Item Modding Clarifications

Near the end of The Old Republic's testing phase some itemization changes went to the test server that caused a great deal of consternation among many testers. A short time ago Emmanuel Lusinchi posted a lengthy write-up of these changes, their intent and what really happened to the Modification System.

http://www.swtor.com/community/showthread.php?p=11832962#edit11832962">Emmanuel Lusinchi
So, yes, if you see a green armor you really like, you still can have that appearance until end level. It does take a bit of work - you either need to become a crafter yourself, befriend one or trawl the GTN.

Read after the break for the full text of Emmanuel's post.

http://www.swtor.com/community/showthread.php?p=11832962#edit11832962">Emmanuel Lusinchi
So, it turns out some of the patch notes regarding our modding system were probably poorly written (by me, I must add) and generated quite a lot of concern. I’ll try to explain the changes better and, while I'm at it, explain the logic for those changes.

To start with, we’ve introduced a new color and item type: the Custom items. Those are shown with an orange border and are fully moddable. This change is purely cosmetic. What we have done is take all fully moddable Prototype items (blue) and simply changed their icon color. This helps us create a better and more unique identity for fully moddable gear.

Since other games have used orange to signify truly rare and epic gear, let me clarify that orange in Star Wars: The Old Republic has nothing to do with 'epic' gear. (And for those curious, our version of 'epic' is a very deep purple, bordering on a rich blue). The orange we use is actually the old bronze color we developed a long time ago when our color coding was based on metals (bronze, silver, gold, platinum, etc).

Custom gear is actually pretty common: it can be obtained through class quests around level 8, as social gear, as space quest rewards and as light side / dark side gear. It is also the typical gear found in Flashpoints and as rewards for Heroic missions. Several pieces can be acquired using planetary commendations.

The second change introduced in the latest build is the locking down of the base mods (Armoring, Barrel, Hilt) and color crystal mod on the Artifact items (purple). To explain this change, I need to also explain the history of the the modding system...

So, the first version of the modding system had many issues. It is amazing that a system that is only a few months old is already quite misremembered, but that’s because while the system implementation was less than stellar, players really liked the concept that tried to shine through and now remember it much more fondly that it truly deserves. The main issues of the old system were as follow:

- There were too many different modifications. Sure, the mods had a lot of flavor and made sense: triggers and scopes for guns, underlays and overlays for armors, power cells and crystals for Lightsabers, etc. But in the end, keeping the mods in all gear up to date every few levels was a major pain on the players’ side. Remember, at that time, mods could not be extracted - so a replacement for each and every one of those mods had to be individually located every few levels. And let me tell you, creating and maintaining all those tens of thousands of mods on our end was also not exactly sustainable.

- Some items only had a few mod slots. I know everyone by now remembers a 'perfect' world where everything was moddable, but that simply wasn’t the way it worked. Most premium (green) items did not have a full set of slots and which slots weren't present was a bit random. So, you could find a purple trigger and get all excited about fitting it on your moddable gun - until you realized the gun mysteriously had a scope slot, but not a trigger slot. Of course, your next gun could have a trigger but no scope. This left many players scratching their heads.

- Once slotted, a mod could not be removed. This had a very perverse effect: players would find a really good mod - say a purple overlay - but would really hesitate in slotting it into an armor. What if they find a cooler looking armor next level? Many players would end up saving their good mods for later and ended up over leveling them.

- Mods that were crafted or purchased were most of the time inferior to the mod already slotted onto a prototype (blue) item. This made the entire mod system somewhat useless. One of the main reason was that crafters could not create good mods. Reverse engineering - the main method to obtain prototype and artifact (blue and purple) crafted items - did not work on mod.

- Modding was only done at a workbench. This made it rather cumbersome as the players had to hunt down a workbench before they could fit a new mod into one of their items.

So, to summarize: in the old system, you could not take any piece of gear, fit it with the best mods and keep it all the way to the end levels: a lot of the green gear did not have all the slots, the mods that could be obtained were for the most part... not good, and you could not extract better one from existing gear.

So... things had to change. Because despite all those warts, some of the players who tested the system really liked the concept: that a player could find an appearance they really like and work to keep it relevant all the way to end game. So, we knew we were on to something and we also knew the old system was just not delivering.

Those changes took time to implement. Some of them concerned large amounts of data and some required new code. Unfortunately, not everything could be implemented on time for each testing build and, in some of the builds, testers were exposed to a very raw and partially completed new system. However, today, we are close to where we want to be - but not quite there yet (more on that later).

So, the changes we made are:

- Item modding can now be done anywhere at anytime. No workbench required.

- Crafters can now reverse engineer mods and create blue and purple mods.

- A new Custom quality (orange) was introduced to legitimize moddable items as their own quality and type. This isn’t a big deal but does clarify things a little.

