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1.2 Hard Mode loot. Why raid when you can just run dailies?

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
1.2 Hard Mode loot. Why raid when you can just run dailies?

Gavin_Darkl's Avatar


Gavin_Darkl
03.30.2012 , 10:31 PM | #451
Quote: Originally Posted by OnlyNameLeft View Post
So, what your entire post basically says is that you do not devote a great deal of time into Ops. You can invest the bare minimum of time into Ops and still come away with enough gear to justify your minimal investment. To increase the challenge and time invested would be a waste as the gains are outweighed by the horrific cost of "having to learn what we need to do in Nightmare modes." Running Ops does not take a ton of time invested to become good at.

Hmmm... Let me sum up, you invest the minimum to gain the maximum.

And yet, you still have an issue with (carfeul Gavin, incoming facts, you may want to duck and cover as per usual) players receiving a meager 6 BH comms from running every daily for a week. That is an inordinate time investment as compared to your aformentioned experience.

So... We have a great invesment of time for a meager reward.

Curious that "logic" would dictate that your scenario is, indeed, the one that is horrendously balanced. I mean, it's only logical that someone willing to invest more time and effort should get the best rewards. Right? You do punctuate so many of your retorts with a call to logic. Just sayin...

Also, realize not everyone who runs Ops feels the same on this subject as you. I am perfectly fine with getting gear through my guild running Ops on a schedule, just as I am fine with someone who chooses not to do so getting it from a dedicated schedule of dailies.

This is not an argument of "raid gear for raiders." This is not raid gear, this is merely PvE gear. If you want to get yours faster by running Ops, feel free - just don't impede someone who chooses to attain it their own way at their own pace. Play your game, let them play theirs. You need to seriously adjust your outlook on things if someone else's digital toon wearing the same digital armor as you causes such a fervor.
Basically I am countering his point that being a raider "requires a ton of time" This statement is so faults that its wrong that he even said it. 5 hours a week is not a ton of time, raiding 5 days a week from 8pm til 4am is a ton of time. (Old School Raiding) which does not exist anymore.


Anyways this whole argument is a moot point now. People will now be able to BUY raid level gear off the GTN.

Quote:
Arnathis: Can we please get an in-depth explanation of how gearing is going to work in Game Update 1.2? I understand that you can reverse engineer the gear and possibly learn the schematic but is that for everyone or just the people with the appropriate Crew Skills? Will this apply to the tier sets as well?

Georg Zoeller (Lead Combat Designer): This is a very broad question, but I’ll try to answer as comprehensively as possible, as the system is rather complex.

First off, in an ‘under the hood’ change to the game, end game items have more stat variety, allowing for significantly improved item customization for players that like to fine tune their stats.

The most important change for gear in Game Update 1.2 is that all previously modifiable purple gear has all their mods exposed, including the so called ‘base mod’ (Armoring, hilt, barrel). These can be freely moved into any empty (orange) appearance shell, giving you a lot more choices in your character’s appearance.

New end game gear (e.g. “Campaign Gear”) introduced with the Game Update has the added benefit that it keeps information about its set bonus on the armoring – but comes with the limitation that the extracted armoring can only be moved into an item of the same slot type (chest to chest, boot to boot, etc.). The reason for this ‘Bind to Slot’ behavior on armoring is that we do not want players to farm the initial boss of an Operation as the easiest way to obtain a full set of end game mods.

This means you can now take any custom (orange) appearance and imbue it with all the benefits of your end game set. As an added progression option, you can also acquire a critical crafted orange item with additional augment slots for even better stats.

Reverse Engineering has also received considerable improvements with Game Update 1.2.

For one, when attempting to reverse engineer an item (for which you indeed need the appropriate profession) you will now be able to see in the item tooltip what your chance to successfully reverse engineer a new schematic is (or if such a chance exists at all).

