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alex_cpa

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  1. Have another code. http://www.swtor.com/user/ce/j2cnp
  2. I just want to know if the voice of one of the Revanite Commanders (Lord Kurse, I think) is actually MermaidMan from SpongeBob. I keep waiting for him to say "we are here to fight EEEEEVILLLL. Quick Barnacleboy, to the invisible boatmobile!"
  3. BW should beat the gold spammers at their own game. BW should start selling credits direct to players for Cartel Coins. If players/buyers don't go buy it from the gold spammers, the gold spammers won't have much reason to post in gen chat on the fleet. Give the demand an alternate supply. A BW supply. Cartel Coins for credits. EDIT: Could also restrict F2P gen chat to 50 characters and 1 gen chat message per 30 seconds. Restrict F2P outgoing whispers to 50 characters and 1 whisper per 30 seconds. Maybe 50 is too many, but you get the idea.
  4. Here's a crazy thought about fixing win trading once and for all. Would this be too difficult to implement? Would it be unworkable for other reasons? Changes that would be implemented: 1. Rating is tied to legacy. Get rid of character ratings. You win on any character and your legacy rating goes up. You lose and your legacy rating goes down. This would span across factions. 2. Ratings listings. The character with the most matches played on any one account during that season will be classified as the main and will display the legacy rating. This could be expanded so that the "main" character is treated as a "parent" and additional "child" characters will be displayed as well as long as those additional characters have individually met a specified minimum number of matches played. 3. Rewards. Once the appropriate legacy rank is achieved at the end of the season, the rewards are available to the character with the most matches played on your legacy. Each additional character on that legacy can receive the rewards as well as long as THAT character has a specified minimum number of matches played.
  5. Agree with this. I hope Eric sees that we do want more communication. And we want it to be less vague or followed up on with more concrete details sooner. After all, we have plans in-game to take over the galaxy and we may have to alter our plans on how we're going to accomplish this if the Devs modify the methods available to us.
  6. No, I don't think this is what LA and others are saying. They are saying we want more communication. But we want it about bug fixes, current games issues (such as the 2 most recent) and we want it more timely and in these forums in writing. So we can peruse it at our leisure and not sort through a 1 hour stream trying to find where Eric said "xyz" and then transcribe it back to here. If Eric wants to talk about general thoughts and things on the 1 hr streams and such, that is fine. But some in the community are worried that time spent on the streams will erode his time spent posting here and about current "big" issues in game. Folks like LA are simply stating their preference for communication here.
  7. I lurk quite often in these forums and it seems much of the community relations fallout of late is mainly due to 2 topics, Ravagers (and its multiple issues) and the slot machine (and its multiple issues). Let me caveat this by saying, I'm not trying to be terribly critical of Eric as he doesn't make a lot of these game decisions, he is simply the link between the players and the developers. He gives developers feedback from players and vice versa when the developers authorize him to. With that said, I believe players would rather more timely feedback on the most pressing issues. So here is my advice (it's worth about what you're paying for it): With regard to Ravagers situation, I think it would've been wise to clarify a few things before the most recent final post was made. And that simply would be a short 2 sentence update. 1 week after Eric's first post about the Ravagers situation which called for "wrapping it up in the next week or so...," a follow up post should've been made. For example, "we are still compiling data related to ravagers. It is our intent to be fair and reasonable with our disciplinary actions." With regard to the slot machine situation, I think the community team (this includes Eric and others on the community team) would have been better off being more plain spoken. Before the changes were made to the slot machine, something like this should've been said: "Using the slot machine is not an exploit. Have fun! However, we hear community concerns about the drop rates and in-game economy. Therefore, we're looking into the slot machine payouts. We are looking into ALL payouts, not just Jawa Junk. It is highly likely the payouts will be changed. Some items may see a significant change and others may be smaller. But to determine this, we're going to take a couple days and look at our metrics to see what has happened." I believe this kind of communication would be appreciated. I think it would be better for Eric and the community team in general to be a bit more transparent with the changes they are considering. I'm not saying they need to be definite since they don't know the all details of changes until they've made them. But they should know the scope of the potential changes. And if that scope becomes expanded or more narrow than previously communicated, then follow up with an additional post as soon as possible. Just a random thought. What if the dev team isn't communicating to Eric and the community team very well and Eric is caught in the middle. I hope this isn't the case. But I'm sure the dev team has deadlines and people they have to answer to as well, and when the pile of stuff to do on your desk gets too high, something has to give. Shout out to LA, you do seem more depressed lately. Hopefully it will pass. I enjoy reading some of your more quirky out of the box posts.
  8. I don't know if this would be the answer, and I'm sure someone has thought of it before....but here goes anyway. Why not have a chest piece armor not have a hood on it and make the hood the head piece. Then you can choose to hide the head slot, or show the head slot. I realize when hidden that it wouldn't show the hood down, but if would allow the hood to be "on" or "off." Seems it would be quick and easy to do. And perhaps the chest piece could show the hood down all the time, but when the head slot is visible it would cover the "down" hood. Yeah, I realize clipping could be an issue, but it seems easier to do this than making a chest piece that has 2 visible settings. Just my fairly worthless 2 republic credits...
