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Reverse Engineering System for Traders
The new Reverse Engineering System being implemented in Chapter 5 is designed to provide traders with a greater level of involvement in the Star Wars Galaxies economy, along with making them a more valuable member of any party or player association. Through this system, traders will now be able to reverse engineer items in-game to create new item upgrades for use by themselves or other players.
Overview
With Chapter 5, traders will gain the ability to craft a reverse engineering tool. The trader will then be able to use this tool to deconstruct items, weaponry, armor or clothing in-game and extract “Bits” to create item upgrades that can be applied to other items to enhance them. Deconstructing an item through reverse engineering will destroy the original item, but it will always produce a Bit of some form, so the trader's efforts and items will never be wasted.
Deconstructing an Item
The reverse engineering tool is very easy to use. The trader simply places the item that he or she wishes to deconstruct into the tool. The item will not be deconstructed until the player activates the tool, so traders can avoid accidentally deconstructing the wrong item. Upon activation of the tool, the item will be destroyed and a Bit will be created in its place. The Bits created will be related to the item that was originally deconstructed, and will take the form of either a “Power Bit” or a “Modifier Bit,” both of which are necessary to craft an item upgrade.
Deconstructing weapons, armor or clothing that have bonus stats will result in creating a Power Bit. For example, if a trader deconstructed a weapon that had +5 precision, the result of the reverse engineering process would create a Power Bit with a value less than or equal to five. A player's skill in reverse engineering, along with luck, will determine how close the Power Bit is to the original item's value. Creating an item upgrade with a single stat requires a “1st Order Power Bit.” Players can create item upgrades with two or three stats if they have purchased the expertise skill to do so, but they will also need to have an existing item upgrade with a single stat, a 2nd or 3rd Order Power Bit, and a Modifier Bit.
The Modifier Bits are obtained when traders use the reverse engineering tool on two junk items, generally those dropped from droids or NPCs. Most combinations will result in a “common” Modifier Bit that corresponds to one of the six major stats: strength, agility, stamina, constitution, luck and precision. However, there are close to 120 combinations throughout the galaxy that will result in “rare” Modifier Bits that deliver a host of bonuses for combatants and crafters alike.
Crafting Item Upgrades
For the most part, Power Bits created through the reverse engineering system can be used to upgrade any piece of weaponry, clothing or armor. However, traders must fashion the Power Bits into an upgrade specific to the type of item he or she wants to enhance, using the Modifier Bits.
A Power Bit and a Modifier Bit are combined in the reverse engineering tool to craft the item upgrade. For example, combining a Power Bit of +5 with a Modifier Bit of “strength” will result in an item upgrade of +5 strength. Also, the trader can choose between two different forms for the item upgrade: permanent (Skill Enhancing Attachments) and temporary (Power-Ups). The SEAs can be applied to items that have an open socket on them. These sockets are found only on crafted items. The Power-Ups only last for a limited time, but they can be applied to crafted, dropped or rewarded objects, regardless of the number of slots.
Applying Item Upgrades
Once an SEA or a Power-Up has been acquired from a trader, any player may apply the upgrade to the item by dragging the upgrade onto the item in the player inventory. Common SEAs can be applied to any socketed piece of weaponry, clothing or armor, but there are some rare and powerful SEAs that are limited to shirts and breastplates.
Only one Power-Up can be applied to an item at any given time, but players can apply a Power-Up to an item that has already received an SEA.
soe just kicked teh body of swg in 2 teh grave
no 1 like this system on teh fourms every post has been y it suck.
Comments
First off:
Let's review
How late is this concept or even the crafting update from the plan that was given before?? About 5 months? 4 months?
How is that decay working out? Because that is what helped the economy... no matter what anyone thinks.
But lets think about some more bastardized things that were not needed:
One.. there was NOTHING WRONG WITH THE PREVIOUS crafting system pre-NGE... other then adding back decay.
Nothing.. in fact nobody complained or asked for somthing this fucked up ever.... so lets get that fact out there now.
Two: THIS SYSTEM IS BEING BUILT AROUND THE NGE... (Ok so how is that NGE working out??? lol Yeah.. so let's get this straight... they are building a crafting system around a BROKEN un successful system as it is). So yeah, this makes sense for those of you that are using common sense right now.
