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Chalpy

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Everything posted by Chalpy

  1. Craft or gather materials; sell them on the GTN. If you're a subscriber buy some of the items that come out (eg. the seasonal ones after checking the market to see what's currently hot) or buy packs with your Cartel Coin monthly allowance and sell them there. If you're going to craft look to see what's profitable and sell that. If the price of what you're crafting falls below the price of the materials used to craft it sell the materials instead. If you're just going to gather materials and sell them then if you're logged in level 2 and 3 gathering missions should give you the most profit per time spent gathering. It can be distracting to always resend the companions all the time for the really low level missions but level 3 and 4 missions shouldn't be too much of a problem. When you decide what you would like to gather take a look at what can be used for Conquest materials first as they're more likely to be high in demand. If you see something that's underpriced (eg. a material selling for 250 per unit that normally sells for 1,000) buy it and relist it at the higher price. Also, keep in mind markets change so you'll have to monitor the GTN to see what's happening there. If you pvp all the time park out by the GTN and look at it between warzone pops. As well, there is a lot of information about trends and some good guides in the crew skills section if you haven't read them yet.
  2. I have it on one of my characters and I got it through the GTN. It is there but it is RNG. The only way to get it is to keep doing what you're doing; running missions and checking the GTN.
  3. I have a character that can craft the set; check your pm for a message from me about where I am.
  4. When I see people raging at their own team or smack talking the other side I can't help but be reminded of this cartoon. http://theoatmeal.com/comics/online_gaming It's too bad some people feel the need to harass others as a community where people enjoy playing increases participation and the health of the game. Also, when in a pug warzone who cares? You do your best, have fun, and if you lose you just queue up again and try to do better by learning from your mistakes. Whether somebody wins or loses it has no long term consequences worth getting angry about. For that matter and to extend that a bit further, to be realistic about it SWTOR is just a video game. Honestly, nobody cares about how well you do in SWTOR who doesn't play the game, it doesn't help you get a decent job, it doesn't help you advance your life, it doesn't impress anyone except for a small portion of the people who play the game and nobody outside it; it's just a video game that you play in order to entertain yourself. As well, in the future and hopefully many years off, when SWTOR eventually closes down almost nobody will care at all about what happened in SWTOR and most likely it will have had no meaningful impact on your life. For that reason I don't see any reason to get angry about anyone doing poorly and besides arguing about who's really good at a video game comes off about as well as arguing about who's the baddest in the junior high chess club. It's a game; relax, have fun, and try to help others have fun as well.
  5. Minimizing the gear gap so that there is only a small difference, such as there was between WH and EWH, is a good thing. However, bolster which was supposed to give a similar result isn't working as it hasn't been implemented correctly and the intent of bolster could be handled by simply giving everyone a new recruit set with stats set to slightly below Partisan level. As such, /signed; remove bolster from level 55 regulars and ranked warzones until it can be fixed properly.
  6. Once you're down low enough dispatch can be used your character is probably dead in a few seconds anyway. If it were a move capable of being used above 35% that wasn't benefiting from sunders and possibly a red warzone buff to get those numbers it would sound more like a cause for concern.
  7. Pvp armoring is slot specific (eg. chest armoring); mods and enhancements can be moved around. You can still move armorings into different pieces but they have to fill the same slot (eg. chest armoring into an orange chest piece; you couldn't throw it into leggings, for example). For the slotted belts and bracers you can put in the mods from any piece; the only pvp armoring mods currently for belt and bracers are elite war hero. If you don't have access to those or if you just prefer the stats for them you can use crafted pve armorings.
  8. As a side note hyperbole generally tends to weaken the credibility of an argument instead of strengthening it. First of all, unless you're in quest greens one smash isn't going to take away 80% of someone's hit points; slightly less than one-third on a geared character is more accurate. If you're not talking about one person then yes, focus fire whether planned or not on any character should drop that character very quickly. Second of all, saber ward did make a huge difference before (a juggernaut/guardian also has force push) and thirdly, I have no idea why a commando pre 1.4 would hit reactive shield instead of their knock back, unless their knock back was down, as the knock back threw the smasher too far away to do any damage. Smash spec was fine pre 1.4 and while it was stronger than vengeance/vigilance it wasn't light years above it previously as it is now. Keep the damage the same, revert the animation delay, and smash will be fine again.
