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LtBabyLucien

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  1. I...don't care about getting rich? This isn't a second life. This is a distraction from an already hectic life. But you have a point about getting more creds, loot, rewards at higher levels. Which is why I'm annoyed at the credit costs for QT as they stand, because longer distances are harder to afford at lower levels, especially if you don't have the creds to start with to hop to the stronghold and take creds from your legacy bank. A flat rate for QT, if only at lower levels, makes more sense to me if there's going to be a credit cost. I'm not here for the LEVELS!!!!! and the MONEY!!!!! but the storyline and immersion in Star Wars. I use my real-life monies for Cartel Market items rather than credits on the GTN because most of the things I wanted on the GTN have never been accessible to me, not before the inflation or now. My credits mainly go to paying for transport, gear repairs, outfit unlocks/changes, and paying for upgrades to my gear. This is a game. Not a career. I've got one of those. Takes up a very intense 12+ hours of my day 3-4 nights/days a week. I shouldn't have to stay awake an extra 2-4 hours and put my patients at risk just so I can enjoy this game on my days off.
  2. Agreed, unfortunately. Besides: it's been rewarding in some ways to have some of the romance options they've added in. Adding in Lord Scourge and Zenith when they did gives the flavour of "we've gone through a lot together, things have changed for both of us, I'm in a place to see how we do as more than compatriots if you are". I'm weak for slow-burn. On a more practical level: Darcmoon is right about it taking too much time and money. People would also be Rather Unhappy about 1) glitches that would probably arise from this 2) it happening after they've already invested the time/money into their oldest toons, so if they wanted to experience it, they'd have to start all over again. There's also a tendency for people to want new story content, so that's where the time and money will go. Furthermore: a fair amount of the player base is more focused on combat. They'd rather have more, interesting FPs and warzones.
  3. It's a little frustrating to have QT costs added this late in the game. Furthermore: why have these costs when it already costs credits to unlock the cooldowns? If you want it to be a credit sink, then increase the price to have the cooldowns. ADHD brain uses QT a lot to get across the map once travel points are unlocked. Also: ADHD brain doesn't look at these forums/suggestions until stuff like this happens. Bit unfortunate, that. I'm not as bothered at being charged to go to strongholds, as it already cost credits to go to an Empire stronghold when on a Republic toon. It has always been a bit odd to get charged to travel to planets once the private starship is acquired, but I chalked that up to "fictional fuel costs".
  4. ADHD brain uses QT a lot even if I'm not very far from the travel point I'm using, or if I'm very far and don't want to first get to a closer, cheaper taxi. Again: I'm using this as an escape from a rewarding but very stressful job (see the part about screaming, bleeding, and dying patients) and want to devote my brain power more towards story and less towards "ok let's kill mobs so I have the funds for my bad habit of QT-hopping".
  5. I'm not against credit sinks, I'd just prefer they be new credit sinks rather than adding one to something that wasn't a credit sink to begin with. Some people are suggesting having new NPC vendors with desirable merchandise for beaucoup creds, or having it be a credit sink to unlock free QTs. I'd go with those. I'm also admittedly a little selfish: I don't really use the GTN. I'm looking small picture--convenience for me getting my brain away from screaming, bleeding, dying, in pain patients without having to grind so I can afford all the little things I want for enjoying storyline--instead of worrying about an economy I very minimally participate in. My credits generally just go to NPCs/vendors/the great big power beyond the stars that takes my credits so I can go to different planets.
  6. I also play for the SW universe. I've hardly used GTN since from the start of me playing, I didn't craft or have CM items to sell and earn beaucoup bucks to buy things for credits. I was a broke high school student when I started, then a broke college student. I'm now at a point where I can comfortably use real money to buy the items I want. I just want to hold onto the credits I've earned through straight gameplay so I can afford my terrible QT-usage tendencies, repairs, and outfit changes as I terribly enjoy playing space barbie.
  7. I agree with Dasty. I don't craft. I don't farm. I just play the storyline. I used to be able to do flashpoints, before my friends I'd run with got tired of unplayable glitches in the latest Malgus fight. I don't do a lot of sales on the GTN unless I get CM things in a crate and end up not liking them. Last time I sold anything on GTN was about 3 years ago. I earned my measly (relatively speaking) 4 mill over the course of 5 years on my current server between my 16 characters. That's after spending a fair amount of my earnings on playing space barbie. I'd be pretty frustrated to lose 5 years' worth of earning credits in one fell swoop, when I am already going to spend it fairly quickly using QT at this rate since I don't have the patience to run around on a speeder to save credits. I'd probably end up leaving until there was some Fantastical New Story Update To Make It Mildly Worthwhile.
