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Potential Slicing Nerf already?!

STAR WARS: The Old Republic > English > Crew Skills
Potential Slicing Nerf already?!

Racheakt's Avatar


Racheakt
12.21.2011 , 02:43 PM | #11
Quote: Originally Posted by Nocturnalis View Post
I think the idea endgame was to bank on selling the augments. If slicing is nerfed into the ground then the augment prices end game will skyrocket. BW is on a slippery slope with slicing.
Ya, but as with these things, only endgame augments will be worth anything. Those with slicing need something 1-399 skill, not just 400.

Another thought is to increase the credit yield and make it a "crafting" skill instead of a gathering skill.

AsinineTangent's Avatar


AsinineTangent
12.21.2011 , 03:50 PM | #12
I do wonder what he means. There are a couple ways they could go about this, as I see it.

1. Reduce the yield of all slicing missions. The most common return from a slicing mission is a white box which generally yields a small amount +/- the mission cost. By reducing it so far that running the missions are no longer profitable, you have to wonder what the point of taking slicing at all would be. Also, I don't think it would curb the complaints. As long as slicers are still making profits on missions while others actively pay for missions, they will complain. I think this would be the worst option.

2. Reduce the yield of green quality and up credit boxes. The only time you make large profits off a slicing mission are when you get particular exceptional results and your companion brings back a green or higher credit box. These can yield profits in the thousands. When your guildmate says "wow I just got 4k out of a credit box from a 1k mission" this is what happened. By reducing just these, you eliminate some of that exceptionally large profit but still keep it viable. A bit better than #1 I think but it shares the same drawback and people will probably still complain. And reducing it too much makes slicing again not worth taking.

3. Make Slicing a crafting skill. Or what I really mean is to radically rework how slicing works, entirely. Either by making it some weird crafting/gathering hybrid skill or by simply classifying it as a craft so you can't take other crafts at the same time, I don't know. Not too sure how this one would play out as far as reactions from the community though since it would largely depend on what exactly they choose to do.

4. Reduce the costs associated with other mission skills. Perhaps the best option, in my opinion. I think what really bothers people is the large gap between people who are using any mission skill that isn't slicing compared to slicing. As I said, individual missions usually don't yield very many credits in profit but at the same time you're usually not spending any money to level it. On the other hand, the other mission skills will absolutely devastate your wallet and do it a lot faster than you may realize. I think if you compared a slicer with someone who only did gathering skills you would see the gap in credits is much smaller (though the slicer would still be ahead). By reducing the cost of these other mission skills, you can shrink this gap and perhaps alleviate the problem.

A big problem with #4 is 3 months down the line when materials are way more valuable than slicing returns the mission costs may actually end up being too low.

cdman's Avatar


cdman
12.21.2011 , 03:51 PM | #13
Quote: Originally Posted by Racheakt View Post
Another thought is to increase the credit yield and make it a "crafting" skill instead of a gathering skill.
NO. All that will do is cause massive inflation. Inflation is bad, mkay.

Sagerk's Avatar


Sagerk
12.21.2011 , 03:53 PM | #14
It has already been nerfed with last nights patch, couple hours worth of missions today net me about 700 credit profit... running the same missions yesteryday over the same time period netted me about 4000 credit profit, so I went from 2000 cr/hour to 350 cr/hour....

Racheakt's Avatar


Racheakt
12.21.2011 , 03:57 PM | #15
Quote: Originally Posted by Sagerk View Post
It has already been nerfed with last nights patch, couple hours worth of missions today net me about 700 credit profit... running the same missions yesteryday over the same time period netted me about 4000 credit profit, so I went from 2000 cr/hour to 350 cr/hour....
Still won't stop the QQ sadly.

Temet's Avatar


Temet
12.21.2011 , 04:00 PM | #16
Honestly, given there are already points in the leveling process (most notably right around when you hit the second class) that result in a slight net loss rather than profit I'm banking on slicing being a skill not worth taking if they nerf it any more.

However, as someone else mentioned - it doesn't matter that much to me either way at this point, I already capped it and I'm sitting on enough credits to be comfortably certain I'll be able to buy my final speeder.

I will say that nerfing it is a foolish idea, given that the relative buying power of the credits acquired by slicing will rapidly drop in the next few months resulting in it being only useful for people leveling a character for the first time shortly anyways.

Hellapain's Avatar


Hellapain
12.21.2011 , 04:09 PM | #17
I gave it a try after all the hooplaa I've been hearing and I don't think it's that great.

I've also been tracking my return on it pretty closely as well and it averages about 3-5 credits per minute after expenses and depending on when a fail gets computed in.

Quite frankly I think I will do better having my companion help with killing mobs faster.

If they nerf it any further they might as well just remove it.

I also thought balance changes were going to be determined by metrics and not forum whining...is this still true?

Anzel's Avatar


Anzel
12.21.2011 , 04:17 PM | #18
Quote: Originally Posted by Hellapain View Post
I also thought balance changes were going to be determined by metrics and not forum whining...is this still true?
I hope so. We're not even two days in and people are QQing all over the forums.

Hellapain's Avatar


Hellapain
12.21.2011 , 04:22 PM | #19
Quote: Originally Posted by Anzel View Post
I hope so. We're not even two days in and people are QQing all over the forums.
Yea and it worries me as I've seen many a game go bad in a hurry because devs seemed to think forum posts reflect the entire community when in reality the forum whiners are usually the vocal minority.

The silent majority usually just click the cancel button when the game goes bad due to knee jerk changes.

If they want to use community feedback instead of or in tandem with metrics then they should conduct in game polls about proposed changes.

Kryptorchid's Avatar


Kryptorchid
12.21.2011 , 04:23 PM | #20
Quote: Originally Posted by Racheakt View Post
Still won't stop the QQ sadly.
Well, that's because mission returns (besides it being the only mission skill you can effectively level "for free") were not the main issue -- it was the extra credits you can amass from slicing boxes in the world while questing.

What I think *should* be done is completely take away the credit yield from missions (so you can't level for free now) and either a) up the return of augments, or b) make random resources from the other professions the reward for slicing (scavenging, archaeology, bioanalysis mats). Then reduce the credit return for normal boxes in the field, but increase the average crit box yield so there is about a 15% nerf overall.