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Augment slot on all gear 1.3

STAR WARS: The Old Republic > English > Crew Skills
Augment slot on all gear 1.3
First BioWare Post First BioWare Post

Ancaglon's Avatar


Ancaglon
05.11.2012 , 04:13 AM | #91
Currently, if you want a "Best in Slot" visible armour or weapon piece, you have to spend at least 100k credits pulling the mods out, in addition to the cost of the critical-crafted piece -- which means even for people who craft their own pieces, the cost is well over 100k. With this method, if you don't want to change your look, it ONLY costs you the cost of the augmentation kit -- which leaves plenty of room for profit at the end-game.

At the same time, this could make the craftable blues/purples more viable sellers at ALL levels, not just the orange shells as at present.

Regarding the restrictions: in terms of programming issues, I would imagine that, if you got a nice orange piece at level 10 (from the Esseless or Black Talon, for example), you could use a type 1 aug kit and keep putting in mods, including augs as you continue levelling. But, if you got that piece at level 50, you'd need to buy a type 5 kit. (It would be fairly easy to restrict the Tables so that you can only put aug kits on items you can equip, and that makes them Bound).

You can think of not having to upgrade kits as you go as a "perk" of planning ahead and it won't unduly affect the market. In fact, I think that it could the price of the low level kits down to the level that low level people can afford kits they can use, while the level 50's will be buying stuff at a price they can afford.

As I said before, this system has the potential to be full of win

MonikaTSarn's Avatar


MonikaTSarn
05.11.2012 , 04:47 AM | #92
Which items/slots will these augment kits work for ?
Helm, chest, legs, boots, gloves and weapon of course, that's available already with crit crafting. Will they work on bracers and belts as well ?
What about implants, ears and relics, or weapons and offhand focus/shield ?

Freor's Avatar


Freor
05.11.2012 , 05:46 AM | #93
First of all, thank you David for answering questions here, very much appreciated.

Quote: Originally Posted by DarthDemens View Post
This is the one I really want some more information on. Exactly how does the tier system work? Gear level? Player level? If I add an augment slot using a level 10 kit, will I be required to use another kit to keep the slot when I reach the next tier?

Does using a kit bind the item, or will I be able to augment orange world drops and sell them on the GTN?
These are also the things I'm wondering about the most. I would assume he meant the item level (however it is calculated for oranges - maybe level req without any mods) Also, does certain tier of "augmenter" work on any item, or is there special augmenters for say armor and another for weapons?

Quote: Originally Posted by DavidHunt View Post

I expect that many people will not use those 10 crafts on the item they want. Instead, they'll make one copy of the item, then if it does not crit they'll make 10 cheap items that fall into the same range and provide the necessary component.
This I'm little worried about. It sounds like it could collapse the market for crafted augmented oranges, if making the augmenter is too cheap/easy. And in that case selling the augmenter (which,depending how specialized they are, every other crafter is selling as well ) wouldnt make up the loss.

The situation I'm worried about is kinda what happened to slicing (only have alts with that, so not too annoyed myself). They used to be able to "make" (ok, gamble ) augments. This was taken away from them, and instead promised they'll be the ones selling raw materials to make the augments. What actually happened is every slicer is now selling the same grade 6 purple material (and getting tons of blue mats noone wants). I wouldn't want that to happen to the other crafting professions now.

Would it be possible to "tier" the augmenters based on how high augment can go into them? And make the endgame augmenters require considerable amount of "failed oranges" (more than that 10) and/or some of the grade 7/8 crafting materials (which aren't operation-only, for those worried. You can get them via space battles, I'd also suggest making them buyable with daily/columi commendations). This way there would still be market for crafted augmented oranges (cheap way), and selling the augmenter would actually be profitable enough to make up the loss. And ideally make the augmenters specialized enough so that every crafter isn't selling the same "grade 50" piece.

Dafroog's Avatar


Dafroog
05.11.2012 , 05:58 AM | #94
Quote: Originally Posted by Sithhelmet View Post

Edit: I realized after a walk that the tiered augment slots idea has a slight problem. It would be easy to put a modifier on an item that said, "Augment Slot 1. Requires level 1." or "Augment Slot 6. Requires level 49."

What would keep a level 50 from using a level 1 item and get the same benefit? I can only think that you've figured this out already, and it's not something you've released- the final crafted item would have to include not only the augment pieces, but the augment itself as well.
Easy fix, you have the augments restricted, so a level 58 (the highest grade) augment could only be equipped to either a crit crafted augment or augment slot 6 (or what ever the highest level slot will be)
opinions are like bacteria, everyone has them but no one wants to take anyone else's on board

xenofire's Avatar


xenofire
05.11.2012 , 07:14 AM | #95
It's 44k per enhancement/mod/armoring to pull out ilvl 61s. That's 132k per piece. Moving all my stuff to crit crafted variants was very expensive.

