110566-amp-upgrade-and-ability-tier-unlock-revisions

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== Content ==
			
Greetings Nexians!
 
We're making some changes to the way that AMP Power Upgrades and Ability Tier Unlocks are awarded. For the uninitiated, players earn AMP Power points and Ability Tier unlocks naturally through leveling up in Wildstar. Special items can be found throughout the game however that further boost your character's AMP points and Ability Tier unlocks. These items, based on our data and from feedback from players simply do not drop enough. We're addressing this issue on a number of fronts that I am happy to describe in some detail below:
 
Increased world drop chance from level 50 creatures
These items have become substantially more likely to drop from creatures on landscape. They will still be rare, but not nearly so rare as they have been in the past. A very dedicated group could see these on a semi-regular basis. These items are trade-able.
 
 
Increased drop chance from PVP Victory bags, added them as a rare reward in PVP participation bags
Winning matches now has a better chance to provide these items. Additionally, these items now have a rare chance to drop from participation. These items are trade-able.
 
 
Added a new single-use AMP Power Upgrade to endgame reputations
Reaching beloved reputation with organizations in Containment R-12, Crimson Badlands and Northern Wastes will allow players to purchase new single-use amp power upgrades. For example: A character can only benefit from the Crimson Badlands AMP Power Upgrade once, but they could then go purchase the Northern Wastes AMP Power Upgrade and benefit from that as well. These items are not trade-able.
 
 
Added a new single-use Ability Tier Unlock Point to Blighthaven reputation
As above the player may only benefit from the Blighthaven Ability Tier Unlock point once. It is available for purchase at the Beloved tier. This item is not trade-able.
 
 
Added two new single-use AMP Power Upgrades and a single-use Ability Tier Unlock Point to the Prestige Vendor
As above the player may only benefit from each Prestigious AMP Power Upgrade and Ability Tier Unlock Point once. The Amp Power Upgrades each cost 4,000 Prestige and have no level or rating requirement. The single-use Ability Tier Unlock Point costs 5,000 Prestige and has no level or rating requirement. These items are not trade-able.
 
 
Added new single-use AMP Power Upgrades and single-use Ability Tier Unlock Points to Gold Medal Veteran Dungeons
Completing each veteran dungeon with a gold medal result will always award a unique single-use AMP Power Upgrade or single-use Ability Tier Unlock Point for the group to roll on. Only players who have never used it before may roll on it. These items are not trade-able.
Stormtalon's Lair and Kel Voreth each reward a single-use AMP Power Upgrade for achieving a Gold Medal.
Skullcano and Sanctuary of the Swordmaiden each reward a single-use Ability Tier Unlock for achieving a Gold Medal.
 
Added a single-use AMP Power Upgrade and single-use Ability Tier Unlock Point to path level rewards
Reaching path level 15 with your chosen path will now reward players with a single-use AMP Power Upgrade. Reaching path level 30 will now reward players with a single-use Ability Tier Unlock Point. These items are not trade-able.
 
 
These changes are currently being tested and will arrive on servers soon. Thank you for the feedback and stay tuned as we have plenty more to discuss in the coming weeks!
 	
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			THank you so much now I can finally roll an alt. <3	
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			Great! This is smart.	
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			Great news! Glad i made the right decision not to grind elder gems for them nor spend vast amounts of plat. I was confident you'd provide much better solutions and you haven't disappointed.	
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			These are good because they still take some work to achieve, but give players something to look forward to other than forking over elder gems in order to attain them.	
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			Wonderful! And this gives the R-12 daily event in malgrave actually worth doing for the rep now probably.	
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Seriously Carbine? The only real long term carrot you had and you nerf it?
 
I suppose Hardcore was just a buzzword huh?
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I got a better "seriously":
 
 
Seriously Nazryn? With all the aspects and dev choices/behavior about this game you defend, this is the one where you complain?
One of the most commonly loathed grindfests in all of Wildstar?
 
I don't even...  :mellow:
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Wonderful!
 
{| class="blockquote"
Added a single-use AMP Power Upgrade and single-use Ability Tier Unlock Point to path level rewards
Reaching path level 15 with your chosen path will now reward players with a single-use AMP Power Upgrade. Reaching path level 30 will now reward players with a single-use Ability Tier Unlock Point. These items are not trade-able.
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{| class="blockquote"
Hardcore has and always will refer to the highest level of time investment (aka active participation in content). 
 
Hardcore WoW players didn't need terribly much skill to press 10 buttons in order; 
 
Hardcore FFXI players didn't needs terribly much skill to time 8 weapon skills and a Magic burst
 
Hardcore Hello Kitty Players don't need terribly much skill to max their crafts
 
The list goes on...
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Nazryn sells these so he's bummed.
 
For everyone else, we are overjoyed!
 
Thank you so much, Carbine!!  I can already see the life coming back to level 50 activities =D
 
I would also consider adding a chance 10x higher than global drop rates on world bosses to help those with attunement and give a more 'epic' feel to them, but this will finally solve the overwhelming feeling of hopelessness in character improvement people feel when stuck against an RNG wall.	
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{| class="blockquote"
 
 
Now I can't take anything you say seriously.  So based on what you just said hardcore WoW raiding guilds that burn through content a week after it's released in crappy gear is because they put MORE time in than the scrubs that take 6 months wiping over and over and gearing up?
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{| class="blockquote"
Nazryn sells these so he's bummed.
 
For everyone else, we are overjoyed!
 
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			Will you be increasing the cap at all? Those of us at 7 skill / 10 amp now just have a whole bunch of unusable ones to purchase that sit in our bank, assumingly waiting for a cap increase some day?	
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			great changes!	
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Nazryn sells these so he's bummed.
 
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Fantastic! Glad to see these are more accessible now. Spreading the unlocks through the available content was a good move. Variety is good! :D
 
It's remarkable that the first post here is a positive one.	
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I knew it.
 
Spill the beans Nazryn: Which ultra-rare mob in a remote corner of the world has that 100% drop rate? WHICH ONE?! SAY IT.
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			One issue I have is that this is 7 AMP Power upgrades out of the 10 max and 4 Ability Tier Point unlocks of out the 7 max.  Are these single use items at least going to be vendorable for elder gems, for us fools that have used 4+ Amp upgrades or 4+ Ability point unlocks?
			
				
	Edited August 25, 2014 by dinwitt	
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{| class="blockquote"
Seriously Carbine? The only real long term carrot you had and you nerf it?
 
