Business And Economy Archive
Thread: Skill buying terminals.
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Maluak
Fri Jan 21, 2005 10:26 pm
#1
Are you not the grinding type. You have the money but not the skills. Here is a good idea you can exchange credits for XP it wont hurt no conversion rates. Just a simple 1 credit for 1xp. Meaning an elite skill box would cost well over 200k. And to most casual gamers thats alot of money.
Derku
Fri Jan 21, 2005 11:31 pm
#3
No it's not and this idea makes the game unbelievably easy. You could run 20 destroy missions paying 10k and almost be a master of something.
Maluak wrote:
Are you not the grinding type. You have the money but not the skills. Here is a good idea you can exchange credits for XP it wont hurt no conversion rates. Just a simple 1 credit for 1xp. Meaning an elite skill box would cost well over 200k. And to most casual gamers thats alot of money.
Gyrfish
Fri Jan 21, 2005 11:42 pm
#4
great idea if you've been playing the game for ages, but what about all those people who start the game from fresh? The econimy in SWG is already getting out of hand, what chance would new players have?
Messalina
Fri Jan 21, 2005 11:58 pm
#5
yeah...no offence, but that is a really, really bad idea. There are so many people, mostly crafters and merchants, with such huge stockpiles of money that they could literaly master every profession and still have money to spare (assuming they drop stuff when they need sp). Which also conveniently means that they can, in a roundabout fashion, buy jedi experience. This would never work, even if the ratio was like 100:1
Physkoris
Sat Jan 22, 2005 2:16 am
#6
This option is actually already in the game.. Smugglers can buy faction points and then turn those faction points into xp. The conversion rates are absolutely terrible and there are only a few types of xp that can be "bought" but it is in the game..
TitanTen
Sat Jan 22, 2005 2:54 am
#7
Yup... sorry. BAD idea for all the reasons stated plus if you just bought your way to master FOTM you would have absolutly no idea how to play it. Getting the xp to master a proffesion is more than a grind. It teaches you how to play that proffesion.
Mandrim
Sat Jan 22, 2005 5:19 am
#8
This is a bad idea IMHO.
A newbie joins the game, his friends played it for over a year and has millions and millions of cash.
They give him a couple of hundred K and he finished his template (maybe he even trained a couple of professions just for the badges) in under an hour.
Don't get me wrong... But I think the game is easy as it is, if you're a fast learner you could grind almost any profession in a month. Kill meatlumps outside coronet until you can afford a buff, once you got that first buff you can easily become Novice any combat profession or even better.
Ok, so maybe if this was possible only to those who played for over... say.. a year?
But still, the grind (or game time for u casual players) towards master in that profession you want is basically what makes the game fun. But thats just my opinion and I know alot of people would disagree with me.
What I mean is... being able to buy skills like this would remove alot of content in the game and we don't want that to happen now do we?
A newbie joins the game, his friends played it for over a year and has millions and millions of cash.
They give him a couple of hundred K and he finished his template (maybe he even trained a couple of professions just for the badges) in under an hour.
Don't get me wrong... But I think the game is easy as it is, if you're a fast learner you could grind almost any profession in a month. Kill meatlumps outside coronet until you can afford a buff, once you got that first buff you can easily become Novice any combat profession or even better.
Ok, so maybe if this was possible only to those who played for over... say.. a year?
But still, the grind (or game time for u casual players) towards master in that profession you want is basically what makes the game fun. But thats just my opinion and I know alot of people would disagree with me.
What I mean is... being able to buy skills like this would remove alot of content in the game and we don't want that to happen now do we?
ReinerdOne
Sat Jan 22, 2005 5:38 am
#9
actually i think it's a good idea, this game needs another money sink...
Corso
Sat Jan 22, 2005 5:42 am
#10
Since being a master is necessary to participate in player vs player, or to be a crafter, I find this idea to be acceptable. Although I feel that AP should not be able to be purchased like this.
daslama
Sat Jan 22, 2005 6:04 am
#11
Bad idea. You can make a few 100k credits in your first week, if you really want to. I just started over with a new char a week ago and already made about 200k, just working on pilot and novice swordman. So I could be master today? Bad idea. Very bad idea. Most things are easy eough if you know how to...
ana-mo-cara
Sat Jan 22, 2005 10:52 am
#13
Crafters cannot compete unless they are masters. Myth number one. Crafters cannot compete until they gather up quality resources. Thats the way it. Second the grind for a master crafter helps to deter less dedicated players from takeing it and messing with it.
You do not need to be a master to pvp. Hopefully the CURB will help with this. You may not be toe to toeing with elite combat masters. Players that dedicated all their points to combat, but if you get into larger pvp events you can do your part. I remember haveing to explain this to a few crafter pals of mine. You do have a role. I remember a ws novice riflemen friend of mine. He thought he would be toast in a pvp event. an hour and a half later of picking the right target at the right time and he had twenty dbs, and a handful of deaths.
Oh yeah I hate the Blue frog thing. You want to change your template after the curb you should grind it out. I could see tradeing up spare xp for a lesser amount of another xp like 10 to 1. So that you can drop one template and get up a distance in another template. Specific crafting xp can be switched to another crafting xp at 10 to 1. Just to avoid letting player bottom out initially.
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