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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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Lunacris's Avatar


Lunacris
02.07.2012 , 04:15 PM | #601
Quote: Originally Posted by Kotogami View Post
Armstech: This crew skill is missing a lot. Even artifice has the ability to create more then just the hilts and some interesting weapons at end game. Barrel upgrades are only good until level 49: level 50 you just do dailies and get upgrades that surpass that. Even every guide I read actually almost deters you away from taking this craft. The only thing you might be able to make at level 50 is the Orange weapon variants at best. There needs to be more to this craft, so much more to make it desirable.
Just as a note: I've made over 3 million (plus everything I've spent on skills, including speeders, up to lvl 50) pretty much exclusively with this skill. Barrels, Techblades, Vibroknives and Techstaves. I don't even bother with the guns though, they're a waste of time.

Kotogami's Avatar


Kotogami
02.07.2012 , 05:27 PM | #602
Quote: Originally Posted by Lunacris View Post
Just as a note: I've made over 3 million (plus everything I've spent on skills, including speeders, up to lvl 50) pretty much exclusively with this skill. Barrels, Techblades, Vibroknives and Techstaves. I don't even bother with the guns though, they're a waste of time.
As I said, it's lacking a lot, never said you can't make a lot of money with said craft, I just said it has massive room for improvement to make it as desirable as Biochem

moefling's Avatar


moefling
02.07.2012 , 08:02 PM | #603
Quote:
Originally Posted by Vecte
If this means I can actually wear the gear I desire to wear, AND be optimal, well then you have a game-long subscriber here. There is NO customization available right now. Once you hit 50, each class looks the same. I have sets of orange gear that I have collected, and kept, awaiting the day I would be able to remove the mods from my purple gear, so I don't look like everyone else...

Quote: Originally Posted by GeorgZoeller View Post
That is exactly what that means, yes.

Patch 1.1.2 is live and that's not exaclty what that means. We still have to stick with PvP gear and we can't remove ALL it's mods (including armoring, barrel and hilts with it's expertise value) and use them on our Orange (modable) gear. Still no customization at all. Still crafters useless. Still we can't enjoy items like magenta crystal at level 50. (And still ugly PvP chest for Smugglers).


Digesting: Still a "clone" realm at level 50.


I will like you to be clear on this issue, because this is a big reason for unsubscribe this game in short term, because we are getting very tired of wearing the same crap since 4 months ago and looking all players the same:

Are you locking that because you don't want several different armor pieces (in terms of rendering computation) on high populated areas like Ilum battles?

If the response is yes, you should start thinking to redesign that kind of battles, because customization is most important than massive battles in any mmorpg.

If the response is no, do you have any reason at all to not unlock these mods? Because this is a very easy change on the game that only needs a quick hotfix and almost no testing (and you can give me any technical argument against this statement, but I know that's the truth).

Chromiie's Avatar


Chromiie
02.07.2012 , 09:54 PM | #604
So are we able to crit craft Orange gear now? I saw no mention in the patch notes.
Quote: Originally Posted by DamionSchubert View Post
We don't have friendly fire in The Old Republic for a simple reason: a lot of players are, well... idiots. I don't mean you, of course, dear reader

Aethyrprime's Avatar


Aethyrprime
02.08.2012 , 01:02 AM | #605
Pretty disappointed that the only feature of 1.1.2 I was looking forward too didn't make it to live. AKA Removing the mods from my pvp gear so I can look how i want at 50.

ntyzor's Avatar


ntyzor
02.08.2012 , 01:41 AM | #606
Make crafting items unique for god sake.
Make professions worth the trouble to pick them up in the first place.

As a Armortech you only get 2 Rakata pieces ( Waist + Wrist ) in the end. For that you need 400 Armotech which equals nearly ~120-150 hours play time. I'm not suggesting that you should bring full sets for crafters.

I suggest you give each profession something unique, like for Armortech, make those 2 pieces ( Wrist and Waist ) rating 150 not 140, add a few stats to them.
Likewise for Artifice, make them able to craft a few things over the maximum non-craftable level in game.
Not much aware about the other professions.

