Ressource drop rate is ridiculously low, anyone else noticed that? I don't think we're supposed to get only 1 ressource per kill. I never bought a single item (except crafting recipes), never respec'd, i'm level 17 and I can't afford to pay the 10000 ressources needed to get my crafting level up. That's unless I go kill about 10000 enemies, which I won't.
How many resources do you have? Selling Upgrades you can't use should yield a large amount of resources, did that not work out for you? I'll check the numbers, thanks for the bug report.
The only way I could afford getting the crafting recipes was selling everything, at least the stuff I couldn't break down, on the Auction House for about 2x the vendor sell price (and the Bind on Pickup mission rewards for the wrong skills went to the vendors). Even so, I had to make a couple of Blue Secondaries and sell them on the AH for 2x vendor price. The character is level 27 now and has somewhere around 5G at this point, saving up for the 10G to increase the cap at 31.
Bind on Pickup and wrong skill = vendor trash. Why not include a mission reward that just gives you the resources if the upgrades are supposed to be BoP.
I think that resource rewards from missions are lower than they were in the open beta. I got a guy to level 20 in the open beta and even before being knocked up to level 40, he had around 18 global (or whatever, the gold equivalent) resources. I built up my profession in the open beta too so it wasn't for lack of spending money. I got my same character to level 20 and he had like 2g tops. There definitely seems to have been some kind of resource nerf between open beta and retail, but I think it was nerfed a little too much.
Also, missions reward way less money depending on your level relative to the mission's level. I noticed at least a 20-30% drop in the resource reward when a quest went from being equal to my level to being 1 level lower than me. I guess this is intended but I am not sure why, since the exp doesn't change or anything.
I'm currently sitting at 2 silver at level 25 and have 7 recipes I would like to buy for a total of 3.1 gold. I've sold almost everything that I or my playing partner could not break down. I really don't think it is quite working as expected.
The delema for me is to sell upgrade or use them for experimentation. Experimenting on all your old or useless upgrades is a very efficient way to level your crafting. Unfortunately that means that you dont get the money for selling them too.
In Open Beta I had plenty for everything by only selling the upgrades I could not experiment on. Now I am finding that finances are much tighter.
You make much too little money now in head start that's for sure. And paying for respecs is just a dream, there's no way I can afford that. By the time they fix that the stuff I want to respec are either so far down the list I can't afford them anyway, or have dropped off.
Selling Upgrades you can't use should yield a large amount of resources, did that not work out for you?
I have never run short this way, but that's not the point. Those upgrades almost all come from mission rewards, so it means we're back to the old "you only get things from missions, never from killing random stuff" situation.
It's not game-breaking, but it is a bit bizarre. Did you really intend for killing mooks to be worthless, resource-wise?
Yeah, I would have had a very hard time with resources when I started buying 201+ recipes, but I sold a few weapon replace drops for 1G each, so I had a slight cushion. As it was, I spent about half what I had when I hit 21, but have recovered most of that by 23. I think maybe prices jump too sharply right at 201 skill, rather than ramping up towards 301.
But yeah, the resource per kill is ridiculous. If necessary you could reduce the resources rewarded by missions and selling things, but we really should get more resources for each kill.
That's confusing to me, because I just hit 23 and I just sold the stuff I couldn't break down, and I've got over 5 global after buying everything and buying my second skill upgrade... Maybe I just got lucky. EDIT: oh and to clarify, that's selling to the vendor by the arms table that I buy most of my blueprints from
The only way I could afford getting the crafting recipes was selling everything, at least the stuff I couldn't break down, on the Auction House for about 2x the vendor sell price (and the Bind on
I'll be honest here, i took tunneling. Reason why? All of about 1 out of every 10 missions can i not simply tunnel myself directly to the missions objective, take it out/gather/whatever, and then tunnel straight straight out of combat if there are still cronies trying to finish me off, and back to the mission giver for the reward, cutting out all of the guys that are placed all around an about to impede your progress since they really are near worthless for exp compared to simply turning in the missions. =\
Also as per crafting components issue - in -every- mission i've always selected an item that was the type i could break down for components, so far i've so much a surplus of them i've been throwing my extra in the bank and my skill has kept leaps an bounds above my level an need to wait for my superhero level at the 11'th/21'rst etc levels to but the skill raise.