- Mods can now be extracted from a Custom item. This is the single most important change and has many, many consequences. However, we feel that being able to slot a mod and then extract it back truly opens up the system and makes it a lot more fun, easy and safe to experiment with. I’m not 100% happy about how the system interface and GUI works today (it is still a bit clunky) but at least it is functional.

- Rather than have a whole bunch of unique mod types, some mods are now common to all items. This greatly helps players who are 'going the mod route’ to stay relevant and competitive as they now have a much higher chance to find exactly the mods they need, level after level, be it from a crafter, at a planetary commendation vendor or by extracting it from another item.

- Partially moddable premium (green) items were removed as they essentially lied to the players: an item missing a mod slot would never be able to match a high end non-moddable item. Instead, to compensate for the loss of diversity, orange versions of all green armors was created and given to the crafters. So, yes, if you see a green armor you really like, you still can have that appearance until end level. It does take a bit of work - you either need to become a crafter yourself, befriend one or trawl the GTN.

(Note: recipes for those orange appearances are discovered through Underworld Trading missions.This allows us to have a truly large number of those recipes without overwhelming the crafting trainer inventory. As a side effect, this opens up class quest green armor appearances from other classes as well as long as you fulfill the armor requirements.)

- End game artifact quality (purple) gear is now partially moddable. Why moddable? Because that allows the players to customize stats such as critical, etc. to their exact desire. Why only partially? Because mods are now extractable... Think of it this way: it is easier to defeat the first boss from an Operation than the last boss. So we want to reward the players with the best possible loot for defeating the last boss and that loot is typically the Chest piece of a set. The first boss drops less interesting stuff, say boots. This may sound old school, and it is. But by doing so, we ensure that both players that get rewarded by looks and those rewarded by stats are properly rewarded for taking on the most difficult challenges.

Now, if purple gear was fully moddable, players would simply farm the first boss, acquire 5 pair of boots, extract the armoring, mod and enhancements from the boots and slots them in their favorite Custom items. That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.

So, instead of letting that happen, we prevented the Armoring, Hilt and Barrel from being extracted, but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor (with some temporary caveats).

- Some crafting recipes that allowed the creation of moddable armors and weapons have been replaced with non-moddable versions. Why the nerf? Because those recipes were no longer properly balanced once we allowed mod extraction. It became far cheaper and faster to create an item for the sole purpose of extracting every mods out of it than creating mods in the first place. This also allowed nearly every crafter to create every type of mods, which wasn’t very balanced either. Instead, the crafter can now make a non-moddable item for those players that enjoy that and, thanks to newly introduced recipes, a moddable (but empty slotted) version of the item.

Now, with those changes, we are closer to an actual implementation of our modding philosophy than ever before. Is it perfect? No, not yet. There are still some imbalances here and there (and I trust this community to let us know loud and clear if we miss any) but it is close and the remaining issues are on their way to be fixed. Of course, it would help to clarify what that philosophy is:

To put it simply, we want moddable items to offer an alternate and optional loot system that allows players to customize their look and their stats with more freedom and without penalty for doing so.

However there are many times where it will be easier for a player to just put on whatever stuff they just looted and not care about the way it looks. Keeping a specific outfit or weapon “up to date” or obtaining a specific look may require additional time and dedication, such as finding a crafter that can create that specific smuggler shirt or that rare color crystal.

I hope this clarifies things a little. As always, we are very much interested to hear what you all have to say on the system, but at least you now have a bit more information to go on - and of course, in a very short time, you will all be able to test this on the live servers.

Anyway, thanks to all of you who have been helping with the test of the game and offered your very passionate opinions - on this subject and others. Testing a beta isn’t easy. Things changes all the time, some stuff isn’t finished and nothing seems to make sense without the benefit of knowing what’s going on behind the scene. So thanks again and I hope to have the chance of meeting each and every one of you in game.

Comments

  • #66 staudy

    I do love this system of moddable gear, it's a great rehaul of fixing some of the past systems that have been used and it caters to hard core / casuals /rpers alike which i'm shocked that the devs. are this far this early..thought this type of progress would take 2-3 months to pop out.

    that being said what are the thoughts on how many times you can install / remove a mod and then put it into a new peice of gear? sry if this is posted somewhere else i was thinking more from a server economy point of view for the people that would craft those mods havng them last for more than one piece of gear could possibly take away from making income through crafting. I used to hate spending money on gems in wow but that was a large time sink that actally kept alot of people busy since you needed new ones each time you got a new eice of gear. yeah swtor isn't wow..but damn if they aren't the sci fi cosins of them.

  • #65 Moff_Rebus

    Coherent information that is both useful AND good news, xmas comes earlier than the 15th.

  • #61 Eqostri

    What is making things extremely difficult here is that the db is still listing items as with "harness" and "circuitry" slots.

