{"id":27578,"date":"2023-02-09T11:44:58","date_gmt":"2023-02-09T19:44:58","guid":{"rendered":"https:\/\/swtorista.com\/articles\/?p=27578"},"modified":"2023-02-14T16:02:51","modified_gmt":"2023-02-15T00:02:51","slug":"credit-economy-initiative-beginning-with-7-2-1","status":"publish","type":"post","link":"https:\/\/swtorista.com\/articles\/credit-economy-initiative-beginning-with-7-2-1\/","title":{"rendered":"Credit Economy Initiative beginning with 7.2.1"},"content":{"rendered":"<p>The developers have posted about their first steps in reducing inflation in the SWTOR economy in update 7.2.1.<\/p>\n<p>If you are already not familiar, inflation in the game has made it almost impossible to buy, sell and trade rare items, as the GTN has a limit of 1 billion credits, and players can only hold up to 4 billion credits in their inventory at a time. On the Star Forge server, Hypercrates can sell for up to 8 &#8211; 10 billion credits each through Trade chat.<\/p>\n<h2>What&#8217;s changing in Update 7.2.1?<\/h2>\n<p>According to the developers:<\/p>\n<ul>\n<li>Quick Travel will cost 100 &#8211; 5,000 credits based on distance<\/li>\n<li>Priority Transport Terminal now costs the original planet travel costs to transfer between daily areas. (idk what this means)<\/li>\n<li>Travel to Strongholds now costs credits<\/li>\n<li>Repair costs will be higher based on the level of your gear (gear will break less on death, but more from just fighting)<\/li>\n<\/ul>\n<h2>When will 7.2.1 be released?<\/h2>\n<p>No date yet, but 7.2.1 is currently in testing on the PTS (Public Test Server). 7.2.1 will also include:<\/p>\n<ul>\n<li>Galactic Season 4 &#8211; A Passage of Peace<\/li>\n<li>New Mek-Sha Stronghold tied into Galactic Seasons!<\/li>\n<li>PvP Season 2 and changes to medals and Attacker and Defender points<\/li>\n<\/ul>\n<h2>Past Credit Sinks &amp; Initiatives<\/h2>\n<p>Some of the previous credit sinks included:<\/p>\n<ul>\n<li>150 million credits Dantooine achievement<\/li>\n<li>Amplifier re-rolls, though those have been removed from the game \/ gear<\/li>\n<li>Removing credit rewards from individual Conquest objectives<\/li>\n<li>Adding a way to unlock Galactic Seasons with credits<\/li>\n<li>Season 3 of Galactic Seasons would cost approximately 20 bill to unlock from level 1-95<\/li>\n<li>Season 1 of PvP Seasons would cost approximately 1 billion to unlock from level 1-15<\/li>\n<\/ul>\n<h2>Updates<\/h2>\n<div class=\"panel panel-info forums\"><div class=\"panel-body\"> Combating Inflation &#8211; As many longtime players will likely recognize, the credit economy in SWTOR has had some pretty substantial inflation over the years. This makes it challenging for players to engage in our trade economy, especially new players. One of our goals this year is to begin correcting some of our economic inflation. We have a couple of initiatives which will begin in 7.2.1 and expect more changes in future releases throughout the year. More details in the PTS section below.<\/div><\/div>\n<p>A more detailed post was also shared.<\/p>\n<div class=\"panel panel-info forums\"><div class=\"panel-body\">\n<p>Hi everyone,<\/p>\n<p>This is a follow up to the information we released in the\u00a0<a href=\"https:\/\/www.swtor.com\/info\/news\/article\/20230209\" target=\"_blank\" rel=\"external nofollow noopener\">Game Update 7.2.1 PTS blog post.<\/a>\u00a0ICYMI, 7.2.1 will be introducing initiatives to combat the inflation that is present in the game. We\u2019ve seen conversations surrounding this topic, and we share similar sentiment to the concerns about the game\u2019s economy. This will be an ongoing initiative that will be rolled out over several updates as we want to slowly introduce these new changes and give players time to adjust and also provide opportunities to give us feedback.<\/p>\n<p>We understand that there is demand to fix things now, but we are taking special care to introduce these measures over time as correcting the economy is not something that can be done overnight. Immediate implementation can have the opposite effect and potentially crash the economy instead.