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SWG: Evolve Forums

TodamasT

Todamas

@Todamas
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Recent Best Controversial

  • Reduce crafting cost
    TodamasT Todamas

    25 - 50% decrease as a general statement to reduce all crafting costs is not a QoL change, but rather gigantic impact on crafting and would have long-term effects on the economy and value of resources.

    Things should take some time and we should not be able to get *everything *so quickly after a new server launch. Work together as a community and continually build better things is how SWG economy was built and why a lot of us still play today.

    I'd be interested to hear a more thought out approach to specific classes and schematics. Coming from someone doing more Architect lately, I can see an argument for certain things requiring less components (i.e. walls) but also understand the cost to make the walls is more so just related to time (which is OK, IMO).

    A general statement though on flat reducing crafting costs by 25-50% needs a lot more thought put into it and should not be implemented as it does not consider the downstream impacts.

    Suggestions

  • Bounty Hunting/PvP
    TodamasT Todamas

    HayHay, post: 189, member: 56 wrote:

    As the ongoing effort of making the bounty hunting system work, I had some ideas. I liked the fact that everyone could put bounties on everyone, obviously this leads to issues with traders, griefing, etc. So I agree with the change of opting in.

    But I think for anyone who participates in bounty hunting MUST be opted in to get a Bounty from the terminal. If your going to hunt, it’s only fair you should be able to be hunted. I also think there should be a cooldown on opting in and then being able to opt out. If you opt in you can’t opt out for a day, 3 days, a week, someone smarter than I should figure out the appropriate time for that. Also I heard/read another idea from someone saying that being SF also ticks up a bounty. Every 15 minutes is a +250-500 credit increase on bounty or something along those lines.

    As far as PvP goes, I understand most players are just starting and learning builds and gear on this server. But I want to see a HEALTHY, friendly, and fun PvP community. With both scheduled and spontaneous PvP would be preferred by most players, myself included. I don’t remember who suggested it, but I give them full credit, of anyone the rank of general is always SF, obviously a lot of kinks to work out. (Group content, med buffs from bots, etc) but I think that sort of idea would be fun. For you to enjoy the benefits of general, you also have some risk associated with it.

    I didn’t see a thread for PvP or Bounty hunting so I made this one. But want to hear everyone’s ideas!

    I think I would mostly agree with the things you're proposing here but this seems a little scattered with multiple ideas floating around that aren't fully flushed out as a feedback item.

    Can you clarify this point?

    But I think for anyone who participates in bounty hunting MUST be opted in to get a Bounty from the terminal. If your going to hunt, it’s only fair you should be able to be hunted.

    Does this mean that if a player is opted-in, another player has the ability to go to a BH terminal, type in/search for any opted-in player, and place a bounty on them? Or are you saying that if I choose to hunt at all, then I should be forced to be opted-in to the additional system?

    If you opt in you can’t opt out for a day, 3 days, a week, someone smarter than I should figure out the appropriate time for that

    I like some sort of timer or cooldown with this, but I also believe the system is being worked on now to incentivize players to defend bounties as well, which should keep players opted in, would be on the look out for updates there.

    Every 15 minutes is a +250-500 credit increase on bounty or something along those lines.

    I like some sort of accumulating bounty. Speaking from Legends, every deathblow to a player increases your bounty by 1k, which was then approved to be changed to 3k, and once a player reaches 15k they go on the terminal. I wouldn't mind some sort of constantly accumulating bounty, but would be cautious on how/when it accumulates as to not cheese the system and keep a bountied player stuck in a house, accumulate a massive bounty, and then have a buddy clear the bounty for a nice cash-in, I think you want to leave the bounty amounts tied to either player's wallets via direct bounty placement or via PvP via direct deathblows.

