augment tables, new augment crafting kits, patch 1.3 crew skills, Star Wars: The Old Republic, SWTOR
Q: On the official SWTOR podcast, we heard that Augment stations were going to be added to the game with Patch 1.3. Could you talk a little bit about what they are and how they will work?
A: Our goal with the modification system has always been to allow players to use any gear they choose and have it function at maximum statistical efficiency. Most of the major itemization changes we’ve added have been moving towards this goal, such as moving set bonuses to mods and allowing extraction on endgame items. Augment tables are the next step in this process.
With the introduction of Augment Tables, you can interact with all the previously useless Item Modification Stations spread throughout the world and use them to add an augment slot to any wearable item of at least green quality – which is basically everything except some junk loot on the origin worlds. Previously, this slot was only available for crit-crafted items, and in 1.2 it means that a very limited selection of the items are statistically ideal. When you open up the Item Modification window, you’ll notice a new “Add Augment Slot” button. The new button is greyed out unless you’re interacting with a station. Fortunately, the way augment tables work allows us to apply this to all items, unlike the set bonuses where the ability to transfer them only applies to mods introduced in 1.2 or later.
Adding an augment slot has a cost that scales up for the level of augments you want to be able to use. Unlike other mod slots, the augment slot is now tiered. This means you can add a slot that supports low level augments for substantially less cost than a high level augment slot.
If you choose to apply a lower tier augment, you can upgrade it later. As a side bonus, we’re making a few quality of life updates to the modification window, but you’ll have to wait until 1.3 reaches the public to see those.
Q: What kind of pricing are we looking at?
A: There are two costs to add an augment slot: credits and an Augmentation Kit. The current cost progression starts at 4,500 credits and ends at 50,000 credits, while the kits come in the same MKs that match the types of slots you can add to an item.
Kits are acquired through three crew skills: Armstech, Armormech and Synthweaving. There is no difference in the kits they make, and they can find the recipes on the trainer. In order to create a kit, you need 10 Augmentation Slot Components of the appropriate MK. You receive one component whenever you Reverse Engineer a piece of crafted gear. Note that this is a non-random addition on top of the other returns you already get from RE, meaning that every 10 consumed items will reliably give you the components for one kit. This helps counteract bad luck dealing with randomness and crafting crits, as you’re guaranteed to be able to get the primary limiting component for an augment slot after 10 crafts. Note that since you get the component for the level of the item you’re making, you don’t need to try to craft the expensive purple 10 times. Just make one, then if you don’t crit you can make cheaper items to get the components necessary to create an augment kit.
Q: Given that the crit crafted augmented gear is going for 75-100k per item on servers, how do you think the addition of the ability to add an augment slot to any item will affect the in game economy for crafters?
A: Since augment slots have always been the domain of crafters, we are funneling the Augment Tables through them to avoid shifting demand in the wrong direction.
The price changes will vary depending on the level of the item. The price of some of these items will shift down, others will go up. For items made after 1.3, the crit augment slot matches the level of the item. That means that lower level items won’t get as much inherent value from crits as higher level items. While we expect to see a shift in the value per transaction for many of these items, the cash flow should continue to go in the same direction. The value of non-augmented gear will improve, as it’s actually a viable item now, where previously everything except the crit craft was scrap. Improved value does not guarantee it a market however, especially since that value will have to factor in the cost of adding an augment along with the desire to RE it to create components for an Augmentation Kit. Personally, I’d be more likely to buy non-augmented lower level crafted gear because I’m going to want to upgrade the augment to MK-7. And in some cases, you just can’t get the appearance with the Augmentation Kit, so that gives some value to the kits aside from the individual items.
Q: So, that means if I craft a level 39 custom piece and it crits, its augment slot will only be able to accept augments up to whatever tier corresponds with that item level?
Q: Could you share what the item level tiers will be for the augment slots?
A: (Note: “Level” below is item level, not player level)
Slot Level Min Level Max
Augmentation Slot MK-1 10 16
Augmentation Slot MK-2 17 24
Augmentation Slot MK-3 25 32
Augmentation Slot MK-4 33 40
Augmentation Slot MK-5 41 48
Augmentation Slot MK-6 49+
Q: Can you share with us your thoughts on gear itemization and how that was actually playing out in game versus what you intended that lead to this change?