<\/p>\n<p>We have been identifying key areas where improvements and changes can be made, and weighing how these will impact both the player experience and the economy. Our general economic balancing goals are as follows:<\/p>\n<ul>\n<li>Reduce tax\/credit cost avoidance<\/li>\n<li>Reintroduce credit sinks as some were removed in the past<\/li>\n<li>Adjust inflow in certain repeatable content<\/li>\n<li>Use these changes as opportunities to improve the experience while also reducing credits<\/li>\n<li>Monitor how these changes impact the economy over time and adjust accordingly if needed<\/li>\n<\/ul>\n<p>With the 7.2.1 PTS opening soon, players will be able to see the following adjustments:<\/p>\n<ul>\n<li>Quick Travel now has a credit cost associated, with a minimum cost of 100 credits and a maximum cost of 5000. The cost to travel is dependent on the distance traveled.<\/li>\n<li>Priority Transport Terminal now costs the original planet travel costs to transfer between daily areas.<\/li>\n<li>Travel to Strongholds now costs the original planet travel costs to transfer between planets.<\/li>\n<li>Repair cost formulas have been adjusted across the entirety of the game so that repair costs increase in relation to item level.<\/li>\n<li>Durability of equipment should now be lost at a LOWER rate on death, but a slightly HIGHER rate in normal gameplay.<\/li>\n<\/ul>\n<p>We ask that players\u00a0<a href=\"https:\/\/forums.swtor.com\/topic\/927606-credit-economy-feedback-thread\/\" rel=\"\">submit their feedback here.<\/a><\/p>\n<p>While we cannot give a definitive timeline on when the future changes will be deployed, you should expect to continue seeing more changes in future game updates. As always, we will communicate the finer details, the timeline in which these changes can be tested, and when they will go live.<\/p>\n<p>Thanks all!<\/p>\n<p><a href=\"https:\/\/forums.swtor.com\/topic\/927608-credit-economy-initiative-beginning-with-721\/\">Source<\/a><\/p>\n<\/div><\/div>\n<p>The developers are also <a href=\"https:\/\/forums.swtor.com\/topic\/927606-credit-economy-feedback-thread\/\">requesting feedback.<\/a><\/p>\n<div class=\"panel panel-info forums\"><div class=\"panel-body\">\n<p><a href=\"https:\/\/forums.swtor.com\/topic\/927608-credit-economy-initiative-beginning-with-721\/\" rel=\"\">Be sure to read this post first\u00a0<\/a>before jumping onto the PTS and submitting feedback here!<\/p>\n<p>To reiterate, players will be able to see the following adjustments:<\/p>\n<ul>\n<li>Quick Travel now has a credit cost associated, with a minimum cost of 100 credits and a maximum cost of 5000. The cost to travel is dependent on the distance traveled.<\/li>\n<li>Priority Transport Terminal now costs the original planet travel costs to transfer between daily areas.<\/li>\n<li>Travel to Strongholds now costs the original planet travel costs to transfer between planets.<\/li>\n<li>Repair cost formulas have been adjusted across the entirety of the game so that repair costs increase in relation to item level.<\/li>\n<li>Durability of equipment should now be lost at a LOWER rate on death, but a slightly HIGHER rate in normal gameplay.<\/li>\n<\/ul>\n<p><strong>Feedback questions!<\/strong><\/p>\n<p>Adjustments to repairing:<\/p>\n<ul>\n<li>Do you find yourself having to repair more or less often?<\/li>\n<li>When you repair, does the cost increase seem significant or fair?<\/li>\n<\/ul>\n<p>Adjustments to travel:<\/p>\n<ul>\n<li>Do the Quick Travel costs seem fair? Do you think this will affect your usage of Quick Travel?<\/li>\n<li>Are there travel costs that you currently find to be too little or too much?<\/li>\n<li>Are there methods of travel that have no cost that you would expect to have a cost?<\/li>\n<\/ul>\n<p><a href=\"https:\/\/forums.swtor.com\/topic\/927606-credit-economy-feedback-thread\/\">Source<\/a><\/p>\n<\/div><\/div>\n<p>There was a looooot of player feedback, so there was a series of developer replies afterwards.<\/p>\n<div class=\"panel panel-info forums\"><div class=\"panel-body\">\n<p>Hi all,<\/p>\n<p>I understand that there is going to be a lot of conversation around this topic, but I ask that the feedback here is posted after you have gone through some game time on the PTS and experienced the adjustments. The team is asking for the specific questions in my original post to be answered, so please keep posts on topic. Completely fine if you have additional thoughts on the credit economy changes, but I ask that you all check out PTS live as that direct feedback will help us navigate changes going forward.