You probably just forgot about the exchange prices is all, it's understandable given the much more volatile situation with the dilex. Variations along the lines of 20-40 mil are not uncommon with ships like the JHAS and Annorax, with 10-20 mil fluctuations for lobi ships. Chances are people will lose effective value as…
They're generally not very stable. The exchange has a rather low supply of those with a low demand due to their costliness. Because of this, hoarding and buying have significant effects on the market. Also, you could just look at the exchange. As for whether it's fair to people who can't pay, it really isn't. Take again my…
Rarity by high fixed price is a real thing, so it is in fact possible to disagree with the second premise without discounting the first. Additionally, with rarity comes market instability. See the various other rare items in the game for more information.
Sale over the exchange is far from a fixed price, as exchange flippers can surely testify to. Since Cryptic does not maintain a monopoly over the cost of acquisition on the exchange, the price there will be highly variable. Assuming even the bare minimum of 750m EC per ship, this means that at exchange sales of 10mil per…
This game is F2P, so a formal tier of have/have nots already exists. In fact, this was already done with the T6 Nagus so we really can't expect what you say to be accurate.
A qualitative analysis is inherently unfair to anyone seeking a detailed analysis which you seek to provide. A quantitative basis provides easy evaluation of benefits and costs. A qualitative basis leaves facts to be treated subjectively, which can mislead the reader and cause them to not act in their best interests.…
My point is not that the condition of the second premise isn't satisfied; my point is that the entire point of the second premise is irrelevant to the discussion because it implies a situation which is not the case, namely that the chanceboxes aren't pay-to-win or unfair.
Fair enough, but it doesn't change the fact that the chances of winning vary over the player's resources. Whether they pay in time or in real-life cash, this is by nature unfair and pay-to-win. After all such a system encourages the spending of money which increases Cryptic's revenue. However, it does mean your second…
Given a significant quantity of initial resources, it's easy to turn a profit in the market. Unfortunately, new players start out broke. Learning the market takes time for them, and it takes a substantially longer time for players who are broke to acquire 300 million.
However, time spent acquiring resources in-game is not rated equivalently with time spent earning money in real life. Given a certain amount of time, most players can acquire more resources in-game by earning money in real life, using it to purchase zen, and then using that zen to acquire items to sell for EC; than if they…
However, this requires that a player have access to those resources. This means time spent in acquiring the EC/dil necessary to turn profits and acquire those promo packs. Additionally, players are not limited to purchasing one promo pack. By purchasing multiple promo packs, players can increase their chances of acquiring…
\ Premise #2 unfortunately is poorly stated. Since you have to pay for the chance boxes, it is inherently pay-to-win and therefore unfair. Perhaps you should clarify it.
Really? I thought the fact that they chose now to release it would satisfy your problems with having a TOS Connie as part of 2410. Clearly operating one fits our newfound occupation of temporal agent, and considering the expansion theme it now makes perfect sense to include it in STO. I'm surprised you didn't bring this…
Well, taking into account mission xp, pre-patch was 900, post-patch is 2600 at level 60 so you have: Pre-patch: 3000+900 = 3900 total xp/60000 xp per level = 6.5% VS Post-patch: 4500+2600 = 7100 total xp/160000 xp per level = 4.44%. So yeah, the net result is a nerf. The reason I focused on critter xp is because if you…