  9. Or if the animation delay were reversed the first smasher leaps and starts animation delay, there's a knock back, and a whole bunch of pretty lights go off in the distance while I take no damage. Or I Force Shroud and take no damage. Or I use Saber Ward and have it hit the first two seconds of damage immunity for guardians or severely reduce its damage for sentinels and marauders. Or for sentinels and marauders I Force Camo and take half damage. If you read my posts you would see that I clearly stated that smash was able to countered before and ever since they changed it to an instant cast is when all the problems started. In regards to your argument if three people are going to root and smash my character since they are well coordinated enough to do a leap, smash, one after the other then, well, they should win as it is a three to one against a well coordinated group. I shouldn't win unless my teammates help me out and counter it. Your argument could just as easily be applied to chain ccs with stuns and teamwork should be rewarded and not complained about. If I run across a team that is better coordinated and plays better then whom I'm playing with then they should win.
  10. I like the post but when they removed the animation delay it stopped it from being countered. Before, if a smasher jumped into a group of five people and smashed and nobody did anything to stop it they all deserved to be hit for 5k to 7k each. When a smash spec got off a smash on my characters before it was either because I wasn't paying attention to the character, I didn't react in time, or I just got out maneuvered which I had no problems with at all as all three of those situations meant I either made a mistake or the smash spec player did something right while I did something wrong. Now, it's an instant hit. I don't want to see smash spec get its damage nerfed as they would affect it in other areas of the game as well and I don't think the damage is the problem, they always had this damage potential; it's just smash could be countered before and now it's an instant hit. If the animation delay were reverted then I think smash would be fine especially as most knock backs are now a conal effect as opposed to all around circular effects so the main counter to it from before has already been nerfed.
  11. It is funny but rather than every two minutes it's more like every fifteen seconds with enrage-smash, force crush-smash, force choke-smash, force crush-smash, repeat. If we are going to have a serious discussion though the damage doesn't bother me though; rage/focus spec was always capable of putting out this amount of damage. What did change was the delay on ability activation. Before, it was possible to counter smash through knock backs, force push, and properly timed defensive cooldowns ('oh look, he jumped up in the air, I have approximately half a second to hit my saber ward button and activate blade turning so when he lands I don't take a ton of damage). Also, when playing rage/focus it involved more strategy such as build up stacks of singularity, bait a knock back with ravage for example, and then smash after leaping back. You had to be more unpredictable or catch your opponent in a GCD to get smashes off reliably without being countered. If they reverted the ability animation back to what it was the complaints about smash spec would reduce as smash would now be an ability that can be countered as opposed to a guaranteed giant hit every fifteen seconds your character is up. Another option that I heard that I think would work would be putting a singularity debuff on a single target with force crush and force choke (possibly just letting enrage keep the singularity as a buff to the warrior so that every minute they have a giant aoe damage cooldown). I don't have any idea why they buffed smash anyway; it was doing fine before for juggernauts/guardians and while it was the least played tree for sentinels/marauders all that has happened now is annihilation/watchman is the least played tree and focus/rage the most. Instead of nerfing damage my opinion is that all that needs to be done to put it back in line is to change back the delay between discharge and animation. However, if this is not to be a serious discussion then I like blueberry pancakes. Blueberries are yummy.
  12. The customer help button allows you to report issues.
  13. I haven't seen any either; if I remember a different thread accurately it stated leaving at the end so that the character doesn't get xp is a reportable action. That was long time ago though so I don't know if that's true or not but I haven't noticed level 49s that leave right before the end of the warzone so I never paid that much attention to it. I assume most of the level 49s are there as they're leveling up with PvP.
