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KalenDarkmoon

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  1. I also encountered the issue with Grade 6 Bioanalysis not providing the medical equipment crafting material. Also no rich or bountiful missions for Grade 6 Bioanalysis and Archaeology either - like scavenging.
  2. I am unable to submit a bug-report in-game. I have tried repeatedly and it keeps giving me an error message saying it was unable to create the bug ticket and to try again. After typing it up 3 times, I'm done and give up submitting it in-game. So here it is a fourth time outside of the game: Cleansing the Seas says it gives Bountiful Thermoplast Flux but instead gives Brazing Flux. Short Sharp Shock says it gives Moderate Thermoplast Flux but instead gives Brazing Flux As a result there are no scavenger crew skill missions that actually give Thermoplast Flux. The Harbinger server, Republic-side if it matters.
  3. Uhm, just what "mats" are slicers supposed to get from their lockbox missions compared to say UWT metals missions or Treasure Hunter gemstones missions? Would you think it fair if you had to spend 10 Gemstones to run a mission to get 7 gemstones of the same type/value back along with a very small chance at a schematic or mission discovery? After all, as is so often said by so many, you shouldn't "profit" from running missions. Sounds pretty stupid, right? Or if you want to compare a gathering node capable such as Scavenging with Slicing, let's change the Scavenging missions so you have to pay say 10 bronzium and 5 plastoid to run a mission that gives you a chance at 5 to 12 bronzium and 2 to 6 plastoid along with a very small chance for a schematic or discovery. Again, sounds pretty stupid, doesn't it?
  4. These quotes were quite frequent on the Star Wars Galaxies forums after the Combat Upgrade and NGE... just saying...
  5. Actually they adjusted the lockboxes themselves, not the missions. So this nerf is global across the nodes as well.
  6. It should be noted that nerfing anything should be done very cautiously and as rarely as possible because it almost always angers more people than it satisfies. Sony never learned that lesson and has the very small (though hard-core) subscriber base to show for it. It's a simple numbers game really. Do you want a small but hardcore base or a large and happy base? Frequent and/or massive nerfing of players' capabilities in a game doesn't get you the latter. It only fuels resentment in your players until they reach their tipping point and stop subscribing. Kind of like SW Galaxies.
  7. I have to say that this knee-jerk massive change with no testing or logic seemingly applied based upon a vocal minority complaining on Twitter is crazy. It now has me afraid for what else I'll find massively changed the next time I log on. This is a horrible way to run a game. I just dropped my 3 month sub to monthly since I don't know if I'll want to keep playing that long when they have now set the precedent that they will drop massive changes that destroy entire aspects of a game without testing or logic based upon a comparatively few complaints. (Can't be more than 1/10th of 1 percent at most that complained versus the total # of players.) It is incredibly stupid to allow such a small but vocal group of people to dictate massive and negative changes such as this. This change helped NOBODY but instead HURT thousands of players. Sony Online Entertainment did this with the Combat Upgrade and New Game Experience with Star Wars Galaxies and we can all see what that got them. Learn from their mistakes, don't repeat them or you will suffer the same fate. But I digress... Someone answer simply how is this even remotely logical? I pay someone 2025 to bring me 1400, 1486, or 1653, or 1531 back? (Based on 4 runs with Mako.) I actually LOST money even trying it on a PURPLE mission. ***? Why in the hell would anyone other than the US Government continue to pay someone more money than they get back in benefit? The mission aspect of slicing is now utterly pointless/useless. The only counter-argument I see to this is that you should just harvest nodes then. Then wth is the point of even having the lockbox missions? You just as well remove them entirely. The schematics certainly aren't worth the losses incurred trying to obtain one since they drop so rarely. The time/effort and risk/cost (because there are also total failures in addition to all of the negative returns) vs reward is not there to be even remotely worthwhile.
  8. Ah! I see now. So crafting is supposed to always lose money then, eh? I didn't realize this. I guess we'll have to watch closely now and if any other crafting or gathering skill suddenly become profitable for enough people, we'll need to scream "NERF!" Oh, wait! We need to nerf Underworld Trading now!! Hurry. No need to test any values or think things through. Nerf it NOW by reducing crit chances to 1/4th their current value and reduce the amount you get from each mission by over 2/3rds. *gasp* We can't have anybody profiting because <insert craft here> isn't profitable for me!
  9. WTH is the point of getting those skill points to level the skill if there is no benefit gained from it? What is to be gained from level 400 skill in slicing now (where I can pay a companion 2k credits to get me 1.4k credits in return 30+ minutes later - seriously, why would any sane person do that?) versus 400 in say Underworld Trading where I can sell the mats for profit? The change made slicing useless to level since the return on investment of time and money is purely negative now whether you are skill 10 or 400. Why would any sane person put time and effort into raising a skill that no longer has any purpose as an economically viable craft/skill?
