Bio Engineer Archive

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

Bendi_James
Wed Nov 10, 2004 10:37 am
#1

I am reading numerous postsfrom different forums concerning code that was implemented on Test Center that supposedly fixes the solo-grouping issue.


From what I understand, one aspect of the new test center code is this......Whena player is grouped withtheir droid/creature/factional pet, the creditsreceived after completing the mission are divided between the pet(s), the pet owner....and other members participatingin the samegroup. A 30Kcredit mission between2MCH's with three pets out each would breakdown to the pet owners receiving 3,750cr each at time of completion.

At first,one player reported that creature pets gave a zero modifier to the difficulty level ofa mission. Basically, the mission difficulty level depended on whatlevel theplayer was in a particular combat profession. However, Vert (CH Correspondent) logged on to Test Center todisprove the informer's case. Groupedpets are, in fact, deciding the difficulty level of missions.

It looks likepets have finally usedtheir Union Rep's and have filed grievances concerning pay. They want their share. I say we give them a bofa treat or batteries and call it good.

There are alot of heatedpeopleconcerning this issue going from test to live. Check it out and tellus what your thoughts are....positive or negative and how this new code could affect the Bio-Engineer Profession.
Acrod_Novys
Wed Nov 10, 2004 10:59 am
#2

Classic...


The solo group fix in general should have been held until (the CU?) they start taking buffs, armor, etc into account for mission difficulty. How does it affect us? Our MCH customers have less cash to spend on pets, in general. It's obviously a bug...



°°°°°°°°°°°°°°°°°Acrod Novys - MBE°°°°°°°°°°°°/way 812 -4692 Coro°°°°°°°°°°°°°°°
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ArthurDentOnBria
Wed Nov 10, 2004 12:42 pm
#3


Well, I've always thought that the idea of a "solo group" was a travesty and certainly an exploit, but also a product of how unbalanced the combat system is. It sounds like they are working to try to remove the incentive to "solo group" which is a very good goal to have.


As far as the pet grouping thing goes, I think what I'd recommend is for them to just consider the level of the CH when determining mission difficulty, not the actual pets, and for all intents and purposes ignore the fact that pets are grouped when considering harvests and mission pay. This is precisely why rarely group with my pets.


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



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%


Zapper_Weisman
Wed Nov 10, 2004 2:33 pm
#4

Has anyone here or Vert tested the pet pay issue or just the mission difficulty? Someone on the Ranger forums said that AT-STs were taking pay, but pets were not.


Anywoodles... I've always disliked mission terminals as income and believed it to be the source of massive inflation. So, for that I am glad they are changing this. I think crafting prices will have to come down... Even if at first some combatants harvest resources for crafters to make up the mission money they cant get, there will probablybe enough people not capitilzing on that that will not be able to afford the high prices chef's and other crafters will continue to charge, and they will loose a chunk of business. This would hopefully lead to them lowering prices and paying less for resources.I hope people will have enough good sense to realize that being credit-hungry isn't going to help them if they dont work to balance the system. A lot of credits that mean nothing arent as good as fewer credits that have value. In fact, if they hurry and lower prices without spending too much, everyone (combatants and crafters) that have good amounts of money will be ahead.


Also, it is interesting timing... The reason those missions with high payouts are solo-able for most people is because of buffs and armor. Those will be changed in the combat revamp... If the devs think that soloing mokks will be out of the question after the CU, and they dont like solo grouping, it saves them a lot of trouble to prepare for the CU, possibly correct the economy, and get rid of solo groups all in one clean move (we hope its clean anyway).



Jadis Stardust:
Master Bio-Engineer/Master Ranger
"You're psycho, but everyone loves your work"

>--Proud Supporter of the Annual Marina Del Rey Poodle Shoot and Barbeque!--

Spazzers
Wed Nov 10, 2004 2:40 pm
#5

Arthur I don't disagree with you regarding your second problem. I remember a while back twopeople would group together. The base member would take faction missions in the same direction out of Anchorhead everytime. This member would stay in Anchorhead all the time. The other group member would already be out in the field in thedirection the missions are taken. The "field" member would take out the mission and both parties would get faction points. The "base" member would continue taking missions over and over again.


