In the past years, I've been a die hard loot-O-Matic type foundry
mission player...counting on the drops to supplement my ec
count. Over the past 3 weeks, I've noticed that the drops aren't
nearly as much as they were a couple months ago. I did a
Loot-O-Matic 3000 today..15 drops our of (2) 25 waves of ships.
I know there is a daily foundry cap..thats why I wait every other
day to run it..but that makes no difference..still only around 15 or
16 items out of 50 waves of ships. Has the Foundry missions like
the Loot-O-Matic type missions been nerfed?
There's a double XP event. Foundry loot stops after a certain number of XP points have been earned. So for as long as this xp event is active, we're getting only 50% drops.
They also nerfed the sell price of everything =/ Used to get 1m on everage from the foundry mission loot, now only 200k (400k after xp event).
If I choose to forgo fun in favor of mindless clicking, why should Cryptic care? (Before you guys all take sides and get riled up by this, please note that I haven't actually picked a side here. This is simply a hypothetical question.)
If I choose to forgo fun in favor of mindless clicking, why should Cryptic care? (Before you guys all take sides and get riled up by this, please note that I haven't actually picked a side here. This is simply a hypothetical question.)
There's a double XP event. Foundry loot stops after a certain number of XP points have been earned. So for as long as this xp event is active, we're getting only 50% drops.
They also nerfed the sell price of everything =/ Used to get 1m on everage from the foundry mission loot, now only 200k (400k after xp event).
Terrible changes.
I was using a loot-o=matic to test if elite difficulty rewarded better gear, but i had not considered the impact of the XP event.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
The only thing they did was hurt the majorities ability to get ECs fairly quickly. I have no problem with the daily limit from the Foundry but, the nerf in overall price per trash is a bit much because they have done NOTHING to influence the inflated prices on the exchange. They just made it so that if you want ECs now, go buy zen and sell keys. Say you only have time for a loot o matic per day and average 500k per run, that is 20 days for a 10 million ec item. If you cant get on everyday, you have just created a scenario that is not casual friendly.
I also think they assumed that people would jump for joy over the crafting revamp and would pump dil into the revamp to power level. While I am all but sure that back fired, I think they also expected poeple to craft a ton, which didn't happen. Why craft an item for 6xp or w/e when I can start a 6k mission then go do ther things more productive.
There's a double XP event. Foundry loot stops after a certain number of XP points have been earned. So for as long as this xp event is active, we're getting only 50% drops.
They also nerfed the sell price of everything =/ Used to get 1m on everage from the foundry mission loot, now only 200k (400k after xp event).
Terrible changes.
It's a difficult time right now for people trying to earn, especially since it doesn't seem to affect the prices on the Exchange. Perhaps they will earn enough this year to be able to change it back, and make it easier on the ones who can not afford to buy Zen.
I'm relieved I was able to earn my Ships and Ferengi gear before the decline of the EC. OMG, I can totally say now, "back in my day, the game dollar was worth more!" Rofl!! Should my toons hair be up in rollers now? :P
New Lunar Republic
"Where monsters rampage, I'm there to take them down! Where treasure glitters, I'm there to claim it! Where an enemy rises to face me, victory will be mine!" -Lina Inverse
The only thing they did was hurt the majorities ability to get ECs fairly quickly. I have no problem with the daily limit from the Foundry but, the nerf in overall price per trash is a bit much because they have done NOTHING to influence the inflated prices on the exchange. They just made it so that if you want ECs now, go buy zen and sell keys. Say you only have time for a loot o matic per day and average 500k per run, that is 20 days for a 10 million ec item. If you cant get on everyday, you have just created a scenario that is not casual friendly.
I also think they assumed that people would jump for joy over the crafting revamp and would pump dil into the revamp to power level. While I am all but sure that back fired, I think they also expected poeple to craft a ton, which didn't happen. Why craft an item for 6xp or w/e when I can start a 6k mission then go do ther things more productive.
In my view, the issue is that not enough people have figured out how to adapt to the accumulated impact of these changes.
I think that once we see a sizable number of casuals hit level 15 in crafting, probably around Xmas, then we'll start to see things change.
Essentially, skill levels like that will have the effect of allowing people to get top gear without relying on the exchange.
Once that happens, the exchange will begin to adjust its pricing to reflect the new reality.
However, thats still a way off, although inevitably coming.
The other thing about crafting, is that most of the complaints are centred around the dilithium cost.
I do wonder though, how much of that is hitting the claim now button?
Using the best kits doesn't take a ton of dilithium in application fees, it adds up with the claim now fees.
I strongly suspect that some patient people are quietly using the process to achieve their aims without the stress over dilithium costs.
Over time, the efforts of those people will also begin to effect the exchange, by releasing them from having to use it.
Things, it seems to me, are in the process of being improved.
