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Locked Supply Crates (Alien/Military/Ancient/Smuggled): unwanted stuff can't be sold?


Sarova

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Devs, is this correct? In 7.0 armour obtained from Locked Supply Crates (Alien/Military/Ancient/Smuggled) can no longer be vendored? If this is correct, excuse my bluntness but this is BS. They are not work that much prior to 7.0 (around 3250 credits per item) however it's far quicker to vendor them than spend have our lives destroying the ones we don't want.

If you're doing this to reduce an avenue for getting credits due to inflation, fine HOWEVER either add an option to destroy unwanted items like this all in one go OR make them worth 1 credit so they can be vendored. I really don't want to waste my paid game time destroying dozens of individual pieces of armour every time I hand-in a batch of these crates in for rep.

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I really don't want to waste my paid game time destroying dozens of individual pieces of armour every time I hand-in a batch of these crates in for rep.

 

It's actually not so bad and much faster if you confirm the deletion warning with your Enter key instead of clicking the "Yes" button with your mouse every time.

Edited by Phazonfreak
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It's actually not so bad and much faster if you confirm the deletion warning with your Enter key instead of clicking the "Yes" button with your mouse every time.

Not fast enough. If they are making the armours worthless, then I'd rather be able to destroy loads of them in one go similar to deconstruction.

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Devs, is this correct? In 7.0 armour obtained from Locked Supply Crates (Alien/Military/Ancient/Smuggled) can no longer be vendored? If this is correct, excuse my bluntness but this is BS. They are not work that much prior to 7.0 (around 3250 credits per item) however it's far quicker to vendor them than spend have our lives destroying the ones we don't want.

If you're doing this to reduce an avenue for getting credits due to inflation, fine HOWEVER either add an option to destroy unwanted items like this all in one go OR make them worth 1 credit so they can be vendored. I really don't want to waste my paid game time destroying dozens of individual pieces of armour every time I hand-in a batch of these crates in for rep.

 

Well that sucks.

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They're putting the crate gear in collections, so making it un-vendorable sort-of makes sense from a money-printing perspective. Not terribly elegant, but perhaps the most basic solution. Still frustrating, though. Edited by Crystal_Mind
additional comment.
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They're putting the crate gear in collections, so making it un-vendorable sort-of makes sense from a money-printing perspective. Not terribly elegant, but perhaps the most basic solution. Still frustrating, though.

 

I don't want to know what kind of backwards coding makes it so that you can't vendor stuff that goes to collections. I mean, given the choice, I'm glad we're getting those added to collection, but why did it have to be either or?

 

Or for God's sake make it so that crates don't drop armor anymore once you've unlocked that set in collection because it's going to be a major PITA.

Edited by Pricia
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  • 3 months later...

Add my name to the list of those who would like an efficient way to destroy multiple inventory items. I have hundreds of these purple locked supply crates - and don't relish the prospect of going through the process required to destroy the unwanted armor these crates will yield so I can get to the companion gifts and other items contained in these crates.

Come on EA - put a little thought and effort into this and fix this.

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I don't want to know what kind of backwards coding makes it so that you can't vendor stuff that goes to collections.

Someone already necroed the thread, so I'll weigh in on this point.

 

It isn't about "coding".(1) It's about the design decision, apparently long-since baked into the game somewhere, that items at zero credits cannot be "sold" (for zero, naturally) to vendors. The problem isn't, as such, that the new versions go to Collections, but that they have, as they must(2), a zero credit price. They have that zero price *because* they are in Collections.

 

The proper long-term solution would be to follow ESO's example. There's lots of junk gear that you can pick up as you move around the world, and most of it has a vendor price of zero, and usually a low chance of giving materials when you salvage it at a crafting station. However, you can, nevertheless, sell them to vendors for zero. There are other similar items that vendor for zero (lockpicks, certain lowbie food or drink consumables, etc.), and there are also items (quest items, "Crown" (== CM) consumables, that sort of stuff) that vendors refuse to buy.

 

In SWTOR, then, if they did that:

* CM items of any kind would remain non-vendorable, even for zero.(3)

* Mission items (in the Mission tab of your inventory) also remain non-vendorable.

* Those endless limited-to-50 decorations we get in the mail would be vendorable for zero.

* Claimed non-CM Collections items would be vendorable for zero.

* Existing vendorable-for-not-zero items would remain vendorable for not-zero.