Many of the new end game items (and end game items going forward) can be reverse engineered to learn schematics based on the original item:

Reverse engineering an item with mods leads to empty orange equivalents of the end game items. This can be done after the mods are extracted and used in a different item!
The item you learn to create is commonly Bind on Equip, as we want to encourage a more lively market on the Galactic Trade Network.
Many different mods can now be reverse engineered which will grant you a schematic to craft that mod. (This is not possible on armoring that carry a set bonus.)
Reverse engineering non-modded items usually leads to a schematic for an equivalent item.
Reverse engineering an end game item also provides materials needed to craft these items. Operations materials are also Bind on Equip now, creating a more diverse market.
A crafting critical on these schematics will usually lead to an augment slot. For item mods, it results in an extra item.

Effectively, this means you can sell nearly full end game items (including augment slots on a critical success) one component at a time. However, doing so requires a significant upfront investment, it’s certainly not easy. This also means every profession now benefits from Reverse Engineering and can trade items.

Armormech produces certain Augments, Augmented Tech Armor
Armstech produces certain Augments, Augmented Weapons
Artifice produces Color Crystals, Enhancements, Augmented Shields and Relics
Biochem produces Augmented Implants
Cybertech produces Mods and Augmented Earpieces
Synthweaving produces certain Augments, Augmented Force Armor

Augment schematics (green) are found via Slicing missions and blue and purple variants of these augments can be researched via reverse engineering by the appropriate crafters. It is not possible to reverse engineer legacy augments obtained from slicing before the game update arrives, however. These are technically different items.

Because we do not want players to gamble with reverse engineering custom appearances (orange items) which are often unique quest rewards, the schematics for these items are obtained via mission discoveries for various gathering skills and are set to Bind on Equip to encourage active trading.

Finally, a word on augment slots: with Game Update 1.2, crafters are the only source of augment slots in the game, significantly elevating their ability to contribute highly desirable items into the more open trade economy while enabling players to engage in end game using an appearance of their choice.

We have also heard at the Guild Summit and through community feedback on the Forums that many players have built up a significant stack of custom appearances for future use in their cargo holds and would really like to upgrade these with an augment slot to make them fully competitive as end game gear. We absolutely support this and will be introducing the ability to do so in a future Game Update.

Raeln's Avatar


Raeln
04.02.2012 , 07:47 AM | #452
Quote: Originally Posted by Gavin_Darkl View Post
Basically I am countering his point that being a raider "requires a ton of time" This statement is so faults that its wrong that he even said it. 5 hours a week is not a ton of time, raiding 5 days a week from 8pm til 4am is a ton of time. (Old School Raiding) which does not exist anymore.


Anyways this whole argument is a moot point now. People will now be able to BUY raid level gear off the GTN.
Are. you. serious?

People can buy the moddable piece from the GTN - it will not include the armoring, mod, or enhancement. You'll have to raid to get, craft or buy those.

This is so people that like the way a specific tier of raid gear looks, can continue to make their character look that way. For example, I think the T2 eliminator chestguard looks pretty nice - certainly a lot better than 95% of the rest of chest slots out there. I will probably be changing that into a moddable piece after 1.2.

Jedi_Thran_Kuro's Avatar


Jedi_Thran_Kuro
04.02.2012 , 10:52 AM | #453
Quote: Originally Posted by Gavin_Darkl View Post
If Bioware does there were people can just go do quest for Raid Gear people will quit. I know once my guild read this they all made the choice that they will cancel subscriptions. Thats over 60 people right now, I also spoke a handful other raiding guilds a few that are near member cap. All their members too were debating to cancel their subs.

People that came here to RAID do not care to see people who DO NOT RAID in RAID GEAR. Go Raid if you want the gear its that simple.

If you want SOLO gear ask for Gear that is purple Has Endurance, your Primary Stat, and Presence. You do not need any other stats like Crit, or Hit, or any other stat that makes you better. Have 10000 Presence that makes your companion better, I do not care. You do not need to be top DPS, or Healer, or Tank you are not playing with other people.

