Business And Economy Archive
Thread: SWG Solo Group Payout Petition ~ Please Read!
Rece111 wrote:
Diorchas wrote:
Hollow,
What you're asking for is NOT balance. You're asking for a way for combat-oriented players to make ridiculous sums of money in a short period of time. You're asking for a money tree to replace solo groups.
Stop and think for a second. The devs removed solo grouping for a REASON. It was injecting far too many credits into a closed economy and therefor had to be removed. What the heck makes you think the devs would even consider replacing something purposefully removed?
I think it's really amusing that every time someone disagrees with you you squeal that they're not listening to you or that they can't read. The problem isn't our reading comprehension, the problem is with your shrill whining. You say you want balance but it's just a smokescreen. What you really want is your toy back. What you really want is to be able to farm credits at a ridiculous rate. What you want is easy money.
Well, this game IS easy money. It is not difficult AT ALL to make credits in this game. So instead of complaining about the devs fixing something that was obviously broken, why don't you just go play the game and have fun. This may come as a surprise for you, but people are not leaving this game in droves (contrary to your doomsaying). Those that remain in the game are generally very pleased with the new direction the devs are taking the game and I know for a fact that people are coming BACK to the game as well.
I think its funny that most of the people claiming that the "high paying missions" from mission terminals is THE cause of the inflation in game, also state that it is SO easy to make credits without missions. Of course the later is correct, it IS MUCHEASIER and less time consuming to make money without missions than it is with. So, us as veteran players, have found those methods and are surviving just fine. What about the new player who is still trying to figure things out? What about the player who has yet to master a combat profession? What is that player going to do? They are going to take missions. And, unfortunately they are going th HAVE to get into a solo group just to get the xp in a timely manner. However, instead of making enough credits in the course of their grinding out a combat profession to pay for a new set of armor when they are done, they will have to rely on other people to buy it for them. A MAJORITY OF PEOPLE THAT TAKE MISSIONS ARE GRINDING XP AND NOT MONEY. If players are taking missions soley for money than they should analyze their game play. You should be able to make enough money from doing missions for one buff session to at least pay foryour buffs. Anyone grinding a combat profession, and using a solo group to do it, can not do that under the current system. There are two ways to fix this:
1) Remove the need for solo groups completely by fixing the terminal to allow level appropriate missions for individuals.
2) Keep solo groups in game and increase mission payouts.
The first option is the one being suggested. Yet the one most of you are arguing about is the second one.
Diorchas wrote:
Hollow,
Personally, I think if the people "leaving the game" are those that can't get over the solo group fix then it truly IS a "good riddance" situation, because those are the same people that want everything easy. They tend to be the ones who farm loot for huge credit payouts yet still b*tch about crafters' prices. They tend to be the ones who are more concerned about their character's bank account than they are about the overall health of the player-run economy and the game as a whole.
So stop your whining already. The majority of this game disagrees with you and no petition signed by a cadre of yes-man drones is going to change that OR change the game. Payout:effort ratios like we saw in solo grouping are DONE. Either deal with it or move on.
I seriously doubt that anyone farming loot even looks at a mission terminal much less takes missions for credits. Why would they? It's much easier for them to camp a certain spawn AFK with their Legendary weapons than it is to take missions for a whopping 30k.
"Payout:Effort ratios?" It wouldtake muchmore effort (or at least time) to get rich doing 30k missions over and over again than it would to do any of the alternatives.
30k missions where NEVER intended for solo players. period.
"But they are easy with buffs & armor"
Buffs and Armor where NEVER intended to be as they are, buffs and armor=godmode. Dont think so? Look at mando armor, (theres a full set and more on corbantis) it has a max of 65% to like 1 stat. Doesnt that tell you who the Devs saw and see the way armor should be?
*PS-Someone said a guy had 500mil? Pfft, Armani was capped at 1,999,999,999 and couldnt make any more, so he quit the game. ![]()
Hollow_Stone wrote:
Phaelyn wrote:
OK - Now I can see why you say down below you're the most hated man on the Forums. But I will politely tell you why this is a bad idea. You say we should turn Vendors into "like the Bazaar" - Do you mean a centralized system where people can see items, and buy them, then have to go to the specific planet and city to pick it up? Because if you ARE saying that - Most of us agree with you.
