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Angry_Ferth

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Everything posted by Angry_Ferth

  1. First and foremost, I apologise for the necrobump on this thread, but Ratajak keeps asking for an answer, and the answer is in character transaction logging. Gonna change that to player X and his 5 characters A B C D and E, and the Legacy Storage L. A has 3.05M; B, C, D and E have 150k each. A transfers 3M to L and B, C, D and E all transfer 100k each. So now there is 3.4m on L and A, B, C, D and E each have 50k. the log will look something like this A=3m B=100k C=100k D=100k E=100k L=3.4m Now let's say player X makes a purchse off the GTN, using 600k from legacy funds. The transaction records which character used the funds, for argument's sake, let's say B made the purchase, now the log reads as follows. A=3m B=-500k C=100k D=100k E=100k L=2.9m Now let's say Player X let's his subscription lapse. Now the game turns L into a Legacy Escrow account. Player X can buy Legacy Escrow withdrawal tokens, but those withdrawals can't exceed their logged transaction values, nor can they exceed a given chartacter's credit cap. He uses one token on A to withdraw 300k credits. A=2.7m B=-500k C=100k D=100k E=100k L= 2.6M Then he uses another token on C but can only withdraw 100k. A=2.7m B=-500k C=0 D=100k E=100k L=2.5M The only real number that would ever need to be recorded is the final total per character in relation to the bank, and the total in the bank. As long as X is subbed he can use legacy funds on any character without restriction, once the sub lapses, each character can never withdraw more than their current total or more than their current cap allows for. and all they have to add is a legacy escrow withdrawal token.
  2. We have guild storage that holds both money and items. Let our legacy storage do the same.
  3. Sorry for the necro-bump but ever since the most recent batch of updates and patches I've noticed that all lightsaber blades are skewed a few degrees from their handles. It is incredibly jarring once you notice it. I'm not sure if they were fine before patches 4.1 and 4.1a but they are definitely messed up now.
  4. Is anyone else having trouble learning schematics from Reverse Engineering Asylum Blaster Pistols? It seems that I learn the schematic from anything else in one or two tries, but I'm on ten tries now and bupkiss. It's not a huge deal since I can just learn the Onslaught version. But I am wondering if this is an actual bug or I am just insanely unlucky. To clarify I have tried both the level 40 and 46 variants of the Asylum Blaster Pistol, they both say I have a 60% chance to learn a researched schematic but I never seem to actually learn it.
  5. My Torian is not available still. I finished the Taris questline and he shows up in cutscenes on my ship but I can't find him on the ship outside of cutscenes nor can I summon him as a companion or send him off on Crew Skill Missions. It should be noted that I only unlocked him yesterday at nearly exactly the same time that all the west coast servers went down. In fact, I finished the Taris storyline moments before the servers crashed and when they came back online I had to repeat the last bit on the ship and at the Taris Space Station. I would also point out that I actually receieved an entire set of his gear in the mail before finishing the Taris storyline. the mail was a remnant from the companion gear update, all of my characters have received all of their companions gear in the mail.
  6. Hi, I've just recently returned to SWTOR after a couple of years absence. I am slowly learning all of what has changed since I used to play (Which is no small feat.) and find my adventures in A Galaxy Far, Far Away a little on the lonely side. It seems that, atleast from the description, your guild is quite possibly a group I would enjoy being part of. I am currently finishing up the class story for my Bounty Hunter, but I have a character for every class, both Republic and Imperial, most of which are level 50 (The cap from when I stopped playing.) At this point I'm not looking for much beyond some friendly people to talk to while I play, though I may be interested in Hard Mode Flashpoints once I reach the level cap and potentially even Raiding in the future. I have been playing MMOs for ... let's just say over a decade at this point and have raiding experience in many different games (including this one, albeit that was back when the game only had one Raid.) I look forward to hearing back from you. My Bounty Hunter's character name is Sigrûn. Will most likely be on that character more than others.