  8. Some of us don't have the attention span and/or time to go farming credits to afford a quality of life feature that already costs credits to reduce the cooldown time. I don't have fun killing mobs just to get loot + credits. I have fun with the storyline, especially since my friends I'd do FPs with are fed up and don't play the game anymore, so I'm playing solo. The fact that the QT price wasn't there in the beginning is what makes it sting now. It used to be a good way to 1) save money instead of using the taxis all the time 2) get back to safety quickly (again, at no cost) 3) save time instead of running around to save credits. We wouldn't know what we're missing if we'd had the pay to QT from the start. It feels like if they were going to add a price, they should either have a flat cost, or do away with cooldowns without having to purchase the cooldown reductions.
  9. Rather than putting a cap on the players' money--which is used for travel and gear in the game and not just on the GTN--if you really want to affect the cost of GTN items, there should be a cap on the max price something can be. The caps listed here are unrealistic. They're especially unrealistic considering the millions of credits one needs to get some of the strongholds. I'm more of a story mode player, so it took me a while to earn enough credits for the Tatooine stronghold. It'll take me even longer to earn enough for Rishi or Yavin 5 if I end up deciding I more than mildly want them. Credits go pretty quickly when you're doing outfit unlocks and changes, stronghold purchases, get decorations for the strongholds, hop around a lot doing solo play or with friends, and they'll go EVEN FASTER now if SWTOR keeps the "credits for QT" they just implemented (which I hate). I personally don't care about the relative wealth of players. It's a game. I'm not competing with these people for housing and a job. In an MMORPG where things change often and frequently, it doesn't make sense to put a cap on credits like there was a cap in ME3. There's an unlimited stock of gear from NPC vendors. If you don't do a lot of GTN use because of the costs, it's not a big loss. I don't want a cap on my credits that I use almost purely for interaction with the world of SWTOR and rarely with the GTN. That's the main reason why I buy a subscription when I play. I work hard for my real-life money that I use to buy a subscription. There'd be no point to buying a subscription if they still imposed a credit cap.
  10. Agreed: it was a great time-saver. It's great for 1) people with ADHD who get bored of the running around that isn't very stimulating, even with the scenery changes, etc, since it isn't what the brain wants to be doing 2) people who don't have a lot of time to play at once. You want to keep money--real money--coming in for the game? There's a fair number of gamers who are one or both of these categories. This last time, what would have been a gleefully 6-hour session with me possibly buying stuff on the Cartel Market became a total of about 20 minutes because I was frustrated I couldn't just pop back to safety, sell the junk I'd picked up during combat + get repairs, and go to the next point without having to fight through mobs again. I was even more frustrated that I couldn't just pop back to assured safety at the end of my session by, you guessed it, using QT without it costing credits! Yes: credits are fake money, even more than IRL money is. It's still money that has to be ground for and could be used for other things, like repairs, upgrades, gear, mounts, taxi travel to unlock the next QT point, and just the basic game function of traveling to the next world in the storyline. One person in my guild went "Oh I just put credits into my legacy bank and withdraw from that for my new characters". That's nice...if you can afford a subscription. Otherwise: the credit cap gets you. And like you said, Malibbu: it can push away new players. I've been coaxing a friend into joining, but this might make her less inclined to play. FTP players already have to wait a while for credits to get transferred via the mail system if a current player sends it to them, since they can't do trades. How are they going to be able to keep up with friends or guild members who have played for a while and who go "oh so we'll just QT back to here", but the new player doesn't have the credits to keep that up?
  11. I'm a little baffled at adding a credit cost for quick travel, even as a subscriber. Using quick travel is a godsend when first starting a character out, so you don't have to keep spending credits you may or may not have to get back to a quick travel point so you can sell gear...to get more credits, do repairs, whatever. It's particularly prohibitive if you're not a subscriber and you're just starting out. Even preferred players don't have access to speeder unlocks for a while. Quick travel is a great way to stay focused on the story and progression so you don't have to waste time running around on foot or driving a speeder around. It's very useful for just quickly getting back to a safe area if you're deep in dangerous territory but need to close the game out...without having to spend credits to do so! It also used to be a great way to hop around while saving credits for things like gear, repairs, and items on the GTN. Just...can we have free quick travel back, please?
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