Not Implemented - Allow crafters to level up | Star Wars Galaxies Restoration

Not Implemented Allow crafters to level up

This idea/suggestion has been flagged as Not Implemented because of a lack of popularity, lack of interest, lack of feasibility, or other determination by the Development Team, so the suggestion will not be implemented. Once a suggestion has been flagged this way, the decision is final. Although the issue may be raised again in the future after a six month cooldown. A response explanation from the Development Team can be found in the thread.
Status
Not open for further replies.
Joined
Dec 11, 2021
Messages
4
Reaction score
0
Proposal
Allow all profs to be able to level up to max level via the skill trees, same as the combat profs
Justification
I can't see a down side to allowing all profs to be able to use looted stat clothing and other items currently gated behind combat levels.
The use of higher level weapons not prof specific would help greatly with self preservation as would the level difference between you and the mobs. Having only a simple attack/shoot ability would only make the crafter viable against the lower level mobs of the starter planets so would not have much effect on the current overall gameplay of combat classes but would improve the gameplay of the other classes.
Motivation
Inabilty to use (looted) stat clothing which is level gated to help in their prof, such as creating a luck suit when the player hasn't progressed to the point where they can afford to buy clothing attachments.
Self defense; crafters would at least be mostly safe when placing/tending harvestors on the starter planets once they leveled to the point where the mobs con was gray and would also be able to use better weapons to help with survival on mid level planets
If I remember correctly, in live all profs were able to level up to max lvl through the skill trees same as combat profs.
 
This suggestion has been closed. Votes are no longer accepted.
Joined
Aug 10, 2021
Messages
18
Reaction score
6
Location
Hungary
If I remember correctly, in live all profs were able to level up to max lvl through the skill trees same as combat profs.
Only in NGE. In CU and Pre-Cu crafters has lvl1, only BE receive some lvl. But the idea is acceptable.
 

PhilmorALF

Galactic Senator
Joined
Jul 16, 2021
Messages
189
Reaction score
214
If I remember correctly, in live all profs were able to level up to max lvl through the skill trees same as combat profs.
I think it is more a stat loot problem. All the treasure map items just got CL requirements and profession requirements removed..that would be the best solution to your problem in my opinion for generic loot
 
Joined
Dec 11, 2021
Messages
4
Reaction score
0
I think it is more a stat loot problem. All the treasure map items just got CL requirements and profession requirements removed..that would be the best solution to your problem in my opinion for generic loot
If you remove the level requirements from stat clothing that would allow low level combat toons to wear high level stat clothing. Wouldn't that have an effect on game balance?
 

PhilmorALF

Galactic Senator
Joined
Jul 16, 2021
Messages
189
Reaction score
214
If you remove the level requirements from stat clothing that would allow low level combat toons to wear high level stat clothing. Wouldn't that have an effect on game balance?
Highly doubt it - if you've got the money you could put a lvl 1 in +35 triple stat armor/PSG and it's not like they're going to solo krayts at that level. I can't imagine that letting a lvl 5 or 10 wear some +20 jewelry will have any effect that you could consider an imbalance. Those people are also going to be that level for only a few days of they go hop in a spin group. To me jewelry CL requirements are somewhat pointless - hence the reason that it was removed from treasure map jewelry a week or two ago.
 
  • Like
Reactions: BenleBropa
Joined
Aug 10, 2021
Messages
18
Reaction score
6
Location
Hungary
It is better to lvl crafters. For droid usage too. And better variation too.


On programing side maybe not a big deal.
 
Joined
Jul 30, 2021
Messages
34
Reaction score
28
Having a crafter, I would be up for the Crafters and Ents to get level 80 as they did in NGE. This would allow these toons to be able to check harvesters without worrying about a level 14 mob killing them. It would also allow other to determine if others still need to grind xp, in case they need some sort of assistance. Their hit points do not necessarily have to be raised as does happen as CL increases.
 