Three: Most of the things you can do ARE THINGS THAT OUR DIVERSE CLASSES COULD DO BEFORE...???? How fucked up is this??
So lets review again:
Nothing was wrong with the crafting when the game was harder pre-NGE-CU. it was in depth and drove the economy.
This system is for the dying and horrid NGE system that is a failure.
Most of the things your doing are things we had before but working already before they were (are) being bastardized.
So there ya have it... same ole engineering that the NGE has made into the game.. (I wonder if there will be pictures of a Wrench or play school type fonts to help them know which item to use?)
______________________________
I usually picture the Career builder commercial with the room full of monkeys and upside down sales chart when thinking about the SOE/SWG decision making process.....
SOE's John Blakely and Todd Fiala issued a warning: "Don't make our mistakes." Ref NGE
Winner of the worst MMOS goes to.... the NGE and SWG..!!! http://www.mmorpg.com/showFeature.cfm?loadFeature=1034&bhcp=1
Guys, but what are these devs supposed to do? They are PAID to do something, so they do...something!
They should just know when to relax and to ADD on side stuff, or side missions, side system, without hurting the core...but...sometimes...peoples have EGO and they must work hard and change a LOT. ROFL. SWG is the prime example of peoples PAID to work and just "working", without any consideration to leveling what exist already.
They aren't bad peoples, they just forget to...think. Now to make a pre-CU server, it mean that everything they work on since X time is useless, too much for their EGO to muster...ROFL. It is time these devs forget a little about their EGO and just do what is successfull. Players enjoy pre-CU, then sure, find a way to bring pre-CU back on some servers or create new server, you don't need to destroy everything you did previously in order to make the POPULAR choices available. Anyway, now it may be too late. Players are humans too, and there is a limit to what they can accept...and what they can't. I hear them say often that devs are humans too...yet, why think overly about workers if the final product suffer? Players are humans and these devs should always remember this.
SWG is a prime example of EGO destroying what they have. It seem easy for these devs to pinpoint at the EGO of some of their players, especially when their own EGO is far worser.
- "If I understand you well, you are telling me until next time. " - Ren
That is the last piece of puzzle missing from WoW conversion.
John Smedley beat up my grandmother.
"The man who exchanges Liberty for Iconic classes is a fool deserving of neither." - Me and Ben Franklin
It REALLY REALLY amazes me.
Normal people with half of a functioning brain would know that when your playerbase goes from 350K to 10K, you are doing something wrong.
Now again,
In this situation, normal people with half of a fuctioning brain would say "We are going in the wrong direction with this." and do something to TRY to get 340K paying customers back.
Woops ... how silly of me .... we are talking about $OE and $LA. My bad.
Especially when you add the fact that they are now a combat class.
Shayde - SWG (dead)
Proud member of the Cabal.
It sounds great, so great in fact, I pitty those who canceled - Some deluded SWG fanboi who pities me.
I don't like it when you say things. - A Vanguard fan who does too.
09f911029d74e35bd84156c5635688c0
"Only entertainers left to hose, then the master plan is complete......... muahahahahahahahahaha!!!!!oneoneoneEleventyOne111"
-anonymous NGE developer
SWG Veteran and Refugee, Intrepid server
NGE free as of Nov. 22, 2005
Now Playing: World of Warcrack
Forum Terrorist
Realise that this doesn't replace the current crafting system, but is in addition to it. You need to make stuff in the usual way that you have any time in the game to be able to attach stuff you make with this new system.
Also, no, crafting professions aren't a combat profession. They get a level just like combat characters do, but it's a representaion of how far through your profession you are. They won't be getting any combat specific specials or losing their non-agro abilities. In other words, the only combat crafters will be doing is clearing out an area of lairs to place harvestors.
SWG had the best crafting system imo
Well they have no one else to left to offend, maybe commando and medic will be next in there player purge, every time they do a publish a few more people get pissed, end there subscription go to other games or become angry at soe, so they lose all round, i still find it very hard to stomache people actualy like the nge, all i can say is they could'nt have played the game before.
