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DraonaiMimnov

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Posts posted by DraonaiMimnov

  1. 35 minutes ago, EricMusco said:

    Hey folks,

    First off, thank you all for the feedback here in the thread and especially for those who have jumped on PTS and played around with the changes. There are some great points of feedback and questions in the thread and I want to respond to some of the themes we are seeing.

    These changes are not enough!
    You are correct, and we know that, but it is a starting point. It is very important that we make these changes slowly and that we monitor their impacts closely. There are some excellent suggestions in this thread for further changes that are already in the works. As we said up front, you should expect to see changes that focus on the economy throughout the next few updates.

    We want to start small and in targeted ways. More changes are coming in future updates.

    Let me give you some specifics based on suggestions I am seeing in the thread. We know that players exchanging high value items will often trade outside of the GTN. Either because of its sale cap, or to avoid getting taxed at all on the transaction. This is likely the place you will see a number of changes coming after 7.2.1 to stop the loophole, and to start properly taxing high value trades. 

    You're Not Hurting the Rich!
    Well, we aren't trying to, not specifically. Inflation in its simplest form is about the amount of credits entering the economy against the amount coming out of it. Over time we have shot ourselves in the foot a bit as we have removed or minimized most regular credit sinks (removing training costs, etc).

    The goal of these changes is to introduce passive, small credit removal to the game. This way we have credit removal a bit more in line with our credit generation. Removing singular batches of credits from a subset of players would not lower credit inflation (although it is an important component of it), and could not replace this type of passive removal.

    We Need Credit Sinks

    We hear you that it would also be great to have some more "spend a LOT of credits to get something specific" but one consideration is that many of the suggestions being made are one time purchases which do not continually reduce credits. As we have many systems that continually introduce credits, we need more things that reduce credits often and not on a one time basis. 

    To help balance this, we have been steadily adding credit sinks over the past year or so. Most prominently would be the catch-up mechanic in both Galactic and PvP Seasons. The credit costs in those catch-ups can become quite substantial.

    Could You Bring Back Amplifiers?
    In short order, no. Our items are not built to have Amplifiers on them since we removed the system. However, the sentiment of this question is solid and is in alignment with what I said earlier, this is another example where we have removed some credit sinks.

    The Stronghold Change Particularly Sucks
    Yeah, let's talk about this one and our goal. As we are introducing a variety of passive costs to travel, players will inevitably look to find a way to subvert it, even if it is a small cost.

    One way players could do this is to use the SH travel to a planet and then Exit Area. Our concern here isn't actually for traveling to the SH, it would be a player trying to use that as a stepping stone onto the planet itself.

    With that said, we hear you on the sentiment of this one feeling especially punitive, paying to travel to something you paid for. So here is what we are going to try to change it to. We will not charge you to travel to a SH. Instead we would simply apply a travel cost to using Exit Area.

    Note that this is not how it is implemented currently so it will require a bit of time to switch. If we can't make this change in time for launch we will likely do NO charges for SH travel in 7.2.1 and implement the proposed credit cost as noted above in the future.

    Thanks all! Keep the feedback coming.

    -eric
     

    Musco,

    You always have this option as it is not a one time purchase. 

    Quote

     

    I think the team should just implement a system in which you can buy cartel coins for credits, and base the currency conversion rate on big ticket items being sold, like character slots, renames, or hypercrates.

    If a hypercrate is worth 5500 and they sell for 4 billion, it would be about 727,000 credits per cartel coin. If you really want to reduce inflation you'll want to drain the economy and reduce credit rewards significantly to keep inflation from rising back up. 

    I think taxing these travel costs will only hurt new players and it will do nothing to reduce the amount of credits in the system from the people with billions.

     

    Purchasing Cartel Coins with credits would be something many people would make repeat purchases of. The credits only have one way to go if they are going into the system and exiting the game rather than into the hands of another player.