  • Like
Reactions: Iceforge
Joined
Jul 3, 2021
Messages
25
Reaction score
27
Having a crafter, I would be up for the Crafters and Ents to get level 80 as they did in NGE. This would allow these toons to be able to check harvesters without worrying about a level 14 mob killing them. It would also allow other to determine if others still need to grind xp, in case they need some sort of assistance. Their hit points do not necessarily have to be raised as does happen as CL increases.
There was a prior PV submitted which would address your first point. Admittedly, it did not garner much fanfare.
 
Joined
May 28, 2021
Messages
202
Reaction score
138
Having a crafter, I would be up for the Crafters and Ents to get level 80 as they did in NGE. This would allow these toons to be able to check harvesters without worrying about a level 14 mob killing them. It would also allow other to determine if others still need to grind xp, in case they need some sort of assistance. Their hit points do not necessarily have to be raised as does happen as CL increases.
Crafters SHOULD worry if they go out into the wilds.
 
Joined
Aug 8, 2022
Messages
15
Reaction score
12
Crafters SHOULD worry if they go out into the wilds.
Bull. All through Pre-CU, crafters and entertainers could survive the wilds pretty well. It was only in CU that the Combat Level system was imposed. It was the CL system, and its titanic damage multipliers (which also destroyed the Battle Fatigue system), that crippled crafter survivability. The devs had such a myopic focus on enhancing the combatant experience that they completely missed the collateral damage to everyone around them. Some of us were calling for skill equalization when CU was barely started on Live. Yes, NGE eventually got it, but it was way too late by then.
 
Joined
May 28, 2021
Messages
202
Reaction score
138
Bull. All through Pre-CU, crafters and entertainers could survive the wilds pretty well. It was only in CU that the Combat Level system was imposed. It was the CL system, and its titanic damage multipliers (which also destroyed the Battle Fatigue system), that crippled crafter survivability. The devs had such a myopic focus on enhancing the combatant experience that they completely missed the collateral damage to everyone around them. Some of us were calling for skill equalization when CU was barely started on Live. Yes, NGE eventually got it, but it was way too late by then.
Bull.
 
Joined
Feb 11, 2022
Messages
35
Reaction score
31
Crafters SHOULD worry if they go out into the wilds.
A level 80 crafter isn't going to have the same abilities or capabilities as a level 80 combat toon. A level 80 crafter isn't going to dazzle anyone with their swordsmanship or rifle skills. They'll have none of the combat skill tree attacks or defenses. However, they won't be outright killed by a level 14 mob and they'll be able to put a level 60 droid into play. How about skill level being based on skill tree accomplishment and being referred to as SL instead of CL.
 

PhilmorALF

Galactic Senator
Joined
Jul 16, 2021
Messages
189
Reaction score
214
I can say just by reviewing that actual proposal, that you could let a crafter be a level 80...or you could let them he a level 200...and I don't see what value that would bring to a crafter/entertainer.

They would not get any sort of mitigation for armor hindrence - because that doesn't make sense. They can still wear armor now to get protections, and tape them up to get extra health/defenses.

This essentially come down to people want to use a droid.

For those of you that don't know - the idea was floated by devs to introduce new modifiers into the RE system to allow for exotics that a crafter could use to pull out out droids X levels higher than themselves. I do think this was an interesting and easier way to implement a solution for the crafting community rather than start calculating CLs from non combat professions. I'd certainly hate to be that crafter that is lvl 80 who decides to respec into combat - and now they're pulling high end missions without any real combat skills.

I'm pro 'assisting' crafters in certain scenarios - but no amount of help should be implemented for crafters throwing harvesters on Dath or Endor - as that doesn't make much sense. At some point there is a line that shouldn't be crossed.
 
Joined
Jul 26, 2022
Messages
7
Reaction score
7
I can say just by reviewing that actual proposal, that you could let a crafter be a level 80...or you could let them he a level 200...and I don't see what value that would bring to a crafter/entertainer.

