It's either going to be overnerfed and a waste, or undernerfed and causing too much inflation. I really don't see a happy medium here.
Thats just it.. there is no real medium... but there doesn't need to be. Making any money is better then having a skill that serves no purpose. The economy is going to be overblown by those griding for cash anyways... and the entire premise is that some of the best gear can be gotten by crafting, others by raiding, others by PvP, others by social interaction, at end game whether slicing is nerfed or not, money will be trivial.
At least this way people can earn how they want instead of mob grinding. One way or another people are going to out gain what is necessary. If they were truly worried about the way the economy is forming, they would have to overhaul how much money drops at the higher levels too, which really doesn't work when top tier abilities cost over 50K creds per ability.
When I read about slicing I was boggled by it myself...what's the point? Those of you who bring up the economy I agree with.It can only hurt the economy in its current state.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
My point is the skill does nothing besides you clicking a button and making some credits.theres no value in it when it comes to trade,so I don't get why they even bothered putting it in the game.if you could make something with it and sell it,like every other trade skill,then I could see it having a purpose.
the skill was overnerfed, plain and simple. there is absolutely no reason to slice right now when missions are actually costing 200-500 credits more than you are getting back in rewards. i ran multiple 49-50 missions last night, was getting an average of 1600 credits back per run, and the missions cost anywhere from 1650-1780 to run. pre patch, those same missions would give anywhere from 4500-5000 in returns. OBVIOUSLY this needed to be reduced, but i dont see why it couldnt have been reduced to those missions providing 3k-3500 instead. that seems like appropriate returns.
there is clearly a problem when a skill whos entire point is to provide you with credits, is providing negative returns. and not just small negative returns, i lost about 6k in an hour of slicing last night, and about 4k in an hour of slicing this morning.
You were doing it wrong, or else you'd be insanely rich at the moment.
this is just such a fucking retarded response i have to say something. there is literally NOTHING to do "wrong" here. you click a mission, and click start.... there is no complexity to get something wrong.dont act like you are some sort of superior genius that calculated the precise way to make the universe work in your favor.
the missions provide less return than cost. there is no way to change this, therefore, there is nothing to do "wrong".
When I read about slicing I was boggled by it myself...what's the point? Those of you who bring up the economy I agree with.It can only hurt the economy in its current state.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
My point is the skill does nothing besides you clicking a button and making some credits.theres no value in it when it comes to trade,so I don't get why they even bothered putting it in the game.if you could make something with it and sell it,like every other trade skill,then I could see it having a purpose.
You get other things from slicing, but making money is one of its main purposes. Other tradeskills make items, those items can sell for a lot of money or you can use them, slicing can give you some items and schematics but primarily gave you money -- money that could be spent on the gear others made. Not too hard to understand.
The missions vary in cost. Example costs: 220cr, 230cr, 240cr and 285cr for locked boxes. I find that going with the lowest cost ones gives the most profit. The 285cr missions have given me less than 250cr usually so... yeah. It needs more work, just like many other things.
It's either going to be overnerfed and a waste, or undernerfed and causing too much inflation. I really don't see a happy medium here.
Thats just it.. there is no real medium... but there doesn't need to be. Making any money is better then having a skill that serves no purpose. The economy is going to be overblown by those griding for cash anyways... and the entire premise is that some of the best gear can be gotten by crafting, others by raiding, others by PvP, others by social interaction, at end game whether slicing is nerfed or not, money will be trivial.
At least this way people can earn how they want instead of mob grinding. One way or another people are going to out gain what is necessary. If they were truly worried about the way the economy is forming, they would have to overhaul how much money drops at the higher levels too, which really doesn't work when top tier abilities cost over 50K creds per ability.
Eh, I don't think it's as bad as all that.
I mean, inflation always happens in an MMORPG economy, no doubt. But it's a question of degrees. Inflation definitely happens in WoW, but it hasn't completed invalidated gold as a form of money, and the auction house is still very active.
The devs just need to guard against inflation getting to the point where no one respects money as having value anymore...that's the real danger. Whether slicing can exist without causing over-inflation and still remaining useful is a question only time will answer.
