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Old Crafting System

Templock's Avatar


Templock
06.26.2019 , 10:13 PM | #1
Hey Bioware would you consider adding the old crafting system on top of the current system? Specifically adding the ability to RE the current purple schematics (Agrinium, Alusteel etc.) to learn the old suffix gear (Endowment, Hawkeye etc.)? I did really enjoy working towards learning those schematics that had the stats I specifically wanted.

Amunra-amunray's Avatar


Amunra-amunray
06.27.2019 , 02:13 AM | #2
Quote: Originally Posted by Templock View Post
Hey Bioware would you consider adding the old crafting system on top of the current system? Specifically adding the ability to RE the current purple schematics (Agrinium, Alusteel etc.) to learn the old suffix gear (Endowment, Hawkeye etc.)? I did really enjoy working towards learning those schematics that had the stats I specifically wanted.
Ticket Number 339388971

It is quite interesting how end game materials used to drop in more locations than just operations bosses and person versus person. This change proves to me that we are headed in the wrong direction with this game.... one sided and no balance. Starr Wars is about bringing balance to the force so bring balance to the drops for all crafters not just elite large guilds bent on promoting themselves as awesome instead they are just smooching up... IMO to get special select rewards that are catered to their requests.


Negative or positive feedback will not change the FACT that bioware has messed with the SWTOR economy in the worst way ever and now caused inflation and promotes elitists. Not the Star Wars Saga, not the star wars theme,,,

But its typical they provides solutions for one side and not for the other with our developers, but no action except for one side of the force if you create a successful game bias will fast cause it to be a failure
"Do the Best and Spare the Rest!" Joe Pirandello
My Referral Link: http://www.swtor.com/r/qYLGd9

psandak's Avatar


psandak
08.18.2019 , 12:53 PM | #3
The primary flaw in the old system was that there were eight or nine possible combinations of stats, but only one or two were truly desirable from that tree. For me - as a dedicated crafter - it was incredibly frustrating to get the completely worthless schematics: i.e. a tank ear piece with alacrity or a healer implant with shield rating, etc.

The secondary problem was the RE chance back then. It was 20% or 10% so one could spend a ton of time and credits crafting lower level stuff to try to get the one schematic they want and feel like they'll never get it. Sure, it was beneficial for those of us that got that one desirable schematic quickly, but let's be honest that initial benefit did not last; eventually a majority of crafters got that one great schematic, supply rose, demand dropped, and value dropped.

I think what you want is something that SWTOR simply does not offer: a way for a crafter to be unique; to be that ONE crafter (or one of a extremely limited set) that can provide the galaxy with that ONE item "everyone" wants. That's just not how SWTOR's crafting system works. Even bringing back the old system won't sate that craving.
The Ortzid Legacy on The Harbinger
Car'beerd (Guardian) Dalkery (Scoundrel) Blairnah (Sage) Daellia (Merc) and 11 other characters
Understanding Crew Skills / High End Schematics / Best Crew Skills / Crew Skill Money Making / Reverse Engineering Rules / SWTOR Story to date