Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

An Update on Squelching and Credit Spam

STAR WARS: The Old Republic > English > General Discussion
An Update on Squelching and Credit Spam
First BioWare Post First BioWare Post

OddballEasyEight's Avatar


OddballEasyEight
09.19.2021 , 02:02 AM | #111
Quote: Originally Posted by krarevin View Post
> Donít buy credits!!!

Oh sure, you make a game where everything costs outrageous amounts of money and then say "Don't buy credits"??? I'm not even going after crazy stuff, but the dollar cost of 2 billion credits is very low and very worth the in-game rewards. If you want to get rid of credit spam redesign your in-game economy.
The in-game economy is pretty much player run, so it's not BW's fault.

If you want to make the money, you can... you just have to put in a bit of time and effort, but most players are too lazy for that.

OR, if you absolutely *have* to take the easy route of using real money to get in-game money, just buy some stuff off the CM and put it on the GTN to make cash.

I know that the Masters Holocron is reliably selling for around 400 million credits (plus around 8 mil for the gear you get in the bundle), and that's 2000 CC right now... so that's around half a million credits for 18 bucks or so...
And at least it's going to a known entity, ie. BioWare. Not some random terrorist or criminal organization.

But honestly, if you want to make money in-game, just start crafting the correct things or start playing a lot of end-game content to get your tech fragments and other end-game stuff that sells for a lot.
Click here for my Youtube Channel with videos of the SWTOR storyline in 4k resolution.

Server: Darth Malgus, Main Character: Chakra Kusanagi

SHONENJUMPBOY's Avatar


SHONENJUMPBOY
06.30.2022 , 04:44 AM | #112
I was typing a message as my low-level Jedi, simply replying to a user who's mock angry so I decided to join in on the fun and I must've got silently squelched.
I understand I must've done something wrong, but getting quietly squelched and explaining what I have done wrong is pretty shady to me.
Here's hoping.

sicariustenebris's Avatar


sicariustenebris
07.06.2022 , 09:38 PM | #113
Hi there

First of all, I very much appreciate the work being done behind the scenes to attempt to keep the in-game economy running. As someone who has played the game since 2012 it has been such a shame to see the inflation of credits slowly but progressively become snowballed by gold sellers over the years, something which I believe has particularly hit long-standing players who have watched the value of their legitimately earned credits evaporate. Anything that is being done to address this is more than welcome.

With that said, I also must state that the problem does not only appear to be persisting, but it is getting worse month by month. I haven't posted until now because there are no easily implemented solutions to the problem; it is essentially a cat and mouse game that no doubt requires constantly keeping pace with the sellers. However, there are some things that can be done that aren't, from what I can tell, even if only as temporary fixes.

Of course, I am completely unaware of how much of what I'm about to suggest is already being done, or similar approaches, but here are my thoughts. I believe that rather than attempting to silence/ban the sellers, the focus should be on attempting to limit the means of generating the credits they are selling (assuming they are being generated though legitimate, albeit exploited means). In other words, treat the cause, not the symptom.

This means analysing where the credits are coming from. I would assume this would be any low-complexity, easily automated task, which could be performed in large, repeatable quantities by bots. A couple of examples of possible situations where this is could easily be mitigated:

- Farming grey trash items from NPC mobs. At higher levels, these grey materials can be sold directly to vendors for anywhere between a few hundred and a thousand credits each. A stack of 99 of these therefore is approximately 100k credits. A bot could be left farming stacks of these 24/7, and turning them over to a vendor for credits, which very quickly generates a high volume of credits from nothing. A fix for this could simply be to significantly reduce the vendor sale value of these grey items. Another fix could be to replace these grey items entirely, for something less useful to farming bots and more useful to actual players. For example, jawa junk that can be traded for materials. This example I have personally witnessed bots farming first-hand, so I know at least some of the credits comes from this.
- Credit lockboxes from crew skills is another potential source of credits generated from nothing which could be easily automated to be completed en masse by bots. This is more difficult to remedy, because players may view changes to these crew skills as unfair. Again, however, it might be possible to actually implement changes that are advantageous to players, while also preventing the possibility of exploitation. Credit lockboxes again could be swapped for jawa junk pieces, or another similarly useful item that does not simply flood the economy with more credits.

Another approach worth considering (and again, I know I have no idea what could be in the works in this regard), is transitioning to a completely new currency. When hyperinflation befell the Weimar Republic in Germany in the 1920s, the old Papiermark was replaced by a completely new currency, the Rentenmark, which held its value because it had its value backed by actual goods. Of course, real world practices like this are not directly applicable to game economies, but a similar fix could be implemented. For example, Galactic Trade Network sales could be altered to accept either a credit value or cartel coin value. This would effectively introduce the backing of real-world currency into maintaining the value of goods in-game. Alternatively, GTN listed items could require hypothetical 'GTN sale tokens' to buy instead of credits. This would enable credits to retain their current value and importance in performing certain tasks (repairing gear, unlocking legacy perks, buying stronghold unlocks, etc) but would damage the primary reason players are buying from gold sellers (to buy the currently hyperinflated CM items listed on the GTN for credits). These 'GTN sale tokens' could be implemented to only be easily earned by legitimate players though completing in-game activities that they would have already done in the course of playing the game, in a similar manner to how gear currencies are currently earned. Removing the link between credits and the GTN this way would arguably remove the very reason there is a gold seller problem.

A third and final means of tackling this problem may be to have an exponentially scaling GTN tax percentage. Currently the GTN tax is a linear 8%, so is the same regardless of whether the item is sold for 100,000 or 900 million credits. This could be changed to scale exponentially the closer the sale listing gets to 1 billion (the current GTN sale price limit). As a very rough and by no means deeply considered example, an item sold for 100 million could have a 10% GTN tax (so the player gets 90 million for the sale). An item sold for 200 million could have a 20% GTN tax (so the player gets 160 million). An item sold for 300 million could have a 30% GTN tax (so the player gets 210 million), etc. This would not only immediately begin to cleanse a significant portion of the currently circulating credits from the economy, but it would also incentivise lower price listings. I have purposefully listed this as the third of my suggestions because I believe this should be a last resort, and would also be the least effective of the three suggestions I have put forth.

By this same line of thought, I would also advise removing the 'tax evasion' guild perks, which do nothing to curb the current hyperinflation problem, and in fact actively contribute to its perpetuation.

As you can probably tell, I am not an economist, merely someone who cares quite deeply about the health of the in-game economy and would like to help restore it if possible. There are undoubtedly flaws with the above suggestions that I have not considered, so anyone patient enough to take the time to read though them, please feel free to criticise them if you have recognised any problems.

Thanks again, this is just my humble two cent, but hopefully some of what I've typed is at least food for thought.