Jump to content

I make 2 credits from slicing and I like it


Volki

Recommended Posts

In my opinion the whole mission system is useless if the goods returned has a lower value then the cost of the mission.

 

Because in that case why would anyone ever run a mission? Just camp the GTN and wait for the "suckers" to sell the mission rewards.

 

Or maybe the economy on select servers are just plain broken...

 

Credits return + schematic/augment > cost of mission.

 

The credits returned alone should not exceed the cost of the mission.

Link to comment
Share on other sites

  • Replies 66
  • Created
  • Last Reply

Top Posters In This Topic

Credits return + schematic/augment > cost of mission.

 

The credits returned alone should not exceed the cost of the mission.

 

The credit missions have a rare chance to drop a schematic. If they bumped up the chance of schematic drops the value of schematics would naturally decrease.

Edited by Purlana
Link to comment
Share on other sites

The credit missions have a rare chance to drop a schematic. If they bumped up the chance of schematic drops the value of schematics would naturally decrease.

 

Seriously.

 

Augment would be the common reward, schematic the rare.

 

Since slicing is not "recommended" for any crafting skill, I see no reason why the common reward couldn't be the supplies for any crafting skill. It could be like a "get anything" type skill. Oh hey look, that safe contained some Nutrient Gel - I could sell that a biochem on the galactic network.

Link to comment
Share on other sites

Seriously.

 

Augment would be the common reward, schematic the rare.

 

Since slicing is not "recommended" for any crafting skill, I see no reason why the common reward couldn't be the supplies for any crafting skill. It could be like a "get anything" type skill. Oh hey look, that safe contained some Nutrient Gel - I could sell that a biochem on the galactic network.

 

Then they should have implemented it as such (Without the credit box option)....

 

Didn't they have ample to to think about this before release?

 

Anyway im getting off from work, TGIF! :p

Edited by Purlana
Link to comment
Share on other sites

The real answer?

 

Keeping it as-is would have resulted in piles of AFK Slicers in nice safe places botting missions to make credits to RMT later.

 

You want credits slicing now, you run around and nab sliceable items and yoink yourself some credits that way, instead. It still gives you other interesting things, and you can use credit missions to up your skill very cheaply, compared to most crew skills.

Link to comment
Share on other sites

No other crew skill makes free money while sitting on their ship and sending out their companions.

 

Not true at all. Each gathering profession can send out their companions. The companions return with mats which can be used or sold. Broken down, it's ultimately the same as a companion returning with credits.

 

The value of what the other mission skills bring in is completely dependent on the market for those type of commodities. If no one needs cultural artifacts at this time, then all of those are worthless to me.

 

Yes, which can fluctuate daily and potentially return huge profits. Plus, it's entirely possible you can use those mats, which is still providing a value to you.

 

With slicing, you didn't have to mess with the global market, you pulled in a lunchbox full of credits immediately for no loss, other than the time your companion spent away from the ship.

 

That's right, because it was put into the game for people who didn't want to or have time to craft and play the global market. Which also ultimately means slicers won't have the same top end potential crafters will.

 

You're also wrong about pulling in a lunchbox full of credits for no loss. There are plenty of chances for loss. Failed missions and missions which return less than you paid to send them out. The difference is, when there is a loss there is -zero- chance of turning it into a profit, when other crafters get mats, they can use them or hold onto them until the market demand gives them a chance to turn a profit.

 

It's broken. It'll be broken until either mission skills return less credits than the cost of the mission or they change it into a casino type payout - where you have a small random chance at hitting it big and a larger chance of losing your investment.

 

You're right, with the nerf it is definitely broken.

 

FYI, other crafters can 'hit it big' too with mission returns - everyone gets crit chances.

 

Really the difference between slicing and other professions is that slicing provides direct credit return for less overall potential while crafting initially provides less return for overall greater potential returns. Endgame, crafting blows slicing returns away. As it should.

Link to comment
Share on other sites

The real answer?

