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Thread: Solo-grouping nerfed, but good for slicers?
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mrbleepbleep
Wed Nov 10, 2004 4:45 pm
#14
Nerj wrote:
Note: This is a Combat Upgrade issue. This is being done now because after the Upgrade you will have to be group to be effective in the missions. This is to get people used to grouping now, after allthis is aMMORPG.
The problem is, under the new system: group of 8 pulling 32k Mokk mission = 4k each, whether soloed or grouped(and far too easy and boring if grouped). Solo player pulling 10k Piket mission = 10k. Soloing is the fastest way to make money after the change goes through... at least solo-grouping had a social element, even if there wasn't any actual grouping/teamwork. Solo grouping may have been bad for the health of the game, but I don't think this is the right way to go about it.
Edit: to return to the thread topic: I've never been ahuge fan of our terminal slicing ability, because it only works for the first page of missions. Now that the "perfect mission" (32k Mokk/Jantas or the equivalent Enraged Rancors) is likely to become extinct,it may be abit more useful.
Message Edited by mrbleepbleep on 11-10-2004 11:59 PM
fishbrains
Wed Nov 10, 2004 5:13 pm
#15
DarkCyric666 wrote:
The playerbase has shown time and time again that they are about 300 times smarter than the devs. I'm sure there will be some new money grind found. Every time they do this something new pops up.
I dont think that the playerbase is smarter than the devs as such, it just goes to show that the devs have some type of guidelines to work within, and the playerbase have those same guidelines to try work around
It is the job of the developers to anticipate such extreme conditions. It is a failure to do this that has led to Per Patch Krayt FWG5s, 90% comp armor, 3k+ buffs, the godliness of melee stacking, the increddibly overpowering ability such as intimidate being given at master brawler, etc. This is not a flame, just the honest truth. At Fan Fest they said flat out that the player base as a whole was smarter than they were. They said we were doing and making things that 'they had no idea we would me possible'.
Nerj
Wed Nov 10, 2004 10:31 pm
#17
4k per mission, finnish all of the missions in about the same time it took to do two solo. End result, 32k per person and grouping again. That is why the change took place in any case.
mrbleepbleep wrote:
Nerj wrote:
Note: This is a Combat Upgrade issue. This is being done now because after the Upgrade you will have to be group to be effective in the missions. This is to get people used to grouping now, after allthis is aMMORPG.
The problem is, under the new system: group of 8 pulling 32k Mokk mission = 4k each, whether soloed or grouped(and far too easy and boring if grouped). Solo player pulling 10k Piket mission = 10k. Soloing is the fastest way to make money after the change goes through... at least solo-grouping had a social element, even if there wasn't any actual grouping/teamwork. Solo grouping may have been bad for the health of the game, but I don't think this is the right way to go about it.
Edit: to return to the thread topic: I've never been ahuge fan of our terminal slicing ability, because it only works for the first page of missions. Now that the "perfect mission" (32k Mokk/Jantas or the equivalent Enraged Rancors) is likely to become extinct,it may be abit more useful.
Message Edited by mrbleepbleep on 11-10-2004 11:59 PM
Geevo
Thu Nov 11, 2004 1:25 am
#18
I wonder if the slice increase only goes to the Smuggler ... that would be nice.
imodi
Thu Nov 11, 2004 5:55 am
#19
doh, just posted about this then found this thread, never mind,
Oh the accept missions and disbandwon'twork, the amount you recieve is calculted when you accept the mission, so on completion it doesn't matter how many are in the group.
This will see the death of solo groups when introduced, for the number of people it takes to unlock the high level missions (mokk/rancors etc) you will earn more cash taking the 10k picket missions that don't require a group. the only thing i can see that will keep solo groups alive are the xp grinds, mid range mobs with more efficient xp acquirement do need a group, all be it of 4 or 5 people.
on another note, the CU was always going to cause a masive recession in the economy, this should just spread the shock a bit, its gonna be messy with the super rich, but i worked out a drop of 82% in income, so still be manageable. economy will be better off once its settled though.
1 question for smugglers? will you be changing your slicing prices? i'm going to try and hold at 10k (when i master in next few days) they can still make the money back in
3 or4 minutes
so 10k is probably closer to what time is worth.
imodi 
Xeranx
Thu Nov 11, 2004 2:03 pm
#20
They're only option is to reduce mission payouts. Not increase them. I see where you're going with this, but after lowering payouts for some time it doesn't make sense to increase them again. Money in this time period is supposed to be hard to get and up till now that aspect hasn't been accurately suggested to any degree.
tcatchev
Fri Nov 12, 2004 1:29 am
#21
I hope they increase the payout of the missions and decrease the minimum amount of players it takes to get a high level creature mission. why get 3k for a rancor mission in a group of 20 when i can get a quenker for 6k by myself?
I do think that solo-groups will now be around for grinding XP. But some will still group between 5-10 for some decent money and some good XP. I hope those who form the groups will /yell "solo-group for money" or "solo-group for xp"
As a side note: A new way of getting a ton of cash will pop-up sooner or later once this goes into affect, just like it always does!
Message Edited by tcatchev on 11-11-2004 04:03 PM
tcatchev
Sat Nov 05, 2005 2:24 pm
#22
If you haven't seen this in the test center notes - November 10th...
Grouping
- We changed the way group payouts for missions are calculated. When a mission is generated, the reward payout per member is calculated based on the current size of the group. If the group shrinks in size or group members are too far away to receive payout, those that do get paid receive the original per member reward. For example, if 3 players take a mission that pays 12k credits, each player will receive a maximum of 4k credits when the mission is completed. They receive 0 if they are out of range, and less if more people are added to the group to complete the mission.
I guess that will make having the ability to slice terminals a whole lot more worth it!
Your opinions, smugglers?
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