crew-skills

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  • The Daily Grind: Do you craft for fun?

    by 
    Jef Reahard
    Jef Reahard
    07.21.2014

    Yesterday I spent an hour or so crafting a full set of gear and mods for one of my Star Wars: The Old Republic alts. I guess I could have farmed slightly better equipment in the lowbie flashpoints, but it would have taken longer and relied on the RNG gods, so it seemed more satisfying to hop on my main(s) and trick out the new guy with homemade armor mods, enhancements, stims, and weapons. Plus, I just like to make stuff, you know? What about you, Massively readers? Do you like MMO crafting enough to do it for fun? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Hyperspace Beacon: SWTOR Galactic Starfighter has crew skills, too

    by 
    Larry Everett
    Larry Everett
    11.26.2013

    Last week, I gave you an overview of the next expansion for Star Wars: The Old Republic, Galactic Starfighter. We learned that the 12v12 space battles work independently of the ground game and even eliminate any sort of level requirement in order to begin. Galactic Starfighter commendations are earned only through space battles and work to enhance only starfighter-related skills. In fact, the only tie to the ground game comes in the form of your companions. Companions play a pivotal and fun role in Galactic Starfighter, so much that picking the wrong companion can ruin your impression of the SWTOR expansion altogether. For each ship loadout, you may pick four companions to give you eight passive abilities and one active ability.The abilities are divided into four categories, as are the companions: defensive, offensive, engineering, and tactical. Your active ability is determined by which of the four companions you choose to be your copilot. It sounds simple enough, right? The complexity begins when choosing which abilities work best for your playstyle.

  • Star Wars: The Old Republic talks adaptive gear, augment tables

    by 
    Matt Daniel
    Matt Daniel
    06.21.2012

    Star Wars: The Old Republic's upcoming patch 1.3 looks like it's going to be bringing a bunch of fun goodies for the crafters in its playerbase. BioWare has posted a new update on the SWTOR official site to give players a look at some of the changes coming in the patch. For starters, we have the new adaptive gear weight system. When a character or companion is equipped with a piece of social armor with the adaptive armor weight, that character will automatically "use it to maximum effect, gaining the benefits of the highest armor weight [the character] can equip." The big crafting-related feature hitting in 1.3, however, is the addition of augment tables. BioWare has noticed that crafted items with augment slots (which are created only through a critical crafting success) are almost disproportionately powerful due to their "exceptional stat potential", which the devs say is "indicative of a systemic inequity between different types of items." Augment tables, which will be accessible through the current item modification stations, aim to fix this by allowing players to add augment slots to existing items without having to rely on a critical crafting success. Players can acquire additional slots by paying a flat cost of credits at an item modification station or by using an augment kit crafted by Armormechs, Synthweavers, and Armstechs. The full system is a little too complex to delve into in this post, however, so if the idea of augment tables piqued your interest, head on over to the full post to read more.

  • Hyperspace Beacon: The crew skills story

    by 
    Larry Everett
    Larry Everett
    03.27.2012

    Forgive my fanboy-ism a bit, please. Update 1.2: Legacy excites me. My friends on the Star Wars: The Old Republic live server wonder where I've got off to since the patch hit the test server. Not to worry, guys. I'm still in game; I'm just playing with the new UI and character builds. We know that the major part of this update is the Legacy system. In a system that is rarely seen across MMOs, BioWare has created a tangible connection between alts. Now, Aaron Shaddoe can be the brother of Maacus Shaddoe and the son of Ryctur Shaddoe, and the game will reward me for doing that. Aaron could be a Smuggler, Maacus a Jedi Consular, and Ryctur a Bounty Hunter, all with interconnecting abilities between them. It's an interesting concept, but I'm curious how many people are going to seriously use it for its intended purpose. Update 1.2 holds a couple of other changes that interest me more -- namely, crew skills and story content. Lead Combat Designer Georg Zoeller and Writer Charles Boyd spoke about the changes to crew skills and the story update in two developer blogs last week. And despite the legacy system's being the biggest part of this update, it's these two areas that will impact the greater game. [Warning: Some minor spoilers are contained within. It's been three months, so I hope they are not spoilers any more, but I should warn you just in case.]