    • Like 1
  2. On 2/9/2023 at 9:29 AM, JackieKo said:

    Hi everyone, 

    This is a follow up to the information we released in the Game Update 7.2.1 PTS blog post. ICYMI, 7.2.1 will be introducing initiatives to combat the inflation that is present in the game. We’ve seen conversations surrounding this topic, and we share similar sentiment to the concerns about the game’s economy. This will be an ongoing initiative that will be rolled out over several updates as we want to slowly introduce these new changes and give players time to adjust and also provide opportunities to give us feedback. 

    We understand that there is demand to fix things now, but we are taking special care to introduce these measures over time as correcting the economy is not something that can be done overnight. Immediate implementation can have the opposite effect and potentially crash the economy instead. 

    We have been identifying key areas where improvements and changes can be made, and weighing how these will impact both the player experience and the economy. Our general economic balancing goals are as follows: 

    • Reduce tax/credit cost avoidance
    • Reintroduce credit sinks as some were removed in the past
    • Adjust inflow in certain repeatable content
    • Use these changes as opportunities to improve the experience while also reducing credits
    • Monitor how these changes impact the economy over time and adjust accordingly if needed

    With the 7.2.1 PTS opening soon, players will be able to see the following adjustments:

    • Quick Travel now has a credit cost associated, with a minimum cost of 100 credits and a maximum cost of 5000. The cost to travel is dependent on the distance traveled.
    • Priority Transport Terminal now costs the original planet travel costs to transfer between daily areas.
    • Travel to Strongholds now costs the original planet travel costs to transfer between planets.
    • Repair cost formulas have been adjusted across the entirety of the game so that repair costs increase in relation to item level.
    • Durability of equipment should now be lost at a LOWER rate on death, but a slightly HIGHER rate in normal gameplay. 

    We ask that players submit their feedback here. 

    While we cannot give a definitive timeline on when the future changes will be deployed, you should expect to continue seeing more changes in future game updates. As always, we will communicate the finer details, the timeline in which these changes can be tested, and when they will go live. 

    Thanks all! 

    Hi Jackie,

    I think the team should just implement a system in which you can buy cartel coins for credits, and base the currency conversion rate on big ticket items being sold, like character slots, renames, or hypercrates.

    If a hypercrate is worth 5500 and they sell for 4 billion, it would be about 727,000 credits per cartel coin. If you really want to reduce inflation you'll want to drain the economy and reduce credit rewards significantly to keep inflation from rising back up. 

    I think taxing these travel costs will only hurt new players and it will do nothing to reduce the amount of credits in the system from the people with billions.

  3. 16 minutes ago, JackieKo said:

    Hi all, 

    The "Show Gear as Outfit" bug is something we're looking into as the current experience is not intended. 

    Additionally, we'll be looking into expanding the character limit for naming outfits in a future update. I don't have a timeline for this, but wanted to say that we're aware of the feedback. 

    Nice to know what the next big content update will be all about.

  4. Hi everyone,

     

    We wanted to give you a snapshot overview of the next update that’s coming, Game Update 7.1.1, which is currently targeting a Fall 2022 release:

    • Galactic Seasons 3! We will have more details available at a later time, but we can share that this upcoming season is Galactic Gaming themed.
    • Feast of Prosperity Event returns with new rewards
    • Features for Outfitter for ability to name and favorite outfits
    • Conquest objectives for the Manaan Daily Area
    • Class balance changes (see below for more details)

    It’s important to note that this release could change in terms of timeline and the above content includes what is currently slated for this update at the time of this post.

     

    I know that many of you were wondering about the release of Galactic Seasons 3 in particular, and I’m happy to share that its release is targeted for this upcoming update. We’re looking forward to sharing additional details soon, so be on the lookout for more info soon!

     

    As stated in an earlier dev post, there will not be a phase of PTS for this update, however, please see the 7.1.1 Balance post that Chris Durel created that offers more insights into our plans for class balance changes. If you have any feedback, we encourage you to share your thoughts in the linked thread.