  7. Ok... this is the most asinine argument I've seen yet. If an increase to the price of gasoline suddenly impedes your ability to visit your beach house, then you probably shouldn't have beach house to begin with. Furthermore, if the cost of living goes up (and yes, gasoline can be considered a cost of living.) then you absolutely go to your boss and ask for a raise. Assuming, of course, that the price of gasoline also affects the cost of your commute. Your other options include public transportation, car pooling, or cutting back on other luxuries to better afford higher priority luxuries. I suppose the crux of this debate becomes how many people are against the absurd repair cost increase some people are seeing, and how many people are against any repair cost increase at all. But in general terms, Ratajack seems to make arguments purely based on how he perceives the game to work, and seems to have very little interest in any one else's views about how the game does or should work. He doesn't care if he has to grind more to do something, therefore, no one else should care either. I'm sorry Ratajack, the world doesn't work that way. If I have the power to change something I dislike, I am absolutely going to try. There is no slippery slope here... because if you give a mouse a cookie, but don't want to give him a glass of milk... then when he asks for a glass of milk, say no. That being said, if it turns out that there is a bug here, and the repair costs are higher for some people than they expected or intended and then they fix it, then my job here is done. I don't care if repair costs increase at an acceptable rate pertaining to the bug fix they said this was supposed to be. But if this was an attempt to create more of a money sink from repair costs then I absolutely am going to be vocal on the matter, because I don't perceive this to be the best way to achieve that end.
  8. If they really didn't want people buying cartel unlocks off the GTN they wouldn't allow cartel market items to be sold on the gtn. If this really is meant to be more of credit sink than anything else then the motivation would actually be to increase the value of credits, to lower the cost of items, to allow preferred and f2p players to be able to afford buying more unlocks from the GTN. Because, ultimately, it doesn't matter who the end user is for a cartel market unlock, it just matters that people buy them. If that IS the case, and this is meant to be a money sink, then they are doing it wrong.
  9. There is a logical fallacy in the argument that repair costs need to be increased in order to overcome the potential income from dailies, and it's present in your post at the bottom there. The monetary rewards from dailies via vendor trash and quest rewards (400k-500k as you say.) is essentially money that you basically are creating out of nothing. It is money that is being added to the game per character per day. And quite frankly it is a ridiculous amount. Claiming that they need to increase repair costs to counter this is not the correct approach. At this point repair costs don't function as a money sink, they function as motivation to do dailies. If people are forced to do dailies to counteract the repair costs then money isn't effectively being removed from the game, because players are just creating more money in order for it to be destroyed. Apparently the notion of reducing monetary rewards from dailies will be an unpopular one, but in reality it's the most effective way to counteract the ridiculous inflation games like this experience. As long as it's easier to create money from nothing than to earn money through trading with other players then inflation will be rampant and hard to control. Raising repair costs won't remove money from the game, it will just force more people to create more money to accommodate the repair costs.
  10. This thread seems to keep changing in focus. Now the debate seems to be "MMOs should require x amount of work for y amount of fun, if you can't accept it don't play." I would point out that Ratajack contradicted his own argument at one point by pointing out that raids and flashpoints could be considered work as well. The work/fun debate is entirely in the eye of the beholder, if you don't mind doing dailies then bully for you. I absolutely despise them, for reasons I've already given in a post that seems to have been mostly ignored. As to the primary motivation for doing content, that's an ancillary argument. I don't care if people are motivated by gear or by social interaction, or by enjoyment of the content therein. (I'm inclined to agree that on some level, the loot rewards are always a motivating factor, I'd certainly like to have something to show for the time I spend doing the content.) The heart of the issue for me will still continue to be that repair costs should not be used as a gating mechanism for content. I could argue that Bioware already seemed to agree with this, since way back in 1.2 they decided that prohibitively expensive repair costs were not in the best interest of the game. As for the argument that you need to have some slog to make the fun more enjoyable... That's a bit of a paper tiger. Nor is it really germane to what the actual issue is with this "fix." With nothing but the patch notes to go off of, it's reasonable to experience a 33-50% increase in repair costs. People are purportedly experiencing repair costs increases from 100% to 400%. That screams to me that something is not working properly and needs to be fixed. If something is broken, then any sort of argument about "stop complaining, and grind dailies" is vapid at best. We need to point out to the devs that something is not working as intended and needs looking into. If you disagree then something is ultimately wrong with your perception of how things should work. If this change is working as intended then their patch notes were not accurate and need to be updated. In which case I'd probably like to know the underlying reasoning behind the decision that repair costs were too low and needed to be raised by such a large increment. Once that happens, depending on the outcome the debate can resume. If it is a bug, and it gets fixed then hooray. The people complaining were correct. If the patch notes were inaccurate we can resume the debate about gating content with repair costs.
