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some small suggestions


PSYCHOBLITZ

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so I recently came back to the game but I've noticed some things that could be looked at lets start with influence i think its ok but only for the the new content to get allies or make alliance leadership more trusting I don't think ur companions really need it so as a benefit for the solo players or crafters id just remove it on combat companions next is the star fortresses the bosses are basically the same minus one ability but for snipers its almost impossible due to all the knock-ups and stuns I recommend either giving solo players a combat droid to tank like other flash points or making the nock ups less prominent or on longer cool downs and lastly is the family tree and credits and GTN the GTN is mostly controlled by the biggest guilds in the game and the prices are way to high for some items as for the tree if its in the game id capitalize on it and have credits be shared by all toons in the tree as a crafter id also like to only dedicate one toon to crafting it would be simpler than having multiple toons doing various crafting jobs and now for the credits i don't think they should be locked based on sub status tho i do think that for a single player 50mil should be the over all cap any excess should go to the escrow mostly as a second way to stabilize the GTN and put a check on some of the bigger guilds who are currently marking up prices to over the top amounts by capping everyone at 50mil even un subbed players could get access to items for when they sub or if they do ops or flashpoints id also drop some prices in they game but only to reasonable amounts based on the over all credit cap 50mil is just a random number it could be less

thank you to any one who reads this or reply's with info or answers

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Paragraphs inserted for readability. Please consider separating your ideas into separate paragraphs next time. (It makes the text easier to read.)

so I recently came back to the game but I've noticed some things that could be looked at lets start with influence i think its ok but only for the the new content to get allies or make alliance leadership more trusting I don't think ur companions really need it so as a benefit for the solo players or crafters id just remove it on combat companions

How is it a benefit for solo players to make their companions weaker?

next is the star fortresses the bosses are basically the same minus one ability but for snipers its almost impossible due to all the knock-ups and stuns I recommend either giving solo players a combat droid to tank like other flash points or making the nock ups less prominent or on longer cool downs

I've had this sort of discussion with people, although about other classes. (Someone claimed that Sage cannot do it. I published a picture of my Sage with the dead Exarch at her feet.) Ultimately it's a question of having the right gear, a companion with a high enough Influence (er, you *did* bother to increase the Influence of your companion, right? and the Alliance Specialists - to at least 10?), and a good mastery of your class's abilities and sequences.

and lastly is the family tree and credits and GTN the GTN is mostly controlled by the biggest guilds in the game and the prices are way to high for some items as for the tree if its in the game id capitalize on it and have credits be shared by all toons in the tree

I presume you mean that the credits would be shared as a single wallet rather than a per-character wallet, since we already have a legacy-wide credit storage facility. It's good and bad. It's good because it would allow you to not worry about who has the credits, and it's bad because it means that a fat-finger moment means you unintentionally spend *all* your credits on some oddment. With a per-character wallet, that takes a little more effort.

as a crafter id also like to only dedicate one toon to crafting it would be simpler than having multiple toons doing various crafting jobs

Would it be simpler? The way it is, you can gather materials to supply the crafting ability on the same character that crafts, while you're out in the field.

and now for the credits i don't think they should be locked based on sub status tho i do think that for a single player 50mil should be the over all cap any excess should go to the escrow mostly as a second way to stabilize the GTN and put a check on some of the bigger guilds who are currently marking up prices to over the top amounts by capping everyone at 50mil even un subbed players could get access to items for when they sub or if they do ops or flashpoints id also drop some prices in they game but only to reasonable amounts based on the over all credit cap 50mil is just a random number it could be less

thank you to any one who reads this or reply's with info or answers

You're going to have a hard time selling "impose a 50 million cap on subscribers" to *anyone*, and making it less than that would be even harder.

 

Side note: Artificial price controls of any sort have a long and ... chequered ... history. If the "natural" price is higher, nobody wants to sell, and if the natural price is lower, nobody wants to buy.

