about 1 year ago - JackieKo - Direct link

Hi everyone, 

This is a follow up to the information we released in the Game Update 7.2.1 PTS blog post. ICYMI, 7.2.1 will be introducing initiatives to combat the inflation that is present in the game. We’ve seen conversations surrounding this topic, and we share similar sentiment to the concerns about the game’s economy. This will be an ongoing initiative that will be rolled out over several updates as we want to slowly introduce these new changes and give players time to adjust and also provide opportunities to give us feedback. 

We understand that there is demand to fix things now, but we are taking special care to introduce these measures over time as correcting the economy is not something that can be done overnight. Immediate implementation can have the opposite effect and potentially crash the economy instead. 

We have been identifying key areas where improvements and changes can be made, and weighing how these will impact both the player experience and the economy. Our general economic balancing goals are as follows: 

  • Reduce tax/credit cost avoidance
  • Reintroduce credit sinks as some were removed in the past
  • Adjust inflow in certain repeatable content
  • Use these changes as opportunities to improve the experience while also reducing credits
  • Monitor how these changes impact the economy over time and adjust accordingly if needed

With the 7.2.1 PTS opening soon, players will be able to see the following adjustments:

  • Quick Travel now has a credit cost associated, with a minimum cost of 100 credits and a maximum cost of 5000. The cost to travel is dependent on the distance traveled.
  • Priority Transport Terminal now costs the original planet travel costs to transfer between daily areas.
  • Travel to Strongholds now costs the original planet travel costs to transfer between planets.
  • Repair cost formulas have been adjusted across the entirety of the game so that repair costs increase in relation to item level.
  • Durability of equipment should now be lost at a LOWER rate on death, but a slightly HIGHER rate in normal gameplay. 

We ask that players submit their feedback here. 

While we cannot give a definitive timeline on when the future changes will be deployed, you should expect to continue seeing more changes in future game updates. As always, we will communicate the finer details, the timeline in which these changes can be tested, and when they will go live. 

Thanks all! 

about 1 year ago - EricMusco - Direct link

Hey folks,

First off, thank you all for the feedback here in the thread and especially for those who have jumped on PTS and played around with the changes. There are some great points of feedback and questions in the thread and I want to respond to some of the themes we are seeing.

These changes are not enough!
You are correct, and we know that, but it is a starting point. It is very important that we make these changes slowly and that we monitor their impacts closely. There are some excellent suggestions in this thread for further changes that are already in the works. As we said up front, you should expect to see changes that focus on the economy throughout the next few updates.

We want to start small and in targeted ways. More changes are coming in future updates.

Let me give you some specifics based on suggestions I am seeing in the thread. We know that players exchanging high value items will often trade outside of the GTN. Either because of its sale cap, or to avoid getting taxed at all on the transaction. This is likely the place you will see a number of changes coming after 7.2.1 to stop the loophole, and to start properly taxing high value trades. 

You're Not Hurting the Rich!
Well, we aren't trying to, not specifically. Inflation in its simplest form is about the amount of credits entering the economy against the amount coming out of it. Over time we have shot ourselves in the foot a bit as we have removed or minimized most regular credit sinks (removing training costs, etc).

The goal of these changes is to introduce passive, small credit removal to the game. This way we have credit removal a bit more in line with our credit generation. Removing singular batches of credits from a subset of players would not lower credit inflation (although it is an important component of it), and could not replace this type of passive removal.

We Need Credit Sinks

We hear you that it would also be great to have some more "spend a LOT of credits to get something specific" but one consideration is that many of the suggestions being made are one time purchases which do not continually reduce credits. As we have many systems that continually introduce credits, we need more things that reduce credits often and not on a one time basis. 

To help balance this, we have been steadily adding credit sinks over the past year or so. Most prominently would be the catch-up mechanic in both Galactic and PvP Seasons. The credit costs in those catch-ups can become quite substantial.

Could You Bring Back Amplifiers?
In short order, no. Our items are not built to have Amplifiers on them since we removed the system. However, the sentiment of this question is solid and is in alignment with what I said earlier, this is another example where we have removed some credit sinks.

The Stronghold Change Particularly Sucks
Yeah, let's talk about this one and our goal. As we are introducing a variety of passive costs to travel, players will inevitably look to find a way to subvert it, even if it is a small cost.

One way players could do this is to use the SH travel to a planet and then Exit Area. Our concern here isn't actually for traveling to the SH, it would be a player trying to use that as a stepping stone onto the planet itself.

With that said, we hear you on the sentiment of this one feeling especially punitive, paying to travel to something you paid for. So here is what we are going to try to change it to. We will not charge you to travel to a SH. Instead we would simply apply a travel cost to using Exit Area.

Note that this is not how it is implemented currently so it will require a bit of time to switch. If we can't make this change in time for launch we will likely do NO charges for SH travel in 7.2.1 and implement the proposed credit cost as noted above in the future.

Thanks all! Keep the feedback coming.

-eric
 

about 1 year ago - EricMusco - Direct link
25 minutes ago, go_rogue said:

Eric, a quick question on this. Is it for exiting to it's destination location, e.g. Alderaan stronghold exiting to Alderaan? What about Return to location from stronghold since one technically isn't travelling to a new location? E.g. I'm on Alderaan, I go to my Nar Shaddaa stronghold, then return to Alderaan?

Fair question, let me clarify within your example:

  • You are on Alderaan. You go to your Nar SH and then use return to Alderaan. NO COST (you never actually traveled to another planet beyond the SH)
  • You are on Alderaan. You go to your Nar SH and then exit area onto Nar Shaddaa. COST (you traveled to another location)

Generally speaking, Exit Area would have a travel cost and Return to Area would not.

-eric