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Crafting for 6.0 Don't repeat the misstakes of old Keith and Team.

STAR WARS: The Old Republic > English > General Discussion
Crafting for 6.0 Don't repeat the misstakes of old Keith and Team.

TheCardinal's Avatar


TheCardinal
07.18.2019 , 02:28 AM | #1
To start of with, not sure how many of you still here that was around back in 2009
Back then we did learn that BW didn't intend to add crafting what so ever to SWTOR.
Many of us me included was still playing SWG back then and I for one was a full time Master crafter back then.

We went to forums, sadly those aren't no longer here I've looked.
We told them over and over post after post that ADD crafting, in the end they did give us "crafting".
It's a FAR cry from what we once had in SWG, for those that remember it was second to none.
Yes, it was hard, extremely hard to craft in SWG if you compare to this.

In the end, they did add what we have today, better then nothing in some parts perhaps but again and again over the years they repeated the same mistakes over and over again.
Yet they are about to do it again.

Yes I did watch the live stream and been pondering about making this thread a long long time since I saw it.

The ONLY good part about crafting in that is, we will be able to craft the high end gear as you can loot in the world.
Now to the DOWN side of that coin and the fact that once more they are about to do the SAME mistake all over again.

NO MOD-ABLE GEAR!!!

This again is the same mistake you've done for the past 8 years.
Keith I know you wasn't around back then, but could you be so kind to make sure this don't happen again.

The main reason crafters can't sell nor have a major reason to make armour, weapons, dresses, hilts, offhands is that very reason, you can't MOD it and with that they become USELESS.

There is NO down side what so ever to allow us to craft the exact same gear that you can mod as you can loot or as a reward, most I think don't do them for the rewards as there main reason but for the FUN to do them.
I sure do, I pvp, do Ops, do Weekly and so on, partly due to the rewards but far from the main reason.

There is no down side to have us craft top end items that you can mod, since it does not hurt anyone.
You can still opt to loot it, do Ops, do Weekly if you like to, or you can opt to make it your self, or pay someone to do them for you.

It's play it your way in a part.

Look back at SWG, ALL items that was even remotely something to have was made by another player.
That system did work, we all needed each other, yes I know this ain't the same, still the concept is.

Toady for you to get the "BEST" you need others to do Ops, or you won't get it, or WB's on Ossus for that matter.
But we can't even craft close to something useful that don't need items from Ops.

Let the player choose what to do, let us crafter have a choice what to craft.
as it stands now, I craft next to nothing since I don't feel there is a need to or a reason too.
I have them all yes, but then again I have a bunch of char too, and been around since Beta in the game, Forums since 2009. so in that time I've had time to do a lot.

Why for the sake of doing something new, TEST to allow us to craft high end and I mean end game gear that you can mod with 6.0. worst case, you can always opt to remove it in a new tier update for gear if it don't work out.

But since loot drops in 6.0 will come from all and no one, let us again, craft ALL items that you can mod and at end game ratings.

I know the plan was / IS to let us craft end game NON mod gear.
Please, DO not repeat the same mistake once more.
Give us a reason to craft all items once more that we might sell.

Sincerly yours from Sweden
Cardinal / Sweden
Icarus Corporation

http://www.c-system.se/swg/cardinal.png

Templock's Avatar


Templock
07.18.2019 , 06:14 AM | #2
What's the point of crafting mod-able gear if you then have to mod them afterwards?

Phazonfreak's Avatar


Phazonfreak
07.18.2019 , 06:38 AM | #3
Quote: Originally Posted by Templock View Post
What's the point of crafting mod-able gear if you then have to mod them afterwards?
The idea behind it is that you can craft the best new gear tier in the upcoming expansion by being able to craft the highest rating gear and mods. If BioWare only allows unmoddable gear for crafting then that gear will not be competitive in PvP and PvE endgame because it will have a lower item rating compared to the gear that will drop in ops and in renown crates.

Ahwassa's Avatar


Ahwassa
07.18.2019 , 06:43 AM | #4
I would love to be able to craft more dye modules, colored cristalls and cosmetic armors.
Also craftable decorations and companions gifts would be awesome.

For now I only use crafting for augments, stims and sometimes cosmetic armor ...

WarCan's Avatar


WarCan
07.18.2019 , 07:03 AM | #5
The part I care about for "shells" that are moddable is that they be Bound to Legacy. Not immediately bound as what's the point in that? I mean BtL after the first character wears it, not when it is initially crafted.

Additionally, I would like more Cosmetic looks and items/decos that can be crafted. Unfortunately, that takes away from their Cartel Coin market which means a reduced amount of $$ from the playerbase.

ZionHalcyon's Avatar


ZionHalcyon
07.18.2019 , 07:29 AM | #6
Swtor is not swg. I say this as a former swg player. The sandbox concepts of swg will not work in SWTOR. It's just not made for that. The balance issues would become a nightmare to manage and maintain.

SWTOR will never be swg. I would not be opposed to an MMO trying to give a go at the sandbox approach again, and so long as it's paired with an immersive story which is something most sandboxes do not have oh, I think it could be a breakout success.