 

Curious conundrum: In 1989 I moved from Massachusetts to New Hampshire. Car insurance in MA is mandatory, while at the time, in NH it was not(1). The state imposed controls on the price of insurance in MA, but the unregulated prices in NH were significantly cheaper for the same coverage.

 

(1) I moved from NH back to England in 1990, and haven't been there since, so I cannot comment on today's laws there.

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ive redone this a few time s it never applies my statements says message is to short

1. it would make them stronger as they would have to be set to there best bonuses to keep them viable

 

2.yes i have but as a sniper our best benefit is the cover system witch is almost unusable in there do to the knock ups AoEs and knock backs also u basically fight the same person over and over so a rework to play off there specialties would add replay

 

3.haveing shared credits would help new or returning players on sub toons plus ur personal storage is still toon locked meaning drop a few creds in there and u wont have to worry to much

 

4/5.its to help new and returning players more than the subscribers they have more than enough benefits plus it puts a check on them and the huge and big guilds trades as they cant just inflate prices the way they do ive talked to the traders in many guilds they admit to inflating prices we need some checks and balances on the GTN to stop this from happening for an easy test go but 100 flux for ur craft then go to the market and do the same the price doubles or triples compared to the crew skill trade in most cases so image what's happening with other items

 

6. car insurance is mandatory in the USA now if u don't have it its a big ticket and suspended license most insurance companies compete with each other so the market is stable but in the GTN they don't compete they set prices the same in most cases because most traders work together to get items in game this is also a statement from multiple traders they like the inflated market as it keeps there guilds high up in the boards and allows them to control the market for there benefit not the other players

 

closing ive re done this 5 times using the quote function so i just made it simpler out of annoyance and frustration sorry if its not easy to understand or read i did what i could

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ive redone this a few time s it never applies my statements says message is to short

1. it would make them stronger as they would have to be set to there best bonuses to keep them viable

OK, but how much stronger? Full "Influence 50" stronger right from the moment you acquire them? People already complain that they are too powerful, and at least now we have the option of not upgrading their power.

2.yes i have but as a sniper our best benefit is the cover system witch is almost unusable in there do to the knock ups AoEs and knock backs also u basically fight the same person over and over so a rework to play off there specialties would add replay

A very important tip. When you place the turret that Aygo Bey'wan's people provide, move yourself somewhere else in the arena.

3.haveing shared credits would help new or returning players on sub toons plus ur personal storage is still toon locked meaning drop a few creds in there and u wont have to worry to much

The per-characer storage doesn't store credtis. The legacy storage stores credits.

 

And please explain why it would help new or returning players, especially combined with the credit cap.

4/5.its to help new and returning players more than the subscribers they have more than enough benefits plus it puts a check on them and the huge and big guilds trades as they cant just inflate prices the way they do ive talked to the traders in many guilds they admit to inflating prices we need some checks and balances on the GTN to stop this from happening for an easy test go but 100 flux for ur craft then go to the market and do the same the price doubles or triples compared to the crew skill trade in most cases so image what's happening with other items

 

6. car insurance is mandatory in the USA now

Everywhere? OK, that doesn't surprise me, but it was a breath of fresh air to be *allowed* to not have it. Nothing on this or any other planet could persuade me to not have insurance for my car, but being able to choose was nice.

if u don't have it its a big ticket and suspended license most insurance companies compete with each other so the market is stable but in the GTN they don't compete they set prices the same in most cases because most traders work together to get items in game this is also a statement from multiple traders they like the inflated market as it keeps there guilds high up in the boards and allows them to control the market for there benefit not the other players

You completely missed my point.

 

The thing on the car insurance was just an amused commentary on the difference between two adjacent states ***thirty*** years ago, where one had mandatory insurance with prices dictated by the state, and the other had optional insurance and no controls. In the mandatory-insurance state, insurance was more expensive...

