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LuisViana

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Posts posted by LuisViana

  1. I'm not sure if anyone has suggested this already but, I didn't find any topic on it.
    I would like to suggest the option of "Hide Titles", "Hide Legacy Titles" and "Hide Guild" as toggle buttons for the Nameplate Options.
    This would help in a couple different manners.
    Nameplates are a major lag issue when playing 16m. Removing them completely reduces the lag drastically, however reduces the positional awareness of players.
    Players usually will disagree on removing their titles because they worked for it and want the aesthetics
    Players with attention complications and/or during heavy encounters, might have a hard time calling the name of someone if his name if "Champion of the Gread Hunt John Doe Saurus", Fully Armed and Operational of the guild double trouble.
    Gives a cleaner look to the game (for those who wants if, the ones who doesn't want it can untoggle it and see every title).
    And i haven't even started talking about the psichological effects of putting titles just to show of like putting "from Beyong" while pugging a tfb HM (other players might feel "opressed" or shamed for causing wipes). - Before people start saying "stop trying to hide the titles of other players who fought for it only because you don't have them"... i have every PVE operation title and most of the gold  tier pvp titles so this is not the issue (personally, playing as a healer, i like to see people names, not 6 or 7 giant titles crossing eachother).

    People who didn't toggle the option would still be able to see every title
    Players would be able to see their own title (since they have control over it)
    Lag would be reduced during big encounters without having to remove completely player nameplates

    • Like 1
  2. On 5/1/2023 at 12:44 PM, JoeStramaglia said:

    Hello everyone! I’m Joe Stramaglia and I’m a Systems Designer on Star Wars: the Old Republic. Today I am bringing you some of our planned changes for the Credit Economy coming in 7.3 and giving you a hint at some of the changes in the pipeline. 

    First off, I want to say thanks to everyone who provided constructive feedback to our initial changes we introduced in 7.2.1. We’re reading your feedback and looking at data for each phase of these releases as we want to be careful and considerate of each change’s effect. The changes we introduced in 7.2.1 were smaller scale than the ones we’ll be introducing in 7.3 and the upcoming patches, but no one change is looking to solve every problem. They each have a specific intention related to our goals that were shared in that previous post.

    When we open up 7.3 content on the PTS, players will be able to see the following adjustments:

    • We’re retiring the Tax Evasion Guild Perk, it will no longer be available in future rotations.
    • Secure Trade, Mail, and Collect on Deposit will now have an associated transaction fee based on the value of the transaction. The fee is aligned to the Galactic Trade Network Commission Fee at 8%.
    • Some items will adjust the value of a transaction when transferred via Trade, Mail, and COD and will be subject to the same fee.
    • Many items will have adjusted Vendor sale values.

    These changes are largely motivated around reducing GTN tax avoidance and adjusting credit inflow from item sales. However we’ve got a suite of changes that rely on these coming in our next phase, which I am going to reveal a little bit earlier as there will be further adjustments to these numbers as a result.

    We’re actively exploring a complete overhaul of our Galactic Trade Network system! This will include a lot of things I cannot talk about yet as they will come after 7.3 but am very excited to reveal soon. Make sure you check out our livestream on May 3rd at 1pm CT / 6pm UTC and follow here on the forums for more information as we get closer.

    When this overhaul happens we’re going to be converting the GTN Commission Fee to a Progressive Tax starting lower than our current fees but reaching a higher threshold than our current fees. The exact numbers will be released at a later time, but the Transaction Fees implemented in Secure Trade, Mail, and COD are a flat tax meant to mirror the highest bracket in the GTN to encourage using the network. Whenever Taxes are updated in the GTN those changes will be applied accordingly here as well.
     

    We want the Galactic Trade Network to be the premier place for trade. Given we’re exploring the GTN as a place to improve the experience and make participating in our player market more enjoyable for everyone, we'd like to get your feedback on the current state of the GTN in terms of usability.

    • What do you like about how the GTN currently functions?
    • What do you dislike about how the GTN currently functions?
    • Is there anything you wish you could do on the GTN that you cannot do currently?
    • Are there any specific filters, searches, or ways of finding items you particularly like or that you wish existed?
    • What kinds of information do you use to decide when to make a purchase? If you could have more information what would you want?

    It’s important to note that the changes we’re currently planning are going to take place over multiple phases and releases so not all changes will come online at once. We look forward to sharing the current plans and taking your feedback into account!

    May the Force be with you
     

    For this to work properly you're gonna have to deal with the hypercrate Exchange.

    What i'm about to say is gonna make a bunch of people mad, but the high currency trades, like PVE Sales and expensive itens, are already being trades by hipercrates or boxes. So, to fix this, you need to develop a new category of itens, the "Binds on Trade".

