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Title: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 02, 2011, 05:47:56 AM
Reposting from Reddit regarding a recent change to end-game gear, and also educates on how the modification system works.

Quote
Ok, need to make something clear first: Artifact items is an equivalent to Epic items in other games(like WoW).

So it's pretty much all the gear you get towards and in the end-game.

In the release build, there is one change that takes away everything I loved about the Item Customization in this game, and the change is:
"- Modifiable Artifact quality items now only feature modification and enhancement slots."

Now let me explain in a newcomer terms, what that means:

Before the change, all higher quality items had Modification Slots. For example in a lightsaber you had a Hilt slot, color crystal slot, enhancement slot and Mod slot.

All the modifications came with stats, color crystal determined lightsaber color and hilt changed the quality and base stats of the item, in this case min-max damage.

You could swap around the modifications as much as you like so if you found a cooler looking lightsaber that had better hilt and color crystal but poor enhancement and mod, you could mix and match both of them to create a new lightsaber with the look and stats you want.

Now with the change introduced in this build, most of the Artifact items(purple, epic quality items) Have only 2 slots, mod slot and enhancement slot, both of them just add stats to the weapon, so you can't remove the important modification, like the hilt, and use it in the lightsaber of your choice to bring it to the same level of that epic weapon(stat-wise).

What it means is that if you go to a raid(operation) and an epic lightsaber drops, you won't be able to take the parts from it and jam in your favourite lightsaber, making it essentialy the same item stats wise but suited to your likings.

Same goes for armor slots, now if you are raiding as a bounty hunter, you will have to look like every other raiding bounty hunter or suffer from decreased stats, armor and base item damage.

I don't have a lot of experience with the item mod system, but I can wrap my head around what's being explained here, and if true, I'm not happy about this either. :(


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Der Helm on December 02, 2011, 06:08:35 AM
Fuckers.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Lantyssa on December 02, 2011, 06:18:35 AM
The item mod system is one of the best things about the game.  Shame they decided it's not worth having at the end game.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: VainEldritch on December 02, 2011, 06:26:03 AM
Fuck.

This is one of those developer decisions that leave me  :headscratch:

I mean, why?

This is one of the universally popular and lauded systems in SWTOR so I assume they have a sound reason for limiting it like this.

I say assume because I can count on one hand the number developer "feedback" replies on the beta forums and so I don't expect for one moment they they will deign to explain this to us.

 :mob:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Jherad on December 02, 2011, 06:27:45 AM
Ugh. Ugh. Ugh.

Seriously, why? This and the removal of the anti-clown option are pretty big downers for me.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Der Helm on December 02, 2011, 06:30:08 AM
Ugh. Ugh. Ugh.

Seriously, why? This and the removal of the anti-clown option are pretty big downers for me.
I thought THAT one was just turned off for testing reasons ?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Jherad on December 02, 2011, 06:32:31 AM
I initially thought so too, but haven't heard of it being turned back on again in latest patch notes. I'd like to be wrong.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Paelos on December 02, 2011, 06:40:11 AM
These decisions are always about hubris and never about the customer. They can't justify paying all these people to come up with art assets for their awesome new raid shit if you can just jam the stats in your level 10 lightsaber.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 02, 2011, 06:45:48 AM
The alternative take on this subject is apparently this:

Quote
Not true as of last build at least. Weapon damage scaled with the rating of mods you placed in them. The patch notes that others are freaking about are more to do with artifact quality items being reduced to only having 2 possible mod slots making blues better than them, or something to that effect.

Quote
This is my experience with the current build as well. I actually was able to bring my original lightsaber back out of retirement because I got a few new mods. I had to replace it with a green-quality lightsaber for a while because it had better numbers without mods.

which makes it sound like you can take the mod out of the purple loot, jam them into your favourite low level gear causing the core stats scale up based on the mods being purple, and thus retain your unique snowflake appearance along with purple-level performance?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Mrbloodworth on December 02, 2011, 06:47:14 AM
Ugh. Ugh. Ugh.

Seriously, why? This and the removal of the anti-clown option are pretty big downers for me.

Wait, what? It has a Appearance tab somewhere?

If the mod system is supposed to supplement not having a appearance tab, its an extremely convoluted way of going about it.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: 01101010 on December 02, 2011, 06:49:56 AM
God damn it. I'd rather run around looking somewhat unique with a lvl 5 saber that looked bad ass and I could keep up to date with - now I will have to have the lightsaber of masters that everyone else who ran the dungeon has strapped to their hip? bah...


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Mosesandstick on December 02, 2011, 06:58:41 AM
Wait, what? It has a Appearance tab somewhere?

If the mod system is supposed to supplement not having a appearance tab, its an extremely convoluted way of going about it.

The anti-clown button matched the colours of your gear to your chest piece.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 02, 2011, 07:04:18 AM
Wait, what? It has a Appearance tab somewhere?

If the mod system is supposed to supplement not having a appearance tab, its an extremely convoluted way of going about it.

The anti-clown button matched the colours of your gear to your chest piece.

That is supposedly going back in, it was taken out to help find missing textures.  If you used it a couple weekends ago some of your armor would go all blurry.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Mosesandstick on December 02, 2011, 07:07:26 AM
Yeah, I think everyone's worried because it wasn't in the latest patch notes.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 02, 2011, 07:12:13 AM
I don't think you should worry about the mod system.  Every event that I covered, the devs spent at least 10-15 minutes talking about how if you want to dress like a sand person and mod it with all the raid mods, you would be able to do it.

I can't imagine they would go back on that.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 02, 2011, 07:14:08 AM
All this seems to do is not let you take a some of the mods out of the Artifact items.  It doesn't mean you still can't get Artifact level mods in other ways and put it on your other gear.  I think it's more so that it will give some people a reason to use the higher level gear.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Jherad on December 02, 2011, 07:16:04 AM
I can't imagine they would go back on that.

 :awesome_for_real:

I hope you're right.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 02, 2011, 07:55:23 AM
All this seems to do is not let you take a some of the mods out of the Artifact items.  It doesn't mean you still can't get Artifact level mods in other ways and put it on your other gear.  I think it's more so that it will give some people a reason to use the higher level gear.
It sounds to me like the design was just simplified a little (or reversed?) from the user's point of view, so there's less modules that need to be transferred around in the first place -- rather than have explicit mod to determine the appearance and base power of the item, the appearance is defined by the item itself, and the base power is based on the quality of other module(s) that actually do get inserted?

Granted, this is all just interpretation of what the other people are writing, and maybe the sky really is falling :why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Lantyssa on December 02, 2011, 08:41:39 AM
Yeah, I think everyone's worried because it wasn't in the latest patch notes.
Well, it's not in the new build, either...


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ghambit on December 02, 2011, 09:01:01 AM
I don't see how anyone could justify the change rationally.  It's uniformly stupid regardless of how encompassing it is, especially in a game that's grasping for straws when it comes to non-storybased content.  If anything, the crafting system needs even more buttons to push, not less.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 02, 2011, 09:32:54 AM
I don't think you should worry about the mod system.  Every event that I covered, the devs spent at least 10-15 minutes talking about how if you want to dress like a sand person and mod it with all the raid mods, you would be able to do it.

I can't imagine they would go back on that.
:heart: those guys but they are on the foothills of Mt Molyneux.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: SnakeCharmer on December 02, 2011, 09:35:59 AM
Yeah, I think everyone's worried because it wasn't in the latest patch notes.
Well, it's not in the new build, either...

Rumor has it that they are waiting until the very last minute to put it back in (since they know it works) to help catch bad/missing textures.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 02, 2011, 10:00:42 AM
Looks like it's time to bring out the pitchforks on the Bioware forums.

 :mob:

That said I'm not even seeing anyone happy about this change.   There isn't even a vocal minority supporting it.   It's going to come down to whether or not they ignore us.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Pezzle on December 02, 2011, 10:05:32 AM
The rational behind that slot restriction stuff is pretty terrible.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Trippy on December 02, 2011, 10:25:46 AM
It sounds to me as somebody who hasn't played the game yet that the previous system was allowing people to create unanticipated combinations (read overpowered) and they want to reduce the chances of that with artifact-level gear.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: SnakeCharmer on December 02, 2011, 10:31:50 AM
It sounds to me as somebody who hasn't played the game yet that the previous system was allowing people to create unanticipated combinations (read overpowered) and they want to reduce the chances of that with artifact-level gear.


It's likely a combination of that and you could, for example, carry your L10 saber all the way to L50 and make it epic/legendary/whatever it with mods, it somewhat reduces the need to do the end game content (or buy RMT).


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: 01101010 on December 02, 2011, 10:38:14 AM
It sounds to me as somebody who hasn't played the game yet that the previous system was allowing people to create unanticipated combinations (read overpowered) and they want to reduce the chances of that with artifact-level gear.


It's likely a combination of that and you could, for example, carry your L10 saber all the way to L50 and make it epic/legendary/whatever it with mods, it somewhat reduces the need to do the end game content (or buy RMT).

But in fact, it doesn't since you need to do end game content to get the Lightsabre of Woe and then strip it for the parts to be used on old favorite. I am still sorta shocked they'd suggest doing this in the first place.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Tyrnan on December 02, 2011, 10:43:48 AM
It sounds to me as somebody who hasn't played the game yet that the previous system was allowing people to create unanticipated combinations (read overpowered) and they want to reduce the chances of that with artifact-level gear.


It's likely a combination of that and you could, for example, carry your L10 saber all the way to L50 and make it epic/legendary/whatever it with mods, it somewhat reduces the need to do the end game content (or buy RMT).

Wasn't that pretty much the point of the modification system though? Find a piece of gear you really like the look of and continue to improve it as you progress through the game? This change, as described, seems to shit all over that concept.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Malakili on December 02, 2011, 11:15:44 AM


Wasn't that pretty much the point of the modification system though? Find a piece of gear you really like the look of and continue to improve it as you progress through the game? This change, as described, seems to shit all over that concept.

We can't have people skipping their precious end game content.  Where have I seen this before?  :oh_i_see:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ghambit on December 02, 2011, 11:40:26 AM
Reducing socketed crafting has a net negative effect on endgame content because people wont be bothered to look for the gear with the stats they want.  They'll either:
a) Just raid till they get the raid gear
b) Craft till they get their craft gear

Diminishing the ability of the two gear-types to mix just takes away from both systems.

I will say that's one thing Garriott got right with TR... you could pretty much make any type of gear you wanted with whatever stats you desired, but you had to find the gear that gave it, dismantle and assemble it w/o destroying it, customize it, and put it all back together.  The only bad part about it was grinding to get the stat you wanted, which is the only notion I could conceive Bioware using to tweak it like they say they are; they want to find a good balance between creating a crafting-grind and not making a grindy game.

Gear-whores will grind till their eyes bleed with open socketable crafting systems.  Then complain the game is grindy.   :oh_i_see:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 02, 2011, 11:49:35 AM
I tried to get worked up about this but I really can't. I have to imagine it will change at least 3 more times before my guild gets its act together enough to have any of this endgame stuff be relevant.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: kildorn on December 02, 2011, 11:56:07 AM
I read that first post a few times, and that patch note doesn't seem to say what the rest of the post says, so I'm not sure which to believe.

It seems to just mean that artifact quality gear won't be as heavily alterable as non artifact quality gear. But you can still rice the fuck out of your starting blaster if you so desire. Which makes no sense to me, because why would you bother restricting the artifact gear like that?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 02, 2011, 04:59:28 PM
I'm actually a little worried they are planning to drop the mod system partly for an appearance tab.   That wouldn't be the end of the world but full modding is a lot better to me for some reason.   