 

As for the GTN, well, whoever those people are, they cannot prevent others from listing items at lower prices. The best they can do if they wish to "control" the price is buy everything that's listed for cheaper and relist it at the "official" price. If you want to annoy them, list the same items at 95% of their prices. If they buy your items, it costs them money to list them at their "official" price (the sales fee means they only get 92% of the listed price), but if they don't do that, they yield some amount of control over the price to you.

 

And the people relisting white materials at inflated prices are just opportunists looking for people who don't know and/or are pressed for time and don't have the tier 3 Field Repair Droid. (It's a white materials vendor...)

 

But ultimately if you put a global limit on how many credits a player may carry, those big ticket items will just sit glued hard to that limit, or they will disappear from the GTN, and we'll have to rename places because of all the blither in /general proposing to sell those things:

* Pub Fleet ==> Spam Station

* Imp Fleet ==> Vaiken Spamdock

* Coruscant ==> Coruspam

* Dromund Kaas ==> Dromund Spaam

* Odessen ==> Odesspam (perhaps)

 

There would also be a substitute currency of some sort, sort of like the various things that people used in GW1 to work around a similarly restrictive limit.

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i agree with some statements

1. i would actually set there crafting bonus to the max 50 influence but there healing and tanking based on the world lvl but always 5 above to make healing useful also with all crafting at 50 influence it could lead to more mats in the GTN or even more items that would be made and added to the market witch helps new players

2.i never found a turret ill look around if i try again

3. the hard cap would actually end the credit money scam as it wouldn't be enticing and yes ur legacy has that function but if they heard cap the overall as i said a few times it allows new and preferred players to gear for raids were as right now new and preferred players are just out of luck on a lot of content im looking at what helps them play this content and ignoring weather the subscribers like this or not as stated they get more than enough benefits it also simplifies things as non subs preferred and subs can have different amounts that many new players have trouble understanding even with research ive had to explain it to many new players recently so just doing a cap at the top simplifies things plus 50mil was just a spit balled number it could be 200mil for all i care or the caps could be fully removed if they find that more appealing i wish for a top down cap simply to put pressure on the guild traders mostly a stable GTN is more where im focusing

4. even then it would make price gouging harder as traders that do legitimate business would make more and the gougers would be looking for suckers but it also means that like credit scrapers u can report them and ignore there messages like i said checks and balances are necessary to keep the GTN working and someplace that players can go to find what they need now a rare item is still worth more than a common

5.i get what u meant with the insurance thing i simply pointed out that competition ended with competitive prices witch lead to competitions between them they lowered prices or raised prices on some things but they always compete for the consumers

closing i take it my crafting argument was logical enough that it made sense or was to un intelligible if so plz let me know im a crafter in any game that allows it so i tend to like building things for myself and other players so if it needs to be refined i wish to know thank you fer your time

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i agree with some statements

1. i would actually set there crafting bonus to the max 50 influence but there healing and tanking based on the world lvl but always 5 above to make healing useful also with all crafting at 50 influence it could lead to more mats in the GTN or even more items that would be made and added to the market witch helps new players

Their healing and tanking are *already* based on the local world level cap (or the player's level if that's lower), but *also* on their influence rank. What Influence rank equivalent would you pick?

2.i never found a turret ill look around if i try again

You have to run heroic missions at level 61+ and give the locked military supply crates to Aygo until *his* Influence rank is at least 10. Once you've done that for him and the other specialists, when you run the Destroy the Star Fortress mission, you'll be able to find (in side rooms on the early levels of the fortress, guarded by fairly tough Zakuul Knight Paladins) bonus objects that you click. (Standard blue clickies...)

 

There are four, and each gives you access to a special bonus. Aygo's is a placeable turret that fights on your side. It shoots whatever enemy is in range, and it generates lots of threat/aggro, just like a tank-role player / companion. Put your companion on Heals, place the turret, and then go somewhere else in the arena while the Exarch stands around beating on the turret.