A: Although the details weren’t decided until recently, all the post-launch itemization systems in SWTOR have been things I’ve wanted for months. Especially with 1.2, I wanted something like augment tables but we didn’t manage to get a system in to go along with the changes to open up mods in the endgame. It sucks when you have an expansive stat customization system and then we throw out caveats like, “Oh, it only works on this small subset of items.” The more freedom and consistency, the better. Player feedback to Public Test for 1.2 indicated to us that there would be strong support for a system that opened up more viable gear, and we felt that augment tables aligned with both our goals and the needs of the playerbase. That feedback helps us get it expedited to try to get it ready ASAP. It might have been cool to get this out between Public Test 1.2 and live 1.2, but the scope of the system meant it would need much more time to do it right.
Along with the feedback we’ve received, the way itemization has played out on live has encouraged us that embracing the full mod route is the right decision. While it may not be apparent, many of the complaints players have had about itemization are concerns we share and are working on addressing. While item mods existed in beta for quite a while, some of the fundamental tech pieces didn’t exist until shortly before launch. Internally, mods make our items inordinately more data-complex and intensive than the items in the average item heavy game, and those complexities are compounded by a live environment.
Q: Any other crafting or itemization surprises up your sleeves for 1.3 that we should be looking out for?
A: We’re reducing extraction costs and improving the quality of many of the level 50 flashpoint drops to support Group Finder.
Thanks so much for this great preview of the 1.3 crew skills changes to augment slots!
Those are the clearest answers I have seen on the topic, and I’m so psyched. Thank you so much Anexxia for asking the right questions and coordinating this QA. It can’t be easy.
So glad you enjoyed it! As you know crafting is one of my favorite in-game activities. I’m happy the systems designers agreed to give us the scoop on how these changes will play out.
Jounville Blackferne said:
I’m not 100% clear. I assume low level augmented gear (lvl 17) custom gear will be grandfathered in? Or will I need to get a kit for what I currently wear?
My understanding from the above is only items crafted after 1.3 will have the new augment slots with the associated item level ranges. I don’t think they have any intention of changing pre-patch items.
Jounville Blackferne said:
But what tier will the augment slot be on my level 19 chest piece if I currently have a lvl 49 augment in that slot? I swear these guys don’t even think this shit through! Paying credits to unlock everything is inviting farmers to move in. Might as well open a store to sell unlocks instead of allowing corrupt chinese prison officials to make that money.
Per above, they said the changes go into effect for items crafted post 1.3. No plans to be retroactive.
I don’t think gold farmers will gain a toehold due to this any more than legacy unlocks did.
Isnt this kid of putting on a band aid on something not really necessary while the game flounders horribly? On our server and across most servers, people are bailing in droves. I havent had a level 50 pvp que result in a war zone in weeks. With two level 50 characters, 1/2 the game is gone without pvp. When will there be server changes allowed? I know the capability is there with the oceanic servers that came online. When will the cross server PVP be up? Are you going to lump together inactive servers? The game is in danger and you are working up crafting. With a brand like Star Wars you would think the product could not fail.
Jounville Blackferne said:
These changes have no real bearing on the server transfers they have promised. Different development teams and all.
Let’s apply your reasoning here to a simple example like McDonald’s.
Frank is pissed because there aren’t any french fries. They should have fries, they’ve told us that we can have them and they’re on the way, but the fry machine is busted and taking way longer than they said it would. Frank says, “Everyone stop what you’re doing and go fix the ^$&@ fry machine, I want my fries!”
Well, that might sound like a fine plan to have all your resources focused on a single problem but the reality of it is there’s only room for 1-2 people to work on the fry machine at once and everyone else is either in the way or completely useless.
The same concept applies here, and for some reason people just can’t grasp that concept. You can’t focus your entire staff on a single problem and expect it to get done; that just isn’t how it works. You’ve got one team working on fries while another focuses on burgers, another on chicken, another running registers, another on the drive through, and so on.
You don’t shut down all of your other teams just because one team is having problems. “Sorry folks, the fry machine is busted so we decided to stop cooking burgers and chicken…”
I understand the frustration, I really do. But don’t tell the company how to handle their business if you don’t understand the business in the first place.
