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Proposed Changes/Fixes to Crafting, RE'ing and Crewskills

STAR WARS: The Old Republic > English > Crew Skills
Proposed Changes/Fixes to Crafting, RE'ing and Crewskills

Uruare's Avatar


Uruare
01.20.2012 , 11:42 AM | #1
Proposed fixes for crafting skills.


Reverse Engineering:

Point 1 -- Incorporate a hard limit on the number of RE's an individual item will take to grant a new schematic. Let this number be visibly tracked in a little bar next to the item listing. An arbitrary number such as 50 would still present quite a hardcap if luck was not with someone and would still provide a measure of appealing uncertainty in the process, as well as genuine variation in time/credit investment, but without the unappealing no-certainty caveat that currently plagues RE'ing.


Point 2 -- When a new tier of schematic is granted, present the player with a GUI that enables them to choose the stat-defining prefix of the schematic they've unlocked.

This would present the player with both a meaningful choice in crafting the gear they want to craft as well as greatly diminish, if not outright neutralize, unnecessarily frustrating elements of the current system's complete reliance on luck of the draw, which is verified to include technically learning a new schematic but being given, by the RNG, a schematic already known, and thus getting nothing at all in place of the earned tier advancement.


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Materials and Crew Skill Dependancy


Point 1 - Remove the potential for crew mission failure when the crew skill is no longer Orange in difficulty. Instead, allow for a greater range of variablity in Yellow difficulty crew missions and minorly more abundant yields of craft items on non-crit successes in Green and Grey difficulty crew missions.

Point 2 -- Allow for gathering nodes to sometimes yield blue and purple quality crafting materials of the tier appropriate to that node type.

Point 3 -- Allow Exotic crafting materials to, themselves, be craftable in addition to Hardmode Flashpoint/Operation boss drops. Require fairly substantial investments of tier 5 and 6 resources into the crafting of these Exotic materials, and continue to require those Exotic materials for the crafting of level 49 and 50 Artifact quality gear and equipment.

Additionally, allow all crafting trainers to sell crafters the Exotic material schematics their top-end Artifact quality craftables will require.


Point 4 -- Remove the BOP tag from Exotic crafting materials altogether. Allow them to be traded and even sold.


Point 6 -- Allow us to choose what variety of yield we are sending a crewmember out to get. If we want to focus on Companion Gifts, let us select that as an objective yield and present us with mission lists to send crewmembers on.

If, with Underworld Trading, we want Underworld Metals, let us select that specifically.


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Armormech:

Point 1 -- Move the crafting of Aim/End and End/Cunning armor mods to Armormech.

Point 2 -- Provide a greater abundance of level 50 craftable armors on the trainer that could be RE'd to Artifact quality, and if RE'd to Artifact quality, would craft non-crit to a stat equivalence of current Artifact drops in Hardmodes and Champion-quality PVP gear.

If crit crafted with an augment slot and slotted thereafter with a top-level artifact-quality augment, such a gear piece would be competetive with normal-mode Operations artifact drops as well as with modifiable equipment pieces set with rank 23/24 artifact mods.

Hardmode/Nightmare mode Operations gear and a great deal of Centurion/Battlemaster PVP gear would still be definitively superior; however, this would enable armormech crafters to craft, use and sell equipment desirable and competetively functional at all levels of play.


Point 3 -- Enrich the list of craftable armors learnable from the trainer with full sets of PVP-oriented gear statted with Expertise, and structure its advancement through REing and tiering to be competetively worthwhile as an investment across all levels of play.

Allow level 50 craftable PVP armor RE'd to artifact status and crit-crafted with an augment slot to statistically be equivalent to Champion-quality PVP gear, but not Centurion or Battlemaster.


Point 4 -- Allow the Armormech crafter to, when crafting an armor piece at Artifact quality, select the items final appearance from a list of all armor appearances for schematics they can craft at Prototype or Artifact quality.



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Synthweaving

Point 1 -- Move the crafting of Str/End and End/Will armor mods here.


Point 2 -- Provide a greater abundance of level 50 craftable armors learnable from the trainer that could be RE'd to Artifact quality, and if RE'd to Artifact quality, would craft non-crit to a stat equivalence of current Artifact drops in Hardmodes and Champion-quality PVP gear.

