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[Panel Discussion] Economy and Crew Skills (4:15PM CST)

STAR WARS: The Old Republic > English > General Discussion
[Panel Discussion] Economy and Crew Skills (4:15PM CST)
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JRastenn's Avatar


JRastenn
03.05.2012 , 08:47 PM | #61
Being able to give gifts to your ship droid to pump up his affection is fantastic, but why luxury gifts? That's the type that was mentioned during the panel, at least. Doesn't make sense to me that the droid itself would be interested in luxury goods.

What about Republic or Imperial Memorabilia instead? Faction dependent, obviously. That fits better with their sycophantic personalities, and there are always lots of those gift types sitting on the GTN because relatively few companions prefer them. Unless you're adding conversations as well, we're going to need a TON of gits to max them out, and memorabilia is a ready supply waiting to be used.

Philosomanic's Avatar


Philosomanic
03.05.2012 , 09:33 PM | #62
Quote: Originally Posted by JRastenn View Post
Being able to give gifts to your ship droid to pump up his affection is fantastic, but why luxury gifts? That's the type that was mentioned during the panel, at least. Doesn't make sense to me that the droid itself would be interested in luxury goods.

What about Republic or Imperial Memorabilia instead? Faction dependent, obviously. That fits better with their sycophantic personalities, and there are always lots of those gift types sitting on the GTN because relatively few companions prefer them. Unless you're adding conversations as well, we're going to need a TON of gits to max them out, and memorabilia is a ready supply waiting to be used.

Or, hey, you know, technology. Because that's the only thing they could have an actual, legitimate use for. "Oh, thank you for this Blargian Omni-Tool, master! Now I can repair my faulty [disturbingly intimate description of droid parts]!" etc.
PvP Dacromir -- Vanguard -- Level 50 PvE
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Battilea's Avatar


Battilea
03.05.2012 , 10:05 PM | #63
Quote: Originally Posted by Mephane View Post
No, just no. I don't even care about server economy or whatever in that regard, all I want is to log into the game and do the stuff that is fun. And one the least fun activities ever is just farm back in what you have eaten the night before because someone (or the a large part of the community as a whole) believes it is your sacred duty to do so. I still remember the time when flasks where for the elite guilds going for server first kills and mostly only handed out to tanks on specific boss fights (and paid for from the raid bank, not their own wallet); nowaways it's like professional bike sport - everyone is doping and everyone expects you to.
I agree. They had the right mix already. The blues being better than the reusables meant that those doing the hardest content had incentive to use the blues. And the reusables could be used by the rest of us, a nice one time fee. The only problem was that they required biochem.

Get rid of that requirement on the non-rakata purples and it will be fine.

Ganrax's Avatar


Ganrax
03.05.2012 , 10:09 PM | #64
Quote: Originally Posted by Tawnos View Post
Question:

We've already heard that with the upcoming ability to extract base mods from artifact gear and the ability to crit craft moddable gear with augment slots, it seems likely that crit crafted moddable gear is going to quickly become Best In Slot. But there are so many cool-looking moddable item sets out in the world that I'd like to have the option of wearing without losing the ability to have that augment slot. Is there going to be any way through crafting to add a augment slot to an existing moddable item?
Was this question ever answered? I'm interested because the whole augment slot on orange gear concept ruins the entire point of orange gear unless all orange gear can get the augment slots somehow.

With no augment slots we can all look how we want, putting the mods from our raid/PvP gear into the sets of our choice. With augment slots introduced to this gear we are either going to have to get the orange gear that has been crit(there aren't many different sets of orange crafted gear and the ones that do exist are uglier than the raid sets) or we will be gimping ourselves to look how we want, so basically back where we were when the tier sets were still BiS.

spacefiddle's Avatar


spacefiddle
03.05.2012 , 10:11 PM | #65
Yes, a tooltip on schematics that says "Already Known" is badly needed. It's just more salt on the wound that is the GTN interface.
<lightsaber />

DralenBrand's Avatar


DralenBrand
03.06.2012 , 09:19 AM | #66
Quote: Originally Posted by Ganrax View Post
Was this question ever answered? I'm interested because the whole augment slot on orange gear concept ruins the entire point of orange gear unless all orange gear can get the augment slots somehow.

