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248 pieces extraction cost too high


goryllobumbum

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150k is basically one Planetary daily for heroics. That's, what, 15 minutes? Shouldn't be an issue at all. The game needs more credit sinks, if anything.

 

15 minutes so I can swap out a single shell with augments. This is A LOT. This has never been an issue in the past, Respeccing and mod swap costs me roughly 1 mil to just switch between burst / sustained dot spread for pve. This is way too much for pvp player who receive barely any credits from matches and dailies.

Edited by Alec_Fortescue
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15 minutes so I can swap out a single shell with augments. This is A LOT. This has never been an issue in the past, Respeccing and mod swap costs me roughly 1 mil to just switch between burst / sustained dot spread for pve. This is way too much for pvp player who receive barely any credits from matches and dailies.

 

So carry multiple sets of gear. Augmenting another set might have a heavy up-front price tag, but it's cheaper than constantly switching mods etc.

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15 minutes so I can swap out a single shell with augments. This is A LOT. This has never been an issue in the past, Respeccing and mod swap costs me roughly 1 mil to just switch between burst / sustained dot spread for pve. This is way too much for pvp player who receive barely any credits from matches and dailies.

 

Judging from this thread, it appears that some people are too averse to the effort to actually earn the credits they "need".

 

I wish I could say I was surprised.

 

 

I guess BW just needs to just give everyone whatever they want, whenever they want it, for no cost at all.

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I think the increase in the amount of credits to pull out mods and stuff, the fact that they are charging for things that used to be only tokens, and now the daily thing. They are in their own little way acknowledging that the economy is so screwed up that they are trying to take credits out of the game. Now this is a good idea that should have been done a year to 2 years ago but they waited to long. They will run into big issues with trying to take credits from people that have worked hard to get them and or spent money, I barely have 30 mil I remember when I would have been on the high end of the game now I cant hardly afford anything worth it on the GTN but oh well it is what it is. Credits sinks are good and we need some that make it worth it to spend credits not to just take them away. The night life event was great when it first came out, a lot of credits left the game then, but the second time around not so much because of no new rewards hopefully with the next one they have good new rewards that are worth us spending a lot of credits to get.
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This is a little bit off topic but not too far ... I've always thought credit sinks in MMOs were stupid ideas. They are basically taxes to pull credits out of the economy to prevent hyper-inflation. The problem is that credit sinks discourage certain in-game activities or certain in-game content. A game developer should be encouraging players to participate in all facets of the game.

 

To me, an MMO should just have a percentage-based tax to pull credits out of the economy equally across all players.

Edited by Sportiva
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This is a little bit off topic but not too far ... I've always thought credit sinks in MMOs were stupid ideas. They are basically taxes to pull credits out of the economy to prevent hyper-inflation. The problem is that credit sinks discourage certain in-game activities or certain in-game content. A game developer should be encouraging players to participate in all facets of the game.

 

To me, an MMO should just have a percentage-based tax to pull credits out of the economy equally across all players.

 

I like how TERA handles the Auction house, you have to pay a certain percentage before you ever post an item and it is based on how much you are charging, i think that is good way of keeping prices from getting crazy.

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This is a little bit off topic but not too far ... I've always thought credit sinks in MMOs were stupid ideas. They are basically taxes to pull credits out of the economy to prevent hyper-inflation. The problem is that credit sinks discourage certain in-game activities or certain in-game content. A game developer should be encouraging players to participate in all facets of the game.

 

To me, an MMO should just have a percentage-based tax to pull credits out of the economy equally across all players.

 

What?

 

You just contradicted yourself. Even worse.. you want a forced flat tax peanut buttered across the entire player base rather then a proportional use tax (ie: a use tax, based on what you actually use). :rolleyes:

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I like how TERA handles the Auction house, you have to pay a certain percentage before you ever post an item and it is based on how much you are charging, i think that is good way of keeping prices from getting crazy.

 

The only thing this does is discourage people listing for ridiculous prices well above whatever the current fair market price is for something. In other words, it does not solve anything.

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Judging from this thread, it appears that some people are too averse to the effort to actually earn the credits they "need".

 

I wish I could say I was surprised.

 

 

I guess BW just needs to just give everyone whatever they want, whenever they want it, for no cost at all.

 

Pretty much.

 

Just like real life, playing an MMO effectively requires a player to actually make plans for how they plan to play... and this includes a wealth generation plan that exceeds their expected costs. And such a plan would of course be reviewed and adjusted as player plans/needs change too. There is not debt mechanism in MMOs, thankfully, so people actually need to follow old school practices of wealth-in > then wealth-out if they want to be successful in playing an MMO. And it's different for each player, as some have modest spending tastes and others are more extravagant.

 

SWTOR is in fact one of the easier MMOs to implement a plan to create more credits then you will spend.

Edited by Andryah
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The only thing this does is discourage people listing for ridiculous prices well above whatever the current fair market price is for something. In other words, it does not solve anything.

 

I agree it wouldnt fix anything now, but if it would have been in place at the start then the prices would have never grown to where it is now.

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What?

 

You just contradicted yourself. Even worse.. you want a forced flat tax peanut buttered across the entire player base rather then a proportional use tax (ie: a use tax, based on what you actually use). :rolleyes:

 

I didn't contradict myself ... perhaps I wasn't clear, but I am defining credit sinks as payments tied to an activity in the game. I don't disagree that there needs to be a mechanism to pull credits from the in-game economy, I am arguing that it is stupid to use a "use tax" model as it discourages players from pursuing certain activities or content.