You complain of me over simplifying and not knowing how real life business goes, but alas you dont know enough about me to make that statement. Business is in place for one reason: make money. Its that easy Psyn. Make money. It is obvious to even the most simple minded Mcdonalds worker that companies are around to make money. With that being said, you would have to be blind to notice that subscribers are leaving in droves, servers are emptying quickly. Do you really think that the ability to add an augment to an item is what people are clamoring for? Do the things that are requred to regain peoples interest in the game. If the fry machine isnt working, and people want fries, they leave the place for another. That is what is happening here, not your clever little banter on fast food. People want their damn fries, they can find space combat at Star Trek, they can level on Rift or a host of other games. Fix the things people want, it doesnt matter if you have a burger or a chicken sandwhich if they dont have the fries people want. If you dont have the fries, people leave. They are and continue to do so. Cross server PVP, and server changes have been promised for months. Congrats, the team you put in charge of putting an augment on an item has suceeded. Big frickin deal. You can congratulate them all you want but I think of it as epic fail on their behalves to give the customers what they really want. As just for your information Psynister, I do run a business, a fairly large one and guess who I put first so I can meet my own goals and expectations: Customers.
And yet you’ve missed my point. The people making burgers don’t matter to you because you don’t care about the burger, you want your frickin’ fries. There are people working on the fry machine right now, trying to get you exactly what you want. The burger team didn’t have a problem, they just had to wait for the burgers to finish cooking, so they’re putting out their portion of the product (augments) and we’re getting those because they’re ready. Your fries (server merges, pvp, whatever it is you want but aren’t getting yet) is still being worked on, it just isn’t ready yet. You don’t hold back all of your other products/features just because other features are broken.
They aren’t working on these other features at the expense of the one(s) that you want, they’re working on all of them at once. If you finish one feature, like augments, then you send it out there and please what customers you can while you continue to work on the ones that aren’t finished.
If all you want is fries and McD’s doesn’t have them, then by all means pack your *&^% and go. It’s your money, do what you want with it. But saying that they’re wasting time on one feature because another isn’t finished is where you apparently don’t understand how production and development works. If they had transfers and pvp working and ready to put out, then it would be out. It isn’t held back because they aren’t trying, its held back because it doesn’t work yet.
And so we’re both up to speed here, Frank, I own a business too, and I’m a software developer. You want to know how you keep customers happy in the software business? By providing them products that work and holding off on the features that don’t. Putting out features that don’t work at all is how you push customers away. You’ll lose some if you don’t include features they want, that’s part of business, but in the long run you’ll retain more by putting out quality features later than expected as opposed to putting in broken crap that doesn’t work at all.
What’s going to drive future customers away more – a review that says “they never gave me server transfers, so I left” or “everything they ever implemented was a buggy PoS!”
You are right… by giving items an augment slot.. its no longer a buggy POS. Personally, I think “hey there is no population to play with and I wish to do PVP or game content” is a a lot bgger than simplifying it to server transfers. The servers are dead dude.. wake up and instead of dividing them into fries and burgers.. how about acknowledging that they are all mcdonalds employees… or in this case developers. I will continue to find it amazing that they think an item augment slot is news worthy of a Q&A when they have easily lost 50-70% of their paying customer base.
And you’re missing the more important point, Psy. If your fry machine’s busted, you dont crow about how good your shakes are, while watching all your customers file out grumbling about fries. You quietly make your excellent shakes, put every possible bit of manpower onto fixing the fry vat, and show people exactly the progress on the fry machine and exactly when it will be completed. That keeps them in the store, at least the ones willing to wait that period of time. And you’ll find that more people will wait any reasonable fixed amount rather than an unknown.
Then you bloody well make sure you hit that deadline you gave. This was Blizzard’s worst failing. They were paranoiac about disclosure and were so afraid of missing a deadline that they just stopped communicating when things were broken.
Michael your an idiot if I went to a restuarant and wanted fries they wouldve told me ahead of time the machine was broke.These guys promised an mmo with half the mmo stuff left out at launch,and with there first big patch (1.2) they made my cheeseburger smaller and put different sauce on it but still charged the same.So mwe and my friends decided to eat elsewhere.and now nobody is eating at this restuarant anymore.The best thing to do is fix the broken stuff that caused us to leave instead of giving us more useless items like pets for instance.
Asa Towne said:
Because you see, running a McDonald’s is a lot like working on a StarWars based online multiplayer game. You have your french fries (pvp), your milkshakes (character customizations), and your burgers (actual in-game burgers)…
Bloody well “THIS” Frank hit the nail on the head, and crit it too. I’m stuck with four level 50s on a dying server. Transfers and merges should have been rolled out, not tinkering with the crafting system.