* For preference, at the same time, starter armour would be raised from junk (grey) to white, so it is a little harder to sell without meaning to.

 

(1) Just once, when people discuss programming, I'd like them to focus on something other than the least important part of my job (er, programmer, developer, software engineer, call it what you want, except "coder", naturally). Really, the code itself is the least important part of the job. Any idiot can write code. What takes skill and experience and judgment is writing the *right* code, and constructing the right structural design.

 

(2) Nobody would want to see the effects of making an item that could be claimed for free in unlimited quantities so you could sell it for non-zero credits. And the idea of them requiring not-zero credits to claim them is incompatible with claiming them for new characters that don't have any credits.

 

(3) There are lots of oddball combinations of conditions around when a CM item should be vendorable for zero, and when we say "lots of oddball combinaitons of conditions", what we really mean is "lots of opportunities for bugs".

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  • 1 year later...

I have not played this game in about 5 years; so just at this part now where I am turning these in.  The thing about it, imo, is the gear you get at this stage of the game version is essentially useless and you just destroy it.  What is the point of including it anymore?  surely you can replace the random drops you get from the supply crates with something else, something useful or something you can actually sell.  I just don't get what you are even supposed to do with them.  Hardly anyone by the time they get this late in the game is going to use that gear; maybe send it to an alt since it is legacy gear?  I don't know.  just seems stupid and makes farming those supply crates essentially pointless

What benefit do you even get to rank up the specialists anyway?  

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2 hours ago, mcguireptr said:

I have not played this game in about 5 years; so just at this part now where I am turning these in.  The thing about it, imo, is the gear you get at this stage of the game version is essentially useless and you just destroy it.  What is the point of including it anymore?  surely you can replace the random drops you get from the supply crates with something else, something useful or something you can actually sell.  I just don't get what you are even supposed to do with them.  Hardly anyone by the time they get this late in the game is going to use that gear; maybe send it to an alt since it is legacy gear?  I don't know.  just seems stupid and makes farming those supply crates essentially pointless

Observation: I presume you're talking about the Remnant (visual-theme) (origin-theme) ((e.g. Remnant Arkanian Trooper, Remnant Yavin Inquisitor)) armour sets rather than the companion gifts (I hope you realise their utility) and decorations/speeders.

It's included *now* mostly because it remains usable in Outfit Designer for its looks, and also because when 7.0 released (which would have been the most recent "logical" point to remove them from the crates' drop tables), lots of folks still only had partial copies of at least some of the sets.

And, as you say, because they are still usable as Legacy-bound armour for transporting mod-objects between characters.

2 hours ago, mcguireptr said:

What benefit do you even get to rank up the specialists anyway?  

When they reach rank 10, you get the opportunity to find special weapons inside the Star Fortress missions (they go on the temporary abilities bar).  My favourite is the turret that you can find if Aygo is at least rank 10, but the interrupt grenade that Hylo provides is nice as well.

When each one reaches rank 20, you can get a special token by doing the "mission" you find in the Commander's bedroom (just off the corridor near Hylo's room).  There's one mission at rank 1, then at each even-numbered rank up to 20.  The mission for rank 20 grants this special token (once per character per specialist), and you take the tokens to a vendor in Aygo's room who sells "Roche" family speeders in exchange.  The ones for Oggy, Aygo and Sana-rae are a bit meh, but Hylo's one is covered in holos like the stuff you find all over Nar Shaddaa.

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2 hours ago, mcguireptr said:

something useful or something you can actually sell.

The reason the remnant gear is now destroy only is that people were vendoring too much of it and it blew up the game economy. Adding something else you could sell would have the same effect.

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3 minutes ago, DWho said:

The reason the remnant gear is now destroy only is that people were vendoring too much of it and it blew up the game economy. Adding something else you could sell would have the same effect.

lol; the economy of this game is utter trash and has been since the introduction of the cartel market near 10 year ago.  Remnant gear being sellable had zero impact.  

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19 minutes ago, SteveTheCynic said:

Observation: I presume you're talking about the Remnant (visual-theme) (origin-theme) ((e.g. Remnant Arkanian Trooper, Remnant Yavin Inquisitor)) armour sets rather than the companion gifts (I hope you realise their utility) and decorations/speeders.

It's included *now* mostly because it remains usable in Outfit Designer for its looks, and also because when 7.0 released (which would have been the most recent "logical" point to remove them from the crates' drop tables), lots of folks still only had partial copies of at least some of the sets.