 

Keeping it as-is would have resulted in piles of AFK Slicers in nice safe places botting missions to make credits to RMT later.

 

You have proof of that?

 

I thought not. That isn't what happened in 3 years beta apparently.

 

You want credits slicing now, you run around and nab sliceable items and yoink yourself some credits that way, instead. It still gives you other interesting things, and you can use credit missions to up your skill very cheaply, compared to most crew skills.

 

Though they keep nerfing that as well since the same people who abused and exploited the system in the first place conftinue to find ways to do so. Wait till they find another profession to abuse and exploit and we'll get to watch it nerfed into uselessness too.

 

It rarely gives you anything other than credits. And the missions that do, don't come up as often as they did either. It would really be stupid to use credit missions to up your skill when you are most likely to get a loss. It's even more stupid to use augment missions to up your skill because that IS a guaranteed loss every time.

 

I agree with many people on one point...it seems like BW has decided they don't want slicers in game and are quietly nerfing the skill over and over to drive people away and hopefully it's gonna bite them in the rear.

Link to comment
Share on other sites

No other crew skill makes free money while sitting on their ship and sending out their companions.

 

The value of what the other mission skills bring in is completely dependent on the market for those type of commodities. If no one needs cultural artifacts at this time, then all of those are worthless to me. With slicing, you didn't have to mess with the global market, you pulled in a lunchbox full of credits immediately for no loss, other than the time your companion spent away from the ship.

 

It's broken. It'll be broken until either mission skills return less credits than the cost of the mission or they change it into a casino type payout - where you have a small random chance at hitting it big and a larger chance of losing your investment.

 

Try not to skip the parts that prove you want me to be just like you.

 

 

""Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items [including lockboxes with credits]. Other possible mission rewards include augments that can be slotted into exceptionally crafted items."

 

"Recommended Crafting Skills: All (for mission discoveries), Cybertech (for tech schematics)."

― Star Wars: The Old Republic, Slicing codex entry

 

It's good to ignore what proves one wrong, eh?

Edited by Volki
Link to comment
Share on other sites

Not true at all. Each gathering profession can send out their companions. The companions return with mats which can be used or sold. Broken down, it's ultimately the same as a companion returning with credits.

 

 

 

Yes, which can fluctuate daily and potentially return huge profits. Plus, it's entirely possible you can use those mats, which is still providing a value to you.

 

 

 

That's right, because it was put into the game for people who didn't want to or have time to craft and play the global market. Which also ultimately means slicers won't have the same top end potential crafters will.

 

You're also wrong about pulling in a lunchbox full of credits for no loss. There are plenty of chances for loss. Failed missions and missions which return less than you paid to send them out. The difference is, when there is a loss there is -zero- chance of turning it into a profit, when other crafters get mats, they can use them or hold onto them until the market demand gives them a chance to turn a profit.

 

 

 

You're right, with the nerf it is definitely broken.

 

FYI, other crafters can 'hit it big' too with mission returns - everyone gets crit chances.

 

Really the difference between slicing and other professions is that slicing provides direct credit return for less overall potential while crafting initially provides less return for overall greater potential returns. Endgame, crafting blows slicing returns away. As it should.

 

My char is 400 armstech, 400 scavenging and 400 investigation. If you know of a way to make missions profitable I'd love to know it. As is, missions are a way to get mats FASTER in exchange for credits... they do not turn an instant profit. The only way to turn a reliable profit is to use free resources scavenged throughout the game world and only use missions when you absolutely must.

Link to comment
Share on other sites

Try not to skip the parts that prove you want me to be just like you.

 

 

""Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items [including lockboxes with credits]. Other possible mission rewards include augments that can be slotted into exceptionally crafted items."

 

"Recommended Crafting Skills: All (for mission discoveries), Cybertech (for tech schematics)."

― Star Wars: The Old Republic, Slicing codex entry

 

It's good to ignore what proves one wrong, eh?