Those deck chairs Bioware is moving around? They have “TITANIC” painted on them.
I like you a lot Michael.
You’re absolutely right, dude. It’s completely apparent to me as well that with millions of dollars at their disposal, Bioware has definitely had to remove all their developers from the PVP and end-game teams to put them full time on this augment thing! OBVIOUSLY, they just want to make their paying customers suffer! What a bunch of morons!
instead of complaining every chance you get why not fix the problem yourself and join a popular server. Last two nights I played I waited in a 6-8 min queue to log in. PVP pops within a couple minutes grouped or solo. And I love hearing about all the new stuff coming. You are obviously interested in the game or you sure wouldnt be here posting and I’m willing to bet this isnt the only place you’ve spent your time whining. It takes what 3-4 gaming days to lvl up in the fastest lvling mmo ever. How hard is that problem solved then you too would be thrilled with this news. I’m willing to bet the time it took you to write all your QQ posts you’d already be lvl 50 on a new server. Is it ideal…no; is it better than qq in a comment section, YES.
Jeff mcb said:
What you fail to see is many of us were on popular servers. The guild I a was in alone had 300+ people. Now I’m sitting in a ghost town so why should I have to start over on a different server after I’ve worked hard at getting to 50 and all of my skills up to 400. I also need to add it took me longer to get to the end game since I don’t spend every waking moment playing this game. So creating a new toon somewhere else only to risk it turning into a ghost town is not an option. We need transfers or server consolidations soon, bottom line..
I was on a popular server and raiding; when my server population declined due to a large guild rerolling elsewhere, I rerolled on several other servers. I now have legacy unlocked on a total of 3 servers, and am still gainfully employed with life offline as well — it can be done!. As a result of taking my destiny into my own hands, I am much happier, and enjoying all aspects of the game including crafting, which this post is about.
Yah, making the game easier again unfortunately. I’m gone.
That’s some fantastic information, Nexi. Thanks for sharing!
Marc Shakter said:
I’d be happy if they added the ability to see if research is available on a craftable item BEFORE you make the item.
I’m sorry but, I’ve been playing SWTOR and quite frankly unless you have higher lvl mods than the item was acquired at there’s really little use for the mod system and since most ppl are playing by themselves now with so many leaving to go back to STO (Star Trek Online) or playing W. o. T. to bide time for FunCom’s TSW there is really no guild/team structure left.. at game launch BioWare had to increase the number of servers alot now… they really need to consider downsizing so that there enough ppl on a server to guild annd group because honestly pugs are getting rare… 😦 I feel that if they actually re-worked the space combat so that it was multiplayer and not just an arcade timed shooter they’d have alot more fans… STO are stealing gamers based on the fact that it has great space battles… sorry but, it’s true… The Ground Missions are almost soloable apart from Heroics and Flashpoints but, alot of ppl are avoiding them because of a lack of ppl to group with 😦
Ilove SWTOR but, I’m missing out due to low pop servers 😦
I totally agree with D3 here.. the game is great.. but some drastic changes are needed. You simply cannot count on people to creat alt after alt to enjoy game content. On my server, you cannot get a foursome together for a Black Hole heroic let along a pug group for a flash point. There is little to no community feel left with the droves of people leaving the servers. WIth Diablo 3 and Guild Wars 2 coming, the game may be a memory very soon. Honestly, instead of worrying about crafting, take note of the real concerns or at the very least, keep adding special short term content like with the Tatooine plague to give people who have max characters something to do until the big changes needed are completed. We dont even get a PVP que to pop into a WZ for weeks… yet the devs are adding the option of adding an augment to my Columi and Battlemaster gear… great.. just great….
my sentiments exactly 🙂
There are different teams working on different things you see, they design it, create it, test and then implement it and since diminishing returns exist irl you can only but so many people at a team before new people go to waste and people who make pvp designs have nothing to do with crew skills design team.Hell, i bet they don’t even like each other but it is devs job to make sure they are in sync.