If it costs less than 150k to add an augment slot, I'm still on the up. (It's significantly more money than just the 132k, since you have to spend a metric ton of materials to make said things to get a crit.)
Guildmaster of The Remnant on The Harbinger
#4 World | #2 US | EC16 HM

Screaming_Ziva's Avatar


Screaming_Ziva
05.11.2012 , 07:59 AM | #96
I'm still wondering if all augment kits are going to work on all pieces. I'm a Synthweaver. Will I be able to make augment kits that work on Armormech armor? Will augment kits work on implants, earpieces, and relics?

KalSpiro's Avatar


KalSpiro
05.11.2012 , 08:06 AM | #97
Quote: Originally Posted by Karl-Just-Karl View Post
What I'm saying is that currently if you want BIS armor you take the mods out of raid gear and put it in player crafted gear. In 1.3 you will be able to put the mods from the raid gear in anything, side-stepping crafters. Example:

There are 379 of light armor chest pieces with slots in the game: http://db.darthhater.com/items/armor...filters=8011=6

Of those, 60 can be crafted and are thus BIS: http://db.darthhater.com/items/armor...rs=56=7;8011=6

After 1.3 all 379 will be best in slot while only 60 will be player crafted. Pre 1.3 BIS light armor chests are 100% player crafted, post 1.3 16% are player crafted. It amounts to a giant crafting nerf.

I'm not saying that anyone should be held back as far as appearances, only that it should be players should have access to the schematics and be able to contribute to an actual economy rather than simply mass producing augment kits.
So what? You keep saying this like people will just be pulling Augment slots out of their butts and will be good to go. The only way in the world to get augment slots is from crafters. Whether it comes from a kit or a crit only crafters can produce the slot. Therefore those 379 pieces of gear can only beomce BIS through the grace of crafters. Crafter will not be making these kits and then just throwing them up there for nothing unless they moronic. They will be charging major credits, and they SHOULD be charging major credits in order to allow non-crafters to up the potential of their current gear.

It makes no difference if it is crafted gear, social gear, or raid drops. Only through crafters will it be BIS, as you put it.
Passion rules thought. Serenity is the path to understanding.
Ignorance rules power. Knowledge is the path to strength.
Weakness rules the masses. Control is the path to victory.
Through the Force my will is done. Through my will the Force prospers.

KalSpiro's Avatar


KalSpiro
05.11.2012 , 08:13 AM | #98
Quote: Originally Posted by MonikaTSarn View Post
Which items/slots will these augment kits work for ?
Helm, chest, legs, boots, gloves and weapon of course, that's available already with crit crafting. Will they work on bracers and belts as well ?
What about implants, ears and relics, or weapons and offhand focus/shield ?
See this interests me because I was concidering what they said about the mats coming from REing. I was thinking, that means Artifice, CyberTech and BioChem could make some money selling those mats. But then I though, wait, each of those crafts makes items that can get an augment slot. Artifice makes sabers, CyberTech makes ears and BioChem makes implants.

Everyone has been concidering only ArmsTech, ArmorMech and Synthweaving for making Kits, but really every crafter should end up with an Augment slot they can make, even if it's only for one type of item they can make.
Passion rules thought. Serenity is the path to understanding.
Ignorance rules power. Knowledge is the path to strength.
Weakness rules the masses. Control is the path to victory.
Through the Force my will is done. Through my will the Force prospers.

Shimmer-Holler's Avatar


Shimmer-Holler
05.11.2012 , 08:42 AM | #99
How many have faith that BW won't screw this up? Bueller bueller bueller. Read what they said very carefully and don't interpret or assume they meant X, Y, Z.

Ancaglon's Avatar


Ancaglon
05.11.2012 , 08:46 AM | #100
Quote: Originally Posted by KalSpiro View Post
See this interests me because I was concidering what they said about the mats coming from REing. I was thinking, that means Artifice, CyberTech and BioChem could make some money selling those mats. But then I though, wait, each of those crafts makes items that can get an augment slot. Artifice makes sabers, CyberTech makes ears and BioChem makes implants.

Everyone has been concidering only ArmsTech, ArmorMech and Synthweaving for making Kits, but really every crafter should end up with an Augment slot they can make, even if it's only for one type of item they can make.
That does indeed make sense. If you can currently create an equippable item with an augment slot, you should be able to create an augment kit for that item. It opens the market up significantly.
Quote: Originally Posted by Screaming_Ziva View Post
I'm still wondering if all augment kits are going to work on all pieces. I'm a Synthweaver. Will I be able to make augment kits that work on Armormech armor? Will augment kits work on implants, earpieces, and relics?
For the reasons stated above, I hope they will be better focussed and not cross-skill.