But on the other hand i kinda agree, getting an item/loot drop is pretty much super rare in-itself unless im fighting Master or Super Villians, and gathering items is also a bit slow as well especially after 200+, where recipies can take a variaty of some 20~30+ units of 4 to 5 differen't components..for a single craft...which when broken down/researched again may yield very little skill of just 2-4 points out of the 100/level needed...
How many resources do you have? Selling Upgrades you can't use should yield a large amount of resources, did that not work out for you? I'll check the numbers, thanks for the bug report.
yeah the resource drop rate is pretty messed up right now. and upgrades don't sell for that much at all. i'm 21 and only have 1.75 g after buying every recipe i could and increasing my crafting skill cap to 200. now it's gonna cost 1g just to bump up my crafting skill cap.. this needs to be fixed.. i don't even want to go into the respec issue..
At the moment it's pretty much learn blueprints or respec - I simply cannot afford to do both with the pitiful amount of funds coming in. So I'm learning blueprints and praying I don't pick something that I end up wanting to change.
And I just have to forget about making any significant costume changes at the tailor - I can't afford it.
The economy is definitely out of whack at the moment. I haven't yet been able to afford a single respec (I know this is a known issue) but it also means I'm stuck with the choices I made, even though I really want to adjust them. At level 29, not much I can do.
As for everything else - I had like 5g until I got lucky and sold some items on the AH to higher level characters. Now I have 15 global waiting to spend 10g on the next crafting level. Seriously though, maybe crafting is the main reason money is out of whack? Not only do you spend a lot on buying blueprints but you also tend to get items for experimation whenever possible. If I didn't craft, I would have a lot more money for sure.
Also noticed this. Sitting at lvl 20 I have 3g or so on me. That is from selling all unused items and not buying anything except crafting recipes from the craft trainer. Resources are ridiculously low.
While its a different matter entirely that still needs to be addressed, at this lvl (20) to do a full re spec would cost me over 20g. So basically its not possible at all.
How many resources do you have? Selling Upgrades you can't use should yield a large amount of resources, did that not work out for you? I'll check the numbers, thanks for the bug report.
But I am seeing a bit of a problem with that idea Antiproton. It worked fine in beta, when I was really only playing with crafting on one character. But in Live I have characters doing all 3 schools, so anything that isn't bound gets put into mail as "sci mats" or "myst mats" or "arms mats" to be picked up from the toon doing that skill. This really cuts down on income, especially if you don't equip every little .2 increase in defense item... Just selling those things that are bound is barely keeping me ahead of blueprint costs.
Which reminds me of another minor quibble. Why do the crafted bags appear in the shop's sell list in front of the primary bag?
i'm lvl 16 atm (been getting other alts going at the same time lol) and haven't even gotten 1 gold in the savings.
anything that i couldnt use or breakdown for crafting was sold, and i have purchased only a few blueprints that i wanted for my lvling of my crafting skill, i have a 2nd costume slot and can't even afford to create a 2nd costume for it....a little worried about that.
You make much too little money now in head start that's for sure. And paying for respecs is just a dream, there's no way I can afford that. By the time they fix that the stuff I want to respec are either so far down the list I can't afford them anyway, or have dropped off.
I am level 21 now and I don't see a huge problem with resources. Respecs are VERY hard to come by right now, but that's well known.
