor 2 having the look of Armor 1.

Hope that clears things up abit.
But that is exactly what the orange gear system does, isn't it? And with endgame items becoming moddable, this will be even more versatile.
The only difference is that now you can't remove the stats from every piece of equipment, only the orange ones (this will change for max level items soon).

Sky_walkerPL's Avatar


Sky_walkerPL
02.24.2012 , 08:44 AM | #23
Well, I personally have greatest problem with purple sub-50 gear. The BoE stuff.

What would make people buy it? When equally well, if not better they can run in crit lvl15 armor through entire game?!
Right now people buy purples cause they tend to have augument slot, something that makes them better than oranges. Purple critic items are best source of income and most valued sub-50 items. Orange gear for crafters is a poison, selling them is removing customers from your market and giving them to cybertech crafters.

I don't see anything that new system - as we know it - makes better for crafters. The longer gear is used the worse life crafters will have. Bioware want to make everyone just one-time customers for crafters.

If my worries gonna be confirmed than most likely first few days gonna meet a hyperinflation on market with prices jumping like crazy - from very cheap (sourced from ppl selling trash) to extremly expensive (from those who actually can do maths), and eventually a lot of people will quit crafting.

For me however quiting crafting would mean quiting TOR as a whole, cause crafting is the most fun part of the game and that's what keeps me playing, even with lvl50 gear being crap.

I smell that Bioware plans to screw crafters once again withouth doing anything to improve crafters position.
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Azzras's Avatar


Azzras
02.24.2012 , 08:46 AM | #24
Quote: Originally Posted by Sky_walkerPL View Post
Well, I personally have greatest problem with purple sub-50 gear. The BoE stuff.

What would make people buy it? When equally well, if not better they can run in crit lvl15 armor through entire game?!
Right now people buy purples cause they tend to have augument slot, something that makes them better than oranges. Purple critic items are best source of income and most valued sub-50 items. Orange gear for crafters is a poison, selling them is removing customers from your market and giving them to cybertech crafters.

I don't see anything that new system - as we know it - makes better for crafters. The longer gear is used the worse life crafters will have. Bioware want to make everyone just one-time customers for crafters.

If my worries gonna be confirmed than most likely first few days gonna meet a hyperinflation on market with prices jumping like crazy - from very cheap (sourced from ppl selling trash) to extremly expensive (from those who actually can do maths), and eventually a lot of people will quit crafting.

For me however quiting crafting would mean quiting TOR as a whole, cause crafting is the most fun part of the game and that's what keeps me playing, even with lvl50 gear being crap.

I smell that Bioware plans to screw crafters once again withouth doing anything to improve crafters position.
I think you underestimate the powers of aesthetics.

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Azumio's Avatar


Azumio
02.24.2012 , 08:49 AM | #25
Quote: Originally Posted by Gradivus View Post
But that is exactly what the orange gear system does, isn't it? And with endgame items becoming moddable, this will be even more versatile.
The only difference is that now you can't remove the stats from every piece of equipment, only the orange ones (this will change for max level items soon).
Well, Orange Gear in SWTOR is basically moddable White Gear (IE: No Stats)

Purple Gear is Gear with a moddable slot locked.

I was talking about having Orange/Purple having all moddable slots unlocked, and also have inherent stats.

SabinDeus's Avatar


SabinDeus
02.24.2012 , 08:53 AM | #26
Quote: Originally Posted by Azumio View Post
Well, Orange Gear in SWTOR is basically moddable White Gear (IE: No Stats)

Purple Gear is Gear with a moddable slot locked.

I was talking about having Orange/Purple having all moddable slots unlocked, and also have inherent stats.
What you describe is exactly what they're doing in 1.2 (or was it 1.1.4?)

Azumio's Avatar


Azumio
02.24.2012 , 08:54 AM | #27
Quote: Originally Posted by SabinDeus View Post
What you describe is exactly what they're doing in 1.1.4
I thought it was just giving us the ability to take mods out of locked slots (IE: Endgame gear, Purple gear)

I didn't see anything about inherent stats (Which would be separate from what the mods would supply)

SabinDeus's Avatar


SabinDeus
02.24.2012 , 08:58 AM | #28
Quote: Originally Posted by Azumio View Post
I thought it was just giving us the ability to take mods out of locked slots (IE: Endgame gear, Purple gear)

I didn't see anything about inherent stats (Which would be separate from what the mods would supply)
Ah, I see the difference. Why is it important that there also be inherent stats that need to be merged? Isn't having all the mods removable equivalent?

paspinall's Avatar


paspinall
02.24.2012 , 08:59 AM | #29
Quote: Originally Posted by SabinDeus View Post
What you describe is exactly what they're doing in 1.1.4
Er no its not, as he said, as of 1.2 the purple gear from end game at least (if I am not mistaken they mentioned specifically the end game stuff at one point anyway) will hae the armouring remoable which will include the set bonus on it and there will be zero stats inherant to the armour once all the mods are removed.

paspinall's Avatar


paspinall
02.24.2012 , 09:00 AM | #30
Quote: Originally Posted by SabinDeus View Post
Ah, I see the difference. Why is it important that there also be inherent stats that need to be merged? Isn't having all the mods removable equivalent?
but then why would anyone ever wear the purple gear because it becomes less good than a crit crafted orange set..