Implemented - Artisan - Introduce socket retrofitting tools | Star Wars Galaxies Restoration

Implemented Artisan Introduce socket retrofitting tools

This idea/suggestion has been flagged as Implemented so it has (or will be) implemented into the game in some capacity. More information can be found in the post from the development team.
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Proposal
Introduce a quest-line that will allow master artisans access to a socket retrofit tool.
Justification
Armor and weapon crafting is pretty much sewn up on the server. Server best resources are unavailable to relatively new crafters. As a consequence it is difficult to change templates due to the fact that you will need new exotics, and therefore have to buy a new chest piece or weapon. As decay is brutal on this server, this request will not disadvantage crafters.
Motivation
Will allow players to change templates without having to buy new armour, which considering the low pop of the server is very expensive to do.
This will allow us to swap exotics without having to buy expensive new armour pieces.
 
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it would allow more people to spec out and into different modes at least. pvp or pve etc and move back and forth a little easier. but at the same time would also devalue as and re. decay isnt bad if you take care of your gear and insure it. i had a basic set of comp last 5 months and its started to move between 3 characters. as a ghetto luck suit. on the flipside my old ris is no longer viable and i had to outright give it up do to a class change. so theres that to consider i suppose. guns have decay pretty bad. i dont know. mixed feelings on this one. doesnt seem very applicable depending on what sides of the game your looking at. "sounds like pvp life support" at the expense of crafting profs.
 
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Crafters are making 7 mill a suit. Hardly destitute
 
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it destroys the SEA and refunds the socket, useful and a decently resource negative interaction i see no reason why it shouldnt be in
 
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If we were still concerned about those two professions, the SEA should be destroyed as suggested and the armor could take a hit to condition during the removal. It’s probably better for the economy in the long run than unused armor going to waste because of a misplaced SEA.
 
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PhilmorALF

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To me this sounds like a bad idea all around.

I definitely disagree that crafting is 'sewn up'. I've seen quite a few new crafters popping up - and for Armorsmith and Weaponsmith in particular, there have been a ton of great recent spawns that are available, or that you can at least get your hands on just asking the community. New crafters may not have every server best resource - but that is mostly unnecessary except to appeal to the people that think 10-20 extra protection or 4-5 damage matters - which in all honesty - it doesn't. It's unrealistic to expect every new crafter to be able to produce capped everything and to make a huge change like this because they can't.

If it were the case that crafting was 'sewn up' and new crafters were unable to tap into the market - I don 't think the solution would be to introduce a tool that would cause Armorsmiths and Weaponsmiths produce less armor and weapons thereby sinking less server best resources. If people are needing to buy less armor and weapons, I would think THAT is what negatively impacts new crafters trying to break into the market.

Also - anyone that says decay is brutal is a hardcore PvP'er (they make the world go 'round) or dies unnecessarily in PvE, and are too cheap to insure their gear. A set of RIS with repair capability can last 6+ months - and I can bet some people could push much longer than that.

...and there is a big difference in a set of armor costing 7 million credits and a crafter 'making 7 million a suit'.

Ultimately - I've got a ton to gain from this tool being implemented, but I think it hurts more than it would help.
 
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upvoted, its pain to waste 2m in a chestplate just for the exotics when you are changing your build, REs would still benefit if the SEA is detroyed during this process and they need a new one
 
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To me this sounds like a bad idea all around.

I definitely disagree that crafting is 'sewn up'. I've seen quite a few new crafters popping up - and for Armorsmith and Weaponsmith in particular, there have been a ton of great recent spawns that are available, or that you can at least get your hands on just asking the community. New crafters may not have every server best resource - but that is mostly unnecessary except to appeal to the people that think 10-20 extra protection or 4-5 damage matters - which in all honesty - it doesn't. It's unrealistic to expect every new crafter to be able to produce capped everything and to make a huge change like this because they can't.

If it were the case that crafting was 'sewn up' and new crafters were unable to tap into the market - I don 't think the solution would be to introduce a tool that would cause Armorsmiths and Weaponsmiths produce less armor and weapons thereby sinking less server best resources. If people are needing to buy less armor and weapons, I would think THAT is what negatively impacts new crafters trying to break into the market.