It seems to just mean that artifact quality gear won't be as heavily alterable as non artifact quality gear. But you can still rice the fuck out of your starting blaster if you so desire.

The mod you need to rice your starting blaster COMES from the artifact gear.    There's no other source of raid quality mods.   


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: koro on December 05, 2011, 11:08:29 AM
I'm actually a little worried they are planning to drop the mod system partly for an appearance tab.   That wouldn't be the end of the world but full modding is a lot better to me for some reason.   

It seems to just mean that artifact quality gear won't be as heavily alterable as non artifact quality gear. But you can still rice the fuck out of your starting blaster if you so desire.

The mod you need to rice your starting blaster COMES from the artifact gear.    There's no other source of raid quality mods.   

This is pretty terrible since the raid gear looks absolutely hideous.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 05, 2011, 11:32:25 AM
This is pretty terrible since the raid gear looks absolutely hideous.
But you can just stick the raid gear mods into your good looking stuff and avoid that particular downside? Or not?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Mosesandstick on December 05, 2011, 11:48:09 AM
I'm pretty sure you can't. They said the mod that changes base stats (dps/armor) will now be locked in to the item.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Pezzle on December 05, 2011, 11:52:36 AM
Correct.  Your custom gear will never be 'quite' as good because the base stats are locked into the raid item.  You will have to use something presumably inferior.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 05, 2011, 11:55:46 AM
Really starting to struggle with where this kind of design thinking comes from.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 05, 2011, 11:58:40 AM
From burned out devs 4 hours into a meeting that was only supposed to be 2 hours long as a compromise on some argument that nobody actually cared about except for some hardline crazy dude, is my guess.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Tyrnan on December 05, 2011, 12:06:08 PM
Really starting to struggle with where this kind of design thinking comes from.
Well how else will they get us to wear shit like...


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 05, 2011, 12:09:54 PM
I love that guy.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Mazakiel on December 05, 2011, 12:10:20 PM
Really starting to struggle with where this kind of design thinking comes from.
Well how else will they get us to wear shit like...

Darth Thulsa Doom


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 05, 2011, 12:15:15 PM
Good to see they copied WoW's stupid shoulder pads as well  :uhrr:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Pezzle on December 05, 2011, 12:19:09 PM
When I ran into that guy I called him Mr Minotaur!


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 05, 2011, 12:27:52 PM
I'm pretty sure you can't. They said the mod that changes base stats (dps/armor) will now be locked in to the item.
However, some people reported that this 'base stat mod' actually changes its numbers, depending on the quality of other mods which get inserted into the item? Although i suppose it's too late now to verify that one way or the other.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 05, 2011, 12:59:18 PM
Good to see they copied WoW's stupid shoulder pads as well  :uhrr:

Trooper armor avoids that for the most part. It's mostly a Space Nun thing.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 06, 2011, 03:30:31 AM
@JamesOhlen https://twitter.com/#!/JamesOhlen/status/143812203034836992 (https://twitter.com/#!/JamesOhlen/status/143812203034836992)

Quote from: James Ohlen
We will be posting a detailed description of our item modding strategy soon. It should answer a lot of questions/concerns.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 06, 2011, 04:13:41 AM
It sounds to me as somebody who hasn't played the game yet that the previous system was allowing people to create unanticipated combinations (read overpowered) and they want to reduce the chances of that with artifact-level gear.


It's likely a combination of that and you could, for example, carry your L10 saber all the way to L50 and make it epic/legendary/whatever it with mods, it somewhat reduces the need to do the end game content (or buy RMT).

This makes no sense.

If someone does not wish to attempt end game content they wouldn't have a use for a lightsabre in the first place.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 06, 2011, 04:15:47 AM
Well, not only that but as previously pointed out - if that is the only way of GETTING those artifact-level mods then you don't eliminate the need to do the endgame content.

@JamesOhlen https://twitter.com/#!/JamesOhlen/status/143812203034836992 (https://twitter.com/#!/JamesOhlen/status/143812203034836992)

Quote from: James Ohlen
We will be posting a detailed description of our item modding strategy soon. It should answer a lot of questions/concerns.

I have a really bad feeling about this.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 06, 2011, 04:38:58 AM
They've been planning a fully functional appearance system from the start.   It's not like anyone has blasted them for that either.    The mod system was probably just confusing people so they have some other method planned.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Lantyssa on December 06, 2011, 07:37:12 AM
Here's an idea:  Keep the mod system for people who want to upgrade items with care, but add an appearance tab.  An appearance tab is the easiest implementation possible.  Also bring back the anti-clownsuit button.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Jherad on December 06, 2011, 07:59:01 AM
Here's an idea:  Keep the mod system for people who want to upgrade items with care, but add an appearance tab.  An appearance tab is the easiest implementation possible.  Also bring back the anti-clownsuit button.

Yes. This would make me very happy.

You should totally write a letter or something.  :grin:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 06, 2011, 08:12:25 AM
Here's an idea:  Keep the mod system for people who want to upgrade items with care, but add an appearance tab.  An appearance tab is the easiest implementation possible.  Also bring back the anti-clownsuit button.
  :Love_Letters:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 06, 2011, 08:55:12 AM
INCOMING WALL OF TEXT!

Quote
So, it turns out some of the patch notes regarding our modding system were probably poorly written (by me, I must add) and generated quite a lot of concern. I’ll try to explain the changes better and, while I'm at it, explain the logic for those changes.

To start with, we’ve introduced a new color and item type: the Custom items. Those are shown with an orange border and are fully moddable. This change is purely cosmetic. What we have done is take all fully moddable Prototype items (blue) and simply changed their icon color. This helps us create a better and more unique identity for fully moddable gear.

Since other games have used orange to signify truly rare and epic gear, let me clarify that orange in Star Wars: The Old Republic has nothing to do with 'epic' gear. (And for those curious, our version of 'epic' is a very deep purple, bordering on a rich blue). The orange we use is actually the old bronze color we developed a long time ago when our color coding was based on metals (bronze, silver, gold, platinum, etc).

Custom gear is actually pretty common: it can be obtained through class quests around level 8, as social gear, as space quest rewards and as light side / dark side gear. It is also the typical gear found in Flashpoints and as rewards for Heroic missions. Several pieces can be acquired using planetary commendations.

The second change introduced in the latest build is the locking down of the base mods (Armoring, Barrel, Hilt) and color crystal mod on the Artifact items (purple). To explain this change, I need to also explain the history of the the modding system...

So, the first version of the modding system had many issues. It is amazing that a system that is only a few months old is already quite misremembered, but that’s because while the system implementation was less than stellar, players really liked the concept that tried to shine through and now remember it much more fondly that it truly deserves. The main issues of the old system were as follow:

- There were too many different modifications. Sure, the mods had a lot of flavor and made sense: triggers and scopes for guns, underlays and overlays for armors, power cells and crystals for Lightsabers, etc. But in the end, keeping the mods in all gear up to date every few levels was a major pain on the players’ side. Remember, at that time, mods could not be extracted - so a replacement for each and every one of those mods had to be individually located every few levels. And let me tell you, creating and maintaining all those tens of thousands of mods on our end was also not exactly sustainable.

- Some items only had a few mod slots. I know everyone by now remembers a 'perfect' world where everything was moddable, but that simply wasn’t the way it worked. Most premium (green) items did not have a full set of slots and which slots weren't present was a bit random. So, you could find a purple trigger and get all excited about fitting it on your moddable gun - until you realized the gun mysteriously had a scope slot, but not a trigger slot. Of course, your next gun could have a trigger but no scope. This left many players scratching their heads.

- Once slotted, a mod could not be removed. This had a very perverse effect: players would find a really good mod - say a purple overlay - but would really hesitate in slotting it into an armor. What if they find a cooler looking armor next level? Many players would end up saving their good mods for later and ended up over leveling them.

- Mods that were crafted or purchased were most of the time inferior to the mod already slotted onto a prototype (blue) item. This made the entire mod system somewhat useless. One of the main reason was that crafters could not create good mods. Reverse engineering - the main method to obtain prototype and artifact (blue and purple) crafted items - did not work on mod.

- Modding was only done at a workbench. This made it rather cumbersome as the players had to hunt down a workbench before they could fit a new mod into one of their items.

So, to summarize: in the old system, you could not take any piece of gear, fit it with the best mods and keep it all the way to the end levels: a lot of the green gear did not have all the slots, the mods that could be obtained were for the most part... not good, and you could not extract better one from existing gear.

So... things had to change. Because despite all those warts, some of the players who tested the system really liked the concept: that a player could find an appearance they really like and work to keep it relevant all the way to end game. So, we knew we were on to something and we also knew the old system was just not delivering.

Those changes took time to implement. Some of them concerned large amounts of data and some required new code. Unfortunately, not everything could be implemented on time for each testing build and, in some of the builds, testers were exposed to a very raw and partially completed new system. However, today, we are close to where we want to be - but not quite there yet (more on that later).

So, the changes we made are:

- Item modding can now be done anywhere at anytime. No workbench required.

- Crafters can now reverse engineer mods and create blue and purple mods.

- A new Custom quality (orange) was introduced to legitimize moddable items as their own quality and type. This isn’t a big deal but does clarify things a little.

- Mods can now be extracted from a Custom item. This is the single most important change and has many, many consequences. However, we feel that being able to slot a mod and then extract it back truly opens up the system and makes it a lot more fun, easy and safe to experiment with. I’m not 100% happy about how the system interface and GUI works today (it is still a bit clunky) but at least it is functional.

- Rather than have a whole bunch of unique mod types, some mods are now common to all items. This greatly helps players who are 'going the mod route’ to stay relevant and competitive as they now have a much higher chance to find exactly the mods they need, level after level, be it from a crafter, at a planetary commendation vendor or by extracting it from another item.

- Partially moddable premium (green) items were removed as they essentially lied to the players: an item missing a mod slot would never be able to match a high end non-moddable item. Instead, to compensate for the loss of diversity, orange versions of all green armors was created and given to the crafters. So, yes, if you see a green armor you really like, you still can have that appearance until end level. It does take a bit of work - you either need to become a crafter yourself, befriend one or trawl the GTN.

(Note: recipes for those orange appearances are discovered through Underworld Trading missions.This allows us to have a truly large number of those recipes without overwhelming the crafting trainer inventory. As a side effect, this opens up class quest green armor appearances from other classes as well as long as you fulfill the armor requirements.)

- End game artifact quality (purple) gear is now partially moddable. Why moddable? Because that allows the players to customize stats such as critical, etc. to their exact desire. Why only partially? Because mods are now extractable... Think of it this way: it is easier to defeat the first boss from an Operation than the last boss. So we want to reward the players with the best possible loot for defeating the last boss and that loot is typically the Chest piece of a set. The first boss drops less interesting stuff, say boots. This may sound old school, and it is. But by doing so, we ensure that both players that get rewarded by looks and those rewarded by stats are properly rewarded for taking on the most difficult challenges.

Now, if purple gear was fully moddable, players would simply farm the first boss, acquire 5 pair of boots, extract the armoring, mod and enhancements from the boots and slots them in their favorite Custom items. That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.

So, instead of letting that happen, we prevented the Armoring, Hilt and Barrel from being extracted, but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor (with some temporary caveats).

