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Ominovin

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Everything posted by Ominovin

  1. Flat fees are a really, really, really bad idea: They are either: High enough to serve as a barrier to entry for new players, Too low to be any factor at all for 'rich' players, or most likely Both of the above. The point of the 'progressive rate' is to pull more money out of the economy on expensive items without excessively penalizing the 'low end' of the market: It's a bit more complicated, the player doesn't really need to pay too close attention to the actual details if the UI tells you what the Final Sale Price and Listing Fee are (this is basically how income taxes work without the complications of deductions). That being said, the new 'minimum listing fees' look like they will have a bad impact on the lower end of the market, so I'm not certain what they are trying to accomplish there...
  2. Okay, I've thrown together a quick chart on listing fees, including a '6 week cost' comparison for long term postings: Listing Period Minimum Fee Maximum Fee Six Week Posting Cost Days Rate Credits Listing Price Credits Listing Price # of Postings Minimum Fee In Range Maximum Fee 0.50 0.010% 100 1,000,000 10,000 100,000,000 84 8,400 0.840% 840,000 1.00 0.025% 125 500,000 25,000 100,000,000 42 5,250 1.050% 1,050,000 2.00 0.050% 250 500,000 50,000 100,000,000 21 5,250 1.050% 1,050,000 3.00 0.100% 500 500,000 100,000 100,000,000 14 7,000 1.400% 1,400,000 7.00 0.250% 1,000 400,000 250,000 100,000,000 6 6,000 1.500% 1,500,000 'Listing Price' is just the price at which you hit the 'Minimum' or 'Maximum' listing fee for that period. 'In Range' is the percent of the posting price you have been charged for an item listed between the Min and Max 'Listing Price' values. 'Six Weeks' was selected as easily divisible into half day, one day, two day, three day, and seven day periods.
  3. To be fair, the actual 'pre-fee' prices you post an item at will probably come down a bit to keep the final sale price close to current market prices: A 3b item would actually cost the purchaser 3,447,780,000 credits after fees while posting for 2.76b would keep the same sale proceeds as the current version but only cost the buyer 3,169,380,000 credits. Where exactly prices will finally stabilize is unknown, but I'm guessing it generally will be below the 'current' posting values by at least a bit...
  4. The listing fee tops out at a whopping one quarter of one percent of the pre-fee price and is capped for really expensive items: This should only be a factor for very low-price items (no idea why they have the minimum listing fees) and items you post repeatedly (and I do mean repeatedly) before they sell. Honestly, the refundable listing fee never made any sense to me as it only comes into play if you actually cancel your posting: As it currently is, they really should have left it out and implemented a cancellation fee instead. The non-refundable fee makes a lot more sense. There are folks in these threads talking about how this is an impending apocalypse, but it's really just a couple of minor tweaks that will probably require little more than a slight adjustment in pricing strategies (granted, if you currently post 50+ items a day and only expect 1 or 2 to actually sell, you might want to re-think your entire business model)... ADDENDUM: The hypothetical '500MM item' used in my earlier analysis would cost 250k to post for a week, so you could post it for a month before it would cost you 1MM of the 460MM you will get when it sells, or 0.22% of the sale proceeds. If you are willing to use the 24hr or even 12h listing options, you can reduce that even more (10k per 12 hours * 28 days = 560k or 0.12% of the sale proceeds, while 25k per day * 28 days = 700k or 0.15% of the sale proceeds).
  5. I wouldn't say that: 350k is basically 'pocket change' for a lot of players who might not have the mats necessary to quickly craft it themselves. Yes, you could buy or harvest the mats and then craft, but the playtime required might be worth more than 350k to you...
  6. Today, you post an item for 500MM and get 460MM after it sells. With the revised system, you post the same item for 460MM, and the buyer gets charged 52.98MM in fees for a total payment of 512.98MM Seller makes the exact same amount (outside of the listing fee changes), while the buyer pays a massive 2.6% more than before. I am still failing to see any huge issues here. ADDENDUM: FYI, here's the pricing math I am coming up with: NEW OLD Sale Price: 460,000,000 500,000,000 New GTN Fees: Rate From To Portion Taxed Fee Bracket I 6% 0 999,999 999,999 59,999.94 Bracket II 8% 1,000,000 9,999,999 9,000,000 720,000.00 Bracket III 10% 10,000,000 99,999,999 90,000,000 9,000,000.00 Bracket IV 12% 100,000,000 499,999,999 360,000,001 43,200,000.12 Bracket V 14% 500,000,000 999,999,999 0 0.00 Bracket VI 16% 1,000,000,000 3,000,000,000 0 0.00 Fee Total: 11.52% 460,000,000.00 52,980,000.06 52,980,000.06 Final Sale Price: 2.596% 512,980,000 500,000,000 Old GTN Fee 8% 500,000,000 40,000,000.00 -40,000,000 Sale Proceeds 460,000,000 460,000,000
  7. I'd just like to point out the GTN fee has always been 8% baseline, which is 40 Million for a 500 Million sale: 58 Million is only a fairly small increase that most players will barely notice, and the new system actually has a reduced GTN Fee for sales under 100 Million credits.
  8. Technically speaking, there is an 'fee' to enter the opposite faction strongholds (Capital City and Fleet) you own, but they are the exception. It's been a while since I've done this (there is really no point to it), but I believe it was 500 credits for Smugglers/Bounty Hunters and 5,000 credits for the other classes?
  9. It's a bit more than just speaking basic: Every species needs to use the same voice tracks, so any species with a distinct 'sound' is pretty much a non-starter.