But that has to be considered in the design from the very beginning. SWTOR always has been and will be a theme park MMO. Not much more I can say to that. It's not even a preference thing; it's a concept and design thing.

casirabit's Avatar


casirabit
07.18.2019 , 08:05 AM | #7
Quote: Originally Posted by Templock View Post
What's the point of crafting mod-able gear if you then have to mod them afterwards?
You can use the gear at any level and switch out the mods when you get higher. I have mod-able gear that I have had for a while and just take out the mods and replace it in that set. Yes, I know I can just use any gear and have different look . I have over 16 outfits so I know all about that. Except I tend to augment my gear and that can be expensive if I have to redo all my augments when they upgrade or I want to change one piece of gear. It winds up being cheaper for me just to rip out the mods and put them in the gear I have.
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TheCardinal's Avatar


TheCardinal
07.18.2019 , 08:28 AM | #8
Quote: Originally Posted by ZionHalcyon View Post
Swtor is not swg. I say this as a former swg player. The sandbox concepts of swg will not work in SWTOR. It's just not made for that. The balance issues would become a nightmare to manage and maintain.

SWTOR will never be swg. I would not be opposed to an MMO trying to give a go at the sandbox approach again, and so long as it's paired with an immersive story which is something most sandboxes do not have oh, I think it could be a breakout success.

But that has to be considered in the design from the very beginning. SWTOR always has been and will be a theme park MMO. Not much more I can say to that. It's not even a preference thing; it's a concept and design thing.
Ooo I fully agree with you.

The point was about SWG is simply that, have crafters made top end gear, and that we can mod it do not ruin the game play in eny shape or form.

I played SWG for a lot of years up to the end, I've been here since well before the game ws live and played since beta so yes I know the difference.

Point is, There is no harm in crafters to craft the same items albeit different looking skins that you can loot or get from a Ops.

That was the entire point with that section.
Cardinal / Sweden
Icarus Corporation

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TheCardinal's Avatar


TheCardinal
07.18.2019 , 08:47 AM | #9
Quote: Originally Posted by casirabit View Post
You can use the gear at any level and switch out the mods when you get higher. I have mod-able gear that I have had for a while and just take out the mods and replace it in that set. Yes, I know I can just use any gear and have different look . I have over 16 outfits so I know all about that. Except I tend to augment my gear and that can be expensive if I have to redo all my augments when they upgrade or I want to change one piece of gear. It winds up being cheaper for me just to rip out the mods and put them in the gear I have.
Just as Casi said. Lets take an example.

Chest piece.

They look the same, they have the same EXACT same stats.
Looted you can mod.
Crafted you can NOT mod.

What one would you pick, the looted one
The answer to that is rather simple as Casi just pointed out.

Would you waste around 500K on mod slots on a non mod chest piece NO.
There for why would I pay said item when I know I can only use it for so long and I can't change the items in it.
come new gear I need to re-slot it again for a lot of money.

I for one hardly bother with Aug now for most my char, since I know that even IF they are modded and I can rip them out I will likely swap them all out come 6.0.

Sure it is a money sink but a poor one at that, we have had non modded crafted armour for the last 8 years and look what that gotten us, nowhere.

I have NEVER crafted armour for any of my many char over the past 8 years that's non modded gear.

Since there is still no reason to once again have crafter non modded gear all that will do is leave us in the same state again, no need to buy the schematics not craft any of it once again.

Since IF we for once can craft modded end game gear if leave us all with the option how to get that said gear.
More so, then crafted gear has a reason to be used with Aug and you can keep the shells but swap out the items inside them.

That's the whole point with this, Since not all might want said stats on what BW think you should have,
You might end up want to swap a Enh or mod out but with crafted gear you can't since you can't mod it.

thus it makes it useless for both PVP and PVE at end game.

They have already said, you will be able to crafted end game gear but NOT modded, that's what like them to change.

Simply, let crafter craft top of the line end game gear that you can swap out Armour, Mod, Enh in just as you can all you LOOT.

Regards.
Cardinal / Sweden
Icarus Corporation

http://www.c-system.se/swg/cardinal.png

SteveTheCynic's Avatar


SteveTheCynic
07.18.2019 , 09:31 AM | #10
Quote: Originally Posted by TheCardinal View Post
Just as Casi said. Lets take an example.

Chest piece.

They look the same, they have the same EXACT same stats.
Looted you can mod.
Crafted you can NOT mod.

What one would you pick, the looted one
The answer to that is rather simple as Casi just pointed out.

Would you waste around 500K on mod slots on a non mod chest piece NO.
Your example is all over the place. Current non-moddable crafted high-tier gear is the MK-4 and MK-14 gear for Eternal Commander, Iokath and GEMINI flavours (230, 234, 240 and 246). It's all endurance-heavy compared to the corresponding MK-3 or MK-13 gear (moddable "looted" gear with its default mod-objects), *and* doesn't have a set bonus.

258 crafted gear, aside from the painful materials required, is identical to Masterwork gear from stuff on Ossus, including the ability to mod it.

Drillable mod slots for non-augment mods don't exist, and top-tier (MK-10) augment slots only cost 40K to insert the slot.
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