    For example, you buy an Hyper Crate from the Cartel Market, it's alreadty bound for 36 hours, but then it's free to trade forever. Make it like this.

    Player A buys Hypercrate, after 36 hours he can trade it.

    Player B buys hypercrate from player A (or from the GTN) - Hypercrate becomes BOUND.
    Player B opens the hypercrate, the individual boxes can be traded after 36 hours

    Player C buys the boxes from player B or from the GTN - Bonex becomes BOUND
    Player C opens the boxes, the individual itens can be traded after 36 hours

    Player D buys the itens from player C - Itens becomes Bound

     

    That's a lock on 4 trades for cartel hypercrates that would affect in nothing the players that want it for the itens but would keep people from using hypercrates as a way to skip the taxes.

    • Like 4
  3. What I am about to post will probably get me hated by some players but it's something that will need to happen some time.

     

    Let me start with the fact that english is not my main language so this wall of text might have a few mistakes.

     

    We all know that the prices of everything went skyhigh in the last years. During 3.0 you could buy a purple augment for around 100k, which would be made in a daily area cicle (around 5 dailies and a weekly), today it costs around 70 million, which would be like a whole year of dailies.

     

    I'm aware that dailies are not a good way to farm money, nowadays you can send a standard crew skill and receive 1 million worth of materials, making the farm more reasonable but way to scary for newbies and new players (which are the players who bring the revenue to the company and keep the game running), when a player joins the game as a f2p and reach the fleet he usually goes around the fleet and check the gtn, just to see that basically he won't be able to buy anything, since his cap won't even allow to buy a single stim and the only way to make money that he knows is by doing his story line (it doesn't help either that people don't share the knoledge of ways of making money like the OEM/RPM and the crafting criticals). In the past, when a newbie would ask for money, i would give him like 30 to 50k and he would be happy until like nar shaddaa, nowadays i give them like 5 mil... That's inflation.

     

    While most will say "he should just subscribe, use a token, level 80 and start farming", thats not something friendly to new players and our player base is already falling so short that even after a main release like a new operation I can see the merge of Satele Shan and Star Forge getting closer.

     

    The inflation has even started reaching endgame players as golden augments are now out of the GTN and being traded manually for over 1.4B.

     

    I have written all that to suggest two solutions; the slow one (which we might not have time), and the fast one.

     

    The slow one is to have an expansion with a HUGE money sink mechanic, just like the rival company did with BFA and the azerite armor; I'm talking about something that might sink Billions and Billions of credits for a 4 to 5% improvement over who doesn't do it.

     

    And... There is fast way, which will get me hated by whoever doesn't know political economy or mathematics.

     

    Cut 2 to 3 zeroes of everyone... Do a study and find a value between 100 and 1000 times and cut it from everyone, just like governments do. That would tecnically not affect the inflation rate or the discrepancy between players wealth but it's a fast and known way to assure purchasing power and to reduce the entrance barrier.

     

    I'm talking about whoever has 10 bil at the legacy bank having 100 mil (with a 2 zeroes cut) and whoever has 100k having now 1k, but with missions still giving the same money. That would instantly solve the purchasing power issue and reduce the entrance barrier, so that you would only need to balance the rate at which the money goes in and out of the game through smaller sinks.

     

    Sorry about the wall of text but since we're now dealing with country level amounts of money (where millions are like pennies and we start thinking about it at Billions), this might be 2 possible solutions.

     

    Thank you for your time.

  4. There is an option to show only cleansable debuffs, that works for pve but it's broken for pvp cause there are debuffs that only tech or force classes can cleanse.

    The best inprovement they could do would be a "Hide Raidwide Buffs Lockout", cause there are debuffs that we need to see and that are not cleansable, such as "pretty much everything" on the hm monolith fight

     

    Sry for my english. It's not my first language.

  5. All ops: thrash / time to return to the boss should take less time (i think dp is at a nice spot)

     

    ravagers and toss: make hydraulics and sonic rebounder weaker (fpr HM at least). When 75% of most ops teams are made of troopers / bounty hunters there must be something wrong.

     

    PS: I know you can make the new ops with diferent classes,but it's super easy whem you bring 8 troopers.

     

    PS2: Sry the typos, english is not my first language and this was made in a smartphone

  6. Lots of records in this match:

     

    http://i.imgur.com/LQuMpGj.jpg

     

    #1 Overall Damage as a Sorcerer / Sage for me: Dominník

     

    #4 Overall Damage as an Assassin / Shadow for Unimpressed

     

    #4 Overall Damage as a Mercenary / Commando for Phynneus

     

    #1 Overal Healing as an Operative / Scoundrel for Surrêna

     

    #3 Overall Healing as an Operative / Scoundrel for Principality

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