Now you have to be in proximaty to each other in order to receive points or credits.


You outline the first problem exactly as it is. The pay versus the complexity of the mission is hosed. If it takes 10 high level combat people grouped together to get the highestlevel missions, which pay the most,a solo member should never be able to take out the mission by themselves. The solution is to split the pay? That doesn't make muchsense to me. It would seem the solution would be to increase the complexity so that a 10 member group would have to actually work together to take out this 30K mission they all had to group together to get. SOE completely missed the boat on this one.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Spazzers
Wed Nov 10, 2004 3:11 pm
#6

Jadis, people will always be credit driven. That is why we have an economy to begin with. If a product today cost 10K and tomorrow it cost 1K (a little time compression of course) and I have 20mil sitting in my bank account I have, in a short time, become very wealthy. The fact is I didn't have to lift a finger to gain that wealth either.


Would it not have been more prudent to fix combat balance first, then fix the mechanics of combat? Eventually the combat types, who drive the economy, will have less disposable income. The loot items they auction off will be a driving force for them now. You think camping is bad now? What do you think is going to happen when a combat type's other source of good money has been removed?


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.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
ArthurDentOnBria
Wed Nov 10, 2004 3:14 pm
#7


Not really. Yes, you can rationalize it like that, but why give a group an incentive to have non-participating members in it? In what way does that positively influence the game?


I don't know if they fixed this or not, but there used to be a corellary exploit to the "solo missions for high pay" exploit, and that was one where you'd get high xp. About 6 months ago my then guildmates would run quenker missions over and over and over when bouncing from one pvp fotm template to another and would always pester me to "group" with them even though I have no combat skills and am just hanging back in town doing the crafting thing. They claimed that it gave them a, I believe it was 25%, xp advantage to complete a mission by themselves while grouped with others, than it would give them if they were not grouped. I always refused to participate in such nonesense, but that always bothered me, why that would be the case. Another obvious loophole that I hope they close or have closed as well.





Acrod_Novys wrote:


Work with me here--but didn't you just create an argument against the TC change?





Message Edited by ArthurDentOnBria on 11-10-2004 02:18 PM



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%


mozter2112
Thu Nov 11, 2004 1:02 am
#8


this may sound silly, but splitting your reward with your pets would be like me splitting my reward with my guns.

Message Edited by mozter2112 on 11-10-2004 03:04 PM



------------------------------------------------------
Aarelia's Clothing and BE'd Chef/Tailor Supply
-6083 2839 Theed, Ahazi

Aarelia
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Sakeana
Master Creature Handler/Master RifleWOman/Master Scout
Spazzers
Thu Nov 11, 2004 1:17 am
#9

Actually I see the cost of meat and raw resources staying pretty static which will put pressure on a crafter's profit margin. The combat class, includingcreature handlers,will supplement their income with meat and resources to make up for the loss in mission revenues. They can't craft many high enduser products but anyone can drop a harvester.


The mass majority of crafting professions support combat classes. If you reduce the disposable income of a combat type they will spend less moneyon crafted products. Chefs will either sell less product or they will reduce their prices. This puts pressure on the amount a BE can ask for tissues, like the profit margin is high to begin with.


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.


SOE is treating a symptom and not the problem. If the purpose is to stop people from soloing high end mobs and getting mass amounts of xp, as one theory has it, the high end mobs should be tougher. A master artisan with a little bit ofrifle skill,armor, and buffs can run around dath soloing rancors with little effort. That is the problem. Taking money out of the combat profession's pocket is not the solution.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
ArthurDentOnBria
Thu Nov 11, 2004 1:44 am
#10

Spazzers,


The way I look at it is there are two problems with solo groups. The first is that if the mission difficulty and pay determination was in any way accurate, it would be challenging for the entire group working together to complete that missions presented to the group by the mission terminal. But that determination is so far out of whack, that any individual member is able to complete the mission solo. That is the first problem, and I think that is one of the reasons why they are doing the CU.


The second is just a matter of mission pay mechanics. If you are grouped, but are screwingaround elsewhere, anddon't participate in any way shape or formin the completion of the mission, and are not even in vicinity of the mission when it is completed by your comrades, it's pretty much a no-brainer that you should for all intents and purposes not be "counted" as a member of that group when it comes to xp, pay, bounty, etc. right? I think the TC "fix" is attempting to address this point.