They would not get any sort of mitigation for armor hindrence - because that doesn't make sense. They can still wear armor now to get protections, and tape them up to get extra health/defenses.

This essentially come down to people want to use a droid.

For those of you that don't know - the idea was floated by devs to introduce new modifiers into the RE system to allow for exotics that a crafter could use to pull out out droids X levels higher than themselves. I do think this was an interesting and easier way to implement a solution for the crafting community rather than start calculating CLs from non combat professions. I'd certainly hate to be that crafter that is lvl 80 who decides to respec into combat - and now they're pulling high end missions without any real combat skills.

I'm pro 'assisting' crafters in certain scenarios - but no amount of help should be implemented for crafters throwing harvesters on Dath or Endor - as that doesn't make much sense. At some point there is a line that shouldn't be crossed.
I agree with it if i didnt have to multi box because i need to clear out a instant respawn lair on tatooine or naboo to place a harvester. Its a exploitative chase to drive quickly to an area and place down a harvester within a few seconds before the server reacts and spawns mobs on my location. And dragging some random person along for a ride while i spend 2 hours scanning for a viable place to drop down harvesters when in fact this person could potentially be an alt for opposing traders etc and in conflict of interest makes everything very ardous, now if i could spawn a droid down that could deal with say CL 10-40 mobs across then that would deal with most common systems and planets yet still leave end tier mobs like darth/endor etc alone as it doesnt make sense for me to be able to drag a high level droid in a higher fight as the droid itself wouldnt be worse then a CL80 combat toon droid but it would mean tons of QoL for my random self on my own little adventures to drop harvesters.

I survive without it, i would like to see it be a thing to be able to not have to multibox around a problem in the first place though.
Should it be viable to the point of doing CL80 missions? No i seriously doubt that as that would open up multi boxing for extra pew pew mission farming.
 
Joined
Aug 8, 2022
Messages
15
Reaction score
12
I can say just by reviewing that actual proposal, that you could let a crafter be a level 80...or you could let them he a level 200...and I don't see what value that would bring to a crafter/entertainer.

They would not get any sort of mitigation for armor hindrence - because that doesn't make sense. They can still wear armor now to get protections, and tape them up to get extra health/defenses.

This essentially come down to people want to use a droid.

For those of you that don't know - the idea was floated by devs to introduce new modifiers into the RE system to allow for exotics that a crafter could use to pull out out droids X levels higher than themselves. I do think this was an interesting and easier way to implement a solution for the crafting community rather than start calculating CLs from non combat professions. I'd certainly hate to be that crafter that is lvl 80 who decides to respec into combat - and now they're pulling high end missions without any real combat skills.

I'm pro 'assisting' crafters in certain scenarios - but no amount of help should be implemented for crafters throwing harvesters on Dath or Endor - as that doesn't make much sense. At some point there is a line that shouldn't be crossed.
All this tells me is that you are, and have probably always been, exclusively a combatant. You have no concept of what we want or what we care about. No, this isn't about using a droid, or respecing to combatant.

In Pre-CU, I was a Master Artisan, Novice Pistoleer, with enough Medic for decent quality Stim-Bs, enough Scout for decent harvesting and terrain negotiation, and enough Entertainer to keep BF and Mind wounds in check. And I dabbled a bit in Force Sensitive lines and some Novice Chef. With reasonable care, this was enough to be moderately safe and even hunt (some) and harvest on most worlds. Not Dath, Endor and Yavin, obviously, but it was possible to occasionally visit even those worlds without being insta-killed.

Join SWG and see the galaxy. "Experience the greatest saga ever told ... yours." Be who you want to be, not crammed into somebody else's straitjacket expectations. CL cost us all of that, because the devs were so intent on the combatants that they missed the collateral damage! Two-thirds of my skill points are spent, mostly in "combat" professions, and I'm a whopping CL 11. I can barely survive outside Mos Eisley city limits on Tatooine, never mind anywhere else. Multiclassing templates will always be low CL anyway: Novice boxes are 15 points each, and none of them have a CL multiplier.
 
