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VenomByte

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  1. No, he's right. Supply and demand win, at the end of the day. In a free market you cannot artificially inflate prices for very long. They'll fall back into line with demand. What OP is doing, is attempting to artificially deflate prices below market level, and the rules of supply & demand are causing him to fail. When demand is higher than supply, prices rise. If you're selling something for far less than the market will pay, someone is going to buy it and resell it. There are two options here: 1) Raise your prices enough so that demand is reduced to the amount you're supplying 2) Increase your supply until high prices are no longer viable and the price drops. Personally I'd go with the second one as it's likely to be more profitable. Spam those items until the resellers are forced to reduce their prices. If they're really stupid you might fill up half their inventory with items before they catch on.
  2. This is what happens when the materials required for crafting items are fully farmable by the crafter - opportunity cost for the value of the mats is often ignored by many who don't understand economics too well, and they'll happily sell at what is effectively at a loss, thinking "The mats were free so it was 100% profit" This can be prevented to a large degree by having crafted gear require mats from several different professions instead of one or two. Many items in WoW do this. That aside, I also agree with all those saying that the cost of mats is greater than the demand for items, due to vendor/quest/daily gear. Very few items are profitable at present.
  3. I levelled a Immortal spec Juggernaut, consistently doing content 3+ levels above me. For this I had no problems using Vette/Jaesa all the way, with only one exception: When doing the final two or three class quests at level 47, I had to use Quinn. If I'd done them at 49 or 50 I may well have been able to avoid using him there too.
  4. I think it is unlikely. I've spent almost all of my planetary quest commendations (I'm level 33) on blue armoring/mods which I've RE'd. As of yet I've not learnt any schematics this way.
  5. This sounds pretty good to me. I think it would be better if *all* mods were slot-specific instead of just armoring, but if complexity is a hurdle then this is a pretty good compromise.
  6. You have to be kidding me! I also heard the auction house could search by slot in the beta too. What the hell have they been doing to the game since??
  7. Modding is too easy at the moment... this would be easily fixed if mods were bound to slot e.g 'Helmet Armoring', 'Chest armoring', 'Bracers Mod' etc Firstly this would allow mods to be removable on raid gear as you wouldn't be able to farm stuff to deck out every piece of gear you have. Secondly this would make end game mod crafting actually useful. If you got bracer/chest/boot mods from cybertech/artifice crafting and helmet/legs/glove mods from commendation vendors, those professions would have some endgame value without removing the need to earn commendations.
  8. I've got 400 slicing. Got there a little before the nerf so I made a couple hundred k credits. I'm considering keeping it simply because I think most other people will drop it. Might well be that this pushes the supply of 300/340 crafting missions so low that they'll get expensive enough to justify having slicing to get them. That and I guess there are a few instances where it might be useful. We'll see how it pans out. Crafting in general isn't profitable enough for me to bother levelling something else right now.
  9. That's not a good thing. In an MMORPG when I'm trying to get rich, what I'm looking at is Return On Investment. 'Investment' is my personal time. 10 seconds to tell a companion to craft something. 30 seconds to list an item, etc. X minutes for a daily, or out gathering on a planet. All that matters is how many credits I make per minute of my time invested in the game. SWTOR adds an extra dimension to this in that I have a limited number of 'companion minutes' per day to use too, but these just limit what I craft and have no value beyond opportunity cost. A difficult to use AH means fewer sellers, fewer buyers, longer to purchase mats, longer to list items, and so on. Whilst individual profits on items might be higher, the lower turnover and higher time taken to get the mats & list the item due to the crappy interface, means I'm making less credits per minute than I would with a nice, clean interface. Getting twice the profit on an item does not help me if it takes me three times longer to list it, and they sell at half the rate. So not a good thing.
  10. I just hammer the right click button. I don't find the cllick-shift-raindance-drag-click-drag-shift monstrosity to be very user friendly....
  11. Are you serious? They had it in and actually removed it? I can't even begin to imagine a reason for that beyond pure sadism. Yes, that's another peeve of mine. Also, seconded to the comment above about companions returning from missions and closing your search window. There are few things in this game quite as rage-inducing as that.
  12. Why, for the love of god, do I have to search BEFORE I can filter by name? It's retarded. Then if I want to change the level range or category, I have to search again, re enter the text I was using, and then filter again. I can see why they've done it - and I expect it's more to do with the memory overhead and processing required to display 300 pages of items than the query to retrieve them - but they're simply not thinking about how people are going to want to use the system. Reset and search button are too close also. Too many times I've entered my search settings and misclicked reset by mistake. I can't order results by price per unit. That means I'm paging back and forward through resources instead of doing 1 filter click and purchasing. It really is a terrible system.
  13. There already is a stable supply of credits - mod drops & quest rewards, same as virtually every other MMORPG out there. Slicing was never really needed in the first place, just so long as the usual sinks/sources were balanced there wouldn't be a problem. Arguably the current sinks might be excessive but it's hard to be sure. What we could safely say was that slicing was an overpowered credit source for the amount of time a player needed to invest in it. I took slicing to take advantage of it being unbalanced for the first couple weeks, as it clearly was. I expected to profit out of it a little longer, but I'm not sorry it's gone - assuming it doesn't get revived.
  14. Depending on your server economy, slicing still nets a decent profit when you get missions to sell.
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