 

Yes, I did mean the remnant gear; obviously the companion gifts are useful; but the drops of deco/speeders is way too minimal.  out of well over 200 crates I turned in I got roche ice speeder 2 times and 3 decos in total.  that drop rate is ridiculous.

I get the visual aspect of it but they should just make it selectable to complete collections and be done with it.  And I stand by my argument that by this stage of the game people have their preferred 'look' and are not going to be switching to remnant gear which is bland and forgettable.  

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And, as you say, because they are still usable as Legacy-bound armour for transporting mod-objects between characters.

Yes but you don't need 1 piece of gear per crate for that.  not when you are turning in almost 100 of them each to get to rank 20 on each of the specialists.  You end up just getting a ton of gear you immediately turn around and destroy.  just make it sellable for 1k each or something.  not going to screw up the economy with the inflation rates what they are anyway.  

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When they reach rank 10, you get the opportunity to find special weapons inside the Star Fortress missions (they go on the temporary abilities bar).  My favourite is the turret that you can find if Aygo is at least rank 10, but the interrupt grenade that Hylo provides is nice as well.

When each one reaches rank 20, you can get a special token by doing the "mission" you find in the Commander's bedroom (just off the corridor near Hylo's room).  There's one mission at rank 1, then at each even-numbered rank up to 20.  The mission for rank 20 grants this special token (once per character per specialist), and you take the tokens to a vendor in Aygo's room who sells "Roche" family speeders in exchange.  The ones for Oggy, Aygo and Sana-rae are a bit meh, but Hylo's one is covered in holos like the stuff you find all over Nar Shaddaa.

thanks for this; I did not know; at least you get something.  I wish you would get some story based content out of it though; a piece of dialogue, cutscene; something just to signify impact story wise.  

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2 minutes ago, mcguireptr said:

I get the visual aspect of it but they should just make it selectable to complete collections and be done with it.  And I stand by my argument that by this stage of the game people have their preferred 'look' and are not going to be switching to remnant gear which is bland and forgettable. 

Don't forget that not everyone has been playing for as long as you or I, and newer players won't have had the time to get the sets.  And "bland and forgettable" is a bit subjective as a reason to abandon them - there's some that I quite like, especially Arkanian Trooper and Arkanian Inquisitor.

That said, providing some sort of anti-duplicate protection would be nice, and making a set's pieces stop appearing once the set is fully collected ("Unlocked for character in Collections") would be nice, because:

  • It would accelerate collecting the remaining sets.
  • It would eventually eliminate all the sets from the drops.
2 minutes ago, mcguireptr said:

Yes but you don't need 1 piece of gear per crate for that.  not when you are turning in almost 100 of them each to get to rank 20 on each of the specialists.  You end up just getting a ton of gear you immediately turn around and destroy.  just make it sellable for 1k each or something.  not going to screw up the economy with the inflation rates what they are anyway.  

They previously sold for 3-5K, so 1K wouldn't make enough difference to be worth doing.  1 credit, on the other hand, would be interesting, except that they unlock in Collections now, so they *mustn't* sell for anything.  (Items claimed from Collections are the same item, so the behaviour of the pre-Collection item has to be the same as the "once-claimed" version.)  In fact, that "they are claimable from Collections" thing is almost certainly *why* they can't be sold for credits.

And I don't think anyone was saying that that 3-5K credits per piece was the *whole* reason for the economy blowing up.  It probably *was* part of it, but a long way from being the whole thing.

And don't forget, if you just want to mass-delete them, well, mass-delete them, using the Deconstruction panel.

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21 minutes ago, mcguireptr said:

lol; the economy of this game is utter trash and has been since the introduction of the cartel market near 10 year ago.  Remnant gear being sellable had zero impact.  

This isn't really true.  What broke the economy was any of a series of bad economy-management decisions, including (but not restricted to) any or all of:

  • Elimination of credit sink: Ability training costs
  • Reduction of credit sink: Mod-object-removal costs
  • Addition of credit source: Completing Conquest objectives (since removed)
  • Increase of credit source: Heroic mission completion (especially in a group) (especially on a high-level character)

Combined with too many instances of credit-generating exploit bugs, whether direct or indirect(1).

Cartel Market items just make the brokenness *highly* visible, but aren't necessary for that brokenness to be visible.