- Some crafting recipes that allowed the creation of moddable armors and weapons have been replaced with non-moddable versions. Why the nerf? Because those recipes were no longer properly balanced once we allowed mod extraction. It became far cheaper and faster to create an item for the sole purpose of extracting every mods out of it than creating mods in the first place. This also allowed nearly every crafter to create every type of mods, which wasn’t very balanced either. Instead, the crafter can now make a non-moddable item for those players that enjoy that and, thanks to newly introduced recipes, a moddable (but empty slotted) version of the item.

Now, with those changes, we are closer to an actual implementation of our modding philosophy than ever before. Is it perfect? No, not yet. There are still some imbalances here and there (and I trust this community to let us know loud and clear if we miss any) but it is close and the remaining issues are on their way to be fixed. Of course, it would help to clarify what that philosophy is:

To put it simply, we want moddable items to offer an alternate and optional loot system that allows players to customize their look and their stats with more freedom and without penalty for doing so.

However there are many times where it will be easier for a player to just put on whatever stuff they just looted and not care about the way it looks. Keeping a specific outfit or weapon “up to date” or obtaining a specific look may require additional time and dedication, such as finding a crafter that can create that specific smuggler shirt or that rare color crystal.

I hope this clarifies things a little. As always, we are very much interested to hear what you all have to say on the system, but at least you now have a bit more information to go on - and of course, in a very short time, you will all be able to test this on the live servers.

Anyway, thanks to all of you who have been helping with the test of the game and offered your very passionate opinions - on this subject and others. Testing a beta isn’t easy. Things changes all the time, some stuff isn’t finished and nothing seems to make sense without the benefit of knowing what’s going on behind the scene. So thanks again and I hope to have the chance of meeting each and every one of you in game.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 06, 2011, 09:11:21 AM
So yeah, suspicions and assumptions confirmed: They don't want you taking end-game loot, scrapping it for mods, pimping out your lowbie stuff and /facerolling content.

Besides that, although it wasn't outright declared, these changes will still allow you to wear whatever you want and still be viable, so long as you mod it correctly.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 06, 2011, 09:21:09 AM
edit whoops nvm


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: March on December 06, 2011, 09:32:11 AM
Quote
"That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.

No really, it isn't...


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Lucas on December 06, 2011, 09:34:30 AM
Now that's some serious wall of text  :grin:

Quite informative and well written, anyway. Associate Lead Designers do it better :P


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: amiable on December 06, 2011, 09:38:35 AM
Why not just makes mod item-class specific?  This avoids the "farming the first boss problem."


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: 01101010 on December 06, 2011, 09:40:57 AM
Quote
- End game artifact quality (purple) gear is now partially moddable. Why moddable? Because that allows the players to customize stats such as critical, etc. to their exact desire. Why only partially? Because mods are now extractable... Think of it this way: it is easier to defeat the first boss from an Operation than the last boss. So we want to reward the players with the best possible loot for defeating the last boss and that loot is typically the Chest piece of a set. The first boss drops less interesting stuff, say boots. This may sound old school, and it is. But by doing so, we ensure that both players that get rewarded by looks and those rewarded by stats are properly rewarded for taking on the most difficult challenges.

Now, if purple gear was fully moddable, players would simply farm the first boss, acquire 5 pair of boots, extract the armoring, mod and enhancements from the boots and slots them in their favorite Custom items. That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.

So, instead of letting that happen, we prevented the Armoring, Hilt and Barrel from being extracted, but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor (with some temporary caveats).

The armoring mods for boots and chest pieces are the same? I am now thoroughly confused by this quote. I get what he is saying in that you want people to not farm a simple boss for stuff in order to bypass content and max out your character. But this reads like the armor mod for the chest and the mod for the boots is the same. And why the hell would an armor mod not be piece specific? Boots to boots, gloves to gloves? meh...

edit: ...and dedicated players will not farm a dungeon until they beat said dungeon repeatedly as for the encounter to become routine. At which time, they will just end up farming it all anyway. New game, new dungeons, people will be wanting the encounter with a little focus on the gear, which is assumed good. Those that just want to max out their video dolls will always find a way to do the least to ge tthe most.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Morfiend on December 06, 2011, 09:54:41 AM
Why not just makes mod item-class specific?  This avoids the "farming the first boss problem."

This is what I was thinking too. Sort of a "cant see the trees for the forrest" moment. (Yes, I know the quote is backwards).


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 06, 2011, 09:56:27 AM
And why the hell would an armor mod not be piece specific? Boots to boots, gloves to gloves? meh...
Maybe so, if you have up-to-date boots but shitty gloves, you have increased chance to bring your gloves up to date because you aren't limited only to glove drops as source of the mods?

Probably reduces the amount of otherwise identical db items to keep the track on, too. Easier search in the AH as well... quite a few benefits, overall.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 06, 2011, 10:00:17 AM
Why not just makes mod item-class specific?  This avoids the "farming the first boss problem."

That's what leads to the "Many thousands of Mods" problem he outlined earlier.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 06, 2011, 10:02:12 AM
/sigh.

Swg of all things had this right. Have the bosses drop materials (or mods) required for the best items to be built.

I honestly don't understand what it is about producing mmogs that causes people to lose critical thinking skills.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: amiable on December 06, 2011, 10:03:45 AM
I forsee no one wearing custom armor, because the numerically superior mods are locked into the "epic items".   Just add an appearance tab and be done with it, modding is now dead.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 06, 2011, 10:06:32 AM
I forsee no one wearing custom armor, because the numerically superior mods are locked into the "epic items".
Quote
but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor
Is there something about these "operations" whatever they are that makes these alleged alternative mods not possible to acquire, or smth?

edit ah wait. It says armouring mods, but mentions no "hilt" and "barrel" mods which are also supposedly locked in the purple items. Wonder if that's just shortcut to avoid extra typing, or if some mods are indeed not accessible.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: amiable on December 06, 2011, 10:08:48 AM
I forsee no one wearing custom armor, because the numerically superior mods are locked into the "epic items".
Quote
but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor
Is there something about these "operations" whatever they are that makes these alleged alternative mods not possible to acquire, or smth?

How rare are these drops going to be?  I'm getting from the "we don't want people farming boots" discussions VERY rare.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Viin on December 06, 2011, 10:15:54 AM
I'd rather wear a set of armor that I liked the look of, modded to keep up with my level, than to see everyone run around in the same purple gear.

Wouldn't an "appearance tab" just allow you to change colors?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Maledict on December 06, 2011, 10:21:12 AM
The most important answer we need is - are there decent light armour pants for Sith Assassins to wear that can be modded so they don't end up running around the place in a skirt all the time?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 06, 2011, 10:24:32 AM
Wouldn't an "appearance tab" just allow you to change colors?
Depends on the implementation. LoTRO approach for example essentially allows you to replace the model for any equipped item with one you select.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: murdoc on December 06, 2011, 10:26:23 AM
My favourite part is this:

Quote
...in a very short time, you will all be able to test this on the live servers



Title: Re: Item Modifying and You: End-Game Gear Change
Post by: koro on December 06, 2011, 10:57:29 AM
Quote
That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.

This is what gets me. How does it trivialize gear progression? You still have to fight the boss and loot the gear; all you are doing is transferring its stats onto something that looks different. Plus extracted mods are BoP, so it's not like you can pass them around to people or sell them on the AH either.

And if the only raid-level mods you can get on their own are Armorings and Hilts/Barrels, then you still have to get the raid gear to pull out the other mods.

It still smacks of butthurt artists to me.

Edit: I mean, I get the part about "farming boots" for stuff, but it just seems like such a minor thing in the long run.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 06, 2011, 11:05:36 AM
Why not just makes mod item-class specific?  This avoids the "farming the first boss problem."

They covered that earlier, there were just too many different mods then.

I have no problem with this solution, they're dropping mods for the people who want to use their old item, they have the epic type items for people who'd rather do that. Everyone should be satisfied.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 06, 2011, 11:09:30 AM
I'm somewhat mollified that they had an actual problem to worry about.   I'm not so thrilled with their solution of course.   We better be able to buy the mods with badges or something simple like that.   I'm glad we got to keep mods though instead of getting an appearance tab.   Mods feel like I'm using an actual item instead of just picking a costume CoH style.  I would of supported having both options of course.

This is what gets me. How does it trivialize gear progression?

It's like this.   Armor mods just had a simple "rating" and you could put them in ANY piece of armor to get full stats.   Which means you could get an entire suit of raid gear probably really fast since every single piece of gear that dropped would be equivalent to a piece you needed.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 06, 2011, 11:14:22 AM
Why not just makes mod item-class specific?  This avoids the "farming the first boss problem."

They covered that earlier, there were just too many different mods then.



I don't know if anyone here tried crafting on the first beta weekend, but there was a shit load of crafting mods.  I mean like close to 8 similar mods, of the same type, with just points that were barely different.  Not only that but you got new recipes for these same mods after a few more levels.  I like the new system as he has it stated, and at least they are going to tweak it a bit more.   


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Shatter on December 06, 2011, 11:28:36 AM
"- Item modding can now be done anywhere at anytime. No workbench required."

Wasnt the station only needed to remove a mod and not lose it? 


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 06, 2011, 11:30:49 AM
"- Item modding can now be done anywhere at anytime. No workbench required."

Wasnt the station only needed to remove a mod and not lose it? 

I don't even know, I never had to use the station.  I don't see losing the station as a big deal, if it remained being required, it would have been bitched about enough that it would have gone away eventually.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Mrbloodworth on December 06, 2011, 11:34:48 AM
And color.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 06, 2011, 11:36:26 AM
Essentially you need to create a system where killing the last boss in a raid zone is more rewarding than killing the first one.  Higher rewards for higher difficulty.

You need to keep the number of mods down, so you can't have:  Armor Mod Glove, Armor Mod Chest, Armor Mod Boot, Armor Mod Chest etc.  You need to just have Armor Mod.

This is essentially the only solution.  I can't think of a different way of doing things.  Perhaps each boss will drop Gear of type X Stats and Mods of type X Stats so you get the best of both worlds.  Hopefully they drop more mods than gear.

I also don't know how the loot system works.  How much loot drops etc.

There is going to be massive flexibility with the raids/operations as well.  3 different difficulty modes of both 8 and 16 man versions.  Hell 8 Man is essentially 1.5 groups at this point in our MMORPG terminology.  I've hear the the lowest level difficulty ratings are very easy, and I can quote the end-game dev that each operation should take 2-4 hours to clear on easy mode.



Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 06, 2011, 11:38:12 AM
 I've hear the the lowest level difficulty ratings are very easy, and I can quote the end-game dev that each operation should take 2-4 hours to clear on easy mode.



 :Love_Letters:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Furiously on December 06, 2011, 11:38:34 AM
So I can run the level 50 zone with my friend at level 12 and mod my gear to insane levels?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 06, 2011, 11:39:43 AM
So I can run the level 50 zone with my friend in level 12 gear and mod my gear to insane levels?

Fixed, and essentially, yes.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 06, 2011, 11:45:25 AM
Mods have level requirements don't they?  Otherwise you could just deck out an alt on crafted level 50 mods.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 06, 2011, 11:49:07 AM
Yes, they have level reqs.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Der Helm on December 06, 2011, 11:55:38 AM
 I would of would HAVE supported
:geezer:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: amiable on December 06, 2011, 12:07:29 PM
The issue I have is the reasoning doesn't make sense to me.  "We don't want people farming boots" followed by "we will be adding mods to raid drops."

Isn't pulling the mod out of the boot functionally the exact same thing as adding a mod drop?  This implies to me that mod drops are going to be rare to the point that it will not be realistic for a single person to upgrade via mods, meaning everyone who raids is going to look the same anyway.  If they do have a high mod drop rate then there would be no reason not to let us deconstruct boots. 