    Sounds like you've been busy with some impressive data mining...but at what point do you fix what's already there?  Orange items should be easy to derive - they're the ones with an exposed hilt/barrel/armoring slot.

    I'm sure you're all very busy...and I see the work, certainly.  But little things like "Agility" where "Aim" should be makes it confusing for me to use links to your site to explain things to guildies.  That I can even live with (though it seems an easy fix) - slot names is going to be brutally confusing until you adjust to the new system.

    <3 - chew on it.

  • #56 Carmelita

    OK, like many people I seem to be somewhat overwhelmed by this (surprisingly) coherent wall of text! My question about the artifact gear & mods is: Emmanuel mentioned specifically that armouring/hilt/barrel is NOT extractable from artifact gear. Does this mean that the mods that are applicable to BOTH armouring and weapons ('enhancements' & 'mods', I believe) are extractable, leaving the item-specific ones (armouring/armour, hilt/lightsaber, barrel/blaster) 'fixed" to the item in question?

    (Edit) And then the armouring/hilt/barrels are the mods that will drop in the operations, allowing the orange slave bikini of saucyness to be lifted to operation-quality

    Last edited by Carmelita 12/7/2011 2:31:59 AM
  • #57 Jaelar

    I believe you have it right.

    Don't forget though, that to get your entire bikini outfit to top form, you will need 5xArmoring (Chest, Hat, Gloves, legs, wrists) plus one or two weapon upgrades, and you may be stuck with tier armor until you collect them.  Doable, but you will have to put in some effort to get the look you want with top of the line stats.

    Last edited by Jaelar 12/7/2011 2:40:14 AM
  • #58 emlaeh

     

    Yes, but you can replace that mod with one that drops in an Op. You just can't extract a hilt modification from your Level 50 saber to put it in your Level 10 saber, but you can extract the other mods.

     

     

  • #59 Carmelita

    Glad to know I was on the right track ... and yeah, it will be a lot of work to keep the "flavour" pieces up to scratch (as it should be). And wouldn't using an op-level hilt mod make your level 10 saber into a level 50 one? As it is the armouring/hilt/barrel that determines the level requirement of the gear.

    And on the slave outfit ... realistically, where the hell does the armouring mod go in the chest piece? Wrists I can understand, but what gloves, and what legs?

    An infinite mystery, is the Force ...

  • #52 DarthSerious

    Problems with old system:

    Trying to keep up to date every few levels with custom armor pieces with new mods and having to make a lot of mods on the dev side, to make it available.

    Some items did not have specific mod slots, which was confusing to some.

    Not all mods are extractable

    Mods once installed could not be removed, so they keep it until they out lvl it.

    Mods crafted or bought sub par to blue item mods, and could not reverse engineer a mod.

    Solution, the New system :

    Orange craft able items that are copies of green items with empty slots, with very low armor base stats. There is moddable armor stats to add to the orange armor. For example there is purple mod drops for armor:

    “So, instead of letting that happen, we prevented the Armoring, Hilt and Barrel from being extracted (edit: Darthserious adding edit to add previous mention to put it more into context that it was taken from: cannot extract everything from purple items), but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor (with some temporary caveats).”

    Good:  Crafters can now reverse engineer mods and create blue and purple mods.

    Items remoddable after slotted

    More mods made common to all orange items.

    Recipes for orange armor got from underworld

    Purples partial moddable and can extract some of the mods, but not armoring.

     

    Overall sounds good to me, and better than the previous system. The only issue is the armouring and how to get the items for armoring to make the orange viable early on in the game. However they say we can swap mods more easily so I am assuming among mods, and mod drops it will be among the variety. I am only posing this as a concern since others have mentioned that the orange comes without armor compared to the green, which makes sense to make it completely moddable to be useable at end game by having end game armor mods. It would be a disadvantage to have an orange with base stats of armor that can not be modded, or increased with a mod for end game.

    Please correct or add something if I misunderstood anything.

     

    edit: I have a question, do the looks of green items cover a lot of earlier looks of other tier armors as well. For example blue items? I am wondering on the look offered with green gear and what the orange is taking from and excluding at same time.

    Last edited by DarthSerious 12/6/2011 11:16:36 PM
  • #53 Jaelar

    Crafters (Armormech, Armstech, and Synthweaving) can make orange (customizable) items from farmed recipes.  These will have appearances that match green crafted armor of the same level.  So if you could make http://db.darthhater.com/recipes/201/fortified_assault_greaves/ you could get a recipe for an item with no stats, but three empty mod slots that looked exactly the same.  You then could fill the mod slots with mods of any level (that you can equip), and the item would perform as though it were an item of the level and quality of the mods you slotted.  You can get mods from other armor, regular and commendation vendors, or from your friendly cybertech or artificier.

    You can also get orange gear from instance drops, such as:  http://db.darthhater.com/items/30683/esseles_troopers_body_armor/

    These dropped items come equipped with level appropriate mods already equipped and I believe are unique in appearance.  