~Didn't even think about that but it's a great idea.
BUT, if you are saying we should limit Vendors to 25 items and only be able to sell for 6k maximum, you'd better hopeyou never get it - Because the Devs would need to find a way to replace every single crafter in the game, because 99% if not 100% of crafters would quit immediately. If you need reasons why, just ask, and I will post a response - I'm not going to here in case you meant the 1st example.
~I'm not saying limit them to 25 items for only 6k each. But I am saying give them a cap on what they can charge for things so we don't find armor for 300k a suit or loot items for millions of credits. If I want loot items I go get em. I have bought an occassional rug thread or Nabooian Sculpture base piece but never paid millions for an adhesive or millions for a painting. I know how to get the loot I want to decorate my house or City Hall. But if the Devs really wanted to help the economy they could make the vendors have a little bit of restriction so they couldn't charge millions of dollars for items. As for all the crafters leaving the game what about the combat profession players leaving? They didn't seem to care about that when they nerfed the solo grouping without giving an alternative way to make a little extra credits.
OK, please address this - If we do indeed cap the vendors to not allow million credit deals, is it going to STOP the million credit deals? Absolutely not. People would just start using the Trade window for the majority of their transactions - The only impact to the proposed change is to Artisans and Merchants who have invested their skill points to use those vendors. It won't help Fighters at all, because the million credit deals are now going to be via Forums and trade windows, instead of on Vendors.
You also mention another interesting point - You say that you can go and loot your own items to avoid costs. That means ANYBODY can, right? So, why are people paying for those items? My opinion? Because they are too lazy to go do it themself. And if they are too lazy to go Loot their own items, they are probably too lazy to go out and earn credits too.
"Why you are trying to undermind a balance within the combat profession payouts is beyond me."
Possibly it's because that's NOT what you advocated in your original post? You said: The purpose of this petition is to explain to SOE that we are irritated that they not only took away the solo group mission payouts from us but didn't even give us an alternative way of making decent amounts of money within the game
~That is exactly what I said and meant. A balance. They took away the high mission payouts without giving us an alternative way of making decent amounts of money. Balance. Take away the solo group, fine. But offer slightly higher mission payouts for elite combat professions that can handle those missions. I'm not sure why you see a difference with my original post and that statement I made up there.
What do you mean by 'Slightly higher"? 1k more per mission? 10k?
I go on my own, and get 5k missions that take 30 seconds. Factor in travel times, call it 1 mission every minute for 60 minutes. That's 300k per hour.
You join Solo group, and pull high end missions that pay 30k, split between 10 people. Harder mission takes 2 minutes to complete. Factor in travel, that's 6k every 5 minutes - Only 72k per hour.
~Yes, I understand you can still make 300k an hour or 500k per buff or whatever. All I'm saying is you swipe the rug right out from under someone without a cushion to land on and they get irritated. Not everyone wants to craft to make money. You keep saying there are other wasy of making money but some people don't want to play the way you play or the way crafters play. Some people don't like the boring grind of crafting. If you don't find it boring good for you but a lot of people do. And they shouldn't be forced to do something they don't like just to make the money they need to live in the game. I've heard a lot of people complain that the game feels like a second job to them. Some are leaving, some are considering leaving and some are just staying irritated and hoping there is some sort of balance implemented maybe with the Combat Upgrade to make things more even.
Here's what I don't understand at all - You acknowledge that people can make considerable amount of credits - How does this equate to hurting anyone? Because you can't make millions? I never advocated Hunting, Crafting or Resource Gathering as a way to make money here - I used base facts to show people CAN make large amounts of credits via fighting. Also consider that yes, a Crafter CAN make lots of credits - but not EVERY crafter DOES. Some do it because they love doing it. I spent FAR more credits getting to BE a Shipwright than I ever made from BEING a Shipwright. Also, I showed you 2 examples - Buffed and unbuffed. Easy missions vs hard missions. - I make FAR more credits doing easy missions than I earn from being a Shipwright. I get XP while i DO those missions - And frankly, that IS how you make it in this game.
