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A suggested gear Crafting overhaul for simplification


MetrotownSimon

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There's a detailed article about a simpler more common-sense gear crafting framework that is quite long, so I don't want to just repost it entirely here as it would be TLDR.

Instead, I'll post the link and talk about some points they examine.

 

https://gq-game-mods.blogspot.com/2020/01/swtor-crafting-proposal-to-simplify.html

 

The article approaches gear crafting from not a mechanics/numbers viewpoint first, but a "mission statement" type starting point: What is the role of gear tiers, what is the role of drops, and how does crafting complement and is yet different from these?

 

The Role of Loot Compared to Craft

For Loot drops,

  • The content you are playing should prepare you for the next harder content.
  • You must not need better gear than what you can Loot for the content you are playing now.
  • In comparison to Craft, Loot is fast to acquire, but random.
  • In comparison to Craft, Loot is prefabricated and customizable.

 

One of the maybe objectionable things is that it suggests not everyone will be able to get everything.

 

For tiers of gear, we have White, Green, Blue, Purple, and Gold. It needs to be made clear to players that while there are higher tiers, not everyone needs them for the content that they want to play.

This is important!

This is necessary to manage expectations of what is easily achieved from both Loot and Craft. If someone is consistently playing at a low tier, their expectation must be that they will not quickly reach the highest tiers of gear, if at all. And that they won't need it at all.

Without management of these expectations, there will be pressure for everyone to be able to get everything no matter what their needs or skill. Then this diminishes the achievements of those with the determination and skill and time investment to get those better rewards.

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