CrashDDL Posted June 21, 2013 Share Posted June 21, 2013 (edited) Hi, As the title says, I would like to get a developer response - if possible - why are the material requirements are so significantly different between Underworld Earpieces and Underworld Implants. I had the chance to inspect a player last night to see the schematic for an Underworld Earpiece. The expensive materials were identical to those used in Hilts, Barrels, Armoring etc. The only difference was the green materials required - I leave these out for simplicity, as they have the same value in each schematic. The list was the following: Underworld Earpiece: 1x Mass Manipulation Generator 5x Isotope-5 5x Exotic Element Equalizer [For those unfamiliar with GTN costs this translates to approximately 3 Mass Manipulation Generator - from a cost point of view. The Exotic Element Equalizer can be ignored again as both schematics use the same amount.] Underworld Implant: 5x Mass Manipulation Generator 5x Exotic Element Equalizer Considering that the stats given by either piece are just about the same, I believe the crafting cost difference of 1,000,000 credits is significant enough to warrant a response, and possible a correction. The cost of crafted Underworld items at this point is averaging 1.5-2M credits and at least in my opinion that is high enough already. Changing the material cost of implant to make the material cost of earpieces would make it more accessible for player by simply making it more affordable. Any information on this from the developers would be greatly appreciated. Edited June 21, 2013 by CrashDDL Link to comment Share on other sites More sharing options...
MadHobbit Posted June 25, 2013 Share Posted June 25, 2013 it is the old shell game,they give you a way to get just what you want but make it more time/money costing so it will "nudge" you to do more FP/ops. the goal is to make it slow enough to extend your sub,but not so fast that you get to be over powered and get bored Link to comment Share on other sites More sharing options...
CallMeAchilles Posted June 27, 2013 Share Posted June 27, 2013 I agree that something needs to be done about the mat requirement for implants. I was fortunate enough to learn the schematic for an underworld implant, however, no one will buy/have me craft them due to the ridiculous mat cost. I don't understand the drastic difference. Link to comment Share on other sites More sharing options...
ValantheLiadon Posted June 27, 2013 Share Posted June 27, 2013 The mat prices may be a little high, but going from BM/Arkanian Implants to Underworld is a much bigger difference than going from a 69 Mod/Armoring/Enhancement to a 72 Mod/Armoring/Enhancement and should be treated as such. Link to comment Share on other sites More sharing options...
Terro_Fett Posted June 27, 2013 Share Posted June 27, 2013 (edited) 3 Mass manips seems fair, 5 is kind of crazy IMO. Edited June 27, 2013 by Terro_Fett Link to comment Share on other sites More sharing options...
SnickerJew Posted June 27, 2013 Share Posted June 27, 2013 Bump, this needs a change ASAP Link to comment Share on other sites More sharing options...
Princesschii Posted June 27, 2013 Share Posted June 27, 2013 I am having the same issue I have submitted tickets bug reports no response back regarding the cost of materials to craft the underworld implants which i learned several of them and spent 40million in game money to make with mats yet there has been no resolution to this problem Link to comment Share on other sites More sharing options...
SnickerJew Posted June 28, 2013 Share Posted June 28, 2013 hodor Link to comment Share on other sites More sharing options...
Princesschii Posted July 1, 2013 Share Posted July 1, 2013 I am curious why there has been no responce to this issue which has been broken ever since 2.2 patch and no update as to when it will be fixed or some kind of acknowledgement from the devs regarding this issue? Link to comment Share on other sites More sharing options...
SweetsPatogga Posted July 1, 2013 Share Posted July 1, 2013 I am curious why there has been no responce to this issue which has been broken ever since 2.2 patch and no update as to when it will be fixed or some kind of acknowledgement from the devs regarding this issue? Not to belittle this but Armstech basic comms schematics which create slot specific weapons that require isotope 5 have been bugged as bind on pickup since 2.0 and this has not gotten fixed in spite of a number of us submitting tickets for it so I don't expect a crafting bug (or poorly thought out feature) from 2.2 to get fixed anytime soon. Link to comment Share on other sites More sharing options...
SnickerJew Posted July 1, 2013 Share Posted July 1, 2013 Completely forgot about this too. Still, both are very huge issues that need to be addressed Link to comment Share on other sites More sharing options...
Dev Post EricMusco Posted July 5, 2013 Dev Post Share Posted July 5, 2013 Hey folks, This is not intended and is a bug we will be addressing in the future. It will not be coming in 2.2.2, but it is slated to be fixed in an Update after that (potentially 2.2.3). Thanks! -eric Link to comment Share on other sites More sharing options...
tanktest Posted July 5, 2013 Share Posted July 5, 2013 (edited) I'm gad that's a bug . Edited July 5, 2013 by tanktest Link to comment Share on other sites More sharing options...
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