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Title: NGE Tailor FAQ
Description: by Mira


Mira - October 11, 2006 01:17 AM (GMT)
[doHTML]<DIV>This is a kind of Tailor FAQ for the new changes. At the moment, this is only information taken from the "official" FAQ that specifically relates to Tailor. Please read the official FAQ for more general info.<br><br><STRONG>1. There is no more Tailor profession as such.</STRONG></DIV> <DIV><STRONG></STRONG> </DIV> <DIV>There is a new profession called Trader that encompasses all of the crafting professions. Within Trader, you can choose to specialize in Domestic Goods, Structures, Munitions, or Engineering. We would be in Domestic Goods, a kind of combination of Chef, Tailor, and Merchant.</DIV> <DIV> <HR> Quoted from the FAQ:</DIV> <DIV> </DIV> <DIV><STRONG>Trader = Lando Calrissian<BR><BR></STRONG>A noble profession for those that like to work with their hands, Traders craft items and then sell what they craft to eager folks that need items that they make. Credits can flow into a shrewd Trader's hands if they follow the desires of the market.<BR><BR>Traders tend to specialize in one of four fields: Domestic Goods, Structures, Munitions, or Engineering.</DIV> <P><STRONG>Special: </STRONG></P> <P></P> <UL> <UL> <UL> <LI>Resource Acquisition</LI> <LI>Crafting</LI></UL></UL></UL> <P></P> <HR> <P>We will be receiving respecs to mess around with our professions.</P> <P> </P> <P><STRONG>2. Item decay has been completely removed from the game.</STRONG></P> <P>There goes one of our top issues.</P> <P> </P> <P><STRONG>3. Items will stay.</STRONG></P> <P>Your in-game items and collectibles that are non-combat related won't be affected at all. Player housing, vehicles, collectibles and other items will remain completely intact and transition with your character. Some of your combat related items may change with respect to the relative value of their stats based on your level and the profession path you choose to pursue. Most in-game items are being converted so that they fit with the new fast-action style of combat and overall gameplay and we have made our best effort to ensure these items' existing effectiveness is equivalent once you transition to a new path.</P> <P> </P> <P><STRONG>4. There are no Bio-Engineers. The future of modified clothing is unclear.</STRONG></P> <P><STRONG></STRONG> </P> <P><STRONG>5. What will happen to current armor, clothing, and skill modifiers? </STRONG></P> <P></P> <HR> Quoted: <P>Most, but not all of these items and modifiers are being converted to work within the new combat system.</P> <HR> <P> </P> <P><STRONG>6. Why would you eliminate any of the existing professions? </STRONG></P> <HR> Quoted: <P>Today our player professions by percent of masters is significantly skewed to the core combat professions as a very small proportion of our player (less than 1% of players) choose to master the professions of Bio Engineer or Creature Handler. For this reason, we are putting the focus where the majority of our players are putting their game-play investment -- on the core profession paths. However, there are some elements of these professions incorporated into several of the new professions. Players who were Bio Engineers will be interested in the new Trader or Medic professions as these two both incorporate some crafting abilities. These changes will reinvigorate the game world, bring the excitement of the movies alive in-game and put the player into a more active role.</P> <HR> <P><STRONG></STRONG> </P> <P><STRONG>7. What is happening to my character if my class isn't listed on the 9 types of new iconic professions? </STRONG></P> <HR> Quoted: <P>We recommend that you choose the new iconic profession type that most closely matches your existing skill set and interests. Remember, we have included elements of several professions in each of the “new” professions, so you may find overlap in skills from your current class with the new professions. That said, we encourage players to explore all of the professions during your free review/re-spec period (until your 9 re-spec opportunities have been used).</P> <HR> <P> </P> <P><STRONG>8. Are crafters being phased out? </STRONG></P> <HR> Quoted: <P>Absolutely not, especially considering Galaxies has one of the deepest and most engaging crafting systems of any game that offers one. We are still supporting crafting, but as a profession unto itself included in the nine iconic professions (Trader). What is really fantastic about crafting now is that we are allowing for skill branching within the crafting profession so that crafters can specialize in certain skills and thus help maintain the diverse Galaxies economy.</P> <HR> <P><STRONG></STRONG> </P> <P><STRONG>9. What is the future of crafters? </STRONG></P> <HR> Quoted: <P>Crafters will continue to be the foundation of the diverse and extensive player-driven economy in <EM>Star Wars </EM>Galaxies.</P> <HR> <P> </P> <P> </P> <P>That's all I have at the moment, I'll be sure to get back to you if and when more information is released.</P></FONT></FONT>[/doHTML]




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