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Augmentation Slots 1.2 ?


Darth_Rathus

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Does anyone know if we'll have the option to add augmentation slots to gear we're currently wearing, or will we need to rearn/rebuy the gear?

 

as it is right now the gear you can craft can already have augment slots. but most people want to wear teir gear cause its teh best. what 1.2 is allowing us to do is move the set bonus from teir gear to orange gear. so we can look anyway we want. THe nice this is they are adding augment slots to orange gear crafts. so any NEW items you craft will have a chance to have augment slots.

 

anyone right now wearing orange gear over raid gear/pvp is doing it wrong.

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Does anyone know if we'll have the option to add augmentation slots to gear we're currently wearing, or will we need to rearn/rebuy the gear?

AFAIK it is currently not known if they will make a mechanic to create augment slots on existing orange gear. But if they don't, most vendor/quest oranges will become useless....

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AFAIK it is currently not known if they will make a mechanic to create augment slots on existing orange gear. But if they don't, most vendor/quest oranges will become useless....

With Game Update 1.2, we will enable the creation of augment slotted items through various crafting professions.

 

You will not be able to retrofit existing items with augment slots, but this is something we're discussing internally as 'we probably want to add this', so any of your feedback is worthwhile to us. If/when we offer that option, it will be added in a way that does not devalue the crafter community.

 

Regarding augments in general, we are NOT increasing the power level of augments. The current top level augments in the game will, for 1.2. at least, remain the most powerful augments in the game. Reverse engineering for augments will be added as well (for the appropriate professions), so any augments already obtained before 1.2. should retain their value.

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With Game Update 1.2, we will enable the creation of augment slotted items through various crafting professions.

 

You will not be able to retrofit existing items with augment slots, but this is something we're discussing internally as 'we probably want to add this', so any of your feedback is worthwhile to us. If/when we offer that option, it will be added in a way that does not devalue the crafter community.

 

Regarding augments in general, we are NOT increasing the power level of augments. The current top level augments in the game will, for 1.2. at least, remain the most powerful augments in the game. Reverse engineering for augments will be added as well (for the appropriate professions), so any augments already obtained before 1.2. should retain their value.

 

First - thanks for the info Georg. Second, I do think that retrofitting existing OJ armor to have augment slots is a great idea, but to protect that crafting community (and I am not really a crafter myself but enjoy buying from them and gathering) may I suggest that crafters do the retro-fitting as an added part of the crafting crew skill for whoever crafts augments? I think that would keep it in the crafting community.

 

Lastly, my main toon is a slicer: am I losing the ability to gather pretty purple mods in slicing missions now that mods will be craftable? That would suck - a lot (imho).

 

Thanks!

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First - thanks for the info Georg. Second, I do think that retrofitting existing OJ armor to have augment slots is a great idea, but to protect that crafting community (and I am not really a crafter myself but enjoy buying from them and gathering) may I suggest that crafters do the retro-fitting as an added part of the crafting crew skill for whoever crafts augments? I think that would keep it in the crafting community.

 

Lastly, my main toon is a slicer: am I losing the ability to gather pretty purple mods in slicing missions now that mods will be craftable? That would suck - a lot (imho).

 

Thanks!

 

Last I've heard, Slicers will now produce ALL the mats for Augments. So you will probably get purple mats that EVERYONE will want.

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With Game Update 1.2, we will enable the creation of augment slotted items through various crafting professions.

 

You will not be able to retrofit existing items with augment slots, but this is something we're discussing internally as 'we probably want to add this', so any of your feedback is worthwhile to us. If/when we offer that option, it will be added in a way that does not devalue the crafter community.

 

Regarding augments in general, we are NOT increasing the power level of augments. The current top level augments in the game will, for 1.2. at least, remain the most powerful augments in the game. Reverse engineering for augments will be added as well (for the appropriate professions), so any augments already obtained before 1.2. should retain their value.

 

Many of us are "gear addicts" and like not only stats but also appearances. We want to have characters that look unique - which is not as easy in this game as in others, except through gear. Our characters matter to us, and unlike in many MMOs, in SWTOR we actually get to SEE them a lot (via conversations cinematics).

 

Players, like myself, have been acquiring matching sets of gear since early access, and to suddenly make that gear sub-par will make a lot of very angry gamers - and you should know that we gamers love our rage fests!

 

Conversely, I can see the reasoning behind this, to a point. The problem that is glaring (the gorilla in the room) is that many of the amour sets are not complete at this time, at least not in orange. Parts of a set are obtained through flashpoints, heroics, and crafted items, with the end result being a mish mash of running all over the game. That is entertaining for some the first time, but few of us are just dieing to do it again.

 

Yes, I admit, I am a gear addict. I currently have 12 sets of matching armour, with 5 more sets that I can not find all the pieces for, or the same name pieces do not truly match (green and white head, chest, legs, with a yellow and purple set of boots, as an example).

 

If the change allows crafters to gain access to all schematics for the matching set, then I see no reason not to retro fit old gear, BUT, if that is not the case then older gear will need to be retro fitted.