  14. http://www.iplayswtor.com/article/synthweaving-armormech-mods-orange-gear-the-22.html The above is a list to all the orange moddable outfits for synthweaving and armormech. All of them do drop from underworld trading missions but some, as mentioned above, seem very hard to get. It took me two and a half months of constant level five underworld trading missions before I found the Marauder Elite headgear recipe as an example. If you're trying to work on the recipes go to the GTN and look at the schematics section daily; it's much easier to flesh out your recipe list that way. For a specific recipe you want to do a mission within the tier range (eg. 10-19 underworld trading missions for the lvl 11,15, and 19 recipes, etc; 20-29 for the lvl 23 and 27 recipes and so on)
  15. Over the long run you'll get one crit success in five tries. You don't get five attempts for 6 plastoid; you get one attempt for six plastoid, etc and five attempts for 30 plastoid, 20 conductive flux, 40 bronzium, and 30 plastifiber. It'll also take him 20-30 minutes of sending out companions to make one where he could have earned 40,000 credits instead of sending out companions every minute to get a crit crafted one that fast. Unless your server is selling four normal non-augmented assault cannons for every one crit crafted cannon that sells and he's selling the crit cannons as a bonus he's pricing for what sells; augmented weapons. 50,000 as a selling price is less profit then he could have earned doing dailies for the time he spent making the weapons. He's not overcharging; he's charging for his time. If he can sell the materials for 500 each he's earning less than he could have by simply selling the materials instead. Now if you're selling non-crit weapons and just selling crit weapons as a 'hey cool, here's a bonus I didn't plan for' as they happen while you make non-augmented weapons I understand why you're charging so little but if he or she is selling augmented weapons and views the non-augmented as scrap or a I'll take whatever I can get as I'm going to vendor the non-augmented version anyway 50,000 seems pretty reasonable to me. My point is if you want to spend your time doing things for other players that's great but he or she is just trying to make a return on their time. In the long run you're not putting things in the hands of the player base with severe undercutting; you're just getting sellers to drop out. If people get severely undercut in an MMO, they don't continue making the weapons they stop making them and drop out of the market which in the long run means periods of lowered supply and less players being able to buy the weapons until prices return to normal and the higher prices encourage more people to start supplying the weapons. If you want to spend your time equipping other players that's great, more power to you but I wouldn't call people greedy for thinking that if they spend 20-30 minutes doing something that doesn't help them in any other area of the game (ie. crafting) they should earn at least as much as somebody who spent 20-30 minutes doing something that helps them in other areas of the game (ie. dailies, flashpoints, etc).
  16. @the post about severely undercutting Or you could look at it as you're undercutting to the point where you're spending your time doing things for close to free for other players. A custom built assault cannon will take on the average 40 bronzium, 30 plastoid, 20 conductive flux, and 30 plastifiber. At an abundant mission you can get 8-9 of each scavenging material and I think 4-6 or so with investigation for each mission so you're looking at 5 missions for the bronzium, 4 for the plastoid, and lets' say 6 for the plastifiber. With that many missions you're looking at 15 to 30 minutes where you're sending out companions every couple minutes to do something after the initial four minutes peace when you start; we'll say in the time the other seller spends waiting he buys the conductive flux so I won't even include that time as he or she can't do very much else but craft anyway. For myself for the time part alone I wouldn't even consider making the product for less than 50,000 credits profit. The materials can be bought instead but if they're bought the only way there is any return at all is if the materials are selling for less than 139.5 credits per piece on the average (15,000 - trade network fees of 6%- the costs for the conductive flux). On top of that if you can sell the materials for as low as 250 credits each that's an additional 25,000 for the bronzium, plastoid, and plastifiber; if these materials sell for as low as 150 credits each that's still 15,000 credits which is equal to your selling price just for the materials and not including the time investment. Then you also have the six percent trade network fees. Personally, I'd rather make the elegant modified assault cannon as the materials are a lot more but the time investment is a lot less so I can do other things besides craft while I'm making them. If your satisfaction in-game comes from doing things for other random players that's fine; I'd appreciate it just like I'd appreciate it if someone decided that instead of taking the credits for their dailies they'd rather hand them over to me instead. However, I wouldn't call the other seller an idiot if he or she believes that after crafting an item it'd be nice if a return was received that was at least equal to the money equal to what they could have earned by playing other aspects of the game besides crafting for other players. For myself, I'd just stop making them if somebody did that to me, sell something else including materials and all that means is that there's less supply on the market and less chances other players can buy something when they want to until prices go back up again.
