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HRBEK

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  1. Seems that the suggestions of players have gone half unheeded, though that depends on what credit sinks are being brought back. This post seems to focus only on increasing the prices that players pay for existing things. That's all well and good, but it does little to enhance the experience. More items (e.g., decorations from in-game vendors) would be an enormous help and the elimination of various useless hindrances (e.g., the price cap on GTN sales) would help to augment the cost increase measures. Look at the Suggestion Box, as lots of players have proposed helpful ideas.
  2. This would be great! I'd pay good credits for that expansion :D.
  3. I don't think curbing resellers is the best approach. If people want to speculate, they should be able to speculate; and not all people who buy and then resell are people who bought those items to resell them (e.g., maybe they changed their mind about consuming an item they bought). It's always fun buying something, forgetting about it, and then finding it years later and seeing that it has appreciated. One priority I should be reducing the supply of new credits (e.g., by removing credit and - credit certificate - rewards from completion of CQ objectives); or at least doing so for players passed a certain level. More importantly, they need to make sure there is a big supply of things to use credits on (i.e., "credit sinks"). WIth more things to do with your credits, prices get pushed downward; and people have listed some interesting and very doable suggestions in this forum. And certain costs need to be brought into line with the inflation rate because they have been rendered completely meaningless (e.g., repair costs need to be massively increased for endgame gear). I definitely agree that in-game trades definitely present a challenge. I think the best start to addressing that would be eliminating that senseless price cap for GTN listings. From there they can assess how effective this is and then possibly impose some mild restrictions on in-game trades (e.g., imposing a daily or weekly credit limit for in-game trades; see my original post) if the inflation is still out of control. But this will ultimately require a multiprong approach because they have let this get so out of hand that any single measure is not going to dent the inflation machine.
  4. Another box would be great. I wouldn't mind forking out some CCs for that :D.
  5. Like Nee-Elder, I'm just posting this thread I started as another reference regarding the same topic: https://forums.swtor.com/topic/925335-some-inflation-suggestions/#comment-9723547 Combatting the inflation is going to take a multi-prong approach, given how rampant it has become. There is plenty of overlap regarding the suggestions across the various threads devoted to this topic, but I think that just speaks to the urgency and the commonsense nature of many of the suggestions. The inflation doesn't bother the wealthy and established players nearly as much, but it does wonders for putting off newer and returning players. It's pretty much a mainstay amongst General Chat topics in-game. It also boggles my mind that developers thought the measures in the recent expansion were going to put even the smallest dent in the inflationary trajectory of the game (some of the measures made things absolutely worse in a way virtually anyone could have anticipated; e.g., causing Flagship Encryption prices to double). Hopefully they revisit this issue, instead of thinking that it's already been 'addressed'.
  6. Agreed. It's the later and optional items most affected, as they are really what all the richer players are spending their credits on. I was keeping track of prices on a fairly large number of armour sets and decorations, and just within the last couple of months, there has been an incredible boom in prices. The price trajectory was already bad, but it's gone into overdrive regarding a lot of the decoration prices (some jumping from tens to hundreds of millions over that timespan). Any approach needs to be targetted in such a way that it addresses absurdities like what we see on the GTN for such items, instead of affecting all items (e.g., lowbie essentials), which you rightly say would just cause other problems. Making some of the items cheaper in terms of Cartel Coins would help to increase supply and bring down prices, but I don't see EA doing that :D, even though they absolutely should for some of the individual decorations (and whatever else), which are priced almost as highly as some of the bundles.
  7. I know the previous thread about the inflation mentioned augments and such for credit sinks, which was why I didn't add it here. Personally, I like the idea of decorations for credit sinks. It would be sucky that newer players would struggle to be able to buy them, but it would be a way to reduce overall prices without having to resort merely to increases in costs, which add no fun to the game. Definitely a good point about the need for the game to feel rewarding, as the best answer is always going to be more items, not more costs. If they could do enough of that, there'd be less of a need to mess around with in-game trades and such (I use them rarely anyway, despite their massive advantages). Trouble is that adding things is more difficult for them, and I feel that difficulty is something that they are looking to avoid in their inflation fighting :P, unfortunately. I agree with the posters above that a nominal decrease in credits (i.e., trimming a zero) would achieve very little. The only up-side I can see is that it would be a back-door way of eliminating the problems created by the credit caps (so long as they don't trim those too, lol). But I think the better solution would be to simply eliminate the credit caps, so as to avoid any confusion amongst players who would think they had just been expropriated if they saw one or two fewer zeroes in the balances :D.