 

Let's see:

 

I click 1 button and send my companion out on a slicing mission. I pay 1000 credits upfront. When he returns in 30 minutes, I open a lockbox that has 2000 credits in it.

 

That turned out pretty well. I think tomorrow, while I'm at work - I'll leave my laptop open and cycle out all 5 of my companions every 30 minutes. I imagine that by the end of the week, I'll have 2 million credits.

 

Hrmm... with that sort of money, I could then go to the Galactic Market and buy all the rare materials for one of the professions and list them far higher than they are. I might even be able to make more money that way or, I could just simply run my rotation of 5 companions, chugging in a 20 to 100% profit on every mission because some developer thought it was a smart idea to let a player farm credits for the effort of a SINGLE mouse click.

 

Once again:

 

Slicing should only award credits when you harvest the node out in the open world. Slicing missions should award schematics or materials that can used with any crafting skill. I wouldn't have a problem with having a small percentage (~5 or 10%) of credits returned but the slicing missions should never return more credits than it cost to take the mission.

Link to comment
Share on other sites

If you want to whine about millions of credits whine about the stacks exploit, not the broken Slicing.

 

Slicers don't make as much profit as other gathering crew skills.

Slicers CAN'T use their MATS to CRAFT. They don't have Mats..

Slicers CAN'T CRAFT, they can farm RANDOM useless augments that DON'T sell on AH.

Slicers CAN farm nodes. But they have half the amount and twice the respawn time.

 

Instead of breaking the skill they should have:

- Punished the abusers

- Disable the crew skills from being used while not logged on.

- Explain what Slicing purpouse was.

- Don't listen to idiots ragewhining, take time to think and perform the solutions included above.

Link to comment
Share on other sites

If you want to whine about millions of credits whine about the stacks exploit, not the broken Slicing.

 

Slicers don't make as much profit as other gathering crew skills.

Slicers CAN'T use their MATS to CRAFT. They don't have Mats..

Slicers CAN'T CRAFT, they can farm RANDOM useless augments that DON'T sell on AH.

Slicers CAN farm nodes. But they have half the amount and twice the respawn time.

 

Instead of breaking the skill they should have:

- Punished the abusers

- Disable the crew skills from being used while not logged on.

- Explain what Slicing purpouse was.

- Don't listen to idiots ragewhining, take time to think and perform the solutions included above.

 

My brother, a slicer, is making far and above more profit on his slicer than I am as a biochem with diplomacy. Note: he didn't take slicing until after the major nerf. He's still making credits. Apparently enough that he's made one of his cybertech speeders and bought a couple of others.

 

I have no problem with harvesting credits from nodes but getting a profit of credits from a crew mission in which the player only clicked 1 button is a bit over the top. Sorry if this offends you but it should require more than 1 click per mission and logging off for an hour to rake in a few thousand credits per crew mission.

 

Also - if they disable crew missions while the player is offline, then they'll need to adjust some mission and crafting timers. The reason some things take so long to make and do is because they are intended to do it while you are offline.

Link to comment
Share on other sites

My brother, a slicer, is making far and above more profit on his slicer than I am as a biochem with diplomacy. Note: he didn't take slicing until after the major nerf. He's still making credits. Apparently enough that he's made one of his cybertech speeders and bought a couple of others.

 

Try using bioanalisis to gather mats for biochem. You'll see the profits overflowing.

 

I have no problem with harvesting credits from nodes but getting a profit of credits from a crew mission in which the player only clicked 1 button is a bit over the top.

Gathering skills provide mats. Slicing provide credits.

If you sell the mats or use them for crafting you will get far more profit that running slicing missions. If you farm Nodes is the same. Also remember that Slicing nodes got nerfed too. There are less and respawn slower.

 

Sorry if this offends you but it should require more than 1 click per mission and logging off for an hour to rake in a few thousand credits per crew mission.

No offense taken. At least you argumented your opinion instead. Not like many others.

 

Also - if they disable crew missions while the player is offline, then they'll need to adjust some mission and crafting timers. The reason some things take so long to make and do is because they are intended to do it while you are offline.