Your Petition and discussions on the varying boards have brought out all the people who feel they are OWED something. Of COURSE they are going to sign your petition, because they see the possibility of easy money. Look to Oddjob187s post:
Now I know nothing is going to happen about this since its full steam into the CU, but I pray to jebus that you guys as SOE figure out some way for a person who enjoys combat to make some serious credits because after CU happens you can bet your ass crafters will analintrude consumers on all the new weapons and armour that is coming out in the CU so I'm willing to bet your going to have some very upset people very soon.
~I don't see how doing combat missions is doing little to nothing ineffort. Grinding a craft is harder? Sitting in a house and clicking buttons on a crafting station is harder? Placing harvestors down to harvest resources is harder? Putting things into a factory and havingIT craft items is harder? How does that work? Combat professions go out, take the chance of getting killed, have to spend money on buffs, armor, weapons, stims to heal themselves, travel, repair on their vehicles, etc. and I don't see why you feel there is no effort being put into grinding combat missions.
But I already SHOWED you that doing missions IS lucrative. It already DOES provide for everything you'll NEED in game - Don't confuse NEEDS with WANTS. ALso - Crafters who place Harvesters on Yavin, Dathomir etc have the VERY same risks. They must put on armor to survive an adventure planet. They take the SAME risk of dying from an attack. They have the SAME vehicle repair conditions. They need to use Stims to heal themselves. I don't see why you all feel there is no risk or cost of being a Crafter.
Message Edited by Hollow_Stone on 03-05-2005 04:15 AM
homelessguy wrote:
if people cant buy the comp amour that will make people not be able to solo as well which will thus bring the game type to what it truely is a MMORPG. for the people who were here when swg was launched ask them about how fun it was to actualy interact with people when doing a mission and the satisfaction they got for killing it together. instead of just join solo group get mission do mission repeat. so i say the devs have done a good job on this issue even if it was kind of shoddily carryed out.
5*
I've started playering City of Heros alot more because you accually interact with other players
Hollow_Stone wrote:
Let me show you an example of a crafter's thoughts on the solo group nerf without balance that was posted with their signature on my petition recently:
as a pure crafter i have felt the impact of this my sales are down even though I have slashed my prices !! I rely on advanced combat chars for my business but now most of them don't have the cash to spend and I can't drop prices more as then I will make no profit !! the more SOE says the are improving the more they are killing the game !! it is time you at SOE listened to us the players as we are the ones that pay your bills !! if this was supposed to improve the game play I can't see how !!! I dread to think what you are going to do next with combat upgrade as your track record so far suxs !! I ask you are you delibaretly trying to kill this game if so you are doing a great job
This is hurting the crafters too. It's not just the combat professions that are experiencing problems with this. I don't have much time to post right now cause I'm at work but I appreciate your post and I'll reply later tonight when I get home. Nice to finally have a respectful debate on these boards without flaming for no reason. Thanx
Hollow_Stone wrote:
Let me show you an example of a crafter's thoughts on the solo group nerf without balance that was posted with their signature on my petition recently:
as a pure crafter i have felt the impact of this my sales are down even though I have slashed my prices !! I rely on advanced combat chars for my business but now most of them don't have the cash to spend and I can't drop prices more as then I will make no profit !! the more SOE says the are improving the more they are killing the game !! it is time you at SOE listened to us the players as we are the ones that pay your bills !! if this was supposed to improve the game play I can't see how !!! I dread to think what you are going to do next with combat upgrade as your track record so far suxs !! I ask you are you delibaretly trying to kill this game if so you are doing a great job
This is hurting the crafters too. It's not just the combat professions that are experiencing problems with this. I don't have much time to post right now cause I'm at work but I appreciate your post and I'll reply later tonight when I get home. Nice to finally have a respectful debate on these boards without flaming for no reason. Thanx
First, I want to point out that this quote comprises a single player's opinion.
