I will double check with the Guardians who have been the lead team on Invention but I think it is highly likely to be a very firm no given how differently both systems work.
Mod MattHe |
Former Community Manager, now in Events & occasional Lore Monkey
Scret
said
:
I have never liked the fact you didnt use your own tools at citadel, i think its something that should be reworked to do so.
I have asked the design team to consider how feasible a rework to recognize player tools and also how to include augmentation in it. Both the reworking to recognize player tools and the ability to use augmented tools would be massive pieces of work as you would have to intertwine two complicated systems. The only way to make Mod Moltare more afraid would be to add a farming plot, then make player tools work with it and add augmentation in. I think then he would spend two weeks crying before we could speak to him again!
What would be easier would be to support augmentations while skilling at the Citadel but there are significant amounts of tasks for developers to do first invention wise so I cannot see it being likely to be developed, unless we decided to completely overhaul Citadels & plots.
Mod MattHe |
Former Community Manager, now in Events & occasional Lore Monkey
On a completely unrelated note...how much do Moltare's tears sell for on the black market?
Scret
, after reading your post in context of the above conversation--at first I thought it was super random, actually--I know what augmenting is now lol.
Since we get skilling xp for skilling at the citadel, it would make sense that people have invention xp stored from citadel skilling. Would make a lot of sense, and would make citadels more meaningful for a larger volume of players, since it reduces another opportunity cost.
MattHe
, will you be our cheerleader on this, if you aren't already? Help the devs be excited about such an implementation, so it would be one they would look forward to announcing in an update or patch notes?
Mod Matthe
said
:
Scret
said
:
I have never liked the fact you didnt use your own tools at citadel, i think its something that should be reworked to do so.
I have asked the design team to consider how feasible a rework to recognize player tools and also how to include augmentation in it. Both the reworking to recognize player tools and the ability to use augmented tools would be massive pieces of work as you would have to intertwine two complicated systems. The only way to make Mod Moltare more afraid would be to add a farming plot, then make player tools work with it and add augmentation in. I think then he would spend two weeks crying before we could speak to him again!
What would be easier would be to support augmentations while skilling at the Citadel but there are significant amounts of tasks for developers to do first invention wise so I cannot see it being likely to be developed, unless we decided to completely overhaul Citadels & plots.
Just a shame it was never originally designed like that, im not sure the thinking behind it but anything to give value and depth to all items should always be a priority thought when designing new content.
On a completely unrelated note...how much do Moltare's tears sell for on the black market?
Scret
, after reading your post in context of the above conversation--at first I thought it was super random, actually--I know what augmenting is now lol.
Since we get skilling xp for skilling at the citadel, it would make sense that people have invention xp stored from citadel skilling. Would make a lot of sense, and would make citadels more meaningful for a larger volume of players, since it reduces another opportunity cost.
MattHe
, will you be our cheerleader on this, if you aren't already? Help the devs be excited about such an implementation, so it would be one they would look forward to announcing in an update or patch notes?
It was a bit more of an extended point from the original topic yea