(1) "Indirect" would include an item-dup exploit that dupes vendorable items, or any case where a CM weapon or armour can be unlocked in Collections and then the copies can be deconstructed for vendorable materials.(2)

(2) Yes, this really happened.  I know about it because someone boasted about using it on the forums.  Needless to say, the post was removed as soon as the moderators got hold of it.

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Don't forget that not everyone has been playing for as long as you or I, and newer players won't have had the time to get the sets.  And "bland and forgettable" is a bit subjective as a reason to abandon them - there's some that I quite like, especially Arkanian Trooper and Arkanian Inquisitor.

I actually have not been playing that long.  once when it first came out and I didn't like it.  around 2015 (when Kotfe came out).  I like it better but still didn't dig it enough to stick around.  Only trying it now again after more then 5 years.  I think it is closer to 7 years now.  

But when it comes to "newer" players; there isn't a way to start right at kotfe is there?  so they won't be 'new' players by the time they can even turn in the crates to the specialists. And by that time I don't think they will have need for the gear; maybe unless they specifically like a set like you point out; but then it is still useless to 'force' dump that gear on every single crate turn it.  At least make it random gear or something useful or mix it up somehow.  

Quote

That said, providing some sort of anti-duplicate protection would be nice, and making a set's pieces stop appearing once the set is fully collected ("Unlocked for character in Collections") would be nice, because:

  • It would accelerate collecting the remaining sets.
  • It would eventually eliminate all the sets from the drops.

that is a great idea.  I 100% agree this would be a good way to 'solve' the complaint.

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They previously sold for 3-5K, so 1K wouldn't make enough difference to be worth doing.  1 credit, on the other hand, would be interesting, except that they unlock in Collections now, so they *mustn't* sell for anything.  (Items claimed from Collections are the same item, so the behaviour of the pre-Collection item has to be the same as the "once-claimed" version.)  In fact, that "they are claimable from Collections" thing is almost certainly *why* they can't be sold for credits.

Yeah I am not a big fan of this collection sets that can't be sold.  it a game mechanic that I find immersion breaking.  I would prefer they just make items bound or bound to legacy and only allow 1 per character or something.  So you can sell the item only once.  But even so; making it like 1 credit is enough that you can sell them instead of destroy them and not enough for people to farm creds of them.  I mean you don't get that many to begin with but if you do get the collection, who is going to set there and farm those items for 1 cred at at time.  

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And don't forget, if you just want to mass-delete them, well, mass-delete them, using the Deconstruction panel.

I guess my bigger complaint is with the fact you have to run through heroics hundreds of times to get enough crates to rank up and it doesn't seem like enough of a pay off to just then deconstruct the items for nothing in return.  

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11 hours ago, mcguireptr said:

But when it comes to "newer" players; there isn't a way to start right at kotfe is there?  so they won't be 'new' players by the time they can even turn in the crates to the specialists. And by that time I don't think they will have need for the gear; maybe unless they specifically like a set like you point out

No, there isn't a way to start directly at KotFE (there was, but not since, I think, 7.0), but what I meant by "new players" was more specficically "new to collecting these sets", which by now will be mostly just, well, actual new-ish players (including old accounts that have sat idle for substantial periods).  And nobody has ever *needed* that gear except for its appearance and its Bound-to-Legacy moddable armour aspect.

At various times, the "set bonus" for wearing the right number of pieces of a "set bonus set" of armour has accrued because of wearing either the shells (regardless of the installed mod-objects) or the Armoring mods themselves.  In the Armoring times, you could use your set-bonus Armorings in the Remnant armour shells and keep the set bonus (and pass it around among your different characters) but by the time the Remnant pieces were added (4.0), Outfit Designer (the original name of what is now "Outfitter") was already in-game (added in 3.2).

Conclusion, only its looks and its BtL nature ever mattered.  Getting quite so many was never ideal, but it's better even without the Collections aspect that they can't be sold for credits.

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On 12/30/2023 at 1:15 AM, DWho said:

The reason the remnant gear is now destroy only is that people were vendoring too much of it and it blew up the game economy. Adding something else you could sell would have the same effect.

They added the remnant sets into collections, we can get unlimited copies of them from collections, and vendoring those unlimited copies would be like printing money. That's why we can't vendor them anymore. But yes, vendoring them in the past created a lot of credits. I wouldn't call it economy breaking though because opening those crates one by one and sorting stuff out was very time consuming. I stopped doing that at some point and managed to pile up several thousands of crates, which I had to open then in one go before that patch went live. I'm still having nightmares about it. 

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