I imagine the loot arguments over epic mods are going to be pretty intense, with many guilds using early mod drops to beef up tanks to make later content easier.

The whole thing doesn't make sense to me.  Just add an appearance tab and be done with it.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 06, 2011, 12:11:57 PM
To me the implication is simply that the mod drops will be spread through the bosses like the regular ones. Result being, you can't simply farm the first easy boss for all your needs.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Azuredream on December 06, 2011, 12:12:51 PM
It feels like mods were originally supposed to be SWTOR's version of WoW's jewelcrafting, but somewhere along the way it started resembling an appearance customization system, and now they can't figure out which one they want it to be or a way for it to be both.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Mrbloodworth on December 06, 2011, 12:14:32 PM
To me the implication is simply that the mod drops will be spread through the bosses like the regular ones. Result being, you can't simply farm the first easy boss for all your needs.

Like every other game.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: 01101010 on December 06, 2011, 12:27:49 PM
Game is not even released yet and I am already getting a bitter taste in my mouth.  :oh_i_see:

Let me guess what's next, new armor models with bigger shoulders!

edit: spelling/proper space bar use.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: amiable on December 06, 2011, 12:30:09 PM
To me the implication is simply that the mod drops will be spread through the bosses like the regular ones. Result being, you can't simply farm the first easy boss for all your needs.

But that doesn't make any sense if we are using mods for gear appearance customization.  The only mods we are really talking about here are base mods (armor and dps mods).  So I guess they will just make these mods drop from end bosses only.

Maybe what they are doing is letting folks get access to "better mods" that are locked in a particular item type earlier in the progression and then later in progression allowing those mods to drop so you can freely customize gear?

That kind of makes sense I suppose.  But it just means you will have to look a bit wonky until you get the end boss on farm status and can start farming those mods for vanity reasons.



Title: Re: Item Modifying and You: End-Game Gear Change
Post by: kildorn on December 06, 2011, 12:45:08 PM
It feels like mods were originally supposed to be SWTOR's version of WoW's jewelcrafting, but somewhere along the way it started resembling an appearance customization system, and now they can't figure out which one they want it to be or a way for it to be both.

They seem to clearly want it to be an appearance customization thing, but without wrecking the system by having 8,000 mods for various slots or making endgame content silly trivial.

I kind of like it when explained, as long as the epic damage/armor mods aren't rare as shit.

And the last stress test weekend we were all in, mods could be added/removed without a workbench. So that's been in, and is really nice.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 06, 2011, 12:47:16 PM
 So I guess they will just make these mods drop from end bosses only.

They could also let you buy them with badges.  You could still get the whole set from the first boss that way but it would take forever.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 06, 2011, 01:33:05 PM
 I've hear the the lowest level difficulty ratings are very easy, and I can quote the end-game dev that each operation should take 2-4 hours to clear on easy mode.
4 hours isn't what I'd call casual.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 06, 2011, 01:35:38 PM
Assuming week-long lockouts that's in the 'casual raider' zone. 2 nights of 2 hours isn't exactly catass territory. And that's the high end as described.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 06, 2011, 01:36:25 PM
 I've hear the the lowest level difficulty ratings are very easy, and I can quote the end-game dev that each operation should take 2-4 hours to clear on easy mode.
4 hours isn't what I'd call casual.

I dunno 4 hours a week to raid isn't horrible.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Morfiend on December 06, 2011, 01:55:12 PM
How many operations are there? 4 hours each is actually quite a lot if there are say 3, and thats on "farm" status.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 06, 2011, 01:56:35 PM
Presumably at the casual level we aren't going to be falling all over ourselves to do every raid every week.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 06, 2011, 02:16:27 PM
The most important answer we need is - are there decent light armour pants for Sith Assassins to wear that can be modded so they don't end up running around the place in a skirt all the time?

This is important because god DAMN those robes/dresses look terrible.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 06, 2011, 02:21:30 PM
And I honestly can't imagine repeating any raid more than a couple of times unless it is to help someone out or see alternate outcomes.

The entire concept of endlessly repeating content in supposedly story based game is fucking retarded. (as opposed to a normal mmog where it just absurd)

Shit like daily quests can fuck right off.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 06, 2011, 02:30:11 PM
This is important because god DAMN those robes/dresses look terrible.
Banking all my hope on one of the consular screenshots that has her wearing pants, and that "Hope" trailer. (the title suddenly gets a new meaning)

Because yes, horrible :uhrr:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 06, 2011, 02:40:36 PM
Seen a bunch of videos with assassins looking like this:

http://www.youtube.com/watch?v=EzzLHyvpuPs

so I imagine we're ok.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 06, 2011, 02:54:25 PM
The Butt Capes!


Trooper armor uses those.





Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 06, 2011, 03:40:56 PM
I dunno 4 hours a week to raid isn't horrible.
:oh_i_see: 4 hours in one sitting is.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 06, 2011, 03:51:13 PM
Whose doing that in one sitting though?



The weird thing for me about the Mod system, is how items without mod slots become virtually useless to me. Might as well be grey vendor trash items. I used to just toss them all onto the AH every time I went back to train, but since they moved those off the planets, they literaly ARE just vendor trash now.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 06, 2011, 03:51:34 PM
The most important answer we need is - are there decent light armour pants for Sith Assassins to wear that can be modded so they don't end up running around the place in a skirt all the time?

This is important because god DAMN those robes/dresses look terrible.


Man, I could not possibly disagree more. SWTOR is like the first game where I LIKE the robes.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 06, 2011, 04:49:05 PM
It's the horrible "a simple tube, magically shrinking and expanding to match the leg animation" effect like in 10+ year old games that gets me :/


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 06, 2011, 04:50:21 PM
All my robes flared plenty when they were at rest? Maybe they look shittier on ladies, I dunno, but all my dudes looked perfectly normal. As normal as dudes in robes can look, anyway.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 06, 2011, 05:11:00 PM
I'm going by how it looks on a guy, in their preview page: http://www.swtor.com/info/holonet/classes/jedi-consular

i dunno, it's just... bad. You have the cape react to movement and all, but the robe just stays welded to the limbs, completely artificial and not how you'd expect it to behave during such actions. There's no splits or anything in the design either, it just all stretches and shrinks like some sort of weird spandex.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 06, 2011, 05:14:18 PM
You can do operations in multiple sessions? That's cool. I haven't raided since EQ2, for Rift expert dungeons and raid rifts/events we just powered through.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 06, 2011, 05:17:33 PM
That's the assumption (how it works in WoW, so probably a safe assumption...)


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 06, 2011, 05:17:51 PM
When he stands, his robe barely compresses at all. When my consular was just standing around doing nothing, the robe was still about as flared as it gets when he's fighting. No, it's not perfect, but it's not nearly as bad as I've seen, which is why I usually hate robes.


EDIT: Looking at the lady inquisitor's page, though, yes, it looks way worse on the women.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 06, 2011, 05:19:04 PM
I think it is the way it bends and follows the knee/lower leg (especially in back) that makes it irritating.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 06, 2011, 05:20:38 PM
That's the assumption (how it works in WoW, so probably a safe assumption...)


There's a whole enormous UI page devoted to dungeon and raid lockouts for you and anyone you are grouped with and anyone in the guild.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 06, 2011, 05:24:26 PM
So it looks different in the game than in that preview? I was avoiding the game footage so i wouldn't spoil too much stuff for myself, so wouldn't know... gonna see what it's like after launch then, maybe it's not as bad.

Still, prefer the pants. They had them in KoTOR and it was fine there, hoping SWTOR has at least some as well.

edit: and Ingmar could be right about the leg bend thing -- that's what makes it most obvious to me it's just lazily animated tube mesh.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Lantyssa on December 06, 2011, 05:29:30 PM
Having read the full thing, and having a lot of experience with the mod system, I can say this will be fine.  You can go with the dropped piece, or you can extract some of the mods and get the rest through Operations.  It'll take a little more work to get a custom piece fully upgraded, but on the other hand you can strip unneeded and unwanted pieces for mods to put in other gear.

Having orange recipes drop through Underworld Trading is awesome.

It receives my seal of approval.  From someone who has been pretty critical of the game.

They can't do a class breakdown because there are already thousands of mods.  There are green, blue, and purple versions of each rank.  Any given rank has several variants for different primary stats.  There will be... plenty.

It's like this.   Armor mods just had a simple "rating" and you could put them in ANY piece of armor to get full stats.   Which means you could get an entire suit of raid gear probably really fast since every single piece of gear that dropped would be equivalent to a piece you needed.
Every mod has a rating.  The item becomes the level of the highest mod.  (Three or four depending upon item, potentially more with a critical craft success.  Dunno if orange items gain this benefit.)  The armor mods just give the item... armor.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 06, 2011, 05:35:38 PM
edit: and Ingmar could be right about the leg bend thing -- that's what makes it most obvious to me it's just lazily animated tube mesh.

On the consular at least, in addition to your robe, you often have a butt-cape, so it's pretty easy to tune out completely (plus I think there are indeed pants options too). Unless you make a habit of watching yourself fight from the side or something, I guess.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 06, 2011, 05:42:51 PM
You silly people and your classes with robes!


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 06, 2011, 06:02:33 PM
Game is not even released yet and I am already getting a bitter taste in my mouth.  :oh_i_see:

Let me guess what's next, new armor models with bigger shoulders!

edit: spelling/proper space bar use.

How do you get through your daily life without just cutting yourself?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 06, 2011, 06:03:36 PM
 I've hear the the lowest level difficulty ratings are very easy, and I can quote the end-game dev that each operation should take 2-4 hours to clear on easy mode.
4 hours isn't what I'd call casual.

It's the same length as a football game + the run to the store to get some beer.  That's pretty casual to me.

Edit:
Yeah, it's a lock out system.  You ahve 7 days to do those 4 hours.  And there are only like 5? 6? bosses per operation.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: 01101010 on December 06, 2011, 06:04:13 PM
Game is not even released yet and I am already getting a bitter taste in my mouth.  :oh_i_see:

Let me guess what's next, new armor models with bigger shoulders!

edit: spelling/proper space bar use.

How do you get through your daily life without just cutting yourself?

 :facepalm:

Really man?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 06, 2011, 06:06:45 PM
Game is not even released yet and I am already getting a bitter taste in my mouth.  :oh_i_see:

Let me guess what's next, new armor models with bigger shoulders!

edit: spelling/proper space bar use.

How do you get through your daily life without just cutting yourself?

 :facepalm:

Really man?

You're the one getting a bitter taste in your mouth because you can't de-mod every part of raid-loot that you're most likely not even going to attempt to get.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 06, 2011, 07:10:03 PM
It's the same length as a football game + the run to the store to get some beer.  That's pretty casual to me.

Edit:
Yeah, it's a lock out system.  You ahve 7 days to do those 4 hours.  And there are only like 5? 6? bosses per operation.
I like that you can do them over a couple nights, that's really good news :)

I'll still stick to my point about long multiplayer sessions, though. Would a raid put up with me taking 15 minutes to run to the store for more beer? Would a football crowd coordinate bathroom trips or pause the game every time someone leaves the room? How will my dps meter look if I'm eating wings through the first two bosses?

 :grin:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Furiously on December 06, 2011, 07:39:06 PM
Quote
How will my dps meter look if I'm eating wings through the first two bosses?

 :grin:
Saucy.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Maledict on December 06, 2011, 11:16:23 PM
All my robes flared plenty when they were at rest? Maybe they look shittier on ladies, I dunno, but all my dudes looked perfectly normal. As normal as dudes in robes can look, anyway.

