Delani Posted July 28, 2019 Posted July 28, 2019 We should have jobs and such in swtor. It adds to the world and allows players to create their own content within the game.
lightSaberAddiCt Posted July 28, 2019 Posted July 28, 2019 God no, please...just let SWG rest in peace!
JediQuaker Posted July 28, 2019 Posted July 28, 2019 We already have jobs in SWTOR. The "job" is in the name of the class - smuggler, jedi, sith, trooper, etc. - until your job becomes being leader of the Alliance.
KoriVash Posted July 29, 2019 Posted July 29, 2019 (edited) Agree with the two above. Still OP you need to flesh out your idea more other than just asking for a profession for BW to look into it. Such as how would it work in-game. What would having a profession outside of being a trooper (or whatever class) do or look like in-game? Ultimately though not really in favour of this at present time. Just not sure it will add anything to the game. BW may have different ideas, who knows. In many ways crew skills are kind of your teams professions. My commando is a armstech specialist, so outside of being a trooper/commando makes blasters, Mt Agent is a chemist and makes stims & medical devices. Edited July 29, 2019 by KoriVash
Visorknight Posted July 29, 2019 Posted July 29, 2019 Isn't it time to add new crew skills to game for example crafting new set bonuses? Maybe this will encourage players to play more alts with new crew skills.
SteveTheCynic Posted July 29, 2019 Posted July 29, 2019 Isn't it time to add new crew skills to game for example crafting new set bonuses? Maybe this will encourage players to play more alts with new crew skills. Why would it add anything to do this as *new* crew skills rather than new schematics in the existing skills?
Tsillah Posted July 29, 2019 Posted July 29, 2019 We have roles that are our jobs and we are crafters which are side jobs if you will. What sort of things are you after? You want a Sith on the Dark Council to be a plumber too?
TMGrace Posted July 29, 2019 Posted July 29, 2019 We have roles that are our jobs and we are crafters which are side jobs if you will. What sort of things are you after? You want a Sith on the Dark Council to be a plumber too? well, it might come in handy for the warrior when he meets grattan's wife, he can fix her plumbing
Storm-Cutter Posted July 29, 2019 Posted July 29, 2019 Put me down for Bantha grooming / care. Basic tangle-teasing: 400,000cr Horn polish: 50K Re-apply lipstick: 25K Exercise ( basic): 500 cr/ hr. Exercise ( on Lunge) 600 cr / hour. House training 500,000/ day. Sorry the prices are a little high, only I got a galaxy to run as my main job, but it's generally unpaid.... so I gotta make a few creds on the side, and tax rates in the Empire are kinda steep. ( 60% + 1d6 Limbs if your tax returns are late.)
Rolodome Posted July 29, 2019 Posted July 29, 2019 You know what they should do, is add a crew skill that unlocks appearance edits and then it'd work similar to Image Designer in SWG. Too bad it'd cut into their CC profits, so they'd never consider such a thing.
Tsillah Posted July 29, 2019 Posted July 29, 2019 You know what they should do, is add a crew skill that unlocks appearance edits and then it'd work similar to Image Designer in SWG. Too bad it'd cut into their CC profits, so they'd never consider such a thing. They can do it still and just add a required material that's only available in the cartel market. Aaaaaaaand, I'm going to stop talking right there...
Rolodome Posted July 29, 2019 Posted July 29, 2019 They can do it still and just add a required material that's only available in the cartel market. Aaaaaaaand, I'm going to stop talking right there... Lol, I could honestly see them doing that. There's not much I would put past EA.
FlameYOL Posted July 29, 2019 Posted July 29, 2019 Such as? I already find the Crew Skills as the usual "jobs", you get to be a bionanalyzer, a scavenger, etc. What do you mean by adding professions/jobs into the game, OP?
DarthCasus Posted July 29, 2019 Posted July 29, 2019 Such as? I already find the Crew Skills as the usual "jobs", you get to be a bionanalyzer, a scavenger, etc. What do you mean by adding professions/jobs into the game, OP? I'm assuming they want to add 'jobs' ingame to increase community interaction and dependency on individuals of specific professions and forging an organic market for everyone to participate in but they're severely underestimating how bubble oriented the game's current community is and is encouraged to be. That sandbox stuff just wouldn't work in this heavily instanced game unless it's forced. That's if I read OP correctly. As of now, you have no reason to really go to an Armstech, for example, unless you don't have specific shells. The gear is pointless since there are more suitable methods of obtaining even better gear anyway, paying an Armstech for the craft only exists a handful of extremely expensive items and you could just become one yourself. There's almost no reason to participate in the market unless you value every profit no matter how small. Same goes for the rest. At that point, to cater to many markets within just 1 profession, it's either for a spreadsheet sort of person or those with a lot of free time imo.
Storm-Cutter Posted July 30, 2019 Posted July 30, 2019 (edited) As of now, you have no reason to really go to an Armstech, for example, unless you don't have specific shells. The gear is pointless since there are more suitable methods of obtaining even better gear anyway, paying an Armstech for the craft only exists a handful of extremely expensive items and you could just become one yourself. There's almost no reason to participate in the market unless you value every profit no matter how small. Same goes for the rest. At that point, to cater to many markets within just 1 profession, it's either for a spreadsheet sort of person or those with a lot of free time imo. Exactly. - How many people actually scan the GTN for a barrel, hilt, crystal or armour piece + mods while leveling? - If you have a few alts, likelihood is you'll make the piece on another character for your alt. And since you can outgrow it in a few hours play, no-one is going to sink 10s of 1000s into gear while leveling. - Which is why crafting is more a labour of love ( and nothing wrong with that) rather than a get-rich-quick activity. Sure you can make millions - but only if you play the market every day, keep records and spreadsheets, spend hours gathering mats and such ( again, nothing wrong with that) Sure the professions can craft assembly components but they're all made from common mats. Adding additional layers of complexity doesn't really add much value or purpose. improving the GTN interface would be a better use of resources ( than adding professions) , but OTOH Making more content ( planets quests, missions, events, pvp maps) would be better for everybody. Edited July 30, 2019 by Storm-Cutter
Einobi Posted August 1, 2019 Posted August 1, 2019 I would like to add a new spin to the suggestion of profession. There are a lot of argument against profession because we already have crew skill. But how about introducing crew profession. Crew skill is specific to our character. But crew profession is specific to our companion. Some idea of a crew profession would be "Looter" for want of a better name. "Looter" crew profession if assigned to a companion has 60 levels of skills. Level 1 allow our companion to AUTO-LOOT drops from dead mob for us ONCE in 60 sec. Level 2 allow our companion to AUTO-LOOT for us ONCE in 59 sec. Higher level will cut off the CD by 1 sec per level until at highest level, our companion can auto-loot without CD. This will bring specialization to our entire companion squadron so that it will not be just "another" companion like the rest without distinction. With a wide array of crew professions to choose, it will motivate us to acquire more companions so that we can partake in grinding those professions which can only be assigned one per companion (or certain profession can only be taken up by certain companion(s)). Some of these crew profession like auto-loot profession can also be monetarized. Companion is a strong feature of SWTOR and I would like to see more usage and development on it outside of combat scenario which has limited scope for creativity and usage.
Recommended Posts