Sinhammer Posted December 6, 2019 Share Posted December 6, 2019 Said before and I'll say it again--if they want proper credit sinks they need more fluff like the Dantooine glowstick buff. I dropped 150m just to walk around looking like a lightbulb. Majority of the time I forget I have the ability, but still. What I won't do: drop 100s of millions or billions so I can get 1% better slicing, or mount 1% faster, etc. I just could care less about those things, and I don't craft, so every single crafting amp is useless for me. I know there's some super duper magic special attack amps out there but I'm not spending ridiculous amounts of time and billions of credits chasing them down. Link to comment Share on other sites More sharing options...
Khaleijo Posted December 6, 2019 Share Posted December 6, 2019 Said before and I'll say it again--if they want proper credit sinks they need more fluff like the Dantooine glowstick buff. I dropped 150m just to walk around looking like a lightbulb. Majority of the time I forget I have the ability, but still. What I won't do: drop 100s of millions or billions so I can get 1% better slicing, or mount 1% faster, etc. I just could care less about those things, and I don't craft, so every single crafting amp is useless for me. I know there's some super duper magic special attack amps out there but I'm not spending ridiculous amounts of time and billions of credits chasing them down. Different credit sink for different people, I would never care about that kind of pricey fluff item, so my credits wouldn't sink there. The amplifiers are targeting the crowd of players that think it a must to quench that 0.x % out to better their characters performance. Since the content is balanced without taking amplifiers into consideration, one can just ignore them or take time to get what one wants there with the advice given in this thread about keeping the costs minimal. I'm still not sure how much they actually do in the end, sure the percentages look nice once you got them to gold, but do those actually directly translate into tangible effects or is it more like x.x% of some base value before any other bonus from class, spec legacy or what ever is added? Link to comment Share on other sites More sharing options...
Sinhammer Posted December 6, 2019 Share Posted December 6, 2019 (edited) I'm still not sure how much they actually do in the end, sure the percentages look nice once you got them to gold, but do those actually directly translate into tangible effects or is it more like x.x% of some base value before any other bonus from class, spec legacy or what ever is added? Kind of in the same boat where I'm not sure they do anything in the end. Last gearing process I knew the math and knew the exact augments I needed to get to my min/max numbers, so was willing to drop 150m or whatever per alt for a set of augs. This time around I'm told--1213 for alac, 1591 acc, rest in crit and well--I'm getting that BEFORE any augs. Why should I waste tons of credits on the amps if it's just going to be a .00000001% increase to my damage or something? I'd love to hear some real numbers crunched on that but unfortunately it's probably never going to happen considering all of the combinations of gear there can be now. **EDIT** Yes, I know augments aren't the same as amplifiers, before someone points out the obvious. I'm simply comparing the prices. One was noticeably beneficial so worth spending the money on, one so far isn't. Edited December 6, 2019 by Sinhammer Link to comment Share on other sites More sharing options...
KendraP Posted December 6, 2019 Share Posted December 6, 2019 Huh, I said within a week of them announcing amplifiers that: 1. They are conceptually stupid. Either they make a statistically significant impact on dps/hps or they don't. There isnt a maybe. Min/maxing is by definition an exercise in significance. 2. They were added as a credit sink, rather than the stated (stupid) reason of min/maxing. 3. The only people standing to benefit were credit spammers. I was told I should wait and see. Well, now we've waited and seen, and there is a thread on this same page bemoaning credit spammers. Color me surprised (not). To outline it in such a way that even BW should be able to understand: I assume people who spend money on this game have some form of disposable income, otherwise why would they be subscribing to a game? I further assume that having a disposable income has a negative impact on game time owing to IRL concerns like a job. After all, a job is a more common means of having a disposable income. Extrapolate that people have things they enjoy doing in game, and grinding credits is probably not the most popular for many or most people. So now we have a situation where people have money to spend IRL, but not necessarily in game. What is the obvious conclusion? Spending IRL money to get in game money. I hazard a guess that, were there an immediate way to legitimately get credits via tha CM, most people would do so, instant gratification from a legitimate source after all. Because there is no way to get instant gratification from a legitimate source, the now suddenly credit starved player with limited playtime now turns to an illegitimate one. I do not see how this was such a difficult to anticipate outcome. TLDR: I told you so Link to comment Share on other sites More sharing options...
Storm-Cutter Posted December 6, 2019 Share Posted December 6, 2019 Not only that but why are we getting only two sets per recalibration if it's so expensive? This needs to be changed. Its our own fault for exploiting the system and farming 100s of millions of credits, inflating prices and abusing the game.... OR It's the devs fault for not doing quality checks on exploits and shutting them down quickly, and not keeping a lid on inflation. If we aren't a dev and didn't exploit, we're paying the price of those that are/did. I don't like that a reject doesn't put that option to the bottom of the next roll. - But programming is hard, and/or reducing the credit step each roll is hard. If you've kitted out your main, you could always spend excess Tech Frags on new mods in the hope you get something better or are rerolling at the lower end of the cost. And always save any good rolls that you can use on an alt. - No point in wasting it. Link to comment Share on other sites More sharing options...
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