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USELESS crafting missions!!


Jenon

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I really love this game, ToR is fun and original even if it does sometimes smack of other MMO's. There is however one part of the that just errkks the hell out of me. Our Crafting missions are inundated with useless filler missions, missions, to what end I have no idea; the worst of the offenders being "companion gifts". Don't get me wrong, these missios do serve a purpose, but when you have MORE of these missions than the actual missions that help your particular crew skill, they end up being nothing more than an annoyance. In fact I've had pages that had NOTHING BUT companion missions. WHY?? I need underworld metals, slicing materials, medical supplys, and archeological fragments and gems NOT companion gifts -_-. I can only pray that this was not done on purpose, it is my undying hope that these blights upon mission quests are given a more limited place among the crew skills quests in the future. I look forward to any replies that support my concern or give open minded critique as to why you disagree. Thank you all in advance :) Edited by Jenon
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I actually don't mind having the companion gift missions. Having 3 mission skills I ran a lot of them and all my companions are maxed out now with affection. It also gives you a nice amount of money to sell all the gifts on GTN.

 

But I agree that it would be preferable to replace at least one gift mission with a rafting related one.

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Obviously if all you want is crafting resources then the companion gift missions may appear pretty useless but there several workarounds to ensure they have little or no impact on running your resource gathering missions.

 

However companion gift missions do have some uses:

 

The companion gift missions are cheaper and faster than their equivalent resource missions so they are great for when you are levelling up a mission crew skill: you'll do it faster, it will cost you less and you can max out your companions' affections at the same time so that when you do switch to gathering you are more likely to crit.

 

In the case of UWT being able to run more missions in a given period also means you have more opportunities to get one of those (frustratingly random) orange Armormech or Synthweaving schematics (assuming of course all missions types have the same basic chance).

 

That said I think we all would prefer it if we could simply chose the type of mission we wanted to run (even if the mission quality of the was still random). There are also other reasons for rebalancing the missions as, for example, there are five types of armour that use Underworld Metal but only one type of armour that uses Luxury Fabrics.

Edited by Sunjammer
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I can only pray that this was not done on purpose, it is my undying hope that these blights upon mission quests are given a more limited place among the crew skills quests in the future. I look forward to any replies that support my concern or give open minded critique as to why you disagree. Thank you all in advance :)

I'm afraid it was done on purpose. the reason is to create scarcity of materials. If there are less gifts missions then there are more materials missions which in turn devalues the materials. YOU may not care about how much you can sell your crafting materials or finished products on the GTN, but there are a LOT who do.

 

That being said, there is a viable compromise I read yesterday:

I would rather just be able to pick from every available mission. If they wanted to limit how much material someone could get, they need a better system than what they have now (cooldowns on missions, for example, so even though a mission may only take an hour to run, you wouldn't be able to run it more than once every four hours or whatever).
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