Jump to content

EricJS

Members
  • Posts

    157
  • Joined

Reputation

10 Good
  1. You are, apparently. There's a very big difference between selling credits and selling items that players are willing to buy with credits. In the first case, they're directly increasing the total number of credits in the game, leading to inflation. In the second case, they're not. It may sound like a minor distinction, but it's not. Picture an MMORPG with a static population. Each player has, say, 100K credits. The prices of things are going to be based on that amount. Any item that is selling for 100K credits needs to be worth wiping out a player's liquid assets. Now, lets say enough players purchase credits to increase the total credits in the game five-fold. So each player averages out to 500K credits. Now, it's easier to spend 100K on an item, because instead of wiping out your liquid assets, it puts a small dent in them. Which means that more people are willing to purchase the item, driving up demand, causing the price to increase. People that would have paid 100K for the item are now willing to pay 500K for the item. So, you wind up needing to purchase credits just to maintain the same level of buying power that you had to begin with. Now, this happens over time naturally in almost any MMORPG. Devs create credit/gold sinks to stave it off, but staving it off completely would have other bad side effects, so they only try to control it. For example, the articles I've been reading about WoW estimate that the MoP expansion has caused little inflation, on the order of 15%, quite a bit less than some earlier expansions, so they're managing to control it better than they were before. However, allowing the purchase of credits that didn't previously exist in the game would be accelerating inflation, not trying to control it. This is for much the same reason as why some governments, when faced with a budget crisis simply print more currency, are capable of having inflation rates that would terrify the typical "first world" citizen. There are currencies out there in the real world that have lost so much buying power because of this that people would need over 1 million of the same currency to buy the same thing they could have bought with a single unit of currency a few decades ago. So yes, there is a difference, and it's not a small one.
  2. Yup, my guild has run two of those, and I know that there are other guilds that do it as well. Probably a run every week or two, though you have to watch general chat on the fleet fairly constant to catch one, sadly. Maybe ask about one in your server's forum?
  3. It's dictated by the class of the character you talk to the vendors on. So if you mail the tokens to a lowbie, that lowbie will be able to turn in the tokens for gear appropriate for that lowbie's class.
  4. Not anywhere I've seen. A lot of people quoting that level cap are doing so because Bioware did three surveys through a third party of the "would you pay $X for..." and one of the surveys mentioned a lvl 55 level cap. However, each survey had a different level cap, 52 and 53 were also asked about. The prices also varied between the three surveys, from $10 to $40. It's possible, I've also heard rumor that the new planet is going to be huge. It would have to be to support 5 levels of gameplay. Personally, unless I find a dev mentioning it, I'm not assuming 55 is the new level cap.
  5. As far as actual game play, none of the other professions will give you more than a transitory benefit at best at end game. You'll get craftable gear that will fill one or two slots but be replaced well before you're in best-in-slot gear, even if you don't do ops. They might help you get ready to raid, but that's about the extent of it.
  6. A little bit of exaggeration going on there. Yes, at lvl 14, it's a great weapon, but really, it's stats are about that of a lvl 15 artifact ("purple") moddable weapon, trading off some secondary stats for extra endurance. Definitely not worth crafting lvl 15 artifact mods if you can have this, but by the time you get to 19, blue mods in a moddable weapon would be better stats. So best at 14, tied at 15, decent until 21 or so.
  7. I can deny it. Level 50 legacy, hit it between the server transfers and the server merges, and I was at 8/12 character slots when the server merges landed, and I'm currently at 12/12, no change in upper limit.
  8. As has been noted in this thread, yes, droid companions can gain affection, but only from gifts, not from quest-related dialog choices. Maximum affection is 15% efficiency and 5% crit.
  9. There is no profit to be made from companion gifts! These droids are not the droids your looking for! Ignore the man behind the curtain! Or, yeah, what he said, a little more competition isn't going to kill me. It's not huge amounts of income, and there's the occasional bad day, but overall it's steady enough that I don't run dailies anymore and it's financing things like my habit of buying lvl 26/27 armorings/mods/enhancements in the GTN, buying legacy stuff, etc. Furthermore, I expect an uptick in the business when F2P launches, since free players can buy stuff in the GTN, but can't sell there. Then again, that should affect all (or almost all, at least) markets.
  10. Yesterday's patch was a distinct improvement, we now get the "you already know this schematic" at the start, automatically cancelling the "learn" bar, rather than cancelling it after the schematic disappears. The tooltip discussed was not included in that update.
  11. 1.2 is when it changed to the "correct" behavior of only being able to run one of a given discovery mission at a time and not being able to right click an item starting the same mission. At some time after that, but prior to 1.4, it broke into the current situation of "you can click it, it will go away, but you don't get the mission." As for the return amounts, I was spot checking at first when 1.4.1 went live, didn't see any problems, so haven't been paying close attention since then.
  12. If you don't mind hiding it, you can pick up the hat for the social outfit on your capitol planet at about lvl 10 for 300 credits or so. It's moddable and adaptive, so it works for anyone, but won't look like a helmet, In fact, the female one looks like someone with a high speed camera filmed something like a lightbulb in mid-shatter. If you want something that looks like a helmet, you can check the legacy vendor on your capitol planet for a moddable helm, though I don't remember what legacy level it requires, so if you're on your first toon, that won't work.
  13. Agreed. I can see ways for it to result in a bad compromise, but it's got potential. Frees the players strong in the OCD from feeling like they have to keep relogging until they get what they want, and also gives them a knob they can turn to fine tune the economy, if they're in the mood to do so.
  14. It's been fixed for all missions I've checked. Also note that the learning learned schematics has been fixed, but NOT unlocking unlocked discovery missions, you can still lose missions that way.
  15. Acknowledged bug, I'm hoping it gets fixed tomorrow, as I've probably got several days, if not a weeks worth of UWT missions to burn through. FYI, It affects more than just the discovery missions though, it affects all rich/wealthy/prosperous missions I've tested that give stacks of items (so credit box slicing missions seem unaffected). EDIT: The known bugs list shows this as being fixed in tomorrow's patch, though there are caveats on that.
×
×
  • Create New...