I'm confused by BW's delay. There were pages of threads discussing slicing in beta and how it was OP. Makes me think that they really didn't want/need the 12 months of beta feedback and that they were going to do what they wanted anyway.
i'm a bit late into this thread tho I posted in many threads during beta.
There are quite a few people posting (including the OP) that are confused about slicing. Slicing was never supposed to be a skill for people who didn't want to craft to make money. For most of beta slicing was how you obtained materials for cybertech crafting. Altho there was a money reward as well and it was much higher back then. The money part has been nerfed many times between beta and *live*.
That was always the issue... I remember back in March even seeing waves of Sorcs slicing and fighting over nodes. I mean this is when we were being wiped every update and they were still that rabid about slicing. The upside to it was the fact there was tons of cheap cybertech mats on the market... Oh and back then you had a decent chance to gather blue mats off nodes.
Anyway...
They kept changing crafting and gathering.. it was like they had no real direction with it. Eventually we ended up with slicing having nothing but cash to it.
The feedback in general was that slicing should be one of two things.
A node you gather for cybertech technology mats... and cybertech would have its own line (like scav for metals).
Or they remove lockboxes all together and make it a crew skill just like Treasure Hunting (example) for Rares for cybertech.
Instead we ended up with them deciding to simply make nodes that gave cash...
It just doesn't seem to take much intellegence to figure out what is going to happen. This is part of why I was soo glad that one moron that works for BioWare posted about how they didn't need beta testers. They only included beta testers so we'd feel like part of the product... how they (bioware) had found every bug on their own long before any of us could find one and pretty much our feedbac was not wanted or needed (george zoeler or however you spell his name).
Slicing was just the easiest thing to see that they didn't want or need our feedback on.
I don't really get much into discussions on in game inflation becuse as people say its always going to happen. I just don't see why anyone would put something like this into a game .. get feedback on it for around a year... and then finally adjust it after the damage has been done.
I didn't have slicing on my main... I had Armortech, scav and UT. I max'd out those skills on my journey to 50... and managed to buy upgraded speeders... fund my alts and max most every other craft skill in the game. I had .. slicing in beta simply to keep giving feedback on it. Hell there was two guys that had flowcharts about the amount of money it was creating...
When I read about slicing I was boggled by it myself...what's the point? Those of you who bring up the economy I agree with.It can only hurt the economy in its current state.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
My point is the skill does nothing besides you clicking a button and making some credits.theres no value in it when it comes to trade,so I don't get why they even bothered putting it in the game.if you could make something with it and sell it,like every other trade skill,then I could see it having a purpose.
it is a skill for people who dont want to craft for money.... thus giving them a way to make money and be on equal footing with those that do.... im not sure why people are having a hard time understanding this.
im not saying it works, im just saying, that is what it is for. and it clearly doesnt do that anymore.... thus, a worthless skill
When I read about slicing I was boggled by it myself...what's the point? Those of you who bring up the economy I agree with.It can only hurt the economy in its current state.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
My point is the skill does nothing besides you clicking a button and making some credits.theres no value in it when it comes to trade,so I don't get why they even bothered putting it in the game.if you could make something with it and sell it,like every other trade skill,then I could see it having a purpose.
it is a skill for people who dont want to craft for money.... thus giving them a way to make money and be on equal footing with those that do.... im not sure why people are having a hard time understanding this.
im not saying it works, im just saying, that is what it is for. and it clearly doesnt do that anymore.... thus, a worthless skill
Except that crafting for money takes time and has risk involved. Time in that you have to decide what it is you want to craft (usually based on supply and demand, which isn't always obvious), and risk in that nothing you craft is guaranteed to sell for a profit.
If Slicing wants to be the crew skill for those that don't like crafting, then it needs some sort of risk involved. Currently, that risk of losing some credits on a mission is weighed against finding a great lockbox or mission schematic. I think it works just fine for now. As it is, Slicers don't have to put any more thought into it than choosing which mission to take.
