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We don't want it, we're vocal about not wanting it. What logic is there in cxp?

STAR WARS: The Old Republic > English > General Discussion
We don't want it, we're vocal about not wanting it. What logic is there in cxp?

Quraswren's Avatar


Quraswren
02.05.2017 , 05:04 PM | #51
Quote: Originally Posted by Xancath View Post
If you're losing money because of the galactic command system, what possible reason is there in keeping it around? You're bleeding players because of this system.
Because they don't want to look so bad.

They can't return the better gearing option for players because that would mean bw indeed sucks at design and development in a direction games want to play. Their logic?. bw cooked up this travesty of an end game gearing system in the hopes that it would get more people to sub to take a chance at gearing. Somehow, bw thought the online casino-like style would be "exciting" but once again, they were wrong. Just like when they thought story alone could carry the game.

So where does that leave us? You either quit or deal with this joke of a system. Even with their tweaks and the ones to come will never get rid of this garbage end game gearing. They simply will not acknowledge how bad it is nor how bad it has been for swtor because they do not want to seem incompetent. Not only to themselves but to the higher ups.
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TUXs's Avatar


TUXs
02.05.2017 , 05:11 PM | #52
You're absolutely right OP...it's illogical.
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Vaerah's Avatar


Vaerah
02.05.2017 , 05:27 PM | #53
I can't believe there still are some fanbois left.

No, CXP sucks and WE all know that. Deny it till you grow purple tentacles, won't make it any different.
No, there are no "chinese grinders" but there are Korean grinders and those grinders are called "Korean" because those players who like to farm for their whole life are well... Korean and pretty much peak there and the regions nearby.
Chinese playerbases are smaller because it's a whole different world, even payments work differently. In example, there are companies selling game time like some cell phone companies do.

There's also a reason why Korean grinders stay Korean and that is because Western players prefer achievement / objectives driven gameplay.

The RNG element CAN be made "fluent" with objectives driven gameplay, actually it's close to 20 years I play online western games (and a couple Asian) with no CXP pain grips.
Any proper raid boss holds a RNG loot table, but such loot table usually holds PROPER, ACTIONABLE drops.
They have one gear drop per class plus a couple "offspec" and "exotic" drops (in example, the mythical +str / +agi rings in Molten Core) that are actually more sought after than regular drops.
I have winessed 3 raiding guilds split because of a mis-assigned +str / +agi ring.
And when you don't get your drop, a guild mate gets it for his class, so the waste is close to zero. Once many got their stuff, they can invite their alts.
Last but not least, usually a boss only holds pieces for 1/2 different slots, so you know which boss to farm.

THIS IS THE PROPER WAY TO DO LOOT.

Compare with SWTOR "RNG" loot:

- it's individual. So if it's useless, nobody else gets it, you don't even have the feeling somebody got something useful.
- it's from an huge loot table. You can be lucky and get 3 pieces in a row, then turn unlucky and get garbage for 3 years.
- every crate may hold any slot, so you (like I did) can get 5 x headpieces and ZERO anything else.

Basically the "new" SWTOR loot system is embarassing.
All it does is to instill frustration, it shows no feeling of progress because you never know if you'll get your next stuff today or in a year.
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Methylium's Avatar


Methylium
02.05.2017 , 05:57 PM | #54
Quote: Originally Posted by Vaerah View Post
No, CXP sucks and WE all know that. Deny it till you grow purple tentacles, won't make it any different.[...]

THIS IS THE PROPER WAY TO DO LOOT.[...]
I am very happy that you are not in the position to decide what the right or the wrong way of gearing is. And just as a side note: you can chose now. BW gave you a finger, stop pulling off the arm.

Vaerah's Avatar


Vaerah
02.05.2017 , 06:40 PM | #55
Quote: Originally Posted by Methylium View Post
I am very happy that you are not in the position to decide what the right or the wrong way of gearing is. And just as a side note: you can chose now. BW gave you a finger, stop pulling off the arm.
Well, I am lead analyst of a large software project which - unlike this - is going extremely well.

I agree with you, I am happy to not be involved with these decisions too. My curriculum would be tarnished here.
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VirtualMorrigan's Avatar


VirtualMorrigan
02.05.2017 , 06:59 PM | #56
Quote: Originally Posted by Methylium View Post
I am very happy that you are not in the position to decide what the right or the wrong way of gearing is. And just as a side note: you can chose now. BW gave you a finger, stop pulling off the arm.

