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HeavensAgent

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Posts posted by HeavensAgent

  1. Like so many other things, perhaps it has only to do with whoever takes the ticket for resolution. I know friend who have called SWTOR customer service on the phone and had them fix a problem. When I called about the same problem I was told they couldn't help and I needed to send an email for that kind of "problem". I find it hard to believe that I got reps who didn't feel like enforcing a name change over 30 times in a row, but whatever. Given my experience and those of several other people I know, my personal opinion, is that your experience is a fluke and not indicative of what is normally happening.
    If you are reporting a name 30 times in a row without it being addressed, I strongly suspect you are wrong in your assessment of the presence of a violation.

     

    Given my experience and those of most of the people I know, the CS team addresses problems quickly and efficiently. I know someone who had an entire character restored in a day, after he consciously deleted it to use the name on a new alt. I've been in regular contact with multiple representatives regarding my inability to take screenshots. I've personally witnessed them force name changes on over two dozen characters that violated the naming policy, primarily for Leet and/or proper names of characters established in the Star Wars Universe.

     

    They take action when appropriate.

  2. Upon adding RP servers at launch Bioware made it very clear that they do not have the technology or the man power to enforce naming policies on RP servers and thus they would never be enforced.

     

    Since the population has dropped, subs are down, and about half the staff was laid off I would find it HIGHLY unlikely that they would start developing the technology and hire more people to enforce a naming policy...

    Not true. They made it very clear they would not enforce special naming policies on the RP servers. They also made it clear the general policy would be enforced throughout the game.
  3. sod that gime pod racing lol player pods would be cool.
    Pod Racing has not been invented at this point in the setting's timeline, so we'll never see it in the game.

     

    Swoop racing, if done right, will be a great addition. As noted, it is already something the developers plan on implementing. I'm hoping they draw heavily from the more innovative racing games in the past twenty years and really flesh the system out: Fully supported with tracks on multiple worlds, some only seen for the purpose of races, a fully-realized spectator mode, and both crafted and customizable swoop models.

     

    As BioWare said at Comic-Con, they love minigames.

  4. The current method is both fine and affordable. I can make enough to purchase an unlock in a single evening by crafting and selling goods on the GTN. I've done it twice now, for both the Zabrak and Rattataki. Additionally, I rerolled to my current server and had to earn the Twi'lek unlock in order to create my current main character. I had twice the required credits by the time I got a character to level 45. I had to wait to purchase the unlock until I attained the needed Legacy level. I had so much extra money, I purchased the Human species unlock at that time as well.

     

    In short, 1.5 million credits is nothing. Put in a minimum of effort and you'll have it in no time.

  5. Sorry, champ. Time to give up the disinformation campaign. I have reported dozens of people. I add them to my friends list once I report them. Not ONE of them has ever had their name changed and they are terribly riduculous like the OP's example of "AWookieAteMyHamster". Some are even borderline offensive. Not one has ever been changed.
    I don't know what to tell you "Champ," that does not reflect my experience. I do the same thing, and action is taken. I still attest that the names that you report must not actually be in violation of the naming policy. We can't know for sure, though without knowing the names themselves, and that would of course be a violation of posting policy on these boards.
  6. I thought you might be interested in that as we seem to missing each others points here but thanks for the insight into economies anyway. And if you are looking for a game and economy to get your teeth into and you like games to be an intellectual challenge EvE's your game.
    Generally if you have true inflation of a currency, there's a good chance you might be looking at a real economic system.

     

    I considered playing Eve for a while; the economics involved really do appeal, but the travel times quashed any desire to play the game at that point, and since then nothing has really inspired me to look at the title again. That's one of the reasons I cannot wait for Pathfinder Online: a Sandbox MMORPG with a real economy and no massive galaxy you have to traverse. Still, thanks for the conversation; it's hard to interpret economic theory for someone lacking the background, but I hope you got something out of our dialog.

  7. I asked... "Can you expand on why its a simulated economy?" as I'm not an economist, so you explain to me what the difference is and I then conclude that from your description that all MMO economies are simulated included the most famous player driven one, Eve, where they supposedly have a full time economist overlooking it. But my point is... No MMO has a "real" economy so we have to put with a simulated one and to my uneducated eye is still an economy to us players, talking economic semantics will not change that fact as all games are simulated as are not "real" that is all really.
    Just because EVE boasts areas of its economy that are simulated does not mean its economic system, as a whole, is simulated. As I stated, I have not played the game but based on what I've been told, and on what I've read since you posted this reply, it comes really close to a true economic system. The value of EVE's Interstellar Kredit is based on the wealth that exists within the game's economy, wealth generated and represented almost entirely by tradeable goods, both gathered and player-created.

     

    This is the key of a true economic system: the currency must be representative of goods and sometimes services present within the system. The value of the currency must be representative of wealth.

     

    As you noted this is not always the case in EVE, but the majority of the game's economic transactions function on this premise. In fact, one of the reasons the game employs an economist is to keep tabs on the effect generated currency has on the economy. In order to ensure it does not sway the game's economy to a simulated system, they seek to equalize the quantity of generated currency units with that of generated goods and items.

