Add Another Skill Point Pool To Characters So You Can Do Artisan Or Entertainer And A Combat Profession.
-
I realize you can make multiple characters, but SWG was not keeping pace with the mmo space. I think SOE messed up in some key areas. It is now standard in almost every mmo of todays era for your character to be able to do 1 combat profession and 1 crafting profession. At least 1 SWG server is doing this currently. Actually I like how FFXIV Online does it where you can switch between multiple combat professions on the same character with relative ease. That is a bit off topic but it is a good example of innovation to elevate the player experience. SOE failed to get a handle on that in some areas but now we have a bigger pool of examples to draw from, so it is easier to figure out.
It just feels like a waste to have ents and crafters that are sort of locked out of some multi player content. You could respec but who wants to do that only to respec back to a crafter or entertainer.
I was not going to bring this up right now, but it would be better to figure out if this is a direction that you want to go in or not, right now. It's relatively early in this servers development.
-
Even a streamlining of some of the crafting trees. For instance does tailor and armorsmith need experimentation?
-
Latermorph, post: 2215, member: 176 wrote:
Even a streamlining of some of the crafting trees. For instance does tailor and armorsmith need experimentation?
tailor does not with the bioengineer now but used to as clothing experimentation effected BM crafts... armorsmith needs it to get those capped cores especially if you don't have the best of the best of resources
-
Alot has changed already on this server, adding more points to the pool of expertise would backtrack alot of those changes already made. Staying on topic, crafters especially could use a small assistance in combat so that they could deal with mobs around harvesters, I could imagine that being added to the crafting abilities like a small heal and small attack ability. I don't think adding another set of expertise points is in the vision for this server.
After reading your comments again I think I misunderstood the concept you are proposing. I think what you are suggesting is a separate expertise points for Artisan, Entertainer, Combat. Those expertise points would not be interchanged between the 3 separate categories? But one would have access to master each category? Thinking like the difference between Expertise and FRS Rank Choices.
Off topic I agree that a few professions could use a slight boost to experimentation as Latermorph brought out. I hope this will be addressed with an added item(s) or buff that will be later introduced when we get Hardmode Heroics.
-
What you really want is to be able to switch between two setup. So you can do a lot more. Like with why you want to add it in. I know I have a few similar setup but have to go different weapon so can I can switch. Like. Now we doing world bosses but we lack healers so I can also have two different Jedi setup one damage and one to heal. Plus that also helps with your crafter and so on.
-
I would say if we do have a 2 option of a setup. We need to have like Combact you can go tank and DPS or Healer. For non combact and crafting you if you can setup a way to have placing down things to for higher rates and other one so you can have WS/AS/RE since you really need that together for crafting mod bit. Thats basically a work over that would have to time of the sort it out to make it work. Entertainer can away add stuff to bring buff for craftering more advance.
-
If going with a 2nd point pool option for crafting and ent, would this open up any regular or limited crafting and muse/ent skills to jedi ? there are a few quest that restrict jedi from finishing that are for crafters & Ents. in the WoD theme park, City invasions and collections.
-
The difference between Star Wars: Galaxies and most other MMO's that came after it, is that in SWG the best gear is, in fact, created by players. In almost every other MMO currently in existance, the best gear comes from instances that require a group and several hours of your time to play through. And then there is only a chance of getting the coveted gear item. In SWG you go to a player operated vendor to get your piece of gear you desire.
This way of gameplay makes crafting in SWG, in my opinion, much more valuable then the, again in my opinion, the afterthought crafting is in most other MMO's out there. In SWG, crafting has layers. A crafter surveys for a specific resource they need, they pull up a sample and then look at the stats it has and what the recipe requires. If the needed stats match what the recipe requires, and are of sufficient quality, the crafter can use an appropriate harvester to pump up larger quantities. The quality of the resource determines the quality of the product the recipe is for. Multiple products can create another product and this final product 's quality is also determined by the quality of the sub-product.