  11. This thread is kind of all over the place now. I'm sorry Ratajack, but as soon as you felt the need to demonstrate your real life concerns in conjunction with your gaming concerns you lost your fight. It's entirely possible your post was 100% sincere and genuine in regard to what you do in real life and how you still manage to find time to grind dailies... But as soon as you felt the need to share it with a bunch of strangers on the internet any credibility your argument had went out the window. Do you even lift? My concern is not that they raised the cost of repairs and now the game is awful and borked. To the person complaining that old deaths used to cost 7k and now they cost 10k... That is exactly the projected increase you should be seeing from the change. And I can't imagine that increase is suddenly ruining your entire SWTOR experience. One of the problems here is the chap who has the 18k repair cost from one death. That is not acceptable. So it's clear that whether it is directly related to this fix or not something is causing outrageous and prohibitive repair costs. At this point, reverting back to 1.6 values might not fix the actual bug, since who knows what piece of code got messed up that is actually causing these crazy increases. The next issue becomes, if this is a bug, and they find it and fix it, but keep the slightly higher repair costs that they actually intended to introduce how big of an impact will it have on people who want to experience end game content without being forced to grind dailies to do so. If it turns out that there is a bug, and they fix it, and the slightly increased repair costs are not nearly as prohibitive as people thought, then I'm perfectly happy paying 2000 credits more per death than I used to. Anyone, at any point, who made the argument "stop being lazy, grind dailies" your argument is not valid. If the meta game here turns into "6 nights of repetitive crap for one night of progression raiding." then I won't play it. It has nothing to do with how much time I have to play either. It has everything to do with my belief that dailies are the content provided by lazy developers, and if the developers are too lazy to create actual content, then they don't deserve my money. Repair costs should never be a gating mechanism to content. The argument that they need to increase repair costs to effectively remove the stupid amounts of credits that can potentially be introduced into the game in a given day because of their poorly designed dailies is ultimately a weak one. The answer to that argument is that dailies should not be so profitable, since it is, in effect, printing more money. Repair costs should never be more than a balance to what the average player earns through the course of playing the game. At this point if the ultimate goal here was a weak attempt at removing money from the game then they seriously need to re-evaluate the earning potential from dailies. Feel free to predict mass outcry should they go this route, but if you are also one of the proponents for excessive repair costs then you need to realize that our ultimate goal is the same, I'm just proposing a fix that effects you more than it effects me. Much like this fix effects me more than it effects you.
  12. You do realize that just because on the galaxy map they seem close together doesn't necessarily mean that having knowledge of the location of one means you can ascertain knowledge of the other, right? The earth to the sun (or one AU) is almost 93 million miles (~92,955,807 miles). The distance from the earth to the next nearest star is 270,000 AU (that is ~ 92,955,807 multiplied by 270,000.) Space is huge. Relative proximity is kind of worthless.
  13. I still don't see how this pertains to the debate in question. There is something potentially wrong with repair costs and a decent portion of us would like to know what is going on. In no way have I tried to dictate how they create the challenge in this game beyond expressing a desire to not be forced to do repetitive content I don't enjoy in order to experience the content I do enjoy.
  14. I'm not sure what I am supposed to take away from this beyond a pseudo-subtle attempt at questioning my intelligence. But if the developers are too lazy/inept/poorly directed to implement proper challenge within the content it's really not a requirement that I find my own within the confines of their game. If I absolutely love the game despite all it's flaws I might be inclined to do so. (And, in fact, in this game when leveling alts I try to never out level the story content as I play through it so that every encounter is at least somewhat challenging.) But short of trying content with fewer people than recommended (which I have done before,) or trying content using less than my best gear (naked pvp anyone?) I don't see what obligation I have to challenge myself within the confines of the game. Furthermore, I don't see how this is at all relevant to a discussion about repair costs, money sinks, content gating, repetitive grinding, or any of the other myriad topics that have obliquely been referenced to in this ongoing debate.
  15. Thank you for the clarification. I agree wholeheartedly. Challenge should be derived from the mechanics of the encounters within the game. Gating content with boring, repetitive grind work is the least effective, least enjoyable method of design possible.
