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Just Canceled my Sub, thanks everyone

STAR WARS: The Old Republic > English > General Discussion > Off-Topic
Just Canceled my Sub, thanks everyone

eartharioch's Avatar


eartharioch
01.28.2015 , 07:27 PM | #31
Quote: Originally Posted by Bethmora View Post
They took away a big part of crafting with the CM. The CM gets all the cool stuff that would be nice to craft. Speeders, mounts, armors, crystals, dyes and so on. Yes, we got a few speeders that no one seems to want. No need to talk about it, its been talked about to death. I like crafting and BW does not, so I will wait for another game that has a better crafting system. There are so many things crafters could be making in this game but BW needs their money.
I'm going to have to disagree with you, the CM didn't take much of anything away from crafting. Crafting is largely the same as it was at launch -- and I'm not saying that is a good thing.

Armormech, Armstech, Artfiice, and Synthweaving gear was largely static statted, and many/most of the moddable gear was faction/class specific AND level bound. People only used it because it was harder to get orange gear.

Color crystals originally had to be upgraded every few levels, like static statted gear, and many colors were restricted by alignment. After introducing CM crystals, the devs stopped raising stats on crystals. Many people use the CM crystals to boost stats during leveling, but once a character hits level 50, the CM gear confers no advantages.

And whatever artifice may have lost in crystals, it more than made up for in dyes. SoR over doubled the number of trainer schematics I could learn, and many dyes (old and new) are among the most popular.

As for speeders, few people used the CT speeders before the CM. Most [highly desired] speeders were either ultra expensive or required completing certain content. That's largely still true. Also, you can only use one at a time, and there is little functional differentiation between speeders. With other gear, it makes sense to keep several sets (PVE, PVP, different specs), and you can also put other sets on companions. In order to make speeder crafting "interesting", the devs need to make more schematics, and make them rarer -- right now (and at launch) every CT can easily get every schematic. Other than seeing whose schematic list loads the slowest, there's no need to have a large list of things that would hardly ever be crafted.

Again, I'm not saying that swtor's crafting system is great, just that the CM had nothing to do with it.
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Bethmora's Avatar


Bethmora
01.28.2015 , 09:17 PM | #32
Quote: Originally Posted by eartharioch View Post
I'm going to have to disagree with you, the CM didn't take much of anything away from crafting. Crafting is largely the same as it was at launch -- and I'm not saying that is a good thing.

Armormech, Armstech, Artfiice, and Synthweaving gear was largely static statted, and many/most of the moddable gear was faction/class specific AND level bound. People only used it because it was harder to get orange gear.

Color crystals originally had to be upgraded every few levels, like static statted gear, and many colors were restricted by alignment. After introducing CM crystals, the devs stopped raising stats on crystals. Many people use the CM crystals to boost stats during leveling, but once a character hits level 50, the CM gear confers no advantages.

And whatever artifice may have lost in crystals, it more than made up for in dyes. SoR over doubled the number of trainer schematics I could learn, and many dyes (old and new) are among the most popular.

As for speeders, few people used the CT speeders before the CM. Most [highly desired] speeders were either ultra expensive or required completing certain content. That's largely still true. Also, you can only use one at a time, and there is little functional differentiation between speeders. With other gear, it makes sense to keep several sets (PVE, PVP, different specs), and you can also put other sets on companions. In order to make speeder crafting "interesting", the devs need to make more schematics, and make them rarer -- right now (and at launch) every CT can easily get every schematic. Other than seeing whose schematic list loads the slowest, there's no need to have a large list of things that would hardly ever be crafted.

Again, I'm not saying that swtor's crafting system is great, just that the CM had nothing to do with it.
No need to argue apples and oranges, look at what the CM has and look what the crafters have. Im not saying you cant make money crafting, I have made a lot. But there are only a few things from each one you can make money on the rest is a waste of time. We are limited in what we can do where the CM can make and re-color whatever they want. Dye's would be better if we could dye more then just armor. but, I and many others see BW keeping options away from us so that they can keep making real money from the CM. Im not against the CM but when you put more time on it then you do for those that pay to play this game, thats not right.

Warrgames's Avatar


Warrgames
01.28.2015 , 10:34 PM | #33
Quote: Originally Posted by Bethmora View Post
No need to argue apples and oranges, look at what the CM has and look what the crafters have. Im not saying you cant make money crafting, I have made a lot. But there are only a few things from each one you can make money on the rest is a waste of time. We are limited in what we can do where the CM can make and re-color whatever they want. Dye's would be better if we could dye more then just armor. but, I and many others see BW keeping options away from us so that they can keep making real money from the CM. Im not against the CM but when you put more time on it then you do for those that pay to play this game, thats not right.
So your mad and leaving the game because the CM (the thing that saved the game) is making real money so you can't make fake money? Why wouldn't the put more time and money into the CM? The game was sub based only at launch and it was sinking faster than the Titanic. The bring in the fluff shop and the game turned around, they are making money. Losing your sub means nothing to the money they are making off CM. There isn't a company out there that going to dump the money you think they should into crafting so you can make fake money, when they can invest the same amount and make real money.
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eartharioch's Avatar


eartharioch
01.28.2015 , 10:34 PM | #34
Quote: Originally Posted by Bethmora View Post
No need to argue apples and oranges, look at what the CM has and look what the crafters have. Im not saying you cant make money crafting, I have made a lot. But there are only a few things from each one you can make money on the rest is a waste of time. We are limited in what we can do where the CM can make and re-color whatever they want. Dye's would be better if we could dye more then just armor. but, I and many others see BW keeping options away from us so that they can keep making real money from the CM. Im not against the CM but when you put more time on it then you do for those that pay to play this game, thats not right.
I'm not arguing apples and oranges -- you said that the CM *took away* from crafting, I'm saying it couldn't have because crafting never had what the CM offers. The CM gave people opportunities to get things they couldn't get from crafters before. Nothing I've ever seen shows that all (most, or almost any) of the stuff added to the CM market would have been created and added as crafting schematics but for the CM.