With no augment slots we can all look how we want, putting the mods from our raid/PvP gear into the sets of our choice. With augment slots introduced to this gear we are either going to have to get the orange gear that has been crit(there aren't many different sets of orange crafted gear and the ones that do exist are uglier than the raid sets) or we will be gimping ourselves to look how we want, so basically back where we were when the tier sets were still BiS.


This is not necessarily the answer to your question, but it might allay some of your concerns. The devs indicated cosmetic customization options for most armors are incoming very soon. I think it might have been 1.2, but I won't swear to that. This is not just a color swath either. There were several cool new customization options incomimg sucvh that you will be able to make that dumblooking critcrafted armor look as uber as your FP/Ops drops.

Although I think that introducing augment slots to certain existing armor derived from higher level Ops and Flashpoints is a resoundingly good idea, I understand why they are not doing this. Georg made a good point: while generally crafted armor is not better than dropped amor or PvP armor (which will be available for direct purchase with commendations), the rare orange crit-crafted gear with pvp/pve mods from drops and augment slots is an exception involving a slight to moderate advantage.

Why should this be? Generally speaking, the player/crafting economy suffers when crafters cannot produce comparable quality to drops. On the other hand, drops need to be competetive for those who do not want to purchase from crafters, so this is a good compromise. Some crafter armor, requiring more investment to craft, will be superior provided that it is modded with mods used from drops. So armor that is dervied both from crafting and from drops or PvP (by way of using the mods from that gear) is going to be superior. It combines elements from both sources.

I personally do not craft armor, but I do not mind purchasing from crafters. If it is not on th GTN, there are many xcrafters both inside and outside my guild who will help me for a reasonable cost, especially if I supply the mats. I do gather and slice, which is only logical for one who does nto craft and has numerous companions just sitting ont eh ship doing nothing. So, it is fun to see a player-based economy, even fi I am not a major armor retailer myself. I like wearing something that was made by a guildie, for instance, more than I like wearing something that fell out of a wampa's butt after I whacked him. Others feel differently, and I get that, but from a thematic perspective: why did the wampa have a chest piece in his butt anyway? Did he eat a jedi before I got there? If I am wearing crafted armor, then I am wearing something someone (virtually) made, and I find that to be pretty cool, especially nwo that I will be able to put my guild emblem on it.

But - that's just me.


"Not with my box of bunnies."

Dralen Brand, Member
Stay Classy Guild: Website|SWTOR Forum

Battilea's Avatar


Battilea
03.06.2012 , 01:54 PM | #67
Quote: Originally Posted by Orduno View Post
Are they factoring out alts in that? Cuz my main has 2,500,000 give or take and I'm not even really trying on him. My alt has around 300k, and my little mini alts under 20 are of course holding much less. Most of my guild is around the same.
Or even just people leveling mains. That new player bit, the level range spread, etc.

And also, there's a difference between money being easy to get in this game and people actually going out and getting it. In two days of dailies, I could get 400k. But doing dailies means I'm not well situated to find HM groups, so I don't really bother to run the dailies much, maybe for some affection, but that's about it.

Ganrax's Avatar


Ganrax
03.06.2012 , 05:26 PM | #68
Quote: Originally Posted by DralenBrand View Post


This is not necessarily the answer to your question, but it might allay some of your concerns. The devs indicated cosmetic customization options for most armors are incoming very soon. I think it might have been 1.2, but I won't swear to that. This is not just a color swath either. There were several cool new customization options incomimg sucvh that you will be able to make that dumblooking critcrafted armor look as uber as your FP/Ops drops.

Although I think that introducing augment slots to certain existing armor derived from higher level Ops and Flashpoints is a resoundingly good idea, I understand why they are not doing this. Georg made a good point: while generally crafted armor is not better than dropped amor or PvP armor (which will be available for direct purchase with commendations), the rare orange crit-crafted gear with pvp/pve mods from drops and augment slots is an exception involving a slight to moderate advantage.

