Bio Engineer Archive

Thread: Seems to be a very heated topic on Test Center....solo-grouping

ArthurDentOnBria
Thu Nov 11, 2004 9:50 am
#14







Taalar wrote:

...And another thing, do you want to fly around dathomir for several hours just -looking- for a mutant rancor? I rely on "solo groups" to get missions for creatures I want to sample.





I see, so you sample enranged rancors, Jantas and Mokk's then? How are the dna on those? lol. I've never seen a solo group operating out of Endor before. And I don't believe Mutant Rancors, Frenzied Grauls, and Ancient Grauls are not mission-able. No mission = no solo group. So what exactly is this that you are relying on solo-gouping to help you find?

Message Edited by ArthurDentOnBria on 11-11-2004 08:59 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Taalar
Thu Nov 11, 2004 1:24 pm
#15






ArthurDentOnBria wrote:



As far as the reduction in pay for solo groups, that's fine. It will no doubt ripple down throughout the economy,

putting pricing pressure on goods, but should also reduce costs of meat and such, so that's mostly a positive for bio engineers I would think.

Message Edited by ArthurDentOnBria on 11-10-2004 11:44 AM




???


How much do you pay for a good spawn of Dath carn meat? How much do you pay for Corellian or Naboo carn meat with the same stats, or how much would you have to offer to get the same quantity? If this goes into place, the price of meat will jump substantially. When I make on offer for meat, I take potential mission payouts into account. Since creatures do not drop adhesives/+25 SEAs/holocrons/crystals etc, mission payouts are a big a selling point for getting people to hunt for me. Already my scouts are complaining thatfaction basesyield better xp andmore valuable loot. Unless they make some changes toPvsNPC combat too, we'll come out pretty bad on this.





Ilka's Biotech
Theed, Naboo, -3795 4425
Selling high grade creatures, food additives, tissues, and pharmaceuticals.
Taalar
Thu Nov 11, 2004 1:30 pm
#16

...And another thing, do you want to fly around dathomir for several hours just -looking- for a mutant rancor? I rely on "solo groups" to get missions for creatures I want to sample. With these changes, we may see a return to days of people screaming "squill mission party forming at the starport" and that may be a good or bad thing overall for combat, but I sincerely doubt I'll find 4 people who are willing to wait 10 minutes per mission for me to get all the dna I can before they start firing.



Ilka's Biotech
Theed, Naboo, -3795 4425
Selling high grade creatures, food additives, tissues, and pharmaceuticals.
furrycat
Thu Nov 11, 2004 1:47 pm
#17

> "solo missions for high pay" exploit

It's really more of a workaround than an exploit. As numerous people have noted, the major reason why people solo group is the difficulty calculations are broken. People who want high difficulty missions for XP (levelling up or FS grind), loot or harvesting have to solo group. Under the proposed changes they will still have to; the best XP missions are already not the best paying. Those who want money will be better off actually going solo.

I would love to see solo groups disappear. I would love to get in a real group like I used to do, instead of having my own guildmates refuse to run missions with me as they would suffer a harvest penalty. These changes will not achieve that.




  |\_/|  
>(o.o)< furrycat ruffles your hair.
( ),
^^ ^^

Krosc
Thu Nov 11, 2004 2:57 pm
#18

What I see, as a MCH and MBE with no combat skills, is now I will no longer be able to function - period. My BE profesion has never earned enough on its own to pay for my house, harvesters, equipment, etc. I do not want to grind boring 1k missions over and over and over in order to make enough money to keep my equipment from degrading one more day. Since I can take 20K misisons using my pets, I take them. If I couldnt, I wouldn't.


The problem here is that the system offering msisions is broken. It should be able to effectively tell what mission a player can in reality handle. It does not.


They should just remove the restrictions and let people choose wahtever misssions they think they can handle. Each mission is rated with difficulty. Let us decide, not some BS broken character strength analyzer. If we think we can do lvl 60 missions by ourselfs, let us try. If we get stomped well take freinds the next time or do an easier one.


If money is too high, lower payouts across the board. The system is good as it is as far as splitting rewards go. They need to fix other aspects of it.



