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Mooyace

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  1. Fact 1: It's natural for a MMO's currency to slowly inflate, what is speeding it up in SWTOR is that the most expensive things can't be sold through the GTN, bypassing the GTN tax. Fact 2: The newly introduced changes to stabilise the economy and to slow further inflation are worthless, and seem to be a token effort at most. Fact 3: If the GTN credit cap was raised to the current credit cap, a single 4bil sale would remove as much as 48,000 quicktravels from the economy through tax (assuming the cost of each quicktravel was the max price).
  2. You can pick up the quest for the flashpoint at level 15 but can't queue for it, if you try to go into the entrance it says you need to be level 55. I'd suggest either making it a level 55 quest or to add a story mode.
  3. Still waiting for Shaggy hair to be fixed. It's my favorite hairstyle but the issues with it make me want to use other hairstyles that don't clip through my skull and don't have holes on the inside.
  4. I think the quick travel cost would work better if it targeted richer players, I don't think F2P or preferred should be forced to have a fee when their credits are already so limited. I suggest raising the credit cap and the GTN credit cap so that you can extract more credits from the GTN tax, then creating craftable, bind on use mounts, weapons and armor, that require expensive materials to incentivize bigger sums to be traded on the GTN. Making the Appearance Designer cost credits, depending on how much you charge this can extract a lot from the players. Lastly, having a flair that upgrades in appearance the more you spend with a leaderboard showing who has spent the most.
  5. You've basically halved the outfit slots for people that use weapons only linked to 1 combat style. The current weapon outfitter was poorly thought-out and implemented. Please return weapon mods and find a way to solve this problem. Solution 1: Double outfit slots. This would be a good short-term solution until you can implement a more permanent fix, there is room in the outfitter UI to add more outfits. The first problem with this solution is that the 7.0 UI isn't designed for this sort of expansion to outfits, the second is that in the potential future when you put a 3rd combat style slot on the Cartel Store you will run across the main problem again. Solution 2: have a separate outfitter for clothing and weapons. While this is a good solution it comes with a couple of problems, 1. would have to recreate the weapon outfitter from the ground up. 2. would be a clunky solution and would feel frustrating having to search through menus when the outfitter is already clunky enough. Solution 3: Giving each combat style Its own outfitter slots. This would seem like the best solution. Basically, double the number of outfit slots but without the clutter of the first solution. It would work really well with the loadout system and you won't need to change much without the current outfitter works. Problems, 1. It would require a bit of work. 2. It may have some minor problems with the current loadout system. Solution 4: On each outfit add a 2nd weapon slot that you can stamp with a 2nd weapon type. I don't really see many problems with this since there are already weapon typing in the gaming and the new outfitter can already distinguish between them. This is the 2nd easiest solution with a minimal amount of work + working well with the UI.
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