Not sure how you're figuring that. These new parts only attach to crafted goods, so to attach it to a peice of clothing, armour or weapon you first need to have the peices made by the corresponding profession. You add the attachments onto the crafted goods after it's been made. When it comes to RE'ing, it's not guaranteed that you will always get the stats that you're trying to RE from the looted peice - how well you succede at doing it will depend on how much RE'ing skill you have as a crafter. Yes, attachments that have lots of great mods will sell for lots, but that's no different to what it was like with CA's/AA's/tissues/shards/etc pre-nge.
Weaponsmith still needs more info released about changes being made to it before I can say if it's going to be dramatically improved or not. Of the three professions you mention, Tailor will probably benefit the most due to them being able to add stats to crafted clothing. Armoursmith will benefit too, but it's not exactly in a bad shape as it is now.
Not sure how you're figuring that. These new parts only attach to crafted goods, so to attach it to a peice of clothing, armour or weapon you first need to have the peices made by the corresponding profession. You add the attachments onto the crafted goods after it's been made. When it comes to RE'ing, it's not guaranteed that you will always get the stats that you're trying to RE from the looted peice - how well you succede at doing it will depend on how much RE'ing skill you have as a crafter. Yes, attachments that have lots of great mods will sell for lots, but that's no different to what it was like with CA's/AA's/tissues/shards/etc pre-nge.
Weaponsmith still needs more info released about changes being made to it before I can say if it's going to be dramatically improved or not. Of the three professions you mention, Tailor will probably benefit the most due to them being able to add stats to crafted clothing. Armoursmith will benefit too, but it's not exactly in a bad shape as it is now.
And your right Obraik the RE system is like the old Pre-CU/CU CA/AA system. Tell the truth I like the idea and the Traders I've talked too feel the idea is a good one, they just want a little more info. The only Traders with a few hang up's are Weapon Smith's as they do want to make High Level Weapons, but so far the only ones in the game that they can make are one of the Carbines and the Cube has a few weapons that a crafter can make (infact I've seen a few Player Made Sfor Republic Carbines for sale, a Weapon Smith friend of mine is also buying up some of the glowies for weapons when Chapter 5 hits.)
The thing is this isn't going to be the Pre-CU, Crafters make all the 'uber' items again. From what it looks like to me it will be a mix of crafted goods along with quested/looted items. This really isn't a bad thing, Ultima Online went with that system when Age of Shadows came out and the Playerbase did like it. And so far the only players I've heard or talked to that dislike this are the old Pre-CU hold outs, upset vets, and players who feel if they keep pushing it SOE will cave into them like in the old days.
Not sure how you're figuring that. These new parts only attach to crafted goods, so to attach it to a peice of clothing, armour or weapon you first need to have the peices made by the corresponding profession. You add the attachments onto the crafted goods after it's been made. When it comes to RE'ing, it's not guaranteed that you will always get the stats that you're trying to RE from the looted peice - how well you succede at doing it will depend on how much RE'ing skill you have as a crafter. Yes, attachments that have lots of great mods will sell for lots, but that's no different to what it was like with CA's/AA's/tissues/shards/etc pre-nge.
I'm figuring that because the valueble part that people will want and pay for is looted. Like with SW, most pilots I knew gathered the parts to be RE together themselves and then went ot the shipwright paying them a tiny fee to put it all together. That lead to even filler parts for level 8 ship weapons selling for 3 million on the server .... that's 2.9 million more then the W would likely see at the end of the day .... and that's even for shipwrights who had the ablility to go and get that loot themselves.
A good thing depending on your point of view and personal likes of course. There are pleanty of players that seem to like the pure loot economy of WoW after all. Also your not really suprise the players that used to play a game with a player crafter created economy don't like the change towards a loot based one are you? I'm happy to admit it sounds like a great move for people that like loot economies.
Yeah I know armorsmith does well, I've disagreed with Obraik a fair few times on the state of crafting where we both know each others views on some of the professions so I didn't make that clear but shipwright? Engines and shields? I could see reactors, booster or capacitors which could be better in some cases or at least close but engines and shields are blown out of the sky by REed ones. The way I look at it isn't can you make some money crafting but is how much do you make compared to a person selling the loot equivelant of what you make and in shipwrights case you do very poorly and then when you consider the combat character gets access to a huge amount of content comapred to you and makes more money then you selling stuff .... how valued or important do you feel as a playstyle?