************************************************************************************************
"Always two there are, no more, no less. A Master and an Apprentice."
- Master Yoda
************************************************************************************************
Bendi_James
Thu Nov 11, 2004 3:00 pm
#19

Maybe I can help with the flying around Dathomir looking for Mutant Rancors. Open your datapad to POI's tab and activate Dathomir Sarlacc waypoint. Keep a fair distance from the Sarlacc...generally, 75-100m is a decent distance. If you run a circle perimeter of 400-600m from the Sarlacc....you will most definitely spot a Mutant Rancor without fail. I hope this helpsyou find one. As far as getting close enough to successfully pull a DNA sample and avoid aggro, I leave that to you
Numen
Thu Nov 11, 2004 4:31 pm
#20






Spazzers wrote:


Someone in my galaxy server did the math for a 10 member solo group doing three sets of dual missions every day for a week. He picked three because boredom usually sets in after that point. Basically, each member takes two 30K missions and runs off in different directions. They do this three times an evening during the week. On the weekend they run 10 sets per day. At the end of the week each member of the solo group came away with a little over 2 mil in their pocket. This is peanuts compared to what many crafting types can make in one week.




Its also peanuts to what some combat professions make in harvesting, loot, and missions. We can't start comparing someone that does missions for credits for a maximum of 45 minutes each day to someone that has spent months building up a customer base to sell their products to and spends possibly hours on average each day running their business. You get what you work for.


With Master Swordsman and buffs I could easily make 9-10 million credits in a week(1.5 hours average of running Janta/Mokk missions). A lot of high end crafters even have a hard time doing that since a large portion of a crafters sales is not profit. A huge majority of the 9-10 million is profit. In that week I may use up 1-2 weapons, 5-6 stacks of Brandy and a crate of ahrisa. Total cost with doc buffs would be around 200k. Armor decay is next to nothing against Jantas.





Amandil Morier - Tempest - Master Chef
aswex
Thu Nov 11, 2004 6:02 pm
#21

Here my take on it. I think the solo-grouping thing is pretty ridiculous and I'm glad I won't have to put up with the spammers in the starports anymore. It is also nice that people will make less money at missions, because it should help me convince people to harvest meat to sell while they're at it. Organic prices should lower, but we'll have to see how much disposable income the combat professions will have now andhow muchthat will affect sales.



Isscossk Osli, Master Bio-Engineer / Master Merchant (Naritus)
Caji, Master Ranger / Master Rifleman (Shadowfire)
Dsabre
Thu Nov 11, 2004 6:05 pm
#22

I think the one major impact that this change will make is being largely overlooked...

the devs are sealing up a "credit faucet"...fine, no more massive influxes of credits coming in on a daily basis (never mind that a lot of people don't do this unless their really low on credits which prohibits tham from having PvP and other types of fun).

problem is that theres already a rather large amount of credits in the game...large crafters, loot campers, and other such players have already amassed upwards of 100 million credits...

so the big questions becomes...how does a new player compete?

if this change goes through the ultimate equilizer (run solo janta missions for a few hours) goes right out the window. sure prices will eventually drop...but the key word is eventually...it will take many many many months for prices to stabalize again, and that means all the old practices of price wars/undercutting...and old feuds over prices of tissues, and other such cross profession subcomponents will surface again as some crafters are forced to find ways to cut costs.

sealing this credit faucet is flawed in sooooo many different ways, that its positive effects won't be seen until many many months (probably 4 - 6 months) of really bad effects as credits very very slowly leave the economies.

as others have brought up the point of credits ending up locked up in the crafter side of the economy...it also becomes important to look at the benefits/reasons why this is:

1) if crafters hoard all those credits without ever really spending them...thats one extremely effective credit sink for inflated economies...after all 100 million credits in a crafter's account that doesn't spend them is 100 million less credits in the economy.

2) why don't they spend those credits? after a crafter has amassed huge stockpiles of the resources needed for crafting and attained their 12 exp points...well theres not much left to buy (and subsequently they need these things before they ever really get those huge account balances).

plugging a credit faucet (much like the propsed vendor nerf in its original form) will only hurt the little guy, when the devs probably intend it to hurt the big guys...

if inflation of the game economies is really so bad...why not put in some fun/effective credit sinks...for example:

1) limited use schematics on npc vendors
2) extremely resource intensive NEW crafter items (similar to shipwright chasis requirements)
3) option to purchase insta-travel tickets at extra cost (maybe 3x more)
4) decrease stomach timer (if people can take more food, they will...and the more consumables that are used...)