  17. Great to hear and thank you; I hope people find it useful.
  18. I liked arenas simply because they were a way to even things out and look for ways to improve your play. With the rating system as you got better your ratings went up and if they didn't go up then you could look for ways and strategies to improve; it was like a very fast paced chess match in terms of strategy. As well, with nearly all of the match ups after getting established you were up against people with the same to an extremely similar gear level so the gear advantage was negated. It also showed which classes were really strong or weak and in which situations and against whom. The only thing I didn't like about arena is that it gave you better gear than other players but in my opinion arena that is just an alternative method to get the same gear as other players is a great diversion.
  19. Thank you for the explanation but one thing I would like to mention is that the argument that artifice, etc can make cheap greens is only applicable if artificers make kits that you could, for example, put on armor, etc. If each trade skill makes augment kits that only work on items the trade can craft then it doesn't matter as artificers will only be competing with other artificers for selling augment kits. As each artificer can produce just as quickly as any other artificer there is no competitive advantage given to them by selling augment kits. They wouldn't be competing with armormechs, for example, as their kits wouldn't work on armor. I don't know if there would be problems with coding that but if there isn't and if each trade skill only sold augmentation ktis that would work on products they could craft then augmentation kits could be sold that are specific to each trade skill and every craft could make something that would sell. As each trade skill would only be competing other people with the exact same trade skill nobody has a productive advantage. Here's a shameless self aggrandizing bump to a suggestion thread I made about the topic. http://www.swtor.com/community/showthread.php?t=458717
  20. Thank you for the replies; in response to above I agree this guide would be very helpful to the undercutters that undercut so much they lose money as I don't think they realize they're losing money. In the real world if a business sells continually at a loss it goes out of business and the market returns to normal; in an MMO characters don't go out of business. They might get discouraged eventually as they won't make any credits but if they thought about how to price and priced accordingly they'd get more satisfaction and we'd get a healthier, livelier market.
  21. Have you ever dreamed of having a rancor pit where you throw Hutts in for your own amusement? Do you want to chain Karagga to your podium? If so, this guide won’t make it happen but it may help you make credits and this guide is written with the idea that you want to make credits. First of all when making money there are a few things to consider which are broken down into the following sections. As a warning, math is required. I. Finding a market II. Pricing -Sales do not necessarily equal profits -basic cost -opportunity cost -pricing for critical successes -how much should I mark up? III. Finding other opportunities -Arbitrage -What if someone is underselling at below cost? I. Finding a market First, when finding a market you have to determine what sells and what doesn’t. In a MMO, this is quite simple; where is the highest population and what do they need? In any level based MMO the economy is based around the end game and end game items. So, take a look at what people on your server need. This is easy enough by determine by asking around and checking on the trade network or you can go to a well-respected pvp or pve site and find out what they recommend for stat priorities. Anything that has those stats in the greatest abundance will be in demand for that class. You can also manufacture items as a test and see if they sell. The specifics of what is selling the most will depend on what your server wants and how many suppliers there are. Too many suppliers drive costs down; too few drive costs up. As well any materials such as Opila crystals, Electrum, etc that have limited missions for them and only a chance of getting them will have more demand for them due to scarcity than their counterparts such as Bondar crystals and Neutronium. Once you have an idea of what to sell you can figure out what to charge for your new items. II. Pricing Sales do not necessarily equal profits! On an MMO if you undercut so much you sell at less than cost there will still be some people who think that they are making money just because they have sales. Sales only equal profits if the items is being sold at more than what it costs to make. If you sell 100 items but spent 1,000 credits more to make them than was charged to sell them then you have a loss of 100,000 credits; not a gain. Items have to be priced higher than costs to make credits. The question is now how to price but there are some concepts to keep in mind here: First, in short!