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swliner

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Posts posted by swliner

  1. That doesn't seem right, because not everyone is going to be at the same point in their story at the same level. And heck, they might even go through multiple parts of the story at without changing level. Most likely this is just a bug. I definitely noticed this on my JK: I did a few missions on Taris, but then my loading screen story put me on Nar Shadaa.
  2. Hmm, thinking about it I guess I can see the reasoning. Specifically how to deal with the required social level on the remade item (strip it, and why would anyone buy it from the vendor then? Keep it and it'll be the first craftable that has a social requirement). Also possible they don't want it to be available off the planet of origin. Still makes me sad, though.
  3. The continued viability of Cybertech comes from this sentence in the blog post:

     

    Mods from tier 2 end game items may now be extracted and researched.

     

    This means that a raiding cybertech can now make and (I assume) sell t2 Mods. Slightly better than vendor, eh? :D

  4. Ah, fair enough, but even there it's not quite as bad as all that, since you'll only be able to get the mods and enhancements. The armoring (which is what gives the set bonuses) will not be schematicable.
  5. It just seems odd to me that the best gear in the game can be achieved (if this is how it is) through simply grinding credits and not even setting foot in a raid... I dunno... seems wrong to me.

     

    It seems wrong because it is wrong. The orange version of the T2 armor will (like all other crafted oranges) be an empty shell. You can get the LOOK of the best gear in the game, true, but in order to get the actual stats you need to actually do the raid.

  6. Even if you can reverse engineer end game drops it still makes the models useless for non armorcrafters.

     

    Lets say you are a biochem. You get super awesome tier 2 armor drop from an operation. What happens next? You strip the super awesome tier 2 armor of its armoring, mod and enhancement. Then, you find a vendor and SELL that super awesome tier 2 armor you just got because it does not have augment slot and you cannot reverse engineer it. Finally, you go to GTN and buy a low level orange armor piece with an augment slot and put the armoring, mod and enhancement on it along with an augment because its superior to that super awesome tier 2 armor you just got rid off. That just seems silly to me.

     

    Or, you could get the crit-orange version of the tier 2 armor, since mechs can make those now as well. You are then exactly where you were before except with an extra augment slot. How much is ekeing out every bit of performance via that extra slot worth to you?

  7. Speaking solely for myself (and really, who else could I speak for?) I'm fine with any given piece of orange armor being rarely seen, as long as there exists the POSSIBILITY for it. It costs millions of credits to look the way you want? That's still better than not being available at any price. It then just becomes a matter of exactly what value you put on your look.
  8. Based on the latest Blog Post, I hereby withdraw my objection to the lack of an Augmentation Device. As long as you can RE any modifiable item into a schematic (though it better be w/100% chance :glare: ) then you don't need an AD.
  9. Yes. It makes you feel you have made an accomplishment to have that one piece worth more than others.

    I think you're vastly overestimating how much crit crafted gear will go for. Just remember that you can make orange items at level 10 that use lvl 1 or 2 materials. If the price got much beyond 10s of thousands of credits he hardcore min-maxers are going to just take an afternoon to level up an alt and make it themselves. The higher prices will go to items that actually look good and with my plan THAT DOESN'T CHANGE.

    Your ideas are not giving crafters what they've been after since they took their crew skills.

    Instead they are favoring non-armorers/weaponsmiths. We took those classes because we wanted to make Armor/Weapons. We've been able to make some money for outfitting peoples alts/companions. Have we made tons of cash being Biochem/Artifice/Cybertech? No.

     

    Now we have a chance to feel important at endgame and make money doing it, while still making the items we chose the crew skill for in the first place. Don't rain on our parade man.

    Explain to me how my proposal prevents you from making armor/weapons for end game consumption? Like I said, the very fact that oranges are relevant at end game gives you a reason to stay in the profession, and that's not even touching on the ability to make your own copies of tiered raid gear. You want crit-crafts to be worth something? Fine, make the Augment Item use lots of expensive components. Bam, now the crit craft orange price = regular orange price + augment item price. You win by being able to sell stuff to end gamers, end gamers win just by being able to have augmented stuff, and fluffy players of both types win by being able to use whatever armor they think looks best on them.

  10. Because your way of thinking totally kicks crafters in the teeth. Crafters as whole have spent lots of time and money since launch on making things and collecting schematics, to only have their stuff not worth anything at end game. Now our stuff is going to be sought after and we will be looked for.

    With all due respect, last I checked, no one forces you to sink time or money into crafting professions. I understand that you did, and should be able to get SOMETHING out of it, and look, now oranges are useful at end game! And making the augment item be a level 400 gives you a nice boost that you can't just swap over to when you're bored. But beyond that?

