Not Implemented - Reduce space junk vendor prices to 20% of their current value | Page 3 | Star Wars Galaxies Restoration

Not Implemented Reduce space junk vendor prices to 20% of their current value

This idea/suggestion has been flagged as Not Implemented because of a lack of popularity, lack of interest, lack of feasibility, or other determination by the Development Team, so the suggestion will not be implemented. Once a suggestion has been flagged this way, the decision is final. Although the issue may be raised again in the future after a six month cooldown. A response explanation from the Development Team can be found in the thread.
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Proposal
I am proposing that space junk vendor item prices are reduced to 20% of their current value. This is coming from an ace pilot who owns a gunship.
Justification
I believe I covered this in the motivation section, but I will reiterate. Reducing space junk prices to 20% of their current value will put space profits on-par with ground content and crafting (20% of 500k/hr is 100k/hr). I cannot think of a single good reason to allow players to make such absurd amounts of money from such little amounts of work.
Motivation
Currently, a group of level 80s can only make about 100k/hr doing ground content. Same goes for top-end crafters (although this could be highly debated, depending on how you calculate time/cost/profit). Yet, with my gunship, I can sit in one spot and easily bring in over 500k/hr by selling parts to space junk vendors. Not only is that five times as much profit as ground content/crafting, it is also far less effort. This essentially destroys the economy and makes credits meaningless. There are also people who don't want to do space content, for which they should not be punished.
See details above.
 
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We will be reducing space credit taps proportionately to the reduction made in the ground game. The fact of the matter is the ground game was heavily adjusted early on in the server and space was never normalized. We have been collecting data on space related taps and sinks for several months and will make a decision soon as to how much payouts will be reduced, but we are taking into consideration other future mechanics we intend to implement in some capacity (starport fees, fuel, part decay) which is why I say “normalize” not “equalize” because there are some differences from the ground game that would make dropping payouts an equivalent amount fairly detrimental to space play.

I’ll leave the thread open as the extent of the reduction is still an open item that we have not decided on, rather, there will be *a* reduction for sure.

One question relating to this, is if anything is being discussed regarding characters who have benefitted excessively from the current system vs newer players who haven't been able to benefit. My concern is that space has likely inflated prices of many elements of the game so there could be a risk that we end up in the situation with the "haves and have nots" where a new player has a monumental hill to climb to afford things.
 
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You'd have to reduce bounty hunter npc mission payouts too. I can make about the same amount running them that I can in space. In fact I often alternate to break things up.

Personally I think reducing payouts on anything is a bad idea unless there's some way to reduce market prices too. 30m for a tanray? Crazy talk....
I think you may not understand the Specialty Pet Market, as there are a number of factors to Bio Engineering. Do you know how difficult it is to get a mutation, and make it a 60 point pet? The coat of that pet is not because of space loot. It is because it can cost 50 million to make one... just one.... I own an Acklay and I paid top dollar for it because I know the chances of an appearance mutation on an Ackley is like .3 per attempt....

In materials, to make a "Normal" 60 point pet costs 350k to just create. The plus is for the equipment needed to incubate DNA into an egg.
Space loot is how some people can earn enough to buy these things, not why they cost as much as they do.
 
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I think you may not understand the Specialty Pet Market, as there are a number of factors to Bio Engineering. Do you know how difficult it is to get a mutation, and make it a 60 point pet? The coat of that pet is not because of space loot. It is because it can cost 50 million to make one... just one.... I own an Acklay and I paid top dollar for it because I know the chances of an appearance mutation on an Ackley is like .3 per attempt....

In materials, to make a "Normal" 60 point pet costs 350k to just create. The plus is for the equipment needed to incubate DNA into an egg.
Space loot is how some people can earn enough to buy these things, not why they cost as much as they do.
I would like to amend this by saying the cost of creating 60 pet is 350k plus, not the materials...
 
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Money and time are closely tied together. If something costs 350k, and the current meta is to make 1mil/hr for little to no effort, then that person is saying, "This item is worth 20 minutes of my time." If the meta changes to 500k/hr, then the item will still be worth 20 minutes of time, but the credit value will change to 175k. The biggest issue at hand is that a spacer's time is worth more than a grounders time. At least that's the way I see it :)
 
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We will be reducing space credit taps proportionately to the reduction made in the ground game. The fact of the matter is the ground game was heavily adjusted early on in the server and space was never normalized. We have been collecting data on space related taps and sinks for several months and will make a decision soon as to how much payouts will be reduced, but we are taking into consideration other future mechanics we intend to implement in some capacity (starport fees, fuel, part decay) which is why I say “normalize” not “equalize” because there are some differences from the ground game that would make dropping payouts an equivalent amount fairly detrimental to space play.

I’ll leave the thread open as the extent of the reduction is still an open item that we have not decided on, rather, there will be *a* reduction for sure.
Props. I like that there's a wider look at sinks as well as the income.
 
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In any universe, star wars or the one we are living in, there will always be more productive and less productive ways to make money/credits. Balancing lies not in micro managing what people make, but rather ensuring that the economy is interdependent in an ongoing way. Some players manufacture swoops, others might create armor, harvesters, food, etc. How useful is every profession? Does every player genuinely need the services of most of those professions? THOSE are the correct questions to ask when it comes to balancing an economy.
 
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This issue specifically has to do with the amount of credits being generated out of thin air. Space is SWG's money printer. The credits are coming from no where
 
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"I got rich off of space, so credits don't matter to me anymore, but I don't want newer players to get even a fraction of the credits I have."

I put in a lot of work to get master pilot so I could make credits from space, and now it's completely nerfed. All those hours pissed away just so the rich can keep the poor from making creds...
 
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"I got rich off of space, so credits don't matter to me anymore, but I don't want newer players to get even a fraction of the credits I have."

I put in a lot of work to get master pilot so I could make credits from space, and now it's completely nerfed. All those hours pissed away just so the rich can keep the poor from making creds...
I made this PV when I was three weeks into the game. If you were only in space for credits then you're not playing the game correctly
 
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I made this PV when I was three weeks into the game. If you were only in space for credits then you're not playing the game correctly
It's not the money I have an issue with, it's the theft. A big F-you to most pilots.

Taking 30% and removing a minimum for space creds. I went from 20k to 6k in the same time frame with the same enemies.

To be fair though, you said 20%, and I guess that's understandable, and that, I could get used to, but whoever did it, really hates pilots.

Any way I play this game is the correct way, same goes to you or anyone else. It's when they change the rules to screw players over that's wrong, but the credits were just a very fun bonus, not the reason for flying.
 
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It's not the money I have an issue with, it's the theft. A big F-you to most pilots.

Taking 30% and removing a minimum for space creds. I went from 20k to 6k in the same time frame with the same enemies.

To be fair though, you said 20%, and I guess that's understandable, and that, I could get used to, but whoever did it, really hates pilots.

Any way I play this game is the correct way, same goes to you or anyone else. It's when they change the rules to screw players over that's wrong, but the credits were just a very fun bonus, not the reason for flying.
Cautiously and with sympathy I say - When you are accustomed to privilege, equality feels like oppression.
 
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