When I read about slicing I was boggled by it myself...what's the point? Those of you who bring up the economy I agree with.It can only hurt the economy in its current state.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
Perhaps if you're sitting on your ass all day just running slicing missions - this would be true. In its' CURRENT state it's fine if the skill is fully used.
The way I would balance this is to make it a gambling game.
Have 20 daily slicing missions given each day.
You send a companion to do the mission.
The slicing mission that has the least number of companions doing it will get the most money. The slicing mission that has the most companions doing it will lose money.
In other words, it is the minority rules. It is the complete opposite of majority rules.
the skill was overnerfed, plain and simple. there is absolutely no reason to slice right now when missions are actually costing 200-500 credits more than you are getting back in rewards. i ran multiple 49-50 missions last night, was getting an average of 1600 credits back per run, and the missions cost anywhere from 1650-1780 to run. pre patch, those same missions would give anywhere from 4500-5000 in returns. OBVIOUSLY this needed to be reduced, but i dont see why it couldnt have been reduced to those missions providing 3k-3500 instead. that seems like appropriate returns.
there is clearly a problem when a skill whos entire point is to provide you with credits, is providing negative returns. and not just small negative returns, i lost about 6k in an hour of slicing last night, and about 4k in an hour of slicing this morning.
You were doing it wrong, or else you'd be insanely rich at the moment.
this is just such a fucking retarded response i have to say something. there is literally NOTHING to do "wrong" here. you click a mission, and click start.... there is no complexity to get something wrong.dont act like you are some sort of superior genius that calculated the precise way to make the universe work in your favor.
the missions provide less return than cost. there is no way to change this, therefore, there is nothing to do "wrong".
This and I was actually using that slcing money to help me afford my archeology and artifice crafting but now... I can't do either of those and can't make money on slicing so after my 25 ride license I sit w/ 20k at lvl 27 and some outdated mods on my gear to boot. Not all of us ran off and exploited the system but we all got punished like we did.
The way I would balance this is to make it a gambling game.
Have 20 daily slicing missions given each day.
You send a companion to do the mission.
The slicing mission that has the least number of companions doing it will get the most money. The slicing mission that has the most companions doing it will lose money.
In other words, it is the minority rules. It is the complete opposite of majority rules.
Whoever has the least number of votes win.
If you do this though, slicing will be a "loss on average" activity. In other words, it will literally be a crew skill that does nothing but lose you money on average. Why would anyone want to do it?
The only way to trick people into doing things like this is to make the prize exceptionally big, but the chance of winning exceptionally small...i.e. the lottery.
When I read about slicing I was boggled by it myself...what's the point? Those of you who bring up the economy I agree with.It can only hurt the economy in its current state.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
My point is the skill does nothing besides you clicking a button and making some credits.theres no value in it when it comes to trade,so I don't get why they even bothered putting it in the game.if you could make something with it and sell it,like every other trade skill,then I could see it having a purpose.
it is a skill for people who dont want to craft for money.... thus giving them a way to make money and be on equal footing with those that do.... im not sure why people are having a hard time understanding this.
im not saying it works, im just saying, that is what it is for. and it clearly doesnt do that anymore.... thus, a worthless skill
Except that crafting for money takes time and has risk involved. Time in that you have to decide what it is you want to craft (usually based on supply and demand, which isn't always obvious), and risk in that nothing you craft is guaranteed to sell for a profit.
If Slicing wants to be the crew skill for those that don't like crafting, then it needs some sort of risk involved. Currently, that risk of losing some credits on a mission is weighed against finding a great lockbox or mission schematic. I think it works just fine for now. As it is, Slicers don't have to put any more thought into it than choosing which mission to take.
no, currently there is 100% more risk in slicing than any other crew skill, because it provides negative rewards. it costs more to run the missions, than you get back in rewards...... therefore.... more risk, and no payout.
