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I like a lot of what I'm seeing here, but a couple points I'm definitely not happy with are the 30 day time limit on claims. which I find very irritating. It'd be like Paypal vanishing your money on your account from a payment if you don't withdraw it. I will also join the choir saying removing items before adding them to the game somewhere else is not good. Please make sure they have been added to the game (simple vendor should do, another good way to drain credits)
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7.3 Credit Economy Initiative: Updates and the GTN
MadDutchman replied to JoeStramaglia's topic in General Discussion
Well I'll be damned, after years of posting requests and suggestions on how to revamp the GTN to combat inflation, we're actually getting some of them. Some additional suggestions though: * Historical sale data is a must, and would be especially nice if it was available outside the GTN, so we can tell when we pick up something especially juicy. * Please stop mailing us credits on sale. It's a painful, clunky system that makes no real sense. * Item listing notifications please. Set an item and price range, and get notified (NOT by mail, some kind of unobtrusive popup/message) when a listing matches. Also, please get rid of the QT tax introduced last time. Terrible idea. Makes me roll my eyes every time I QT. -
Credit Economy Initiative beginning with 7.2.1
MadDutchman replied to JackieKo's topic in General Discussion
A credit cap will not end inflation so much as end the economy as a whole. If people cannot get a market price for their items, they just aren't going to sell them. Sure the prices won't be inflated anymore... but then their won't be items anymore. The only reasonable way to artificially get prices down is to artificially increase supply (since artificially reducing demand wouldn't make sense). In RL terms this comes in the form of government grants and subsidies to specific industries or products to encourage increased production. BW fortunately has it much easier, as they can just create the items out of thin air. It would need to be handled genlty (and maybe even secretly so as not to annoy the whales, as someone noted earlier) but this could drain a lot of money out of the economy via the GTN I would also support a massive expansion of the crafting system to make it more accessible, productive and more interesting (it's a boring grind as is), but this might be stretching things a bit far -
Credit Economy Initiative beginning with 7.2.1
MadDutchman replied to JackieKo's topic in General Discussion
I feel like these changes fundamentally misunderstand the nature of markets. Most notably... you seem to be largely ignoring the actual market and relying on "administrative" changes (taxes) to influence the economy. While this can certainly be a part of it, the market is the vast, powerful engine of the economy and if handled properly, will have a vastly outsized, and far less controversial, effect on prices. So my suggestion is one I've made a number of times in the past, but now seems as good a time to make it again: Increase GTN Accessibility and Usage The GTN tax is probably one of, if not the biggest, credit sinks in the game, and importantly is a tax that does not punish new players. Simply put, the more sales occur on the GTN, the more credits are drained from the economy. More importantly though, the more supply on the GTN will drive down prices, not through any tax, but based on the simple laws of supply and demand. So the two goals here are obvious enough: Make it easier for people to supply and make it easier for people to buy Increasing Supply: The idea here is to make it easier and more desirable for people to list on the GTN. As it stands now, many items are expensive/non-existent on the GTN largely because people are too lazy to list it, or don't know they can list it for a lot of money (Ex. Inspiration Vestments are very high value. How many world drops are just vendored because no one knows it's value?) Show GTN pricing information on an items info panel (perhaps as an extended menu accessed via modifier key to keep down clutter). This will incentivize players to list items on the GTN rather than just vendoring them, with the higher the value, the better. Allow GTN listing at more locations, and even in the field (ex. through a legacy perk/purchase). If it's just as easy to list on the GTN rather then vendoring, they'll go for the option that has the best value Quick Listing: Have preset listing prices on listing for "one click listing" to maximize ease of access (ex. a list item for 5% below current average price, current lowest price etc.) Custom pricing will still be allowed of course. Have a dedicated UI for collecting money from the GTN. Using the mail is, frankly, an awful system. Improve the listing UI for filtering and sorting listings Provide a UI for providing historical sale information. If people know about hot items, supply will naturally flow to fill that demand Increasing Purchases: The idea here is, like above, to make it easier for users to find what they want, as well as advertise what they want. Add Buy listings. Fairly self explanatory, let players add buy listing for a specific price. If a seller doesn't want to wait for a buyer, they can sell it directly and immediately. Could automatically fulfill a buy listing when creating a sell listing as well if the list price is less than or equal to a buy listing. Smart Search: Add autocomplete to the text search, as well as text based categories (ex: adding :armor Mandalorian will search under armor for everything containing the text "Mandalorian" Price Watches: Can place watches on specific items to give a notification based on pricing information, or show historical data (useful for sellers too) A system like this should massively increase the supply on the GTN and increase the use of the GTN tax, which will both benefit inflation. It will also make interacting with the GTN a better user experience in general, so win-win. Some of these are obviously fairly big items, but they could be rolled out incrementally fairly easily. -
There is a very real possibility this will involve a complete redownload of the game when it goes to live, as the compression format of the .tor archives has changed. The asset files themselves should be the same, so if the updater is smart enough to migrate the assets in place, we might be fine, but I'm not super optimistic.
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Tried it out quick. Didn't spend much time in it, but one thing I noticed right off the bat is a fairly significant reduction in load performance. I know that the assets are using a new compression format, so I'm guessing this is having some growing pains. It's not catastrophic but quite noticeable (both live and PTS on same SSD)
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Possible to merge Satele Shan server and Star Forge server?
MadDutchman replied to illgot's topic in General Discussion
Flawed logic, pointing out the position of the majority is hardly self centered. Quite the opposite in fact. A better solution to this problem would be for BW to strongly encourage new or returning players to setup shop on the least populous server. Or if BW really saw it as a problem, they could offer discounts on transfers to SS to re-kindle the population It won't help the OPs players much of course, they've already thoroughly established their cliques and are now sleeping in a bed of their own creation. (which is not to say all Ops players are like that, but the community as a whole has sealed its own fate really)