I suppose Hardcore was just a buzzword huh?
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These are for amp/skill points, not raiding. As it's been said over and over and over again, the only thing they said would be "hardcore" is the raiding.
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this is a good fix/rebalance/addition. now ppl actually can consider to spend their elder gems for something else than AMP/ability points. it gives reachable goals "in sight" and even rekindles events that nobody does anymore.
it also gives alternate chars a living chance.
 
thumbs up.	
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Haha, I know I'm in the minority here, but i really did genuinely like the rarity... It really makes me sad that the Hardcore / time intensive things in game are pretty much gone now besides raiding....
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Any refunds for those of us who have already maxed amp / ability points? -_-  
 
Change in giving them from guaranteed sources is wrong imo, would prefer just upping the drop rates from drops / pvp bags.. but oh well 	
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			Very solid changes, a good mix of PvP and PvE. Some skill based and some grind based.	
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this is a good fix/rebalance/addition. now ppl actually can consider to spend their elder gems for something else than AMP/ability points. it gives reachable goals "in sight" and even rekindles events that nobody does anymore.
it also gives alternate chars a living chance.
 
thumbs up.
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{| class="blockquote"
Any refunds for those of us who have already maxed amp / ability points? -_-
 
Change in giving them from guaranteed sources is wrong imo, would prefer just upping the drop rates from drops / pvp bags.. but oh well 
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No words to describe how needed and how awesome this is.
 
Anyone that thinks this is a bad thing ... (shakes head),	
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Come on, even back in beta it was announced that this would not be the final word on AMP/Abil rarity. 
People were surprised/disappointed it took so long to change it. You really have no right to be disappointed it did change...  :unsure:
 
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No words to describe how needed and how awesome this is.
 
Anyone that thinks this is a bad thing ... (shakes head),
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I think out of all the things that should have been changed this shouldn't have been high on the list... but as they say; The squeaky wheel gets the oil. I naively thought Carbines 'Hardcore' attitude would limit the QQ pandering. I was mistaken.
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And yet their model was pretty Hardcore in many aspects at first.. .before the pandering began Before the Fire Nation attacked.
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This is something that was promised for drop 1, and people have been asking for an update about it since then.  All of the sources are basically the pinnacle of each content type (except for raiding, curious it got snubbed, you'd think ohmna would be a good place to put at least one single use drop), so I don't understand where this hardcore complaint is coming from.  And even then, you will need elder gems/lucky drops to complete your set, since obtaining all of the single use ones will leave you three short for each.
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{| class="blockquote"
Their model was bugged and flawed, and they had said plenty of times it would change. Lets not forget, there are always positive and negatives.
 
They definitely didn't nerf obtaining epic items pre-raid, they actually made those signfiicantly harder to obtain.  I don't see anyone praising them for making that more "hardcore", but people sure spoke up to say how much they hated that it was so hard to get pre-raid epics from Adventures.
 
Personally, I was not for these changes. I liked them being a rare commodity.
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			Very good, but depends on how "soon" it will come to live :)	
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I don't like losing the long term carrot though, regardless of the previous plans of Carbine. Obviously YMMV
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Right or not, I am disappointed. Obviously that's just my opinion, and this probably will help with my major complaint (the deincentivization of concurrency). So I'm not ignoring that a lot of good will probably come from this.
 
But regardless of how long (or not) this was planned... I preferred them rare. I like to earn my rewards / progression; not get welfare points.
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{| class="blockquote"
Well I'd say you can just switch your longterm carrot goals to actually fun things now. 
Like buying hundreds of plats worth of mount/board flair instead of a few points. Didn't you mention you prefer cool aesthetics to cool mechanics? :D
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{| class="blockquote"
I already own all the cool flair   :(
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Nazryn, just stop posting lol
 
 
Because anyone that thinks gold medals are charity is crazy.  And 32k rep, for that matter, takes a lot of work.  This is work that previously only resulted in some plat and the chance that something good would drop - too low of a chance to keep people playing.
 
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{| class="blockquote"
OK, DYE JOBS THEN!
Be sparkly white/grimdark black before those costs get nerfed too. :P
 
Also I'm sure more expensive cool items will pop up in the future.
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{| class="blockquote"
Bragging rights? Accomplishment? Plus the gold table. You are guaranteed more rolls to the loot table, but not their final quality.
 
In FFXI you weren't even guaranteed your drops after your 3+ hour Kirin run with 36 + players.
 
 
I capped Rep before I even finished levelling. I know a lot of people skip quests while moving up the levels, but it isn't difficult to do while you are pre- endgame. 
 
Yea if you leave your rep until Endgame, you're going to have a bad time... but why rush?
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{| class="blockquote"
See comment above...
You didn't have to get all those points. You gambled on the idea that Carbine would  snooze even longer on their promise and/or that points would still be insanely rare after the change.
No real reason for "compensation" in my opinion...
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Depends on the vendor rate...
If you can get like 2 weeks of EG cap per point, that's quite the compensation in my book.
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Yes....yes....YES!
 
See how it pans out but this looks like a very much needed and welcomed change.
 
Thanks for listening.	
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{| class="blockquote"
32k daily zone rep, mate.
Which is a lot of grind, especially once alts enter the picture.
 
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Thumbs up.  This will be a very much appreciated and anticipated drop.
 
Thank you, Carbine.	
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			THANK YOU, thank you so much, amp/ability points was probably the thing that frustrated me the most in this game.  This change looks AWESOME.  PLEASE PUT IT OUT SOOOOOOOOOOOON.	
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Uh, when did faction rep become Daily zone only? Every quest I did for the Dominion in the story earned Dominion rep...
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Uh, when did faction rep become Daily zone only? Every quest I did for the Dominion in the story earned Dominion rep, as did vet Adventures..
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This is how it should of been since launch, good change.
 
What about people like myself who already have 7/7 10/10. Can we at least trade them in for 100 EG or something so we can buy some bags or random other things?	
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			 great addition. why the *cupcake* did it take you  3+ months to add this?	
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The daily zones each have their own rep, completely independent of faction rep, that you will need to max out, 32k rep at about 1k rep per day, to get these unlocks from them.
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Standard half EG sell back would suffice I think, so its like you sold back the one you purchased.
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Uh, when did faction rep become Daily zone only? Every quest I did for the Dominion in the story earned Dominion rep, as did vet Adventures..
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Did anyone else read the opening headline as: 
"Greetings Nexicans!" :ph34r:	
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{| class="blockquote"
Repeating myself here, but no one forced you to buy all those points.
Speaking as someone who spent all his elder gems on them too, by the way. No one forced me, it was a risk I took KNOWING that Carbine intended to change the system.
 
