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Star Wars Galaxies: Status Of Professions

| 16 Aug 2003 14:07

Wow Q-3PO has been very busy responding to all the current issues with professions. Here is tidbit from each:

    [li]Weapon Smith - 3)Blaster Power Handlers - Weapons that require multiple blaster power handlers seem to ignore the bonuses on the extra power handlers. For example, there would appear to be no difference between using 2 x +2/+3/-0.06 power handlers and ones with stats of +6/+13/-0.34. Overall this is causing the lower tiered weapons to be more effective than the higher tiered.

    We're going to look into this. There might be some good changes we can make, but we'll have research more.

    [li]Tailor - 2) Stop High End Loot Drops - Tailors are being beaten out by NPCs dropping high end clothes. These clothes are also available in colors not open for use with Tailors.

    We completely agree with this too, and are going to fix it.

    [li]Merchant - 3) Vendor List - An explanation of how this works is needed. Is it currently bugged?

    You should see some major fixes to the Vendor List as of the last update. Once again, let us know what you think about them.

    [li]Chef - 3) Progression of Schematics - Many lower level schematics like those found in Domestic Arts IV are better than some schematics found in the Chef profession. A better progression would be welcome.

    100% agree. Food needs a complete balance pass to make it more useful to the game.

    [li]Artisan - c) Harvesters are being buried by POI and Lair spawns.

    We have seen reports of this and are looking into a solution. If you have information that could help us track it down more consistently, such as areas where you see this happen more often than others, we would be grateful. Please use /bug.

    [li]ArmorSmith - 2) Personal Shield Generators - The material cost is not balanced with the practical usage.

    Well, personal shields are meant to be used up very quickly because they are so powerful. They can swing a whole battle with its use alone. We had thought we'd leave it alone for now, but you're saying you'd like to see some changes. How could we change them to where you would use them more, yet still keep balance? Remember they stack over armor and are one of the few defenses to stunning attacks.

    [li]Architect - 5) Critical Failures - Critical Failures for Architects can be disastrous due to the amount of resources used in the creation of their items. This results in players feeling cheated and frustrated.

    This should be better as of the last patch. There might be some more changes in the future depending on how things go. Let us know how you like the changes and we'll move from there.

    [li]Droid Engineer - 3) Usage Experience and Master Experience - The grind to get intermediate blueprints is too difficult. Usage experience could help make the grind less painful.

    We're going to change the Usage Experience to programming droid commands in the future. This should help the progress for Droid Engineer. Expect this to work somewhat like the Creature Handlers pet trick experience.

Thats a lot of updates and im excited about the potential for the planned updates! (especially to DE).

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