However, uncharacteristically, Cryptic have taken a much longer term view than usual.
I think the recent changes are welcome and will actually help players enormously, especially on the issue of readjusting the exchange.
Its not like you can trade them for dilithium or zen. And even if you buy crafted gear off the exchange someone still had to use dilithium to make it.
My guess is because people can buy keys and lock box ships off the exchange. Yes people paid money for keys but it still is money not spent by people going this route. I'm surprised keys are not bound to be honest.
My guess is because people can buy keys and lock box ships off the exchange. Yes people paid money for keys but it still is money not spent by people going this route. I'm surprised keys are not bound to be honest.
They probably make more money from people buying keys to convert to EC, than people buying keys to open boxes.
Its not like you can trade them for dilithium or zen. And even if you buy crafted gear off the exchange someone still had to use dilithium to make it.
Because there has been a lot of complaints in the forum about excessive EC in the economy. It also influences the Exchange as well.
The reason why do not really see much change in Exchange prices because far more EC is flooding the economy (even with nerfed loot value) compared to EC that is actually removed from the game. Buying stuff on the Exchange does not remove EC from the economy. It merely transfers the EC from your account into someone else's account.
When I play STO the only time when EC is actually removed from my account an into oblivion is when I work on the rep system because a small amount of EC (7.5k for the daily project I think) is a requirement. Sometimes I play Dabo just to get some GPL to use for missions, the EC that I bet goes into oblivion. It is only a small amount though. At most you can only gamble 300 EC for each Dabo spin. Even if I wanted to spend 25k EC playing Dabo, I will be at the Dabo table for a very long time; about 1 hour. Some Doff trade / diplomatic missions requires a small amount of ECs; but that only ranges between 500 to 2,000 EC. I can't think of any other situations where my EC are actually being removed from the game's economy. While it may take about an hour to throw away 25k EC at the Dabo table, I can easily replenish that by playing an eSTF and selling loot for 50% value.
There are no good EC sinks in the game to actually remove EC from the economy at a faster rate than it is being generated. Maybe new starbase projects can have an EC requirement. But that only affects people who are in fleets.
There has been many proposals to implement a system that would affect a broader player base to remove EC from the economy. One such idea is to make ship damage or personally injury have much higher penalties where players will want to repair the damage / heal injuries. A fee would actually be deducted for doing so. The more severe the damage / injury the higher the cost. Of course ship repairs should be higher than your average medical bill.
The great thing about this is that it does not affect "newbies" or toons that do not have much EC. You can only get damaged / injured when playing regular content beyond normal difficulty and also when playing elite STFs. Generally, toons at end game should generally have a decent amount of funds so spending 10's of thousands of ECs for ship repairs (100's of thousands of ECs for very severe damage) should generally not be an issue.
The flip side is that it can make people become better players if they want to avoid paying for repairs / heals.
They probably make more money from people buying keys to convert to EC, than people buying keys to open boxes.
Of course Cryptic makes more money from people buying keys to convert to EC than people buying keys to open boxes with real cash. It makes complete sense in that regard seeing how llow the odds are to jackpot on a box.
Because there has been a lot of complaints in the forum about excessive EC in the economy. It also influences the Exchange as well.
Only by idiots that don't know the first thing about it. They spout false theories that they're trying to equate to real world economics (which they still get wrong regardless) and they end up making fools of themselves and only other fools tag along.
Comments
They also nerfed the sell price of everything =/ Used to get 1m on everage from the foundry mission loot, now only 200k (400k after xp event).
Terrible changes.
sig
http://img825.imageshack.us/img825/5451/om71.jpg
It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
geee, I wonder why...... :rolleyes:
Excess EC in the economy...
I don't see the connection...
Missions like the one you are describing are a thorn in the side of Cryptic, just like the quickies for Dil-farming were.
because it stuffs the economy for everyone else.
So there is no connection really. The extremely high exchange prices are due to human greed, which is still going with a Ferengi-like power.
Why would anyone sell for less than what people are willing to give?
There's two ways: free infinite of everything, or prices based on demanded and limited items/resources.
You can't have it inbetween unless cryptic locks prices. Noone wants that.
sig
http://img825.imageshack.us/img825/5451/om71.jpg
It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
I was using a loot-o=matic to test if elite difficulty rewarded better gear, but i had not considered the impact of the XP event.
I also think they assumed that people would jump for joy over the crafting revamp and would pump dil into the revamp to power level. While I am all but sure that back fired, I think they also expected poeple to craft a ton, which didn't happen. Why craft an item for 6xp or w/e when I can start a 6k mission then go do ther things more productive.
It's a difficult time right now for people trying to earn, especially since it doesn't seem to affect the prices on the Exchange. Perhaps they will earn enough this year to be able to change it back, and make it easier on the ones who can not afford to buy Zen.