No way I'd ask for a refund.
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			For the path rewards, please don't forget to make them obtainable retroactively. Maybe just add them to the path-vendor as a one-time-purchase item?	
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{| class="blockquote"
Ignorance finally revealed ;)
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			Amazing!!!!	
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			I like this.	
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{| class="blockquote"
Seriously Carbine? The only real long term carrot you had and you nerf it?
 
I suppose Hardcore was just a buzzword huh?
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I wet my knickers at this news...
 
and I dont even wear knickers!!!	
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			Wait, what about toons that have already reached Max path level? Will this be retroactive?	
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What was "hardcore" about maxing EG every week?
 
You kids today. I remember when hardcore was running back to a dungeon, naked, to retrieve your corpse and praying you could find a cleric to get your exp back because you de-leveled. 
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{| class="blockquote"
Wait, what about toons that have already reached Max path level? Will this be retroactive?
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I already own all the cool flair   :(
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{| class="blockquote"
 
Leave it to forumites to package QQ even into appreciative posts...
 
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			I like this alot. However, This probably won't show up for a month or more.	
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Actually farming for the drops....
 
And no, I remember when 'Hardcore' ment there was no running back to your corpse, It meant making a new character because yours just died.
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Oh by the way I just had a look at the EG vendor.
It has ground mount flair worth over 3k EG.
You can still be that aesthetically exclusive cupcake you're dreaming about!
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 This is just them  taking ideas that where posted on the forums months ago. for that  effort they get 1/3 of a golf clap.
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Special type of character. Not full time. But you win man, you are too cool for pre-school. :)
 
The rest of us just lost our hardcore cards to you. <confetti>
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			Nazryn, bro, just stop.  The old amp/ability point gain method was bad, the new one that is coming is good.  It's just that simple.	
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			Good change, in due time raiding will be nerfed too, you can quote me. Money speaks louder than words. lol @ hardcore amps..	
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			Awsome news! I know its way of topic but can we get an update how optimization is going? I havent seen a single improvement since release and it kinda worries me for people with less powerfull hardware.	
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{| class="blockquote"
I... I wasn't joking.
Are you really implying anyone would have bought that flair if they could get AMP points instead?
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Nazryn, bro, just stop.  The old amp/ability point gain method was bad, the new one that is coming is good.  It's just that simple.
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 	AMP Upgrade and Ability Tier Unlock Revisions
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Uh, Yes? I spent all my EP elder gems on boards and flair.....
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Most folks seem to like spending a few days capping level and calling that grindy now anyway so w/e
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Added new single-use AMP Power Upgrades and single-use Ability Tier Unlock Points to Gold Medal Veteran Dungeons
Completing each veteran dungeon with a gold medal result will always award a unique single-use AMP Power Upgrade or single-use Ability Tier Unlock Point for the group to roll on. Only players who have never used it before may roll on it. These items are not trade-able.
Stormtalon's Lair and Kel Voreth each reward a single-use AMP Power Upgrade for achieving a Gold Medal.
Skullcano and Sanctuary of the Swordmaiden each reward a single-use Ability Tier Unlock for achieving a Gold Medal.
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This is a great change. Now you can actually earn your progression. So much salt from people who got extremely lucky or farmed these using bots or other bugs. Anyone claiming it was hardcore to max these is just wrong. I'd have 0 problem with these being removed from the EG vendor entirely and making the last few AMP/Ability points obtainable only through some form of challenge or achievement in raiding, requiring you to do difficult content to have access to a maxed character.
 
 
{| class="blockquote"
Actually farming for the drops....
 
And no, I remember when 'Hardcore' ment there was no running back to your corpse, It meant making a new character because yours just died.
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And you would have bought even the ones for thousands of EG instead of AMPs? You're weird, but okay...  :ph34r:
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Seen a few people interpret this different ways. Initially I thought each dungeon dropped it's own unique point (whether Amp or Ability), totalling 2 AMP and 2 Ability points from dungeons. I've heard some people thinking that the dungeon pairs drop the same one time AMP or Ability point, meaning we could only get 1 Amp and 1 Ability point total for dungeons. 
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			It's only because I'm both greedy and silly that I'm asking the following question: with the path ones be awarded retroactively to chars who've already reached these levels?	
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{| class="blockquote"
It's only because I'm both greedy and silly that I'm asking the following question: with the path ones be awarded retroactively to chars who've already reached these levels?
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If you have already completed the Path Level, you will be able to purchase them from the Path Hoard-o-Tron vendors in the main cities.
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			I'm sending Carbine an invoice for a new desk since my erection grew too fast and snapped my current desk in half.	
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{| class="blockquote"
If you have already completed the Path Level, you will be able to purchase them from the Path Hoard-o-Tron vendors in the main cities.
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I love you!
 
=D
 
(First post by the way...)	
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{| class="blockquote"
Hardcore has and always will refer to the highest level of time investment (aka active participation in content). 
 
Hardcore WoW players didn't need terribly much skill to press 10 buttons in order; 
 
Hardcore FFXI players didn't needs terribly much skill to time 8 weapon skills and a Magic burst
 
Hardcore Hello Kitty Players don't need terribly much skill to max their crafts
 
The list goes on...
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{| class="blockquote"
Hello, Hardcore player here and ex member of The best Exile guild <Voodoo> and current member of the best guild <Enigma> I have put in more time and effort into this game than 99% of the population, and I haven't came across a single ability or amp point besides stuff from the Elder Gem Vendor. This is a great change, and all the changes coming into the game in the future are looking really promising to bring a lot of people back.
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{| class="blockquote"
Wonderful!
 
 
Make sure these go out to people already at cap.  There's a poor history of new path rewards ignoring people that are already level 30.
 
Also, any word on the tradeable upgrades getting a spot in the CX?
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{| class="blockquote"
Seen a few people interpret this different ways. Initially I thought each dungeon dropped it's own unique point (whether Amp or Ability), totalling 2 AMP and 2 Ability points from dungeons. I've heard some people thinking that the dungeon pairs drop the same one time AMP or Ability point, meaning we could only get 1 Amp and 1 Ability point total for dungeons. 
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As with everything else Devs post....
 
 
 
...when?	
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As much as folks hate to admit it, the major difference between a hardcore player and a casual player is Time investment.
Now can we at least stay On Topic? Jtal and 7 have taken the time to post some pretty detailed stuff. And while I personally am unhappy with the changes; they will undoubtedly keep folks playing longer each week, and thus improve player concurrency and alleviate a portion of the current 'dead server' problem(s). So All in all it's a positive change for the game, just a low blow to a minority of players (including myself) who preferred the time sink they used to be.
			