 

See, I really have no interest in running a level 21 heroic to get a "bind on pickup" helmet that is the only one that matches the set I love, just so I can have an augment slot. Instead, I won't buy that 13th set of armour from the crafters (or in my case the set of schematics from the GTN, since I took armour crafting). Diatium Onslaught greaves are a good example; I've NEVER seen a chest that matches. If someone had looted a matching chest, to have a unique set of armour, and thus a unique appearance for their character, only to find that the morning of 1.2, their entire gear and effort is basically worthless, I would understand them being upset about it.

 

TL' DR - either make a way for augments to be retro fitted, or make sure crafters can have access to schematics for all parts of a set of armour if any piece is crafted.

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You will not be able to retrofit existing items with augment slots, but this is something we're discussing internally as 'we probably want to add this', so any of your feedback is worthwhile to us. If/when we offer that option, it will be added in a way that does not devalue the crafter community.

 

What about artifact/purple crafted items currently in game? Will we be able to move armor/mod/enhancement items between them and other crafted custom, artifact, and Flashpoint/Operations dropped gear?

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Last I've heard, Slicers will now produce ALL the mats for Augments. So you will probably get purple mats that EVERYONE will want.

 

 

If that is true, then my fears are completely allayed. I am more of a gatherer than a crafter anyway, so this suits my playstyle jsut fine. Thanks for the tip.

 

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I agree with Salryc. I have an entire cargo bay filled with just orange armor pieces for 'future' use. I would love to be able to put augment slots on them. I fear, though, that by making something to add augment slots after the fact will negate the incentive to craft items to obtain the augment slot naturally. Perhaps adding a smallstat boost or 'base' stat to 'naturally crit' items along with the augment slot could offset the potential ease of obtaining the augment by itself. This grants relative equal access to augment use, while maintaining the incentive to create and use [Exceptional] gear.
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You will not be able to retrofit existing items with augment slots, but this is something we're discussing internally as 'we probably want to add this', so any of your feedback is worthwhile to us. If/when we offer that option, it will be added in a way that does not devalue the crafter community.

 

Glad to hear you're considering this! I'd really like to see this option eventually as a way of retaining a particular look for my characters despite the need to upgrade gear.

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I agree with Salryc. I have an entire cargo bay filled with just orange armor pieces for 'future' use. I would love to be able to put augment slots on them. I fear, though, that by making something to add augment slots after the fact will negate the incentive to craft items to obtain the augment slot naturally. Perhaps adding a smallstat boost or 'base' stat to 'naturally crit' items along with the augment slot could offset the potential ease of obtaining the augment by itself. This grants relative equal access to augment use, while maintaining the incentive to create and use [Exceptional] gear.

 

Seconded.

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Hey guys, as a thought - what if there was a hard limit for the amount of "custom" augment slots you can have? So yes, you can augment existing gear, but only wear 2 pieces. That way, everyone wins!

 

But then what if you want to wear a combination of pieces of which all/most have augment slots? Just more hassle, I think.

 

I think a crafter should just be able to make a device which he then sells on the GTN and the consumer can then use it on a piece of gear to open up an augment slot.

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But then what if you want to wear a combination of pieces of which all/most have augment slots? Just more hassle, I think.

 

I think a crafter should just be able to make a device which he then sells on the GTN and the consumer can then use it on a piece of gear to open up an augment slot.

 

There would be no limited on naturally augmented items, such as Mastercraft or Exceptional. But there would be a limit on retrofitted gear. That way, you can keep your favorite items that you simply CAN'T find anywhere else.

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There would be no limited on naturally augmented items, such as Mastercraft or Exceptional. But there would be a limit on retrofitted gear. That way, you can keep your favorite items that you simply CAN'T find anywhere else.

 

And if I have a very unique set, consisting of very hard-to-get pieces? I have to pick a few of them and throw away the rest? Nah, I'll stick to my idea on this one.

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all this idea about augment slot on orange crafted is terrible and the worst thing that they can do.

 

if they implent it like it is rigth now, i will unsub and stop play.

 

the idea is that crfated oranged gear will have 1 augment slot, so it will be better than EVERY other piece of gear, even the last boss nightmare raid. yes, u can remove the mods and put them on the orange armor but then u will have the same armor since lvl1 to lvl 5000000. it is ABSURD.

 

there are too litle diferents armor on this game allready, but with this changed we will have fewer, since every pvp gear,raid gear etc wont be crafteable so we will have 3-4 diferents look, and i wont pay for that

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IF you want orange customizeable gear to be useful at end game then allowing augment slots to be added to pre-existing gear is a must do....

 

I think a mechanism that allows crafters to create an Augment Socket Kit specific to thier profession that they could then sell to other players to retrofit thier orange gear would make a lot of sense.

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Thanks for the update. I'm glad that it is being discussed, and dev info is always appreciated.