I wouldn't mind if they were robes - but they aren't . For some reason in MMOs robes have become skirts. Robes are a one piece item like Obi-wan wore in the original film. What we have are skirts - and very badly animated ones at that. Looks more like a Victorian school teachers dress thana robe.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 07, 2011, 12:25:33 AM
Whose doing that in one sitting though?
Getting the exact same group to show up twice a week is an exercise in futility for most people.   I am encouraged that they say the lockouts are flexible though.   If that holds true for hard modes then they'll be one step ahead of WoW.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 07, 2011, 12:29:06 AM
Who needs the exact same group every day? Why are we discussing raid lockouts here? I'm confused.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 07, 2011, 01:45:14 AM
Who needs the exact same group every day?

Try getting casuals to do harder bosses if they have to give up their loot chances on the easier ones.   Basically in some groups you can't get anyone to come if the easy bosses are already dead. 


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Azuredream on December 07, 2011, 01:58:24 AM
I don't think that's a problem as long as what Draegan said about it being very easy is accurate. I'd love for the easy mode to be so easy that a full group of competent people come out of it saying "what the fuck was that?" and move on to the higher difficulty modes.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 07, 2011, 04:12:00 AM
I'll still stick to my point about long multiplayer sessions, though. Would a raid put up with me taking 15 minutes to run to the store for more beer? Would a football crowd coordinate bathroom trips or pause the game every time someone leaves the room? How will my dps meter look if I'm eating wings through the first two bosses?

 :grin:

We've had this discussion before. It's a team sport, or a band gig to get to something you'll relate to better.  How would you feel if the drummer were doing that in the middle of a practice session or gig?  :why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 04:25:07 AM
I'm pretty sure Sky's point is that for exactly that reason, raids should not be 4 hours long.



Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Bunk on December 07, 2011, 06:58:35 AM
Big post on the official forums explaining all the changes to the modding system. Highlights seem to be that they made "moddable" items a completely seperate color, and made mods removeable. They also explain the changes to Artifact gear and why (keep people from just farming the first boss never needing to fight through to the end boss).



Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 07, 2011, 07:05:05 AM
It's the same length as a football game + the run to the store to get some beer.  That's pretty casual to me.

Edit:
Yeah, it's a lock out system.  You ahve 7 days to do those 4 hours.  And there are only like 5? 6? bosses per operation.
I like that you can do them over a couple nights, that's really good news :)

I'll still stick to my point about long multiplayer sessions, though. Would a raid put up with me taking 15 minutes to run to the store for more beer? Would a football crowd coordinate bathroom trips or pause the game every time someone leaves the room? How will my dps meter look if I'm eating wings through the first two bosses?

 :grin:

Depends on your friends!  I've been in plenty of raids where we take 10-20 minute breaks for various reasons.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 07, 2011, 07:05:37 AM
Reposting wall of text from two pages ago

(http://media.tumblr.com/tumblr_lvo3ycPtKi1qzd11o.jpg)


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 07, 2011, 07:07:35 AM
I'm pretty sure Sky's point is that for exactly that reason, raids should not be 4 hours long.



Why is four hours too long for something that is supposed to be weekly content?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 07, 2011, 07:08:58 AM
I'm pretty sure Sky's point is that for exactly that reason, raids should not be 4 hours long.

Though since these raids are effectively divided into discrete smaller chunks (by including multiple bosses/objectives tackled one by one) and can be paused/resumed on each such 'checkpoint' doesn't that mean these raids only last 4 hours in single sitting if you want them to? Otherwise easily becoming 30-60 minute long bits if that's more to your liking?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 07, 2011, 07:20:50 AM
Does anyone know how they are going to do lockouts for harder difficulty content?  If it's a per boss thing I could not care less about the length of the raid.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Bunk on December 07, 2011, 07:29:12 AM
Reposting wall of text from two pages ago


Apparently I assumed that I had read the thread through yesterday when clearly I hadn't. Also, I blame it on two pages of debating the bendiness of robes.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 08:17:21 AM
I'm pretty sure Sky's point is that for exactly that reason, raids should not be 4 hours long.

Though since these raids are effectively divided into discrete smaller chunks (by including multiple bosses/objectives tackled one by one) and can be paused/resumed on each such 'checkpoint' doesn't that mean these raids only last 4 hours in single sitting if you want them to? Otherwise easily becoming 30-60 minute long bits if that's more to your liking?

I guess the key is what does "paused" mean.

If they mean the raid leader can form up another group and carry on whenever then sure, that seems reasonable.

If they mean like CoX where no new members can join once the team starts and once in noone can run another mission of any sort until they drop out, then clearly that isn't much use.

I assume it actually sits between the two?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 07, 2011, 08:20:01 AM
I assume it mimics WoW :why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 07, 2011, 09:12:24 AM
I assume it mimics WoW :why_so_serious:

..."Of B.C. Era."

Because I'll put money down that it doesn't mimic the current per-boss lockout scheme or the WOTLK addition of rolling-over a lockout to continue it the next week.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 07, 2011, 09:20:36 AM
Dunno... even LoTRO had the per-boss locks like year+ ago iirc? So it's not that impossible they'd have them too.

Of course, LoTRO also had the appearance tab, so...


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Pezzle on December 07, 2011, 09:24:32 AM
I do not understand the thought process with this raid level loot.  Instead of fixing the distribution at end game they have to change an unbroken system?  

Here are a couple of ideas.  Have the gear drop with no mods and distribute the various mods through end bosses to ensure your content is consumed.  Have the gear come with some small static bonus (and full available mod slots) to entice players into wearing your ass ugly endgame stuff.  


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 07, 2011, 09:26:46 AM
How would you feel if the drummer were doing that in the middle of a practice session or gig?  :why_so_serious:
Guess why I don't play in a band anymore, and now play solo classical guitar with the occasional PUG for a half-hour blues set at an open mic?  :drill: I can do this all day!  :why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 07, 2011, 09:37:33 AM
Ah so you're the problem then.  Get some ADD meds!  :heart:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: 01101010 on December 07, 2011, 09:38:33 AM
Ah so you're the problem then.  Get some ADD meds!  :heart:

I am getting a shipment of Spice at some point in the game even if it kills me.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 09:40:50 AM
I assume it mimics WoW :why_so_serious:

Which does what?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Pezzle on December 07, 2011, 09:40:58 AM
Ah so you're the problem then.  Get some ADD meds!  :heart:

I am getting a shipment of Spice at some point in the game even if it kills me.

You can, kind of.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 09:42:49 AM
How would you feel if the drummer were doing that in the middle of a practice session or gig?  :why_so_serious:
Guess why I don't play in a band anymore, and now play solo classical guitar with the occasional PUG for a half-hour blues set at an open mic?  :drill: I can do this all day!  :why_so_serious:

You were in a band where the drummer would arbitrarily stop to eat wings? I mean, sure, drummers... but even so...


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 07, 2011, 09:48:26 AM
Which does what?
http://www.wowpedia.org/Raid_lockout

tl;dr: if you kill a foozle and leave the dungeon, the foozle stays dead when you return until the dungeon resets which happens every X days. You aren't forced to re-visit with the exact same group.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Bunk on December 07, 2011, 09:51:30 AM
Ah so you're the problem then.  Get some ADD meds!  :heart:

I am getting a shipment of Spice at some point in the game even if it kills me.

You can, kind of.

Spice is illegal, therefore you would need to get it smuggled.

Wait a minute. Are you sort of suggesting that a Smuggler in this game actually gets to smuggle something?!? In a Star Wars game?  :ye_gods:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 07, 2011, 09:52:41 AM
Which does what?
http://www.wowpedia.org/Raid_lockout

tl;dr: if you kill a foozle and leave the dungeon, the foozle stays dead when you return until the dungeon resets which happens every X days. You aren't forced to re-visit with the exact same group.
Well, it's a little more complex than that but that's good shorthand.

To answer the next question:  Which bosses are dead or not was determined by the raid leader.  

We're also assuming that they've gone ahead and fixed the Raid-ID-Theft exploit that Vanilla WoW had, allowing said exploiters to kill end-level bosses more than once per lockout period.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 07, 2011, 09:53:18 AM
Because I'll put money down that it doesn't mimic the current per-boss lockout scheme or the WOTLK addition of rolling-over a lockout to continue it the next week.

They have said at least that you can join another raid instance if it has all the bosses you've killed down already.    No idea if it has WoW's crappy restriction to normal mode on that idea.   Trying to find where I read that but this was in the current patch notes:

Quote
- The Operations lockout window now displays the current boss lockouts for your group members.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 10:05:50 AM
Which does what?
http://www.wowpedia.org/Raid_lockout

tl;dr: if you kill a foozle and leave the dungeon, the foozle stays dead when you return until the dungeon resets which happens every X days. You aren't forced to re-visit with the exact same group.
Well, it's a little more complex than that but that's good shorthand.

To answer the next question:  Which bosses are dead or not was determined by the raid leader.  

We're also assuming that they've gone ahead and fixed the Raid-ID-Theft exploit that Vanilla WoW had, allowing said exploiters to kill end-level bosses more than once per lockout period.

Why would it not reset everything once the last boss is dead regardless?

Not that I would want to go there, but I gather mindless repetition gives some people a hard-on?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 07, 2011, 10:09:15 AM
Because DIKU endgame is all about gating the content so your hardcore don't totally burn themselves out AND so they don't blow through and gear up in the most elite gear within a week (if not a few days) then whine that there's nothing else to do.   They're too stupid to pace themselves so the devs have to.

As always, the squeaky wheel gets the grease and people with that kind of time to burn can be very vocal in very embarrassing ways.   Surely you've witnessed the same in EvE.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 07, 2011, 10:34:11 AM
Not that I would want to go there, but I gather mindless repetition gives some people a hard-on?
Well, "mindless repetition" is at the MMO core, so... yes. Yes it does.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fabricated on December 07, 2011, 10:48:13 AM
As for armor animation; I haven't messed with many of the Jedi/Sith robes, but for some reason a nice chestpiece I picked up for my trooper during the beta gave him an ass-skirt for some reason. It was either really well animated or physically simulated because it definitely didn't do that weird "transforming tube" thing someone mentioned that like 90% of games with robes/etc do.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 10:50:12 AM
 Surely you've witnessed the same in EvE.

The people in eve who want to mindlessly repeat missions/mining/whatever do so and we just let them get on with it.

Doesn't bother me in the slightest.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 07, 2011, 10:56:00 AM
There is plenty of things you can do on a repeated basis.  However Hardmode flashpoints and operations have limits to them so you can artificially throttle character progression.  If you follow the standard DIKU model of the last 7+ years, then raids are your major content item.  You want them to last the average raider months and not weeks.

The only EVE analogy that I can think of is if players were allowed to research, gain skill, gather and build a top end POS or Ship in the space of a few weeks.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 11:05:37 AM
The only time enforced limitation in there is skill gain, and only if you choose to gain skill by training a character rather than buying one.

If you wanted to poopsock the market instead, nothing stops you.

I'm not pretending to understand the mind of a dikumud raider so I'm not saying you are wrong (except in the EVE analogy) - just that raiders are strange people.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 11:11:15 AM
As for armor animation; I haven't messed with many of the Jedi/Sith robes, but for some reason a nice chestpiece I picked up for my trooper during the beta gave him an ass-skirt for some reason. It was either really well animated or physically simulated because it definitely didn't do that weird "transforming tube" thing someone mentioned that like 90% of games with robes/etc do.

From the videos it seems everything except the long skirts animates well enough.