<\/p>\n<p>And to reiterate, this is only the start of this initiative. &#8220;This will be an ongoing initiative that will be rolled out over several updates as we want to slowly introduce these new changes and give players time to adjust and also provide opportunities to give us feedback.&#8221;<\/p>\n<p>Thanks, everyone! &#8211; Jackie<\/p>\n<\/div><\/div>\n<div class=\"panel panel-info forums\"><div class=\"panel-body\">\n<p>Hi again,<\/p>\n<p>Reiterating once more to please keep this thread to PTS feedback. If you gone on the PTS and experienced these changes, feel free to answer the questions above along with any additional feedback you may have. General conversation and replies can be made\u00a0<a href=\"https:\/\/forums.swtor.com\/topic\/927608-credit-economy-initiative-beginning-with-721\/\" rel=\"\">in this thread instead<\/a>. Mods will be removing posts here that are not focused on game play\/experience from PTS so that we can consolidate info.<\/p>\n<p>Thanks! &#8211; Jackie<\/p>\n<\/div><\/div>\n<div class=\"panel panel-info forums\"><div class=\"panel-body\">\n<p>I am asking once again that general discussion of this topic be made in the\u00a0<a href=\"https:\/\/forums.swtor.com\/topic\/927608-credit-economy-initiative-beginning-with-721\/\" rel=\"\">general discussion thread here.<\/a>\u00a0This thread is specifically for players who have played on the PTS. Again, I understand that there are a lot of opinions, perspectives, suggestions, and feelings on the matter, but all I ask is that the conversations take place in the specified spaces, so that we can gather info efficiently.<\/p>\n<p>I ask that everyone move their general conversation posts to the thread linked above. Otherwise, posts here that have no feedback concerning the PTS experience or the questions we would like answered will be removed.\u00a0 &#8211; Jackie<\/p>\n<\/div><\/div>\n<p>Later, a large follow up post was made with some changes by the Game Director.<\/p>\n<div class=\"panel panel-info forums\"><div class=\"panel-body\">\n<p>Hey folks,<\/p>\n<p>First off, thank you all for the feedback here in the thread and especially for those who have jumped on PTS and played around with the changes. There are some great points of feedback and questions in the thread and I want to respond to some of the themes we are seeing.<\/p>\n<p><u><strong>These changes are not enough!<\/strong><\/u><br \/>\nYou are correct, and we know that, but it is a starting point. It is very important that we make these changes slowly and that we monitor their impacts closely. There are some excellent suggestions in this thread for further changes that are already in the works. As we said up front, you should expect to see changes that focus on the economy throughout the next few updates.<\/p>\n<p>We want to start small and in targeted ways. More changes are coming in future updates.<\/p>\n<p>Let me give you some specifics based on suggestions I am seeing in the thread. We know that players exchanging high value items will often trade outside of the GTN. Either because of its sale cap, or to avoid getting taxed at all on the transaction. This is likely the place you will see a number of changes coming after 7.2.1 to stop the loophole, and to start properly taxing high value trades.<\/p>\n<p><u><strong>You&#8217;re Not Hurting the Rich!<\/strong><\/u><br \/>\nWell, we aren&#8217;t trying to, not specifically. Inflation in its simplest form is about the amount of credits entering the economy against the amount coming out of it. Over time we have shot ourselves in the foot a bit as we have removed or minimized most regular credit sinks (removing training costs, etc).<\/p>\n<p>The goal of these changes is to introduce passive, small credit removal to the game. This way we have credit removal a bit more in line with our credit generation. Removing singular batches of credits from a subset of players would not lower credit inflation (although it is an important component of it), and could not replace this type of passive removal.<\/p>\n<p><u><strong>We Need Credit Sinks<\/strong><\/u><\/p>\n<p>We hear you that it would also be great to have some more &#8220;spend a LOT of credits to get something specific&#8221; but one consideration is that many of the suggestions being made are one time purchases which do not continually reduce credits. As we have many systems that continually introduce credits, we need more things that reduce credits often and not on a one time basis.