Second, opinion aside, I do have one character that is a pure crafter. In the time following the fix to the solo group exploit (let's stop calling it a "nerf", nothing was nerfed), I did experience the need to lower prices a number of times.
However, did this fix hurt the economy? I think not. If anything, it has served to bring prices into line. When crafters started lowing prices on items that did not require rare loot (e.g., Krayt scales), resources vendors lowered their prices. It all scales accordingly, but in the end it bringsindividual player incomes inline with the established money sinks in the game.
The solo group exploit only served to artificially inflate individual player incomes, resulting in a real inflation of the economy. Alternatively, the devs could have crank up the prices associated with all the money sinks. However, this would have severely hurt the game. Why? New players would have found it nearly impossible to "get started" in the game. It was bad enough that the prices of everything was so high that the devs felt the need to intervene by giving new pilots an upgradeable ship with a complete set of components.
Solo grouping was not an exploit in my opinion. If it were an exploit the Devs would have fixed it a long time ago. The droid exploit didn't last more than a few weeks. The solo grouping payouts lasted since launch. So I honestly don't consider it an exploit. If anything what they've done to the solo grouping is an exploit lol. I mean if no one else is around helping with the mission why shouldn't you get the full payout? You did the mission by yourself. Seems right to me that you shouldget the full payout. Maybe they should've made the NPCs and creatures stronger rather than take out the solo group payouts. Just a thought.
Puertoriqueno wrote:
Well, I have to admit, I am raking in pretty good profits because of this nerf. Players have realized they have to make money in other ways I'm guessing, and I raised my prices as a result about 20 percent. I sold out in one day...that has never happened before. This is great for me, as I have seen no loss in income, but I have had the desperate tells from lower players asking me to lower my prices. I cant do that now.
My friends have done the same. I suggest you guys grab what you can while you can, because crafted item prices are on thier way up.
Great. Look at this. A prime example of how I feel the solo group fix will not help the economy as the Devs thought. This crafter did not lower his prices since the fix, he raised them. I'm not sure where the logic is in that. Unless, as I've stated, the rich will stay rich and get richer and the poor will stay poor and get poorer.
I've said it before, I am not hurting for money. I know ways of making money. I have JTL and can make money in space etc. I have been trying to explain that there needs to be some sort of balance when you change something this extravegant. I stated the following on a different thread that I started about the same topic:
Communism is a good theory on paper but it doesn't work in real life. This is, in my opinion, what the nerfing did. People complained that it was unfair so the Devs took away combat player's ways of making uber money to make it more "fair". Now that everything is "fair" the rich will stay rich and/or get richer and the poor will stay poor or get poorer. This is what has happened in any country that has tried a communist society. What they did with the nerf, without offering some form of balance, will cause a depression, not an equilibrium. Let me define that word for you real quick:
Equilibrium - n. pl. e·qui·lib·ri·ums or e·qui·lib·ri·a ~
A condition in which all acting influences are canceled by others, resulting in a stable, balanced, or unchanging system.
Take that into consideration. "A condition in which all acting influences are canceled by others, resulting in a stable, balanced, or unchanging system." If you want to balance the economy you balance everything. You don't just swipe away one style of game plays ways of making money and allow crafters to gain millions per day on harvestors they placed to extract resources, factories they set up to craft their items for them, or what-have-you (And people are calling me lazy for wanting to grind combat missions to get money yet if a crafter gains millions of credits on harvestors they placed to extract resources or factories they have to craft their items for them.... that is not lazy. The hypocracy is amazing). What about the Entertainers? How do they make money? Solely on tips. How are some of the combat players, who go to the entertainers to heal Battle Fatigue (crafters don't get battle fatigue from crafting last I looked), going to tip them without being able to make decent money, until the economy balances out? Not forever but at least until it balances out. Again this is just my opinion.
You still don't understand what I have been saying either. I am FOR the solo group nerf! However I am against not giving the combat profession players more difficult and slightly higher paying missions. Not uber high but at least a little higher. I mean throw us a bone people. Don't just strip us of everything we're used to without any compensation and force combat only players to either pick up a crafting profession they don't want to do, struggle to maintain within the game or push them away. That is what is happening. I'm not sure what you see on your server but I know what I see on mine.