= Sales only equal profits if you sell for higher than costs! (a) Basic cost. What I refer to as the basic cost is simply how much does it cost to make that item. A level six gathering mission will cost 1,485 credits and will return on the average 5 items. If you want to round up for simplicity you can assume 300 credits per item (or you can use 297 if you want to be really picky). If an item takes 10 of those to make then the cost is 3000. If you have to add in 10 materials such as thermoplast flux or cortosis substrates that cost 400 each assuming you don’t gather them yourself then the cost goes up by 4000 so you now have a cost of 7000 to make. The trade network will have a 6% surcharge so times it by 1.06 to get the final result. In this hypothetical case, 7000*1.06 = 7420. If you sell the item for less than 7420 credits you are losing money each transaction and 7420 means you have no return. If you are interested in making money though there is, however, a better concept to use and that is opportunity cost. Second point!= If you want to make credits, look at opportunity costs! (b) Opportunity cost. The opportunity cost is a concept in business that states your cost is the cost of the activity you gave up instead. With SWTOR most cases of the opportunity cost will be found in one area; the Galactic Trade Network. How much do the materials sell for? If I take the item above and sell the crystals instead for 500 each then I should charge a minimum of ((10 crystals*500)+4,000 for the substrates) = 9,000 credits. If I charge less I would be better off selling the crystals on the trade network. How do you place the opportunity cost? Well, if you’re unsure put materials up for sale. The price at which you can be reasonably expected to get a sale will be your opportunity cost for that material. As an example, electrum on my server will currently sell for 1,500 per electrum and Upari crystals for 1,000. Cortosis substrates are 400 per for every server if you buy from the trade skill vendor and if you’re producing a lot of items you may not have the time to gather them yourself. Now let’s look at Fortified Electrum Headgear Basic Cost: Electrum(6) 1,500 + Upari Crystals (8) 2,400 + Cortosis Substrates (4) 1,600 + Trade Network Fees: 330 = 5,830 credits Pricing at Opportunity Cost Electrum (6) 9,000 + Upari Crystals (8) 8,000 + Cortosis Substrates (4) 1,600 + Trade Network Fees: 1,116 = 19, 716 The price is a lot different. I could sell the headgear using the cost as 5,830 but if you want to make money you could sell the electrum and upari crystals instead for 17,000. On most servers the prices for electrum and upari will probably be closer to 500-600 credits per but if that’s the case by selling the 14 electrum and crystals involved at 600 credits each you can sell them for 8,400 credits which is still better than the basic cost and you don’t have to spend your money on cortosis substrates either. Keep in mind your opportunity cost changes as the market changes. If the market for Upari crystals falls to 500 per then my opportunity cost goes down. If it goes up to 2.000 per my opportunity cost goes up. Third point! = If you can sell the materials to make the item for more credits than you can sell the item for you get more credits by selling the materials! © Pricing for critical successes. Pricing for critical successes is pretty easy if you remember these two numbers; 5 and 4. If your companions are at maximum affection then they get a +5% bonus to crit. The base chance for a crit for anything other than an orange mission is 15%. This means that over the long run one in five missions will get a crit. If your companion has a +5% bonus to that activity that companion, and only that companion, will crit one in four times. So when determining price you can multiply the amounts needed by five or by four if you only use one companion to do the crafting. As an example with the Fortified Electrum Headgear above to be reasonably expected a crit you would need 30 electrum, 40 Upari crystals and 20 Cortosis Substrates. For missions, such as grade six Advanced Neural Augmenters you get roughly three of them approximately every five missions with a companion with max affection. The missions cost 1,785 credits per mission. As such, your cost to gather them is 8,925 credits (5*1,785) divided by 3 which equals 2975 credits. There is still the 1.06 for the trade network cut which means 3,154 rounded is the break even point on your costs to gather them. If you sell them for less than this you are once again losing money every transaction. Fourth point!