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Mod System - Long Dev Post
Posted: Wed Dec 07, 2011 11:02
by Zenkutsu
There was a very long developer post on the official forums yesterday regarding the current iteration of the mod system. It's an interesting read and explains a great deal, especially if like me you found it all a bit confusing.
http://www.swtor.com/community/showthre ... it11832962
Re: Mod System - Long Dev Post
Posted: Wed Dec 07, 2011 11:47
by JenDoon
Zenkutsu wrote:There was a very long developer post on the official forums yesterday regarding the current iteration of the mod system. It's an interesting read and explains a great deal, especially if like me you found it all a bit confusing.
http://www.swtor.com/community/showthre ... it11832962
Yeah I read that yesterday. It is good to know they are at least explaining their reasons.
Re: Mod System - Long Dev Post
Posted: Wed Dec 07, 2011 12:10
by Zenosis
Very good find,
Hum I had an orange (moddable) robe I got with commendations on Tython but it wasn't moddable
Re: Mod System - Long Dev Post
Posted: Wed Dec 07, 2011 12:35
by Zenkutsu
Yeah I got a couple of orange pieces as quest rewards over the weekend.
They came unmodded and were therefore useless until you had suitable mods. Bit disappointing initially not to be able to wear your shiny new whatever.. However I can see me keeping all the good looking stuff in my ship's cargo hold with all the crafting supplies so I can put together groovy outfits that are actually useful at high level.
Should be fun!
Re: Mod System - Long Dev Post
Posted: Wed Dec 07, 2011 13:01
by Zenosis
WHat I meant, I got according to their colour system a fully moddable robe, it had no mod slots. I couldn't even modify it though I wanted to. I mean no mod slots not empty mod slots.
Re: Mod System - Long Dev Post
Posted: Wed Dec 07, 2011 13:21
by Xenn
I really like the style in which they are communicating the change. I hope they continue with such an open and detailed style. That said, it seems like a pretty major system to be changing this close to launch. I understand that they didn't want people grinding boots as the example was to get high level mods. Then they go on to say that you can get the mods from running the instance anyways so if a high end armor mod drops around the same time as the boots isn't that the same situation as just grinding the boots? Seems like they still have a lot to work out. That's probably what happened with the drop you got Zenosis, unfinished bits in the DB. It'll be interesting to see how it changes down the road.
The comment about orange armor patterns dropping from mobs and FPs and such was interesting. Makes me think my consular might head towards SynthWeaving.
Re: Mod System - Long Dev Post
Posted: Wed Dec 07, 2011 14:25
by Zenkutsu
Zenosis wrote:WHat I meant, I got according to their colour system a fully moddable robe, it had no mod slots. I couldn't even modify it though I wanted to. I mean no mod slots not empty mod slots.
That's actually what I thought you meant, my response unintentionally sounds like I'm trying to enlighten/correct you whereas I think I may have spotted something like that myself. No doubt it was a bug.
I wonder if synthweaving includes anything that isn't really armour? Could be a very lucrative profession.