				
	Edited August 26, 2014 by BusterCasey
	
		Content	
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*snip* 
 
These changes are currently being tested and will arrive on servers soon. Thank you for the feedback and stay tuned as we have plenty more to discuss in the coming weeks!
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Oh snap the devs are listening!
 
Now the only gripe I have left is the irrelevance of gold runs in adventure modes but this is awesome enough to negate it. It really really is great news!
 
Here is a little clip to express my excitement:
https://www.youtube.com/watch?v=GSr-VWc_7WQ	
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Why are these items not being obtained on the prestigious content that raids are supposed to be?
 
If I have to do any more rep dailies I am going to throw up.
 
Why do these things have to be rare on even raiding level?	
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			Nice. I love the variety, it encourages involvement in all aspects of the game.	
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{| class="blockquote"
"Just" actually listening to player feedback and carefully evaluating it before implementing (Protip: tons of player feedback posted here is objectively garbage. Not even exempting myself from this. I don't claim I've thought everything I suggest through perfectly).
 
Right.
 
Sorry but you're looking incredibly vindicative and petty to me right now.
Going to lay this argument to rest before it derails the thread into a flamewar. It will probably happen anyway, but I don't want to be responsible for it.
 
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			Well here's hoping the rep versions don't cost obscene amounts of plat like every thing else. :S	
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I completely approve of this. It gives relevance to PvP matches, encourages Gold runs beyond Attunement and rewards Path completionists, not to mention an extra oomph to dailies and Reputation grinds.
 
Bravo Carbine, smart move!!! Whoever thought of this, should be allowed to have lunch at the Big Boy Table.	
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{| class="blockquote"
I sincerely doubt that; I presume you've passed a mirror?
 
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Cool, can't wait to see these changes made.
 
However I must say I'm concerned with the possible cost of the reputation vendors...hope they're not like 100p...hehe	
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{| class="blockquote"
Oh no you di'int!
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As long as these are retroactive for BOTH AMP and ABILITY point unlocks, PLUS.. I have them in my inventory when I log back in, I'll consider taking this game seriously again.
 
PvP Only of course lol.
 
Retroactive. Those that have the qualifications, hand'em out. In the inventory. Simple as that. No hoops, no "hardcore" no more games.
 
Here's hoping for continued .. good decisions.
 
Also, as a hail mary, these changes should go out with the patch this week. Would do the game some good.	
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{| class="blockquote"
Cool, can't wait to see these changes made.
 
However I must say I'm concerned with the possible cost of the reputation vendors...hope they're not like 100p...hehe
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			7ofswords I love you so much right now.	
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Great changes.
 
The only thing now... will we see the return of mass AFKs in battlegrounds for easy Prestige?	
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{| class="blockquote"
Great changes.
 
The only thing now... will we see the return of mass AFKs in battlegrounds for easy Prestige?
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{| class="blockquote"
They probably will be. That's the going definition of "hardcore"  No one is dumb enough to spend 100p on a strain hoverboard. It's just more content wasted, time and effort etc.
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			Ohhh, just like the last time Carbine promised to decrease the overall levels of RNG and grind in this game? OHHHHHHHHHHHH. Right. Like, 0.0001%. One neckbeard in 100 is not going to develop Carpal Tunnel Syndrome. Yay.	
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Please consider making the drop rate from Prime, Level 50 mobs better than average with a party of 5, as to promote players getting together to farm the 5-man content together in various end-game zones.
Please pay careful attention to drop rates vs difficulty rating of mob in question.  
 
Some of us would love to have more excuses to `not solo` when outside of dungeons, while soloists are still able to achieve the goals as well.
 
We need more content that helps players build community outside of playing in a guild-exclusive manner.	
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{| class="blockquote"
Cool, can't wait to see these changes made.
 
However I must say I'm concerned with the possible cost of the reputation vendors...hope they're not like 100p...hehe
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			For the amp/ability drops, will this include Base pop in raids, and in dungeon/adventure content?	
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{| class="blockquote"
For the amp/ability drops, will this include Base pop in raids, and in dungeon/adventure content?
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{| class="blockquote"
Seriously Carbine? The only real long term carrot you had and you nerf it?
 
I suppose Hardcore was just a buzzword huh?
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{| class="blockquote"
For the amp/ability drops, will this include Base pop in raids, and in dungeon/adventure content?
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{| class="blockquote"
For the path rewards, please don't forget to make them obtainable retroactively. Maybe just add them to the path-vendor as a one-time-purchase item?
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{| class="blockquote"
The minority of players that like it the old way can still get them the old way. 
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Yes.
 
Additionally in the near future I'll be making another post as well describing some buffs to the amount of loot that group/raid creatures will be dropping.
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I really, really like the sounds of this!
 
I kind of stopped on my dailies, but I'm close to beloved in both Northern Wastes and Badlands, I better get on it! :)	
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{| class="blockquote"
No, I'm surprised they are rehashing exactly the same BS responses to it. Is at least a little creativity too much to ask for?
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{| class="blockquote"
Nope, They upped the drop rates again. 
 
 
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Then just throw them away or sell them and only buy them from the vendor. Again, you can still do it the old way.
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			Please note the word 'some', the rest of us love this new feature and may get even more players to come back in or add new ones.	
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			Any address on why the amp/ability points aren't being dropped in raids?	
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{| class="blockquote"
Any address on why the amp/ability points aren't being dropped in raids?
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Please note .... half my frigging post....
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			I think the devs would just have more headaches if they want devise a way to cater to all players. 	
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{| class="blockquote"
I think the devs would just have more headaches if they want devise a way to cater to all players. 
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			Well I came from a PvP MMO and how they handle game changes is by looking at the data and if a certain class is getting really good WR it gets nerf and then a Dev just make fun of PvP Whiners that complain their class gets nerf. I think carbines needs to do the same thing by looking at the data instead of listening to the minorities.	
----
			
{| class="blockquote"
Well I came from a PvP MMO and how they handle game changes is by looking at the data and if a certain class is getting really good WR it gets nerf and then a Dev just make fun of PvP Whiners that complain their class gets nerf. I think carbines needs to do the same thing by looking at the data instead of listening to the minorities.
----
			Single use i assume means once used and the amps are reset the point disappears? or does it means you can only purchase 1 point?	
----
			
{| class="blockquote"
Single use i assume means once used and the amps are reset the point disappears? or does it means you can only purchase 1 point?
----
			
good changes.
Thanks Carbine	
----
			
{| class="blockquote"
This is a fundamental shift to the items. The beautiful thing about the old system was the rarity (obviously IMO). The points were one of the few (if not only) long term carrots for players to look forward to several months out. That nugget of time sunk progression is now lost.
 