TLDR: Works on crew skills do not slow down pvp content impelementation process (atleast not directly)
Sorry, but did you just say that Star Trek Online “has great space battles?” I’m seriously wondering if you are playing some other game that other people (including the developers) don’t know about. I mean, this article sums it up pretty well: http://massively.joystiq.com/2012/05/12/cryptic-developer-star-trek-online-pvp-is-fail/
George Bush said:
no one said PVP…
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Charles Bex said:
Well, I am going to disrupt everything. The game has only been out for how long now? My lord I will hunt you down, and kill you!!! ON SWTOR that is” I think they are doing pretty good job with some things. I agree price’s Need to drop IN half. Trust me I am a pvp person and never thought i would be. So I quest when I want to or get tired of void star…lol The real problem why people have left is they wanted to get to end game content, and got bored. They didn’t do half the questing in game, or even see half the maps. I have 2 lvl 50, and 3 other around 40, Each one is diff. Crafting is not my choosing, Yet, I am having to learn it cause people made prices out of this world. Respect, and dismantle costs need to drop in half, the rest fall right into place. Everyone has there own type of game play. Yet anything you do is a band aide, Simply because it’s not perfect for all from the beginning, so it is a given. I really don’t need all those emotes for legacy either, plus they cost way to much. Plus i’m tired of typing them in every time I want to use. So make a separate little ui for those emotes for legacy you have earned so u can click on them and use them. I know this is not all about crafting, yet maybe it will reach the right eyes.
This makes me pretty happy. My raiding sentinel’s set bonus’ are useless, so I have been crafting orange augmented gear to replace it. Unfortunately belts and boots require valor to wear them. Maybe this way I cn take my raid gear and augment it, so I am not at a disadvantage in pve, because I dislike pvp.
In soviet empire PvP dislikes You!
Shouldn’t all oranges be able to take any augment kit so they are viable at end game?
agreed here 100%…the point of individuality is lost…if the gear can not accept the higher level augments…
The custom gear that a crafter crits on that automatically has an augment slot are the only ones with the augment slot level restriction. As noted in the post, for a regular custom piece that didn’t have a critted augment slot on it, and for any other piece of gear without an augment on it, you will be able to add an augment slot. That’s actually pretty darn awesome.
And that’s a very key point to keep in mind.
As long as I can upgrade that crit slot, and only pay the normal cost to upgrade from that rank, I’m happy. I just hope they don’t change the slots on my current gear (all columi/rakata mods in crafted with 6 aug slots) and force me to pay several hundred thousand to upgrade the slots.
Most of them can– unless they had one added via the crafter critting. So you should end up with more options for what to wear.
OK maybe I misread the above – and correct me if I’m wrong. If you craft a lvl 23 item and it crits an augment slot, that augment slot can take up to a lvl 23 augment. But didn’t he say that you can still UPGRADE that augment slot via an augment kit? So any critted and uncritted gear is still useful.
That is how I understand it as well.
But I can look into clarifying that the comment above didn’t mean that you can put a lower level augment into a higher level augment slot.
So it is a good idea to stock up on some pre 1.3 augmented weapons/armor to avoid having to run into the aug tables after 1.3?
That depends on whether or not Bioware nerfs them. Due to past practice (see Columi and Rakata gear), I would assume the answer is yes. Grab them and be merry!
This does look awesome! I do wish they’d give something back to Cybertech and Artifice, though. Synth, Armormech, and Armstech have come a LONG way toward measuring up to Biochem as useful endgame professions. But I’m a Cybertech and really don’t want to change… and currently all I’m good for is gearing alts.
Please tell me how Armstech is anywhere remotely close to Biochem? At least Armormech and Synthweaving had rakata bonuses, Armstech has nothing!
I agree that Armstech is not all the way caught up, but in the last patch they got quite a few augment recipes, plus the ability to crit and make augmentable main and offhand weapons. Next patch they’re getting augment slot kits… Cybertech has got… bum diddly squat. 😛
So yeah, I totally agree that Armstech is still hurting when compared by Armormech and Synthweaving, but I am encouraged by the progress on that front. I’m not seeing equivalent progress with Cybertech who can make… um. Leveling mods, speeders nobody’s willing to pay even mats value for (someone wanted me to make them a level 40 speeder for 25k with my own mats the other day! I would have laughed if I hadn’t been too busy crying), and a handful of earpieces that my guildies have thus far not been interested in. Winning.
I should clarify, I’m not trying to hop onto the negativity train here, my server’s plenty lively, I see no evidence of hemorrhaging and I’m planning on playing for the next several lifetimes. 😛 I just wish Cyber could get a little buffing.
Note: If you as a SWTOR player do not like companion pets or have no interest in crafting, I am OK with that. That you do not like them, however, does not make them lame or a waste of time.
