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Changes in crafting system = patch 1.1.2

 Imia
(@imia)
Noble Member

Vind je dit verandering OK of niet?
Hi,

I wanted to drop some notes on the changes made to the BioChem profession in the patch (1.1.2) that just went onto the Public Test Server, how they fit in the big picture and how we are proceeding forward with crafting professions in endgame in general.

First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

Regards
Georg

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Topic starter Posted : 02/02/2012 4:22 pm
Leto
 Leto
(@leto-the-mandorine)
Illustrious Member

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Dit betekend dus eigenlijk gewoon met zn allen ontzettend veel grondstoffen inslaan en bewaren.
Ook misschien scavenging/gathering runs doen?

The Mandorine

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Posted : 02/02/2012 5:16 pm
Leto
 Leto
(@leto-the-mandorine)
Illustrious Member

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Dit betekend dus eigenlijk gewoon met zn allen ontzettend veel grondstoffen inslaan en bewaren.
Ook misschien scavenging/gathering runs doen?

The Mandorine

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Posted : 02/02/2012 5:17 pm
 Imia
(@imia)
Noble Member

Goed plan, en hoe pakken we dit aan met guildies ;D

verwacht nog veel meer, vraag me af wat slicing ook meer kan of niet? Andere kant, de appearance mag van mij wel wat meer mogelijkheid geven in gear en wapens 🙂

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Topic starter Posted : 02/02/2012 5:23 pm
Roebar
(@roebar)
Famed Member

Leuke wijzigingen in het vooruitschiet zo te lezen. Vraag me met deze aankondiging wel af of het nu beter is om het levelen in craften tijdelijk stil te zetten.

Maar goed om te lezen dat Bioware het craften serieus neemt en hier lange termijn plannen mee heeft.

Voorlopig even niet naar de swtor forums. Het grote gezeur zal daar wel weer begonnen zijn. Zeker die opmerking over Full PvP gear tov lvl 50 spelers die dat nog niet hebben in power verminderen zal weer de nodige whiners Posts opleveren b

[ Post made via iPhone ]

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Posted : 02/02/2012 9:19 pm
Lantern
(@lantern)
Illustrious Member Admin

Hmmm crafting updates - i like it ! Dus keep up the good work

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Posted : 02/02/2012 9:52 pm
Dashea
(@dashea)
Illustrious Member

Van mij mag pvp gear wel beter zijn dan crafted, je steekt er een hoop tijd in om het te behalen. Ik heb al gear gezien die je kan halen als je Valor 60 bent, en das een lange rit, dus mag best wel beter zijn.

Of bedoelde je dat niet?

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Posted : 02/02/2012 10:23 pm
Lantern
(@lantern)
Illustrious Member Admin

Ik ben meer voor crafted > looted of award gear zo krijg je namelijk marktwerking in de game wat weer goed is voor het sociale en economische aspect.

Zo kunnen mensen zich ook richten op non combat content als men dat wil met het opzetten van vendors en malls - ja lijkt inderdaad veel op SWG wat opzich een goed systeem was/is/zal blijven.

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Posted : 02/02/2012 10:25 pm
(@davyk)
Reputable Member

Ja er valt eigenlijk nog niet veel over te zeggen.
Pvp armor in power verminderen is wel wat vaag aangezien je er zeer veel tijd in moet steken.
Dan vind ik wel dat het sterker mag zijn dan "normale" gear.

Crafting schems vind ik nergens. Ik heb nog nooit 1 crafting (lees: GEEN gathering) schematic zien droppen.

Maar we weten het niet.
Time will tell!!

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Posted : 03/02/2012 2:58 am
Lantern
(@lantern)
Illustrious Member Admin

Ik denk dat het toch een uitdaging wordt het craften meer economic te maken. De basis is natuurlijk algelegd en om die op de schop te nemen zal hun niet in dank worden afgenomen dus het zal hoofdzakelijk blijven bij tweaks en kleine aanpassingen.

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Posted : 03/02/2012 10:49 am