 

The inability to add augment slots to existing items or non-crafted gear seems to go against the goal of letting players choose what cosmetic gear they want without losing stats. Your starting light saber can no longer be used at endgame without sacrificing stats. Social gear, non-crit oranges, and all non-crafting gear is affected.

 

An "add augment" consumable would fix that problem and open up a bigger market for crafters. The only issue is that the value of a crit-crafted item would be capped at the cost to produce such a consumable. One idea would be to only allow purple augments to be added in crit-crafted "add augment" item, if we did not want to de-value the critical success system.

 

More selfishly, I was excited to use my banked Hydra set. ;)

Edited by DarthBuckets
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I think a mechanism that allows crafters to create an Augment Socket Kit specific to thier profession that they could then sell to other players to retrofit thier orange gear would make a lot of sense.

 

los YES i thought like that, and did a post about it 1 minute ago, they should make a buckle like on WOW, but they dont want to copy( more) of others games or i dont undernstand it, is a easy way to let crafter be usefull and would let us to have diferent armors, because i can be wrong, but there are only 1 or 2 crafted orange armors now

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With Game Update 1.2, we will enable the creation of augment slotted items through various crafting professions.

 

You will not be able to retrofit existing items with augment slots, but this is something we're discussing internally as 'we probably want to add this', so any of your feedback is worthwhile to us. If/when we offer that option, it will be added in a way that does not devalue the crafter community.

 

[...]

 

Don't know if this is the right place to suggest, but my feedback is:

 

Being able to add an Augment slot to an existing item is a good idea. Do it. Please.

 

Ideas please.

 

You can do it as either a consumable that crafters can sell, or through some interaction with the crafting stations. Also as a "service" crafters can provide, but I guess that would probably require the tech to do it via trade window or something.

 

You may not have to keep augmentation linked fully to crafting.

 

 

But we don't want to punish the crafting community.

 

 

With due respect, I think that the whole problem is the augment slot being linked to crit-crafting. It is a poor mechanic, because it is extremely constraining:

 

A) makes any non-crit crafts useless. Pointless if you may.

2) makes drops without augment slots equally whateverless as long as you can keep removing all modifications. NPCs may as well just drop assorted mods and the odd piece with augment slot by default.

Third) Slot/type restrictions to fix 2 won't really work I think. Can slow us down, but never stop us really, all you can do is make it more and more tedious.

 

A+2+Third = I'd guess are bad for loot design maneuver room.

 

I would suggest:

 

Unlink augments from crafting criticals and make them over so that instead criticals mean that our companion was so focused/willing to please/scared of retribution that he/she/it performed the crafting process efficiently enough not to need to use all the materials it normally requires. (Crit craft! 1-2 Radioactive Paste back. WOOT!)

 

Then implement augment slots addition to items in any way you see fit.

 

My humble $0.02

Edited by Urkanan
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Just asking for a bit of clarification.. Will the gear that drops from Raids in 1.2 also have augment slots? Because if it does not, it means that Orange gear with augment slot will be best in slot for PVE.

 

Now i personally dont have a problem with this, but i can see people complain that the raid gear is only for the mods and is not PVE best in slot.

 

If both orange gear and raid gear have augment slot, then it becomes a simple cosmetic difference and both options are of equal usefulness.

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The issue being created is that orange gear that isn't craftable won't be as good as mastercraft gear.... and mastercraft orange lowbie gear will become the new endgame gear.

 

Why not just create an "add augment slot item' as a money sink? 125k -250k buys you an aug slot? I don't feel that this item should be craftable- because it will be in too high a demand for the market to be fair.

 

Mechanically- it could be added to the game by making a new item that you "add" your armor item to - as though the armor item itself were the mod. When you confirm your decision, the original item is replaced by a new item with the same appearance/mods but also has an augment slot. The "add augment item" is consumed by the process. This gets around the problem that the current mod schematic for orange gear doesn't have a place to put the "add augment" item. All that is really needed is a single piece of window art be created, and some programming code be done.

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I would rather see (and am hoping) for some way to learn schematics for the current orange armor sets, so they could be crafted (and then crit crafted). Either as a purchasable item (from a vendor) or RE'ing the existing piece or armor to learn the schematic. (if they want a credit sink, buying schematics for orange armor would be a good one)

 

Because some armor pieces require allot of farming for a complete set, or there are pieces that are missing in the game. Schematics would allow people to finally put together full sets.

 

The armor sets I like the most and want to be able to use on my trooper for PVE and PVP are incomplete (Red Reaper Specialist armor, I have never seen the boots and gloves drop, even after 50+ runs of red reaper. Quadranium Onslaught set, helmet and legs are not in the game).

 

If the schematics had the requirement having 400 in the crafting skill level (to craft it) and be level 50 to equip, it would allow the use of any armor for endgame use (since it could crit). But the original (lower level) piece would still have use while you were leveling, and getting the item from drops, quests or flashpoints.

 

Otherwise I'm all for being able to add an augment slot to existing armor. Then I could at least color match the missing armor pieces and still have the augment slots.

Edited by Flying-Brian
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