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Inherent traits on oranges... more please?

STAR WARS: The Old Republic > English > Crew Skills
Inherent traits on oranges... more please?

DemiSeraph's Avatar


DemiSeraph
03.12.2012 , 01:17 PM | #1
So I have 2 items in my bank that both have (very rare it seems) an actual trait on them. It has the usual 3 mod slots, but also has +50 tech or something like that.

So it looks as though orange items can have inherent bonuses on them. It's extremely uncommon. However this would be very very interested to have generated when crit crafting. Along with certain drops, or schematics.

Not sure how many people have noticed this aside from me but hoping the developers expand upon this system and make orange items have just a bit more appeal outside of just looks.

downface's Avatar


downface
03.12.2012 , 02:01 PM | #2
I don't see how the designers can miss something like this. If they do not make the higher level orange schematics better in some way other than just looks, then many people will simply not use them, ever. Currently, a level 11 orange vest is functionally identical to a level 50 orange vest. That is wrong. The level 50 vest should have a bit more armor inherent at the very least. I would like to see an array of relevant stats applied to higher level orange schematics to make them more desirable to players. Otherwise the market will be flooded with teens-level orange items with augment slots and everyone will look exactly alike.

Natarii's Avatar


Natarii
03.12.2012 , 02:04 PM | #3
Just No.

Orange armor is COSMETIC ONLY. The reason to make these schematics is to get a specific LOOK. There should never be any mechanical advantage to taking 1 orange over another. I'm fairly certain all orange weapons start with the same +50 tech or +50 force power. the deep purple item that BH's get as a class reward may have slightly higher 'base' stat, but it is a Legendary item.
Dark Lord of Altaholics Anonymous
Sword of Ajunta Pall - Sith Empire

Drewhat's Avatar


Drewhat
03.12.2012 , 02:09 PM | #4
I don't think I see the problem. You are saying the ability to easily make a variety of different kinds of orange gear that is nearly infinitely customizable will mean everyone will look the same?

I would think that the majority will go for about 75% BiS and then 25% aesthetic when it comes to their 'fashion sense'.

I'm more interested in knowing how exactly and what armormech augment crafting is going to be like. Something that increases increases 'durability' or was some sort of auto-buff like -10% threat or something.

downface's Avatar


downface
03.12.2012 , 02:09 PM | #5
Quote: Originally Posted by Natarii View Post
Just No.

Orange armor is COSMETIC ONLY. The reason to make these schematics is to get a specific LOOK. There should never be any mechanical advantage to taking 1 orange over another. I'm fairly certain all orange weapons start with the same +50 tech or +50 force power. the deep purple item that BH's get as a class reward may have slightly higher 'base' stat, but it is a Legendary item.
Sorry, but you are wrong, friend. It is not JUST cosmetic. It has a cosmetic aspect, surely. But after 1.2 when you are faced with choosing to keep your "Look" or buy a set of teen's orange gear with augment slots which will you choose? No brainer, and everyone who cares will make the same choice.

downface's Avatar


downface
03.12.2012 , 02:12 PM | #6
Quote: Originally Posted by Drewhat View Post
I don't think I see the problem. You are saying the ability to easily make a variety of different kinds of orange gear that is nearly infinitely customizable will mean everyone will look the same?
No, You misunderstand. My point is that the teen levels gear uses mats that are virtually without cost. The higher level items use very expensive mats. The items created at any level with the current system are functionally identical. If you are a crafter, which items are you going to try to bring to market? If you say the more expensive ones, then you are not exactly a business guru.

Darzil's Avatar


Darzil
03.12.2012 , 02:15 PM | #7
Quote: Originally Posted by downface View Post
No, You misunderstand. My point is that the teen levels gear uses mats that are virtually without cost. The higher level items use very expensive mats. The items created at any level with the current system are functionally identical. If you are a crafter, which items are you going to try to bring to market? If you say the more expensive ones, then you are not exactly a business guru.
The ones the customer wants, which as many customers will want particular appearances, may not be the cheapest ones.

Emencie's Avatar


Emencie
03.12.2012 , 02:17 PM | #8
Quote: Originally Posted by downface View Post
Sorry, but you are wrong, friend. It is not JUST cosmetic. It has a cosmetic aspect, surely. But after 1.2 when you are faced with choosing to keep your "Look" or buy a set of teen's orange gear with augment slots which will you choose? No brainer, and everyone who cares will make the same choice.
And this is the problem with the Orange gear being critable.

I don't understand how BW could be so shortsighted. Its so simple I remember saying this in beta!

For the custom gear to work no piece can have ANY advantage over any other piece. And all stats have to come from the mods that go in the gear.

But for some reason they want to make it so that some gear has advantage which leads to everyone looking the same to get BIS gear!

the only differences in to top tier (50) Rare gear should be special models, colors, decals and other cosmetics.

downface's Avatar


downface
03.12.2012 , 02:25 PM | #9
Quote: Originally Posted by Darzil View Post
The ones the customer wants, which as many customers will want particular appearances, may not be the cheapest ones.
Well it seems that either way a lot of folks are going to be unhappy with this change.

Rhaphael's Avatar


Rhaphael
03.12.2012 , 02:27 PM | #10
Quote: Originally Posted by DemiSeraph View Post
So I have 2 items in my bank that both have (very rare it seems) an actual trait on them. It has the usual 3 mod slots, but also has +50 tech or something like that.
That is actually a tooltip "bug". It shows weapons/armor as having a (low) rating when it doesn't have any mods in it. The +Tech is part of a weapon's rating.

Put an armoring/barrel/hilt in those oranges and the rating becomes equal to the mod's rating, i.e. the +Tech will be replaced by whatever +Tech corresponds to the new rating (not added to it as you probably hope).

In other words, what you see is not real. Oranges do not have an inherent trait, not even rarely.