<\/p>\n<p>To help balance this, we have been steadily adding credit sinks over the past year or so. Most prominently would be the catch-up mechanic in both Galactic and PvP Seasons. The credit costs in those catch-ups can become quite substantial.<\/p>\n<p><u><strong>Could You Bring Back Amplifiers?<\/strong><\/u><br \/>\nIn short order, no. Our items are not built to have Amplifiers on them since we removed the system. However, the sentiment of this question is solid and is in alignment with what I said earlier, this is another example where we have removed some credit sinks.<\/p>\n<p><u><strong>The Stronghold Change Particularly Sucks<\/strong><\/u><br \/>\nYeah, let&#8217;s talk about this one and our goal. As we are introducing a variety of passive costs to travel, players will inevitably look to find a way to subvert it, even if it is a small cost.<\/p>\n<p>One way players could do this is to use the SH travel to a planet and then Exit Area. Our concern here isn&#8217;t actually for traveling to the SH, it would be a player trying to use that as a stepping stone onto the planet itself.<\/p>\n<p>With that said, we hear you on the sentiment of this one feeling especially punitive, paying to travel to something you paid for. So here is what we are going to try to change it to. We will not charge you to travel to a SH. Instead we would simply apply a travel cost to using Exit Area.<\/p>\n<p>Note that this is not how it is implemented currently so it will require a bit of time to switch. If we can&#8217;t make this change in time for launch we will likely do NO charges for SH travel in 7.2.1 and implement the proposed credit cost as noted above in the future.<\/p>\n<p>Thanks all! Keep the feedback coming.<\/p>\n<p>-eric<\/p>\n<p>&#8212;<\/p>\n<p><em>Player: Eric, a quick question on this. Is it for exiting to it&#8217;s destination location, e.g. Alderaan stronghold exiting to Alderaan? What about Return to location from stronghold since one technically isn&#8217;t travelling to a new location? E.g. I&#8217;m on Alderaan, I go to my Nar Shaddaa stronghold, then return to Alderaan?<\/em><\/p>\n<p>Fair question, let me clarify within your example:<\/p>\n<ul>\n<li>You are on Alderaan. You go to your Nar SH and then use return to Alderaan. NO COST (you never actually traveled to another planet beyond the SH)<\/li>\n<li>You are on Alderaan. You go to your Nar SH and then exit area onto Nar Shaddaa. COST (you traveled to another location)<\/li>\n<\/ul>\n<p>Generally speaking, Exit Area would have a travel cost and Return to Area would not.<\/p>\n<p>-eric<\/p>\n<\/div><\/div>\n<p>Some players made &#8220;fresh level 1 characters&#8221; and played as if they didn&#8217;t have lots of credits yet, to give feedback.<\/p>\n<div class=\"panel panel-info forums\"><div class=\"panel-body\">Having this kind of hands of testing, numbers, and feedback is very helpful, thank you! Appreciate you taking the time to start a new character and go through what would be a new player experience.\u00a0<\/div><\/div>\n<p>I&#8217;m sure we&#8217;ll see more posts as this is tested more.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The developers have posted about their first steps in reducing inflation in the SWTOR economy in update 7.2.1. If you are already not familiar, inflation in the game has made&#8230;<\/p>\n","protected":false},"author":1,"featured_media":19862,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[66],"tags":[],"class_list":["post-27578","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"acf":[],"_links":{"self":[{"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/posts\/27578","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/comments?post=27578"}],"version-history":[{"count":0,"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/posts\/27578\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/media\/19862"}],"wp:attachment":[{"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/media?parent=27578"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/categories?post=27578"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/swtorista.com\/articles\/wp-json\/wp\/v2\/tags?post=27578"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}