If crit crafted with an augment slot and slotted thereafter with a top-level artifact-quality augment, such a gear piece would be competetive with normal-mode Operations artifact drops as well as with modifiable equipment pieces set with rank 23/24 artifact mods.

Hardmode/Nightmare mode Operations gear and a great deal of Centurion/Battlemaster PVP gear would still be definitively superior; however, this would enable armormech crafters to craft, use and sell equipment desirable and competetively functional at all levels of play.



Point 3 -- Enrich the list of craftable armors from the trainer with full sets of PVP-oriented gear statted with Expertise, and structure its advancement through REing and tiering to be competetively worthwhile as an investment across all levels of play.

Allow level 50 craftable PVP armor RE'd to artifact status and crit-crafted with an augment slot to statistically be equivalent to Champion-quality PVP gear, but not Centurion or Battlemaster.


Point 4 -- Allow the Synthweave crafter to, when crafting an armor piece at Artifact quality, select the items final appearance from a list of all armor appearances for schematics they can craft at Prototype or Artifact quality.



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Cybertech --


Point 1 -- Allow Cybertech to retain the crafting of Mods and Earpieces exclusively. Move the crafting of Shield and Generator off-hand items to Cybertech.

Point 2 -- Enrich the craftable earpiece and shield selection from the trainer with appropriately statted schematics that, if RE'd to artifact quality and crit-crafted with an augment slot (and then slotted with a level equivalent augment) could be slightly superior to most, if not all, normal Flashpoint artifact-quality gear drops, but slightly inferior to or comensurate with them if non-crit crafted.


Point 3 -- Enrich the schematics available from the trainer to include PVP oriented earpieces and shields with the Expertise stat instead of some other secondary stat.


Point 4 -- Enrich the schematics available from the trainer with level 50 craftable earpieces and shields that, if RE'd to Artifact quality and crafted without an augment slot, would be comensurate with Hardmode artifact drops.

Point 5 -- Enrich the schematics available from the trainer to include a greater variety of tradeable/saleable vehicles as well as vanity pets.

If vehicles are to exist that allow for multiple passengers, allow basic schematic varieties to be available from the Cybertech trainer that may require very large crafting resource investments to fabricate. Sprinkle schematics for higher occupancy vehicles as well as perhaps faster-than-normal vehicles on world bosses, et al.



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Biochemistry


Point 1 -- Allow for the crafting of charged consumeables rather than just single use or infinite with no in between. Remove items coded for infiinite use and make them charged BOE items instead.

Point 2 -- Change the BOP flag to Bind on Use for all current BOP Biochem consumables. Remove the Biochemistry skill level requirement for all consumables.

Point 3 -- Enable Biochemistry with a perk that enables the Biochem crafter a 50% chance to deplete no charges from Artifact quality Biochem consumables if their Biochemistry skill is at a certain, item-mandated level or higher.

Point 4 -- Enrich the schematics available from the trainer to include level 50 implants that, if RE'd to Artifact quality and crafted with no augment slot, would be mechanically comensurate with Hardmode flashpoint Artifact gear drops.


Point 5 -- Enrich the schematics available from the trainer to include up to level 50 PVP gear inclusive of the Expertise stat that, if RE'd to Artifact quality and crafted without an augment slot, would be competetive with Champion quality PVP gear, but not Centurion or Battlemaster.



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Artifice

Point 1 -- Enrich the schematics available from the trainer to include level 50, tier 23 Hilts as well as level 50, tier 23 Enhancements. Retain Enhancements as exclusive to Artifice.

Point 2 -- Enrich the schematics available from the trainer to include level 50 focuses and crystals that, if RE'd to Artifact quality and crafted with no augment slot, would be comensurate with Artifact quality Hardmode flashpoint Offhand non-weapon drops in the case of focuses, and appropriately leveled crystals in their case.

Point 3 -- Enrich the schematics available from the trainer to include PVP-oriented Focus and crystal schematics with the Expertise stat. Balance those at level 50 that are RE'd to Artifact quality and crafted with no augment slot to be comensurate with Champion focuses, but not Centurion or Battlemaster.


