GCW: Address Shortcomings in New Invasion Changes

GCW: Address Shortcomings in New Invasion Changes
  • Thread starter Thread starter Aranis
  • Start date Start date
  • Open GCW Artisan 
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
1) Clarify Which Professions/Trees/Skill Boxes Qualify for Crafting
Please consider making absolutely clear, either on the website, or better yet, the terminals themselves, which professions, trees, and skill boxes qualify crafters to pull tools from the Terminals. There is currently a mismatch between what players see on their own character info and what the terminals say when it's time to actually prepare for a battle.

2) Address Unattainability of Existing Achievements
Either restore the Invasion Generals as valid targets or remove the Kill a[n] [Imperial/Rebel] General Requirement from the Rebel/Imperial achievement collection requirements.
Justification
1) Prior to the update, any Artisan seemed able to craft kits for the various pylons. Now, characters that were previously qualified are not (including mine), and even with a Novice Architect box, nothing is available at the Terminal. This is despite having the necessary schematics on the datapad.

2) The removal of the Generals as valid targets means that players can no longer complete the Kill an Imperial/Rebel General achievement, which also means that the Rebel Fighter/Imperial Fighter collections can no longer be completed.
Motivation
These issues came up as soon as the update went live in July, but I'm a fairly new player, and didn't yet have Player Voice privileges. I'm also coming to this having known only the immediately previous system, and that for only about 10 weeks, before the changeover, so I didn't personally have the opportunity to experience the breadth of gameplay possible before the change was implemented.

For the crafting issue the terminals should match player data. Either players should not have the schematics in their datapads, or the materials should be available in the terminals.

The achievement issue is to ensure that players aren't faced with an achievement/collection on their sheets that is permanently unattainable through no fault of their own.
Apologies if this is in the wrong format or delivered the wrong way, but there are two related issues to the adjusted Invasion mechanics that I think the dev team can address. Hope I did this right!
 
I did invasions prior to the update and any artisan could craft building kits, but in order to pull the materials required a mastered advanced artisan profession(not merchant and obviously not BE).

This was on the wiki at one point, not sure why it isn’t anymore.

Upvote on point 2. Just tie that badge to something else in the current invasion cycle.
 
Had a look at the wiki page. Seems someone has edited recently to make improvements. Will be updating to correct spelling and for clarification.
 
I did invasions prior to the update and any artisan could craft building kits, but in order to pull the materials required a mastered advanced artisan profession(not merchant and obviously not BE).
Thanks for sharing this. My experience isn't broad enough for a proper sample size, and I'm happy to be "wrong" if clarity—rather than coding—can solve the confusion. Given the freedom to respec up and down fairly easily, knowing is important.

There is still the issue of having the crafting schematics for the build kits, but being unable to pull the materials. Materials are set to No Trade, so the schematics being in one's datapad gives the false impression that one can actually do something with them.
 
Thanks for sharing this. My experience isn't broad enough for a proper sample size, and I'm happy to be "wrong" if clarity—rather than coding—can solve the confusion. Given the freedom to respec up and down fairly easily, knowing is important.

There is still the issue of having the crafting schematics for the build kits, but being unable to pull the materials. Materials are set to No Trade, so the schematics being in one's datapad gives the false impression that one can actually do something with them.
My understanding of what you're saying:

You would like for the schematic to be removed from the crafting tool list when no longer the correct Advanced Master Artisan profession to access the components from the Supply Terminal.
 
My understanding of what you're saying:

You would like for the schematic to be removed from the crafting tool list when no longer the correct Advanced Master Artisan profession to access the components from the Supply Terminal.
If it's the case that characters cannot actually obtain the materials in another way (and that seems to be the case), then yes.

I don't want to seem like I'm arguing for a reconfiguration or anything like that—the requirements are what they are. But the systems should communicate the actual requirements, and the schematics are currently attached to Novice Artisan.

A possible alternative would be to make the materials tradeable, but I don't think that really matches the intent of the restriction.
 
Just to note, the collection which is no longer able to be completed has already been raised and is sitting with the devs for adjustment, though I don't have a timeline for it.