Too much work. It was easy to broke one skill and make the QQers happy than to actually find a working solution to make all of us happy.

Problem is those QQers did too much noise and the 'masses' started to believe their rant.

Link to comment
Share on other sites

I really don't understand the crying about the Slicing nerf. I picked up three gathering skills on my only toon, (bio, scav, and slicing) and have made more money from selling the bio and scav mats than I have from slicing.

 

I'm only level 28 or so, and I have two "bank" tabs, all the inventory slots on my toon money can buy, and close to a million in credits from selling everything I have gathered, including the missions skills and schematics I get from slicing missions. The slicing "nodes" are free money...so what if the slicing missions don't bring back as much as they did for those people lucky enough to do it pre-nerf? The mission skills sell for a bunch on my server.

Link to comment
Share on other sites

Let's see:

 

I click 1 button and send my companion out on a slicing mission. I pay 1000 credits upfront. When he returns in 30 minutes, I open a lockbox that has 2000 credits in it.

 

That turned out pretty well. I think tomorrow, while I'm at work - I'll leave my laptop open and cycle out all 5 of my companions every 30 minutes. I imagine that by the end of the week, I'll have 2 million credits.

 

Hrmm... with that sort of money, I could then go to the Galactic Market and buy all the rare materials for one of the professions and list them far higher than they are. I might even be able to make more money that way or, I could just simply run my rotation of 5 companions, chugging in a 20 to 100% profit on every mission because some developer thought it was a smart idea to let a player farm credits for the effort of a SINGLE mouse click.

 

Once again:

 

Slicing should only award credits when you harvest the node out in the open world. Slicing missions should award schematics or materials that can used with any crafting skill. I wouldn't have a problem with having a small percentage (~5 or 10%) of credits returned but the slicing missions should never return more credits than it cost to take the mission.

 

Should, should, should. It should be that way because everyone must think and be like you.

 

You didn't get the point, and you never will. Enjoy your fantasy life.

Edited by Volki
Link to comment
Share on other sites

All these slicers QQ about the nerf. Do they not realize they get 2 other crew skills as well? If slicing were just profit for credits everytime, what would stop a level 10 from standing in one spot and sending out his companion repeatedly to get credits? He could just stand there, amass millions of credits, and then buy his way to easy mode. This is why it was nerfed, you had level 20s with 4 million credits (no exageration) and there was imminent death to the economy, before an economy was even established.

 

 

If it wasn't toned down to where it is, everyone would be slicing their way to riches.

Link to comment
Share on other sites

*shrug*

 

Any crew mission for any skill that returns more credits (either raw credits or credits when items are vendor sold, NOT sold to other players) is broken. Plain and simple. It's just opening up a MASSIVE credit faucet.

 

Slicing crew missions should return augments, schematics, mission unlocks, etc. Possibly raw credits, but only if sum of credits and vendor price of any item is < cost of mission.

 

Any profit from crew missions should *have* to come from selling the results to other players, not directly from the mission OR by selling to vendors.

 

And yes, *every* other crewskill (that isn't completely broken) is doing the credit equivelent of tradeing in 2 Krayt dragon scales and getting 1 back. I spend 800 for a mission, get a bunch of items that I can vendor for 400 (probably MUCH less)

Link to comment
Share on other sites

I'm happy with the amount of money I make from slicing. Which is ~500 credits on average for a level 6 lockbox. Occasionally there are the 4k purple items that sell on the GTN. If not vendor them for 1k.

 

Until you get like 50ish in Slicing you will lose money. Not much but you will get like 50-70 credits for a 95 credit mission. Thats fine. You have to pay to train the skill early on then it pays off later. That is a good design imo.

 

Crafting is what is useless. Constantly broke from paying your companions to get stuff and you can't sell stuff for enough credits to make up for it. Still have to buy everything you can't make so that destroys what little money you'll have left.

Link to comment
Share on other sites

×
×
  • Create New...