= For crit missions times the costs by 5 (or 4) to get your costs for one critical success (d) How much should I mark up? This is more complicated and depends on a lot of factors. What mark up makes your entry and time reasonable enough for you to do this activity? It’s a video game; the goal is to have fun; not work. Personally for the time part if I cannot make more than double the returns I would have had for doing dailies or other activities for crafting I don’t make the product. With Ilum I was getting 50,000 credits per half hour so if I cannot earn a minimum of 200,000 credits per hour crafting I don’t do it. I don’t get daily commendations, I don’t get chances to get new equipment; I’m crafting. Sometimes I can craft while playing other activities, moreso for higher level items than lower level items where you're constantly resending out companions every couple of minutes. In that case I consider the time I spend crafting. That’s the point where I have fun with it. For some people the point may be higher or it may be less; there is no right answer. The question is at what point and at what return are you having fun? Some people may want to see as many people walking around in their armor suits as possible and they will probably price lower to ensure as many people buy their products as possible. Some people may want to maximize their credits so they can see their credit total go up. They would try to price for maximum return (not necessarily the highest price; the point at which customers times profits equals maximum credits). Maybe you just want to clear out items in your cargo hold so you’re willing to accept a loss. There is no right answer; it’s a video game so price at what you feel rewarded for your investment. Fifth point!= Mark up to at least the point at which you feel rewarded for your effort and time investment! IV. Finding other opportunities Arbitrage Arbitrage is a bit more complicated than this but in an MMO it could be defined as the buying of items at below market value and the reselling of them at market value. As another example, on my server Laminoid will sell for 1,000-1,500 credits per item at the date of this writing. If I see someone selling Laminoid at 168 credits per, which happens every few days, I buy it and resell it at 1,000 to 1,500 credits per piece if I don’t use it myself. I have seen people who occasionally sell materials at less than the cost of gathering them; I buy them immediately to either use them or resell them at market value. They’re not making money so eventually they’ll stop doing it. It might take longer in an MMO as if people don’t understand pricing they will sell for less but since they’re getting credits from other activities they might think they’re making money since they’re credits are going up. They’re not going up from selling though; they’re going down from selling and going up from doing missions, flashpoints, etc Sixth point!= If someone is selling something at a price below market value or gathering costs you can make credits by buying it and reselling it at market value! What if someone is underselling at below cost? In this case, the answer is quite easy. Sell the materials yourself. Why take the time to produce it if you can get more credits by selling the materials instead. If the material market falls so that there isn’t enough credits to be made there for what you want switch to another item and when the market comes back up reenter the market. There will be people who want to just sell items quickly in an MMO so they’ll quite often do it at a loss to minimal returns. They’ll stop eventually and then when they do reenter the market. Seventh point! = If someone is underselling at below cost or minimal returns see if you can make more credits selling the materials instead. If not, move into a different market until the original market returns to normal. Try to anticipate demand For this take a look at what the developers have planned. As an example, patch 1.2 brought in augmented armor pieces which had a very good return. The return in the first few days was insane. Patch 1.3 as currently planned is removing the ability of crit crafted armors to hold top end augments without an augmentation kit. In 1.3 crit crafted orange armors will be just as useful as non crit crafted armors as people will want the top end augments; not medium range augments. So the next big armor item will be augmentation kits. Instead of producing crit crafted armors start getting ready to produce augmentation kits. Of course this requires staying on top of in game developments but if you want to make a lot of credits reading over fansites every so often will help you to anticipate what people will want next. Eighth point! = Try to figure out what people will want next and then plan to supply them. Conclusion If you want to make credits the eight points mentioned above should help you to figure out what to sell and how to price. Good luck with your credit making and let’s get so many credits we enslave the Hutts. Also, if you liked this guide and think it would be helpful for people please uprate it and/or like it as I think it would be a good addition to the crew skills forum. It’s not about crafting per se but it’s about selling which is a part of any crafting system.