When I read about slicing I was boggled by it myself...what's the point? Those of you who bring up the economy I agree with.It can only hurt the economy in its current state.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
My point is the skill does nothing besides you clicking a button and making some credits.theres no value in it when it comes to trade,so I don't get why they even bothered putting it in the game.if you could make something with it and sell it,like every other trade skill,then I could see it having a purpose.
it is a skill for people who dont want to craft for money.... thus giving them a way to make money and be on equal footing with those that do.... im not sure why people are having a hard time understanding this.
im not saying it works, im just saying, that is what it is for. and it clearly doesnt do that anymore.... thus, a worthless skill
Except that crafting for money takes time and has risk involved. Time in that you have to decide what it is you want to craft (usually based on supply and demand, which isn't always obvious), and risk in that nothing you craft is guaranteed to sell for a profit.
If Slicing wants to be the crew skill for those that don't like crafting, then it needs some sort of risk involved. Currently, that risk of losing some credits on a mission is weighed against finding a great lockbox or mission schematic. I think it works just fine for now. As it is, Slicers don't have to put any more thought into it than choosing which mission to take.
no, currently there is 100% more risk in slicing than any other crew skill, because it provides negative rewards. it costs more to run the missions, than you get back in rewards...... therefore.... more risk, and no payout.
but while I send a companion on a mission costing x amount of credits,by the time the mission is over I could have easily sliced 3-4 safes which would easily bring me back into the positive with no risk.
Yeah but why send the companion out on the mission in the first place? Just slice the safes. Also, the open world nodes are hardly worth picking up an entire skill for. Questing, grinding mobs, space missions, PvP, other crew skills are all more profitable.
Think of it like this: would you go into a bank, give them a 20 dollar bill, but ask them to only deposit 18 dollars into your account?
That is the current star of slicing missions. You are just throwing away money for no return on your investment.
I agree slicing seems out of place among the other crafting skills. With that said I've used and abused that skil, to make a shit ton of money. I ONLY use slicing nodes. I never send out my comps on slicing missions. At some point I'm going to have to get a proper skill to replace slicing, but it won't be soon, there's just too much money to be made. And that nerf? I can barely tell from what I've been making.
When I read about slicing I was boggled by it myself...what's the point? Those of you who bring up the economy I agree with.It can only hurt the economy in its current state.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
My point is the skill does nothing besides you clicking a button and making some credits.theres no value in it when it comes to trade,so I don't get why they even bothered putting it in the game.if you could make something with it and sell it,like every other trade skill,then I could see it having a purpose.
it is a skill for people who dont want to craft for money.... thus giving them a way to make money and be on equal footing with those that do.... im not sure why people are having a hard time understanding this.
im not saying it works, im just saying, that is what it is for. and it clearly doesnt do that anymore.... thus, a worthless skill
There shouldnt be a skill for people who dont want to craft for money..
If someone doesnt want to craft,then they should make theyre money by doing what you'd do in any other MMO.Quests,farm mobs/named mobs for gear to auction off,keep eyes peeled for chests etc etc...
What kind of credits per hour are you seeing from doing that monarc? What level are you?
On tatooine I was getting lockboxes from nodes making 300-1k credits. My average was around 500. I'm 31 with 200k and wearing mostly epic gear. If I just focused on node slicing and was in a good area with an optimal route I think I can pull 10k. Maybe more, maybe less. Im always questing though and coming across nodes. It's ez money right now. My gut is telling me they will remove slicing or radically change it. For myself I see no reason to craft. I'll just buy it from the GTN like I did the epics.
Slicing was implemented to make sure casual players had enough money to skill up, buy gear, and not to grind but to actually play and have fun.
SWTOR was supposed to be the game that did away with grinding.
People with "grinding disease", however, whined that mind numbing grinding was the preferable playstyle and Bioware/EA made a stupid knee-jerk reaction that made slicing useless one week into the game and without warning.
I used the credits to open inventory slots on my alts, open cargo slots, buy vehicles and upgrades to armor/augments fit for my level and generally had a very fun time exploring the game because I didn't need to grind credits.
The grinders didn't like this (how dare casual players actually have fun in a MMORPG) and whined like the diseased vermin they are. Oddly, Bioware listened to them.