Why should this be? Generally speaking, the player/crafting economy suffers when crafters cannot produce comparable quality to drops. On the other hand, drops need to be competetive for those who do not want to purchase from crafters, so this is a good compromise. Some crafter armor, requiring more investment to craft, will be superior provided that it is modded with mods used from drops. So armor that is dervied both from crafting and from drops or PvP (by way of using the mods from that gear) is going to be superior. It combines elements from both sources.

I personally do not craft armor, but I do not mind purchasing from crafters. If it is not on th GTN, there are many xcrafters both inside and outside my guild who will help me for a reasonable cost, especially if I supply the mats. I do gather and slice, which is only logical for one who does nto craft and has numerous companions just sitting ont eh ship doing nothing. So, it is fun to see a player-based economy, even fi I am not a major armor retailer myself. I like wearing something that was made by a guildie, for instance, more than I like wearing something that fell out of a wampa's butt after I whacked him. Others feel differently, and I get that, but from a thematic perspective: why did the wampa have a chest piece in his butt anyway? Did he eat a jedi before I got there? If I am wearing crafted armor, then I am wearing something someone (virtually) made, and I find that to be pretty cool, especially nwo that I will be able to put my guild emblem on it.

But - that's just me.


I'm all for the system they're making so that crafted gear + dropped gear becomes your best in slot gear. The problem I am having is that it still will kill customization. I really doubt that the crafted orange gear will look any better unless their customization options they'll be adding completely allow you to change the appearance. Adding 1 or 2 "cool looking" attachments to a ****** looking piece of gear is still a ****** looking piece of gear.

As for the augment slot I think you misunderstood me. I don't wish for them to just add augment slots to existing gear. I still would like it to be through crafting. Something along the lines of an Armormech or Synthweaver crafting an item that will add an augment slot to a piece of armor, or an Armtech doing the same with weapons. This will still cause a demand for crafters for endgame gear while allowing players to wear the moddable armor they actually like regardless of it being from a crafting recipe or not.

As it stands with the info we have, I'm going to be forced into crafting myself a set of crit orange gear and hating how I look even more than I do right now with full Rakata gear(and I absolutely HATE the Commando PvE Armor so that's saying a lot).

Danakar's Avatar


Danakar
03.06.2012 , 11:09 PM | #69
I'm still a firm believer that BioWare should add something like an

Augmentation Device

Such an item could be created by certain Crew Skills (making these Crew Skills more worthwhile to get), works as a consumable and would apply a single augment slot to a piece of armor by the person that uses it.

This would instantly increase the revenue of Augments and accompanying Crew Skills that can obtain/craft Augments and the Crew Skill(s) that could craft Augmentation Devices and allow for everyone to look how they want to look without being forced to look like a clone (again).

Also, the Augmentation Device would not diminish the overall value of crit-crafted Custom gear as people could still choose between buying the higher priced crit-crafted item or their regular counterpart (often made by the same person) and buy a separate Augmentation Device to achieve the same result.

  • And before the Synthweavers/Armormechs come along complaining that it would still diminish their precious and rare crit-crafted items; ask yourself this: What do you do with all those regular crafted items you made before you got lucky and crit-crafted one?
  • So instead of asking, say, 250k for a crit-crafted piece but seeing no sales at all for your (wasted) 50k regular versions that nobody cares about; with Augmentation Device consumables you could sell both the regular versions at 50k and the crit-crafted versions at 75k (imaginary values just for the sake of comparison); resulting into a better overall net yield by being able to sell both your regular items and the crit-crafted ones.


Danakar <Legacy name taken> - retired Jedi Knight
The Fifth Order (fell to pieces after the merge)
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Evixos's Avatar


Evixos
03.07.2012 , 02:58 PM | #70
Are there any plans to implement both a guild vault(s) for item storage / general guild population use, and a personal vault that's shared across all of you characters on the same server - perhaps something that lives on your home planet?