Like I have said in this thread ad nauseam; This is a good thing for the overall game; it will keep more folks playing in game for longer periods; and thus combat some of the player concurrency problems making servers appear dead. But a minority of players including myself are sad to lose our only real time intensive progression. The amp/ability points had a real OG MMO feel (like Vanilla WoW/ EQ / XI). Some of us really liked that. Obviously YMMV.
----
			
{| class="blockquote"
...I'm sorry, I had to.
----
			
...I was referring to goff's post.
 
 
THE JOKE>>>>>>
 
YOUR HEAD> :wacko:
 
 
 
Don't be so sensitive! :P	
----
			
{| class="blockquote"
...I was referring to goff's post.
 
 
THE JOKE>>>>>>
 
YOUR HEAD> :wacko:
 
 
 
Don't be so sensitive! :P
----
			Will any of those AMP / Ability Points be available on the rep vendor in the Defile?	
----
			
Not sure why anyone is surprised/upset/disappointed at these changes.  They said way back in April that the elder gem grind was always meant to be a secondary method for obtaining amp/ability points.  They just hadn't gotten this stuff in yet.
 
Source since I know people will ask for it: https://forums.wildstar-online.com/forums/index.php?/topic/32144-elder-gems-whats-coming/
 
Most of the unlocks are stuck behind rep grinds/gold medals anyways, so I can't see how even a hardcore player would be upset about that...  It takes longer to grind out rep for one of the daily factions than it does to earn enough elder gems to buy one (not that those tasks are mutually exclusive).
 
Also, now people that aren't into raiding have a really good reason to attempt gold medals in dungeons.  So there's some form of progression for non-raiders.	
----
			
{| class="blockquote"
Hardcore has and always will refer to the highest level of time investment (aka active participation in content). 
 
Hardcore WoW players didn't need terribly much skill to press 10 buttons in order; 
 
Hardcore FFXI players didn't needs terribly much skill to time 8 weapon skills and a Magic burst
 
Hardcore Hello Kitty Players don't need terribly much skill to max their crafts
 
The list goes on...
----
			
{| class="blockquote"
Hardcore is platinum I in LoL playing like 2-3 hours a day. There are 0 hardcore WoW, FFXI, or Wildstar players. If you think there are, believe me you are not hardcore. EZ games built around time sinks are the farthest thing from hardcore. They are more like UnemployedCore.
----
			
I'd say the elder gem vendor amp/ability unlocks should be BoE.
Then more people will play the game just to generate cash over the long haul.  That's the kind of gimmicks all over other games that keep people playing them.	
----
			Thank you.	
----
			Great news	
----
			
{| class="blockquote"
They aren't. We figure the difficult part is obtaining the rep.
----
			
{| class="blockquote"
They aren't. We figure the difficult part is obtaining the rep.
----
			
This is how I summed up the changes, please let me know if I need to make any corrections.
 	
----
			Good news, though I wonder how the new drop rates will look like. Haven't seen a single AMP or ability point drop since I started playing.	
----
			
As Ghostcrawler put it:
 
{| class="blockquote"
I'm reading a lot of comments confusing accessibility with difficulty. Learning to play is accessibility. Raiding is difficulty.
----
			
{| class="blockquote"
Now the only aspect of the game that took some time and dedication to achieve will be obtainable in a couple of hours, brilliant!
----
			
Hey folks just a reminder here to please remain constructive, polite, courteous and on topic when making your replies. Discussion is great, but getting personal and insulting one another, not so much. 
 
Thank you
- Team WildStar 	
----
			
I really like this changes, guys. Thanks a lot.
 
But just an idea... maybe, if you make World bosses drop 'with way more chance' this points, or maybe an 'exclusive' Algoroc's boss point (for example), maybe high end guys start helping cleaning world bosses, and make life easier for the guys getting attuned...
 
:) You're really improving this game!	
----
			
{| class="blockquote"
I really like this changes, guys. Thanks a lot.
 
But just an idea... maybe, if you make World bosses drop 'with way more chance' this points, or maybe an 'exclusive' Algoroc's boss point (for example), maybe high end guys start helping cleaning world bosses, and make life easier for the guys getting attuned...
 
 :) You're really improving this game!
----
			
{| class="blockquote"
This is why you have problems with people staying in the game..... 
Your idea of difficult, is simple time gates machanics that have zero to do with difficult... the only one that might be considered difficult is the gold on dungeons, but that is also not he point.
the only other game with this machanics are F2P... chines/japanese grind fests and i have even progressed faster ona few of them than.
----
			People complaing about smalls changes that are going to remove some layers of grinding from this game must be trolling to help this go to F2P even faster.	
----
			
{| class="blockquote"
Greetings Nexians!
 
We're making some changes to the way that AMP Power Upgrades and Ability Tier Unlocks are awarded. For the uninitiated, players earn AMP Power points and Ability Tier unlocks naturally through leveling up in Wildstar. Special items can be found throughout the game however that further boost your character's AMP points and Ability Tier unlocks. These items, based on our data and from feedback from players simply do not drop enough. We're addressing this issue on a number of fronts that I am happy to describe in some detail below:
 
Increased world drop chance from level 50 creatures
These items have become substantially more likely to drop from creatures on landscape. They will still be rare, but not nearly so rare as they have been in the past. A very dedicated group could see these on a semi-regular basis. These items are trade-able.
 
 
Increased drop chance from PVP Victory bags, added them as a rare reward in PVP participation bags
Winning matches now has a better chance to provide these items. Additionally, these items now have a rare chance to drop from participation. These items are trade-able.
 
 
Added a new single-use AMP Power Upgrade to endgame reputations
Reaching beloved reputation with organizations in Containment R-12, Crimson Badlands and Northern Wastes will allow players to purchase new single-use amp power upgrades. For example: A character can only benefit from the Crimson Badlands AMP Power Upgrade once, but they could then go purchase the Northern Wastes AMP Power Upgrade and benefit from that as well. These items are not trade-able.
 
 
Added a new single-use Ability Tier Unlock Point to Blighthaven reputation
As above the player may only benefit from the Blighthaven Ability Tier Unlock point once. It is available for purchase at the Beloved tier. This item is not trade-able.
 
 
Added two new single-use AMP Power Upgrades and a single-use Ability Tier Unlock Point to the Prestige Vendor
As above the player may only benefit from each Prestigious AMP Power Upgrade and Ability Tier Unlock Point once. The Amp Power Upgrades each cost 4,000 Prestige and have no level or rating requirement. The single-use Ability Tier Unlock Point costs 5,000 Prestige and has no level or rating requirement. These items are not trade-able.
 