People raid to make themselves better with gear and as a player. This is not done SOLO. Solo Players can cry all they want about wanting RAID GEAR, they do not deserve it and have not earned it by SOLO Content. Its RAID GEAR for a reason. PEOPLE RAID FOR IT, NOT SOLO!
Wow. Ok, so while this guy goes and breathes into a bag for a little while, I think the rest of us can see the solution: let's call it SOLO HM GEAR, not RAID GEAR. Leave everything else about it the same, and this guy can avoid having another aneurysm. Sound good to all? I mean, that way it won't be called raid gear, and so, the raider reasoning won't apply!
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Chewpaco's Avatar


Chewpaco
04.02.2012 , 11:57 AM | #454
Quote: Originally Posted by Jedi_Thran_Kuro View Post
Wow. Ok, so while this guy goes and breathes into a bag for a little while, I think the rest of us can see the solution: let's call it SOLO HM GEAR, not RAID GEAR. Leave everything else about it the same, and this guy can avoid having another aneurysm. Sound good to all? I mean, that way it won't be called raid gear, and so, the raider reasoning won't apply!
I think the point that I have illustrated, and in my mind that Gavin confirmed - albeit not willingly, is that raid accomplishments are better rewarded by titles and trophies vs gear alone.

As others have pointed out - the amount of time it would take to acquire a full set of 146 gear via dailies, is not viable for guilds that are interested in progressing through content while it remains cutting edge "End Game". Rading in a scheduled fashion as a guild is still and always will be the FASTEST way to gear up and progress. So allowing another means of obtaining 146 gear is absolutley the right thing to do for the casual player that doesn't want to committ.

Coupled with the fact that Gavin has said not clearing HM modes for the simple reason that the last 2 peices of gear aren't worth the learning curve, or the time invested, makes an even louder point.

So it is worth it to grind away the same raid material on normal mode, that isnt very difficult, and maintain a serious level of superiority PvE gear wise, because you like to hampster wheel grind average skill level material with either 7 or 15 other people?

Doesn't make sense. You want far superior gear for average feats.

Gavin_Darkl's Avatar


Gavin_Darkl
04.02.2012 , 02:49 PM | #455
Quote: Originally Posted by Raeln View Post
Are. you. serious?

People can buy the moddable piece from the GTN - it will not include the armoring, mod, or enhancement. You'll have to raid to get, craft or buy those.

This is so people that like the way a specific tier of raid gear looks, can continue to make their character look that way. For example, I think the T2 eliminator chestguard looks pretty nice - certainly a lot better than 95% of the rest of chest slots out there. I will probably be changing that into a moddable piece after 1.2.
Quote:

Arnathis: Can we please get an in-depth explanation of how gearing is going to work in Game Update 1.2? I understand that you can reverse engineer the gear and possibly learn the schematic but is that for everyone or just the people with the appropriate Crew Skills? Will this apply to the tier sets as well?

Georg Zoeller (Lead Combat Designer): This is a very broad question, but I’ll try to answer as comprehensively as possible, as the system is rather complex.

First off, in an ‘under the hood’ change to the game, end game items have more stat variety, allowing for significantly improved item customization for players that like to fine tune their stats.

The most important change for gear in Game Update 1.2 is that all previously modifiable purple gear has all their mods exposed, including the so called ‘base mod’ (Armoring, hilt, barrel). These can be freely moved into any empty (orange) appearance shell, giving you a lot more choices in your character’s appearance.

New end game gear (e.g. “Campaign Gear”) introduced with the Game Update has the added benefit that it keeps information about its set bonus on the armoring – but comes with the limitation that the extracted armoring can only be moved into an item of the same slot type (chest to chest, boot to boot, etc.). The reason for this ‘Bind to Slot’ behavior on armoring is that we do not want players to farm the initial boss of an Operation as the easiest way to obtain a full set of end game mods.

This means you can now take any custom (orange) appearance and imbue it with all the benefits of your end game set. As an added progression option, you can also acquire a critical crafted orange item with additional augment slots for even better stats.

Reverse Engineering has also received considerable improvements with Game Update 1.2.

For one, when attempting to reverse engineer an item (for which you indeed need the appropriate profession) you will now be able to see in the item tooltip what your chance to successfully reverse engineer a new schematic is (or if such a chance exists at all).