  • BioWare talks SWTOR's 1.2 crew skill changes

    by 
    Jef Reahard
    Jef Reahard
    03.20.2012

    BioWare has laid its cards on the table with regard to the crafting changes coming in Star Wars: The Old Republic's 1.2 update. The tweaks are extensive, and designer Georg Zoeller has posted a lengthy summary on the game's official website. Among the highlights are a large number of artifice schematics included with the patch. BioWare is keen on allowing players to choose their weapon color crystals without regard to the stats, and artificers will also be "the first profession to gain some dedicated PvP crafting." Other highlights include various changes to gathering and reverse engineering mechanics as well as the ability for cybertech practitioners to sell any of their created vehicles on the auction house (the devs are removing the current bind restrictions). Get the full scoop at the official SWTOR website.

  • A WoW player's guide to The Old Republic

    by 
    Matt Daniel
    Matt Daniel
    01.20.2012

    Whether you're a longtime World of Warcraft player or someone who's just recently tried the game and fallen in love with it, you're probably aware that there are other MMORPGs out there. Recently, the game that's been getting the most press is Star Wars: The Old Republic. And if you've sat down and tried it out as a veteran on World of Warcraft, you probably had some idea of what was going on when you started playing, with the only initial speedbump being the lack of an auto-attack feature. But there's more to the game than combat and more things that might trip you up in the long run. So Eliot Lefebvre and Matt Daniel are here to help you out with a massive guide to coming into TOR when you're accustomed to the environment of WoW. Take a skip past the break to find out almost everything you'll need to know when converting from the world of Azeroth to the galaxy of Star Wars: The Old Republic.

  • SWTOR: Ten things you need to know about companions

    by 
    Justin Olivetti
    Justin Olivetti
    12.12.2011

    For those of you who have never played a BioWare RPG before (or any single-player RPG, really), the concept of "companions" may initially strike you as strange. After all, in MMOs we're so used to jaunting off into the wilderness solo without some semi-intelligent NPC tagging along for the ride, so for a game to inform us that we not only will have them but will have to use them all the time may feel odd. If so, we're guessing you've never been into pet classes, either. Companions are one of the long-standing features of BioWare RPGs; they're both useful fighters who help keep you alive and persistent beings whom you get to know, develop relationships with, and affect in significant ways. In the past, BioWare companions have often been cited as the most memorable parts of the studio's games, from Baldur's Gate II's Minsc to Mass Effect 2's Mordin (to name two of my all-time favorites). Yet in MMOs, companion NPCs aren't that common, and if you're feeling a little bewildered at the thought of having one at your side at all times in Star Wars: The Old Republic, then we're here to lay out for you 10 reasons why companions are as useful as all get out -- and why you're going to love them like crazy before too long.

  • SWTOR: Starship operator's guide

    by 
    Justin Olivetti
    Justin Olivetti
    12.12.2011

    Congratulations, you are now the proud owner of an actual, factual, interstellar starship! Or you soon will be, assuming that you're planning to play Star Wars: The Old Republic. Starships have captured the imaginations of Star Wars fans for over three decades now, as the Millennium Falcon, Luke's X-Wing, Boba Fett's Slave-1, and Knights of the Old Republic's Ebon Hawk have become geek cultural icons. It's not Star Wars without the stars, after all, which is why BioWare will be handing you the keys to your very own starship as part of your SWTOR journey. But what does that entail? There's a lot of confusion and misinformation swirling about starships, which is unfortunate. SWTOR's starships are part player housing, part combat vehicle, and part story platform, and that combination lacks an easy analogue in other MMOs. That's why you've got this handy holocron with all of the starship "must knows" to aid your initial voyage to the stars! Coordinates for the jump are plotted. Punch it, reader!