  8. The inflation is only getting crazier by the day (it was horrendous already, but it has skyrocketed - more than normal 😛 - in the last couple of months), so I thought I'd make a couple of suggestions as to how it might be addressed. Game economies are inherently pretty inflationary, but at the very least, something can be done to slow this down a bit. I'm sure none of the things I mention will, in isolation, achieve much. However, with a multi-pronged strategy, perhaps we can put the brakes on. Would love to see some smarter suggestions from others, but the following are just some pie in the sky ideas from off the top of my head: 1. First off, seeing as some level of inflation is pretty much unavoidable, the credit caps are a needless and painful farce, compelling people to bid up prices for items that they think can act as stores of value. If the credit caps are not going to be removed (which they should be, if possible), then a workaround that would require less effort would be to create some NPC vendor good that is otherwise useless (e.g., high-value credit certificates), but which can be sold back to the vendor for the exact (or near enough, if you want it to be deflationary) purchase price at any time. Set that price high enough (e.g., 1 or 10 million credits), and people can just buy up those useless items and retain them for later resale to NPC vendors. This will reduce the inflation-driven demand for items and remove the upward pressure it exerts on prices. 2. As for actually reducing the inflation, an obvious start would be to eliminate the limit on listing prices for the GTN. The current price limit achieves less than nothing, as all the cap does is tempt people to utilise trades and e-mail-based exchanges, thereby avoiding the GTN tax on significant sales (i.e., of over 1 billion credits), which means that more credits remain in the economy. While many would still use such trades to avoid taxes, the lazier among us would settle for using the GTN; I certainly would at times, especially if the GTN tax-rate for every credit over a billion was reduced (e.g., 8% for every credit up to the billionth, and then 6% for every credit thereafter). But regardless of whether a single rate is retained, I see no reason not to eliminate the price-cap entirely, as there are now far too many items that are too valuable to be sold on the GTN. It might even be worth adding an achievement (and perhaps a small reward) for a player’s first sale of an item priced at over 1 billion credits, and then for their 10th and 25th to give them an additional incentive to sell on the GTN. 3. This one would only work if suggestion 2 were to be adopted. Some players in another suggestion thread suggested that eliminating the use of credits in in-game trades and via the mailbox system might be necessary; but that would carry consequences worse than what the intervention would be trying to prevent (e.g., making it hard for lowbies to sell low-value items to friends/guildies directly). I'd suggest merely placing some loose restrictions on monetary transactions via in-game trades and in e-mails to characters outside of your own Legacy. For example, similar to how the Guild Banks work with regard to withdrawals, you could make it so that any given character can only transfer up to 2 billion credits within a certain time-frame (e.g., per transaction, or every 12 or 24 hours). This would make large transfers of credits a little more difficult and time-consuming/labour-intensive for credit scammers. If they want to transfer credits to buyers, they will need to do so via separate accounts or organise for multiple transfers over time, causing them an inconvenience and complicating their transactions. Additionally, sellers trying to fetch high prices for sale items might be worried that buyers won’t make their promised follow-up payments for items costing more than 2 billion credits. This will tempt them to use the GTN and simply pay the sales tax. This would also put downward pressure on the prices of items that hover around the 2 billion mark, as people may just settle for the convenience of the lower price in in-game trades, as they can still dodge the tax. If this method is to be adopted, it would be imperative that the GTN tax be reduced on all credits beyond 1 billion in a single sale. This would dampen the blow a bit, and would make people more willing to use the service for high-value items. The reduced tax and the heightened risk incurred by in-game trades would cause an upswell in high-value GTN sales. 4. Substantially increase the cost of the Tax Evasion bonuses, as they are currently far too lucrative. I alone saved over 200 million credits during one cycle of Tax Evasion II in a lazy month. Sure, small guilds (like mine) would be frustrated by the higher upfront cost, but this price would be worth tweaking, just to make people consider whether or not to unlock that bonus more carefully. I would recommend at least(!) quintupling the Tax Evasion bonus prices. And if the above recommendation about a lower GTN tax-rate for credits beyond the billionth is taken up, Tax Evasion perks should only apply up until the billionth. People charging beyond that amount do not need the extra help. 5. You could use easier Conquest completion as a way to get some credits out of the economy. For example, you could add some NPCs on Nar Shaddaa, Mek-Sha, and other places that have downtrodden populations, and add charity vendors there. You could grant Achievements and Conquest Points for those who donate regularly and/or beyond a certain amount over time. For example, you could grant an achievement