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The problem with the new moddable patterns

STAR WARS: The Old Republic > English > Crew Skills
The problem with the new moddable patterns

Tragamite's Avatar


Tragamite
05.03.2013 , 11:32 AM | #1
There is an issue with the new patterns that crafters have been given, no one needs them!

By level 52-55 the player base has found the look they want for themselves and the new gear especially with no prelaid mods are an inconvenience at best for someone to consider switching to them.

The cartel market gives players all kinds of adaptive gear that can be worn at level 10 thus setting up a crafting market crash!

Crafted gear needs to stay competitive with the market qs far as looks and effects and with endgame stats to make people choose to buy them.
Whocsllessur Jugg Tank 55, Etim'a'grt Sorc DPS 55, Ruspe-Rurob PT Tank 55, Tolan'dass Snipe DPS 55, Skltor Sin Tank 55 Pesch-rushi Guard Tank 55, Tragamite Scoundrel Heals 55, Slughter Van DPS 55, Sh-R Sage DPS 55

psandak's Avatar


psandak
05.03.2013 , 02:05 PM | #2
I could not agree more. As soon as I saw the patterns available I said to myself, "OK focus on augments again."; that's all I did prior to 2.0 too. The only thing I used those custom patterns for was to get to 450.

Sobur's Avatar


Sobur
05.03.2013 , 02:08 PM | #3
Quote: Originally Posted by Tragamite View Post
There is an issue with the new patterns that crafters have been given, no one needs them!

By level 52-55 the player base has found the look they want for themselves and the new gear especially with no prelaid mods are an inconvenience at best for someone to consider switching to them.

The cartel market gives players all kinds of adaptive gear that can be worn at level 10 thus setting up a crafting market crash!

Crafted gear needs to stay competitive with the market qs far as looks and effects and with endgame stats to make people choose to buy them.
Crafted gear doesn't make them money . Crafted gear to bioware is just something people do to gear companions or alts not to earn credits with.

VigDiath's Avatar


VigDiath
05.03.2013 , 02:39 PM | #4
I've sold quite a few of the new orange pieces, especially the new Knight chest piece. They sell well but I don't make them enough to list them on a regular basis when the MK-9's and augments sell for over 100k credits a piece whereas my orange pieces sell for 25k credits or more.
Jedi Covenant (The Baltimore Legacy)
Laaron - 55 (Shadow Tank) Eulora - 55 (Sage Healer)
Madmartygan - 55 (Guardian DPS) Skylaadawn - 55 (Sab Smug)
Akon - 55 (Carnage Marauder) L'aron - 53 (Sorc Healer)

wainot-keel's Avatar


wainot-keel
05.03.2013 , 03:52 PM | #5
Orange crafted gear will never be able to "compite" with the adaptive armor. Like ever.
Crafted stuff has too many disadvanteges. It has requirement level, "weight", sometimes is class restricted, different looks depending on faction. Cartel market gear has none of that

DarthBama's Avatar


DarthBama
05.03.2013 , 04:01 PM | #6
Once they fix the crit craft appropriate augment slot problem, I'll be cranking away at top level oranges on my Synthweaver. I'm tired of spending time and money crafting augment kits and paying to put them on.

Tragamite's Avatar


Tragamite
05.07.2013 , 12:14 AM | #7
Quote: Originally Posted by VigDiath View Post
I've sold quite a few of the new orange pieces, especially the new Knight chest piece. They sell well but I don't make them enough to list them on a regular basis when the MK-9's and augments sell for over 100k credits a piece whereas my orange pieces sell for 25k credits or more.
Between 2 Synth, 2 Armor and an Arms I've sold exactly 3 pieces of orange gear. Another problem is you cannot RE them when they don't sell for the tenth try even at lowest of all prices on GTN.