  22. Or you could, you know, run dailies, get 4 to 5 times the amount of credits in returns for the time spent than you would save from taking the time to get them for free from planets and then buy them on the trade network, do gathering missions, save yourself time if you have a limited amount of time to play, and sell the items for enough to make a profit instead.../ facepalm
  23. I'll use your server's figures and overall game figures for this. Level six House Mecetti's Losses will give 5 Upari Crystals on the average for 1485 credits so let's round to 300 credits per crystal. The cost is about the same for the fragments. In any event we now have, assuming Bioware lets us use the lowest material requirements, 20 crystals, 20 fragments and 20 Cortosis Substrates at 400 each if they're bought through the crew skills vendor. That puts the bare minimum cost at 20,000 credits for the synthweaver to make. If anyone charges less than 20,000 credits they are losing money on each transaction. However, I'm assuming they're doing this to make a profit. The only way this ends up being cheaper on your server is if the person selling them is fine taking the time to craft 10 items, reverse engineer them, craft the augmentation kit and put it up on the auction house for less than 10,000 credits profit for all that time. If Bioware doesn't allow belts but instead makes it so chestpieces or something similar is used then you're looking at 100 crystals and fragments and 20 substrates if I remember correctly. That puts the bare minimum cost at 38,000 credits assuming no profit by the seller. Of course the seller will want a profit so he or she will charge more. This is also assuming that level six crafting materials have no market on the Galactic Trade Market. If someone can get more than 300 credits per crystal by selling them on the Trade Market then they would be better off selling them on the Trade Market. Doing this would raise the prices of augmentation kits as people learn they can make more money selling the materials. If someone can sell the crystals and fragments for 500 each then the only way augmentation kits become viable is if the bare minimum cost is, at if belts and low material intensive items can be used, 28,000 plus mark up or if other items have to be used 58,000 plus mark up. You then need to also spend 50,000 to implement the kit. You also now, since there will be almost no demand for lower level materials, cannot sell them to make the credits. You will instead have to sell level six materials to make the credits to buy them unless you want to spend your credits from dailies, etc. Don't get me wrong; I like the augmentation kit idea as it allows for greater customization. I don't believe it'll make anything cheaper as how it's currently proposed it will make for a weaker economy and is more of a credit sink than anything else. Especially as the augmentation table costs take the money completely out of the economy instead of giving it to another player that might be the goal though.
  24. Anything they can't gather by themselves they can easily get. They simply gather something they can gather, sell it, and then buy something they can't gather. That contributes to the active nature of the economy. It's not like level 20s have intense material requirements to begin with and if they can sell things people want they can buy things they want. With what you're defending level 20s have nothing anybody wants and they have too few credits for anybody to sell anything they want. They can't buy materials either if nobody is selling them since there is little to no profit to selling them.
  25. There is no market for 'at level' crafters by 'at level' people and 'at level' people don't need augmented armors that they would replace in three hours of game play anyway. Nobody produces low level augments either as there's no market for them and the augment would be obsolete in a short period of time. The market is for the top end where the majority of the population and credits are. If you can't see the advantages in low level crafters being able to sell items that higher level characters would want then I guess you just can't see it. Right now 'at level' crafters can participate and if their ability to produce goods and items that people would want disappears their ability to participate goes as well. In addition, the crafters who pay those prices, and there are quite a few, are those who don't have the time to log in five to six times per day to get enough materials to make items for the market. Do you really have the time to log in eight to ten times per day to get the 90 Opila crystals needed to manufacture one set of augmented orange armors that need Opila crystals especially since there are only two level three missions in archaeology that have a chance of getting them? That 90,000 credits which is about forty five minutes of dailies for a max level character makes a huge difference in the quality of life for a low level character who wants to sell materials. As well, if there isn't enough financial incentive for people to sell the materials then people stop selling them and then since it's so much harder to make the items the scarcity forces the prices up. If the market shifts to exclusively high end materials as with the proposed change then the prices go up unless a bunch of people join the supply materials market which they won't unless they can make a good profit and are interested in doing so; currently as there aren't that many people in the Upari selling market at 1,000 per Upari crystal I'm assuming not that many more will be interested unless prices go up even more. If the market is spread out among a wide variety of materials instead of one or two materials then there is a livelier and less expensive overall market. If demand is concentrated only in a small section then only those in that section can participate. If you can't see how this is counter productive to the goal of increasing activity on the trade network then once again I guess you just can't see it. Personally, I'd rather have a market everyone can participate in if they so choose instead of nearly all the activity being concentrated in a few segments.
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