    Suggestions

  • Multiple Accounts Discussions
    TodamasT Todamas

    WASTELAND, post: 181, member: 199 wrote:

    give one example ? because right now me being able to make things to sell and to help others only works with me being able to have more then one crafter if it wasnt for this i would be sitting around not able to get things to market not able to help others i cant help that most people dont craft and the only why this works right now to get things jump started is this way if anyone is being short sighted its you short sighted and blind

    Adlogo, post: 184, member: 490 wrote:

    Either leave the way it is or one account with 7 and unlock 8 with Jedi. It would be very very slow getting a new server going with a low population and only one account with 4 toons. People act as though there are millions of people playing swg here these days and that is just not the case. I remember when swg came out, I was one very early in the launch (Aug 2003) and it took years to get a decent population of players and for the economy to get established. One sure fire to stop server growth would be too limit to one account and limit to 4 toons, I’m not sure we have years and years to get economy going and establish a decent player base here on evolve.
    I remember it took me at least a year to get Jedi grind done and I loved every minute and would do again no question, but todays average gamer is not the same as 20 years ago. The average player won’t spend years and years developing their account or the community. Coincidentally I had 5 accounts on live with 2 Jedi unlocks so 7 was the right number for me then as well As did many many people, Ironically the economy did not collapse then either. So all this fear mongering about economy collapse with multiple accounts and toons is just propaganda set by people who will probably run vpn ‘s and multiple accounts anyway. They just want an edge to get ahead and when everyone else can do it they don’t have that edge.

    There is so much here to unpack.

    I remember when swg came out, I was one very early in the launch (Aug 2003) and it took years to get a decent population of players and for the economy to get established. One sure fire to stop server growth would be too limit to one account and limit to 4 toons, I’m not sure we have years and years to get economy going and establish a decent player base here on evolve.

    Players have a much better understanding on how to craft, farm, and how to increase productivity at the start of a server than they did in 2003. Apples and oranges. We also had 2 character slots back then, compared to 4, so that literally cuts production in half compared to what we have now. We also had 10 lots back then compared to the 20 lots we have now. The math here is so drastically different that comparing this to live 2003 is such an outrageous comparison.

    Coincidentally I had 5 accounts on live with 2 Jedi unlocks so 7 was the right number for me then as well As did many many people

    This is simply false. "Some" people had 2 accounts where the vast majority played on one account. Your guild or small subset of players does not equate to the mass population.

    Ironically the economy did not collapse then either

    There was decay back on Live. There were 2 character slots. There were 10 lots. Harvesters/hand sampling did not extract at the rate they do now.

    There also was an ever changing/growing population that was much larger than what we have here right now.

    I'm just going to ignore the whole "fear mongering/propaganda" line for its pure lunacy.

    Suggestions

  • POI Discussions
    TodamasT Todamas

    I don't think the vast majority that are for it are understanding supply and demand of an economy and how flooding markets with such a vast amount of supply with a low population server... it's only going to crash things.

    AFKing POIs wouldn't be so bad if there were more competition (i.e. players) competing for spawns/markets, and when we have people admitting to multi-accounting on these spawns, the benefitted amount from such spawns is so ridiculously more than what the game was intended for, it will only have negative downstream effects in keeping the server growing.

    A server full of 30-40 people that are ecstatic they got all of the things is not a healthy server.

    This cannot and should not be Beyond 2.0.

    Suggestions

  • Multiple Accounts Discussions
    TodamasT Todamas

    WASTELAND, post: 169, member: 199 wrote:

    just leave it alone 2 accounts is fine shouldnt matter what you do afk as long as your not hurting anyones game play or just leave it as it is now funny thing is some of the people complaining about this ive seen breaking the rules as they stand now and have 2 accounts guessing rules for thee but not for me standards stop crying about stuff its a 20 year old game there are limited people here the extra toons will help get things rolling so we all can be happy

    Do you really think the idea of 2 accounts and doing things AFK that have an impact on different markets "doesn't hurt anyone's game play"?

    That seems very naïve and short-sighted.

    Suggestions
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