Last edited:

PhilmorALF

Galactic Senator
Joined
Jul 16, 2021
Messages
189
Reaction score
214
All this tells me is that you are, and have probably always been, exclusively a combatant. You have no concept of what we want or what we care about. No, this isn't about using a droid, or respecing to combatant.

In Pre-CU, I was a Master Artisan, Novice Pistoleer, with enough Medic for decent quality Stim-Bs, enough Scout for decent harvesting and terrain negotiation, and enough Entertainer to keep BF and Mind wounds in check. And I dabbled a bit in Force Sensitive lines and some Novice Chef. With reasonable care, this was enough to be moderately safe and even hunt (some) and harvest on most worlds. Not Dath, Endor and Yavin, obviously, but it was possible to occasionally visit even those worlds without being insta-killed.

Join SWG and see the galaxy. "Experience the greatest saga ever told ... yours." Be who you want to be, not crammed into somebody else's straitjacket expectations. CL cost us all of that, because the devs were so intent on the combatants that they missed the collateral damage! Two-thirds of my skill points are spent, mostly in "combat" professions, and I'm a whopping CL 11. I can barely survive outside Mos Eisley city limits on Tatooine, never mind anywhere else.
I've got one combat toon, one Master Bio-Engineer, and a flex character that is my Master Armorsmith for RE and has changed between Architect/Droid Engineer to support my BE more times than you can count.

What this tells me is you would like game where you can have a single character that has their hands in every-pot - and not specialize in one thing, but be just as proficient as the characters that do choose a specialization. I'm sorry to tell you - but this isn't that server - and from what I can tell - there are no intentions to make it that way. I'm very much 'pro crafter', and I don't know where you get the impression I'm not part of the 'We', but the game also needs to make sense.

It sounds like you have two thirds of your points spread across base combat professions - which is not effective by any means - as you have found out. You can't expect to be a crafter, an entertainer, have some combat and heals, and also to be a CL80, which unlocks the use of weapons that are set at a level for combat characters that have mastered an advanced profession (CL54). It doesn't make sense.
 
Joined
May 28, 2021
Messages
202
Reaction score
138
All this tells me is that you are, and have probably always been, exclusively a combatant. You have no concept of what we want or what we care about. No, this isn't about using a droid, or respecing to combatant.

In Pre-CU, I was a Master Artisan, Novice Pistoleer, with enough Medic for decent quality Stim-Bs, enough Scout for decent harvesting and terrain negotiation, and enough Entertainer to keep BF and Mind wounds in check. And I dabbled a bit in Force Sensitive lines and some Novice Chef. With reasonable care, this was enough to be moderately safe and even hunt (some) and harvest on most worlds. Not Dath, Endor and Yavin, obviously, but it was possible to occasionally visit even those worlds without being insta-killed.

Join SWG and see the galaxy. "Experience the greatest saga ever told ... yours." Be who you want to be, not crammed into somebody else's straitjacket expectations. CL cost us all of that, because the devs were so intent on the combatants that they missed the collateral damage! Two-thirds of my skill points are spent, mostly in "combat" professions, and I'm a whopping CL 11. I can barely survive outside Mos Eisley city limits on Tatooine, never mind anywhere else. Multiclassing templates will always be low CL anyway: Novice boxes are 15 points each, and none of them have a CL multiplier.
What this tells me is that you are new here. You're calling out players that you don't know the history or experience of, and you're pushing ideas based on some memory of a game that does not match what most of us recall. You had 4 of the 5 basic novice boxes on your pre-cu toon? This tells me that you also don't really understand the game at all.

I look forward to hearing more from you once you have played the game a bit and learned about it.
 
  • Like
Reactions: RoHRemis
Status
Not open for further replies.