illgot Posted July 20, 2022 Posted July 20, 2022 (edited) This game needs credit sinks. We were talking about this on fleet and a few people brought up the idea of a vender that sold dyes. They suggested the Black/Black dye, Black/White dye, etc. Using existing Cartel Market dyes could work but there is the potential that a low vender price would negatively impact CM sales and too high a vender price would mean no one purchases off the vender if the GTN is cheaper. This is an expanded idea on the "Credit Sink Dye" Vender is a temporary credit sink that can vanish or be brought back when needed.Vender could sell two versions of every dye. Single use dye we currently have or a consumable version which unlocks that dye in Collections. Cost for Collections dye consumable could be 10 times the cost of a single use dye and further account wide unlock for Cartel Coins or Credits.Dyes on this vender are unique new color combinations and are not copies of Cartel Market dyes or crafted dyes.Dyes can rotate on this vender like the Galactic Season Vender.Dyes can be traded so they become a commodity after the vender vanishes or the colors rotate off the vender. Small idea that could work as a credit sink without negatively impacting Cartel Market sales. Edited July 20, 2022 by illgot
SteveTheCynic Posted July 20, 2022 Posted July 20, 2022 Probably better for it to be a vendOr, but yes. I'm not sure they'll go for the "non-consumable" part (since that would probably require some sort of code change to allow extractable dyes). ... Thinks. ... Or it could be a *dispenser* rather than an actual dye module. Each time you use it, you get a character-bound dye module of the specified colour. Because it's a normal dye module, it wouldn't require code changes in the dye system, and because it dispenses character-bound dyes, it wouldn't do weird things to the player-to-player market. The vendor price of dispensed modules would be zero to prevent abuse.
JediQuaker Posted July 20, 2022 Posted July 20, 2022 "Credit sinks" are over-rated. Too many people seem to think of credits as "real money" and are just reluctant to spend them. Saving them for their retirement, I guess.
Shayddow Posted July 20, 2022 Posted July 20, 2022 "saving them for their retirement, I guess" Hey, you think I want to look like Darth Zash when I retire to the old sorcerer's home on Drumond Kaas?
Thunderisaclone Posted July 20, 2022 Posted July 20, 2022 Well some of the dyes on CM are there for a reason. They are considered luxury items for a reason. Artifice can already craft a fair amount of dyes free for any class that wants to have it as there crew skill Having a vendor that offers a reusable dye, really is anything but a credit sink. This really comes across as a thread saying I don't want to spend real money. As for more credit sinks, that itself is a good idea, just not in this way. BW/SWTOR is still a business and has to make money from somewhere. Nothing on the cartel market is a must have cannot play game without item. That's how it should be.
Balameb Posted July 20, 2022 Posted July 20, 2022 (edited) "Credit sinks" are over-rated. Too many people seem to think of credits as "real money" and are just reluctant to spend them. Saving them for their retirement, I guess. lol, sadly lots of people do that. Now if they don't spend at all, then they don't contribute to inflation. BUT, if what they do is exchange credits for 'valuable' things like cartel packs, then they do contribute to inflation by a LOT. We have a lot of people like that. On the other hand, there is not much things in what to spend credits so they always loose value. While not a big whale in hundread billions in credits/packs/etc, i do have a couple billions and i do invest in cartel packs from time to time. Now, i don't have much things in what to spend my credits. Just selling some aug kits I earn more than what the small sinks (repairs or add/remove augments) take from me. More on topic in particular. It would be nice, but i don't see them selling some of their top CC sinks for credits, much less doing huge change on dyes as adding some to some form of collections. I personally would like, collection unlocks for credits (big amounts) as a regular credit sink. Also making the customization terminal require credits instead of CC and you have an infinite sink. At this point, i just think Devs do not want to help the economy in fear tto damage their CC sale income. They only implemented a diminish "print/creation" of new credits with 7.0; but that is not enough. At most is just a pain for new players until they understand crafting/mats and enter the overflowing credit market themselves. Edited July 20, 2022 by Balameb
black_pyros Posted July 21, 2022 Posted July 21, 2022 I am not sure I am a fan of gating some exclusive dyes behind a time limited vendor, making them hard to obtain as soon as the vendor vanishes. In my opinion every dye (and armor, mount, everything) should be obtainable anytime either via crafting, or CM, or playing the game.
TexasMarine Posted July 21, 2022 Posted July 21, 2022 "Credit sinks" are over-rated. Too many people seem to think of credits as "real money" and are just reluctant to spend them. Saving them for their retirement, I guess. the problem is that there are no real places to spend a large sum of credits outside of the player market and unfortunately that is how we have the inflation rates in-game that we do. While it may not make much of a difference for long-time or hardcore players, it does effectively create a barrier for new and F2P players. Hell, I have been playing off and on since Beta and I have never even reached a billion credits because I don't have the time (or interest honestly) to routinely farm the same content or get into crafting. I also highly doubt I am the only person like this.
illgot Posted July 21, 2022 Author Posted July 21, 2022 (edited) I am not sure I am a fan of gating some exclusive dyes behind a time limited vendor, making them hard to obtain as soon as the vendor vanishes. In my opinion every dye (and armor, mount, everything) should be obtainable anytime either via crafting, or CM, or playing the game. That is why this type of vender would work. The vender and dyes may rotate back into availability, but like the CM items will come and go without any real schedule. This will entice players to buy/stock up while something they like is available. The idea behind adding the dyes from this vender into Collections (say a consumable that players can trade) could cost 500 million to 1 billion credits while the individual dyes you can buy from the vender, would be 100 million credits (but individual dyes do not unlock the Collections). This is a single wild idea and we would need a whole host of credit sinks working in conjunction to fix the SWTOR economy. Increasing credit sinks (like unlimited Guild Fleet Summons where the money comes out of the players inventory but goes up in price with each use with in 30 minutes) to a small optional charge to quick travel instantly versus the summon time. Edited July 21, 2022 by illgot
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