Many of the new end game items (and end game items going forward) can be reverse engineered to learn schematics based on the original item:

Reverse engineering an item with mods leads to empty orange equivalents of the end game items. This can be done after the mods are extracted and used in a different item!
The item you learn to create is commonly Bind on Equip, as we want to encourage a more lively market on the Galactic Trade Network.
Many different mods can now be reverse engineered which will grant you a schematic to craft that mod. (This is not possible on armoring that carry a set bonus.)
Reverse engineering non-modded items usually leads to a schematic for an equivalent item.
Reverse engineering an end game item also provides materials needed to craft these items. Operations materials are also Bind on Equip now, creating a more diverse market.
A crafting critical on these schematics will usually lead to an augment slot. For item mods, it results in an extra item.

Effectively, this means you can sell nearly full end game items (including augment slots on a critical success) one component at a time. However, doing so requires a significant upfront investment, it’s certainly not easy. This also means every profession now benefits from Reverse Engineering and can trade items.
If you read this, especially the last part

Quote:
Effectively, this means you can sell nearly full end game items (including augment slots on a critical success) one component at a time. However, doing so requires a significant upfront investment, it’s certainly not easy. This also means every profession now benefits from Reverse Engineering and can trade items.
And This part
Quote:
New end game gear (e.g. “Campaign Gear”) introduced with the Game Update has the added benefit that it keeps information about its set bonus on the armoring – but comes with the limitation that the extracted armoring can only be moved into an item of the same slot type (chest to chest, boot to boot, etc.). The reason for this ‘Bind to Slot’ behavior on armoring is that we do not want players to farm the initial boss of an Operation as the easiest way to obtain a full set of end game mods.

This means you can now take any custom (orange) appearance and imbue it with all the benefits of your end game set. As an added progression option, you can also acquire a critical crafted orange item with additional augment slots for even better stats.
You will see that my Comment of

Quote:
Anyways this whole argument is a moot point now. People will now be able to BUY raid level gear off the GTN.
Is the correct Statement.

Yea You have to get all the parts, however you can BUY them off the GTN and make full Tier gear, regardless of weather you raid or do not raid.

This is why I am not responding to chewpaco or Jai_Thran_Kuro, it is a waste of time, energy and it holds no value.

Remulan's Avatar


Remulan
04.02.2012 , 03:22 PM | #456
When you extract an armoring mod on your bound raid gear, it makes the mod bound to you as well. You will NOT be able to buy raid gear w/set bonuses on the GTN unless said raid gear is able to be crafted by REing the drops for the recipe.

Gavin_Darkl's Avatar


Gavin_Darkl
04.02.2012 , 03:42 PM | #457
Quote: Originally Posted by Remulan View Post
When you extract an armoring mod on your bound raid gear, it makes the mod bound to you as well. You will NOT be able to buy raid gear w/set bonuses on the GTN unless said raid gear is able to be crafted by REing the drops for the recipe.
You can. You can RE the Gear, you can RE the mods. Then you can make them and sell them.
Quote:
"Many different mods can now be reverse engineered which will grant you a schematic to craft that mod. (This is not possible on armoring that carry a set bonus.)
Quote:
New end game gear (e.g. “Campaign Gear”) introduced with the Game Update has the added benefit that it keeps information about its set bonus on the armoring – but comes with the limitation that the extracted armoring can only be moved into an item of the same slot type (chest to chest, boot to boot, etc.).
You are correct, however you can move the mods from Tier gear to Orange gear and keep the set bonus.

Kalagon's Avatar


Kalagon
04.02.2012 , 10:23 PM | #458
Quote: Originally Posted by jmdatcs View Post
Please clarify.

Is the gear available from dailies the highest of the new level(s) of gear?

Is all the gear available, or is it just a few pieces (rakata ear and implants are currently available from dailies)?

Edit: One more question. If all pieces are available, do they include the "set bonus", or is it like the current energized/exotech gear with the same stats but no bonus?
Thats the differance the Black Hole set you get from Black hole coms witch you can get from dailys I think only a few a day would take you weeks to get 1 piece. It has NO set bonuses. So raid gear is still better, but now when you just have ****** luck on that last piece you just cant get to drop you can buy a black hole piece to wear and get the stats untill your raid piece finally drops.
"Shop smart, shop S mart"

Raeln's Avatar


Raeln
04.03.2012 , 08:04 AM | #459
Quote: Originally Posted by Gavin_Darkl View Post
If you read this, especially the last part


And This part


You will see that my Comment of



Is the correct Statement.