  9. I understand that you don't like what BW has done with this since you craft for sales. Please don't take my statements for being for or against your ability to make money as a crafter. I am just trying to point out what I believe is BW's intent by doing this. Also, I think you just agreed with me. If the crafted items on GTN are cheaper (or not there at all) then more credits will be available to be spent on CM items on the GTN. Greater amount of CM items purchased directly contribute to BW's revenues. I think BW's attempt is to nudge the credit value of CM packs upward, while not completely upsetting the entire GTN. This is why Eric said what he did about monitoring Jawa Junk and adjusting accordingly. In otherwords, they want to make your crafting profession a little less profitable to make room for a little more CM pack purchases. BW doesn't want to lose you as a player/subscriber, hence Eric's post about making a future adjustment if needed. But at the same time, they do want to increase revenues. Your options: 1. If you believe BW will make slots less profitable in the near term, play slots as much as possible now, keep the mats that will be more valuable at a later date. 2. If you believe BW will keep things as is, stop running crafting missions now as it may be a net loss for you. Stop crafting for sales to see where the GTN equilizes out. 3. If you believe BW will double down and improve the slots rewards further, wait until a future date to see if playing the slots for GTN sales is worth it.
  10. I think this is BW's intent. To increase supply so that it floods the GTN, thereby lowering prices on certain items. New cartel packs will have items that are not attainable through the use of the slot machine. So to sum up, BW wants old CM items to go down in price to not compete with new CM items on the GTN. And furthermore, they want to lower the price of non-CM items so that more credits will be available to be spent on new CM items. That way, it increases the value of using real currency to purchase CM packs. Real currency purchases of Cartel Coins equals revenue for BW. They are a for-profit business afterall. Employees got to get paid somehow. As much as they may like SWTOR, I don't think working for free will pay the bills. This is why I don't think the slot machine as a huge credit sink is what is important to BW at the moment.
  11. This is really pretty simple economics. BW is reducing the cost on the supply side of the equation. Lower costs will lead to higher supply. Higher supply (while keeping demand constant - which of course doesn't happen as demand will change somewhat as well) will lead to lower GTN price. GTN price is a function of supply and demand. Supply is a function of cost to produce (time, credits, and real currency from Cartel Coin market). Demand is a function of how much do GTN market participants want an item and how many credits are they willing to spend to get it. BW may be trying to do 2 things at the same time, 1) lower overall GTN prices to some benchmark level, and 2) drain some credits from the economy. I suspect #1 is more important to them at this point in time than #2. From Eric's post, it appears someone is monitoring the GTN economy and will adjust the supply side (via drop rates, coin price, etc.) if #1 is achieved and #2 is now suffering (i.e. not enough crafting missions being run). My guess is that BW wants to bring overall GTN prices down by increasing the supply of those items on the GTN and then worry about the effectiveness of point #2 later.
  12. This is why a general "road map" would be helpful. While it wouldn't provide all details of future release features, it would (if it had enough details) allow players to better prepare for the direction that the Devs are going to take. And using that information players would make decisions about risk vs reward for doing certain things in game, be it crafting or something else entirely. For example, if a crafter (based on the "road map") saw an area of potential future profitability, if that future profit is a big enough reward, may undergo the opportunity risk of investing time and effort to be prepared when it comes into being.
  13. Maybe it's because posts related to the PVP topic to which you refer are deleted by BW. In fact one such post had "Eric" in the title (and existed a few days ago) and is now no where to be found. It was deleted within a day or so. I know because I replied to the thread with a solution to the above referred PVP issue that the Devs could use that would make the above said unseemly PVP practice impractical while making little change to ranked PVP. I hope the Devs look at that proposed solution as it was simple and would require 0 work after being implemented by the Devs. I would post the solution here again, but I don't want to mention the unseemly PVP action, nor draw more attention to it. The only ones who would be able to implement the solution are the Devs and they know how to get it from that post should they be so inclined. Not saying my proposed solution is the best, but it would work. Just a wild thought: Do you ever wonder if other people (not SWTOR players) have got a bag/box of popcorn related to these threads? I wonder if these recently related threads are part of an office pool somewhere.
  14. Background: Currently, I am a person who raids weekly. But when I started SWTOR I ran plenty of HM Flashpoints, Taral V, Maelstrom Prison, etc. Yeah that was a while ago. It seems to be the rewards in the HM FP's are generally not enough to entice players to run them. So here is my idea: Make a "Staged Weekly" quest (i.e. Stage 1, 2, 3, 4, 5, etc.) that each week if you complete X number of 60 level HM flashpoints (say 6) the weekly reward is an unassembled token drop of 192 gear. Stage 1 drop would be bracers, stage 2, belt, etc, etc. Developers could determine if they wanted a mainhand to drop at the end (i.e. stage 14) or not. In any case, the unassembled drops would be equivalent to SM ops drops. Therefore, HM and NiM ops gear is still only attainable via those specific ops. EDIT: Only 1 stage of the "staged weekly" could be done each week through the use of a lockout. Week 1, you could turn in stage 1 of the weekly, week 2 would be stage 2, and so on. The benefit would be that BW would have a good enough reward for people to run the HM FP's and it would make it easier for more casual players to start running SM ops if they have some 192 gear already. Because the comms gear is just not good enough. Thoughts?
  15. I don't know how hard (or if possible) to implement a graduated penalty. 1st person out gets 15 min lockout, 2nd person out gets 10, 3rd person out gets 5, 4th person out (group is disbanded) and gets 0.
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