 
Added new single-use AMP Power Upgrades and single-use Ability Tier Unlock Points to Gold Medal Veteran Dungeons
Completing each veteran dungeon with a gold medal result will always award a unique single-use AMP Power Upgrade or single-use Ability Tier Unlock Point for the group to roll on. Only players who have never used it before may roll on it. These items are not trade-able.
Stormtalon's Lair and Kel Voreth each reward a single-use AMP Power Upgrade for achieving a Gold Medal.
Skullcano and Sanctuary of the Swordmaiden each reward a single-use Ability Tier Unlock for achieving a Gold Medal.
 
Added a single-use AMP Power Upgrade and single-use Ability Tier Unlock Point to path level rewards
Reaching path level 15 with your chosen path will now reward players with a single-use AMP Power Upgrade. Reaching path level 30 will now reward players with a single-use Ability Tier Unlock Point. These items are not trade-able.
 
 
These changes are currently being tested and will arrive on servers soon. Thank you for the feedback and stay tuned as we have plenty more to discuss in the coming weeks!
----
			Or maybe increase ability/amp points cap, up from 48/55	
----
			
it was really obviously that such a change has to be implemented and there are still alot of amp/ap points out of this new source to get max points
 
So no reason to compensate this 	
----
			
{| class="blockquote"
Or maybe increase ability/amp points cap, up from 48/55
----
			
{| class="blockquote"
Also, yeah, path capped characters will be able to find these items on the path vendor as well.
----
			
{| class="blockquote"
it was really obviously that such a change has to be implemented and there are still alot of amp/ap points out of this new source to get max points
 
So no reason to compensate this 
----
			
since my post is deleted i retype it here...
 
Anyone guessed at wich cost this will come... probably in the 100plat range.	
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{| class="blockquote"
No.
It was really obviously that there was no need to change anything for current system. The ability/amp points are rare, yes, but if you really want them there are ways to get them fast. And I know quite a few of people with max ability points from elder gem and world drop/pvp drops already.
 
Every time Carbine make a rarity change, they mess players up big time, people either didn't benefit from the higher drop rate before the change or after the change. Cause the market is adjusting for players' expectation. Last time they make the rare AMP not rare anymore. So people who just bought trigger fingers with 20 plats get screwed. Further back, they changed the gold medal reward from adventures, then the people who didn't make it to spam adventures to get their desired item get screwed.
 
The upcoming change simply made the ability/amp points from elder gem worthless. Why would I spend my elder gem which has a cap comes with time on ability/amp while they can be easily get by naturally gameplay to get reputation and path xp, or buy with gold which has no cap with time?
 
So really, devs, if you are listening, either make compensation for those people who can't benefit from your rarity change, or stop making rarity changes at all. Cause without compensation you are going to *cupcake* off a portion of players for no good reason either way.
 
moderator edit: language 
----
			finally you do something right, now test it fast and get it on live server befor my sub runs out.	
----
			
 
{| class="blockquote"
 
Anyone guessed at wich cost this will come... probably in the 100plat range.
 
----
			
{| class="blockquote"
No.
It was really obviously that there was no need to change anything for current system. The ability/amp points are rare, yes, but if you really want them there are ways to get them fast. And I know quite a few of people with max ability points from elder gem and world drop/pvp drops already.
 
Every time Carbine make a rarity change, they mess players up big time, people either didn't benefit from the higher drop rate before the change or after the change. Cause the market is adjusting for players' expectation. Last time they make the rare AMP not rare anymore. So people who just bought trigger fingers with 20 plats get screwed. Further back, they changed the gold medal reward from adventures, then the people who didn't make it to spam adventures to get their desired item get screwed.
 
The upcoming change simply made the ability/amp points from elder gem worthless. Why would I spend my elder gem which has a cap comes with time on ability/amp while they can be easily get by naturally gameplay to get reputation and path xp, or buy with gold which has no cap with time?
 
So really, devs, if you are listening, either make compensation for those people who can't benefit from your rarity change, or stop making rarity changes at all. Cause without compensation you are going to *cupcake* off a portion of players for no good reason either way.
 
moderator edit: language 
----
			
{| class="blockquote"
One issue I have is that this is 7 AMP Power upgrades out of the 10 max and 4 Ability Tier Point unlocks of out the 7 max.  Are these single use items at least going to be vendorable for elder gems, for us fools that have used 4+ Amp upgrades or 4+ Ability point unlocks?
----
			
I approve this change.
 	
----
			
{| class="blockquote"
They aren't. We figure the difficult part is obtaining the rep.
----
			
I personally do not like the change. Well it brings some shines to the server, but generally I fear what will be next.
 
First there was announcement to nerf of dung atu. I would agree that at some point timer for silver was just bad (in STL you could wipe like once, in KV probably 2-3, in SSM DK 5? and in SC max 1 - with EQ that most ppl doing atu had), but nerfing atu is just bad thing. I personally would just drop timer form silver and add dead limit (15-20 pt wide).
 
Now we have AMP/AT change, that:
-Harm players that have unlocks by a lot. I can not even imagine how some1 that have purchased CREEDs to but AMP/AT has to be raged now. On my serv 1AT would be 4 CREEDs, so I would probably stop playing, if I wouldn't get any refund (by refund I mean possibility to at least sell those new AMP/AT to vendor for equivalent of EGs).
-Make game less grindy in stupid way. Let's face it current AMP/AT system is kinda "no reward grind", grind version, when droperate is so low, you simply do not see any effect, that is just stupid. But adding what was obviously late endgame thing to obtain for completely non-endgame activities is just stupid. If you wanna more AMP/AT to be obtainable you should simply add them to drop on raid bosses, little less on vet bosses and probably on WBs (probably with adjust to their resp time and atu requirements).
-Delete one long therm aim in game I can currently think of. Well weekly EGs are not a problem at all for some1 that is just playing the game, therefore you could just expect when exactly you will have your AMP/AT unlocked and it took some time. Personally I would simply leave things as they are now remove/SB world drop AMP/AT and make unlocks account/server bound, so rerolling to new char wouldn't mean having to farm AMP/AT points once again.
-Will not change that much for players without unlocks, as they will still luck AMP/AT points and still will have to buy them for EGs, of course I am assuming drop change will not be that big, otherwise why bother with all the other stuff. You simply make it shorter to collect them all.
 
 
Next I am expecting overall raid nerf, as most of server population that can not now obtain AMPs and complete atu will enter raids with full AMPs/ATs, without proper game experience/skill and will flame forum to nerf bosses.
 
