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A Summary of Increased Repair Cost Problems (for BW/EA)

STAR WARS: The Old Republic > English > General Discussion
A Summary of Increased Repair Cost Problems (for BW/EA)
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Solar_Breeze's Avatar


Solar_Breeze
02.14.2013 , 05:35 PM | #341
The problem is that because War hero gear was suddenly so easily obtainable that players have made lots of money from r/e of the mods and enhancements.
This leads to them having a load more money than before - In order to fix this BW/EA has thought "lets up a common cost to try and resolve this"...However not understanding that most people who play PVP (where this monetary increase has originated from) don't actually pay repair costs so you are only hitting PVE'rs who have got to now do things they dislike in game to recoup said repair cost.

Additionally due to the fact that prices in the cartel market are so high and box items are either so rare or no one is actually buying the boxes any more players are basically resorting to extorting people on the GTN. Effectively it comes down to buying credits. e.g 1800 coins for a speeder that sells for 2m $10 for 1m.

One of the other problems is that in other games (e.g. WoW) guilds have a taxation system that adds money to the guild bank - so players can afford repairs on the guild without being out of pocket via donations.

I would suggest to those making the decisions give the solution BEFORE you create the problem - add a taxation system (which would encourage players into guilds) and increase the monetary drop from PVE kills / reduce the amount that PVPers can make per day.

Whilst your doing that give us an improved crafting system so that every crafter can have a valid reason for picking that craft on their main based on choice (where as now only Biochem does).

I read something about it being a fix for Enhancement repair. my gear has 7 enhancements yet my costs have more than doubled. This can't just be enhancement repair.

tdgesq's Avatar


tdgesq
02.14.2013 , 05:36 PM | #342
If increasing repair costs was perceived by the community as a way of improving the gaming experience, where are all the pre-patch threads advocating this?

iamthehoyden's Avatar


iamthehoyden
02.14.2013 , 05:38 PM | #343
Quote: Originally Posted by Angry_Ferth View Post
I'm a bit confused by the conclusion that people upset about the repair cost increase just want things handed to them.

Not one person has insisted that something be handed to them for nothing. Everyone still wants to experience the content, they want to earn their gear through learning the mechanics of the fights, winning those fights and getting the appropriate drops therein. What they don't want is 3+ hours of mindless grinding to be able to afford to do that.

The penalty for failure is the time you spent trying, and the fact that when you fail you have to start over. No one can magically progress from dying enough. There's no point in an op where the game decides you tried hard enough so the raid boss switches to easy mode.

We don't need exorbitant repair bills on top of that. Back in 1.2 they lowered repair costs for end game gear because it made end game progression prohibitive. That is still the case. It doesn't matter if you personally have millions of credits and don't care if you have to spend more on repairs.

It doesn't matter if you are in a guild that is run like a business that has millions of credits to pay for everyone's repair bills.

Just because the mechanic is not prohibitive for you specifically doesn't mean it's not prohibitive in general.

The one thing I will agree on is that we can no longer make any progress from debate on this subject. We need official word from Bioware as to whether or not this "fix" is working as intended, and if it is, what was their reasoning in implementing it, at which point we can start making a case for or against the change.

My guess is that since we have had no word at all it is probably not working as intended and they probably have no clue where the mistake is, and until they can find it don't want to say anything.

Granted my viewpoint is on the optimistic side, but really I can't fathom that this change was intentional given how divisive it has been.
Completely agree.
aren't you a little short for a stormtrooper?
---------------
Fan Fiction: My Name is Solomon Crae The Man in the Box

iamthehoyden's Avatar


iamthehoyden
02.14.2013 , 05:51 PM | #344
Quote: Originally Posted by BJWyler View Post
But the problem is that a broken gold sink is not positive for the game. A game with a broken economy hurts all players and eventually the game goes away. The bad logic is assuming a broken gold sink is good for the game. It is not.
Ah, there we go, this is actually a decent argument.

Repair costs are a traditional gold sink in games, as are auction house/gtn fees. In both cases, the mechanic works...and this is important...as long as the amount taken through repairs and fees isn't exorbiant. If the price gets too high people will engage in fewer activities that lead to repair bills and will sell fewer items.

Where the "too high" bar is will vary from person to person. When meeting this cost becomes burdensome to a significant number of players, then you have a negative impact on the game. From my observations of the forums and chat in-game, this change is creating just that scenario.

Now, the good news is that repair costs are only one potential gold sink in a game economy. Putting very highly priced mounts or pets in the game is an effective way to get large amounts of credit out of the system.

In short, the positive effects of using repair costs as a gold sink are replicatable through other methods and the negative effects appear to be significant. Which is why I would like to see them cut repair costs across the board (for both moddable and unmoddable items) to what moddable items used to be.
aren't you a little short for a stormtrooper?
---------------
Fan Fiction: My Name is Solomon Crae The Man in the Box

Angry_Ferth's Avatar


Angry_Ferth
02.14.2013 , 06:28 PM | #345
Quote: Originally Posted by iamthehoyden View Post
Ah, there we go, this is actually a decent argument.

