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You can have only one crafting skill.

STAR WARS: The Old Republic > English > Crew Skills
You can have only one crafting skill.

prei's Avatar


prei
10.31.2017 , 05:03 AM | #1
Hi.
I would like to know why it is so?

SteveTheCynic's Avatar


SteveTheCynic
10.31.2017 , 06:52 AM | #2
Quote: Originally Posted by prei View Post
Hi.
I would like to know why it is so?
To make it hard to fully equip yourself by crafting if you have only one character. The solution is to not have only one character. (Each character on your legacy may have a different crafting skill.)
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prei's Avatar


prei
10.31.2017 , 02:04 PM | #3
Quote: Originally Posted by SteveTheCynic View Post
To make it hard to fully equip yourself by crafting if you have only one character. The solution is to not have only one character. (Each character on your legacy may have a different crafting skill.)
Equiping yourself via crafting is only useful while leveling if you skip all the loot boxes from heroic quests.
After lvl 70 you get your gear from either command crates or from ops tokens. Occasionally you want to craft
246 implants, earpieces and relics for your alts.

I would very much like to have Biochem as a secondary crafting skill on my characters, who have at least
2 specialisations, like dps&tank or dps&heal.
I also don't want to drop my current proffesion to lose all the schematics.

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casirabit
10.31.2017 , 06:27 PM | #4
This is something they decided when the game launch so I seriously doubt they will change this now.
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psandak's Avatar


psandak
10.31.2017 , 07:33 PM | #5
Quote: Originally Posted by prei View Post
Equiping yourself via crafting is only useful while leveling if you skip all the loot boxes from heroic quests.
After lvl 70 you get your gear from either command crates or from ops tokens. Occasionally you want to craft
246 implants, earpieces and relics for your alts.

I would very much like to have Biochem as a secondary crafting skill on my characters, who have at least
2 specialisations, like dps&tank or dps&heal.
I also don't want to drop my current proffesion to lose all the schematics.
You have just answered your own question. If a second crafting skill were to be permitted the most likely choice would be biochem. And they spent a good chunk of resources "rebalancing"/"redistributing" what skill crafts what and removing consumables so that one crafting skill is NOT the default choice.
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prei's Avatar


prei
11.01.2017 , 01:21 AM | #6
Quote: Originally Posted by psandak View Post
You have just answered your own question. If a second crafting skill were to be permitted the most likely choice would be biochem. And they spent a good chunk of resources "rebalancing"/"redistributing" what skill crafts what and removing consumables so that one crafting skill is NOT the default choice.
Yeah, I get the general idea of having only one crafting proffesion.
Since they reintroduced the reusable biochem things, biochem was not that lucrative, if at all.

Synthweaving and armormech give you augment kits and augmets, armorings if needed.
Armstech gives acc augments and barrels if needed, cybertech mods and enhancements.
Artifice has mostly cosmetic stuff.

None of those bring any cool reusable gadgets like biochem does to the endgame though.
I would like to see those crew skill get some proffesion only gadgets aswell, to make
them appealing as biochem is now. Or the ability to have two crafting crew skills,
wich would work for me aswell.

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Vercundus
11.01.2017 , 08:20 AM | #7
Also, more crafting skills per toon means less credit or time is spent in leveling companions.
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Aeneas_Falco's Avatar


Aeneas_Falco
11.06.2017 , 04:52 PM | #8
A limit of one crafting skill per character is reasonable, but I do wish they allowed three crew skills per character in addition to a crafting skill so that crafters could take all three crew skills that are needed for their chosen crafting skill.

As an example, Synthweaving for instance makes use of archaeology and underworld trading mats (used in just about everything they craft) but also slicing. Slicing mats are needed to make augments and armorings. Unfortunately you can't take all three unless you spread the three crew skills across more than one character, which is what many people do.

The current system is a bit unfriendly to new crafters who may not necessarily have an alt yet to take and level up that third crew skill they need.

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Kazz_Devlin
11.06.2017 , 06:49 PM | #9
Because this isn't a sandbox crafting game like Stars Galaxies was. The crafting and space are just gimmicks to throw on the box to entice players away from other mmo's.

psandak's Avatar


psandak
11.06.2017 , 08:05 PM | #10
Quote: Originally Posted by Aeneas_Falco View Post
A limit of one crafting skill per character is reasonable, but I do wish they allowed three crew skills per character in addition to a crafting skill so that crafters could take all three crew skills that are needed for their chosen crafting skill.

As an example, Synthweaving for instance makes use of archaeology and underworld trading mats (used in just about everything they craft) but also slicing. Slicing mats are needed to make augments and armorings. Unfortunately you can't take all three unless you spread the three crew skills across more than one character, which is what many people do.

The current system is a bit unfriendly to new crafters who may not necessarily have an alt yet to take and level up that third crew skill they need.
While you are correct that in large part players create alts to fill in the gaps in crew skills, that is not the intent of the design. The intent is to promote crew skills interaction - AKA promote trade - between players. And in the beginning - six years ago - when alts were scarce and players wanted stuff crafted it worked. Six year later and all veteran players have corrals of characters and if they want to craft they are self-sufficient.

And I agree that for new players crafting is difficult to get into, but show me a game with a crafting system that is truly EASY to for new players to jump into; in other words show me a game where a new player is introduced to the crafting system and can immediately craft useful items for that character or those around them. In all the games I have played crafting ALWAYS takes a significant investment in time and game currency.
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Car'beerd (Guardian) Dalkery (Scoundrel) Blairnah (Sage) Daellia (Merc) and 11 other characters
Understanding Crew Skills / High End Schematics / Best Crew Skills / Crew Skill Money Making / Reverse Engineering Rules / SWTOR Story to date