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Crafting Profession Changes in patch 1.1.2

STAR WARS: The Old Republic > English > Crew Skills
Crafting Profession Changes in patch 1.1.2
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GeorgZoeller's Avatar


GeorgZoeller
02.01.2012 , 05:23 PM | #1 Click here to go to the next staff post in this thread. Next  
Hi,

I wanted to drop some notes on the changes made to the BioChem profession in the patch (1.1.2) that just went onto the Public Test Server, how they fit in the big picture and how we are proceeding forward with crafting professions in endgame in general.

First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

Regards
Georg

Kick_'s Avatar


Kick_
02.01.2012 , 06:47 PM | #2
Some of the future content seems promising. However, most of the other crafting professions do not have enough unique max skill level items to craft that compare to PvP gear.

If the expertise stats from PVP gear would be on a mod/armor/enhancement slot and allow players to remove it and place it into crafted gear, there would be a reason to sell orange crafted gear at end game.

pewny's Avatar


pewny
02.01.2012 , 07:03 PM | #3
thats great news and thanks for taking the time to keep us informed. I know change is slow in a game this size so im glad to see that the ball is rolling to bring crafting up to par.

live long and prosper SWTOR!

Rasheth's Avatar


Rasheth
02.01.2012 , 07:08 PM | #4
Quote: Originally Posted by Kick_ View Post
Some of the future content seems promising. However, most of the other crafting professions do not have enough unique max skill level items to craft that compare to PvP gear.

If the expertise stats from PVP gear would be on a mod/armor/enhancement slot and allow players to remove it and place it into crafted gear, there would be a reason to sell orange crafted gear at end game.
Why does everyone have to always bring up PvP when he is clearly talking about End Game PvE. Whats wrong with you PvP obsessed people? Also if what you are talking about were to happen would that make every pvper automatically pick whatever craft was capable of doing that so that they wouldn't be forced to be slaved to the market? Only way that works is if mutiple crafting professions had access to this ability and if that is what you wanted to say you left it out of your post.

deserttfoxx's Avatar


deserttfoxx
02.01.2012 , 07:09 PM | #5
Please tell me why biochem is the only profession you guys are looking into. Seriously, every other profession is so godawful you would be a completely numbskull to choose it over biochem, yet you guys keep tweaking only biochem.

Armormech, synthweaving, armstech are a complete waste of time due to the fact that nothing you get is unique, every recipe you get can get gained as a full drop by doing hard modes or raids, you guys have put little to know effort into the crafting system. This change to remove the armoring from epics AFFECTS CRAFTING IN NO WAY!

Seriously, how is that even put into the profession changes. There are so many problems with crafting. You guys need to dig deeper and try harder.
"Soon they will know my name, recognize my face, and understand what it means to be in the presence of true power." - Imitatio Dei Captain Sakari Foxx , Sith Juggernaut (Level 50)

SpectreDraken's Avatar


SpectreDraken
02.01.2012 , 07:16 PM | #6
Quote: Originally Posted by Kick_ View Post
Some of the future content seems promising. However, most of the other crafting professions do not have enough unique max skill level items to craft that compare to PvP gear.

If the expertise stats from PVP gear would be on a mod/armor/enhancement slot and allow players to remove it and place it into crafted gear, there would be a reason to sell orange crafted gear at end game.


I think that's what he was referring to with extractable basemods. personally im liking the look of how things seem to be shaping up with those change.

Rasheth's Avatar


Rasheth
02.01.2012 , 07:18 PM | #7
Quote: Originally Posted by deserttfoxx View Post
Please tell me why biochem is the only profession you guys are looking into. Seriously, every other profession is so godawful you would be a completely numbskull to choose it over biochem, yet you guys keep tweaking only biochem.

Armormech, synthweaving, armstech are a complete waste of time due to the fact that nothing you get is unique, every recipe you get can get gained as a full drop by doing hard modes or raids, you guys have put little to know effort into the crafting system. This change to remove the armoring from epics AFFECTS CRAFTING IN NO WAY!

Seriously, how is that even put into the profession changes. There are so many problems with crafting. You guys need to dig deeper and try harder.
Please tell me why you totally skipped the entire LAST 2 Paragraph? Why did you only read about what you wanted with out finishing and then post? Why oh why? They are already doing that its in the LAST PARAGRAPH. Were do these people come from.

Why did they change biobhem right now? Obvious because it is the best right now. So they tweak it right now to make it not mandatory and now the biochemist can sell those exotech stims make some cash consumers can buy them and dont have to be bio chem. Now most people wont switch until the other professions are buffed so they are more attractive but they are totally looking into it. Read next time.

TL;DR cause you have a problem with that obviously. Its on schedule for next major content patch which is when genius? March, cause Im sure you didnt see that either smh.

Neloth's Avatar


Neloth
02.01.2012 , 07:19 PM | #8
Quote: Originally Posted by GeorgZoeller View Post
Hi,

[...]

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

Regards
Georg
Well I'll be darned, BW actually take crafting seriously and listens to our concerns from the looks of it I did not expect that so well done, IMO TOR needs more sandbox features to get some variety from the somewhat exhaustive linear game play and crafting fits the bill rather nicely.
I don't know the key to success, but the key to failure is trying to please everybody. ~Bill Cosby

deserttfoxx's Avatar


deserttfoxx
02.01.2012 , 07:20 PM | #9
Quote: Originally Posted by Rasheth View Post
Please tell me why you totally skipped the entire LAST Paragraph? Why did you only read about what you wanted with out finishing and then post? Why oh why? They are already doing that its in the LAST PARAGRAPH. Were do these people come from.

Why did they change biobhem right now? Obvious because it is the best right now. So they tweak it right now to make it not mandatory and now the biochemist can sell those exotech stims make some cash consumers can buy them and dont have to be bio chem. Now most people wont switch until the other professions are buffed so they are more attractive but they are totally looking into it. Read next time
Their last paragraph that is completely vague and says nothing solid about how they plan on fixing any of the the problems crafting actually has?

Get real.
"Soon they will know my name, recognize my face, and understand what it means to be in the presence of true power." - Imitatio Dei Captain Sakari Foxx , Sith Juggernaut (Level 50)

MariusZane's Avatar


MariusZane
02.01.2012 , 07:21 PM | #10
Awesome, the most refreshing info is about the sell-ability of stims. Having to get a specific crafting profession to raid is realy bad. So kudos!

EDIT: on a suggestion note, adding some form of high-end item to crafting that doesnt involve raiding or w/e to aquire would add incentive.

As an example(and before you flame, example and suggestion are two entirely different things) an Armstech could craft a high-end barrel, equal or close to equal to end game quality. Understandably having to many of these would take away the necessity of raiding, so my suggestion is more in line with 1 "item" per profession.

Perhaps this could be chosen by the player, say you can choose 1 out of 4 different schematics for example. This could be held by a quest or something similar. In this scenario however it would have to be BoP, or else you could just combine from different players and get a full "set."
If you could either change the past, or view the future, what would you choose?