Jump to content

Vibal_Magus

Members
  • Posts

    5
  • Joined

Reputation

10 Good
  1. This seemed to work w/the death knight and would limit the overhead on pre-existing content.
  2. Hmmmn, curious to see if treasure hunting is the exception. A L4 Archaeology (12min, 690cr buy in) yielded 60cr worth of vendor material. Also, ofentime? Or significant turn around?
  3. And you do not make money off of the other gathering mission by vendoring the materials harvested. If you vendor them, the system removes more money than it generates, inflation just went down.
  4. Other gathering professions require another player to want/need the thing you have, slicing did not. I would like to see that changed. Slicing DID print money, that was it's primary draw. I would be curious to see how many people broke the 1, 5, and 10 million marks in the first week with a crew skill other than slicing.
  5. Flipped through the first 20 or so pages here, 150 is a bit to get through. Just a couple of things, probably nothing new, but worth reiterating if that's the case. 1.) A tradeskill who's only function is to increase inflation is bad for the long term health of the in game economy. All characters rely on credits, the ability to generate credits without gameplay is silliness. Cash sinks (repairs, mounts, training) are added to MMOs to maintain the balance of intake and outake of cash. Trivializing those costs is harmful to all characters who are NOT generating mass credits in this manner. 2.) The fact that a small sub-set of the players were able to generate millions of credits within the first week, through a single crew skill, does in fact warrent immediate action. The fact that they did so within the game system does not change the severity of the impact on the economy. The fact that it was "legit" makes it a nerf, not a bug fix. Semantics do not change the necessity. Slicing was poorly designed from the start, and the issues with it should have been evident before the game was even put to beta. A couple of things would make the skill more in line with others, without the current net loss that people are reporting. 1.) Change the credit drop rate to yield a 0-5% increase over time. People should not be taking flat losses on mission running for missions that *only* yield credits. 2.) Slightly increase the drop rate of recipes and missions from successes. Monitor the quality/desirability of the drops. 3.) Also add unique, slicing only, recipes to the drop pool. 4.) Maintain drop rate of world spawn nodes. Slicers would still have a skill that over time would be "free" to level. They would also see an increase in sellable items from thier trade. All of the other trade skills require finding another player who wants the thing you have/can make in order to make a profit. Slicing did not. That's a poor design from the outset.
×
×
  • Create New...