I've been breaking down ALL science stuff I find, and trading most of the arms/mysticism stuff to my friends (and they send the science stuff my way). Anything that is bound and I can't break down gets sold. I HAVE done 1 respec so far. I have my science skill at about 230 and have every recipe that can be bought with cash. I still have about 50 Local resources (or silver or whatever that resource is called). At level 21, I don't expect to be rolling in the cash right now. The only issue I've seen is respecs. If I hadn't respecced already I could have at least 2 Global resources.
Actually "cash" does seem to come slowly early on.. But at the later levels it gets a bit better. Plus levling is quick.
My suggestion is.
Make sure of the powers and stuff that you want by level 10. If you dont liek how the buiold is coming out... Restart. Getting to level 10 takes only a few hours anyway. Between 10 and 20 you keep good track and at 20 make certain of what you want or respect the last 10 levels.
Also take advantage of the Auction house... Instead of selling to the vendor sell there. Make a markup of about 10% (you will almost certainly sell whatever) or a little higher. I sold off all my stuff on the AH and had more then enough to Respec if I wanted to.. Plus a little something extra.
Actually "cash" does seem to come slowly early on.. But at the later levels it gets a bit better. Plus levling is quick.
My suggestion is.
Make sure of the powers and stuff that you want by level 10. If you dont liek how the buiold is coming out... Restart. Getting to level 10 takes only a few hours anyway. Between 10 and 20 you keep good track and at 20 make certain of what you want or respect the last 10 levels.
Also take advantage of the Auction house... Instead of selling to the vendor sell there. Make a markup of about 10% (you will almost certainly sell whatever) or a little higher. I sold off all my stuff on the AH and had more then enough to Respec if I wanted to.. Plus a little something extra.
Honest question: Do you craft at all?
The cost for blueprints is the main culprit here, especially once you get into the custom crafts where you either need to focus on a few possible modifiers (which makes it not so customizable after all) or spend several G to get a decent selection. The low skill enhancements will let you buy 3 for 1G, but once you get closer to 300 you'll spend 1G on two. Above 300 you run into some enhancements costing more than 1G each.
And if you craft, you want to use the mission rewards for skill up and components whenever possible since drops are fairly rare. That means less upgrades to sell and as opposed to non-crafters you actually have something to spend your resources on.
With the costs being what they are for respec, blueprints and the sheer LACK of resources outside of drops ( Which I think is too rare) I find I can afford to do nothing with this character. I hit level 20, and I had 1.5 gold. Even burning most everything for my crafting, I should at least have maybe 2-4x that amount I'd figure from the number of level 20-21 quests I did in MC/ Snake Gulch.
so is this the list of the following that still nerfed to the point of frustration?
Aclaim reward amount (1% of what they were in beta)
Resource drops (all mobs drop 1 resource)
respec costs (10 times higher than in beta, also in beta for awhile your very first trip to the powerhouse the respec was 100% free)
resources from missions (very small amounts and the amount you get scales inverse to your level so if you are above the mission level you miss out)
its seems like when they nerfed xp rates for awhile they lowered everything across the board to the painfully scare levels, and only brought back the xp... ouch.
now if the respec bug would get fixed, and missions would always give the full reward amount, that might be a start...
currently my chars end up at level 6-7 when on the level 5-6 missions in crisis zones... so my respecs I can't do and my missions don't give much money... unless there's a /noxp commnnd my headstart is basically a wash.
my solution was selling crafting components, even with the crazy number of components the crafts cost, I don't actually make that much stuff. I had amassed like 65 gadgetboy theroms by the time I hit 101 crafting so I just sold 50 of em, nothing uses that much rare material, and they're worth like 35 a pop. that got me out of the hole
still couldn't afford to respec a single skill I had acciedently left the powerhouse with though. (the powerhouse ALWAYS asking you to lock your powers has screwed me up, raher than only when you actually pick something that will be locked.)
