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Dmase

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Posts posted by Dmase

  1. Here are a few of my proposals in relation to the state of slicing :

     

    1) Put slicing back where it was. Stay with me on this, I will explain.

     

    Slicing functioned as a necessary evil, but it also had a purpose, to pump money into an economy. Some of you call it "printing money", which is partially correct, but there is a reason why this is a good thing in the current state our economy is in. You must also realize a few things, if slicing is "printing money" then things like skills buying and repairs are "burning money". When the outflux of money is higher than the influx, this is what is called deflation, which eventually causes a depression. The issue is that, as of right now there are fixed costs for certain goods and services. This is the skill trainers, and the repair people. Their prices never change no matter how broke you are, because as far the giant market is concerned they are pawn shops with a never ending credit supply, so they can "print" all the money they want and charge you what they want, because they don't care about you or anyone.

     

    These vendors basically shut out half of the possible goods that can be traded by merits of it is dirt cheap compared to a crafted equivalent. Slicing was making more money than any other trades because of this, because crafters couldn't sell greens that were replaced by quests the very next level, and so in order to make goods to sell they would have to reverse engineer which is an enormous money sink.

     

    Edit 1/2/12

     

    2) Level cap it. Easy and quick.

     

    3) Plug out a formula that is dependent on level

     

    IE : (I really haven't given this much thought yet)

     

    Yield = (Integer range of x to y)Character level * Quality level/ Mission level - Mission cost

     

    So in this example, a level 15, who gets a green box (numbered 0-5 : 0 = fail, 5 = purple) on a level 49 - 50 rich mission (which normally costs ~1500), with say an integer of 90 would make something like 50 credits before factoring in mission cost. But a level 15 doing a level 10 mission where the integer is 90 with a green box would make 270 credits before the mission cost.

     

    That actually worked out pretty well, I was doing the math and calculations as I went! It might be problematic at level 50, but that is why there is a range of integers you can mess with if the yields are too high.

     

    Edit 1/4/12

     

    4) Perhaps we can look at this in a different way. I was thinking today about what slicing was and talked to a friend about his experiences with SWG. In the game world itself, slicing defined as :

     

     

     

    But who does this come from? No one, but why does it have to come from no one? Why can't it come from somewhere? Then an idea hit me. Why not from the very vendors, repair bots, and GTN traders that burn holes in our pockets? What if Slicing lockbox missions instead had no chance of losing credits except by failures, but the yield would depend heavily on the amount of money being sunk into vendors, repairs, and trade fees?

    Like if the money that slicers made, was directly related to the amount of money players spent at the vendors. I hope I repeated that enough.

     

     

    If slicing is the art of breaking into secure computer systems and lockboxes, and players aren't ever the targets, why can't it be the empires computers and/or droids?

     

    Lets put some numbers behind this, let us assume the crafting changes I suggested were put in as well just for the sake of the argument.

     

    be it anywhere from 1 to 100% of the money that would be essentially, burned. Is applied at the beginning of each day, and each slicing mission would give a certain yield.

     

    This yield would have a minimum value which would net a profit, however the yield would not be anywhere near what it could be if there were less slicers running missions.

     

    You could feasibly do this with anything that earns an insane amount of money (like space missions). What this would do is essentially keep the deflation/inflation in check. I have not put numbers behind it, but the idea sounds pretty solid. Anyone care to contribute to my laziness? Or tell me why this is a bad idea?

     

     

    5) Change the way missions work when logged off. Stay with me on this, this can apply to slicing as well as the other professions.

     

    What if they made the missions take twice as long, when the player is logged off of that particular character?

     

    I actually like the sound of number 4.

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