Terrible skirt animation:

http://www.swtor.com/info/holonet/classes/sith-inquisitor
http://www.swtor.com/media/trailers/sith-inquisitor


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 07, 2011, 11:16:23 AM
for some reason a nice chestpiece I picked up for my trooper during the beta gave him an ass-skirt for some reason. It was either really well animated or physically simulated because it definitely didn't do that weird "transforming tube" thing someone mentioned that like 90% of games with robes/etc do.
The ass skirts definitely feel like cloth simulation, even on the robes. They're the one part that looks right to me. (and also contributes to the :uhrr: for the tube parts, by contrast)

edit: That said, the inquisitor is so campy that dress actually fits her, somehow, and adds to the effect.

Unlimited.. power! :drillf:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 07, 2011, 11:22:47 AM
I'm not pretending to understand the mind of a dikumud raider so I'm not saying you are wrong (except in the EVE analogy) - just that raiders are strange people.

They don't understand sitting around at a gatecamp shooting POSes for hours any more than you understand raiding, so it's a mutual view you hold of the "other."


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 07, 2011, 11:27:50 AM
The only time enforced limitation in there is skill gain, and only if you choose to gain skill by training a character rather than buying one.

If you wanted to poopsock the market instead, nothing stops you.

I'm not pretending to understand the mind of a dikumud raider so I'm not saying you are wrong (except in the EVE analogy) - just that raiders are strange people.

Doesn't it take a long time to build a Titan or whatever the biggest ships are?  Doesn't it take years or someshit to be able to fly one adequately?  Same thing here.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 07, 2011, 11:28:06 AM
The people in eve who want to mindlessly repeat missions/mining/whatever do so and we just let them get on with it.

Doesn't bother me in the slightest.
The deadspace complexes don't reset as soon as you kill the final target, do they? Could swear they didn't when i played but that was quite few years back.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 07, 2011, 11:29:13 AM
I'm not sure EVE even has an equivalent to raiding, just an equivalent to dungeons. (Which are not on the long lockouts described.)


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 07, 2011, 11:31:31 AM
The lockouts were shorter, but it's combined with no instancing, meaning you compete with rest of the playerbase for the access. Imagine it was the weekly lockout and that only one person/group was allowed to do that content per week...

(why yes, some MMOs did try that, too  :why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 11:35:08 AM
I'm not sure EVE even has an equivalent to raiding, just an equivalent to dungeons. (Which are not on the long lockouts described.)

The closest would probably be wormholes, you go into uncharted space with a bunch of ships, put up a POS, and stay as long as you like with group only PvE/mining all around.

Oh and surprise PvP if anyone ever finds you and probes you out.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Nevermore on December 07, 2011, 12:12:16 PM
I'm not sure EVE even has an equivalent to raiding, just an equivalent to dungeons. (Which are not on the long lockouts described.)

The closest would probably be wormholes, you go into uncharted space with a bunch of ships, put up a POS, and stay as long as you like with group only PvE/mining all around.

Oh and surprise PvP if anyone ever finds you and probes you out.

What about Incursions?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 12:18:02 PM
Incursions start with instances that take 6 minutes each. Once enough of them are dead another instance that takes about 20 minutes spawns, following which everyone goes home for tea and medals.

Incursions are PQs.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 12:19:04 PM
Talking of which, I assume SWTOR doesn't have PQs?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 07, 2011, 12:19:27 PM
Incursions start with instances that take 6 minutes each. Once enough of them are dead another instance that takes about 20 minutes spawns, following which everyone goes home for tea and medals.

Incursions are PQs.

*blinks* Incursions?  Why have I not heard this discussed before?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: 01101010 on December 07, 2011, 12:25:36 PM
Talking of which, I assume SWTOR doesn't have PQs?

Sadly, no.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 07, 2011, 12:26:53 PM
The people in eve who want to mindlessly repeat missions/mining/whatever do so and we just let them get on with it.

Doesn't bother me in the slightest.
The deadspace complexes don't reset as soon as you kill the final target, do they? Could swear they didn't when i played but that was quite few years back.

They reset pretty quickly, but could appear anywhere in the constellation. Part of the thing with deadspace pockets is finding them in a prober.

They also have more in common with an EQ LDoN style dungeon than an actual raid.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 09, 2011, 02:21:22 PM
And here's what they have to say about match color to chest:

Few of our systems seem to have generated as much passion as our 'Unify Color to Chest Piece' system. So, I'd like to shed a bit of light onto exactly what this system is, what happened to it and what is in store for it in the future.

Pretty much from the start of the project, one of our goals was to solve the 'mismatched color' issue that exists in many MMORPGs. This initiative has actually been driven directly by James Ohlen, our Game Director, as this is an issue close to his heart.

Now, it is useful to understand that when artists create a new piece of armor, they always create it as part of a set. A certain pair of pants, for example, is thematically meant to go with a specific chest armor, gloves, boots, bracers and helmet. If the players always put on full sets, they would look very good indeed and the colors from the different pieces would complement each other. Of course, at any given level, players have access to many such sets and wear bits and pieces from multiple sources. Now, in Star Wars: The Old Republic, we have created sets that, in many cases, are quite compatible with each other. You'll notice that, for example, Jedi Knight outfits use a lot of earthy colors that work quite well together regardless of which set they come from. Unfortunately, this is not always true – the Trooper is a good example of a class that does not look its best with mismatched pieces.

To solve this we created an option called 'Unify color to chest piece', which we also called 'Color Match'. Once turned on, the option automatically matched the color of any equipped piece of armor to the color scheme of the chest piece. This option was very popular with our testers and did solve the color clash problem, but not without introducing some issues.

While we have a policy not to give details on a system in progress, I do want to talk a little about the worst design issue we encountered with this system. As implemented, Color Match had a subtle but ultimately perverse effect: from the moment it was turned on, the player would perceive far less diversity in their loot. In some cases, to be honest, there are only so many differences we can create between two pairs of boots apart from their color scheme. Take away their color differences - thanks to the Color Match system - and you are left with a game that feels a bit less rewarding; where, sometimes, putting on your exciting new gear barely changes the appearance of the character. Depending on your personal preferences and your play style, this may or may not seem like much... but an MMO is a complex system of challenges and rewards and, as designers, we must stay vigilant in that regard.

So, anyway, the good news is that we are not only committed to solving the color clashing problem, we want to actually improve on the Color Matching system players experienced during Game Testing.

The bad news is... well, this won't be in for launch. The system we are currently working on isn't quite done yet and has many dependencies. After taking a hard look, we decided it would be preferable to keep Color Matching turned off for launch rather than try to do a potentially messy post-launch conversion. If anything, the live changes we made during testing to other systems (like the cover system or the item modification system) have shown us how confusing switching things under people's noses can be.

This wasn't exactly an easy decision – we know how popular the feature is and how eager and vocal the community has been for its return. So, I humbly ask for your patience. The feature (or, to be exact, something I consider a better version of the feature) will return. The next time you find a particularly bad combination of armor pieces, take some screenshots - and hopefully in a few months (as always, no deadline is guaranteed), you’ll be able to tell new players "Back in my day, we had to wear those orange pants with purple boots! Uphill! Both ways! In the snow!"

As always, I’m very interested in hearing from you... I have (so far) managed to read every single post on the Item Modification system and will hopefully be able to post a follow up clarifying many of the concerns and questions that you have.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 09, 2011, 02:28:12 PM
Talking of which, I assume SWTOR doesn't have PQs?


It doesn't have PQ's no, but doing the bonus kill quests in a full group can like double or triple your XP return due to how the group bonus works.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 09, 2011, 02:30:14 PM
Satisfied with the color-matching post. In the meantime I will just save up pieces I like the look of.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 09, 2011, 02:34:26 PM
I strongly suspect they're letting you match to pieces other than the chest but that's based on nothing more than inference and "how I'd do it..."


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: kaid on December 09, 2011, 02:46:36 PM
(http://www.forcejunkies.com/wp-content/uploads/2011/12/colormatching.jpg)

Begun the clown wars have!


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Amaron on December 09, 2011, 02:56:18 PM
The color matching thing makes sense but it seems like they're just too late.   I'm pretty sure I won't care if they get it in after I'm already 50.   I'll pimp out all my alts with modular gear and won't need the color matching at that point.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 09, 2011, 03:08:33 PM
Satisfied with the color-matching post. In the meantime I will just save up pieces I like the look of.


I'm not, it's a load of fucking horseshit. The people who desperately need to feel special with their new boots can turn that option off then.

"In a few months, maybe, no promises" when you have a fucking working system RIGHT HERE ALREADY. Because color matching is somehow on par with broad class mechanic changes.



I will not be patient and I will tell them to kindly fuck themselves till they get their heads out of their asses and fix this.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 09, 2011, 03:11:09 PM
Sorry but the color match to chest was not perfect, and I think that's the whole point.  Why put it out half-assed when they can make it better in a couple months.  I had problems when I was using it where it was matching correctly but some of my items were blurry.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 09, 2011, 03:13:11 PM
It's still better then no system at all and it isn't like they can't replace it once they finally figure out their new magical perfect system.


That Trooper picture isn't a joke or exaggeration.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 09, 2011, 03:18:03 PM
Having mismatched colors over pieces that are blurry is basically a no-win situation for the color match.  Better to have it not in and have a working system later.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 09, 2011, 03:20:41 PM
No, having a texture be sorta blurry on some random pieces is a small thing compared to every piece of gear I wear being mismatched and ridiculous all the time for the next 1-2-6 months.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Nevermore on December 09, 2011, 03:22:52 PM
I'm one of the biggest clownsuit haters there is, but I'm still satisfied with what they say they're trying to do.  As long as they go through with it and it doesn't end up like the WoW dance studio.

Edit: and as an added bonus, now for a couple of months I'll be able to point and laugh at big bad Fordel, the Rainbow Trooper.  :why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 09, 2011, 03:26:07 PM
I am like ... horribly broken by WoW at this point or something, because while the Trooper screenshot is, indeed, funny, I would not die of shame running around looking like that. I have worn far worse.

Of course, I've also refused to wear things because they were too whorish, I certainly have no qualms about saying "fuck it, fuck you, upgrade" and crushing it into a fine powder and dealing with it that way. When I'm leveling up, anyway.  :heart:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 09, 2011, 04:04:36 PM
On repeated viewing they would match decently* if they swapped shoes. At least in the sense of getting uniform warm and cool tones, respectively.

*) for MMO standards.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Pezzle on December 09, 2011, 04:12:52 PM
Maybe they are working on a system for players to change gear colors as a money sink. 

Not a big deal to me either way, crazy color schemes are entertaining.  Color match is far less important than some of the simply hideous hats.  Not the minotaur hat, that one is fantastic.  Other hats.   


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Jherad on December 09, 2011, 04:21:01 PM
You have got to be kidding me.

Quote
from the moment it was turned on off, the player would perceive far less diversity in their loot that he looked like a fucking clown


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Simond on December 09, 2011, 04:38:45 PM
I am like ... horribly broken by WoW at this point or something, because while the Trooper screenshot is, indeed, funny, I would not die of shame running around looking like that. I have worn far worse.

