In a post the devs emphasized that G12 fins are unique to a toon and cannot be use on other toons. However, when any gear is equipped (unless I'm not seeing an option) it cannot be unequipped and moved to another toon. I see several G12 fins that require the same pieces. So, i must not understand this "uniqueness" they are talking about. Since gear cannot be unequipped, once equipped it is (for all intents) unique to that toon. I only ever craft with the intent of immediately equipping, so I'm struggle to imagine a scenario where the "uniqueness" they are discussing is limitation beyond the existing gear limitations. Someone please clarify. Please, present a hypothetical scenario where this limitation comes into to play in a way other than other existing limits.
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The difference is if you craft 2 stun guns on brood alpha without immediatly equiping them then you can still equip those stun guns on anyone.
The same thing happened with new pieces required to go to g12. There's one component that is crafted from 50 salvage, and another piece that requires the 50 salvage as well but not the crafted component. There were people going around crafting the component on toons they didn't want to equip it on, then got mad that they couldn't craft the piece on the character they actually wanted it for. Apparantly this was the first piece that worked that way, though I always assumed it was a possibility from day one.
You're obviously of above average intelligence. I would like to help round out your genius by showing you the correct spelling of "apparently."
Next, we'll work on not ending sentences with prepositions
Hope this helps.
The thing is that it is literally impossible for any person to ever need 2 of the same g12 finisher pieces, but the recipes are reused over and over for different characters ... and yet for some reason have different stats when equipped on different toons.
Now, you could set it up so that the gear was the same, but it had different stats on different toons... but that's not what they did. They decided that the gear was different - which means you could never, ever, ever require more than one.
So why warn someone, "Oh, hai1 Ur about to do somethihng silliness, but if kidzez are pressing the butonz, that's fine!"
Why should the game ever allow you to construct two of the same g12 finishers at all, ever? It shouldn't be a warning, you just shouldn't be able to do it. My kids play this game. Imagine if they decided to mess with me by crafting a duplicate g12 finisher? My kids are good kids, but it's not completely out of the realm of possibility, and since we share a device, it auto-logs into my game if I was the last one playing.
This simply shouldn't be possible. It never should have been possible. The devs actually agree, and they're looking at fixes. End of discussion.
If you're not hurt by the possibility of accidentally creating a duplicate or of a friend playing a prank on you, how could you be hurt more by EA/CG implementing a fix?
Leave it alone and let the fix help the people whom it was supposed to help while you go on not caring about it either way.
According to QA, the temporary fix is that the game will force close on you if you attempt to craft a second piece.
Ha ha, my phone adds everything typed to the dictionary. Interestingly, the typo version appears as the middle predicted text when I start typing "appa." Thanks for pointing it out. Leaving my original post for fun though. Ending sentences with prepositions is ok in English:
https://www.merriam-webster.com/words-at-play/prepositions-ending-a-sentence-with
G12 finishers doesnt give the same stats to characters, even if requiring same materials
The intent is a specific item for a specific toon. That is fine.
Be VERY easy to add in to the crafting button that only 1 can be crafted if it is impossible to use 2. Why leave the loophole open to possibly screw people over. I mean, no one here has ever accidentally double clicked anything ever, right?
Secondly, i see absolutely no benefit to the system or the user to lock the id of the piece at the second of crafting. Once it's on a toon lock it down. But if you're going to have multiple unique pieces with the same bits, it's just trying to cause problems if you set the limit at crafting and allow multiple crafts of a unique one time only item.
It's one thing to say 'you were warned', but not everyone is on the forums and sees that stuff. It's quite another to leave a problematic aspect in the game when it serves no purpose.
Simplest solution is usually best and easiest. Just limit each unique item to only be crafted one time.
Wish I got this many response to my other posts
Change "equip" to "craft" in your OP and you'd be correct.
That’s not a real thing, don’t bother. Ending sentences with prepositions has been a unique strength of English for as long as it’s been spoken, as has the ability to have a split infinitive.
During the Sun Never Sets on the British Empire days there was a movement to artificially impose Latin grammar onto English as a way of co-opting its prestige and trying to pretend English was some sacrosanct thing that was immutable—ignoring, at the same time, that the reason Latin was immutable is that it died out centuries earlier and was replaced by the more vibrant and versatile Italian language. Dead languages don’t get new rules.
So bottom line is, split those infinitives, end sentences with prepositions, use contractions, use portmanteux, go nuts. Anyone who kvetches about those made up things doesn’t know a thing.
Who's kvetching? I used it to poke friendly fun at someone and you spend 3 paragraphs to tell me why I'm wrong. meanwhile completely missing the actual point.
Do you understand that about which I speak?
So your argument is that you didn't understand that people who aren't you aren't actually exactly like you?
That's ... interesting.
We should all strive to be more like TVF, then these issues won't come up anymore.
It's not "for reasons unknown." I can tell you exactly why. They're pre-farming gear for a toon. I can go on swgoh.gg and see which of the three finisher recipes a toon uses. Then I'll find another toon with the same recipe for quick reference in-game when I'm farming up those mats, since I don't have the toon to G12 yet. Then, by the time I get the toon to G12, I'm already done (or almost done) with the finisher. And if I finish the finisher ahead of time, I'm going to want to craft the piece, so that all the components stop showing up on other toons, so I don't accidently use the components on someone else.
It's very simple, sensible, and how it works for every other gear piece. It's **** that crafting the finishers locks it to a character. The "equip" button is supposed to lock gear to a toon. The "craft" button is not. But with finishers, craft and equip BOTH lock the piece to the toon. That's confusing and redundant.
I'm sure it's too late for them to make the pieces act like normal, common sense says they should, but it still grinds my gears.
Except, G12 finishers are ‘locked’ to characters well before crafting. Just look at their names.
The benefit is each character can get different stats from the same materials. Or would you rather have a unique salvage for every character in the game to adjust stats that you would have to farm from unique locations or hope that RNGesus gives you the drop of the very specific salvage you need?
You mean, perhaps, like CG being able to do a soft rebalance by customizing the stats of each G12 finisher based on which character it goes on?
Nah... that’s certainly no benefit. /s
So CG is attempting to frustrate players for a monetary gain by using a system that results in:
1) Man hours to investigate bug reports with crafted finishers.
2) Man hours to undo the extra crafted pieces that have occurred and restore the mats to those players.
3) Man hours to do additional coding to fix this so that #1 and #2 are no longer occuring.
Sorry, but I don't follow the logic of the monetary gain on this one.