Bring something unique to each profession, something that would make the end user think :

"Hey I'm starting a new character, what should i pick lemme see, umm Armormech sounds cool, look i can craft 2 pieces above the max item rating in-game. Yay it will surely not be a waste to spend 200 hours with my 3 professions if i can get those 2 unique pieces"


Hope it makes sense .

Almghty_gir's Avatar


Almghty_gir
02.08.2012 , 02:58 AM | #607
Quote: Originally Posted by ntyzor View Post

As a Armortech you only get 2 Rakata pieces ( Waist + Wrist ) in the end. For that you need 400 Armotech which equals nearly ~120-150 hours play time. I'm not suggesting that you should bring full sets for crafters.


Hope it makes sense .
you can hit 400 in any crew skill in ~8 hours...
Bruglir Fellblade - Dark Jedi.
Guild leader - Vulgar Display of Power
Tomb of Freedon Nadd

xPyro's Avatar


xPyro
02.08.2012 , 03:46 AM | #608
i was intending to create a new thread..but ill start here and see if any response can be seen, if yes- will start new thread (because not all ideas are actually crafting-related, but more of a pvp/pve related)

here are a few ideas:- please read and give some responses

1. divide effects of endgame re-useables and consumables into pve and pvp effect
How would that work-example- make all medpacks regardless of grade work in pvp as the pvp-medpack
(well- may be less cool-down etc). for pvE - no biochem requirement, just level requirement, binds on FIRST USE; in pvP- can only be used if biochem=xxx, shared hp gain with other medpacks (except the re-useable part)
similar effects on granades, stims and similar things....
1.A) i would suggest that in pvp (warzones particularly) the stim effects are not remooved by death- that would be only logical

thus making RAKATA consumeables (wich are supposed to be pve thing) give the best in pve and not give irrational upper hand in pvp

2. make WZ (and if possible- ilum) a cross-server thing
result example: if a group queues makes group queue they end up facing another similar group that also queued together and have more or less same valor. (thus allowing the hard core pvp-ers to face equal challange and players who just started pvp-ing after reaching lv50 out of nothing else to do also face less expearianced players with similar gear)
If a person queued for warzone alone he ends up in an ACTUAL MIX of persons who also wanted a RANDOM DRAW (as huttball states)

this would allow to reduce shock of near insta-kill expeariance when an unsuspecting player in lv45-50 armor faces a few players in battlemaster gear in SUPPOSEDLY equal fight.

3. divide effects of rather problematic skills in pvp and pve- jedi shadows are pretty strong spikers, witch should mean their defenses should not be in par with a tank....but in pve that is the only way to keep gameplay balance? - well-divide effict to pvp and pve
example- shadows and assassins got a debuff for some abilities- keep changes for pvp, but while in pve- let them be as before.

4. make schematics and some real rare crafting materials bind to account instead of character -> thus allowing to actually use crafting without need to over-gear all characters

in my honest opinion such implements should allow the game process to be a bit more logical.

ntyzor's Avatar


ntyzor
02.08.2012 , 03:47 AM | #609
Quote: Originally Posted by Almghty_gir View Post
you can hit 400 in any crew skill in ~8 hours...
I was talking about the vast majority of people that are maxing their crew skills while leveling a toon. Not about the 0,5% who max the primary crew skill from the Global Trade Market. If you do it that way, good for you, but the majority don't have milion of credits at hand to do the same.

MasterKayless's Avatar


MasterKayless
02.08.2012 , 03:52 AM | #610
Hey, My current thoughts are the economy for crew skills is just plainly broken. Synthweaveing has very little if no items to craft and sell, Also the power in stats of these pattern drops from ops should be equal to the loot droped from those ops. Witch currently they are not, It feels as tho taking anything but biochem right now is useless i have to spam dailies ect to make any credits . Were as biochem just farms for a hour to make nearly 300k credits. This needs to be adressed so players can take these crafts and see long term benefits and not just ooo i can sell one item for like 1 week witch people want then i must wait for the next major content patch.


Kayless