Of course, I've also refused to wear things because they were too whorish, I certainly have no qualms about saying "fuck it, fuck you, upgrade" and crushing it into a fine powder and dealing with it that way. When I'm leveling up, anyway.  :heart:
WoW has cosmetic slots now, though.  :oh_i_see:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 09, 2011, 04:52:06 PM
Yeah, after a gazillion years. Of course, I immediately used it to make my mage look like this (http://us.battle.net/wow/en/character/moon-guard/Aendrys/simple). Because it makes me laugh. I have gotten a delightful number of "you ... dressed like that on purpose?" reactions.  :heart: :heart:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Nevermore on December 09, 2011, 04:54:53 PM
WoW has cosmetic slots now, though.  :oh_i_see:

Kind of, sort of.  It's nice at level 85 when you aren't replacing gear constantly, but I don't see how it's practical to use while leveling up.  So still clownsuits aplenty while leveling.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Furiously on December 09, 2011, 04:55:54 PM
Yeah, after a gazillion years. Of course, I immediately used it to make my mage look like this (http://us.battle.net/wow/en/character/moon-guard/Aendrys/simple). Because it makes me laugh. I have gotten a delightful number of "you ... dressed like that on purpose?" reactions.  :heart: :heart:

OMG!!! That is every UO character wayabvpar made.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Simond on December 09, 2011, 04:59:23 PM
Yeah, after a gazillion years. Of course, I immediately used it to make my mage look like this (http://us.battle.net/wow/en/character/moon-guard/Aendrys/simple). Because it makes me laugh. I have gotten a delightful number of "you ... dressed like that on purpose?" reactions.  :heart: :heart:
I was a little more obvious (http://eu.battle.net/wow/en/character/defias-brotherhood/Itzena/simple) in my gearing. To be fair, fake-Judgement is awesome.  :drill:

(Also: Add Forsaken paladins, Blizz! Wait, this isn't the WoW forum....)


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Merusk on December 09, 2011, 05:09:58 PM
WoW has cosmetic slots now, though.  :oh_i_see:

Kind of, sort of.  It's nice at level 85 when you aren't replacing gear constantly, but I don't see how it's practical to use while leveling up.  So still clownsuits aplenty while leveling.

There's cosmetics for almost every slot in Heirlooms now. So only your first ever character need suffer.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Der Helm on December 09, 2011, 05:16:49 PM
Fuckers.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 09, 2011, 05:32:48 PM
OMG!!! That is every UO character wayabvpar made.

Awesome.  :heart: I sort of wish I had BEEN THERE.

I was a little more obvious (http://eu.battle.net/wow/en/character/defias-brotherhood/Itzena/simple) in my gearing. To be fair, fake-Judgement is awesome.  :drill:

(Also: Add Forsaken paladins, Blizz! Wait, this isn't the WoW forum....)

Yeah, my paladin is much more boring (http://us.battle.net/wow/en/character/moon-guard/Jassan/simple). His PvE heal suit is S10 conquest shit. Very shiny.



This reminds me, the thing I find weirdest about the slotting is that it seems like ... so much more work than just throwing in an appearance tab. This is not to say I don't like the slotting thing, I kind of enjoy that if I WANT, I can use the same lightsaber at 50 that I first got at 8-ish. Theme-wise that appeals to me in a huge way (and I am often a SLAVE TO THEME). I just wonder why they went the vastly more complicated route.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 09, 2011, 05:43:04 PM
Well the Mod system isn't just about appearance, the variety of mods really lets you fine tune gear. It's sort of closer to DaoC's spellcraft system then say, WoW's jewelcraft. Just less shitty and permanent.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 09, 2011, 05:53:00 PM
Yeah, true. I'm just not sure combining the two was the best idea. Too late now, though!  :why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Fordel on December 09, 2011, 05:56:51 PM
Oh I'm sure they'll redo the mod system another dozen times as they try to pretend their raid game matters in the grand scheme of things or whatever.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 09, 2011, 05:57:00 PM
I'm indifferent on the color matching thing.  It's nice to have, sure, but like they said, they make this shit in sets.  Since we can craft basically every set in the game, it shouldn't be that hard to get a matching set on your own.

But I'm probably oversimplifying it.  Let's move on.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 09, 2011, 07:23:33 PM
While I like what they're saying and look forward to the new system in the oven, I can understand why Fordel is the strident voice. I would be, too, if I was playing a trooper as my main. We'll see how much I end up bitching if I roll the trooper alt as I intend...Maybe I can call him Clinton.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 09, 2011, 07:25:16 PM
While I like what they're saying and look forward to the new system in the oven, I can understand why Fordel is the strident voice. I would be, too, if I was playing a trooper as my main. We'll see how much I end up bitching if I roll the trooper alt as I intend...Maybe I can call him Clinton.

(http://upload.wikimedia.org/wikipedia/commons/thumb/3/36/George_Clinton_in_Centreville.jpg/220px-George_Clinton_in_Centreville.jpg)


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 09, 2011, 07:55:46 PM
(http://alt.coxnewsweb.com/shared-blogs/austin/shopping/upload/2009/04/what_not_to_wears_clinton_kell/clintonkelly.jpg)


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Ingmar on December 09, 2011, 08:01:10 PM
Bet your outfit looks more like George!  :awesome_for_real:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Lantyssa on December 10, 2011, 04:45:21 AM
Yeah, after a gazillion years. Of course, I immediately used it to make my mage look like this (http://us.battle.net/wow/en/character/moon-guard/Aendrys/simple). Because it makes me laugh. I have gotten a delightful number of "you ... dressed like that on purpose?" reactions.  :heart: :heart:
That's an awesome outfit.  Most of mine would be simple and stylish low-level pieces.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: 01101010 on December 10, 2011, 04:58:48 AM
(http://alt.coxnewsweb.com/shared-blogs/austin/shopping/upload/2009/04/what_not_to_wears_clinton_kell/clintonkelly.jpg)

Gives me an idea for a machinima clips. SWTOR: What not to wear would be fabulous.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 10, 2011, 09:15:35 AM
Would be a good start to the BC PvP chapter. Bring in Joan and Kelly from fashion police, maybe Vera from say yes.

 :drillf:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Rondaror on December 10, 2011, 01:46:47 PM
INCOMING WALL OF TEXT!

Quote
So, it turns out some of the patch notes regarding our modding system were probably poorly written (by me, I must add) and generated quite a lot of concern. I’ll try to explain the changes better and, while I'm at it, explain the logic for those changes.

To start with, we’ve introduced a new color and item type: the Custom items. Those are shown with an orange border and are fully moddable. This change is purely cosmetic. What we have done is take all fully moddable Prototype items (blue) and simply changed their icon color. This helps us create a better and more unique identity for fully moddable gear.

Since other games have used orange to signify truly rare and epic gear, let me clarify that orange in Star Wars: The Old Republic has nothing to do with 'epic' gear. (And for those curious, our version of 'epic' is a very deep purple, bordering on a rich blue). The orange we use is actually the old bronze color we developed a long time ago when our color coding was based on metals (bronze, silver, gold, platinum, etc).

Custom gear is actually pretty common: it can be obtained through class quests around level 8, as social gear, as space quest rewards and as light side / dark side gear. It is also the typical gear found in Flashpoints and as rewards for Heroic missions. Several pieces can be acquired using planetary commendations.

The second change introduced in the latest build is the locking down of the base mods (Armoring, Barrel, Hilt) and color crystal mod on the Artifact items (purple). To explain this change, I need to also explain the history of the the modding system...

So, the first version of the modding system had many issues. It is amazing that a system that is only a few months old is already quite misremembered, but that’s because while the system implementation was less than stellar, players really liked the concept that tried to shine through and now remember it much more fondly that it truly deserves. The main issues of the old system were as follow:

- There were too many different modifications. Sure, the mods had a lot of flavor and made sense: triggers and scopes for guns, underlays and overlays for armors, power cells and crystals for Lightsabers, etc. But in the end, keeping the mods in all gear up to date every few levels was a major pain on the players’ side. Remember, at that time, mods could not be extracted - so a replacement for each and every one of those mods had to be individually located every few levels. And let me tell you, creating and maintaining all those tens of thousands of mods on our end was also not exactly sustainable.

- Some items only had a few mod slots. I know everyone by now remembers a 'perfect' world where everything was moddable, but that simply wasn’t the way it worked. Most premium (green) items did not have a full set of slots and which slots weren't present was a bit random. So, you could find a purple trigger and get all excited about fitting it on your moddable gun - until you realized the gun mysteriously had a scope slot, but not a trigger slot. Of course, your next gun could have a trigger but no scope. This left many players scratching their heads.

- Once slotted, a mod could not be removed. This had a very perverse effect: players would find a really good mod - say a purple overlay - but would really hesitate in slotting it into an armor. What if they find a cooler looking armor next level? Many players would end up saving their good mods for later and ended up over leveling them.

- Mods that were crafted or purchased were most of the time inferior to the mod already slotted onto a prototype (blue) item. This made the entire mod system somewhat useless. One of the main reason was that crafters could not create good mods. Reverse engineering - the main method to obtain prototype and artifact (blue and purple) crafted items - did not work on mod.

- Modding was only done at a workbench. This made it rather cumbersome as the players had to hunt down a workbench before they could fit a new mod into one of their items.

So, to summarize: in the old system, you could not take any piece of gear, fit it with the best mods and keep it all the way to the end levels: a lot of the green gear did not have all the slots, the mods that could be obtained were for the most part... not good, and you could not extract better one from existing gear.

So... things had to change. Because despite all those warts, some of the players who tested the system really liked the concept: that a player could find an appearance they really like and work to keep it relevant all the way to end game. So, we knew we were on to something and we also knew the old system was just not delivering.

Those changes took time to implement. Some of them concerned large amounts of data and some required new code. Unfortunately, not everything could be implemented on time for each testing build and, in some of the builds, testers were exposed to a very raw and partially completed new system. However, today, we are close to where we want to be - but not quite there yet (more on that later).

So, the changes we made are:

- Item modding can now be done anywhere at anytime. No workbench required.

- Crafters can now reverse engineer mods and create blue and purple mods.

- A new Custom quality (orange) was introduced to legitimize moddable items as their own quality and type. This isn’t a big deal but does clarify things a little.

- Mods can now be extracted from a Custom item. This is the single most important change and has many, many consequences. However, we feel that being able to slot a mod and then extract it back truly opens up the system and makes it a lot more fun, easy and safe to experiment with. I’m not 100% happy about how the system interface and GUI works today (it is still a bit clunky) but at least it is functional.

- Rather than have a whole bunch of unique mod types, some mods are now common to all items. This greatly helps players who are 'going the mod route’ to stay relevant and competitive as they now have a much higher chance to find exactly the mods they need, level after level, be it from a crafter, at a planetary commendation vendor or by extracting it from another item.

- Partially moddable premium (green) items were removed as they essentially lied to the players: an item missing a mod slot would never be able to match a high end non-moddable item. Instead, to compensate for the loss of diversity, orange versions of all green armors was created and given to the crafters. So, yes, if you see a green armor you really like, you still can have that appearance until end level. It does take a bit of work - you either need to become a crafter yourself, befriend one or trawl the GTN.

(Note: recipes for those orange appearances are discovered through Underworld Trading missions.This allows us to have a truly large number of those recipes without overwhelming the crafting trainer inventory. As a side effect, this opens up class quest green armor appearances from other classes as well as long as you fulfill the armor requirements.)

- End game artifact quality (purple) gear is now partially moddable. Why moddable? Because that allows the players to customize stats such as critical, etc. to their exact desire. Why only partially? Because mods are now extractable... Think of it this way: it is easier to defeat the first boss from an Operation than the last boss. So we want to reward the players with the best possible loot for defeating the last boss and that loot is typically the Chest piece of a set. The first boss drops less interesting stuff, say boots. This may sound old school, and it is. But by doing so, we ensure that both players that get rewarded by looks and those rewarded by stats are properly rewarded for taking on the most difficult challenges.

