Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Critable orange gear undermines intent of removable epic base mods

STAR WARS: The Old Republic > English > General Discussion
Critable orange gear undermines intent of removable epic base mods

Bambaam's Avatar


Bambaam
02.08.2012 , 11:30 AM | #71
Quote: Originally Posted by goulet View Post
pve gear vs pve gear+augment which are you gonna choose? thats basically the argument. What is the largest increase on max level epic augments? 30 (don't remember). Thats 10 augment slots to make use of (helm,chest,gloves,pants,boots,bracers for armor, earpiece, implantsx2, weapon). 11 if its a marauder. so thats +300 to a stat of your choosing, of course you're going to choose it. Whatever cap you're trying to reach you dont have to worry about it.

now pragmatically, the rate at which you acquire these pieces depends both on crafting crit rates, and getting the pve to pull the mods so theres a time synch involved which isn't a bad thing. It also would allow for people to progress a little faster towards more end game content (craft gear+daily mods+augment) can compete with pve hm/ops gear.

its good/bad/ugly.

side notes: how long until an operative rolls into pvp with marauder armor on, warriors dressed as bh's and vice versa with decked out pve gear?
your post makes sense, and i get the argument...i dont want ppl to think im just trolling. im just saying a few of these posts sound like ppl just whining it takes too long to get stuff. im sorry but i like the idea that it's not just handed out. if you have to work to get something people say it's too hard...if people are handed stuff they say it's too easy. what ever happened to just enjoying a game. if someone has better gear than you it's probably because they spent the time to get it. if you are a casual gamer you shouldnt have the same gear a hardcore player should have.

with that said and on a side note i do feel that gear should not make or break a player. skill should be the main deciding factor on how good someone is. then level, then gear

Antidentite's Avatar


Antidentite
02.08.2012 , 12:12 PM | #72
tldr, but they already said that they are expanding augments to other gear, this argument is moot.
░░░░░░░░░░ RUIN ░░░░░░░░░░
PvP / Raid Focused / 18+
www.RuinNation.com | slash + facepalm

Caille's Avatar


Caille
02.08.2012 , 01:09 PM | #73
Quote: Originally Posted by Karkais View Post
Umm what? No, I don't think so. Set bonus is part of the gear, not part of the mods.

Actually you are quite wrong here Karkais. Georg and other Devs (See Emmanuel Lusinchi's post about coming changes to Orange gear) have stated in no uncertain terms, that once they change to base mods goes live, set bonuses WILL transfer with base mods.

Their intent, according to Dev posts, is for all end game set bonuses to be transferable to customizable gear. And that the set bonuses will travel with the base mods, they have also said to prevent farming, some base mods will only go into some types of pieces after the change. I.E. Your set chest's base mod, will only go into another chest, and will transfer the set bonuses to the new chest.



Alexis
*smiles*
Shadows of the Empire
Canceled sub for the time being, will watch to see how the game grows.
We are Legion, We do Forgive , We do not Forget, Expect Us! -A-

Kotogami's Avatar


Kotogami
02.08.2012 , 02:32 PM | #74
Quote: Originally Posted by goulet View Post
pve gear vs pve gear+augment which are you gonna choose? thats basically the argument. What is the largest increase on max level epic augments? 30 (don't remember). Thats 10 augment slots to make use of (helm,chest,gloves,pants,boots,bracers for armor, earpiece, implantsx2, weapon). 11 if its a marauder. so thats +300 to a stat of your choosing, of course you're going to choose it. Whatever cap you're trying to reach you dont have to worry about it.

now pragmatically, the rate at which you acquire these pieces depends both on crafting crit rates, and getting the pve to pull the mods so theres a time synch involved which isn't a bad thing. It also would allow for people to progress a little faster towards more end game content (craft gear+daily mods+augment) can compete with pve hm/ops gear.

its good/bad/ugly.

side notes: how long until an operative rolls into pvp with marauder armor on, warriors dressed as bh's and vice versa with decked out pve gear?
It's 11 for all classes: for IA/Scoundrel: Vibroknives/Scatterguns can be crit, you can crit shield generators, power generators, Focus items. So all advanced classes can have 11 Augmentation slots, you are right on the +30 per, so you're looking at a total stat increase with all crit gear of +330 at level 50 for anyone willing to spend the time/money getting all 11 equipment slots crit and get the augments.

nezroy's Avatar


nezroy
02.08.2012 , 02:46 PM | #75
Quote: Originally Posted by EsteManhandler View Post
Biowares attempts at being different from the 'wow clone' mmo's is actually setting them back. I think someone should tell them of the idiom don't fix what isn't broken, meaning just put in a G O D D A M N E D wardrobe instead of create some convoluted idea for a system that has been in place in countless mmo's, but I guess bioware knows what they are doing... I mean the auction house is proof of that right.
The orange moddable gear is a great thematic system that handles the functions of both an appearance tab and customizable gear stats at the same time. There is no reason for BW to abandon it, especially when calling for an appearance tab only accomplishes HALF of the customization people want to see; you still need a system in place for stat customization as well. The orange moddable system accomplishes BOTH just fine (or it will, once the tier gear mod changes are in place).

Don't get confused in thinking that an appearance tab is the "MMO standard feature" that we all want. The "MMO standard feature" that we all want is the ability to customize the appearance of our BIS end-game gear to a sufficient degree that we don't all feel like clones. There are multiple ways to accomplish this, and an appearance tab is only one way. Dyes are another possible approach. The orange moddable gear is yet another.