I'm relieved I was able to earn my Ships and Ferengi gear before the decline of the EC. OMG, I can totally say now, "back in my day, the game dollar was worth more!" Rofl!! Should my toons hair be up in rollers now? :P
"Where monsters rampage, I'm there to take them down! Where treasure glitters, I'm there to claim it! Where an enemy rises to face me, victory will be mine!" -Lina Inverse
But, why would Cryptic care about Energy Credits?
Its not like you can trade them for dilithium or zen. And even if you buy crafted gear off the exchange someone still had to use dilithium to make it.
In my view, the issue is that not enough people have figured out how to adapt to the accumulated impact of these changes.
I think that once we see a sizable number of casuals hit level 15 in crafting, probably around Xmas, then we'll start to see things change.
Essentially, skill levels like that will have the effect of allowing people to get top gear without relying on the exchange.
Once that happens, the exchange will begin to adjust its pricing to reflect the new reality.
However, thats still a way off, although inevitably coming.
The other thing about crafting, is that most of the complaints are centred around the dilithium cost.
I do wonder though, how much of that is hitting the claim now button?
Using the best kits doesn't take a ton of dilithium in application fees, it adds up with the claim now fees.
I strongly suspect that some patient people are quietly using the process to achieve their aims without the stress over dilithium costs.
Over time, the efforts of those people will also begin to effect the exchange, by releasing them from having to use it.
Things, it seems to me, are in the process of being improved.
However, uncharacteristically, Cryptic have taken a much longer term view than usual.
I think the recent changes are welcome and will actually help players enormously, especially on the issue of readjusting the exchange.
However, that result is still some months off.
It is coming, though.
Question begs, are enough players patient enough?
Now that is a tricky question.
I think that we do have to remember about squeaky wheels.
You tend to notice them more than wheels that don't squeak.
There have been a lot of complaints, most in my view, revolving around the need for dilithium.
I've also noticed that, on the whole, the interminable dilithium threads split into two predictable camps with a strong correlation on post count.
The more posts, the less likely you are to ask for refining cap raise.
Thus, in the broadest of terms, experienced players are patient enough, inexperienced ones may experience some nail biting.
Perhaps more voices asking for people to take a deep breath might help............
My guess is because people can buy keys and lock box ships off the exchange. Yes people paid money for keys but it still is money not spent by people going this route. I'm surprised keys are not bound to be honest.
They probably make more money from people buying keys to convert to EC, than people buying keys to open boxes.
Because there has been a lot of complaints in the forum about excessive EC in the economy. It also influences the Exchange as well.
The reason why do not really see much change in Exchange prices because far more EC is flooding the economy (even with nerfed loot value) compared to EC that is actually removed from the game. Buying stuff on the Exchange does not remove EC from the economy. It merely transfers the EC from your account into someone else's account.
When I play STO the only time when EC is actually removed from my account an into oblivion is when I work on the rep system because a small amount of EC (7.5k for the daily project I think) is a requirement. Sometimes I play Dabo just to get some GPL to use for missions, the EC that I bet goes into oblivion. It is only a small amount though. At most you can only gamble 300 EC for each Dabo spin. Even if I wanted to spend 25k EC playing Dabo, I will be at the Dabo table for a very long time; about 1 hour. Some Doff trade / diplomatic missions requires a small amount of ECs; but that only ranges between 500 to 2,000 EC. I can't think of any other situations where my EC are actually being removed from the game's economy. While it may take about an hour to throw away 25k EC at the Dabo table, I can easily replenish that by playing an eSTF and selling loot for 50% value.
There are no good EC sinks in the game to actually remove EC from the economy at a faster rate than it is being generated. Maybe new starbase projects can have an EC requirement. But that only affects people who are in fleets.
There has been many proposals to implement a system that would affect a broader player base to remove EC from the economy. One such idea is to make ship damage or personally injury have much higher penalties where players will want to repair the damage / heal injuries. A fee would actually be deducted for doing so. The more severe the damage / injury the higher the cost. Of course ship repairs should be higher than your average medical bill.
The great thing about this is that it does not affect "newbies" or toons that do not have much EC. You can only get damaged / injured when playing regular content beyond normal difficulty and also when playing elite STFs. Generally, toons at end game should generally have a decent amount of funds so spending 10's of thousands of ECs for ship repairs (100's of thousands of ECs for very severe damage) should generally not be an issue.
The flip side is that it can make people become better players if they want to avoid paying for repairs / heals.
Of course Cryptic makes more money from people buying keys to convert to EC than people buying keys to open boxes with real cash. It makes complete sense in that regard seeing how llow the odds are to jackpot on a box.
Only by idiots that don't know the first thing about it. They spout false theories that they're trying to equate to real world economics (which they still get wrong regardless) and they end up making fools of themselves and only other fools tag along.