    All that is a roundabout way of saying, no, modable versions of the green armor will not look like tier gear or dungeon drops, they have their own appearances.  This means you should have a pretty good degree of freedom to tailor your look, though you may not be able to get it easily at level 10.

    Edit: Keep in mind the linked items are from an older build.  In the most recent build the green had no mod slots.

    Last edited by Jaelar 12/7/2011 1:25:02 AM
  • #55 DarthSerious

    Well, then the issue would be what green armor offers in comparison to the other options. I have seen some good looking blue armor, and avg. looking green armor. Its still nice to look unique, but why would they restrict the blue armor look completely. 

    It makes thier application more restrictive in other departments which I can't say is a bad thing by not knowing what the looks are in comparison. Also it is subjective on what other people prefer as well, so personally I would prefer blue looking items from what I have seen in the early levels.

    I might be a bit assuming on what is better, and I should have a wait and see attitude, but this seems like a big change by saying now the blue items can not be modded. Its better that they make the items more useful in the end game, but what about the blue armor as well?

     

    edit: Here is an example of low lvl items on the differernt looks, which you can see by the coloring as well that they generally look different. Also the different names of the armor is important to some and helps with rping our character.

    Searh filter for items items between 15-20, class SW. Armor type heavy.

    Green:

    http://db.darthhater.com/items/16234/bronzium_legguards/

    http://db.darthhater.com/items/32031/fortified_assault_chestguard/

    http://db.darthhater.com/items/7348/heavy_military_body_armor/

    http://db.darthhater.com/items/13297/heavy_thermal_chestguard/

    http://db.darthhater.com/items/22579/knights_crusade_chestguard/

    http://db.darthhater.com/items/38000/laminated_breastplate/

    http://db.darthhater.com/items/42415/outcast_chestguard/

    http://db.darthhater.com/items/40152/vagabond_chestguard/

    http://db.darthhater.com/items/42704/warriors_pulsing_chestguard/

    Blue items:

    http://db.darthhater.com/items/30516/avenger_chestguard/

    http://db.darthhater.com/items/10794/blade_tyrants_chestguard/

    http://db.darthhater.com/items/9066/bronzium_breastplate/

    http://db.darthhater.com/items/36231/critical_mass_cuirass/

    http://db.darthhater.com/items/32524/dark_slayers_cape/

    http://db.darthhater.com/items/40695/dread_warriors_pulsing_chestguard/

    http://db.darthhater.com/items/32183/frontline_defense_armor/ (I put sith warrior for item search filter and this showed up, and I guess without modding it, its not really an item that the SW can use. Which makes BH/troopers happy they dont have to share thier loot, but that also poses another concern with look and class identification so I prefer classes have a certain look without looking like another one. A SW dressed up as a trooper with mods, sounds plausible but should be undoable)

     similarities:

    http://db.darthhater.com/items/9066/bronzium_breastplate/

    http://db.darthhater.com/items/42704/warriors_pulsing_chestguard/

    Thats a good sign. Also I prefer the name of the green item over the blue item as well.

    However, there are some unique looks for blue items and unique names as well.

    Last edited by DarthSerious 12/7/2011 2:40:47 AM
  • #60 Jaelar

    The advantage of the non-customizable armor (blue or green) is that you don't have to micromanage your gear.  Once you start gearing multiple companions this is a real issue, especially when you are leveling fast enough to constantly need upgrading.

    I can confirm you can do some cross-class armor swapping by switching mods around, but some items are restricted by class, and armor appearances are faction unique. 

  • #62 MedicalProbe

    Those blues you just linked ARE orange items now.

  • #63 DarthSerious

    Im glad to know that the blues are also orange, but it is not clear by what the devs said since they mention green as an example, and it seems misleading. Maybe the green was an example, and only purples are an example of what is not orange as well?

  • #64 DarthSerious

    Well even if we see strange amor overlapping with heros, their weapons will identify them, and also I hope there is way to pigeon hole us from using certain armor so its not as abundant.

    For example, for a sith to use trooper armor there is a dodge penalty that is higher than heavy armor of the Sith.

    Thats just me though, if others dont care for those things.

    Well, gearing companions was always as an issue, but I suppose as an extra, its not a big deal to have a companion fully fitted with the best gear all the time, unless its end game and that would be easier to do at that point anyways.

  • #47 ZJohnnyZ

    That is funny, I crafted a level 20 armor chest piece with 280+ armor and +16stat and +18stat and 3 modification slots!  So it seems its Orange counterpart would have  16armor and +0stat and +0stat Base with open slots in the end if both are modded with the best mods it is clear one is overpowered compared to the other!  So naturally I chose the craftable Green with open slots over an Orange alternative with negligible /laughable base stats and also same open moddable slots!

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