Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Crafting Profession Changes in patch 1.1.2

STAR WARS: The Old Republic > English > Crew Skills
Crafting Profession Changes in patch 1.1.2
First BioWare Post First BioWare Post

kimmeh's Avatar


kimmeh
02.01.2012 , 07:21 PM | #11
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.
Critically crafted orange gear is a good way of making armour crafting professions more viable, couple that with the increase in reverse engineering chance, and it would make armour crafting professions the source of potentially better custom gear.

Bioware are doing something it's just not going to happen by next Tuesday.

Jakoben's Avatar


Jakoben
02.01.2012 , 07:23 PM | #12
Too late Bioware, I have already reset artifice for biochem. It's sad that it is the only viable crew skill for PVP. I mean we are talking about unlimited medpacks, adrenals, stimpacks. Even kids will realize biochem users are OP in PVP. I have never played a game with this "reusable" crap. So I didn't choose biochem in the beginning. We bought potions everytime in good old days. I hate this casual mechanic of Swtor. I know it's from Wow which I've never played.

Rasheth's Avatar


Rasheth
02.01.2012 , 07:25 PM | #13
Quote: Originally Posted by deserttfoxx View Post
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.
Quote:
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.

Say what?

Obviously if its on schedule for march which is the next major content update fyi. Then they are going to relase patch notes right now are they genius? Read comprehension FTW. They are talking about whats on PTR right now. Have you read 1.1.2 patch notes for PTR yet? Probably not. Lets see its got a ton of balance changes its pretty huge. So. If 1.1.1 sat on ptr for about 2 weeks then released then 1.1.2 probably will also and by that time guess when it will be? Gasp almost March!!

IGsChevy's Avatar


IGsChevy
02.01.2012 , 07:27 PM | #14
It is encouraging that the developers have heard the players' issues with crafting and are actively trying to address our concerns. I'm looking forward to seeing the implementation of the crafting tweaks and additions you mentioned.

Also, thank you for keeping the community informed on the reasoning for the Biochem changes and the direction the team intends to go in the future.

austindavo's Avatar


austindavo
02.01.2012 , 07:31 PM | #15
Appreciate the longer-term view on developing a more viable player driven economy and, more generally, an effort to develop sustainable/desirable/enjoyable end game content. Increasing demand side market forces (e.g., consumables, individual/guild level prestige items and/or game play influencer) will certainly help.

IMO the economy and end game crafting activities might benefit from item degradation/destruction/loss or time limited gear with damage specific defenses/bonus? I understand the developer's rational for minimal death penalties but the lack of any virtual gear consquenses for death kills market demand. Not saying SWTOR needs an EvE sandbox market where ship and component replacement is an everyday affair but some sort of gameplay mechanic to increase demand for all levels of craftable gear could ensure market viability of crafted items throughout the progression.

What if equipment had a slot with components that degraded or could be destroyed and not repairable? Items with special damage specific mitigation/defense so you could customize for missions that might be high percentage of particular damage dealers? (would love to have a slot for extra mitigation against force lightning........

thatguybil's Avatar


thatguybil
02.01.2012 , 07:32 PM | #16
What does extract base mods from purples mean?

TheTitan_KoS's Avatar


TheTitan_KoS
02.01.2012 , 07:41 PM | #17
Great news i knew i shouldnt drop my artifice

You guys should make the exotic crafting materials tradable also ( biometric crystal alloys et c.)

That would allow ppl to farm and sell them so the crafters that cant farm them (or cant farm as many as they need) are able to obtain them. It would help move a bit the economy cause its quite dead atm considering crafted stuff ( even tho there are loads of recepies that are boe and require those mats)

hadoken's Avatar


hadoken
02.01.2012 , 07:41 PM | #18
Quote: Originally Posted by kimmeh View Post
Critically crafted orange gear is a good way of making armour crafting professions more viable, couple that with the increase in reverse engineering chance, and it would make armour crafting professions the source of potentially better custom gear.

Bioware are doing something it's just not going to happen by next Tuesday.
No, it doesn't make them viable, it makes their gear mandatory. No serious raider or pvper will be wearing the default raid or pvp gear with that patch. Crit crafted oranges will trump them in stats.

Bad move unless they plan to give that gear augment slots too. They should be on par, not better.

IGsChevy's Avatar


IGsChevy
02.01.2012 , 07:44 PM | #19
Quote: Originally Posted by thatguybil View Post
What does extract base mods from purples mean?
Currently there are purple items with only 2 of the 3 mod slots actually usable. Moddable items have a "mod" slot, an "enhancement" slot, and a "base" slot. The base mod slot is armoring for all pieces of armor, barrel for blasters, and hilt for melee weapons. These base mods determine the armor rating/weapon damage. Currently the base mod slot is locked and un-moddable. They will be changing that to allow you to upgrade those purple items.

TheTitan_KoS's Avatar


TheTitan_KoS
02.01.2012 , 07:45 PM | #20
Quote: Originally Posted by hadoken View Post
No, it doesn't make them viable, it makes their gear mandatory. No serious raider or pvper will be wearing the default raid or pvp gear with that patch. Crit crafted oranges will trump them in stats.

Bad move unless they plan to give that gear augment slots too. They should be on par, not better.
And why is that bad ? you'll need to craft/buy armors,weapons, implants et c. There is something for every proffesion to craft that would encourage ppl to trade and craft.

Way better than the current afk whole day in war zones crap that we see.