 
Let's face it people that has left the game did not do it because of luck of progress or something that was hard to obtain. They did it because of:
-broken PvP balance (although it was supposed to be hardcore PvE game, all balance things usually are because of PvP content),
-broken PvE balance due to PvP adjustment (so from only PvP bad balance we have now PvP and PvE bad balance and without fundamental skill/AMP change it simply can not be balanced),
-no rewards from Vet dungs - you will not preform any better during raids in dung EQ, than in craft/adv one, so dungs are just atu step, that also makes this game PvP or 20/40 man content - there is really nothing else to do and with raid reset/lock system many hardcore players will be simply bored (as they could simply join other guilds raid - even without drop),
-bad content difficulty scaling - you have zone mobs/elites/bosses that are just simple, than simple adventures, than hard vet dungs; there just isn't anything between - zones should scale difficulty during lvling to the point you need to group up on malgvare/grimvault to complete quest or even kill mob, adventures should be much harder than that and finally dungs should just be as they are - right now players are entering dungs when they are not ready to (with current difficulty lvl that WS should aim, some of them probably never will),
-overall game difficulty (for some it is and it supposed to be to hard).
 
 
Face one more thing 80% (maybe more) of players that have left the game will not come back, unless the game will become what it was supposed to be. HARDCORE PVE RAID ORIENTED MMO. And probably adjusting drop rate/difficulty/item stats will just rage many of players, that are still with us. The only thing that can be done right now is just keep current population, tweak some things just a little (we don't need revolution as with AMP), balance classes, make regular content drop (something that has been abandoned DK why - prob some players will leave game just because of that), adjust difficulty of future content, so it will be more challenging, but also will not require 20-40ppl to not make a single mistake. Currently raids are simple and hard to complete same time, as  you can not repair some1 else mistake and after few tries tactics are just lame (probably ppl that fail them are just too stressed or not have proper skill, but there should be a way for others to counter that). After that we just have to hope more and more players will land on Nexus...	
----
			
{| class="blockquote"
I personally do not like the change. Well it brings some shines to the server, but generally I fear what will be next.
 
First there was announcement to nerf of dung atu. I would agree that at some point timer for silver was just bad (in STL you could wipe like once, in KV probably 2-3, in SSM DK 5? and in SC max 1 - with EQ that most ppl doing atu had), but nerfing atu is just bad thing. I personally would just drop timer form silver and add dead limit (15-20 pt wide).
 
Now we have AMP/AT change, that:
-Harm players that have unlocks by a lot. I can not even imagine how some1 that have purchased CREEDs to but AMP/AT has to be raged now. On my serv 1AT would be 4 CREEDs, so I would probably stop playing, if I wouldn't get any refund (by refund I mean possibility to at least sell those new AMP/AT to vendor for equivalent of EGs).
-Make game less grindy in stupid way. Let's face it current AMP/AT system is kinda "no reward grind", grind version, when droperate is so low, you simply do not see any effect, that is just stupid. But adding what was obviously late endgame thing to obtain for completely non-endgame activities is just stupid. If you wanna more AMP/AT to be obtainable you should simply add them to drop on raid bosses, little less on vet bosses and probably on WBs (probably with adjust to their resp time and atu requirements).
-Delete one long therm aim in game I can currently think of. Well weekly EGs are not a problem at all for some1 that is just playing the game, therefore you could just expect when exactly you will have your AMP/AT unlocked and it took some time. Personally I would simply leave things as they are now remove/SB world drop AMP/AT and make unlocks account/server bound, so rerolling to new char wouldn't mean having to farm AMP/AT points once again.
-Will not change that much for players without unlocks, as they will still luck AMP/AT points and still will have to buy them for EGs, of course I am assuming drop change will not be that big, otherwise why bother with all the other stuff. You simply make it shorter to collect them all.
 
 
Next I am expecting overall raid nerf, as most of server population that can not now obtain AMPs and complete atu will enter raids with full AMPs/ATs, without proper game experience/skill and will flame forum to nerf bosses.
 
 
Let's face it people that has left the game did not do it because of luck of progress or something that was hard to obtain. They did it because of:
-broken PvP balance (although it was supposed to be hardcore PvE game, all balance things usually are because of PvP content),
-broken PvE balance due to PvP adjustment (so from only PvP bad balance we have now PvP and PvE bad balance and without fundamental skill/AMP change it simply can not be balanced),
-no rewards from Vet dungs - you will not preform any better during raids in dung EQ, than in craft/adv one, so dungs are just atu step, that also makes this game PvP or 20/40 man content - there is really nothing else to do and with raid reset/lock system many hardcore players will be simply bored (as they could simply join other guilds raid - even without drop),
-bad content difficulty scaling - you have zone mobs/elites/bosses that are just simple, than simple adventures, than hard vet dungs; there just isn't anything between - zones should scale difficulty during lvling to the point you need to group up on malgvare/grimvault to complete quest or even kill mob, adventures should be much harder than that and finally dungs should just be as they are - right now players are entering dungs when they are not ready to (with current difficulty lvl that WS should aim, some of them probably never will),
-overall game difficulty (for some it is and it supposed to be to hard).
 
 
Face one more thing 80% (maybe more) of players that have left the game will not come back, unless the game will become what it was supposed to be. HARDCORE PVE RAID ORIENTED MMO. And probably adjusting drop rate/difficulty/item stats will just rage many of players, that are still with us. The only thing that can be done right now is just keep current population, tweak some things just a little (we don't need revolution as with AMP), balance classes, make regular content drop (something that has been abandoned DK why - prob some players will leave game just because of that), adjust difficulty of future content, so it will be more challenging, but also will not require 20-40ppl to not make a single mistake. Currently raids are simple and hard to complete same time, as  you can not repair some1 else mistake and after few tries tactics are just lame (probably ppl that fail them are just too stressed or not have proper skill, but there should be a way for others to counter that). After that we just have to hope more and more players will land on Nexus...
----
			
{| class="blockquote"
I personally do not like the change. Well it brings some shines to the server, but generally I fear what will be next.
 
First there was announcement to nerf of dung atu. I would agree that at some point timer for silver was just bad (in STL you could wipe like once, in KV probably 2-3, in SSM DK 5? and in SC max 1 - with EQ that most ppl doing atu had), but nerfing atu is just bad thing. I personally would just drop timer form silver and add dead limit (15-20 pt wide).
 
----
			Awesome news, thank you :D	
----
			
{| class="blockquote"
I always respect your opinions Vic, but this is quite a bit more than easing droprates. This is increasing drop rates by orders of magnitude; then adding in all new ways to get these items from content one would already run for other reasons... I certainly don't deny that this could help keep players in game for longer and might even help improve some of the concurency issues... but if they nerf things like this now, whats next?
----
			
I may not be understanding something, but how are there people who have already capped out on AMP/Ability points by not using that vendor exploit? I understand if you could have spent a lot of money and bought every unlock that was sold in the trade channel, but, honestly, I don't believe you got all of those without abusing the system. It takes way more than 3 month to get all of the unlocks from the EG vendor. If you spent money on those unlocks, that's completely on you and you don't have any right to blame the developers for your own decisions.
 