  • Hyperspace Beacon: Crafting preview

    by 
    Larry Everett
    Larry Everett
    10.25.2011

    BioWare calls the Star Wars: The Old Republic's crafting system Crew Skills. It's labeled quite appropriately because the majority of the work is performed by the companion characters and not the player himself. If you venture over to the official website, the developers have put together a brief outline of all the Crew Skills and a short video describing them. Every MMO with crafting has had two basic steps and SWTOR is certainly no exception. However, our space-opera MMO adds to standard gathering and crafting steps a third element: missions. But that's not the only thing different. When I asked Live Producer Blaine Christine about crafting over a year ago, it had not been announced yet, but he did say, "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation. It's going to be a treat." He was definitely correct about it not being the standard implementation, but how about that "treat" part? During the last couple of weeks, BioWare allowed me to explore a little bit of Crew Skills system on the beta server without devs over my shoulder like at conventions or press junkets. After the jump, I'd like to explore each piece of Crew Skills and compare it to other crafting systems in other MMOs. I suggest that if you're not interested in spoilers you stop reading now because I'm about to spill everything about this unique game mechanic.

  • SWTOR Crew Skills unleashed

    by 
    Larry Everett
    Larry Everett
    08.21.2011

    What are these two Star Wars: The Old Republic companions working on? If you've been following the game for any extended period of time, you know they are working on Crew Skills. This is BioWare's answer to crafting in SWTOR. But Crew Skills reach well beyond crafting; players can gather resources and accumulate faction, as well. When BioWare introduced us to the system a long while back, only eight crew skills were revealed. However, on Friday, the Community Team gave us a stealth update to the Crew Skills page, revealing all the categories. For example, Archaeology is now listed under gathering skills. Crafting skills will apparently grant players Armstech, Cybertech, and Synthweaving. And finally, we will be able to send our companions on Investigation and Underworld Trading missions. The Star Wars: The Old Republic Crew Skills page has all the latest information; check that out, then watch Massively next weekend for all the TOR PAX information.

  • SWTOR fans ask whether Sith are evil and how Crew Skills work

    by 
    Larry Everett
    Larry Everett
    02.08.2011

    It is always refreshing to fans when developers sit down with them to answer their questions. In recent months -- specifically, when the community team added David Bass -- many Star Wars: The Old Republic fan podcasts, websites, and the official forums have received more traffic from developers. Corellian Run Radio aired an interview with Senior Community Coordinator Joanne Laroche; TOR-Talk spoke to Senior Community Manager Stephen Reid; the TOR Syndicate also had a guest appearance from Stephen Reid. This week is no exception. SWTOR fan site AskAJedi.com was able to sit down with Lead Systems Designer Damion Schubert to talk about Crew Skills. Lethality asks some very specific question regarding how a player earns different types of crew skills, what effect Crew Skills have on companions, and how player hubs will survive with so much activity happening on individual ships. Schubert shies away from none of those questions. On the official forums, Lead Writer Daniel Erickson confronts the are-Sith-evil question head on. "We can get into endless philosophical discussions about whether anything is actually evil or actually good but if we are speaking from our modern, western view on the concept of evil then the Sith clearly qualify," Erickson explains, further clarifying that this does not limit the path of your character. Check out the full Crew Skills Q&A on AskAJedi and Erickson's complete explanation on the official SWOTR site.

  • Hyperspace Beacon: Gameplay mechanics -- twisted and evil

    by 
    Larry Everett
    Larry Everett
    01.25.2011

    As I'm writing this, it's Sunday, and I've just finished talking to Gary Gannon and Mike B of Gamebreaker.tv. Although I had planned to talk about character creation in this week's Hyperspace Beacon because it's been such a hot topic for other games, I realized that I may have been wrong in a couple of my statements regarding the originality of Star Wars: The Old Republic's mechanics. In comments on Mos Eisley Radio, I've said that combat mechanics in SWTOR are very similar to what you'd find in most MMOs. I believe I am going to have to take those statements back, if slightly. During the conversation with Gamebreaker, it occurred to me that even though the mechanics are familiar to most MMO players, they aren't exactly structured the way most MMOs build them. This prompted me to take a closer look at other mechanics we have been told about that differ from those in other MMOs. Is crafting different? How about other combat systems? I agree that there is an air of familiarity to all these mechanics. Why do they feel familiar? How are they different? Follow me after the break to explore these questions.