Yea You have to get all the parts, however you can BUY them off the GTN and make full Tier gear, regardless of weather you raid or do not raid.

This is why I am not responding to chewpaco or Jai_Thran_Kuro, it is a waste of time, energy and it holds no value.
You cannot buy or make the armoring that contains the set bonus. You may be able to buy or make the mod and enhancement once someone is able to pull the mod/enhancement out of raid gear -but my understanding is that the actual armoring/hilt that gives raid gear it's itemlevel and provides the set bonus is not reverse engineer'able.

Yes, you can buy moddable versions of raid/PvP gear from the GTN.

Yes, you can buy remanufactured versions of mods and enhancements from raid dropped gear.

No, you cannot duplicate the itemlevel of raid/PvP gear without doing the content. You'll need to acquire the actual raid drop to be able to get the armoring that gives you the set bonus.

GravityKills's Avatar


GravityKills
04.03.2012 , 08:51 AM | #460
Quote: Originally Posted by Gavin_Darkl View Post
No people who solo should get solo gear not raid gear. If they do not wish to raid why do they need that raid gear? Presence gear can be used to make true solo content where if a person's companion is not buffed for tanking, healing or DPSing you can not finish the encounter.

If Casual raiders want to augment there gear fine, they still should need to down a raid boss for a boss kill token that allows them to buy a piece of gear. So the few people who can not raid as often as others can keep up or get geared quickly from raiding a handful of times.

The problem is we are allowing Developers to take an easy way out by not creating a true Solo content/Gear system plus a casual raid gear up system. If this was done the only people that would be against it are people who can not make a logical argument.

My argument is this in a nut shell.

A - Casual Raiders given a way to gear up quicker then current however it still revolves around killing a raid boss. This can be useful because if Jacko can down 4 bosses with his guild one night and has enough daily commendations with the 4 Raid Boss kill tokens he could pick up 4 pieces.

B - Solo Players Given Gear that makes them better when it comes to Solo Content. This allows true Solo content to be developed, and solo players will be very happy. Yes the solo gear sucks for raiding and yes raid gear for the most part should suck for Solo content. Solo content T3 Boss Ikillyou should own a Raid geared T3 player because how a companion should be used and required. However A T1 Solo Boss named Isuck vs a T3 raid geared person should go down hard.

Again I am giving people what they want WITHOUT giving the gear out. You are Earning your gear.
I think this is a horrible idea...3 sets of gear depending on what you want to do?

So to enjoy everything the game offers - solo content, raid content, pvp content - I now need 3 seperate sets of armors just for the content.

I am a casual player, and what you elitist raiders tend to forget is that most "Casual" players are not casual by choice. I am married with 2 children, I work full time and my wife works part time & school full time.

I cannot commit to a raid guild, I would love to! I'd never make the cut, if my wife demands my attention on Friday night - I can't tell her sorry hun i've got a raid to go to (well maybe a few times, but i'd be pushing my luck after awhile).

If you think casual players are like YAY! I don't have to raid I can just do dailies over and over that is entirely more time consuming and less enjoyable you are incorrect. In fact i'll probably get burned out with this method before completing an entire raid set as is.

At the same time I don't want to spend all that time doing solo/dailies for gear that only makes me a stronger solo player...that is just silly. What if my wife takes the kids out for the day, zomg free game day I want to try to join a raid...oh wait i've only got this silly solo gear i've been working on for 6months tehehe nevermind.

This is just 1 example of reality, other people have more time to commit and less responsibilities...and at times I envy you people. I also enjoy pvping, again I've already got to collect seperate sets for pvp/pve - adding yet another set to solo is just not a good idea.

Also, raid gear not being good for solo pve content? It goes both ways, if I can down the hardest bosses in game yet my gear is a let down for solo PVE content? That makes no sense to me...