And, despite bugs and sloppy implementation, SoR at least tried to offer crafters some benefits of CM stuff (lvl 10 +41 crystals, adaptive speeders, adaptive armor/weapons, more dyes).

I'm not saying that the crafting system is great, but it does its job, and the CM hasn't substantially interfered with it. If the devs had just added all the CM stuff as crafting schematics, most would have been available at the fleet trainer and easily and cheaply learned. Crafters would still be virtually indistinguishable from each other. Other than a very few special drops, the only differentiation between most crafters is which Rep-specific schematics they buy. The CM isn't why crafting is boring.
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A: It's a SLAP!
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Mowermanx's Avatar


Mowermanx
01.28.2015 , 11:35 PM | #35
Quote: Originally Posted by eartharioch View Post
I'm not arguing apples and oranges -- you said that the CM *took away* from crafting, I'm saying it couldn't have because crafting never had what the CM offers. The CM gave people opportunities to get things they couldn't get from crafters before. Nothing I've ever seen shows that all (most, or almost any) of the stuff added to the CM market would have been created and added as crafting schematics but for the CM.

And, despite bugs and sloppy implementation, SoR at least tried to offer crafters some benefits of CM stuff (lvl 10 +41 crystals, adaptive speeders, adaptive armor/weapons, more dyes).

I'm not saying that the crafting system is great, but it does its job, and the CM hasn't substantially interfered with it. If the devs had just added all the CM stuff as crafting schematics, most would have been available at the fleet trainer and easily and cheaply learned. Crafters would still be virtually indistinguishable from each other. Other than a very few special drops, the only differentiation between most crafters is which Rep-specific schematics they buy. The CM isn't why crafting is boring.
I understand what you're saying, but It doesn't have to be one or the other, both can coexist fine. you must realise that some only play for that aspect, and in every game Ive played, this has been the case.
It really wouldn't of hurt to update the crafting a little more as the game matured. Making every existing armour schem adaptable along with removing the level and class requirements, making the 4 base crystal colours yellow, blue, red, green 10/41, giving those 192 companion sets to crafters instead of rewards for a 30min weekly mission just to name a few.

Jeweledleah's Avatar


Jeweledleah
01.28.2015 , 11:37 PM | #36
Quote: Originally Posted by Vhaegrant View Post
Um, this happened two years ago!

Of course the CM gets all the cool vanity items, the transition to the hybrid model and allowing free access means you have to add in micro-transactions somewhere. For the CM to function on vanity items alone it needs to have the cool stuff.

With the release of 3.0 crafters saw:
the removal of reusable stims/ adrenals and medpacks.
a new level of augments and associated mods.
easier to access top tier of craftable mods, earpieces, implants and relics.

If anything crafting has never had more potential.

The only downside is that casual content (dailies) is so easy you don't need to upgrade gear beyond the Rishi (blue 172) mods.

Or do you mean that crafters should hold a monopoly on the 'cool' looking armours so they can gouge the market? Honestly everyone that calls EA greedy and unprincipled has obviously never looked at the prices some crafters charge
removal or reusables is NOT a positive change IMO. positive change was when they made blue consumables offer better stats, so that crafters still had a small perk to having that particular crewskill, but at the same time players weren't all obligated to have biochem, since the best stated stims and medpacks could be used without biochem

craftable mods,earpieces and implants are not top tier. they are starter tier... just like with ever level increase. this is nothing new. same goes for augments and augment slots.

trainer recipes for BoE relics are new and that's the only actual positive change.

as for gear? I don't mind that a lot of pretty gear comes from CM. I DO mind it that all the new craftable schematics look identical. like.. literally identical. this is also new (before different crew skills crafted different looking armor, sure it was armor type specific but at least it wasn't a complete copypaste) good news is - its adoptive. bad news, it doesn't matter, because it all looks the same anyways, so even if it was armor specific.. it all looks the same.

its like... they take one step forward, two steps back with every change :/

Jrr_hypernova's Avatar


Jrr_hypernova
01.28.2015 , 11:49 PM | #37
You crafters do know this isn't eve right? If you want a intercity game driven by a player economy tor was never your best bet at any point whatsoever at all even slightly. The crafting system and economy are simple and side element to the main game not the focus and they never were or will be the market didn't change that and removing it would change that.

MaximusRex's Avatar


MaximusRex
01.29.2015 , 12:37 AM | #38
Crafting was never really very viable in this game, to be honest, and the few interesting things require so many of the purple quality mats it makes it kind of silly.

A better ratios of Green to Blue to Purple in the harvesting/crewskill process would be a great first start. I think that is part of why the Slot Machine has become such a hot button issue, it gave people some hope of being able to obtain so many of the crafted items, including decorations, that are locked behind terrible purple mat drop rates.

calypsissmexy's Avatar


calypsissmexy
01.29.2015 , 01:16 AM | #39
Quote: Originally Posted by Jandi View Post
Yup, having **** ont he internet is like having... well, ****. That's why girls never learn to formulate a coherent argument, they don't have to because there will always be 50 dummies ready to fall on their swords for them.
I see you got a load of garbage there. Maybe you should take it the dump instead of showing it to people like you're proud of it.

AshenK's Avatar


AshenK
01.29.2015 , 01:31 AM | #40
i'm seeing a lot of this in game right now. the slot machine never should have been put in.