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Brewski

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Everything posted by Brewski

  1. No. Real PvPers want epic battles against other willing and skilled players. They want to beat someone who is both willing and capable of defending themselves. The more difficult the battle, the better the sense of accomplishment. Griefers want to kill players who are still loading, under-leveled, underpowered, outnumbered or otherwise at a serious disadvantage. The easier the battle, the better they feel about themselves. That's the difference. Open world and Instanced are just two different flavors of PvP, each with their own good and bad for both categories of players.
  2. You're being unreasonable. Opinions change, and people can realize they made a mistake. Those at Bioware in favor of removing training costs had lost the argument, but the initial reaction to the increased training costs in 3.0 tipped the balance in their favor, and so the policy was changed. Based on reactions like this I wouldn't blame Bioware if they reverted the change and doubled the price of all training costs from now until the end of time. At the very least we are far less likely to ever see a price reduction rolled out for this kind of thing again. In favor of seeing mod removal prices eliminated? Don't hold your breath...
  3. He's not insulting PvPers. He's insulting childish griefers who have nothing better to do than ball up on a res point and rain AoE on it so that those who don't want to participate don't even have the time the log out, let alone QT to another area. These are two completely different types of users. Tux is a big fan of PvP. He would never insult real PvP players.
  4. Did you even bother to read the initial post? It was clearly an internal dialog that was ongoing for a while, not a spur of the moment decision. This incident was just the one to tip the balance in favor of removing the costs. They did not do it to hose you over. They did it because they felt it was the right decision and the right time to make the change. To turn around and punch the gift horse in the mouth about it just silly.
  5. QFT. Real PvP players, even those who enjoy open world PvP, don't need or want the ability to spawn camp like this allows.
  6. You mean like this? http://www.swtor.com/community/showthread.php?p=7868876#post7868876 They are looking into it, meaning we'll get an answer one way or the other eventually.
  7. I'm moving forward with "Working as Intended". There's not much other reason they would completely ignore the threads here and in the bug forum. If it were a bug or suspected bug, we should have (at least) Tait's standard "Thanks for the report, we are looking into it!" post.
  8. I would still make money on MK-10 Augment kits at that price, and I do 90% of my harvesting via crew skill missions, so it is possible it will drop that low. That said, you have to be pretty optimized to manufacture them that cheap, and it partially depends on crits, so I doubt it will drop that low. I'm still guessing it will stabilize at about 60k in 3-4 weeks and my profits on them will go back to what I was making daily pre 3.0 on Mk-9 augment kits. On topic, when I undercut by a large amount, which is rare, it's usually for one of the following reasons. I have too many of a slow selling item in stock, and I need to reduce my inventory quickly. The current list price is so high I know from experience it won't sell at that level. The market has a temporary shortage of the item, and I know it won't last. #3 is worth noting in that it applies to the OPs example. Right now, the market will not support 150k for an augment kit. You may sell a couple, but at any moment the market will be flooded again, and prices will plummet back to the more stable price. In those case I tend to price higher than my standard price, but far enough under the hyper-inflated price to appear to be a good deal. (Say 120k in the example above.) Even doing that, I often end up re-listing half my stock in an hour when everything has dropped back down. Playing the market can be an art, and a mini-game in and of itself for those who want to make the big bucks. That said, if you don't enjoy it, just gather mats and sell then at 1cr/unit less than the going rate and you'll still rake in loads of cash.
  9. If one person undercuts you by a ridiculous amount, do what I do, and buy the items and relist them at your price. They get their money, and assuming you're right, and it will sell at your price, then you make a good profit too. Of course there's a risk involved, since if you are wrong, and it won't sell unless you list it at his price, then you lose money, but that's the nature of the game. Also, if you are consistently undercut enough that your goods never sell, then you just have to accept the fact that your price assumption is incorrect, and that the market won't support your price at all. At that point you need to either accept the markets price or stop selling like you outlined. On another note: Personally I expect MK-10 augment kits to stabilize around 60k in a few weeks. So everything over that I get today is just bonus money.
  10. Eh, we'll have to agree to disagree on this. I see the demand as unreasonable, and unnecessary, and I don't think giving into unreasonable demands is ever the right approach. Price reductions and rule changes happen in any dynamic game like an MMO, and are not retroactive, so insisting that this one has to be is as unreasonable as me demanding that they make the Rancor PvP reward mount available again, because I never had the chance to earn it. Or that they refund me all the money I put into my Sentinel because they changed my skills and I don't like to play it anymore.
  11. No offense to the OP, but if you have to post Augment Kits at 150k to make a good profit you are doing something wrong. The profit margin on those at the current market price (80k-90k on the Shadowlands) is astronomical already without artificial price fixing. To the general point, though, the fair market value on the GTN is the price at which an item will sell at before the listing expires. This price fluctuates constantly based on supply and demand. The more there are, the lower the price will be. People will undercut your price, but if demand is high enough, your items will sell anyway. If the market demand is never enough that your listing becomes the cheapest, then you set it too high. Simple.