Aside from that, I'm all in for this change. It should have been made closer to launch, but better late than never. Contrary to some opinions expressed here, I believe that this will help increase the size of the player base and will not harm it.	
----
			
{| class="blockquote"
If i had to bet, i'd say the vast majority of players who have maxed out or are nearly maxed out on these extra points have done so by exploiting systems in the game to gain plat and then spamming "WTB +AMP/Ability 40Plat". I don't think anyone should care what these guys think. Besides, didn't Carbine announce that changes would be made to the rarity of the items well before anyone got close to maxing out on them? (Same for Trigger Fingers, since you bring that up).
 
Without compensation, they might "*cupcake off" a tiny minority of players for a very good reason.
----
			
{| class="blockquote"
Yup we already have people crying about having to save up for ability sets.... While I 100% get what Carbine is trying to do with the extra amp/ability changes, this does not fair well for those of us who came for the OG / hardcore feel. If Carbine is just going to give sh!t to us on a silver platter like World of Whiners does why should we keep playing?
 
The Beauty of W* was the skill and effort you actually had to put in. The combat system is great because whether folks recognise it or not it requires skill; and the drop systems and gear systems were great because they promoted a more varied gearing experience (just like some OG MMO's)
 
In the short term this will probably boost play time and get folks back in the game running content.
 
In the long run, if Carbine keeps this up it will probably have a negative impact on the player base... 
 
 
 
I always respect your opinions Vic, but this is quite a bit more than easing droprates. This is increasing drop rates by orders of magnitude; then adding in all new ways to get these items from content one would already run for other reasons... I certainly don't deny that this could help keep players in game for longer and might even help improve some of the concurency issues... but if they nerf things like this now, whats next?
 
Yes that's a slippery slope argument on my part... but really, what's next? We now no longer have long term (months scale) progression carrots (the Amp/ Ability points were the only ones). 
----
			
{| class="blockquote"
So the only way to have a significant amount of plat in this game is by exploiting?  Pshaw.  Its a little bit disgusting that people actually liked your post.
----
			
To sum everything up 
 
Everyone gets a good reliable chance at getting amps and skill points
 
And those that paid premium for it - well tough luck you paid and got your goods. You have no argument to argue. 	
----
			
{| class="blockquote"
I said "If i had to bet...the vast majority"
 
You strawmanned it to "the only way"
 
Derp?
----
			
{| class="blockquote"
I apologize.  You didn't accuse everyone that was rich of exploiting without supporting evidence, just the vast majority.  That makes it so much better.
----
			
{| class="blockquote"
I may not be understanding something, but how are there people who have already capped out on AMP/Ability points by not using that vendor exploit? I understand if you could have spent a lot of money and bought every unlock that was sold in the trade channel, but, honestly, I don't believe you got all of those without abusing the system. It takes way more than 3 month to get all of the unlocks from the EG vendor. If you spent money on those unlocks, that's completely on you and you don't have any right to blame the developers for your own decisions.
 
Aside from that, I'm all in for this change. It should have been made closer to launch, but better late than never. Contrary to some opinions expressed here, I believe that this will help increase the size of the player base and will not harm it.
----
			
Yall may not saying directly but I will.
 
Everyone who was maxed out on amp/ability points before this change straight up exploited either architecture or something else.
 
Only way I see it as possible.	
----
			
{| class="blockquote"
I get the sentiment Vic; but I have to point out that some of the most successful forts / cities were built in the marsh, at the mouth; (e.g. New Orleans).
----
			
Heh, just logged in to do R-12 on an alt and what do I see? 
 
Like 30 people running it efficient as hell, on my deadish server, on a weekday! :D
I know "we did it because we want the rewards" is not the holy grail of content, but this is still a positive thing in my book. :)	
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{| class="blockquote"
You could just assume you're not part of the accusation then and stop being offended on behalf of others...  :rolleyes:
----
			It still costs 50 gold to re-amp? Yeah, no thank you. Still not getting it, still not getting it. 	
----
			
{| class="blockquote"
Or people can stop making baseless insinuations filled with enough weasel words that no one calls them out on it.
 
Not only here, but other places in the forum also.  Here is just where I got sick of reading them.
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{| class="blockquote"
I know this is off topic, but seeing this line in the dev tracker made me shake my head.  Why isn't that the same thought for dyes?  The hard part is getting the rare ones, but we're charged ridiculous amounts to use it.
 
/offtopicjerkfacerant
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{| class="blockquote"
Oh, it's a successful city, but not a fort.  You don't build a fort in the marsh.  Sun Tzu would cry.  You build a port and get your stuff the Hell out of there as fast as you can.
 
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{| class="blockquote"
I apologize.  You didn't accuse everyone that was rich of exploiting without supporting evidence, just the vast majority.  That makes it so much better...
 
Or people can stop making baseless insinuations filled with enough weasel words that no one calls them out on it.
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{| class="blockquote"
Fort Pike was the fort @ New Orleans. Sun Tzu might have cried; but then again so did the Brits when they tried to take it from the Spanish.
 
I get your point; but If those of us who actually enjoyed having the long term progression don't voice our opinions, Carbine will continue to nerf content in line with what the FOTM whining is about. No one here thinks they are going to convince Carbine to stop this change that is already almost out of the pipe; but when it comes to things like Ability sets that are still a time sink to obtain, maybe they will consider leaving them as is. That said there are already posts demanding those be given out on a silver platter as well.... Maybe it's a losing battle, but I'm not going to let other fulfilling collections / character additions get nerfed with out at least pointing out that some of us enjoy having to work for our goodies, and came to W* for that nostalgic feel.
 
 
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{| class="blockquote"
I get your point; but If those of us who actually enjoyed having the long term progression don't voice our opinions
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The drop rates on these items is ~0.02 in the open world / ~0.04 in bags. Toss in a couple bought off the EG vendor and it's quite possible to cap them in just over 2 months if you are a hardcore farmer and get lucky / buy a few from other players. 
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I have 24 days /played.   Apparently I'm not hardcore enough because I've received 0 drops of AMP or ability points.  I better try harder.
 
Naz argument is terrible.  The system sucks and completely RNG.  People with half my time played have more AMPs and ability points than me.  Hardcore has nothing to do with it.  All luck.	
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