SWG Veteran and Refugee, Intrepid server
NGE free as of Nov. 22, 2005
Now Playing: World of Warcrack
Forum Terrorist
Now THAT is funny
I can imagine my old Latin teacher browsing these forums and going into an epileptic fit
Well I was a medic, and they pissed me off a while back lol. How you may ask? By deleting my master Doc, TKM for starters. But hey I stuck around to see if anything could be salvaged. No such luck. My new area heal aggroed everything around me, which lead to instant death. Then players would get pissed at me cuz I couldn't rez them. My death was viewed as inconvenient to the new breed of SWG player.
The only other heal I had was a fairly useless HoT, that I had to manually target during combat while everyone was running around. Even if I managed to hit someone with it, the damage they were taking rendered it useless.
So I checked back into SWG land when I heard about medic expertise. I thought maybe with some character diversity and some more healing options things could be playable. Well the new heals healed enemies when they first came out. That's completely unacceptable. And, they didn't work in auto-target mode. I gave up on SOE completely at that point. They demonstrated to me that they are quite simply not capable of getting the most basic game mechanics right. Healing enemies and not being able to target friends for healing is completely game-breaking.
It reminds me of the respec "gift" we were all given: the one that reduced everyone's combat level to one. Nice "gift." Anytime I hear that a new chapter is coming out, I cringe at the thought of all the new bugs, and how likely it is that something that once worked is going to be broken.
Advice to SOE: Don't say one thing, then do another. Don't break things that are working. Don't introduce things that are broken. Don't give people gifts that take away their progress. Don't delete things people worked hard for.
If you can't follow that advice, get out of the gaming industry, you're hurting people.
ARC3
Well I was a medic, and they pissed me off a while back lol. How you may ask? By deleting my master Doc, TKM for starters. But hey I stuck around to see if anything could be salvaged. No such luck. My new area heal aggroed everything around me, which lead to instant death. Then players would get pissed at me cuz I couldn't rez them. My death was viewed as inconvenient to the new breed of SWG player.
The only other heal I had was a fairly useless HoT, that I had to manually target during combat while everyone was running around. Even if I managed to hit someone with it, the damage they were taking rendered it useless.
So I checked back into SWG land when I heard about medic expertise. I thought maybe with some character diversity and some more healing options things could be playable. Well the new heals healed enemies when they first came out. That's completely unacceptable. And, they didn't work in auto-target mode. I gave up on SOE completely at that point. They demonstrated to me that they are quite simply not capable of getting the most basic game mechanics right. Healing enemies and not being able to target friends for healing is completely game-breaking.
It reminds me of the respec "gift" we were all given: the one that reduced everyone's combat level to one. Nice "gift." Anytime I hear that a new chapter is coming out, I cringe at the thought of all the new bugs, and how likely it is that something that once worked is going to be broken.
Advice to SOE: Don't say one thing, then do another. Don't break things that are working. Don't introduce things that are broken. Don't give people gifts that take away their progress. Don't delete things people worked hard for.
If you can't follow that advice, get out of the gaming industry, you're hurting people.
ARC3
I've been playing a Medic since forever and unless you were doing something funky, you've never been able to heal the enemy. The only issue close to what you're talking about is when it was on TC and buffs would apply to people you were dueling when you meant them for yourself. That was fixed before it went live though.
You can also reduce the hate generated by healing through expertise. I've taken that line and it helps alot.
Well I was a medic, and they pissed me off a while back lol. How you may ask? By deleting my master Doc, TKM for starters. But hey I stuck around to see if anything could be salvaged. No such luck. My new area heal aggroed everything around me, which lead to instant death. Then players would get pissed at me cuz I couldn't rez them. My death was viewed as inconvenient to the new breed of SWG player.
The only other heal I had was a fairly useless HoT, that I had to manually target during combat while everyone was running around. Even if I managed to hit someone with it, the damage they were taking rendered it useless.
So I checked back into SWG land when I heard about medic expertise. I thought maybe with some character diversity and some more healing options things could be playable. Well the new heals healed enemies when they first came out. That's completely unacceptable. And, they didn't work in auto-target mode. I gave up on SOE completely at that point. They demonstrated to me that they are quite simply not capable of getting the most basic game mechanics right. Healing enemies and not being able to target friends for healing is completely game-breaking.