  16. If this was an intentional change, and if the ultimate goal was to remove money from the game, they probably would be less willing to create vendor novelty items at this point because it would directly compete with the cartel market. In order for repair costs to work as a money sink they need to be innocuous enough that community doesn't mind that they are there, yet high enough to actually compete with all the sources of income this game has. Frankly, daily quests are the biggest contributing factor to inflation and credit bloat in the game, they could easily have left repair costs alone and decreased the the value/frequency of vendor trash from daily zones and reduced the daily rewards themselves. Or they could do a little of both. Honestly, I believe this fix is not working as intended. As has been pointed out before, if you read the actual patch information regarding this change it only states that Enhancements weren't being factored into repair costs. At most this should be a 50% increase to repairs (33% if the shell item also incurs it's own repair costs.) so people should probably being seeing a repair cost increase from ~3000 to ~5000 for the gear damage inflicted from a death at 50 in decent progression gear. That, to me, is not unreasonable. If they are indeed looking to reduce the amount of money in the game then they should look to stem the inflow rather than try to increase the outflow.
  17. I'm a bit confused by the conclusion that people upset about the repair cost increase just want things handed to them. Not one person has insisted that something be handed to them for nothing. Everyone still wants to experience the content, they want to earn their gear through learning the mechanics of the fights, winning those fights and getting the appropriate drops therein. What they don't want is 3+ hours of mindless grinding to be able to afford to do that. The penalty for failure is the time you spent trying, and the fact that when you fail you have to start over. No one can magically progress from dying enough. There's no point in an op where the game decides you tried hard enough so the raid boss switches to easy mode. We don't need exorbitant repair bills on top of that. Back in 1.2 they lowered repair costs for end game gear because it made end game progression prohibitive. That is still the case. It doesn't matter if you personally have millions of credits and don't care if you have to spend more on repairs. It doesn't matter if you are in a guild that is run like a business that has millions of credits to pay for everyone's repair bills. Just because the mechanic is not prohibitive for you specifically doesn't mean it's not prohibitive in general. The one thing I will agree on is that we can no longer make any progress from debate on this subject. We need official word from Bioware as to whether or not this "fix" is working as intended, and if it is, what was their reasoning in implementing it, at which point we can start making a case for or against the change. My guess is that since we have had no word at all it is probably not working as intended and they probably have no clue where the mistake is, and until they can find it don't want to say anything. Granted my viewpoint is on the optimistic side, but really I can't fathom that this change was intentional given how divisive it has been.
  18. I just can't agree that this point is a win-win. The kick member option is supposed to be for extreme cases, either for people who are completely undergeared for content or who are completely unable to cooperate with the group. The idea that game mechanics increasing the rate for kicked players to a degree that it creates a barrier between newer players and veterans is absurd. This game does not have a healthy enough player base to needlessly create this kind of acrimony between newer players and veterans, it just doesn't. To penalize the veterans for helping newer players is ridiculous, and to penalize the newer players for the sheer fact that they are new is just as bad. This argument is Lose-Lose. The players lose out, the community loses out, the game as a whole loses out. I can understand the cost of living argument, even though I disagree with it as a means of economic control. They need to create a money sink, that's fine, but what they are doing is creating a money sink that is destructive as a whole to the cohesiveness of the in game community. They are trying to create a money sink that will still allow them to make money on the cartel rather than one that will work directly against the cartel. I understand that they are a business and no matter what EA says the only thing they ultimately care about is the bottom line, But they are going about it the wrong way. Right now the cartel market only moves money around within the playerbase, but it also represents potential profit for EA/BW. They are being incredibly close minded in their methodology, mainly not wanting to provide big ticket novelty items directly for sale from npcs because that will eat into potential profits from the cartel market, yet they still need away to remove the ludicrous amounts of money already present from the game. I'm fine with an increase to repair costs, but they need to make it a reasonable increase. Clearly they have overshot the mark here. In the end it will have a larger negative impact on the game as a whole than it will a positive one.