What I found interesting is I was receiving 3-8 resources (local) for quest turn-ins at 20-22ish. Huh? Mobs henchies are dropping 1 resource. Guess that's why they're trying to rob people... I've been able to afford crafting barely, and that's by defeating pretty much every enemy I walk across (I fight from objective to objective typically) and making my own primary gear and selling/researching almost everything else I find. Haven't used the AH yet, didn't know where it was but I suppose I could give that a try, but given the 'credit crunch' who the heck would be buying?
They massively nerfed resource values at the end of open beta - at the same time that they nerfed XP values.
I am guessing they just 'tweaked' or 'tuned' a slider that affected both xp and resources.
I find that killing mobs is pretty much pointless - unless they are master difficulty. The xp reward is a complete joke, as is the resource value.
Resources dropped by mobs should scale with the level of the mob. High level henchmen should drop significantly more resources than a low level henchmen. After all, the costs scale at an insane rate.
If killing mobs is not supposed to be a viable area to get xp and resources, then just remove both. It is very frustrating to get so little of a reward, that it'd make more sense to get none at all.
"grinding" cash is impossible. Maybe this is part of the anti-gold farming?
Back in Open, I had like 20 G by around level 20, but now I have around 3 G at 20. I haven't done much different between the two, I sell stuff I am not using and don't need along with breaking down items and just crafting various items for myself and SG members. Right now I am glad that this is the 3rd time I've made this character so I haven't had the need to respec it yet. I would imagine that the majority of people who have/will start playing, won't have the same knowledge that I have and will make mistakes that they need to correct. Right now I find myself lending money out to SG members because I haven't been spending it and they need it to fix character flaws or costume flaws...
Comments
Any idea ?
Bind on Pickup and wrong skill = vendor trash. Why not include a mission reward that just gives you the resources if the upgrades are supposed to be BoP.
Also, missions reward way less money depending on your level relative to the mission's level. I noticed at least a 20-30% drop in the resource reward when a quest went from being equal to my level to being 1 level lower than me. I guess this is intended but I am not sure why, since the exp doesn't change or anything.
In Open Beta I had plenty for everything by only selling the upgrades I could not experiment on. Now I am finding that finances are much tighter.
I have never run short this way, but that's not the point. Those upgrades almost all come from mission rewards, so it means we're back to the old "you only get things from missions, never from killing random stuff" situation.
It's not game-breaking, but it is a bit bizarre. Did you really intend for killing mooks to be worthless, resource-wise?
But yeah, the resource per kill is ridiculous. If necessary you could reduce the resources rewarded by missions and selling things, but we really should get more resources for each kill.
Also as per crafting components issue - in -every- mission i've always selected an item that was the type i could break down for components, so far i've so much a surplus of them i've been throwing my extra in the bank and my skill has kept leaps an bounds above my level an need to wait for my superhero level at the 11'th/21'rst etc levels to but the skill raise.
But on the other hand i kinda agree, getting an item/loot drop is pretty much super rare in-itself unless im fighting Master or Super Villians, and gathering items is also a bit slow as well especially after 200+, where recipies can take a variaty of some 20~30+ units of 4 to 5 differen't components..for a single craft...which when broken down/researched again may yield very little skill of just 2-4 points out of the 100/level needed...
yeah the resource drop rate is pretty messed up right now. and upgrades don't sell for that much at all. i'm 21 and only have 1.75 g after buying every recipe i could and increasing my crafting skill cap to 200. now it's gonna cost 1g just to bump up my crafting skill cap.. this needs to be fixed.. i don't even want to go into the respec issue..
And I just have to forget about making any significant costume changes at the tailor - I can't afford it.
As for everything else - I had like 5g until I got lucky and sold some items on the AH to higher level characters. Now I have 15 global waiting to spend 10g on the next crafting level. Seriously though, maybe crafting is the main reason money is out of whack? Not only do you spend a lot on buying blueprints but you also tend to get items for experimation whenever possible. If I didn't craft, I would have a lot more money for sure.