Also - anyone that says decay is brutal is a hardcore PvP'er (they make the world go 'round) or dies unnecessarily in PvE, and are too cheap to insure their gear. A set of RIS with repair capability can last 6+ months - and I can bet some people could push much longer than that.

...and there is a big difference in a set of armor costing 7 million credits and a crafter 'making 7 million a suit'.

Ultimately - I've got a ton to gain from this tool being implemented, but I think it hurts more than it would help.
while fair points this tool got used far more than I care to admit in live NGE and there wasnt even decay, i personally just had a suit for every class but most didnt care to do that and would rather rip out attachments for the convenience of only need a new set of SEA's instead of a new set of SEA's and suit of armor
 

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hmm


credit-sink-swg.gif
 
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To me this sounds like a bad idea all around.

I definitely disagree that crafting is 'sewn up'. I've seen quite a few new crafters popping up - and for Armorsmith and Weaponsmith in particular, there have been a ton of great recent spawns that are available, or that you can at least get your hands on just asking the community. New crafters may not have every server best resource - but that is mostly unnecessary except to appeal to the people that think 10-20 extra protection or 4-5 damage matters - which in all honesty - it doesn't. It's unrealistic to expect every new crafter to be able to produce capped everything and to make a huge change like this because they can't.

If it were the case that crafting was 'sewn up' and new crafters were unable to tap into the market - I don 't think the solution would be to introduce a tool that would cause Armorsmiths and Weaponsmiths produce less armor and weapons thereby sinking less server best resources. If people are needing to buy less armor and weapons, I would think THAT is what negatively impacts new crafters trying to break into the market.

Also - anyone that says decay is brutal is a hardcore PvP'er (they make the world go 'round) or dies unnecessarily in PvE, and are too cheap to insure their gear. A set of RIS with repair capability can last 6+ months - and I can bet some people could push much longer than that.

...and there is a big difference in a set of armor costing 7 million credits and a crafter 'making 7 million a suit'.

Ultimately - I've got a ton to gain from this tool being implemented, but I think it hurts more than it would help.
If there are tons of new crafters around, they’re getting resources from guildies. I challenge you to be able to sell sub capped armours
 
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Also - anyone that says decay is brutal is a hardcore PvP'er (they make the world go 'round) or dies unnecessarily in PvE, and are too cheap to insure their gear. A set of RIS with repair capability can last 6+ months - and I can bet some people could push much longer than that.
I have bone armor older than that. Armor can also be repaired. You just need to do it before it gets below a certain threshold. I don't know what that is but it's pretty low, below 1000 I think.

Ask the armorsmith doing the repairing how much experience they have. Assembly at 180 and opp chance buff helps a lot as does a 100% repair tool.

Just check your resistances in character sheet whenever you log in. If your resistances are dropping, it's time.
 

PhilmorALF

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If there are tons of new crafters around, they’re getting resources from guildies. I challenge you to be able to sell sub capped armours
I decided to accept your challenge. I even went out on a limb and made this so 'sub capped' that anyone could go make it. Opted to list it on the Mos Eisley Bazaar instead of Oasis for the spirit of the challenge. Listed at 11:17 EST on 12/19/22. Sold 12/22/22 at 14:00 EST. I threw in a +23 feather worth 9,998 credits on the bazaar at the time of the craft, with some below average resources, and sold it for 30k. So about 1500 resources for the bone helmet- we'll say max 3cpu for junk resources (probably less) - 4500 credits, plus the 9998 for the feather...14,498 credits..so I more than doubled my investment..with basically no effort. Could I have gotten more for it? Possibly - but at the very least - I did sell sub-capped armor. I even labeled it [Uncapped] so there was no confusion...still sold...and it's not 3 or 4 points under max protection..its 565 Protection under.

