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Renpiti

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Everything posted by Renpiti

  1. Make it an unlock, either at max level or for a price. It's still prestigious, because you've done it on your legacy. Nothing is lost there.
  2. It always baffles me when people use "in the real world" to explain elements of a fantasy game, but whatever. With the precedent set by BW with HK, I'm all for legacy unlocks. I'd pay to have my rare or purchased mounts available to unlock across multiple toons.
  3. I'm curious to see what Bioware has to say about this, or anyone who thinks this isn't a good idea. I'm inclined to lean towards allowing this, because I've had to delete toons that had rare mounts, and it felt like losing all that hard work and effort.
  4. Yes, that is how it worked this last time. Obroan became purchasable with unranked comms, while brutalizer requires the matching Obroan piece and ranked comms. You could max out unranked, convert them all to ranked at the vendor right there at the PvP mission terminals until you have ranked maxed out, then go back to maxing out unranked. That way you don't have to shelve anything. You'll be grinding for the Brutalizer pieces you'll need to trade for the next tier after the update. If you're dead set on shelving your toon until the update, I suppose that would be one way, but maxing unranked, converting to ranked and buying the Brutalizer pieces now lets you continue playing that toon, increasing his gear now while building your valor. You won't have any lapse in play because you'll still be grinding Brutalizer gear through your unranked conversions. Classic comms aren't necessarily useless. I've geared out most of my comps on several toons with 162s from classic comms. My guess is that we'll see similar moves in gear/comms as we did at the last level cap increase. I guess I don't understand the desire to shelve a toon. If you want to play a different class/race, that's a personal choice, obviously. I, personally, feel that you'd still have fun and be doing yourself a favor by meeting the current level cap on any 50s you have and then running Oricon with help. On PoT5, there are usually a few people who are willing to help run people through the initial story missions there to get you your 156s. That's how I've done it. This game is much more fun when you play with friends, whether from in-game or out. Up to you, obviously. I know people don't like duplicating efforts, but as it has been previously stated, the new level cap, if it comes, won't be for 3-4 months IF everything happens in a timely manner. I would suggest you keep progressing as if there was no new level cap coming. I mean, do you want to stay behind the power curve every time a major change is announced/implemented, or do you want to roll into the new update maxed out and ready to get the jump on people like you who waited?
  5. I've refrained from being rude and obnoxious, but your comments seem to trend toward trollish. Just like everyone else on the Internet, you're entitled to your own opinion. It's just a shame that you want to make it look like your idea is the only way to play the game. If you've got nothing more than waving your manhood around to show how superior your thought processes are, I'm done. Enjoy your life and your opinions. Call it a win if you're shallow like that.
  6. I should add, however, that nobody said anything about a guild being sustained by donations. Donations are difficult to justify, especially using your own statement as a baseline. You're against having the system automatically take a small percentage of looted credits (an admittedly small percentage of your overall credit gains in game), so by that logic, why would you donate to a guild bank EVER, if you're so concerned about credit totals. As for a guild master (me) only allowing 500 credits for repairs, when all 500K of the credits in there are from my own earnings, it makes sense to restrict access. I'm not going to ask people to donate, but I'm also going to restrict access to those credits as I see fit. And stating that a guild should disband because you don't like the way they do business seems short-sighted and narrow-minded. I'd actually like to hear from more people than just yourself. This back-and-forth is entertaining, but only gives me one biased opinion.
  7. Thanks for your input. Even though it wasn't what I wanted to hear, I respect your opinion. I could have done without the vitriol, but such is life on the Internet.
  8. I'm not sure if you're understanding my point. I'm not talking about credits you earn from turn-ins, and I'm not talking about a system that ADDS a percentage to what you loot. I'm talking about a small percentage TAKEN AWAY from what you loot from kills as part of being a member of a guild, meaning you would get FEWER overall credits personally. In my actual example, as opposed to the one you created for me, a person running dailies and weeklies would still get the same amount for turn-ins as always, but the amount they loot from NPCs would decrease by a small percentage that would then be deposited into their guild bank. If their total repair costs were more than the percentage they lost from what I'll call the "loot tax", no increase in income. If the guild allowed a higher percentage of repairs per member than the loot tax, it's still an overall net loss, one way or another, across the board for all members. For example, I run dailies and manage to loot what would normally amount to 10K credits from NPCs, but with the "loot tax" I'm describing, set to 5%, I would only earn 9500, with the other 500 going into the guild bank. My current guild only allows for 500 credits of guild-based repairs per player, but my repairs are 5K. It's a net gain of 5K over all: (9500 - 5000) + 500 (guild repairs). It would be 5500 for me without that "loot tax". Also, I don't know what dailies you're running where your loot totals are 100K from killing NPCs, but I'd like to know those. Please feel free to let me know if my logic is flawed.
  9. I guess I don't understand how taking a percentage of what credits you loot, as opposed to what you earn from turn-ins, is creating inflation, especially when that money would go into a guild bank that likely restricts access to those credits. Getting users to "donate" credits to a guild bank is like asking you to "donate" to any charity: you're not likely to make the effort if you don't have to or don't have a vested interest in it. However, if you have a portion of what you loot automatically donated (for being part of a guild that gives xp and rep bonuses), meaning you get fewer credits as you loot, meaning you wind up with less in your personal account, how is that creating inflation? If the problem is there are too many credits in users' personal accounts, wouldn't creating that draw on what they loot help to mitigate that at least in some small portion? Yes, the guild banks would grow, but not exponentially, and access to those funds is typically limited, as I mentioned previously. I'm not being contentious, I honestly want to see the logic in this.
  10. I'm not looking to stir up trouble, and I'm not making assumptions. I simply would like to know if there is any plan to incorporate WoW's method of putting a percentage of acquired credits into the guild bank automatically, and if not, the reasons behind that decision. I genuinely would like to know just for my own edification. Thanks.
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