  12. I personally don't feel it's unreasonable to oppose an unreasonable request. Price reductions have, historically, never been accompanied by a refund of in game credits, so why should this one be different? If done, it sets a bad precedent and garners more QQing about every price reduction in the future. Want those extraction costs reduced or removed? How are you going to calculate that refund? And you know it would be requested, and if a refund is given here, people will site it as the reason. I've also spent million on gear that's irrelevant. Do I get a refund for that? Why not? And frankly I look at it as looking a gift horse in the mouth. Bioware does something nice that some users have been asking for, and all they get is kvetching that they should have done it sooner, and should give more credits to everyone? Come on people, show some gratitude.
  13. My time is not meaningless. (Well... maybe some of the time here on the forum is, but in general, my game time is not.) That's why I spend a little time learning how to make enough money that in game credits are never a concern for me. I'm already well ahead of the credit total I had pre-3.0 despite leveling crew skills for 8 toons and leveling another to 60. (And re-buying loads of skills that would be free today.) Again, it's not hard to make money, and it's not hard to learn to make money. In fact, it requires less effort than raging on the forums, and in my opinion, is far more rewarding.
  14. This was my assumption as well. In a full ops group (which is how you will run it in the Operation) you would have multiple interrupts, and more targets to spread it around anyway. The solo mode for the Flashpoints and final fight were added to allow players to solo it. Granted, being stunned a lot sucks, and it would be better if you spent less time on your back, but then you'll only fight him this way once per toon at most, so I can see adjusting the solo fight being a fairly low priority.
  15. Crafting. Or, if your lazy, just send your crew members on constant gathering missions and sell the mats on the GTN.
  16. This argument is why we will never see the removal of modification extraction costs. If making skill training free generates this much QQ, can you imagine the QQ if they removed extraction costs? This is why we can't have nice things.
  17. I prefer "Yavin 00000100" myself.
  18. Now that would be an interesting parse to see. In theory 100/110 never misses. What is your accuracy rating by gear? (How many points?) You need near 800 now to get 100% now.
  19. Agreed, but totally not interested in those players in this particular case. If things are "working as intended" then I, and those like me, will adapt our strategies accordingly. If it's a bug, we will instead wait patiently while it's investigated and (hopefully) fixed. Yup, that is the group I am in. It was reported in the bug forum (link) and bumped several times. The devs/community team obviously can't respond to every thread, and quite often the "working as intended" threads get ignored for that reason. (And rightly so.) So in these cases, threads in general forum can have a greater effect. I think if you read the statements made prior to 3.0 release, it seems rational to expect two things to happen in regards to accuracy in 3.0. Accuracy talents were removed from all trees. (True and confirmed.) The effect of the accuracy stat on your % to hit would be greater per point after 3.0 than it was before. (At Question) What clearly was not stated by the devs is how much of an increase we could expect per stat point of accuracy in 3.0. So those stating that they expected Accuracy to be exactly the same after are mistaken. That said, the mathematical analysis provided by several players who are smarter and have more time than me seem to indicate that there is no increase in the effect of accuracy on your to hit chance. This means one of three things. The theorycrafting and analysis done so far is missing a key ingredient, and the numbers are wrong. The numbers are right, but the community misunderstood (or the devs mis-stated) point #2 above, and accuracy is working as intended. The numbers are right, and there is a bug in the accuracy calculation that may be addressed in a future build. Again, I think it's reasonable to ask for clarification.
  20. I think the concern is not so much what it is, as whether or not it's going to suddenly change. At this point, reality does not seem to match what was expected. If the expectations were wrong, and it's working as intended, that's fine. (By me anyway.) I will then take the new numbers, and gear appropriately. If it's a bug, however, when they fix it you could find yourself needing to re-gear again to get your numbers where you want them. Given the time/effort/credit cost involved in doing so, I think it's a fair question as to whether or not the gear is working as intended.
  21. I agree it would be nice to know if the current accuracy settings are intended or if there is a bug before I do too much level 60 gearing.
  22. I haven't noticed this myself, but I'm only level 58 and still on Rishi. I'm running a Vigilance Guardian DPS with Treek on heals most of the time. Treek is geared in solid 3.0 173 rated mods with no augments, and I'm still in my pre-3.0 180 rated gear. I've not died yet, and have only got knocked down to the 10-20% level a couple of times so far. But as I said, I'm not through the leveling content, or even off Rishi yet, so it could just be that I haven't noticed it yet.
  23. No one is arguing about hybrids being removed. We all know it happened, and why, and it's good thing overall. The OP is pointing out that the new system has just as much, if not more, flexibility as the "pure" builds did prior to 3.0. To me it seems about a wash. When I look at the pure build specs, I had maybe a half dozen variable skill choices I could select depending on what I was playing. There were the ones I picked when I was PvPing, the ones I picked while raiding, and in some cases, slightly different ones I used when doing solo content. (Although usually those were just whatever my last repec left me with, since I didn't normally want to bother respeccing for a few passives I could play around on solo content.) Now I have ... a half dozen choices I can pick based on what I am doing. The only real difference is that it now takes me 60 seconds to respec instead of 5-15 minutes. (Depending on the particular spec and number of skill bar changes needed.) So, as I said, a wash from the customizability standpoint, and a bonus from the respec standpoint, so all in all, it's a good change.
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