Message Edited by Hollow_Stone on 03-06-2005 09:14 PM
Hollow_Stone wrote:
Solo grouping was not an exploit in my opinion. If it were an exploit the Devs would have fixed it a long time ago. The droid exploit didn't last more than a few weeks. The solo grouping payouts lasted since launch. So I honestly don't consider it an exploit. If anything what they've done to the solo grouping is an exploit lol. I mean if no one else is around helping with the mission why shouldn't you get the full payout? You did the mission by yourself. Seems right to me that you shouldget the full payout. Maybe they should've made the NPCs and creatures stronger rather than take out the solo group payouts. Just a thought.
I have an alternate thought for you to consider. The purpose of a group when the game began was to share the danger and split the profits, since nobody ran around buffed and 90% composite encased. Going 'Solo" in these groups came about after the Armor and Buffs enabled essentially God Mode for players. The Devs by their own admission NEVER expected buffs and armor to get to the levels we now have. Without these things, a "Solo" group would not have been possible - The danger level alone would kill 90% of all players each and every time. Even the very PHRASE "Solo Group" is proof of why the system wasn't working as expected - How can one be a Solo player whilst in a Group?
Puertoriqueno wrote:
Well, I have to admit, I am raking in pretty good profits because of this nerf. Players have realized they have to make money in other ways I'm guessing, and I raised my prices as a result about 20 percent. I sold out in one day...that has never happened before. This is great for me, as I have seen no loss in income, but I have had the desperate tells from lower players asking me to lower my prices. I cant do that now.
My friends have done the same. I suggest you guys grab what you can while you can, because crafted item prices are on thier way up.
Great. Look at this. A prime example of how I feel the solo group fix will not help the economy as the Devs thought. This crafter did not lower his prices since the fix, he raised them. I'm not sure where the logic is in that. Unless, as I've stated, the rich will stay rich and get richer and the poor will stay poor and get poorer.
In defense of MANY crafters, this person is the EXCEPTION, and not the rule. I not only have not raised prices on goods I sell, I have consistently lowered them until I found the point where people would begin buying again. Every crafter in my Guild has done the same thing. Prices on my server are down across the board on all goods and services since I began playing over 300 days ago, and this INCLUDES buffs.
I've said it before, I am not hurting for money. I know ways of making money. I have JTL and can make money in space etc. I have been trying to explain that there needs to be some sort of balance when you change something this extravegant. I stated the following on a different thread that I started about the same topic:
The thing is, since you have money in game, and see how easy it is to gain it, I don't understand how you can contend that other players are hurting. Possibly on your server, things are far different than mine. Possibly the player base there haven't found the adjustments that can be made to make just as much (Or not MORE in some cases) money in the game. Instead of petitioning for stronger and higher paying missions, why not educate? I've posted in this thread I believe where these adjustment zones are.
Communism is a good theory on paper but it doesn't work in real life. This is, in my opinion, what the nerfing did. People complained that it was unfair so the Devs took away combat player's ways of making uber money to make it more "fair". Now that everything is "fair" the rich will stay rich and/or get richer and the poor will stay poor or get poorer. This is what has happened in any country that has tried a communist society. What they did with the nerf, without offering some form of balance, will cause a depression, not an equilibrium. Let me define that word for you real quick:
Equilibrium - n. pl. e·qui·lib·ri·ums or e·qui·lib·ri·a ~
A condition in which all acting influences are canceled by others, resulting in a stable, balanced, or unchanging system.
Take that into consideration. "A condition in which all acting influences are canceled by others, resulting in a stable, balanced, or unchanging system." If you want to balance the economy you balance everything. You don't just swipe away one style of game plays ways of making money and allow crafters to gain millions per day on harvestors they placed to extract resources, factories they set up to craft their items for them, or what-have-you (And people are calling me lazy for wanting to grind combat missions to get money yet if a crafter gains millions of credits on harvestors they placed to extract resources or factories they have to craft their items for them.... that is not lazy. The hypocracy is amazing). What about the Entertainers? How do they make money? Solely on tips. How are some of the combat players, who go to the entertainers to heal Battle Fatigue (crafters don't get battle fatigue from crafting last I looked), going to tip them without being able to make decent money, until the economy balances out? Not forever but at least until it balances out. Again this is just my opinion.