3. the hard cap would actually end the credit money scam as it wouldn't be enticing and yes ur legacy has that function but if they heard cap the overall as i said a few times it allows new and preferred players to gear for raids were as right now new and preferred players are just out of luck on a lot of content

No, they aren't. All end-game gear is currently available in-game by *playing* rather than by buying. (Most of it is Bind-to-Legacy, and cannot be sold on the GTN anyway.)

im looking at what helps them play this content and ignoring weather the subscribers like this or not as stated they get more than enough benefits

The subscribers pay the bills. Doing something that could (and probably would) be read as punishing all the subscribers for the sins of a few isn't going to be a good move.

it also simplifies things as non subs preferred and subs can have different amounts that many new players have trouble understanding even with research ive had to explain it to many new players recently so just doing a cap at the top simplifies things plus 50mil was just a spit balled number it could be 200mil for all i care or the caps could be fully removed if they find that more appealing i wish for a top down cap simply to put pressure on the guild traders mostly a stable GTN is more where im focusing

Then you should be concentrating on *how* the prices get that high, which is nothing to do with guild traders and everything to do with the availability of ridiculous amounts of credits from in-game sources (mission rewards etc.) and not enough ways to spend them.

4. even then it would make price gouging harder as traders that do legitimate business would make more and the gougers would be looking for suckers but it also means that like credit scrapers u can report them and ignore there messages like i said checks and balances are necessary to keep the GTN working and someplace that players can go to find what they need now a rare item is still worth more than a common

If there's a hard cap, people will do the same thing that Guild Wars 1 players did. There were a number of items that were at one time or another able to be acquired in silly-large quantities by what we'd call "exploits". Players who took advantage of this were banned, but the items that had begun to circulate in the economy were left alone, as players were using them as substitute currency. That is, instead of (speaking in SWTOR terms) trading the high-price items for 500 million credits (above the hard cap), people would establish a relatively fixed price of a million or so credits for, say, a Mark 1 Dooblyflop, and then trade 500 Mark 1 Dooblyflops for the big ticket item.

closing i take it my crafting argument was logical enough that it made sense or was to un intelligible if so plz let me know im a crafter in any game that allows it so i tend to like building things for myself and other players so if it needs to be refined i wish to know thank you fer your time

Advice for the writing: (It's *advice*, although it's phrased as "do this" and "do that". Saying it that way avoids me having to say "I advise you to" in front of each sentence. Follow it or not as you prefer, but following it will make your writing easier to read.)

* Grammar and spelling are only *conventions*, not rules, and certainly not *laws*(1), but they are *useful* conventions that help people understand what we say and write. Put your text through a spelling-and-grammar checker before posting it.

* If possible, *also* get a friend to read what you write before posting it. Don't tell your friend beforehand what you want to say, though. Just show the words and clarify anything that your friend asks you questions about.

* Use more punctuation. This goes hand-in-hand with grammar and spelling (and some parts of grammar insist on certain punctuation). Above all, use full stops / periods(2) to separate sentences. Again, it's more of those *conventions*, but again, it helps the reader.

 

(1) There are a few oddities related to the Acacdémie Française and software produced for the French government, but even that's a question of rules rather than laws.

 

(2) Different names for the same thing, depending on which side of the Atlantic you're on.

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so im going to openly admit i can barely read or write i using speech to txt in many places I'm not at moment and i fix the words with the lines its why my grammar is so bad and there's is a lack of symbols thas my bad.