Uncapped Bone Helmet.png
 
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I decided to accept your challenge. I even went out on a limb and made this so 'sub capped' that anyone could go make it. Opted to list it on the Mos Eisley Bazaar instead of Oasis for the spirit of the challenge. Listed at 11:17 EST on 12/19/22. Sold 12/22/22 at 14:00 EST. I threw in a +23 feather worth 9,998 credits on the bazaar at the time of the craft, with some below average resources, and sold it for 30k. So about 1500 resources for the bone helmet- we'll say max 3cpu for junk resources (probably less) - 4500 credits, plus the 9998 for the feather...14,498 credits..so I more than doubled my investment..with basically no effort. Could I have gotten more for it? Possibly - but at the very least - I did sell sub-capped armor. I even labeled it [Uncapped] so there was no confusion...still sold...and it's not 3 or 4 points under max protection..its 565 Protection under.

View attachment 589
so you made literally no profit, well played. I can literally sneeze and make 15k faster. Not even enough for an ent buff and med buff. Thanks for making my point for me
 

PhilmorALF

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so you made literally no profit, well played. I can literally sneeze and make 15k faster. Not even enough for an ent buff and med buff. Thanks for making my point for me
I actually doubled my money. Not sure what your definition of profit is..but mine is the actual definition.

The point I'm trying to make is that if people actually go craft and sell at volume, they can make credits and not need to cap everything.

I understand that I have proven that your initial 'challenge' wasn't a challenge at all, and your justification for introducing this tool is also off base. Although you're a credit making machine and this is beneath you - it wouldn't be for newer people that can sample and harvest some of these resources and make some small factory runs to sell some cheaper options.

..but back to the original post..if this tool were ever introduced, the only people that should get access to it is people who achieve Officer Ranks for their given faction as a no trade reward, and it would bind the weapon/armor to that individual upon use.
 
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I actually doubled my money. Not sure what your definition of profit is..but mine is the actual definition.

The point I'm trying to make is that if people actually go craft and sell at volume, they can make credits and not need to cap everything.

I understand that I have proven that your initial 'challenge' wasn't a challenge at all, and your justification for introducing this tool is also off base. Although you're a credit making machine and this is beneath you - it wouldn't be for newer people that can sample and harvest some of these resources and make some small factory runs to sell some cheaper options.

..but back to the original post..if this tool were ever introduced, the only people that should get access to it is people who achieve Officer Ranks for their given faction as a no trade reward, and it would bind the weapon/armor to that individual upon use.
you made 15k and had to buy peko feathers to do it, you made my point for me, thanks
 

RoHRemis

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you made 15k and had to buy peko feathers to do it, you made my point for me, thanks
He still doubled his investment with minimal effort.

You're embarrassing yourself at this point.
 
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Aside from the crafting pvp happening I’m supportive of the concept.

I’ve had two instances where I wanted to replace my entire suit of SEAs on a +690-700hp suit of RIS.

One was when I switched from Melee to Ranged. Got a nice set and got fed up with the state of melee a month later.

The second was when Ranged General became less important after speed cap adjustments with 1.0. Wanted to swap with Endurance.

In both instances I got a full set of SEAs as well as new armor. C'est la vie.

I do like someone mentioned treating it like a repair. Maybe to pull/destroy an SEA the armor needs to be at 100% condition and therefore would require a repair? That way there’s a meaningful cost.
 
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He still doubled his investment with minimal effort.

You're embarrassing yourself at this point.
Not at all. Not at all. It took him a ton of time and effort to make 15k. I can’t help being right and you not liking it
 
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Aside from the crafting pvp happening I’m supportive of the concept.

I’ve had two instances where I wanted to replace my entire suit of SEAs on a +690-700hp suit of RIS.

One was when I switched from Melee to Ranged. Got a nice set and got fed up with the state of melee a month later.

The second was when Ranged General became less important after speed cap adjustments with 1.0. Wanted to swap with Endurance.

In both instances I got a full set of SEAs as well as new armor. C'est la vie.

I do like someone mentioned treating it like a repair. Maybe to pull/destroy an SEA the armor needs to be at 100% condition and therefore would require a repair? That way there’s a meaningful cost.
Yep full repair would still pour credits in to the avaricious crafters who are crying foul. Good compromise
 
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