It reminds me of the respec "gift" we were all given: the one that reduced everyone's combat level to one. Nice "gift." Anytime I hear that a new chapter is coming out, I cringe at the thought of all the new bugs, and how likely it is that something that once worked is going to be broken.
Advice to SOE: Don't say one thing, then do another. Don't break things that are working. Don't introduce things that are broken. Don't give people gifts that take away their progress. Don't delete things people worked hard for.
If you can't follow that advice, get out of the gaming industry, you're hurting people.
ARC3
I've been playing a Medic since forever and unless you were doing something funky, you've never been able to heal the enemy. The only issue close to what you're talking about is when it was on TC and buffs would apply to people you were dueling when you meant them for yourself. That was fixed before it went live though.
You can also reduce the hate generated by healing through expertise. I've taken that line and it helps alot.
Hiya Obraik . Actually when the NGE first came out, the area heal did heal enemies. That was live too, not on the TC. We screamed about it, and they fixed it. As for the healing of enemies with expertise, that I just read about on the forums. I hope I indicated that in my post. If their is a new game mechanic to reduce the hate, that's a very good thing. People have been asking for that since Nov. 05. The hate generated by the area heal made it very difficult to ever use. It was poorly designed in my view. Also, the hate drew things from other rooms even in certain places. That was just wrong. Oh ya, and I read about the inability to target friends with the new heals in auto-mode in one of the recent Senate reports. Badgersmacker in particular does a good job, in my view, of highlighting problems with medic. (Even though he used to tell me to run in circles to lose aggro, which I didn't think was an acceptable solution lol).
I think you try to find the best possible thing in the new SWG, and make it work for you. I respect your choice to go that route. I feel too robbed, misled and let down over and over again to go that direction. I hope you have fun though, that's what MMO's are all about.
Take care
ARC3
This reverse engineering system is a POS I was against the idea of having this implemented the way they will be implementing it because its going to FORCE people to use loot to create viable products. To be honest they have had a year to think of something that could have been much better then this but all they do is give us a reverse engineering process - I DON'T GIVE A FCUK if its in conjunction with th existing system. Loot in crafting is acceptable if it is to create one off uber/rare items while your other items are still unique and sort after (which at the moment they are not) but using loot in this way to create a majority of your items (and hell yes you will be using loot all the time now) is bad for crafting.
I have no idea why people defend this game and the Devs when all they come up with is a system which is basically the WoW enchanting system Starwarsyfied (yes i created a new word) for this game. They have had a whole year to create a good concept, a whole year to ask us for ideas but they spent a few months coming up with this shizzle and ignored hundreds of good posts which could have easily been implemented if they had the resources to do so.
Water cooled Intel Corei7 920 D0 Stepping OC'd 4.3GHz - 6GB Corsair Dominator GT RAM 2000Mhz - ASUS RAGE II EXTREME X58 Mobo - 2x HD 5870 in Crossfire X, OC'd 0.9Ghz core 1.3Ghz RAM - Dell 2407WFP Flat Panel LCD 24" 1920x1200
You need to read over it better.
BEFORE any loot parts can be added onto stuff, the stuff needs to be crafted. People first need to buy the stuff that you craft int he conventional way before any such loot-made attachments can even be added. It's not that different to the CA/AA system pre-nge except now crafters play a role in making the attachments.
You need to read over it better.
BEFORE any loot parts can be added onto stuff, the stuff needs to be crafted. People first need to buy the stuff that you craft int he conventional way before any such loot-made attachments can even be added. It's not that different to the CA/AA system pre-nge except now crafters play a role in making the attachments.
That is looking at it backwards. Whatever a crafter makes is worthless UNLESS they re-engineer looted parts into it. Loot is just another component NOW more necessary than before.
It's like suddenly EVERYTHING taking Krayt tissues to be worth a damn.
Shayde - SWG (dead)
Proud member of the Cabal.
It sounds great, so great in fact, I pitty those who canceled - Some deluded SWG fanboi who pities me.
I don't like it when you say things. - A Vanguard fan who does too.
09f911029d74e35bd84156c5635688c0