I'm sure there are a lot more...but whats needed are more/better credit sinks...fun ones (and no increasing maintenance rates is not a fun credit sink...effective but not fun).
Bendi_James
Tue Nov 16, 2004 12:26 pm
#23






Dsabre wrote:
I think the one major impact that this change will make is being largely overlooked...

if inflation of the game economies is really so bad...why not put in some fun/effective credit sinks...for example:

4) decrease stomach timer (if people can take more food, they will...and the more consumables that are used...)

I'm sure there are a lot more...but whats needed are more/better credit sinks...fun ones (and no increasing maintenance rates is not a fun credit sink...effective but not fun).




Honestly Dsabre....this is not such a bad idea. As a BE, I drink and eat alot when crafting. I'm not sure if the bug for Pyollian cake has ever been worked out. However, I can say with great confidence that since I have been eatingPyollian before I assemble, I have had 0 (ZERO) critical failures on assembly. If this is some kinda of luck with placebo effects....I will continue to use it...lol. I also drink alot of Bespin for experimentation.


The point is.....If my stomach were bigger?....hmmm....scratch that.....lol......if I could eat or drink more, I would be spending more credits on consumables. As it stands, I just wait for the food to wear off before crafting anything else. Bespin and Pyollian generally wear off pretty quick. I think reducingthestomach timer would be a very decent idea.

As far as the "grouping" changesgoes.....There is no doubt that this sort of thing will have an impact of epic proportion on the game. I think Janta/Mokk missions for cash will be less used. I think hunting for meat, bones and hides for income will increase. The huge payouts for loot will "eventually" decrease because, playersare notgoing to be buyingexotic merchandise when they don't have an equal amount of return cash flow. Consumers will definitely become less frivolous spenders and your friendly neighborhood competition will indeedbecome"that cut throat bastrd on the other side of the shuttle". I just hope thatCombat typesdon't quit the game in frustrationoftheir cash flow situation.

I love Free Enterprise....lol.

Bonestein
Fri Nov 19, 2004 2:16 pm
#24

well, I think in order to discourage the solo group, they should just make the area larger for the spiltting of money. Make the area planet wide, so that if you are in a "solo-group" it doesn't matter how far away you are from the other guy, you will still split your money with them.


the down side to this is that most people will just go to another planet, I can see how that would make it harder to code the planet wide shareing of money. But there are really only two planets that solo groups exist... Dathomir for the enraged rancors for the 36k mission payouts, and Dantooine for the Janta missions that have a high payout (ranges depending on the city you are in).


But considering the number of players that need to be in the group in order to get the missions, they would be sharing with someone no matter where they were. I don't mind that anyhow... I would like to see the days of group hunting rancors unbuffed and acually having a risk of dying.


Wokka
Fri Nov 19, 2004 2:20 pm
#25



Spazzers wrote:
I am not an advocate for solo groups so don't misunderstand me, butI don't think requiring 10 people to group to get a 30K mission that one player can complete on their own is right either. If you are required to group with 10 people just to accept a mission the mission should be difficult enough to require 10 people to complete as a group.
Besides, the money issue won't remove solo groups. The money is not the primary reason combat types use these tactics. They need the high level missions to max out their xp quickly so they can trade it in at the village.





Well, the ability to even complete a 30k mission by a single person was made possible by buffs that the Dev's choked on and admitted they never expected us to get them that good. But then again, they also noticed that Jedi with buffs can actually kill without being killed when doing the things "Jedi should be able to do". That was reflected with the same buff size the frogs gave you on the test servers.

But also, I don't buy this thing about these solo group missions being needed for faster FS xp. You can get it faster doing roba's on endor or most any 9k+ ham creature cause the xp you get from any kill caps at less than 5k. My xp caps at 500k and thats when I have to go and trade it in for FS xp. Endor provides that with 4 lairs and its inhabitants.

Wokka-wokka
Bonestein
Fri Nov 19, 2004 2:40 pm
#26

You can get it faster doing roba's on endor or most any 9k+ ham creature cause the xp you get from any kill caps at less than 5k. My xp caps at 500k and thats when I have to go and trade it in for FS xp. Endor provides that with 4 lairs and its inhabitants



That just doesn't seem to add up, you would have to have 25 animals at each of the 4 lairs giving 5k xp each to get 500k out of 4 lairs.. are there really 25 animals per lair? or are you doing more missions and just leaving some out?
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