The fallacy is that people believe ALL crafters make millions of credits. Indeed, the top few of each profession do, I can't deny that. But many not only barely make enough to pay their costs, some even LOSE credits in pursuit of their style of play. But none of the Crafters who break even or lose money are calling for any "Balance", because they know the system works as it is. The Combat system also in regards to payoffs works just the way it is. People can choose where they do missions, how they do missions, and what type of missions they take. Payoffs of 5 to 12k are out there that are so easy, it's embarrassing to even admit I do them. As a Crafter, sometimes I do make a million in a day, I will not deny that. But there are also weeks that go by where if I make 25k I call it a win. Doing missions with my Crafter/Combat template, I can make a million a day CONSISTENTLY through missions. Yet I still craft, because I love the playstyle. it's just nice to know I can go out and make a million from another source. And if my crafter/combat template can make a million with ease - How is a Combat stacked template unable to?
You still don't understand what I have been saying either. I am FOR the solo group nerf! However I am against not giving the combat profession players more difficult and slightly higher paying missions. Not uber high but at least a little higher. I mean throw us a bone people. Don't just strip us of everything we're used to without any compensation and force combat only players to either pick up a crafting profession they don't want to do, struggle to maintain within the game or push them away. That is what is happening. I'm not sure what you see on your server but I know what I see on mine.
Again, I'm still not clear where the line you are drawing lies. What type of payoff/difficulty are you advocating? I can get 12k missions on Yavin currently that take little effort. On Dathomir, with the added danger, and equipping a Combat R3 droid, I can get 18-20k missions. How much higher than these are you looking for?
Message Edited by Hollow_Stone on 03-06-2005 09:14 PM
Phaelyn wrote:
I have an alternate thought for you to consider. The purpose of a group when the game began was to share the danger and split the profits, since nobody ran around buffed and 90% composite encased. Going 'Solo" in these groups came about after the Armor and Buffs enabled essentially God Mode for players. The Devs by their own admission NEVER expected buffs and armor to get to the levels we now have. Without these things, a "Solo" group would not have been possible - The danger level alone would kill 90% of all players each and every time. Even the very PHRASE "Solo Group" is proof of why the system wasn't working as expected - How can one be a Solo player whilst in a Group?
I agree that a "solo group" is a big oxymoron phraze however, if the Devs had not intended buffs and armor to get to the levels they are at, then why did they program them to get to those levels? The game doesn't make up things by itself and neither do the players. We can only make buffs go so high in the game. Armor can only be made with so much resistence. I don't really think buffs and armor give us "God Mode" since "God Mode" on say Jedi Knight: Jedi Academy means you cannot die no matter what. I have died many times while buffed and fully suited up in comp armor against various NPCs and creatures. I understand the Devs want people to hunt together more and that was a big motivator behind the solo group fix, however it's not working. People are still looking for large groups for experience and doing the missions on their own and either finding other ways of making money that they may not even like doing or they are struggling and not playing as much as they used to.
In defense of MANY crafters, this person is the EXCEPTION, and not the rule. I not only have not raised prices on goods I sell, I have consistently lowered them until I found the point where people would begin buying again. Every crafter in my Guild has done the same thing. Prices on my server are down across the board on all goods and services since I began playing over 300 days ago, and this INCLUDES buffs.
Yeah I figured this didn't apply to all crafters I was just trying to make a small point that this fix of solo grouping has not changed anything about the economy. I agree the economy needed to be brought down and fixing the solo grouping was a big part of that but it's not the only viable solution. It certainly won't single handedly bring the economy down. The solo groupers are not the only reason the economy is so high. Loot Merchants, outrageous vendor prices, etc are also to blame for the inflated economy.