Slicing actually impeded "gold" farmers since there was a decent way to make money and still have fun. Now, guess what?, there are gold farmers spamming ingame now since grinding is now needed.
Casual players were slapped in the face and I hope they will leave in droves and send Bioware/EA the message that, "if you say the game wil be grind free and implement slicing to that end, by all means do not take it away because Johnny wants to either be a gold farmer, or likes ripping his nose apart on a grindstone".
Slicing was a stupid skill to have in the first place, overpowered compared to the other mission / gathering skills and with no actual place in the economy.
I first started out with Underworld Trading, but switched to slicing in the lvl 20-30 zone when I saw how good it was. I leveled up the skill to 400 in a matter of days and more than tripled my savings in the process.
At lvl 36 now (didn't play for some time due to work), I'm sitting on nearly 400k credits.
It would single handedly have inflated the bejeezus out of the economy until it made its own money rewards irrelevant. More than normal inflation is not good for an economy.
Originally posted by Dojen
Casual players were slapped in the face and I hope they will leave in droves and send Bioware/EA the message that, "if you say the game wil be grind free and implement slicing to that end, by all means do not take it away because Johnny wants to either be a gold farmer, or likes ripping his nose apart on a grindstone".
I am playing this game more or less casually. Casual means you don't have all day to play a game, it doesn't mean you should have a money printing device at hand to get over any moneysink the game throws at you.
And what if I were a casual player who wanted to pick underworld trading or investigation as a mission skill instead of slicing? I would be gimped money-wise, no matter how much I played. So the argument that slicing is a "casual's tool" really doesn't hold up.
You can get over the money sinks the game throws at you without slicing, as long as you don't go out spending tons on unneeded trinkets, as in any game.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
I agree slicing seems out of place among the other crafting skills. With that said I've used and abused that skil, to make a shit ton of money. I ONLY use slicing nodes. I never send out my comps on slicing missions. At some point I'm going to have to get a proper skill to replace slicing, but it won't be soon, there's just too much money to be made. And that nerf? I can barely tell from what I've been making.
The nerf is mostly to missions.
Missions were also the most powerful way to make money: from rich or abundant missions, you could get a 1-4k profit for each mission, if you were lucky you'd sometimes hit the jackpot with a 10k reward as well.
I was constantly running 3 unused companions on those ~20 minute missions while playing, you can do the math for a couple of hours of playtime a day.
Now you need to be lucky to turn a profit from it, most missions will barely break-even.
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Comments
Thats just it.. there is no real medium... but there doesn't need to be. Making any money is better then having a skill that serves no purpose. The economy is going to be overblown by those griding for cash anyways... and the entire premise is that some of the best gear can be gotten by crafting, others by raiding, others by PvP, others by social interaction, at end game whether slicing is nerfed or not, money will be trivial.
At least this way people can earn how they want instead of mob grinding. One way or another people are going to out gain what is necessary. If they were truly worried about the way the economy is forming, they would have to overhaul how much money drops at the higher levels too, which really doesn't work when top tier abilities cost over 50K creds per ability.
in its CURRENT state it is completely worthless as a skill, so im not sure what your point even is with this post. in its CURRENT state, it is actually INCREASING the value of credits due to it being a credit sink with no return.
this is just such a fucking retarded response i have to say something. there is literally NOTHING to do "wrong" here. you click a mission, and click start.... there is no complexity to get something wrong.dont act like you are some sort of superior genius that calculated the precise way to make the universe work in your favor.
the missions provide less return than cost. there is no way to change this, therefore, there is nothing to do "wrong".
You get other things from slicing, but making money is one of its main purposes. Other tradeskills make items, those items can sell for a lot of money or you can use them, slicing can give you some items and schematics but primarily gave you money -- money that could be spent on the gear others made. Not too hard to understand.
Think of slicing as stock trading or playing slots, anything else doesent make sense hence the nerf.
The missions vary in cost. Example costs: 220cr, 230cr, 240cr and 285cr for locked boxes. I find that going with the lowest cost ones gives the most profit. The 285cr missions have given me less than 250cr usually so... yeah. It needs more work, just like many other things.