  10. There are four 'Command Deck' rooms to unlock, three of which unlock buff slots (all but the first one) There is also the Engineering deck, which is just a single room. The Hanger deck (three rooms) and Crew Deck (seven rooms) appear to be completely optional: There is a 'Hanger Deck' buff slot, but it seems to be available when you purchase the ship.
  11. Are you certain the character trying to use this item has completed the prior two missions? If you have the item on the 'wrong' character, it won't work because that character hasn't completed the prior missions... Also, if you are playing on all servers, you might want to double-check that you actually 'claimed' the second mission on this particular server...
  12. Stacking percentage buffs can get out of control in a game like this, so the 'additive' approach makes a lot of sense: It just happens to work out really badly in this particular case... My (non-tank) '336 Green Heavy Armor' characters have a 11,132 armor rating, so +10% would be a bigger increase but still leaves them a couple thousand points below the assassin/shadow tank (12,245 with implant vs 14,910 base / 15,506 with implant).
  13. This threshold is the MAXIMUM rarity that will be transferred: If set to 'green' then only 'green', 'white', and 'grey' materials will transfer over. Change the setting to 'legendary/gold' and all your mats will transfer over. The material inventory is the 'gem' icon.
  14. Subscribers get 500+ cartel coins per month. The Galactic Seasons reward path awards 2,000 cartel coins (it was 4,000 for a season or two, but has been nerfed since). That's 10,000+ 'free' cartel coins per year for subscribers (6,000+ from subscription, plus 2,000 per GS * 2 GS per year).
  15. I'm guessing the actual issue here is that your ACTUAL ARMOR RATING is only 5,964 in full 336 'light' armor: You get a +150% boost from your tanking stance/charge, but additional percentage boosts appear to be additive rather then multiplicative: 5,964 * (250% + 10% = 260%) = 15,506.4 It would seem Shadows and Assassin tanks probably shouldn't use this Implant...
  16. Congratulations! I'm glad my post was helpful.
  17. If going 'free to play' was the first nail in the coffin, not 'going free to play' would have buried this game in an unmarked grave a decade ago: Subscription numbers dropped about 75% that first year and was basically closing in on the '500,000 subscribers' point that was considered to be where the game would probably only break even, and there was no indication the decline was going to stop. Honestly, FTP was less 'first nail' and more 'emergency life support'... I ran some numbers a while ago (with a lot of assumptions, given we have only vague announcements to work with) and I think the total game revenue numbers averaged out around the equivalent of only 560k subscribers or so: Presumably EA did some cost cutting over the last decades, but costs have a habit of increasing over time, so I doubt they are making a lot off this game. Whether you love or hate the Cartel Market, you need to remember that this game just couldn't continue to exist without it... DISCLAIMER: Subscriber since launch, never actually purchased a Cartel Coin.
  18. Even weirder: A quick https://swtor.jedipedia.net/en/search?q=elite+tactician search shows this as a new 7.3.1 item, but there is no mention of it in the Cartel Market announcement for this patch (https://www.swtor.com/info/news/article/20230912) and I don't actually see it in the Cartel Market myself. Given the name, maybe this weapon was not intended to be included in the game but was accidentally released with the similarly named armor set? Maybe the OP bought it in 7.3.1 and it was removed from the CM/collections in 7.3.1a, leaving the physical weapon as an odd remnant...
  19. I've done a couple of google searches and can find no indication that this item actually exists. The only 'elite tactician' items I can find (outside of this specific thread) are: The uniform introduced in the last patch, A main hand lightsaber, and An offhand lightsaber. This is really weird, as pretty much everything in the game is at some point mentioned on one site or another...
  20. The important thing to keep in mind about bugs: If a bug impacts all players, then it is almost certainly a game issue that Bioware needs to correct (or ignore if it is relatively insignificant). Best example of this was when they introduced Guild XP without realizing the additional network traffic from the 'live xp updates' would lag the game out. If a bug only impacts some of the players, than it is probably because of an interaction between the game and those players' specific computer setups and therefore much more difficult to identify and/or correct. Having claimed a fair number of GTN sale proceeds (and returned items) without crashing, it sound like your issue probably falls into the latter category...
  21. Counterpoints: As a founder, allow me to assure you that leveling was never really challenging. You can't actually significantly out-level a planet, as you are automatically 'down-graded' to a more reasonable level when you go there (typically the maximum expected level for the planet I believe). You get your higher-level abilities, but your actual stats are capped at the lower level. The leveling process has to assume the player isn't going to play all the content the planet offers, as many players get kinda sick of the faction storyline after a few run-throughs and just want to run the class storyline. Even at launch, you could easily hit the 'level cap' for the planetary missions if you did any additional content. In those days, however, you just stopped getting XP from story missions until you hit higher-level content, but you could probably actually outlevel entire planets if you ran a bunch of Flashpoints.
  22. You typically only hit the currency cap if you aren't actively spending that currency (not actively purchasing new gear). If you aren't actively spending that currency, does it really matter if you lose a few of them when you hit the cap? If it really is important to not lose any, you get plenty of annoying warnings once you hit 80%+ of the cap...
  23. Did you really need to respond to an eleven year-old suggestion for a server type that no longer exists? FYI, once upon a time there were actual dedicated RP servers for this game, which is what the OP was referring to...
  24. Some very wise words that were once said in a YouTube video about the fall of Portugal's monarchy should be kept in mind: "it turns out that things don't get magically fixed by ousting the guy with the crown." Whoever is in charge, they are going to have similarly limited resources for a seemingly unlimited list of issues...
  25. He did say 'to the guild' rather than 'to a guild member' so the item probably ended up in the guild bank anyway...
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