In most other MMO's, the player goes out, finds one or more resources, throws them together, stirs and then get a product of a certain quality. The quality is always the same and will never very, as there no stats to take into consideration.Crafting in SWG has layers, requires understanding and takes time. It is, in my eyes, way less flat then in most other MMO's. It is also what the game is build around. As said, the best gear is crafted by players, not coming from an instance or some weird currency coming from an instance. While there are gear items that are setup this way, it is not the best credits can buy in SWG.
As for the option to have crafting combined with a combat profession; this is still possible. It is not necessary to spent all of your points in Artisan and then go for Weaponsmith and Armorsmith. With the 135 skill point system of SWG Evolve, which is a variation of the 250 skill point system of pre-NGE, you can mix and mash professions all you like. It is possible to surrender skill boxes by right-clicking them and spent those points somewhere else. I my self have a character that has Bio Enginering and Beast Mastery with some Teras Kasi Artist mixed in there for some defense and to help out a bit.
I also have crafters that do not have many points spent in Artisan; just what they need to get the crafting going. This leaves space to pick up some combat profession options.I'm all for streamlining the profession trees. Yet, changing the way crafting is setup in SWG would mean changing the core of the game. Crafting in SWG is meant to be complex and encourages cooperation between crafters. Streamline the crafting trees and if there is skill point to found here and there, then great. I would, however, caution to compare the crafting systems of most other MMO's to that of Star Wars: Galaxies.
-
Concerns with Dual Expertise on a Multi-Toon Server
At first, the idea of dual expertise seemed appealing, but in practice, it introduces several issues—particularly given how SWG's crafting system works:
- Gear Swapping is Cumbersome
Crafting in SWG requires equipping specialized clothing, armor, weapons, and jewelry to maximize stat modifiers. Constantly switching full sets of gear to alternate between roles becomes tedious. It’s far more convenient to simply switch to a dedicated character who already has the appropriate gear equipped. - Multi-Toon Access Reduces the Need
Since this server allows 7 or 8 character slots (including a Jedi), players can already build out specialized characters for every role. This makes the need for dual expertise largely unnecessary. Most players can just swap to the right toon for the job, without having to manage multiple builds or gear sets on a single character. - Negative Impact on the Economy
Allowing characters to take on multiple crafting roles could lead to widespread self-sufficiency. With everyone able to fully kit out their own crafters, demand for goods from other players would drop significantly. Over time, this would erode the player-driven economy and reduce the value of trade and specialization.
In short, while dual expertise may seem like a helpful feature, it doesn't align well with the current structure of the server and could harm both gameplay flow and the in-game economy.
- Gear Swapping is Cumbersome
-
Rezec, post: 2663, member: 1 wrote:
I say for round 1, we should focus on cleaning up the current skill trees a bit and giving artisan some combat abilities, so that someone who goes full artisan can still do some clearing out in the world
I think the fix is already in, crafters have the ability to blend combat skills with the crafting professions they choose. However, currently the maximum droid level is 60, if we increase the droid level to 90, it would encourage crafters to purchase droids from droid engineers boosting the player trade economy.
-
orton, post: 2666, member: 2006 wrote:
I think the fix is already in, crafters have the ability to blend combat skills with the crafting professions they choose. However, currently the maximum droid level is 60, if we increase the droid level to 90, it would encourage crafters to purchase droids from droid engineers boosting the player trade economy.
That might work. Or spent a few points in Beast Master and not have to worry about anything as BE/BM pets can basically solo five krayt dragons at once when properly healed.

-
Carista, post: 2667, member: 399 wrote:
That might work. Or spent a few points in Beast Master and not have to worry about anything as BE/BM pets can basically solo five krayt dragons at once when properly healed.

agreed same with pets support our beast lab folks
Historical reactions: Like × 1
-
The next update will include streamlined crafting trees.
The goal is that a player can get master artisan, master two full crafting profs and still have enough points to pick up Beast master and some combat skills to be viable.
Historical reactions: Like × 1
-
Rezec, post: 2678, member: 1 wrote:
The next update will include streamlined crafting trees.
The goal is that a player can get master artisan, master two full crafting profs and still have enough points to pick up Beast master and some combat skills to be viable.
Nice I can put heals on it to PvP with my crafter.
Historical reactions: Like × 1
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login