While its a different matter entirely that still needs to be addressed, at this lvl (20) to do a full re spec would cost me over 20g. So basically its not possible at all.
But I am seeing a bit of a problem with that idea Antiproton. It worked fine in beta, when I was really only playing with crafting on one character. But in Live I have characters doing all 3 schools, so anything that isn't bound gets put into mail as "sci mats" or "myst mats" or "arms mats" to be picked up from the toon doing that skill. This really cuts down on income, especially if you don't equip every little .2 increase in defense item... Just selling those things that are bound is barely keeping me ahead of blueprint costs.
Which reminds me of another minor quibble. Why do the crafted bags appear in the shop's sell list in front of the primary bag?
anything that i couldnt use or breakdown for crafting was sold, and i have purchased only a few blueprints that i wanted for my lvling of my crafting skill, i have a 2nd costume slot and can't even afford to create a 2nd costume for it....a little worried about that.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ this
I've been breaking down ALL science stuff I find, and trading most of the arms/mysticism stuff to my friends (and they send the science stuff my way). Anything that is bound and I can't break down gets sold. I HAVE done 1 respec so far. I have my science skill at about 230 and have every recipe that can be bought with cash. I still have about 50 Local resources (or silver or whatever that resource is called). At level 21, I don't expect to be rolling in the cash right now. The only issue I've seen is respecs. If I hadn't respecced already I could have at least 2 Global resources.
My suggestion is.
Make sure of the powers and stuff that you want by level 10. If you dont liek how the buiold is coming out... Restart. Getting to level 10 takes only a few hours anyway. Between 10 and 20 you keep good track and at 20 make certain of what you want or respect the last 10 levels.
Also take advantage of the Auction house... Instead of selling to the vendor sell there. Make a markup of about 10% (you will almost certainly sell whatever) or a little higher. I sold off all my stuff on the AH and had more then enough to Respec if I wanted to.. Plus a little something extra.
The cost for blueprints is the main culprit here, especially once you get into the custom crafts where you either need to focus on a few possible modifiers (which makes it not so customizable after all) or spend several G to get a decent selection. The low skill enhancements will let you buy 3 for 1G, but once you get closer to 300 you'll spend 1G on two. Above 300 you run into some enhancements costing more than 1G each.
And if you craft, you want to use the mission rewards for skill up and components whenever possible since drops are fairly rare. That means less upgrades to sell and as opposed to non-crafters you actually have something to spend your resources on.
Aclaim reward amount (1% of what they were in beta)
Resource drops (all mobs drop 1 resource)
respec costs (10 times higher than in beta, also in beta for awhile your very first trip to the powerhouse the respec was 100% free)
resources from missions (very small amounts and the amount you get scales inverse to your level so if you are above the mission level you miss out)
its seems like when they nerfed xp rates for awhile they lowered everything across the board to the painfully scare levels, and only brought back the xp... ouch.
now if the respec bug would get fixed, and missions would always give the full reward amount, that might be a start...
currently my chars end up at level 6-7 when on the level 5-6 missions in crisis zones... so my respecs I can't do and my missions don't give much money... unless there's a /noxp commnnd my headstart is basically a wash.
still couldn't afford to respec a single skill I had acciedently left the powerhouse with though. (the powerhouse ALWAYS asking you to lock your powers has screwed me up, raher than only when you actually pick something that will be locked.)
I am guessing they just 'tweaked' or 'tuned' a slider that affected both xp and resources.
I find that killing mobs is pretty much pointless - unless they are master difficulty. The xp reward is a complete joke, as is the resource value.
Resources dropped by mobs should scale with the level of the mob. High level henchmen should drop significantly more resources than a low level henchmen. After all, the costs scale at an insane rate.
If killing mobs is not supposed to be a viable area to get xp and resources, then just remove both. It is very frustrating to get so little of a reward, that it'd make more sense to get none at all.
"grinding" cash is impossible. Maybe this is part of the anti-gold farming?