     

    We also have seen the feedback players have provided for the R-4 bosses. The team is focusing on making adjustments to the following for 7.1.1:

    • Reducing IP-CPT’s health on Veteran so the DPS check isn’t as demanding
    • Adjusting the difficulty in the Overgrown Hallways to be less deadly in Story Mode
    • Reduce Lady Dominique’s health slightly in Story Mode
    • Damage from Nihrot is no longer reflectable
    • Nihrot suppression grenades should no longer get caught up in the ceiling tentacles
    • The issues some players are experiencing with IP-CPT falling into the floor

    While these seem to be the most common reports we are seeing for the bosses, we do welcome additional feedback. If you are reporting difficulty you are experiencing with any of the R-4 bosses, please also include details of the gear you are using.

     

    Lastly, access to the Collector’s Edition vendor has been highly requested over the years, so we are creating a path for players to access this vendor with the purchase of an access pass that can be obtained from the Cartel Market. Once the item is consumed, it will unlock the ability to speak to the CE vendor, grant access to the VIP area where the vendor is located, and it will unlock account-wide. Below are the items that are available on the vendor:

    • 7 companion customizations (Ashara Zavros, 3x Deshade, Kaliyo Djannis, Mako, Vette)
    • 5 pieces of the Imperial Trooper armor set
    • 4 Dye Modules
    • 3 Pets
    • 2 Statue stronghold decorations
    • 1 'Scanner' helmet

    We will share more details about Game Update 7.1.1 in future forum posts and articles, so stay tuned for more!

     

    Jackie

     

    There are only 100 days left in the year and we're expected to believe this is coming out this year?

  5. Hi GoldenApolo,

     

    To help us better understand your experience, can you tell us what your item rating was at the time?

     

    Thanks.

     

    Probably best for some of us to wait until the next expansion, for when and if your dev team decides to stop beating around the bush and actually fix some of these problems with level sync and the atrocious gearing system we have. It's just as bad as World of Warcraft Shadowlands was, the only thing some of us find fun right now Jackie is leveling new toons up to a certain point and stop playing when we reach the new expansion.

     

    P.S. Shadows of Revan had the best systems.

  6. Hey everyone,

     

    I just made an announcement concerning the launch of our Legacy of the Sith expansion, and I encourage you to read the blog post.

     

    We know you will have some questions in response to the blog, so feel free to ask them here and we'll be addressing them in an FAQ later today which we will continue update as you have more questions.

     

    Be mindful of our forum guidelines as we want to ensure we can quickly answer your concerns and keep more information flowing your way.

     

    ---Keith---

     

    Hey I was just wondering but is this an out of season April Fools joke?

  7. Hi folks,

     

    We wanted to give you an early heads up about a change we’re making in the upcoming game update 6.3.

     

    Previously, the refund timer for items purchased off of a vendor only counted down while that character was in-game. As of the 6.3 update, this will change to real time. What this means is if you purchase an item off of a vendor, and that item has a refund timer on it, the timer will count down whether that character is logged in or not.

     

    This is in-line with how the current timer for Cartel Market items works. The ability to exchange items looted between party members in Flashpoints and Operations, which also uses a timer, will not change and count down via in-game time only.

     

    The reason behind this change is we observed some unintended behavior where the mechanics of the refund timer were being used to store more resources than intended by limits intentionally set in order to balance the game economy’s inflows and outflows.

     

    -Chris

     

    Jesus, what happened to the guy who made the warzone commendation cap 200,000?

     

    Also, this totally explains where the economy went wrong in the last couple years, the truth is out, total thumbs up Bioware.

     

    For a somewhat casual player who does alot of conquest, I happen to spend alot of my tech fragments on mods and enhancements just to keep from overflowing as there are times I'm uncertain what new sets/tacticals I want to buy. but atleast I'll have plenty of mods to sort through (YAY BIG RNG NUMBERS) when it comes time to fill out a new set of shells.

     

    My vote goes to increasing this absurd 10k limit and finding smarter talent than the guy who thought a 10k limit was a good idea. You can do better Bioware.

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