I am excited about the updates to the crafting system, and am happy to see that the devs try to address the interests and needs of all their players — not just the ones who complain the loudest.
If you watch the SWTOR video podcast that was just put out, you will have heard that patch 1.3 also includes a really cool group finder. The crafting updates did not hinder the teams from working on that. Likewise, they are also working on server transfers.
I can understand that folks get impatient waiting for changes, but these changes are coming. They are not being delayed due to crafting changes!
And now, lets get back to discussing the crafting!
The issue with me, especially as someone who has played SWTOR since early March of 2011 and seen the early builds of the game, isn’t so much that people are impatient but more off, you’ve had this mod system in early beta, you changed it because you honestly taught that your customer base is to dumb to understand it. and now you’re spending resources and money on reverting those idiotic changes you made in the first place. I can tell you, I will never forget the moment when they announced the dumbing down of the mod system in the beta, mainly because one of the testers made a very insulting post, at which George Zoellar or whatever personally responded by saying that they don’t really care what players think, most of their decisions are made by internal data numbers and metrics. It’s kinda ironic that last few big patches revolve around them reverting all those changes, and if you compared this mod system to the original one that existed in the first place, outside of augment slots, it’s 90% exactly the same.
Anyways, their crafting system sucks. Not only is it shallow and does nothing for the economy, it totally pidgeon holes the community into leveling specific crafts, depending on patch the game is. Before 1.2, everyone was Biochem and after that, everyone is leveling the crafts that create augments. However, due to extrimely low server populations, crafts such as I mentioned above, get totally screwed as anyone who makes Augmented gear is charging WAAAAY to much for it, and as everyone else is not making money, they’re forced to grind the ridiculously dull dailies over and over again. Also, level 50 augmented gear cost 250k+ credits at minimum, the augments themselves are about 150k if you’re lucky..
I think that is why they are implementing augment slots so the rest of the items will be viable for the endgame/ min-max by giving only crift crafts aug slots meaning handing them most of the gear trade at max lvl and that also skyrockets the prices of crift crafts by adding aug slots you will not have to crit craft an item but instead you can buy the slot and then add it so crit craft price is now item base price + augment slot by increasing supply of aug slot they intend to lower the prices for more healthy economy as you have mentioned which crit crafts damage
That really changes nothing, mainly because the crafters that will be crafting these augments kits, are the same exact ones that are crafting the gear in the first place. Now, let say that you’re on a somewhat lower populated server and you already control the market. What’s going to make you sell those kits any lower then the gear you have up? Absolutely nothing.
As I said, this game’s economy is by far the worst I’ve ever seen out of any MMO. Before 1.2, all the rage was for Biochem/Cybertech, not because you made money but because they provided some sort of usage that the other crafts didn’t, at the same time, those crafts and gear they made were out done by simple stuff you got from the comm vendors.
Now, they’ve nerfed Biochem and Cyber tech to the point where simple pots you buy off vendors are of equal value and you can’t make any augmented gear with them.. Also, the cost of making ONE simple blue pop is FAR, FAR higher then making a crit augment piece. I challenge anyone here to go find any Biochem user or Cybertech user that actually has Diplomacy or Investigation… They’re completely useless and if you want to make any sort of money, you’re basically forced to drop them and go pick up Slicing, so that way you can make 15k per purple mat so some douche can go make 5x the profit on Augments.
Their whole crafting system is just very bad… I just can’t really see how any can enjoy it or defend it. This is the last thing they need right now. All these changes are quality of life changes that they should have fixed in the beta, not after the live release, when in reality, only thing that’s gonna keep people playing is new content and the idea that, even if minor, they’re advancing their character.
I mean, look at the Rated Warzone release… They implemented a system of PVP and getting gear that strongly relies on Ranked Warzones, without those Ranked Warzones.. So they gave people a carrot, a moldy carrot at that, which people can’t really stomach to eat because it just takes WAAAAY to long to swallow it.
As someone else said above, while I completely understand that there are devs that work on all aspects of the game, when people ask for fries and you don’t have them… they’re going to go the next place that does..
Maybe Chick Fil’A… For some waffle fries.
I can’t agree with you about the game’s economy being terrible because I have personally made millions of credits on multiple low pop servers selling crafted items. I empathize with you that your experience with it has been less than stellar but mine has been the opposite so I don’t think we can paint crafting with such a wide brush.