The thing is, since you have money in game, and see how easy it is to gain it, I don't understand how you can contend that other players are hurting. Possibly on your server, things are far different than mine. Possibly the player base there haven't found the adjustments that can be made to make just as much (Or not MORE in some cases) money in the game. Instead of petitioning for stronger and higher paying missions, why not educate? I've posted in this thread I believe where these adjustment zones are.
I am trying to educate. Only difference is I'm trying to educate the Devs rather than the players and I'll tell you why. The players, who have chosen to play a strict combat style of game play should not be forced to have to do anything else to make their money if money is a factor in the game, and of course it is. Players who enjoy combat, and combat only, should be allowed to earn at least decent money, without having to grind for 2 or 3 buffs per day just to get the esentials they need to grind with. Again we come back to balance.
The fallacy is that people believe ALL crafters make millions of credits. Indeed, the top few of each profession do, I can't deny that. But many not only barely make enough to pay their costs, some even LOSE credits in pursuit of their style of play. But none of the Crafters who break even or lose money are calling for any "Balance", because they know the system works as it is. The Combat system also in regards to payoffs works just the way it is. People can choose where they do missions, how they do missions, and what type of missions they take. Payoffs of 5 to 12k are out there that are so easy, it's embarrassing to even admit I do them. As a Crafter, sometimes I do make a million in a day, I will not deny that. But there are also weeks that go by where if I make 25k I call it a win. Doing missions with my Crafter/Combat template, I can make a million a day CONSISTENTLY through missions. Yet I still craft, because I love the playstyle. it's just nice to know I can go out and make a million from another source. And if my crafter/combat template can make a million with ease - How is a Combat stacked template unable to?
The system has been working as it is for over 18 months. And that system included a way to make decent money by grinding missions. True it was in a solo group, and if they want to fix that part because people find it unfair, fine. Now that it is fixed the economy must be brought down gently. Not to a crash and burn. Raise the mission payouts for solo combat player missions for a while until things balance out. Reduce the payouts as the economy goes down. Deflation is esentially what we're talking about here so do it right. If we wanted to have a deflation in the real world, they wouldn't just cut everyones wages down 70% and allow the prices for things to remain the same. They would bring the wages down gradually until the prices for things started to come down, then start reducing the wages a little bit at a time until it balanced out. Or they would cut wages down 70% and also cut prices down as well. We are heading for a depression just like the US did in the 20's. It's inevitable unless a balance is formed.
Again, I'm still not clear where the line you are drawing lies. What type of payoff/difficulty are you advocating? I can get 12k missions on Yavin currently that take little effort. On Dathomir, with the added danger, and equipping a Combat R3 droid, I can get 18-20k missions. How much higher than these are you looking for?
20k to 25k would be sufficient. But that should be obtainable without the need of a group including with a combat droid. At least for a little while until the economy starts to level out. I'll try the Dathomir missions grouped with a Combat Droid and see if I can get those 20k missions too. Preciate the advice. I'll pass it on to others too.
Regards,
Hollow_Stone wrote:
Solo grouping was not an exploit in my opinion. If it were an exploit the Devs would have fixed it a long time ago. The droid exploit didn't last more than a few weeks. The solo grouping payouts lasted since launch. So I honestly don't consider it an exploit. If anything what they've done to the solo grouping is an exploit lol. I mean if no one else is around helping with the mission why shouldn't you get the full payout? You did the mission by yourself. Seems right to me that you shouldget the full payout. Maybe they should've made the NPCs and creatures stronger rather than take out the solo group payouts. Just a thought.
Message Edited by Hollow_Stone on 03-06-2005 09:14 PM
I must strongly disagree with this point. There have been many known problems and exploits in this game that have taken significant time for the devs to fix. To provide you with an rather insignificant problem that took the devs well over a year to fix, look at the problem where a sitting character would slide forward slightly after 5 minutes. To provide you with something more significant, look at the apprentice point system. People exploited this sytem horribly using a variety of known methods to easily acquire AP. All of these methods defeated the intent the devs had for the apprentice point system, and thus, they removed it--after almost 2 years.
The bottom line is that solo group hunting was not intended by the devs. Like all other problems they have to deal with, it was prioritized and dealth with accordingly.