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Reader Comments (44)

Posted: Dec 6th 2011 1:02PM Tezcatli said

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I didn't get far enough into that aspect of the game to really judge them. ;o
But anything that lets me be different from other Operative standing next to me is a plus.

Posted: Dec 6th 2011 1:47PM Lucidus said

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@Tezcatli Essentially, you can get orange items that are statless with mod slots (or with mods already) and can keep that item in shape if you just keep taking the mods from quest rewards and buying them -- occasionally (if you have the right trade) you can use those as well, but I found they were always weaker than what I already had from quests. I was able to completely avoid all the hideous Warcraft shoulderpad outfits at the upper levels this way.
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Posted: Dec 6th 2011 1:12PM Clemalum07 said

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Sounds good to me

Posted: Dec 6th 2011 1:13PM EuchridEucrow said

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I was satisfied with the last iteration of the system I played(second to last weekend beta i.e. stress test). I hope they keep that because you could mix and match mods buy pulling them off of items and putting them in others for a price. I think that there should be some chance that if you pull a mod off of an item there is a chance it will get destroyed(the mod) and you lose the money you spent to remove it just so crafters will be the go to people for them and not a resale market.

Posted: Dec 6th 2011 1:21PM hereafter said

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@EuchridEucrow

That's an interesting idea, but it might lead to the same problem of people not risking the modding process for higher-quality mods. If there were an chance they could be destroyed upon removal, players might avoid slotting them in the first place until endgame and then you have the same issue they had with the mods that couldn't be removed and saved.
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Posted: Dec 6th 2011 1:22PM hereafter said

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@EuchridEucrow

On second thought, it wouldn't be as bad as the no-removal system, but it wouldn't be ideal
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Posted: Dec 6th 2011 1:26PM KvanCetre said

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@EuchridEucrow
Actually, they haven't removed anything, so you're safe :)
Well, except for "epics" (purples) - you can't take epic-level mods out of the item and place them into other gear. Slightly bummed about it, but I understand their reasoning. I would like the ability to add mods to it, but I suppose at this point in the game, any "end game" items probably won't have much room for upgrading.
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Posted: Dec 6th 2011 1:36PM (Unverified) said

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@KvanCetre

Epic loot is partially moddable you'll be able to take out some parts of it.
Armoring, Hilt and Barrel will be prevented from being extracted
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Posted: Dec 6th 2011 2:26PM KvanCetre said

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@(Unverified)
Doesn't that only leave one mod slot?
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Posted: Dec 6th 2011 3:39PM sortius said

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@KvanCetre Yes, and that's exactly what was explained in the forum post.

Might be an idea to read the post rather than making up your mind from dribs & drabs on Massively. Essentially Massively would have had to copy/paste the whole post to give you the information you are looking for.

It's actually a good change (being able to mod/remove mods without the table, removal of green mod items, etc), so I'm fully behind this. It's also good to know that at the forefront of their minds is the clunkiness of the modding system. While it will be the same at launch, it should be improved over time.

Glad to know I can keep my black & yellow crystal till later levels (+7 end is a nice boost for all classes, plus it looks way cool)!
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Posted: Dec 6th 2011 1:21PM Kane Hart said

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I love SWTOR been in beta for a while. Great game has some bugs but it sure will do well and its for sure something more fresh feel then the castle age games. One thing if anything I dislike is the mod system. Don't get me wrong I actually love it and the idea behind it but it does get confusing. I think their item system gets a tad more confusing when comparing 2 sets of items too but meh something that hopefully will be made easier overtime.

The understanding of mods myself is that orange = all mod slots open don't need any new gear just good mods hehe.

Posted: Dec 6th 2011 1:27PM KvanCetre said

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@Kane Hart
I like that they're willing to come right out and say "Look, the item mod system isn't perfect, and we're gonna working to improve it, but its functional"
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Posted: Dec 6th 2011 7:06PM (Unverified) said

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@Kane Hart

Pretty much you can outfit yourself in mod gear then customize it as needed for pvp and pve. I like what I have heard so far.
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Posted: Dec 6th 2011 1:31PM heerobya said

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Love the idea, excited to see the "new" implementation.

That's what I really love about TOR - it's a Bioware game that is never finished, constantly changing and evolving.

Bioware has always before been a 1. release game 2. patch/DLC/expansion 3. release sequel type of dev studio.

A fully supported MMO with no end and constant feedback/iteration... amazing.

Posted: Dec 6th 2011 1:39PM anothermedium said

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@heerobya

This. One of the main reasons I am sooooooo pumped for this game!
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Posted: Dec 6th 2011 1:50PM Lucidus said

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@heerobya They weren't always like that. Back in their Baldur's Gate heyday, they gave you the full game -- no DLC chicanery. They were much more "value to the customer" in those days.
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Posted: Dec 6th 2011 1:55PM Clemalum07 said

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@Lucidus Hey look more idiocy
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Posted: Dec 6th 2011 2:14PM aurickle said

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@Lucidus
Hmm. I distinctly remember Baldur's Gate being followed by the Tales of the Sword Coast expansion, which introduced four new areas and had to be paid for. I also remember another expansion that added a really awesome keep dungeon, but I can't remember what that was called.

Anyway, "An expansion pack for Baldur's Gate, Tales of the Sword Coast did not add anything to the primary storyline, but presented the protagonist with more areas to explore along the Sword Coast, more powerful enemies, more spells, better equipment, and allows the player character to reach higher levels of experience. It also made some general changes to gameplay and altered the original game's final battle."

Now tell me: how is that different from DLC?

Bottom line: BioWare is doing exactly the same thing with today's DLC that it has done from the very beginning with Baldur's Gate.

If you're going to bash BioWare or SWTOR in every single SWTOR thread, you could at least bother to get your facts straight.
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Posted: Dec 6th 2011 2:23PM Spacegrass said

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@Clemalum07

Even a broken clock is right twice a day, and in this case that clock is Lucidus. Bioware's gone really crazy with the DLC ever since they sold their souls to EA.
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Posted: Dec 6th 2011 2:24PM pid said

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@Lucidus right, but it were different times. Up until some years ago PC games and console games were single-shot deployments. The idea of patching was already there, but it was very, very, very expensive and rare.

The internetz made it far easier to deploy patches, and web applications don't even require client-side patching. So, in modern times, DLC follows in the trail of patching, and is a "beast" of internetz/technologic modernity.

Baldur's gate is from 1998, which is already in internet-era but still, heavy/frequent patching and DLCs were a challenge, back then. Especially for unconnected, client-side only software.

So, no wonder if games before 2000 weren't very strong or totally lacking on that front.
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