♥ Goddess Leira ♥ (@Leiralei) said:
Having to spend thousands of dollars in mats crafting one item with an augment, when you can’t sell the other items, drives the price up. You’re paying for 5-15 other items the crafter can’t sell, not the aug slot itself.
At least this will fix that, but it’s too many mats. Very annoying when all they had to do was make one augment kit (maybe per profession).
http://www.swtor.com/community/showthread.php?t=458314 How Aug slots SHOULD work in 1.3.
Luke Smith said:
hey guys, to be perfectly fair, im still enjoying the game, im not really an end game person or PvP’er but its getting to the point now i gotta try just for a change of scene, population wise the Trask Ulgo server still proves quite steady to busy on some days, (fleet at least) the only thing id like to see inplamented which would please me, is a hood down option (draped not gone) and the seats in cantina’s and the spare seats in your ships all interactive/seatble as im on a rp server so it helps the rp atmosphere, othet than that any little add ons no matter how poinless peole may think they are, are a welcomed bonus in my opinion
That would be cool to have a hood down option!
can you soon fix the PVP sp we can go 8 man !
Please note: You have accidentally posted to a crafting article. The door to the PVP discussion is over there –>
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shaun simmonds said:
Personally i dont care about crafting or pvp….i just want a higher lvl cap and more missions to do………im bored silly by the end game content or lack of…..also the dailies are really getting tedious, surely we could come up with a random mission generator or bounty hunter board or something?What about guild battles? or guild home ships earnt by guild runs that drop tokens u need to get it? or multi player space combat..because the arcade shit is boring….also why dont guilds have their own symbols appear on your gear/ like tabards on wow? why do bikes only go 110%?
why dont we have battle fields (yes 4 pvp) that have actual objectives in them? the ones on tattoine and illum arent even worth going to….and 4 pvp maps..really is that all you can manage?….what do you have like 3 staff or something? cmon guys swtor could slay wow (which has really gone kiddie)…one of the best features of wow was achievements..why dosent swtor have them? i could go on and on….but why bother you wouldnt listen anyway….where did i put my star trek password?
“I don’t care….I want…Why we don’t have” Well implementing the things you said take time and resources if you want them done right or would you prefer if they accidentaly the game (you have just lost the game)? We will have those as soon as we can get server transfers and LFG which are far more important than adding bounty board and guild battles system i also would love to see those in game( who wouldn’t) but it takes time do that and now LFG and transfers are prio #1 and yes i know there are diffirent teams working on and which team do you think manges the systems? Systems designers ofc and you can only add non-bugged features and content one thing at a time per team
TLDR:Patience is a virtue, we will have more features and content but we jus have to wait in mean time play some single player games you missed while you wait.
Maybe I understood something wrong, but from my POV this is real bad news for dedicated crafters. From 1.3 on, sale prices will fall to the ground as Bioware decided crafting is not a viable way of playing their game. Roger Wilco.
Crafters are required to make the crafting kits so this will be one more item we can make and sell. Not seeing this as a takeaway.
Jeff mcb said:
I just can’t get over the fact that when I do my dailies in the black hole that there are usually only between 2-5 people in that zone. That leaves a very small chance to ever find a group to do the weekly. I just can’t get over these server sizes and that’s even before people stopped playing. I love SWTOR and would probably stick around if they had a population but this is just getting sad. Augment slots just aren’t impressing me at this point in the game.
The same patch is also bringing you a group finder that will include ability to note you are looking for questing buddies for a specific area. So both you and crafters are getting shiny things in this patch.
The group finder won’t help a lot if you are on a server with almost no population left. 😦
Server tansfers will also come before/ a little after 1.3 to balance things out with server pop thats how they will deal with it afaik from forum posts and podcasts etc
I don’t get it. So I won’t be able to put max level augments into any piece of gear I choose? If I happen to like the look of a level 19 orange, I can’t wear it at end game?
.. Isn’t that defeating the purpose?
You can still do that provided you add a level 49 augment slot. You only may not put a max level augment into a lower augment slot.
I have a question, if MK-6 is for 49+ meaning its also for 50 what advantage does MK-7 have?
David Hunt clarified RE: the MK-7 Slot in the screenshot versus MK-6 as maximum in the table, per the SWTOR forums. See below.