There is a couple of ways that crafted gear can compete with Cartel Market

1- give crafted oranges a bonus stat or set bonus on top of armorings sets.
2- give crafted gear effects similar to items from market. This should effect armor as well as weapons.
3- give crafted gear that augments max augment kit rating regardless of item level crafted. Level 11 item mk-9 aug slot.

Just a few ideas but this game has become such a buyers market a crafter can't make a decent living. There needs to be some demand on items not obtained through the CM.
Whocsllessur Jugg Tank 55, Etim'a'grt Sorc DPS 55, Ruspe-Rurob PT Tank 55, Tolan'dass Snipe DPS 55, Skltor Sin Tank 55 Pesch-rushi Guard Tank 55, Tragamite Scoundrel Heals 55, Slughter Van DPS 55, Sh-R Sage DPS 55

Pietrastor's Avatar


Pietrastor
05.07.2013 , 07:00 AM | #8
Quote: Originally Posted by Tragamite View Post
Between 2 Synth, 2 Armor and an Arms I've sold exactly 3 pieces of orange gear. Another problem is you cannot RE them when they don't sell for the tenth try even at lowest of all prices on GTN.

There is a couple of ways that crafted gear can compete with Cartel Market

1- give crafted oranges a bonus stat or set bonus on top of armorings sets.
2- give crafted gear effects similar to items from market. This should effect armor as well as weapons.
3- give crafted gear that augments max augment kit rating regardless of item level crafted. Level 11 item mk-9 aug slot.

Just a few ideas but this game has become such a buyers market a crafter can't make a decent living. There needs to be some demand on items not obtained through the CM.
I sold MUCH more crafted orange stuff
on Armomech and Armstech then you and keep selling, but I focus on very few items that look the best and I know people like and want (I use/want them myself). But of course the credits earned from that is NOTHING compared to what Biochem, Cybertech and/or Artifice can make on their 'main' stuff. Yes, there are Augments, but their prices will keep going down as always and they're NOT the main part of Armomech/Synth/Arms professions, like armorings/mods are for Cyber and enhancements/hilts/crystals for Artifice.

While Cybertechs and Artificers complain that Cartel Market destroyed their speeder/space-ship/crystal markets, they forget that it's a small part of their crafting professions while armors, clothes and guns are the main parts of Armormech, Synth & Armstech professions.

Covaltage's Avatar


Covaltage
05.07.2013 , 01:55 PM | #9
I love (a few of) the new custom armor patterns! My only issue with it is when I get a crit on a level 54 item (the same level as the items I RE for Grade 9 Aug kit parts), it has a grade 7 augment slot in it. *** Bioware.

Tragamite's Avatar


Tragamite
05.07.2013 , 09:06 PM | #10
Quote: Originally Posted by Pietrastor View Post
I sold MUCH more crafted orange stuff
on Armomech and Armstech then you and keep selling, but I focus on very few items that look the best and I know people like and want (I use/want them myself). But of course the credits earned from that is NOTHING compared to what Biochem, Cybertech and/or Artifice can make on their 'main' stuff. Yes, there are Augments, but their prices will keep going down as always and they're NOT the main part of Armomech/Synth/Arms professions, like armorings/mods are for Cyber and enhancements/hilts/crystals for Artifice.

While Cybertechs and Artificers complain that Cartel Market destroyed their speeder/space-ship/crystal markets, they forget that it's a small part of their crafting professions while armors, clothes and guns are the main parts of Armormech, Synth & Armstech professions.
So is that my problem, I don't really think any of the new patterns look that good so I can't figure what people would like?

Crystals are a BIG part of Artifice and the CM did destroy that part of the profession, why buy a crystal with 13 whatever at level 22 when you can get a 41 at 10?
Whocsllessur Jugg Tank 55, Etim'a'grt Sorc DPS 55, Ruspe-Rurob PT Tank 55, Tolan'dass Snipe DPS 55, Skltor Sin Tank 55 Pesch-rushi Guard Tank 55, Tragamite Scoundrel Heals 55, Slughter Van DPS 55, Sh-R Sage DPS 55