  19. My fear is that if this is working as intended it's paving the way for cartel market repairs.
  20. I like how just because there was a patch note about this being a fix it's automatically assumed to be working as intended. Frankly, if this is working as intended then someone at Bioware needs to be fired. Dailies are not enjoyable content. To think that the income from dailies could or should be used as a gating mechanism for content people actually enjoy is ludicrous. To expect that everyone in a progression ops should devote 3+ hours a week grinding out dailies to pay for one night of ops is almost offensive. It turns the game into a job. I almost never do dailies, I don't enjoy them in any capacity. To require x number of hours a week spent on this horrible content to engage in content I actually enjoy is a sure fire way to get me to cancel my sub and go elsewhere. To defend this ideology is a sure fire way to insure that this game will fail sooner than later. To pretend that someone's outrage at such a horrible mechanic is what is causing the decline in the quality of the MMOs today is vapid at best, though the word I'm more likely to use is moronic. If this is anything but a mistake, then it is cheap, lazy, and more fuel for the fire against BW/EA's policies and direction regarding this game.
  21. I can't imagine that this is a fix that is working as intended. If it is, Bioware runs a very real risk of alienating players, which it absolutely can't afford to do right now. It's one thing to fix a bug where repair costs are inadvertently too low, it's quite another for repair costs to be raised by over 1000%. If this isn't an unintentional change they need some new direction for this game.
  22. I will agree that right now the one thing I don't mind about the dailies is that I largely don't have to do them. In the process of gearing up my 50s I just do the groupfinder daily and if I feel like it, I'll throw in the section x/black hole weeklies. But for a game that has such well defined factions (republic and imperial), it makes me a little upset when they show a reputation system that doesn't interact with the cross faction dynamic in any meaningful way. Right now the only cross faction interplay is very shallow and only touched upon in pvp warzones (and even then, not always.) I'd much rather see faction wide benefits for increasing reputation for a given group, and furthermore an introduction to the cross faction tension that is supposed to exist in this world. Make us compete to keep the gree and the voss happy, then give us perks for doing so. Allow one side to be the clearly defined winner for set period and reap the rewards for it. They don't have to be amazing rewards, they could be minor conveniences or quality of life improvements that in aggregate give incentive to keep receiving them. The other issue I have with this system is that, unless I'm reading it wrong, it's a very shallow implementation of how you gain fame. You don't gain reputation by actually helping a given group... you get reputation by trading items to a given group. It's an extremely cheap way to implement it. I don't gain rep with the voss by killing gormak or completing quests for them, I get an item reward for completing heroics and then I trade the item back to them and they suddenly like me more. BW already seems to think it's ok to just add daily quests whenever they introduce a new system, we need to let them know that we expect and deserve better. The only reason people do Hardmode Flashpoints these days is for the black hole commendations you get from doing the daily group finder quest. In some flashpoints you can run through the entire flashpoint in about 5 minutes, skipping almost all of the content to get credit at the end. Instead of taping on daily quests when they want to introduce something new, Bioware needs to take the time to make this old content worth doing for the content itself, and then add on the daily reward as a bonus, not the sole reason for doing it. Give us real rewards for doing the heroics, let us earn rep for mobs killed or quest objectives completed, as well as the choice at the end for further rep gains or comms, or mods or something. Allow the rep items to drop randomly from appropriate mobs. Allow item drops that don't just turn into vendor trash. I read this blog and the whole time I just kept seeing the subtext flashing "we have no ideas that are creative or original. We hope you can't see that though, have some titles!" And frankly, if we don't want to be treated like this we have to let them know it's not ok. Because this isn't ok.
  23. It looks great? Really? It looks like a desperate attempt to rehash old content with a cheap grind to me...
  24. Then why not give us a blog about the revamped ilum pvp? this reputation system is nothing but carrot-on-a-stick filler for grind donkeys. And they aren't even using fresh carrots. This whole proposed system is garbage. If having reputation with a given faction meant something beyond a title and "some kind of gear" it would be way more impactful. Give each faction a collective reputation. Allow us to actually sway Voss and Gree sentiment, and then give us meaningful rewards for doing so. Not to mention that the only new content that even seems to be included in this reputation system is whatever crazy crap they come up with for the gree/ilum pve event. This is grasping at straws, hoping people are dumb enough to think the new wrapper isn't hiding the same ****. The whole blog just made this update feel really weak. Quick, give us some good news, because this certainly doesn't make me want to keep playing.
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