 

And yes, I think a straight flat tax would be a far better way to get credits out of the economy.

Edited by Sportiva
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I think the prices to pull 248 mods are a bit high, but that's not my chief concern. My chief concern is the endless amounts of bank space all of the f**kin mods and enhancements take up if you are gearing a PVP tank. It's an organizational nightmare. Make the mods and enhancements stackable, and I would not complain at all.
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I didn't contradict myself ... perhaps I wasn't clear, but I am defining credit sinks as payments tied to an activity in the game. I don't disagree that there needs to be a mechanism to pull credits from the in-game economy, I am arguing that it is stupid to use a "use tax" model as it discourages players from pursuing certain activities or content.

 

And yes, I think a straight flat tax would be a far better way to get credits out of the economy.

 

Maybe I am misunderstanding. How would this even be implemented? Would credits simply disappear from your wealth?

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Maybe I am misunderstanding. How would this even be implemented? Would credits simply disappear from your wealth?

 

I would assume so ... the system could generate an email tell the player how much was deducted from their account.

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Yes for credit sinks but this is not how you do them. Want credit sinks done right? Look back to 2011/2012 winter vendors with rarest, most expensive and exclusive mounts and crystals one could get. It was the only way of acquiring white crystal until it popped on cm. Edited by Alec_Fortescue
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I understand that 248 is costly, but why is 236 expensive? Also, why is 244 blues substantially cheaper than 236 gold. The color does not mean jack, so why are costs associated with color?

 

Since first year of this game, the cost to remove mods WAS very dependent on their rarity (color). This is nothing new.

 

Now.. what is new is that you can in many cases get the same stat results from non-legendary quality mods, so why on earth would a player chase Legendary quality mods?

 

There is a reason that vendor mods on fleet now days are all green quality, yet have the same effective stats as the old blue vendor mods from prior years. It's the same reason those mods are sold for very low credit amounts as well.... because they are designed to help newer players who do not yet have deep pockets to deal with higher level and quality mods.

Edited by Andryah
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I would assume so ... the system could generate an email tell the player how much was deducted from their account.

 

Yeah, that would make a lot of people scream. Losing credits regardless of whether or not you do anything to generate income in the game would be a bad idea. Charging people for what they choose to do is a lot more fair than constantly siphoning credits away from all players.

 

If anything, this game needs more credit sinks. The inflation that a lot of people complain about on the GTN is directly tied to the fact that we haven't had enough of them to moderate the game economy. But those sinks should be something people choose to do, like min-maxing your gear, or buying strongholds, or gambling at fake casinos, stuff like that.

Edited by AscendingSky
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Interestingly, while 244 blues and 242 yellows have the same stats, the blue armorings give more armor and the blue hilts/barrels give more force/tech power- not sure why - chuck those 242s in the bin once you get to rank 300 theyre just a credit drain moving them around to your alts.
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Yeah, that would make a lot of people scream. Losing credits regardless of whether or not you do anything to generate income in the game would be a bad idea. Charging people for what they choose to do is a lot more fair than constantly siphoning credits away from all players.

 

If anything, this game needs more credit sinks. The inflation that a lot of people complain about on the GTN is directly tied to the fact that we haven't had enough of them to moderate the game economy. But those sinks should be something people choose to do, like min-maxing your gear, or buying strongholds, or gambling at fake casinos, stuff like that.

 

You're hung up on the interface for how BWA would recapture the credits. I am sure there's a better way to handle collecting the credits than I have thought of. The point is that by tying the credit sink to activities you are destined to create inequities in how much is a fair credit sink.

 

Why should dying in PvE cost credit while dying in PvP is free?

Why should pulling out a Legendary mod with lower stats be more expensive than pulling out a superior Artifact quality mod?

Why should the listing fee for a speeder on the GTN cost $3750 while Cartel items have a listing fee of less than $100?

 

Plus, this modifies player behaviors. How many times does someone rage quit an Op due the cost of repair bills? That certainly doesn't engender a good community.

 

Quite honestly, BWA does not have that many credit sinks so they gouge the fees on a select few activities. That's the issue that I have. My preferred method for dealing with excess credits in the economy is a flat tax; however, if they added credit sinks to almost every activities but at a lower and more logical rate, I think that could be a fair solution as well. For example, they should have plenty of metric telling them how often a player rips out a mod vs. dying in a Op vs. dying in PvP vs. traveling in the space ship, etc etc. If the credit sink fee was proportionately based on the frequency of the overall activity, I think that would be a much better system.

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Since first year of this game, the cost to remove mods WAS very dependent on their rarity (color). This is nothing new.

 

Now.. what is new is that you can in many cases get the same stat results from non-legendary quality mods, so why on earth would a player chase Legendary quality mods?

 

There is a reason that vendor mods on fleet now days are all green quality, yet have the same effective stats as the old blue vendor mods from prior years. It's the same reason those mods are sold for very low credit amounts as well.... because they are designed to help newer players who do not yet have deep pockets to deal with higher level and quality mods.

 

And of course you intentionally missed the part where both are level 70 gear and 244 is better than 236. Never has a max level gear with better stats cost less to remove than a lower quality gear.

 

The colors represented quality before 5.0. Now it's a f**kin s**t show.

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