Eh, I don't think it's as bad as all that.
I mean, inflation always happens in an MMORPG economy, no doubt. But it's a question of degrees. Inflation definitely happens in WoW, but it hasn't completed invalidated gold as a form of money, and the auction house is still very active.
The devs just need to guard against inflation getting to the point where no one respects money as having value anymore...that's the real danger. Whether slicing can exist without causing over-inflation and still remaining useful is a question only time will answer.
Are you team Azeroth, team Tyria, or team Jacob?
i'm a bit late into this thread tho I posted in many threads during beta.
There are quite a few people posting (including the OP) that are confused about slicing. Slicing was never supposed to be a skill for people who didn't want to craft to make money. For most of beta slicing was how you obtained materials for cybertech crafting. Altho there was a money reward as well and it was much higher back then. The money part has been nerfed many times between beta and *live*.
That was always the issue... I remember back in March even seeing waves of Sorcs slicing and fighting over nodes. I mean this is when we were being wiped every update and they were still that rabid about slicing. The upside to it was the fact there was tons of cheap cybertech mats on the market... Oh and back then you had a decent chance to gather blue mats off nodes.
Anyway...
They kept changing crafting and gathering.. it was like they had no real direction with it. Eventually we ended up with slicing having nothing but cash to it.
The feedback in general was that slicing should be one of two things.
A node you gather for cybertech technology mats... and cybertech would have its own line (like scav for metals).
Or they remove lockboxes all together and make it a crew skill just like Treasure Hunting (example) for Rares for cybertech.
Instead we ended up with them deciding to simply make nodes that gave cash...
It just doesn't seem to take much intellegence to figure out what is going to happen. This is part of why I was soo glad that one moron that works for BioWare posted about how they didn't need beta testers. They only included beta testers so we'd feel like part of the product... how they (bioware) had found every bug on their own long before any of us could find one and pretty much our feedbac was not wanted or needed (george zoeler or however you spell his name).
Slicing was just the easiest thing to see that they didn't want or need our feedback on.
I don't really get much into discussions on in game inflation becuse as people say its always going to happen. I just don't see why anyone would put something like this into a game .. get feedback on it for around a year... and then finally adjust it after the damage has been done.
I didn't have slicing on my main... I had Armortech, scav and UT. I max'd out those skills on my journey to 50... and managed to buy upgraded speeders... fund my alts and max most every other craft skill in the game. I had .. slicing in beta simply to keep giving feedback on it. Hell there was two guys that had flowcharts about the amount of money it was creating...
/end ramble
it is a skill for people who dont want to craft for money.... thus giving them a way to make money and be on equal footing with those that do.... im not sure why people are having a hard time understanding this.
im not saying it works, im just saying, that is what it is for. and it clearly doesnt do that anymore.... thus, a worthless skill
Except that crafting for money takes time and has risk involved. Time in that you have to decide what it is you want to craft (usually based on supply and demand, which isn't always obvious), and risk in that nothing you craft is guaranteed to sell for a profit.
If Slicing wants to be the crew skill for those that don't like crafting, then it needs some sort of risk involved. Currently, that risk of losing some credits on a mission is weighed against finding a great lockbox or mission schematic. I think it works just fine for now. As it is, Slicers don't have to put any more thought into it than choosing which mission to take.
You make me like charity
Perhaps if you're sitting on your ass all day just running slicing missions - this would be true. In its' CURRENT state it's fine if the skill is fully used.
The way I would balance this is to make it a gambling game.
Have 20 daily slicing missions given each day.
You send a companion to do the mission.
The slicing mission that has the least number of companions doing it will get the most money. The slicing mission that has the most companions doing it will lose money.
In other words, it is the minority rules. It is the complete opposite of majority rules.
Whoever has the least number of votes win.
This and I was actually using that slcing money to help me afford my archeology and artifice crafting but now... I can't do either of those and can't make money on slicing so after my 25 ride license I sit w/ 20k at lvl 27 and some outdated mods on my gear to boot. Not all of us ran off and exploited the system but we all got punished like we did.