for reaching 25 million credits in donations overall, and grant 2,500 Conquest Points for a 1 million credit donation (for example) on a given day. If you add an unbound decoration prize (and perhaps a Title) for gaining the Achievement, that would be an incentive for people to do this, and if they decide to sell the prize, this could allow further credits to leave the system via the GTN tax. 6. Add the portable GTN console to the Legacy menu and charge a ton of credits for it. This would increase GTN listings (and hence, taxes collected), and GTN low-lives like me would pay loads just for the novelty of having it. 7. Increase the repair costs of endgame gear. By the time players reach the endgame content, they are usually sufficiently stocked with credits. Repair bills are a trifle now, whereas they used to be a slap in the pocket. I think it would be worth altering how repair costs increase in accordance with Gear Rating so that endgame repairs end up being at least thrice as high as they are now. This won't do a whole lot, but it would do something, and would help to restore repair costs, so that they serve their proper function. I'm not going to pretend these are amazing or original, but they'd be something, at least. The measures in the last update were never going to achieve anything. In some respects, they made things worse (e.g., making Personal Conquests harder to complete, and thus, reducing the supply of Flagship Encryptions, which caused them to rise in price). If anyone can think of ways to improve my recommendations, or knows some reasons why they're nonsensical or impractical (I know nothing about game design), fire away :D!
  9. There's virtually no chance of constant updates for companion stories. Your best bet would be something repeatable daily, which doesn't change, but which allows you to constantly interact with your companions once their story arcs are over. It's still unlikely that you'd get even this, but this would be much more achievable than a load of regular new content.
  10. Would definitely love it if they did this. But I'd prefer it if they made it so that none of the options chosen in a new playthrough would have any binding effect on other game content (i.e., the original decisions you made stick, so there are no continuity problems for KOTFE, etc.). I'm sure some people would love to change the entire trajectory for their character, but a system where you can just play through class content again would be better than nothing.
  11. Hi there. I was thinking that you ought to make the dye modules and other such items purchased from reputation vendors bind to entire legacies, rather than to individual characters. Since reputation status applies legacy-wide, it makes little sense to have the items purchased from them be bound to individual characters. Having them bind to legacies would make things more convenient for players, who could then just buy them with any character and then put them into Legacy Storage. Not sure what other players think, but it'd be a pretty easy adjustment.
  12. Mine seems to crash most of the time during the cut-scene just after the fight with Tenebrae. Anyone else experienced that?
  13. It depends on whether they're interested in tinkering with the current game experience to make it better, or whether it's a matter of leaving past elements of gameplay (e.g., old companions now no longer integral to the progressing story) behind. It's certainly something that should have been done in the first place, but I think it's still worth the investment now, just to tie up a loose end that a lot of players have been frustrated by. I see heaps of people complaining about how companions become side-notes. This would be a nice way to tie up that loose end without having to carve out places for every single companion in the main storyline.
  14. I'm sure a few people have recommended something similar, but I thought it would be a neat feature for those who have finished the story arcs with their companions to have available the option of fixed conversations that are always available, or at least available daily. In this sense, once companions have returned to you in KOTFE, KOTET, Onslaught, and so on, companion interactions would become similar to interactions with Hylo and Dr. Oggurobb in the Alliance Base. That is, you can always (or daily) kick up a conversation with that companion, even if the number of things you can actually do/say is restricted. I'd imagine it wouldn't be particularly difficult to implement, and it would increase the relevance of all of the companions from the main class stories (and others, I'm sure). Certainly it would be good for companions that have been romanced, but I think it would be good across the board if they seemed more accessible and less like afterthoughts once their story arcs had been completed. Some of their stories were brief enough as they were. No doubt there are others who could spice this up and make a better concept out of it, but I thought something of this sort would be a welcome addition, if extending companion story arcs is out of the question (e.g., finding out more details from Risha regarding what happened with her Dubrillion ambitions, the Inquisitor marrying Ashara, maybe adding an interesting story for Pierce or Rusk, and some awkward romance with Talos, etc.).
  15. Thanks very much for taking the time to check . Much appreciated! That old series is one you have to get by levelling? I don't recall those items coming from Command Crates or anything. I seem to recall finding them as I levelled.
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