  8. Indeed, you probably will not be able to consolidate characters in the way you describe until paid transfers are made available. Consolidation of characters to a single server location has never been the intent of the free transfer process.
  9. All MMO's have simulated economies then as you have to have an amount of money in the system in the first place for resources to be worth something and thus bought, short of giving every player 10,000 gold/creds when they first start playing. If there is no money available you would then have a barter system but no MMO's that I know have that system so money is always generated from missions, selling junk etc... and because it generated out of thin air you need money sinks to control inflation. Even EvE has an economy like this as when you start you run missions for NPC factions, mine ore and sell it to NPC factions etc... and the money sinks there are factory fee's, NPC faction shops, Insurance, Clones and the severe Death Penalty and EvE is touted to have one of the best economies out there.
    It seems you don't understanding how a real economic system works, and as a result how it can be applied to a virtual environment. If you have to have money in the first place for resources to have value, how do real-world economic systems develop? When they form, there is no currency upon which to base them. The wealth in those systems has to come from somewhere, something that already exists.

     

    Resources that are available in limited quantities always have value. In a real economic system currency is nothing more than a way to represent that value, to make it tangible, manageable, and, most importantly, portable. There is a direct link between the currency and the resources that back it, and as a result the currency itself has real value. I've never played the game but from what I've been told, and what you confirm here, EVE supports some elements of a real economic system. Not entirely, granted, but the elements are there.

  10. I understand that there is a naming policy but it's currently not being enforced.

    after reporting almost 100 names, I still see 85+% of them with the same name. The others, I've probably not seen.

     

    The point of this thread is to make bioware see that their enforcement of the policy is too lax and that we, the players, are not happy with how they are dealing with the policy.

    It is actually being enforced. I've known several individuals in particular that have suffered name changes, and the majority of those I've reported are never seen again. My guess is that you're reporting names that actually don't violate the naming policy.
  11. So are not all MMO's simulated economies as they are simulations in their nature?
    Not all. In some MMORPGs (not many) the monetary unit is representative of in-game goods. For example, someone in a game with a true economy who mines for resources would obtain an equivalent quantity of monetary units in exchange for those resources. They are not generated out of nothing, they have real value within the game itself, and both the value of the currency and its quantity reflects the wealth that exists within the system as a whole, as generated by player activity.

     

    A simulated economy can be compared to a sink. Someone turns on the faucet and monetary units are generated and added to the system, be it by killing a mob, opening a chest, or completing a mission. These monetary units are not representative of the wealth found within the system. They have no value. Additionally, their value never changes. These currencies can be added to a simulated economic system without restraint, and overflow without a way to remove them from the system. Money sinks serve as a drain, fulfilling the need to remove monetary units and prevent the sink from destroying your bathroom.

  12. Since the time they were mentioned they have not been brought up again. Most expect them to be part of the full space redesign that the developers have been working on since launch. No idea when we can expect it, though.
  13. Sure I was hated by some crafters for killing the market but they were pushing costs way to high so I crashed their market :p Saw the same thing happen shortly after 1.3 with the augment kits. They went from 250-300k per down to 65k in two days by someone else doing something similar.
    In fairness, I don't think you fully understand the situation with Augmentation Kits. No one was actively attempting to crash the market on them. Their availability simply increased; Augmentation Kits are Produced in a very short amount of time with readily-available and inexpensive components. This caused the market to naturally flood through normal competition, rather than some concerted effort to drop the price.
  14. Augment prices are utterly rediculous.. They shouldn't cost any more than any other mod.. It is sad that you wish to continue to price gouge the community with those prices.. They need to be around 40 to 60k.. Anymore is simply robbery..
    The prices for Augments will remain high so long as people continue to buy them at an inflated cost. Your guild solution is they way to go if you wish to combat these prices, either internally or on a server-wide scale, but unless you can spread the items to the entire server population you won't be able to make a significant impact on the price as a whole.

     

    The simple fact is there are too many people with an overabundance of credits in the game. This allows them to pay the inflated prices, thereby maintaining, or even raising, the price for the items; Skill Augments appear to be increasing in price on Jung Ma. Two weeks ago I sold some around the 100K mark, this week I was able to go as high as 186K, and that was undercutting the current top price by a good 10K. I craft for my guild mates at cost, of course, and free if they provide the mats, but otherwise I sell my items to fund other aspects of the game. As such I'm going to maximize my profits as best I can.

  15. Can you expand on why its a simulated economy?
    I could write a paper on it (business major), but to keep it short a simulated economy is one where the monetary unit has no real value. A credit does not represent an actual resource in the game. There's no limit to the number of credits that are generated, nor is there any governing factors that determine a credit's worth. Similarly, the cost of items in the game does not reflect the worth of the basic monetary unit; a vendor item costs the same regardless of the economic state of the server.

     

    A sign that a game boasts a simulated economy is that it requires one or more money sinks. A true economy doesn't need such systems, as it is self-balancing in some way.

  16. So the Collectors Edition vendor has some cool armor for in game characters. Why doesn't Deluxe Edition purchasers get some gear? All we get is a dumb looking speeder.

    Come Bioware, Deluxe edition was $75 bucks, security key was another $4.00 , and monthly fee. We have paid our dues, give us some more options on the vendors. thx

    You received what you were promised. You are not entitled to anything else. Especially when those who are entitled to continued perks have yet to receive them.
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