  10. So you would rather they make their changes based upon a vocal minority screaming 'foul' rather than get the input of the player base as a whole? The game had at least 10,000 times as many players than the # of whiners that cried to get this nerf. So the other HUNDREDS OF THOUSANDS of players that weren't whining don't matter? Wow. Talk about supreme arrogance. Most businesses seek to give their customers what they want. To provide a product or service to the satisfaction of the largest # of people possible. Only foolish businesses make massive changes to their products based upon a few hundred whiners. No matter how you cut it, this nerf will have a massive impact on the game economy - one way or another. When people continue to find it difficult to earn enough credits to buy skills, pay repairs and gear their companions without having to grind for endless hours like has become the norm for every other MMO out there. They will leave and SWTOR will become yet another clone of every other MMO out there with nothing to set its economy different from any other MMO where people tire of the endless grind. If they are going to make slicing a non-entity for introducing credits into the economy, then they are going to need to seriously increase credit rewards from quests and loot. As it stands now, once you get into the mid 20s and up, you'll find yourself broke all the time unless you can grind for hours a day w/o being defeated (and thus earning nasty repair bills). I used my slicing to give me just enough extra credits to work on crafting when taking a break from the story and quests. That is no longer a viable option as I can no longer afford it. Few can afford to buy crafted gear as it was before the nerf. Now that credits just became even more rare, it will only get worse. You other crafters that were whining about lack of profitability compared to slicers, enjoy what you have wrought since slicers were your biggest customers for what little you did sell.
  11. Only those that lack the intelligence and wit to argue effectively resort to name calling and ad-hominem attacks. Congratulations, you have proven yourself worthy of that which you proscribed others. Please keep the flames and personal attacks out of this. It contributes nothing but anger and hatred to an already enflamed user base. Keep the Sith behavior in-game please.
  12. Uhm, excuse me here but I see a fatal flaw to your argument. You too as can any other gather/harvester go out and harvest their nodes (metals/crystals/etc) for money. You just sell the resources to a vendor and voila you also have credits from harvesting your nodes. So lets nerf the other companion gathering skills as well so that you only get useless trash that are worth a similar amount of credits as the now nerfed lockboxes.
  13. It depends on how you define wealth. Do you define it by credits sitting uselessly in the bank? Or high quality gear crafted by other crafters? And how do you get that high-quality gear? By paying other crafters credits so you can make sales and profit. Take away slicers source of income and you hurt all others that they purchase from. The damage of this nerf is far reaching. The nerfers just can't see the forest for the trees.
  14. So, would you and the other nerfers agree then that it would be ok to nerf the other gathering missions such that you only get scrap that can't be used for crafting but can be vendored for equivalent amounts of credits as lockboxes? Then you could only get materials by actually going out and hitting nodes just like you tell the slicers they should after this nerf. Then you'd only have the small chance at rares from sending companions on mission just as slicers are now stuck with. After all, that is a fair equivalent. Nerf all companion missions to uselessness such that you are essentially throwing away credits at a small chance for rares. You can harvest your mats the same way slicers are now apparently expected to harvest their resource (credits) - at nodes.
  15. I have to wonder how many of the pro-nerfers are government employees? Do you actually consider it economically viable to keep giving someone $2000 to only get $1400 back in benefit? Really? If so, I have some real-estate I'd love for you to invest in. Having a gathering skill that gathers money is useless if it rarely, if ever, gives back a positive return on investment - especially accounting for the time involved. 5 to 10k credits at best assuming good luck opening the boxes for 4 hours of crafting (slicing) at level 50 is utterly worthless. It's a simple concept. Lockboxes only have credits in them. Thus, Lockbox missions are to gain credits. Just like Archaeology is to gain artifacts or crystals. If you don't GAIN credits from Lockbox missions then they are useless. Come on people. Credits are just another resource like the metals/artifacts/gems/etc that are necessary for creating items and the economy as a whole. Slicing for profit was necessary if you wanted to have anything beyond drop gear because the skill costs and repair costs are so high that one can afford little else. Did you whiners/nerfers stop to think that MAYBE your crafted items on the GTN were not selling because there are too FEW credits in players hands rather than too many? That your lack of profits isn't because there is TOO MUCH money in the game but rather TOO LITTLE? Get a clue. If people had money you'd be making your profits because most everyone wants better gear. If you take sources of money out of the game then expect to sell even less. Most people were unaware or unwilling to put the time into slicing to earn the credits for better gear. Now it will be even worse. Enjoy your now equally useless crafting skills because even fewer people can now afford to buy your crafts.
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