Now, if purple gear was fully moddable, players would simply farm the first boss, acquire 5 pair of boots, extract the armoring, mod and enhancements from the boots and slots them in their favorite Custom items. That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.

So, instead of letting that happen, we prevented the Armoring, Hilt and Barrel from being extracted, but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor (with some temporary caveats).

- Some crafting recipes that allowed the creation of moddable armors and weapons have been replaced with non-moddable versions. Why the nerf? Because those recipes were no longer properly balanced once we allowed mod extraction. It became far cheaper and faster to create an item for the sole purpose of extracting every mods out of it than creating mods in the first place. This also allowed nearly every crafter to create every type of mods, which wasn’t very balanced either. Instead, the crafter can now make a non-moddable item for those players that enjoy that and, thanks to newly introduced recipes, a moddable (but empty slotted) version of the item.

Now, with those changes, we are closer to an actual implementation of our modding philosophy than ever before. Is it perfect? No, not yet. There are still some imbalances here and there (and I trust this community to let us know loud and clear if we miss any) but it is close and the remaining issues are on their way to be fixed. Of course, it would help to clarify what that philosophy is:

To put it simply, we want moddable items to offer an alternate and optional loot system that allows players to customize their look and their stats with more freedom and without penalty for doing so.

However there are many times where it will be easier for a player to just put on whatever stuff they just looted and not care about the way it looks. Keeping a specific outfit or weapon “up to date” or obtaining a specific look may require additional time and dedication, such as finding a crafter that can create that specific smuggler shirt or that rare color crystal.

I hope this clarifies things a little. As always, we are very much interested to hear what you all have to say on the system, but at least you now have a bit more information to go on - and of course, in a very short time, you will all be able to test this on the live servers.

Anyway, thanks to all of you who have been helping with the test of the game and offered your very passionate opinions - on this subject and others. Testing a beta isn’t easy. Things changes all the time, some stuff isn’t finished and nothing seems to make sense without the benefit of knowing what’s going on behind the scene. So thanks again and I hope to have the chance of meeting each and every one of you in game.

I didn't play MMO's after the WAR desaster and intend to give SWTOR a try.
Comparing this statement to Paul Barnetts "awesome" this game has already won by miles.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sky on December 10, 2011, 03:14:39 PM
I wish I had a scanner at home. Sometimes the cartoons write themselves.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 10, 2011, 03:48:27 PM
Yeah, after a gazillion years. Of course, I immediately used it to make my mage look like this (http://us.battle.net/wow/en/character/moon-guard/Aendrys/simple). Because it makes me laugh. I have gotten a delightful number of "you ... dressed like that on purpose?" reactions.  :heart: :heart:
That's an awesome outfit.  Most of mine would be simple and stylish low-level pieces.

Why, thank you! I was particularly pleased when I found pink pants for it.  :drillf:  MOST of my characters go the simple route (like my paladin boy rocking his tempered saronite. Look how small the shoulders are!), but something about my mage makes me dress him as loudly as possible. I think it's because there is so much goofy cloth in the game. I suspect my Manquisitor will give me the same compulsion, although the Sith outfits seem to come mostly in black or red, THE END. My pink twi'lek yearns for purple and blue!


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Der Helm on December 10, 2011, 03:52:32 PM
You can't die (sp? as in "change the colour of") armor, or can you ? Or are there different coloured schemes for one and the same armor piece ?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 10, 2011, 04:04:41 PM
Dye, and no, I don't think there's any dye in the game, alas. I suspect there are a couple versions of the same "set" color-wise, but like death knight armor must all be SKULLS SKULLS SKULLS, I suspect sith armor must be black, red, or if you're sassy, grey.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Nevermore on December 10, 2011, 04:11:57 PM
I thought my Inquisitor had something in a dark green from a quest reward, but I could be mistaken.  That was pre level 10 though, so maybe you have to earn your black and red.  :awesome_for_real:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 10, 2011, 04:13:27 PM
My inquisitor hit level ... something in the teens. He was in black and red and grey throughout. And let me tell you, the red really did not suit his pink-ness if you asked me.  :why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Evildrider on December 10, 2011, 04:41:43 PM
Sjofn just wants to wear a lime and hot pink jumpsuit.   :awesome_for_real:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 10, 2011, 05:04:17 PM
Dye, and no, I don't think there's any dye in the game, alas. I suspect there are a couple versions of the same "set" color-wise, but like death knight armor must all be SKULLS SKULLS SKULLS, I suspect sith armor must be black, red, or if you're sassy, grey.
It seems there's some purple, too:

(http://torwars.com/wp-content/uploads/2011/11/swtor_sith_inquisitor_purple_eyes.jpg)


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: calapine on December 10, 2011, 05:38:30 PM
@Sjofn: Darth Squirrel...you know you want to  :-P


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Sjofn on December 10, 2011, 05:39:52 PM
Sjofn just wants to wear a lime and hot pink jumpsuit.   :awesome_for_real:

Maybe.  :awesome_for_real:

The purple is good to see, I am content for my Manquisitor.  :heart:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Nevermore on December 10, 2011, 05:57:24 PM
Dye, and no, I don't think there's any dye in the game, alas. I suspect there are a couple versions of the same "set" color-wise, but like death knight armor must all be SKULLS SKULLS SKULLS, I suspect sith armor must be black, red, or if you're sassy, grey.
It seems there's some purple, too:

(http://torwars.com/wp-content/uploads/2011/11/swtor_sith_inquisitor_purple_eyes.jpg)


City of Heroes 2?  :-P


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: kildorn on December 10, 2011, 06:04:20 PM
Dye, and no, I don't think there's any dye in the game, alas. I suspect there are a couple versions of the same "set" color-wise, but like death knight armor must all be SKULLS SKULLS SKULLS, I suspect sith armor must be black, red, or if you're sassy, grey.
It seems there's some purple, too:

(http://torwars.com/wp-content/uploads/2011/11/swtor_sith_inquisitor_purple_eyes.jpg)


City of Heroes 2?  :-P

No, I think Cyclops is a Marvel property.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Simond on December 11, 2011, 03:40:30 AM
Hey, I had those shoulders on my shaman!
http://www.wowhead.com/item=37116 :awesome_for_real:
 


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: murdoc on December 22, 2011, 01:11:13 PM
It drives me crazy that there's no tooltip to compare mods equipped. I end up stripping down and putting my modding armour/weapons in my inventory so I can at least have both windows open at the same time.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 22, 2011, 01:13:37 PM
It drives me crazy that there's no tooltip to compare mods equipped. I end up stripping down and putting my modding armour/weapons in my inventory so I can at least have both windows open at the same time.

I don't know what you mean..when I compare stuff, the tooltips show the full stats and mod slot stats as well.  May not show the 'name' of the mod, but it gives me color (green/blue/purp) of the mod and the numbers.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: murdoc on December 22, 2011, 01:18:50 PM
When you just have a mod, such as the ones purchased with commendations, it doesn't compare them with currently equipped ones.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 22, 2011, 01:20:26 PM
When you just have a mod, such as the ones purchased with commendations, it doesn't compare them with currently equipped ones.

So just memorize (or maybe write down?) the stats of the mod you have in question and hover your mouse over your equipped stuff.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 22, 2011, 01:22:29 PM
When you just have a mod, such as the ones purchased with commendations, it doesn't compare them with currently equipped ones.

So just memorize (or maybe write down?) the stats of the mod you have in question and hover your mouse over your equipped stuff.

Best way to do this is bring up the vendor screen and your characters screen.  Look at one mod and then hover over your gear and compare.  The problem here is that you can't use a tooltip because Mods can be used in every piece of gear.  You don't want the mod to be compared to 8 pieces of gear at once on your screen.

EDIT: OH!

There is an option in preferences to see Detailed Tooltips or something along those lines.  That might be your problem.  You might not be able to see the mods individually and this will help you tremendously.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 22, 2011, 01:24:03 PM
When you just have a mod, such as the ones purchased with commendations, it doesn't compare them with currently equipped ones.

So just memorize (or maybe write down?) the stats of the mod you have in question and hover your mouse over your equipped stuff.

Best way to do this is bring up the vendor screen and your characters screen.  Look at one mod and then hover over your gear and compare.  The problem here is that you can't use a tooltip because Mods can be used in every piece of gear.  You don't want the mod to be compared to 8 pieces of gear at once on your screen.

Exactly.  WoW doesn't even do this when it comes to gems and slotting.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: Draegan on December 22, 2011, 01:24:42 PM
Also see my edit.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 22, 2011, 01:25:48 PM
Also see my edit.

Ah, yes...you're edit does have merit as well.   :grin:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: murdoc on December 22, 2011, 01:34:00 PM
When you just have a mod, such as the ones purchased with commendations, it doesn't compare them with currently equipped ones.

So just memorize (or maybe write down?) the stats of the mod you have in question and hover your mouse over your equipped stuff.

Best way to do this is bring up the vendor screen and your characters screen.  Look at one mod and then hover over your gear and compare.  The problem here is that you can't use a tooltip because Mods can be used in every piece of gear.  You don't want the mod to be compared to 8 pieces of gear at once on your screen.


EDIT: OH!

There is an option in preferences to see Detailed Tooltips or something along those lines.  That might be your problem.  You might not be able to see the mods individually and this will help you tremendously.

You can't have a vendor window and your character window open at the same time. I also have detailed tooltips turned on :(

I'll just keep stripping down in front of vendors!


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 22, 2011, 01:35:04 PM

You can't have a vendor window and your character window open at the same time.

Incorrect.

- Open the vendor window.
- Close your inventory window.
- Open your character window.
- Profit.

Seriously, I will make a YouTube video of this when I get home if I need to, but mark my words....

(http://s3.amazonaws.com/kym-assets/photos/images/original/000/000/122/bush_doing_it_wrong_1.jpg)

:why_so_serious:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: murdoc on December 22, 2011, 01:40:37 PM

You can't have a vendor window and your character window open at the same time.

Incorrect.

- Open the vendor window.
- Close your inventory window.
- Open your character window.
- Profit.


Well... DUUUUR.

ok that's good enough.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: tmp on December 22, 2011, 05:44:42 PM
Yeah, closing the window you don't want/need usually allows to manually open another window you want, and it'll go into the free space, generally.

The one thing that drives me bonkers is how the item preview window places itself neatly over the "next page" button in the AH interface, and cannot be moved anywhere. :uhrr:


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: El Gallo on December 22, 2011, 05:59:09 PM
The one thing that drives me bonkers is how the item preview window places itself neatly over the "next page" button in the AH interface, and cannot be moved anywhere. :uhrr:

Everything about the UI makes me want to light everyone at EA on fire.


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: eldaec on December 26, 2011, 06:52:26 AM
So, getting into my 20s, I'm noticing I only care about my class based primary stat, endurance, and armour/dps rating.

Is that all there is to gear in this game or do procs or other effects only come in later? I mean, I know they are aiming for even more bland than wow, but this seems a bit silly?


Title: Re: Item Modifying and You: End-Game Gear Change
Post by: luckton on December 26, 2011, 06:54:10 AM
So, getting into my 20s, I'm noticing I only care about my class based primary stat, endurance, and armour/dps rating.

Is that all there is to gear in this game or do procs or other effects only come in later? I mean, I know they are aiming for even more bland than wow, but this seems a bit silly?

Like WoW, there are a few 'special' stats that you'll start to see more and more of later in life.  Stuff like Power, Crit, Alacrity, Surge, and a couple others.  Regardless, your primary stat is still supreme, and should be stacked like cheddar.