Spazzers wrote:


SOE is treating a symptom and not the problem. If the purpose is to stop people from soloing high end mobs and getting mass amounts of xp, as one theory has it, the high end mobs should be tougher. A master artisan with a little bit ofrifle skill,armor, and buffs can run around dath soloing rancors with little effort. That is the problem. Taking money out of the combat profession's pocket is not the solution.









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%


Acrod_Novys
Thu Nov 11, 2004 1:58 am
#11






ArthurDentOnBria wrote:

If you are grouped, but are screwingaround elsewhere, anddon't participate in any way shape or formin the completion of the mission, and are not even in vicinity of the mission when it is completed by your comrades, it's pretty much a no-brainer that you should for all intents and purposes not be "counted" as a member of that group when it comes to xp, pay, bounty, etc. right?




Work with me here--but didn't you just create an argument against the TC change? If you're not counted as a member of the group for pay... then those who are counted get all the credit (literally, in this case)


Actually as I begin to think about this, it comes across as much more of a band-aid to take the temporary place of real fixes such as the CU's reduction in overwhelming solo abilities, and proper mission difficulty calculations. I wonder if they copped out on tackling these more complex solutions, or what...


Also, if they do CU correctly, this should become a moot point in the near future. Excepting the "pet pay", of course--that's just wrong.



°°°°°°°°°°°°°°°°°Acrod Novys - MBE°°°°°°°°°°°°/way 812 -4692 Coro°°°°°°°°°°°°°°°
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ArthurDentOnBria
Thu Nov 11, 2004 3:24 am
#12


???? yourself. You could be right, there are no certainties here, but I don't see it. Look at it this way... if people who have relied soley on mission pay in the past are now suddenly only able to earn a small percentage of what they were before, is that going to increase the number of people interested in hunting for high quality organics or decrease the number of people hunting for high quality organics? That's a no-brainer right? And if someone is earning one-tenth of what they were before, are they going to be willing to spend the same amount of money on weapons and armor, and buffs and all that as they were before? Or will they be spending substantially less? To me it's pretty clear that prices will be dropping across the board on goods and certainly organics as well, and everyone will feel the pinch.


If you want to know what the economy will look like without solo-missions, you need only look back 12 months and see what it was like before solo missions became popular.






Taalar wrote:


???


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.











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%


Hylidex
Thu Nov 11, 2004 8:14 am
#13






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. 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.





You can get mutant rancor missions? I have never seen one. How much do they pay? For that matter, I don't think I've ever seen a mutant rancor lair. I *do* fly around Dathomir just looking for a mutant rancor...and for all other creatures I sample. Most of the creatures I want don't seem to show up on the mission terminals. Finding the sample creature to begin with is part of "the true cost of making a pet," which was a discussion on this forum several months ago.


As for solo missions, they are a symptom of two problems, not the problems themselves. The first should be addressed by the combat rebalance. The players have become too powerful with respect to the missions. As a result, group missions are not as fun as they once were. Enraged bull rancors go down far too easily, and there are no missions for harder mobs as far as I know.


The second problem is that the mission terminals don't effectively detect the combat ability of the players. If they were working correctly, then someone who can solo an enraged rancor lair should be able to get enraged rancor missions without being in a group. A mission terminal should take into consideration buffs, sliced weapons, etc. It should also randomly give missions above and below the group's level. Whether a person should be able to solo an enraged rancor lair is another issue entirely.


For me, the game was much more fun when going out after an enraged rancor lair left me with the feeling that few would be coming back alive.


As for using mission terminals to get BE targets, I would LOVE to see BE mission terminals that do this. I would love to see a lot more BE content, period. The force sensitive quests illustrate my point. BE experience converts to increased sensitivity and crafting jedi XP, but a BE by virtue of being a BE cannot unlock either of these skill trees. Only the combat-related skill trees of reflex and combat are available for a BE to open. Furthermore, many BE's use scouting skills and medic skills to some extent, but again these convert to trees that only a master artisan or master medic can unlock.





Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
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