Business And Economy Archive
Thread: speculation
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johnmalm77
Tue Mar 22, 2005 11:41 am
#1
Just curious. Is the CU nerf of support crafters/classes a way of nerfing ebay'd creds? I have a doc I was planning on using to craft buff packs. But now That looks to be a dead end in the CU, entertainers nearly almost seem completely & utterly pointless come the CU. If they are doing that there, then I imagine Chef foods are gonna be toned down a lot so you it would seem you would be able to get by in the game with out these professions, so it would devalue their services. I know that's contradictory to their overall goal of interaction but I don't see a 10% or even 20% boost to a health bar all that beneficial at all...
Chenza
Chenza
bluejanus
Tue Mar 22, 2005 7:54 pm
#2
johnmalm77 wrote:
Just curious. Is the CU nerf of support crafters/classes a way of nerfing ebay'd creds? I have a doc I was planning on using to craft buff packs. But now That looks to be a dead end in the CU, entertainers nearly almost seem completely & utterly pointless come the CU. If they are doing that there, then I imagine Chef foods are gonna be toned down a lot so you it would seem you would be able to get by in the game with out these professions, so it would devalue their services. I know that's contradictory to their overall goal of interaction but I don't see a 10% or even 20% boost to a health bar all that beneficial at all...
Chenza
What on earth is your point here? How does the CU nerf Ebay credits?
johnmalm77
Tue Mar 22, 2005 11:55 pm
#3
well.. I don't think I'd pay a doc for a 10% or 20% health buff (docs & buff pack crafters business will slow, that business was the LEAST hit after mission group payouts were nerfed). From what has been released in the CU docs it seems entertainers won't be able to make that many creds (AFK macroing & getting tips 24/7.. some of those credits make it to ebay). Or maybe I am just completely misreading the docs... nope I read them as best I could & well those profs won't be that profitable anymore.
If you ask what that has to do with anything thing... maybe you don't see the line.... or maybe I'm just cross-eyed.
If you ask what that has to do with anything thing... maybe you don't see the line.... or maybe I'm just cross-eyed.
bluejanus
Wed Mar 23, 2005 12:03 am
#4
johnmalm77 wrote:
well.. I don't think I'd pay a doc for a 10% or 20% health buff (docs & buff pack crafters business will slow, that business was the LEAST hit after mission group payouts were nerfed). From what has been released in the CU docs it seems entertainers won't be able to make that many creds (AFK macroing & getting tips 24/7.. some of those credits make it to ebay). Or maybe I am just completely misreading the docs... nope I read them as best I could & well those profs won't be that profitable anymore.
If you ask what that has to do with anything thing... maybe you don't see the line.... or maybe I'm just cross-eyed.
Got some kind of evidence that entertainer afk-ingcredits were making it to Ebay? My understanding is that a lot of money for Ebay and IGE and whatever other means were funded mostly via loot sales. AV-21s, crystals, holocrons, SEA's and the like.
sciguyCO
Wed Mar 23, 2005 1:15 pm
#5
Since we're in a speculating mood:
What if creature difficulty had a smoother curve, so there wasn't a sharp devide between "kill it in a couple of hits" and "it kills you in a couple of hits"?
What if creatures at your "combat level" were challenging (but certainly not impossible) unbuffed with standard weapons and armor, and gave rewards (xp, mission credits, loot, etc) to make combat against those mobs worth it?
What if big creatures were extremely tough (but not impossible) with a small group (3-5 people), and gave rewards applicable to their level?
What if, in PvE, players could choose between getting decent rewards unbuffed, or larger rewards for tougher mobs that they can handle solo only if they got buffed?
In PvP, who do you'll think will win: the TKM without the "not all that beneficial" 10% health buff, or the TKM with the 10% health buff? For simplicity, assume they have equivalent equipment and are equally experienced in tactics.
Buffs should be an edge that a player can obtain, whether they're focusing on PvE or PvP. What they shouldn't be (and have increasingly become in the current system) is a requirement to get over the "hump" (almost a cliff in the current system) between "too easy to be worth it" and "too hard, but at least get's you some reward". Buffs also shouldn't be an automatic "I win" button (which probably explains the short/20% buffs, long/10% buffs laid out in the CU vision post).
Although to be honest, tying in ebayed credits is probably a stretch. You can't "nerf" credits without taking them out of the game (through money sinks like maintenance, travel costs, vehicle repair, etc). My food vendor may look like a money sink to my customers (god bless them), but those credits are still in the economy, because now Ihave money to spend on things like weapons, armor, resources, factory/harvester maintenance, clothing, and nifty decorative furniture.
bluejanus
Wed Mar 23, 2005 1:41 pm
#6
sciguyCO wrote:
Since we're in a speculating mood:
What if creature difficulty had a smoother curve, so there wasn't a sharp devide between "kill it in a couple of hits" and "it kills you in a couple of hits"?
What if creatures at your "combat level" were challenging (but certainly not impossible) unbuffed with standard weapons and armor, and gave rewards (xp, mission credits, loot, etc) to make combat against those mobs worth it?
What if big creatures were extremely tough (but not impossible) with a small group (3-5 people), and gave rewards applicable to their level?
What if, in PvE, players could choose between getting decent rewards unbuffed, or larger rewards for tougher mobs that they can handle solo only if they got buffed?
In PvP, who do you'll think will win: the TKM without the "not all that beneficial" 10% health buff, or the TKM with the 10% health buff? For simplicity, assume they have equivalent equipment and are equally experienced in tactics.
Buffs should be an edge that a player can obtain, whether they're focusing on PvE or PvP. What they shouldn't be (and have increasingly become in the current system) is a requirement to get over the "hump" (almost a cliff in the current system) between "too easy to be worth it" and "too hard, but at least get's you some reward". Buffs also shouldn't be an automatic "I win" button (which probably explains the short/20% buffs, long/10% buffs laid out in the CU vision post).
Although to be honest, tying in ebayed credits is probably a stretch. You can't "nerf" credits without taking them out of the game (through money sinks like maintenance, travel costs, vehicle repair, etc). My food vendor may look like a money sink to my customers (god bless them), but those credits are still in the economy, because now Ihave money to spend on things like weapons, armor, resources, factory/harvester maintenance, clothing, and nifty decorative furniture.
It does count as a sink if you don't spend your credits. Like me personally, I have a lot of credits, but the vast majority of my credits, I don't spend at all. What I'm usually spending is part of that month's or week's revenue.
And another what if.
What if creatures/npc changed armor and combat strategy depending on the amount of damage and type of damage thatcombatants used against them? They already change weapons from ranged to melee sometimes.
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