Indeed they gave us the finger. The middle finger, that is. I see no reason to praise them for that.

gsummers's Avatar


gsummers
02.05.2017 , 08:13 PM | #57
We may not like it, but like it or not this gearing system will, averaging over the entire playerbase, actually get people to play more than they otherwise would have. It is basically psychology. Look up classical conditioning, it kind of evolved from that. We may not like it, but the possibility of getting a great reward will keep us grinding more boxes.
Our brains enjoy the excitement of opening that box and getting something we really hoped for as a random drop, despite potentially opening many many boxes before we get it, much more than they enjoy seeing the "price" of a desired object (e.g., 300 radiant crystals, or defeating that certain ops boss), and then grinding out the activities to be able to afford the "price". That approach is perceived by our brains as more as a chore and is associated with much less reward or pleasure.

So we may hate this gearing system with all the passion in our souls. But our brains love it. Though there are exceptions, on average, gamers will play more hours with this gear system than they will under the previous gear system. The trick will be for Bioware to find just the right rate of cxp gain to raise the number of gamers pleased with the system on average to the point where the game maximizes profit.
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VirtualMorrigan's Avatar


VirtualMorrigan
02.05.2017 , 08:39 PM | #58
Quote: Originally Posted by gsummers View Post
We may not like it, but like it or not this gearing system will, averaging over the entire playerbase, actually get people to play more than they otherwise would have. It is basically psychology. Look up classical conditioning, it kind of evolved from that. We may not like it, but the possibility of getting a great reward will keep us grinding more boxes.
Our brains enjoy the excitement of opening that box and getting something we really hoped for as a random drop, despite potentially opening many many boxes before we get it, much more than they enjoy seeing the "price" of a desired object (e.g., 300 radiant crystals, or defeating that certain ops boss), and then grinding out the activities to be able to afford the "price". That approach is perceived by our brains as more as a chore and is associated with much less reward or pleasure.

So we may hate this gearing system with all the passion in our souls. But our brains love it. Though there are exceptions, on average, gamers will play more hours with this gear system than they will under the previous gear system. The trick will be for Bioware to find just the right rate of cxp gain to raise the number of gamers pleased with the system on average to the point where the game maximizes profit.
Actually, no. I just hate it with a passion. I have stopped doing heroics because of it, because the reward is ridiculous, and am no longer motivated to do FPs or similar.

ThomasTomaz's Avatar


ThomasTomaz
02.05.2017 , 08:52 PM | #59
Quote: Originally Posted by gsummers View Post
We may not like it, but like it or not this gearing system will, averaging over the entire playerbase, actually get people to play more than they otherwise would have. It is basically psychology. Look up classical conditioning, it kind of evolved from that. We may not like it, but the possibility of getting a great reward will keep us grinding more boxes.
Our brains enjoy the excitement of opening that box and getting something we really hoped for as a random drop, despite potentially opening many many boxes before we get it, much more than they enjoy seeing the "price" of a desired object (e.g., 300 radiant crystals, or defeating that certain ops boss), and then grinding out the activities to be able to afford the "price". That approach is perceived by our brains as more as a chore and is associated with much less reward or pleasure.

So we may hate this gearing system with all the passion in our souls. But our brains love it. Though there are exceptions, on average, gamers will play more hours with this gear system than they will under the previous gear system. The trick will be for Bioware to find just the right rate of cxp gain to raise the number of gamers pleased with the system on average to the point where the game maximizes profit.
Put another way.......in high school before I got a job, I used to love opening a pack of Magic: The Gathering cards. You didn't know what you were going to get, and the chances of getting the card you really wanted was very low, and you had to trade with friends usually to get multiples of what you need.

Fast-foward a couple years, where I have a full-time job, still play MTG as a hobby with some friends, and I now have the money not to have to buy booster pack after booster pack hoping to get the best cards. I can now spend money to buy what I need to complete my deck without having to rely on that and trading. It is fun to trade and open up those booster packs? Absolutely, but it's not the be-all/end all for me, and I have options.

Another way is I used to try and get autographs at baseball games as a kid. I got my share of autographs, and now I'm at the point where if I want one, I can go out and buy the player(s) that I want. I got plenty of excitement as a kid, but now, I don't need to do it.

As we get older, some of us don't have the need to keep "playing the odds" if you will. We will put in the work to get what we want/need, but it doesn't need to be a ridiculous grind, which is what I am getting from all of the posts that do not like the new system.

Vaerah's Avatar


Vaerah
02.06.2017 , 06:42 PM | #60
Quote: Originally Posted by ThomasTomaz View Post
Put another way.......in high school before I got a job, I used to love opening a pack of Magic: The Gathering cards. You didn't know what you were going to get, and the chances of getting the card you really wanted was very low, and you had to trade with friends usually to get multiples of what you need.
... and this is how loot works in other MMOs. Someone in the group is probably going to need what you found to be useless for you. Next try (an OP, a FP...) the OP leader could give you what you need.

In current loot system, you can try how much you can, you are not going to increase your odds, nor be able to "trade with friends".
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