Yes, BW COULD have just copied the solution to this as-is from other games, but I personally like the implications of the moddable gear idea as a unique part of this game and am glad to see them try a new idea for this in general. For one thing it has a LOT of great potential for crafters long term: mods, RE of existing stuff for more orange patterns, rare orange patterns that take an epic amount of work to acquire but that retain life-time value for a crafter because they will ALWAYS be relevant for players, etc. I also like that it gives the graphic designers some control over the light/medium/heavy/class silhouettes while still providing tons of customization options (of course, not everyone is on board with that).

Now if only BW would get their heads out of wherever they've stuck them and illustrate that they have a basic understanding of the design principles behind the feature set moddable gear must provide to players, rather than constantly suggesting changes that would undermine their own system.
.

Zantul's Avatar


Zantul
02.08.2012 , 03:16 PM | #76
Quote: Originally Posted by MaxDeeps View Post
I like that the base mods from epic gear is going to be removable. It will allow people to customize the appearance of their raiding and PvP gear by pulling out the mods and putting them in their preferred set of custom gear.

However, allowing orange craftable gear to crit (adding an augment slot) will undermine this to some extent. Reason being, if people can choose between an orange piece of gear they like the look of and a crafted one with an augment slot they don't particularly like many will choose the latter simply for the extra stats gained from the augment slot.

If you're going to allow orange gear to crit but you also want people to be able to freely choose between sets of orange gear something else needs to change or be added. Perhaps adding a craftable BoE item (to Cybertech maybe) that would add an augment slot to a piece of gear. If not, I strongly believe many people are going to limit themselves to using crafted orange gear because of the availability of the augment slot. That's great for crafters, sure. But if the idea is for people to use whatever set of gear they like the two are working against eachother.
Yes this is a GREAT idea when everyone hits battle master we will all look the SAME!
It is better to be feared than loved. Love is like a chain of obligation, and because man is sadly wicked it is broken at every opportunity to serve self interest. However fear is maintained by the dread of punishment which never abandons you.
Darth Venger Prophecy of the 5

moefling's Avatar


moefling
02.08.2012 , 11:29 PM | #77
The best thing BW can do is remove completely Augments. These are plain stupid and not needed in this game. Just remove them and put another cool item to compensate crafters doing it.

Issues about gear are at last (if we believe these patch changes) about to dissapear, and puttting augments on Orange gear is going to bring headaches again.

I still don't undestarnd how we are still having such as issues right now, when the solution is fairly simple:


- Make ALL armor sets ingame have an Orange version (right now half of the sets are not orange).

- Make all raid/PvP sets Modable (so we can extract their mods).

- Make orange gear schematics more common on loot or missions.

- When these 3 things are done, don't touch them again.



BTW, Expertise in this game is already too high and too imbalancing, and too frustrating for people who doesn't play 6-7 hours a day. Adding augments to the mix will just kill PvP for non hardcore players.

Eivea's Avatar


Eivea
02.09.2012 , 12:56 AM | #78
So if I understand this correctly wearing an augmented orange item with transferred mods will be better than wearing the drop itself because of the augment. That means you will still be forced to wear something specific only now it costs you 60k to remove the mods + the craftable orange item cost + the augment cost.

Crit gear > tier gear = non crit orange gear

And that's a good idea why exactly?

Stuffedduck's Avatar


Stuffedduck
02.09.2012 , 02:46 AM | #79
I am looking forward to tier gear mods being extractable and usable in orange gear, especially as I don't like the look of my JK armour.

However, allowing only crafted orange gear to have an augment slot (via crits) is just forcing me (unless I don't care about min/max at all) to wear the ones available ... and most likely look like every other JK around here.

The best solution (imo only ofc) would be to allow augment mods (like mentioned before: wow belt buckle as an example) to be added to your gear, however, not necessarily for every piece of gear you wear. Maybe 2 per crafting skill (belt & bracer via synt/armour, main & off hand via armstech/artifice etc), whereas cybertech would get the short end with only 1 via the earpiece, but might could get a headset thingy to be even.
And these mods/enhancements should be the only way to get augment slots onto your gear, beside the crew skill specific crits you can get now already, whereas the Rakata gear should be tied to active crew skills, just like biochem reusable items (no chain crafting of crit purples and skill switching, if you want to use your crafted relics - stick with artifice).

Second best solution would be to simply add a wardrobe feature for the individual look you want.

Graxul's Avatar


Graxul
02.09.2012 , 03:05 AM | #80
Why allow augments on every moddable piece of armor thats craftable? That would make the synthweaving and armormech classes overpowered to a degree. Limit it to pieces that don't have a huge change in appearance like wrists and belt. There is a huge demand for moddable wrists and belts as is allowing armormech and synthweavers to make them with augment slots and only allowing those pieces to have augment slots on craftable modable armor would be killing two birds with one stone.

They have a very minimal impact to the look of your character and wouldn't effect the actual appearance of your look you achieve with helmet,chest,leggings boots and gloves that you can generally get from flashpoints and commendations. Modable wrist and belt slots are pretty rare as a drop from loot,commendations, heroic rewards or flashpoint rewards. And what is available is tied to a particular class. Opening up the market to only certain slots would make more sense and would be more achievable while maintaining the diversity of looks everyone desires. Granted this would cut down on the amount of a bonus one could achieve but I think it would be worth it.

Cybertechs have earpieces that can have augments maybe pick a couple slots for modable droid gear, biotechs have implants. Having the ability to make craftable tier pieces from the main trainer, pvp vendor, pve vendors or make them loot drops would be enough for them I think. The only ones I feel that would be left out are the armstech and to a lesser degree artifice. Not being able to preview the look of a weapon effects the armstech the most. Armstech could use a boost though I've mostly only needed barrels and companion weapons from them.