Jump to content

Braden

Members
  • Posts

    3
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Posts posted by Braden

  1. 100 mill per % yeesh yes i have more credits then sence but most would define me as a hardcore player. Gotta think of the casuals too a know quite a few at 150 who dont play enough to have much over a 100mill between toons. I think its to much simply cause it would widen the gap between hardcore and casual and its far to wide already.

    Then maybe those casual players don't need the % bump? We're not looking for a one-size-fits-all fix.  Also, I hate to bring this up in an MMO conversation, but we're not all equal as much as people wish it were true.  Some people have more money (credits) and some people have less money (credits). Some people work hard (hardcore players), and some people just sorta meander and coast along (casual players).  Some people are MMA fighers (PWs) and some people are Theoretical Physicists (JEs).

     

    The tokens would have mulitple uses and multiple values to cater to different players and levels of interest.  Maybe the token that grants the 25% XP buff would be more useful to a lowbie, therefore it would be less expensive.  Maybe the token that grants a single skill point would me more useful to a mid-level character, therefore it would be a bit more expensive. Maybe the token that grants a "Return to Base at Paramis Station" for a few hours would be more useful for a OL150, therefore it would be significantly more expensive.

     

    These are just some examples. But make them non-tradeable and make them unique to discourage players from hoarding and/or using them as currency.

  2. Great thread!

     

    How about a credit sink that would improve the quality of non-manufacturable items. Perhaps $100 million per percentage point.  Up to a maxumum of 125% of course.  This could be a new race based skill (JS, PP, TS?), mission based, terminal based.... 

     

    All players will spend their money getting their uber gear to 125%

    I think this is a great idea, too. I'm not a programmer, and I don't have the slightest idea how the game works, but I sorta envision the tokens as "pocket GMs," able to bend basic game mechanics or bestow things that would normally be impossible for the player/class. Your idea may also prevent farming of items to get the max percentage after the player has already gotten a previous drop.

     

    The trick, as always, is to strike that balance between making the tokens both desirable and reasonably obtainable without being OP.

  3. Anyone noticed that the WTBs seem to outnumber the WTSs on Market lately? My theory is that no one sells anything because they don't need credits.  Not only do most players already have millions of credits, but having millions more is meaningless when there's nothing to buy. It becomes a self-reinforcing cycle.

     

    So, how do we make credits meaninful again?

     

    How about some form of tokens?  Make them non-tradeable (otherwise, they'll take the place of credits, too!). Equip them like a device with an activated buff. Once activated, the device is slagged and cannot be used again.  The buff persists through death and/or logout and allows you to....

     

    1. Wormhole to Cooper, Antares, or some other out of the way locale for a couple hours.

    2. Gives you a stackable turbo buff for that upcoming RD base raid.

    3. Grants you rep, to repair the damage from that past RD base raid.

    4. 25% XP boost for the next couple hours.

    5. Or any number of crazy ideas we can come up with...

     

    The catch is that they're expensive but useful for max-level chars.  How much should they cost? 10 million per token? 20 million? I don't know. The game designers might be better judges of that than I am.  But get credits out of players hands, and the market might come back a bit.

×
×
  • Create New...