Guys, by posting complaints here about the rest of the game, you’re shooting the messenger. Posting an article about crafting does NOT mean that Anexxia should be badgered about other aspects of the game over which she has no control.
totally agree the comments are mostly irrelevant to the excellent interview (thank you for that). however the comments are important. the change to the customization system, only 6 months after launch, as well as many other changes, shows some things were not thought through.
mostly I think the major problems in the game mentioned in the comments above, are connected to the levelling curve. It’s far too quick! some examples:
1) unused flashpoints and heroic quests – well, why would you bother with these if you are going to outlevel them in a couple of hours anyway, and the gear that drops (after some hard work) will be useless.
2) poor economy – till lvl48, honestly, why would you spend cash on buying an item that you are going to use for about an hour before some green random drops replaces it? and this obviously leads to why would you bother crafting it?
so now they give us augment slots. good stuff. however this begs the question, how much attention are you paying to your gear at the moment as you are going through Balmorra? Are you going to be bothered about an augment slot on a lvl19 item, which will be totally useless in under an hour when you are lvl22 and upgrading it?
I am a raider. I have cleared all raid content to teir top level (including HM on EC). All my gear (rakata and black hole) that can get an augment slot through custom gear (weapons, armour etc.) already has one. Basically all that changes for me is that I get to drag back the mods to the original frame (rakata, campaign) IF I can get an augment slot on those, so that I enjoy both the augment and the set bonus (not that the set bonus is all that great…).
So for end-game this is not that important, and for where it could be important – during leveling – it isn’t going to be used, since you level so damn fast.
Btw – people leaving? I would point at 2 things that are the major cause of this, in my opinion:
1) world pvp is simply ‘orrible. Have no idea what they were thinking of with Ilum, but it’s an empty world other than the 15m people put into dailies and the 20m right after daily reset (warzones are actually fairly nicely done).
2) the damn leveling curve, you’re finished with the story (which is by far this games most powerful attraction) in under 4 weeks at casual play (about 10 days if you push it). You blink and its over. And there’s no story after that. You’re done.
so, with all this talk of burgers and fries etc, what people really want is the whole experience. Some places have better burgers, some have better fries, some will even try to sell you what the waitresses are wearing (or not wearing) as a cause to come. It all comes down to, what was the WHOLE experience like. I think SWTOR is a fun experience. It’s a good game. A lot less bugs than most I played after launch (Age of Conan anyone?). The major problem? The fun experience is over far too quickly, and after that you say “what now?”, and head off somewhere else.
So either make the current experience (story) last longer, or add more experiences that are worth coming back for
It’s the virtual equivalent, however, of interrupting someone’s conversation at a cocktail party to talk about yourself. These are great points to raise with the devs– but the forums or a post on those topics would be a much more productive place wherein to do so.
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David Hunt clarification RE: the MK-7 Slot in the screenshot versus MK-6 as maximum in the table, per the SWTOR forums:
Sorry for the confusion – this is a timing issue. When I responded to the first questions in the interview, augments went up to MK-7 and that was included in the screenshot. By the time the follow-up was complete augments had changed to end at MK-6, and thus that’s reflected in the table. I didn’t notice until after the interview was live, so the screenshot is dated. Augments range from MK-1 to MK-6, the 22 augments require MK-6, and the highest crafted items get an MK-6 augment slot.
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Quentin D Nelson said:
Your reading to much in to this an expecting it to fail when its not it perfect all it is an exstra slot for agument to change expertist in gear or add more to the armor
Not sure to whom you are replying. It shows this to me as a comment on my post. I think this will be a very interesting change and am looking forward to it, unlike some of our commenters.
Quentin D Nelson said:
Yeah it all good I was annoyed at all the haters it just been up a year and theres haters just like the haters for the wii u if its new you hate where would you bbe if bioware waited till they had every kink out and release in dec this year instead of last year.
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So from Darth Hater’s coverage of the Bioware presentation:
“Exceptional crafted items will now get a bonus augment slot, item in theory will become best in slot for classes and sought out on the market because of it.”
I’m skeptical about this because (1) it’s directly contrary to what you got from the horse’s mouth up there and (2) none of the slides said anything like this and (3) it makes no sense.
I suspect it was misreported, but maybe you could work your contacts-mojo to clarify.
Thanks for the heads up. I will see what I can find out.
Thanks a lot!
I’ve verified that the Q&A info is the correct information. The DH bit you’ve quoted seems to be a misinterpretation.
What a relief! I’ll pass it along to my guildmates!
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