Repair costs are a traditional gold sink in games, as are auction house/gtn fees. In both cases, the mechanic works...and this is important...as long as the amount taken through repairs and fees isn't exorbiant. If the price gets too high people will engage in fewer activities that lead to repair bills and will sell fewer items.

Where the "too high" bar is will vary from person to person. When meeting this cost becomes burdensome to a significant number of players, then you have a negative impact on the game. From my observations of the forums and chat in-game, this change is creating just that scenario.

Now, the good news is that repair costs are only one potential gold sink in a game economy. Putting very highly priced mounts or pets in the game is an effective way to get large amounts of credit out of the system.

In short, the positive effects of using repair costs as a gold sink are replicatable through other methods and the negative effects appear to be significant. Which is why I would like to see them cut repair costs across the board (for both moddable and unmoddable items) to what moddable items used to be.
If this was an intentional change, and if the ultimate goal was to remove money from the game, they probably would be less willing to create vendor novelty items at this point because it would directly compete with the cartel market.

In order for repair costs to work as a money sink they need to be innocuous enough that community doesn't mind that they are there, yet high enough to actually compete with all the sources of income this game has.

Frankly, daily quests are the biggest contributing factor to inflation and credit bloat in the game, they could easily have left repair costs alone and decreased the the value/frequency of vendor trash from daily zones and reduced the daily rewards themselves.

Or they could do a little of both. Honestly, I believe this fix is not working as intended. As has been pointed out before, if you read the actual patch information regarding this change it only states that Enhancements weren't being factored into repair costs.

At most this should be a 50% increase to repairs (33% if the shell item also incurs it's own repair costs.) so people should probably being seeing a repair cost increase from ~3000 to ~5000 for the gear damage inflicted from a death at 50 in decent progression gear. That, to me, is not unreasonable.

If they are indeed looking to reduce the amount of money in the game then they should look to stem the inflow rather than try to increase the outflow.

ivanhedgehog's Avatar


ivanhedgehog
02.14.2013 , 06:29 PM | #346
Quote: Originally Posted by Larity View Post
As the leader of my guild

I say, run dailies, open a guild bank, deposit credits, help guild out.

But then again, I trust my guild

and a few thousand more credits isn't hurting my wallet.


Does no one realize this was a bug that has now been fixed?
what it looks like(the devs cant be bothered to confirm this) is that in fixing the bug they reverted repair costs across the board to pre 1.2.

ivanhedgehog's Avatar


ivanhedgehog
02.14.2013 , 06:32 PM | #347
Quote: Originally Posted by Larity View Post
then run dailies?
take an hour of of your time to do something instead of sit around on the fleet or on the forums complaining about something so small?

seriously, credits are NOT a problem in this game when you can make 400k EASILY in a day

HECK sell the crap loot from running those and you can have 600k

you people need to stop whining and play the game.

*EDIT*
and before people use the excuse, "I WORK" and "I GO TO SCHOOL"

So do I, now stop being lazy.
unless that person has no 50's and repair costs are eating them alive leveling....will you do dailies for them? stop being selfish and think about others

iamthehoyden's Avatar


iamthehoyden
02.14.2013 , 06:33 PM | #348
Quote: Originally Posted by Angry_Ferth View Post
Honestly, I believe this fix is not working as intended.
I think there's a very good chance you're right. I wouldn't be at all surprised if what they were really trying to fix were cases where people would rip mods out of shells, sell the shell for full price, and then sell the mods (or re them). Maintenance is coming through tonight, have to see if they fix this.
aren't you a little short for a stormtrooper?
---------------
Fan Fiction: My Name is Solomon Crae The Man in the Box

ivanhedgehog's Avatar


ivanhedgehog
02.14.2013 , 06:34 PM | #349
Quote: Originally Posted by Vandicus View Post
As I understand it, the only change was that repair costs for oranges now properly reflect the enhancements, mods, armorings etc. in them. In other words, this affects new players not at all. Moreover, these aren't the days where people arrived at 50 broke and without speeder training 3 and their non-rotation skills untrained. Skill training is way cheaper than it used to be.

I get that this might discourage people from raiding, but it doesn't seem fair that social gear users should have to pay less than people wearing out of box end game gear. Also, the cost for anything black hole/campaign and lower will still be extremely trivial.
people in full dg/bh with no oranges seeing a 3x increase

CosmicKat's Avatar


CosmicKat
02.14.2013 , 06:38 PM | #350
Reason #1...

This is the easiest MMO ever made, with the most inconsequential penalties for dying since Duke Nukem. Putting in a penalty of any significance may lead some to believe that it is actually an MMO.