    Again, not trying to be confrontational, but you knew what you were getting. If you spent tons of credits even after hitting level cap and seeing nothing useful, well then obviously it was worth it to you, even without this change.

     

    You're opinion on "So, it's not like you're losing anything" is basically saying "Screw you crafters". We were told by the devs we were getting this and we rejoiced. Its finally time we got some love. Your idea of just making an 'item' to Augment anything means anyone can power level a crew skill on an alt to whatever level of skill points needed to make an Augment device and the crafters in game since launch are kinda hosed. Then most of the player base won't need us at all and go get the mission reward gear/drops/social item gear and have an alt craft/buy from GTN your "Augment Device".

    Yes, it's less than you were told, but it's still more than you have. Heck, it's more than was even hinted at when the game was launched and you decided to become and stay a crafter. It's like saying "I only won 100 bucks in the lottery instead of $300 million." As for the free rider problem, there's nothing stopping people from doing that with the current proposal. There are orange items that you can get as early as your teens, if someone's going to level an alt to get around you there's nothing you can do to stop them.

     

    The way the Devs have it now is fine and it will utilize all the time and effort we have put into collecting the whole set of orange schematics. Sure we will have a loss on items crafted that don't crit, but it will place a value on the ones that do crit.

    Are you really any better off if, instead of selling normal oranges for X, you can instead sell a crit-crafted orange for 10X and normal oranges for 0? If you have as diverse a selection of recipes as you imply, then use it! Not everyone's going to want the same set, make all the different types of orange that you can and sell to any portion of the market instead of just part of it. And they'll buy it because even with a separate augment item ORANGES ARE USEFUL AT END GAME NOW. :D

  11. People are saying that having a separate item to add an augment slot removes people's incentives to create crit-crafted oranges. To which I reply: So? It's not like there's CURRENTLY a reason to crit-craft oranges, so it's not like you're losing anything.

     

    The only thing that would change is that you wouldn't need to throw away 9 non-crits for every 1 crit that you got. Think of it as a nice little 'hey, now I don't have to spend extra materials to give this piece an augment slot' bonus. It also solves the issue of how to deal with mission reward/random drop/social oranges. Everybody wins!

  12. I'm just curious if they will add new orange recipes in 1.2 so that you can be fully outfitted in crafted oranges, instead of now where (as far as I can tell) you can only craft your head, body, and leg armors. Has it been mentioned officially or are people just assuming it?
  13. Yes, but unlike most games this one places a higher premium on looking the way you want to. The very fact that orange gear exists and can be relevant through your entire career is testament to that. I don't think I'm asking a lot (no changes on heavy/med/light, no restriction changes on non-orange gear, no changes in level requirements, etc), just slightly fewer restrictions on the dress up I can play.
  14. Specifically the class restrictions. The source of my complaint is the Hooligan set (Why wouldn't Dr. Loken who is a Watcher, or Ensign Temple be able to wear an Imperial Uniform?) but I'm sure that other people would like something similar. If you want to keep cross faction pollination from happening, then make the restriction be Empire or Republic, so that we have the option of gearing up our companions.
  15. Also remember that the portions of both the Empire and the Republic that we see are very heavily skewed to what makes a good story. There are millions of Sith ready to lightsaber you in half if you look at them funny? That's great, until you remember that works out to MAYBE a thousand per planet. There are a hundred times more Zoroastrians on Earth than that, and when's the last time you met one of them? Combined with the fact that the other major power in the galaxy has shown that they are perfectly willing to exterminate you if you lose and loyalty to the Empire makes a lot more sense.

     

    On the flip side, we see all the corruption and atrocity committing on the Republic side because a story about trade disputes between two parties who both play by the rules is BORING. You see the Republic when things have gone to crap because if they hadn't then they wouldn't need to bring you in. Same reason why cops have a rather dim view of human nature.

  16. I've got a couple of orange patterns that are listed as 'Imperial Agent/Sith Warrior' only, specifically the Hooligan set. Now I understand that they wouldn't want the Republic Scum to be able to wear these, as they are Imperial Uniforms, but what about my Companions? It seems quite reasonable for Ensign Temple to be wearing these, but as she is neither technically an Agent nor a Sith, she's out of luck.

     

    On the other side of the Force, I seem to remember that there's a Spec Ops set that is limited to Smugglers and Jedi, which leaves Troopers who want to dress down a little bit unable to do so. We've gotten rid of Alignment restrictions for crystals, could we at least make these sets be limited to a Faction instead of to class?

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