Point 4 -- Enrich the crystal crafting process to, when RE'ing a prototype (blue) tier crystal, to give a small chance of getting a rare artifact-quality crystal color schematic that could be crafted with the same color crystal of its parent schematic (as well as the appropriate Artifact-grade mateirals for the item's level) on the list of available schematics to choose from for the newly learned schematic.

Suggested rare hues that might turn up when REing crystals to Artifact quality might, however, include, any number of interesting colors that do not impinge upon those that should remain unique to world boss schematic drops, Operations rewards or PVP gear, but should afford Artifice crystal crafters with the opportunity to manufacture crystals of colors that cannot be acquired anywhere but through Artifice crafting as well.



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Armstech


Point 1 -- Enrich the schematics available from the trainer to include level 50 craftable weapons of all varieties that, if RE'd to Artifact quality and crafted with no augment slot, would be comensurate with Hardmode flashpoint Artifact quality gear drops.

Point 2 -- Enrich the schematics available from the trainer to include level 50 Barrels of rank 23.


Point 3 -- Enable the Armstech crafter to, when crafting an Artifact-quality weapon, select that weapon's final appearance from a list of appearances of same-type weapons they are already able to craft at Prototype or Artifact level quality.



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--- All of these proposes fixes and changes are the product of my own experiences with these craft skills, the observations made of much that has been shared and that I've read here on the forum as well as derived from a great deal of discussion on the topic with guildmates and sometimes even total strangers in-game.

It is, by no means, presented as anything other than a rough draft proposal, and I would fully welcome both discussion and (preferablly constructive) criticism on any and all parts of it.

So, let's roll up our sleeves a bit and see what we can turn this preliminary outline into!

GnatB's Avatar


GnatB
01.20.2012 , 12:05 PM | #2
A few things I'd add
1. As skill exceeds the lvl for a certain range of missions, existing missions should be *replaced* by more difficult ones that take the same time to complete, but return more mats. The cost should increase however to keep the same cost/reward ratio.
-or-
2. Crafted items that require a large amount of skill that are BoP that significantly reduce crafting time. i.e. "Synthweaving" could create BoP gloves or something that greatly increase synthweaving, Archeology and UT efficiency of a companion @ skill 400. Ditto with other skills, but appropriate. i.e. cybertech would presumably be an earpiece, bio an implant, etc.

3. More than 50 items up for sale in the market.

Maxell_Snow's Avatar


Maxell_Snow
01.20.2012 , 12:13 PM | #3
I do not see how removing almost all randomness in collection and re is 'fixing it'. Making rare supplies easier to acquire is not coming close to addressing the short comings of the crafting system. You are just asking for it to be easier and eliminate even more player interdependence.

Serranex's Avatar


Serranex
01.20.2012 , 12:18 PM | #4
This is a very well written and well thought out post.

I like how you managed to balance all the professions pretty well, while maintaining worth in each.

I especially like your choice to move the aim/cunn armoring to armormech and will/str to synth, while still maintaining the vast variety for mods in cybertech.

It would feel a lot more balanced than what it is today.

Uruare's Avatar


Uruare
01.20.2012 , 01:32 PM | #5
Quote: Originally Posted by Serranex View Post
This is a very well written and well thought out post.

I like how you managed to balance all the professions pretty well, while maintaining worth in each.

I especially like your choice to move the aim/cunn armoring to armormech and will/str to synth, while still maintaining the vast variety for mods in cybertech.

It would feel a lot more balanced than what it is today.


I would regard it as absolutely vital for every craft skill to potentially be something a player might look at and think "Man, I WANT that!"


Every single one should, for something, in some way that is equivocal in terms of time/effort investment as well as reward to farming hardmodes/normal operation raids for their rewards or PVP warzones for those rewards, be desireable, useful and generally comensurate with all but the most elitely challenging PVE and PVP accomplishments.

Just so, hardmode/nightmare operations and more advanced and focused degrees of PVP reward should be exclusive to those branches of development.

Crafting should both be a third branch that meshes well with the other two and does not diminish the value of pursuing either of the other two to their full extents.

Realistically, very few people will become hardcore raiders or hardcore PVPers just because the game funnels everybody towards raiding or PVPing.

The vast majorities will not be interested in putting so much time and effort into those specific things to the degree required to keep them satisfied with their characters' advancement.

