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What did the respawn nerf accomplish?
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Assassin

Joined: Sep 26, 2003
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The fast respawn rates of low level static MOBs allowed for just about any combat toon to use a simple in-game macro to farm decent sized stacks of junk. This put a good amount of low-level junk on the markets, lowering the overall price.

This low price of junk loot allowed +35 bit dealers to lower their price and increase their volume, selling cheap +35s to SEA and Powerup dealers. In turn, these SEA and Powerup dealers were able to compete in the market and lower prices, ultimately making it easier for somone without a crafter (That would be the 90% or so of you who have no crafters) to afford statted suits.

So, in short, AFK combat toons, Bit grinders, SEA and Powerup dealers and, mostly, PvPers and PvEers were able to funtion when speaking of Statted Suits.

I'de like to know why the developers chose to decrease the respawn timers, raising the cost of junk loot and lowering the overall amount of it in the market, blasting up the price of +35 bits and requring SEA/Powerup dealers like myself (who devote 1.5 accounts to make all 3 types) to raise prices.

Did I miss something? Feel free to show me.




Assassin

Joined: Oct 12, 2007
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/agree

devs drop the ball... yet again.




Assassin

Joined: Sep 26, 2003
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LowcaspyFTW wrote:

/agree

devs drop the ball... yet again.


I just dont get it. It was win/win for literally everyone. How dare something work




Assassin

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Phonelesscord wrote:

LowcaspyFTW wrote:

/agree

devs drop the ball... yet again.


I just dont get it. It was win/win for literally everyone. How dare something work


If it's not broke... break it and then fail at fixing it.




Grand Moff

Joined: Nov 8, 2003
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Location: New Zealand
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Well I think the reasoning was two fold.

A) To raise the price of SEA's and PUPs to the point that no one could afford them or will make them.

This will I think be the unfortunate outcome of the change.

B) To appease the "You arent playing the game the way I think you should" whiners.

The forums are riddled with posters who are determined SWG needs to be a job to be fun and currently they are loud enough to get heard.

This being said I am not entirely against the change I just think it should have been done as part of an overhaul to the REing system, I have see several ideas to condense the number of junk items into generic RE components which I thought would have worked well.


Message edited by Penfold on 06/09/2009 14:14:20.


Counselor

Joined: Apr 2, 2005
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In before BadgerSmaker


Message edited by Hachidai on 06/09/2009 14:20:11.



Squadron Leader

Joined: Nov 29, 2006
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Hachidai wrote:

In before BadgerSmaker

 




Moff

Joined: Aug 17, 2004
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what did it accomplish? well.. southern rori is now lag free as the afk campers and farmers have left with their non-stop afk macros.

my guildies are making money by selling me all the junk loot they collect while playing the game as intended

35/powerup prices have not spiked to unaffordable levels. i'm selling sets for 2.95M. sure theres a bunch that have their prices at outrageous amounts, but they sit while mine sell.


Mayor

Joined: Nov 20, 2003
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Millbarge addressed this on May 30 here:

http://forums.station.sony.com/swg/...25085�

 




Grand Moff

Joined: Jan 12, 2004
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Minack wrote:

Hachidai wrote:

In before BadgerSmaker

 

 




SWG Captain

Joined: Nov 25, 2005
Messages: 381
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You can thank Badgesmaker or whatever his name is. Not sure which "senator" title he has but I'm finding out and running against him next time.

He made everyone believe that the server lag was caused by these spawns being camped.

Well look around the lag is still here and no one is camping the spots.

Some how we need to get the devs to take another look at this and change back the spawns timers on these mobs.

I have been reading more and more posts from new players that can't finish there quests because someone is camping the legacy spawns. This is all the new spawn timers have done. We have had to move from spawns that are meaning less to everyone except RE'ers to causing more of a issue with gameplay of others.

Dev's please listen to the PLAYERS that play the game day in and day out. Not a bunch of forum trolls that are just worried about there post count.

 




Grand Moff

Joined: Nov 8, 2003
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GothicPoodle wrote:

Millbarge addressed this on May 30 here:

http://forums.station.sony.com/swg/...25085�

 

 

 

Yeah I read his reasoning and once again I think the devs have once again been blinded by the 2-3 high population servers as I have no doubt on servers where there is sufficient population to drive a competitive market prices probably wont shift but on the 20-23 servers this will not happen.

As it goes I have no issues with fixing instaspawns but I am disappointed that they never gave any real thought to ensuring other aspects of the game that relied on this were fixed first.

 



Moff

Joined: Aug 17, 2004
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wookiedarkmoon wrote:

You can thank Badgesmaker or whatever his name is. Not sure which "senator" title he has but I'm finding out and running against him next time.

He made everyone believe that the server lag was caused by these spawns being camped.

Well look around the lag is still here and no one is camping the spots.

Some how we need to get the devs to take another look at this and change back the spawns timers on these mobs.

I have been reading more and more posts from new players that can't finish there quests because someone is camping the legacy spawns. This is all the new spawn timers have done. We have had to move from spawns that are meaning less to everyone except RE'ers to causing more of a issue with gameplay of others.

Dev's please listen to the PLAYERS that play the game day in and day out. Not a bunch of forum trolls that are just worried about there post count.

 

there may still be lag from other sources.  but the primary lag caused by the instant respawns is gone for sure.  before the update you had 5-6 seconds delay on anything you tried to do on southern rori... now you do not.  obviously something changed... what could it be.  oh thats right narmle doesn't have afk'rs surrounding it anymore

oh and to your last line.  if you are a player that PLAYS THE GAME.. then play the game..  never saw anyone actually playing at these spawns.  they were all AFK.  an AFK'r is not a PLAYER

 

 

 




Moff

Joined: Aug 17, 2004
Messages: 1577
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Penfold wrote:

GothicPoodle wrote:

Millbarge addressed this on May 30 here:

http://forums.station.sony.com/swg/...25085�

 

 

 

Yeah I read his reasoning and once again I think the devs have once again been blinded by the 2-3 high population servers as I have no doubt on servers where there is sufficient population to drive a competitive market prices probably wont shift but on the 20-23 servers this will not happen.

As it goes I have no issues with fixing instaspawns but I am disappointed that they never gave any real thought to ensuring other aspects of the game that relied on this were fixed first.

 

what other area of the game needs fixed first?  you can still tons of junk loot by offering to buy it from players.  especially around eisley.  new players get tons of the stuff and end up deleting it or selling it to junk dealers while doing legacy.  buy it from them and add to your collection.

Reing now days takes a lot less junk than it did a year ago. 

 

 




Assassin

Joined: Jul 30, 2007
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Just find another spawn point. They didn't nerf the spawns that respawn fairly fast but not instantly.
 
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