the devs have stated that the diffrence between epic and non epic is the number of mod slots. they have stated if u like apiece of gears look u can mod it out wiht operation mods to make it have the stats operations gear would have.
the only diffrence with purple and blue and so forth will be mod slots from what i understand so if someone likes the looks of a crafted peice of gear better i dont see why they couldnt mod it out.
I have a serious distaste for linking raiding and crafting. No crafter should be forced to raid in order to make the best gear available to them(although I don't think it should be the best in game). If that means crafters need to collect ridiculous amounts of materials outside of raids to keep the "amount of effort to power ratio" balanced, then so be it. But they should never be dependent on raiding drops.
I think people look at this the wrong way, because even in games based on mass trade UO,SWG,EVE etc.. A pure crafter is a pure crafter, they rely on others to get the really hard to find recipes/resources. Just look at SWG and Mando armor, hides were always obtained through player to player interaction. It's really no different than this concept. The main difference is who controls the market, in SWG the crafer basically did, in this system it will be those supplying the crafters.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
One thing not talked about much and not understood that well is the Mod system. With gear having mod slots, this opens up a different way to craft. We don't know if a crafter will have to set these mods or if they just have to make them. Could be that these mods drop and can be put into normal items to make them blues or even purples.
So it could be that mods become more important than the actual gear produced or dropped. That could mean that crafters can craft top gear that is just missing top mods. The mods could be what drops in operations. Crafters could still sell top items, but they would not be top items without the top level mods. That would mean the best crafted gear would be operation level gear once the mod is added. So you can sell these to players who have the mods or buy the mods and add them yourself. Just another wrinkle to add into it.
In fact just before the timestamp in the vid (around 4:00), he says "if you want the best mods in the game you have to play through operations". But also the materials.
If only the recipes aren't tied into operations, that would still leave crafters with dependancy from operations or very hefty material bills.
The most hopeful aspect in my eyes, would be what Foomerang says: they better tie in those material drops and recipe drops at normal difficulties / 8 man versions too and differentiate the higher difficulties with top the top tier gear drops and rewards.
Can someone make a game that selectively chooses all of the popular answers to the polls on this site? It's evident that there is a hole missing that none of these games are fitting into.
Crafters should be able to create top end gear/mods, but they should have to either walk through the fires to be able to do it, or pay out the nose to have access to the required recipies and materials intead
Can someone make a game that selectively chooses all of the popular answers to the polls on this site? It's evident that there is a hole missing that none of these games are fitting into.
Just a little something I've been noticing.
Something tells me that if they did, no one would play it.
"If half of what you tell me is a lie, how can I believe any of it?"
One thing not talked about much and not understood that well is the Mod system. With gear having mod slots, this opens up a different way to craft. We don't know if a crafter will have to set these mods or if they just have to make them. Could be that these mods drop and can be put into normal items to make them blues or even purples. So it could be that mods become more important than the actual gear produced or dropped. That could mean that crafters can craft top gear that is just missing top mods. The mods could be what drops in operations. Crafters could still sell top items, but they would not be top items without the top level mods. That would mean the best crafted gear would be operation level gear once the mod is added. So you can sell these to players who have the mods or buy the mods and add them yourself. Just another wrinkle to add into it.
In fact just before the timestamp in the vid (around 4:00), he says "if you want the best mods in the game you have to play through operations". But also the materials.
If only the recipes aren't tied into operations, that would still leave crafters with dependancy from operations or very hefty material bills.
The most hopeful aspect in my eyes, would be what Foomerang says: they better tie in those material drops and recipe drops at normal difficulties / 8 man versions too and differentiate the higher difficulties with top the top tier gear drops and rewards.
With drops being in bags. I would think that any operation drop could have mods and material. And yes, the 16 man hard mode would have the top gear. I would think that even a pug would have a good chance on normal 8 mans. So it wouldn't be too difficult. I hope at some point the devs do add something more to crafting without needing operations. They seem to listen, and having crafters complain could help.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them? R.A.Salvatore
Another reason I have no interest in SWTOR. I'm not sitting in a vent with a bunch of hopped up 12 year olds for two months waiting for a pair of virtual boots.
Comments
the devs have stated that the diffrence between epic and non epic is the number of mod slots. they have stated if u like apiece of gears look u can mod it out wiht operation mods to make it have the stats operations gear would have.
the only diffrence with purple and blue and so forth will be mod slots from what i understand so if someone likes the looks of a crafted peice of gear better i dont see why they couldnt mod it out.
I think people look at this the wrong way, because even in games based on mass trade UO,SWG,EVE etc.. A pure crafter is a pure crafter, they rely on others to get the really hard to find recipes/resources. Just look at SWG and Mando armor, hides were always obtained through player to player interaction. It's really no different than this concept. The main difference is who controls the market, in SWG the crafer basically did, in this system it will be those supplying the crafters.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
In fact just before the timestamp in the vid (around 4:00), he says "if you want the best mods in the game you have to play through operations". But also the materials.
If only the recipes aren't tied into operations, that would still leave crafters with dependancy from operations or very hefty material bills.
The most hopeful aspect in my eyes, would be what Foomerang says: they better tie in those material drops and recipe drops at normal difficulties / 8 man versions too and differentiate the higher difficulties with top the top tier gear drops and rewards.
My brand new bloggity blog.
I always thought mission skills would also provide rare mats and plans as well?
In Bioware we trust!
Can someone make a game that selectively chooses all of the popular answers to the polls on this site? It's evident that there is a hole missing that none of these games are fitting into.
Just a little something I've been noticing.
Crafters should be able to create top end gear/mods, but they should have to either walk through the fires to be able to do it, or pay out the nose to have access to the required recipies and materials intead
Something tells me that if they did, no one would play it.
"If half of what you tell me is a lie, how can I believe any of it?"
LOL Could you imagine in the 'Return' trailer,
"Go Satele, you must walk a different path."
Zabrak jedi master runs off epically and jumps in the air. Satele throws her raid-obtained saber staff.
The Zabrak lands in confusion, trying to activate the lightsaber.
Darth Malgus: "It's bind on pick up."
Zabrak Jedi master: "../sigh." (Epic duel.)
Longing for Skyrim, The Old Republic and Mass Effect 3
In fact just before the timestamp in the vid (around 4:00), he says "if you want the best mods in the game you have to play through operations". But also the materials.
If only the recipes aren't tied into operations, that would still leave crafters with dependancy from operations or very hefty material bills.
The most hopeful aspect in my eyes, would be what Foomerang says: they better tie in those material drops and recipe drops at normal difficulties / 8 man versions too and differentiate the higher difficulties with top the top tier gear drops and rewards.
With drops being in bags. I would think that any operation drop could have mods and material. And yes, the 16 man hard mode would have the top gear. I would think that even a pug would have a good chance on normal 8 mans. So it wouldn't be too difficult. I hope at some point the devs do add something more to crafting without needing operations. They seem to listen, and having crafters complain could help.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
Another reason I have no interest in SWTOR. I'm not sitting in a vent with a bunch of hopped up 12 year olds for two months waiting for a pair of virtual boots.