Rather than essentially neglect and leave dissatisfied those majorities, crafting can be both an alternative and a bridge into those activities.


Got to 50 and haven't PVP'd much, but you'd like to gear up for it and try your hand? Hit up a crafter, or hit up crafting yourself, to make some decent PVP armor and you can take to it with a better chance of, at least gear-wise, being competetive.

Like to PVP sometimes but not nearly to the degree required to get that Centurion or Battlemaster gear? Put some elbow grease into it, or find some swank purple PVP gear and burn warzone commendations on Champion bags to round out what you didn't buy/didn't care to take the time to craft and you can still be all set.

Won't be making a spiffy purple Champion saber, no. Won't, for that matter, be waving around a black/red Battlemaster saber or shooting purple or black/red blaster bolts.

But if you wanna be able to hold your own out there without being stuck being the guy with 13k HP and 0 expertise while surrounded by folks with 17-21k HP and 500-700 expertise because that isn't all you do, or ever want to do? Crafting can be your bridge.


How about raiding? Gearing up for a raid? Run some hardmodes, get some decent gear, hit up some crafting or buy some nice crafted stuff and boom, you'll be raiding with your guild sooner and being less of a pain in their neck when they don't ABSOLUTELY HAVE to run EVERYBODY through the same dang hardmode FP's just to bring them up to a good raid spec.

Crafting, enabled as I've laid it out, would be a boon to the raid-minded; less time wasted doing crap they won't want to do so they can focus instead on the things they do want to do, if they take advantage of the benefits of such a crafting system along with also hitting hardmode FP's.

Don't wanna craft at all? Think it's stupid and boring? FP's will still drop gear. PVP will still give warzone comms and the vendors for Champion and better gear don't seem to be going anywhere. You never have to touch it if you really just don't want to.

Buy some of the top-shelf stuff crafters would be selling on the market if you wanna drop creds on bringing yourself up to a better spec for whatever it is you're wanting to do that isn't crafting. Again, options.

Still, if you want the Hardmode/Nightmare operations loot, the unique and top quality PVP gear or even the worldboss fancy-shinies...well, you'll just have to mosey on out there, figure out how to git'r'done and do it up!


But...what if you just wanna play at your own pokey pace, can't really work up the bother or interest in getting into a gung-ho raid guild but still don't think it's cool to be stuck at sucking?

What if you'd like to raid or PVP a lot all the time but you work 14 hours a day, six days a week and you've got a spouse and three kids in school that you're just not going to neglect so you can play more than a few hours here or there once or twice a week?

Should you be pretty much just left with no hope of advancing your character once you hit the Raid-or-Die or PVP-or-Die wall?

No! Crafting and saleable crafted gear should be available to bring you to a good, competetive spec even in those cases.

Because if you're one of those people, no, you'll not soon or maybe ever have three servers full of level 50's that are top geared and valor rank 60+ that are in guilds that have Hardmode ops on farm and are progressing through Nightmare modes.

But there can be a bridge, even for those folks, and it can be crafting.

And I, for one, think a system like this one, modified as I've proposed, could be a big help to the community in general to the purpose of enjoying the time, be it a lot or a little, they spend here as well as to the developers, who would be faced with far less dissatisfaction and grief from segments of the playerbase that don't want to suck, but don't want to farm HM's/Raids/PVP Warzones all the time either.

That's not an inconsiderable segment, and just as importantly, the toxicity of ongoing dissatisfaction in any segment tends to have a way of escalating and discoloring perceptions well beyond direct relation over time.

It's the sort of thing that can have a dramatic impact on everything from public relations to the very nature of what customer service has to deal with, not to mention stability (or lack thereof) in subscription longevity and likelihood of customer return.

One bad apple can, in fact, poison the whole barrel, as they say.

No one is better and everyone ultimately suffers if that bad apple is just left to sit there and stagnate and rot as well.

So, there's some of my thinking behind this proposition. Leaving it as it currently is will have further-reaching consequences than I suspect were foreseen, and will not be limited in their negative impact to just a few people not liking crafting and grumbling about it on the forum.

That, I would guarantee absolutely. I'd go so far as to stake my professional reputation RL-side on it.