  • TOR video talks crew skills and PvP

    by 
    Jef Reahard
    Jef Reahard
    12.08.2010

    Ready for another look at crew skills and PvP in BioWare's Star Wars: The Old Republic? If so, G4TV has you covered in the form of a five-minute video featuring Daniel Erickson and extensive in-game footage. Erickson explains the gathering, crafting, and mission components that make up crew skills (which is basically BioWare's catch-all term for traditional MMO crafting). "Missions are something very different, and for missions to make sense, you have to understand the base concept of crew skills, which is that you are not the one doing this stuff. Your companion characters are the ones who are going hands-on and doing the crafting," Erickson says. In terms of TOR's PvP implementation, Erickson illustrates BioWare's goal of making the mechanic appropriately contextual to the Star Wars universe (as opposed to the kill-everything-moving-just-because mentality common to many PvP systems). He describes everything from slicing terminals to seeing turrets move in real time, painting a picture of an immersive PvP experience that makes sense within the framework of the license. Finally, Erickson talks a bit about the recently announced race/class combos, including the Sith pureblood. Check out the video after the cut, or at G4TV.

  • TOR dev diary takes a closer look at crew skills

    by 
    Jef Reahard
    Jef Reahard
    12.03.2010

    Crafting has been something of an afterthought in many of the MMORPGs released over the past half decade. Bucking that trend is BioWare's Star Wars: The Old Republic, which recently made waves with the reveal of its crew skills system. Today the TOR team brings us a closer look at the mechanics via a new dev diary. Systems Designer Patrick Mallot is our host on this particular tour, and though he spends a good portion of it rehashing things we already know (like NPC companions performing your gathering tasks), there are some interesting nuggets relating to armstech near the end. Armstech is a crafting discipline that allows players to create blasters, rifles, and assault cannons. The scavenging skill provides the raw materials, and basic alloys and metals will let you get your feet wet immediately. Progression takes the form of both schematic complexity and item quality increases, and eventually vendor-bought materials and rare resources will come into play. Armstech features three quality levels (premium, prototype, and artifact), and Mallot hints at crafters playing an important role in The Old Republic's economy. "We've worked hard to ensure that crafted items have an important place in The Old Republic's economy, and that crafters will be well-rewarded for the effort they put into the crew skills system," he says. Check out all the details at the official TOR website. In other TOR news, BioWare also announced that the Jedi Wizard has been officially christened the Jedi Sage via popular fan vote.

  • Hyperspace Beacon: Managed crafting

    by 
    Larry Everett
    Larry Everett
    11.16.2010

    As the launch of Star Wars: The Old Republic draws nigh, BioWare and LucasArts have been more and more forthcoming with information about game mechanics. This week, the big reveal was crew skills. This cryptic term is simply another word for crafting. Back at E3 this year, Rich Vogel, a producer for SWTOR, mentioned there would be crafting in the game, but he only gave us a tiny tidbit of news. He simply said that it would be like World of Warcraft's. Then a few months later at PAX Prime, I talked to Blaine Christine, another SWTOR producer. He said, "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation. It's going to be a treat." We have seen that it is definitely not the standard implementation, but whether it's a treat or not is yet to be decided. Before we begin the rest of this article, I want to make sure you have a bit of research under your belt. You have to know what the crew skill crafting system is like. So you definitely have to read our announcement of this system as well as our interview with Daniel Erickson from last week. This should give you a good understanding of what the whole crew skills system is about. So now that your homework is done, step over the break, and let's explore the pros and cons of this interesting system.

  • BioWare reveals The Old Republic crew skill details

    by 
    Jef Reahard
    Jef Reahard
    11.12.2010

    Curious about crafting in BioWare's upcoming Star Wars MMORPG? We are too. We're so curious in fact, that we're bringing you not one but two crafting-centric stories today. In addition to our exclusive dev interview, BioWare has also updated its official The Old Republic website with a hefty dose of info on crew skills. In a nutshell, your hero character will have the ability to assign crafting, gathering, and even mission skills to various NPC crew members. While you're out saving the galaxy, chasing attractive Twi'leks, or whatever it is that heroes do these days, your faithful companions will be doing all the grunt work involved in keeping you competitive when it comes to crafting. Gathering skills include bioanalysis, scavenging, and slicing, while crafting skills break down into armormech, artifice, and biochem categories. Last but not least, mission skills feature diplomacy and treasure hunting. That's not all either, as the web page features a few tantalizing question marks indicating further skill reveals in the future. We'll tell our astromechs and slicers to keep a sharp lookout, and in the meantime, you can view the crew skills video after the cut.