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Joonbeams

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  1. I stopped playing a while ago, but kept the sub active as some kind of carrot to the devs to keep working on this. I've been off enjoying many other games, and really haven't looked back. This was my first MMO, but I've since been loving FFXIV and, to a lesser extent, ESO. Also a slew of single-player games. And so much has changed in my life since I first logged in there. Still, there has never been anything as magical as SWTOR was for me - just a magical moment in time that's probably not reproducible. I'll always cherish that. Now, I have to decide whether I want to --on principle -- continue to pay AAA prices for a maintenance mode game that doesn't even support the devs I've grown with all these years. I have 10 days to decide...
  2. And it will be difficult to implement any of this now -- not without a credit purge (which could lead to riots, lol). The credit sink concept really needs to be part of the game design from the beginning. The later it's added, the harder it is for new players to catch up. Additionally, proper credit sinks go hand-in-hand with deflationary concepts such as limiting means for generating credits (e.g. drastically limiting credit rewards) early in the game life. In general, managing inflation in a game like this -- if desired at all -- has to be a long-term, intentional, continuously monitored and adjusted process.
  3. Pretty much. While it's certainly possible that some influx of credits came into the game via exploits and hacks, it's unlikely that this represents the vast majority. Credit farming (via bots or raw time/sweat) has been far too easy. And with 11 years of players and no thoughtful mechanisms to remove these credits, the inflation we're seeing was bound to happen. The inflation problem is all about an excessive amount of credits in the game (almost entirely from in-game activities) with no way to get them out....
  4. Every credit - each and every one in the game - originated from "legit" in-game activities at some point (for the sake of discussion, I'm assuming no "hacks"). There is no way (see assumption previously) for a credit seller to net add credits to the game. So as much as we want to blame credit sellers (and yes, they are bad for the game), it's the game design decisions that ultimately caused the inflation, not credit sellers. Credit sellers could not have caused inflation even if they wanted to. So what did? Put simply, for the interests of time, the game never designed a way to meaningfully remove credits from the game, once generated, i.e. meaningful credit sinks. A SWTOR credit, once created, can never be destroyed (again, barring trivial legacy sinks). Adding net new currency to an economy with no way to remove it, is literally the textbook way of causing inflation. (There's a more nuanced explanation, but that would take too long and doesn't really help with the major points.) To further the problem, enabling the player-to-player sale option for cash shop items using in-game credits only accelerates the problem by encouraging credit-farming/new generation of credits, where said credits will never be removed from the economy but will only go to other players. So, even if real sinks were never added, had the player-to-player sale of the most-desired items (i.e. cash shop) never been permitted, the inflation rate would have been slower (we'd still have inflation eventually though, for the reasons above). But this cash shop decision has been a financial boon. There's no (near-term) financial reason for them to change any of this, and so inflation is here to stay...
  5. Hoping we get a response from the devs on this early this week. Even an acknowledgement that they're looking into it....
  6. I cannot play the game. I know some people don't get this and think it's just personal preference, but I get sick looking at the inventory screen. Hardly ever deal with this issue anywhere else, let alone games. I can't even comment on the main update itself -- haven't had a chance to experience it because I don't want to log in. I suppose I would like most of the changes because I'm story-driven casual with no interest in end-game gear, etc. But I won't be able to play until this is fixed. I hope the devs take a look at this soon....
  7. I want to separate the "I don't like these changes" arguments (valid opinions btw) from the "this UI makes me sick" or "makes my head hurt" crowd. Yes, some of the latter is hyperbole. But I definitely want to bring attention to the fact that for some group of people, these changes actually do cause negative symptoms. I shared why that's true for some earlier (won't reshare b/c even the link itself causes some to feel sick). But I think it's really important that someone on the dev team take a look at some point. Specifically talking about the new inventory UI for now, and only that. And before someone says "can't please everyone," I want to point out that most modern UI approaches intentionally don't do UI the way the new inventory UI is done, for these exact reasons. PM me if you want to understand more...
  8. I'm really sorry. My only goal here was to validate that this is a "real" thing and not just people being overly sensitive. But it is very much the issue for me, because it's something I deal with and it's why I can't personally look at the inventory screen... edited to add: please don't click the link if you think this is even remotely an issue for you. That's a fair point and I tried to warn, but it wasn't enough. But again, the gaps in the rounded rectangles create a "honeycombing" effect that if you deal with this issue, you will instantly react to and feel quesy from...
  9. Posted this on a similar thread. Reposting because I don't think this is a trivial issue. Should be addressed promptly.... edited to add: please don't click the link if you're even remotely sensitive to things like honeycombs, etc. I only posted it to help with those who may feel their being labeled as nitpicky or emotional. This is a real thing...
  10. Not sure if anyone mentioned this, but there is a medical term for this that I suspect is at play here called "tryphophobia" (warning: the pictures may cause discomfort to some). It's more common than people think, and many people don't realize they suffer from it. However, almost any UI/UX engineer *should* be aware of it -- it's just not acceptable IMO to make this design error in 2022 and it should be immediately fixed....
  11. This is intentional - incentivizes buying crates. That is, for the person buying the outfit to use on their toons, it makes no difference. To the one purchasing to resell on GTN or trade, it will matter. I suspect (I don't by crates and don't have their data, so I don't know) that the vast majority of people who buy crates do so for GTN purposes...
  12. Why did I think you would be able to have both sets of abilities, swappable (i.e only one active at any time), on the same toon? Am I mistaken?
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