 

1. i would say set influence to mid or max of world Level that way they can be good healers or tanks with the crafting bonuses at max

 

2.my point about end game gears is more that they cant buy it anyway they don't get enough creds unless they are preferred and i know it may seem like a slight to the subs but look at it another way this is any easy just drop the cap period i never played guild wars 2 so i didn't know that but i still feel some regs on the GTN need to happen maybe as just certain items like mats have to be sold at levels comparable to value

 

3,the infinite credits can be fixed with a hard cap as they as they can make a true functioning in game economy if they know how many creds each person can have from a top down perspective i we all get 100mil for example then that means all the excess can go into the over all economy and if they cap the creds at say 25tril then ppl know how to price thing and it forces selling lets say they use the japan currency system if after a certain time each year not each month they deduct 50% of ur creds and put them into the in game economy then hording them becomes pointless and trading gear worthless as its price is based on mats used to make it (numbers are artificial to help me logic it out nothing more) in any game with an in game economy u have to set it based on the player base size

 

4. as for the bottom i only understood maybe 10% of that i tend to dumb things down as best i can but I'm not good at reading or writing it take around 20 on each subject in a reply plus a reread and even then I'm sure i miss the point sorry bout that

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2.my point about end game gears is more that they cant buy it anyway they don't get enough creds unless they are preferred and i know it may seem like a slight to the subs but look at it another way this is any easy just drop the cap period i never played guild wars 2 so i didn't know that but i still feel some regs on the GTN need to happen maybe as just certain items like mats have to be sold at levels comparable to value

The price of buying gear from the vendors in the Fleet is a mix of:

* Tech Frags (earned through gameplay)

* Credits (earned through gameplay).

 

You need *exactly a million credits to buy a piece of set-bonus gear. The non-sub credit cap is ... *exactly* a million.

 

Conclusion: you can, indeed, buy end-game gear from the vendors on the Fleet as a non-subscriber. You have to do it one piece at a time, but you can do it.

3,the infinite credits can be fixed with a hard cap as they as they can make a true functioning in game economy if they know how many creds each person can have

There is in effect already a hard cap, but it's much higher than your proposals, at 100 billion.

 

And no, limiting the amount of money people have is not a viable way to make a functional economy, neither in-game nor in the real world.

from a top down perspective i we all get 100mil for example then that means all the excess can go into the over all economy

How does the excess go into the economy?

and if they cap the creds at say 25tril then ppl know how to price thing and it forces selling lets say they use the japan currency system if after a certain time each year not each month they deduct 50% of ur creds and put them into the in game economy then hording them becomes pointless and trading gear worthless as its price is based on mats used to make it (numbers are artificial to help me logic it out nothing more) in any game with an in game economy u have to set it based on the player base size

So you are proposing that once a year, the game should steal half (or some other fraction) of our credits? OK, you can call it a wealth tax, but it will be seen as stealing if it's introduced now.

 

And the price of crafted gear is already based mostly on the cost of materials.

 

Then again, if you don't like those prices for that gear, buy the gear from the Fleet vendors.

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1. ok yes 1mil but if they drop that cap or just cap every one at 100 billion then the nun subs can save up and get all the items they need rather than i have to save from start to finish never using creds so i can get this gear thas the problem

 

2.by making a true in game economy it actually would allow the market to fluctuate meaning just like a normal economy items become valuable or drop in value as the game continues and if they cap the overall creds in the entire game at 25 or 100 trill then u have to spend creds to keep the market viable

 

3. my understanding of the japan system was it was meant to keep ppl from hoarding and it caused prices to drop by how much i don't know but because they couldn't just store the cash for ever i was just put back in circulation by doin this in the game u cause prices to drop plus if u just take 25% each year its not actually stealing ur credits as they are just re added to the overall economy of the game so they go back into circulation meaning u can just make them back but it forces u to use them to keep things functioning do to there not being an infinite unlimited source to pull from there are a few MMO with a currency cap in the game but not on players this meant that they had to keep money circulating or there was no money for anyone but in a couple they didn't take money back so the hoarders would keep it all but by removing some every year to keep the system going u wont have that issue making hording utterly useless and making actually items cheaper but also making them valuable or worth getting so u can sell them there has to be checks and balances in any in game economy or real one its like when they nerf a class well it was to strong so only it got used but by weakening it just a lil it makes other classes viable

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