If you do this though, slicing will be a "loss on average" activity. In other words, it will literally be a crew skill that does nothing but lose you money on average. Why would anyone want to do it?
The only way to trick people into doing things like this is to make the prize exceptionally big, but the chance of winning exceptionally small...i.e. the lottery.
Are you team Azeroth, team Tyria, or team Jacob?
no, currently there is 100% more risk in slicing than any other crew skill, because it provides negative rewards. it costs more to run the missions, than you get back in rewards...... therefore.... more risk, and no payout.
but while I send a companion on a mission costing x amount of credits,by the time the mission is over I could have easily sliced 3-4 safes which would easily bring me back into the positive with no risk.
Think of it like this: would you go into a bank, give them a 20 dollar bill, but ask them to only deposit 18 dollars into your account?
That is the current star of slicing missions. You are just throwing away money for no return on your investment.
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The Secret World - Dragons
Planetside 2 - Terran Republic
Tera - Dragonfall Server
http://www.shadowshand.com
There shouldnt be a skill for people who dont want to craft for money..
If someone doesnt want to craft,then they should make theyre money by doing what you'd do in any other MMO.Quests,farm mobs/named mobs for gear to auction off,keep eyes peeled for chests etc etc...
Shadow's Hand Guild
Open recruitment for
The Secret World - Dragons
Planetside 2 - Terran Republic
Tera - Dragonfall Server
http://www.shadowshand.com
Slicing was implemented to make sure casual players had enough money to skill up, buy gear, and not to grind but to actually play and have fun.
SWTOR was supposed to be the game that did away with grinding.
People with "grinding disease", however, whined that mind numbing grinding was the preferable playstyle and Bioware/EA made a stupid knee-jerk reaction that made slicing useless one week into the game and without warning.
I used the credits to open inventory slots on my alts, open cargo slots, buy vehicles and upgrades to armor/augments fit for my level and generally had a very fun time exploring the game because I didn't need to grind credits.
The grinders didn't like this (how dare casual players actually have fun in a MMORPG) and whined like the diseased vermin they are. Oddly, Bioware listened to them.
Slicing actually impeded "gold" farmers since there was a decent way to make money and still have fun. Now, guess what?, there are gold farmers spamming ingame now since grinding is now needed.
Casual players were slapped in the face and I hope they will leave in droves and send Bioware/EA the message that, "if you say the game wil be grind free and implement slicing to that end, by all means do not take it away because Johnny wants to either be a gold farmer, or likes ripping his nose apart on a grindstone".
Slicing was a stupid skill to have in the first place, overpowered compared to the other mission / gathering skills and with no actual place in the economy.
I first started out with Underworld Trading, but switched to slicing in the lvl 20-30 zone when I saw how good it was. I leveled up the skill to 400 in a matter of days and more than tripled my savings in the process.
At lvl 36 now (didn't play for some time due to work), I'm sitting on nearly 400k credits.
It would single handedly have inflated the bejeezus out of the economy until it made its own money rewards irrelevant. More than normal inflation is not good for an economy.
I am playing this game more or less casually. Casual means you don't have all day to play a game, it doesn't mean you should have a money printing device at hand to get over any moneysink the game throws at you.
And what if I were a casual player who wanted to pick underworld trading or investigation as a mission skill instead of slicing? I would be gimped money-wise, no matter how much I played. So the argument that slicing is a "casual's tool" really doesn't hold up.
You can get over the money sinks the game throws at you without slicing, as long as you don't go out spending tons on unneeded trinkets, as in any game.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
The nerf is mostly to missions.
Missions were also the most powerful way to make money: from rich or abundant missions, you could get a 1-4k profit for each mission, if you were lucky you'd sometimes hit the jackpot with a 10k reward as well.
I was constantly running 3 unused companions on those ~20 minute missions while playing, you can do the math for a couple of hours of playtime a day.
Now you need to be lucky to turn a profit from it, most missions will barely break-even.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!