Force Sensitive Archive

Thread: Hopefully the CURB will fix the current Village XP Imbalances

vinterthoor
Tue Mar 22, 2005 9:23 am
#1

I really hope the CURB will fix the completely borked xp exchanges and capps and end once and for all nade grinding and deathbots.



Master Medic / BH / Carbineer

REBEL Colonel
Kylrathin
Tue Mar 22, 2005 10:07 am
#2

What's wrong with the exchanges? They seem fine to me.

-Devitt Kylrathin



RP Stories - 6-The Escape 8-New Arrivals
Accounts cancelled due to NGE. SOE, please learn from your mistakes. That starts by admitting them.
vinterthoor
Tue Mar 22, 2005 10:51 am
#3



Kylrathin wrote:
What's wrong with the exchanges? They seem fine to me.

-Devitt Kylrathin





Here's what's wrong:

80K xp cap for medical xp - makes no sense. Why isn't the cap twice the max needed for the branch like every other xp?

Can't convert any space xp. Why is this excluded?

You can max out combat xp faster with grenades than you can anything else - makes no sense. Why should a pistoleer be at such a dissadvantage compared to a commando?

The conversion rates don't make any sense either, 10:1 for medical xp, 3:1 for combat, 30:1 for all weapons, 1:1 for investigation, 3:1 for slicing, etc. etc.. None of these conversion rates reflect the relative difficulty of getting the xp.



Master Medic / BH / Carbineer

REBEL Colonel
Kylrathin
Tue Mar 22, 2005 11:30 am
#4



vinterthoor wrote:


Kylrathin wrote:
What's wrong with the exchanges? They seem fine to me.

-Devitt Kylrathin





Here's what's wrong:

80K xp cap for medical xp - makes no sense. Why isn't the cap twice the max needed for the branch like every other xp?

Can't convert any space xp. Why is this excluded?

You can max out combat xp faster with grenades than you can anything else - makes no sense. Why should a pistoleer be at such a dissadvantage compared to a commando?

The conversion rates don't make any sense either, 10:1 for medical xp, 3:1 for combat, 30:1 for all weapons, 1:1 for investigation, 3:1 for slicing, etc. etc.. None of these conversion rates reflect the relative difficulty of getting the xp.




Well, let's see.

1. Agreed, for the most part. The only difference is that you can do the kill/rez or just heal a tumbler inside the village, where combat and combat-related XP has to be done at least a certain distance away, due to the lack of anything to kill. If you could sit inside the village next to Paemos and just cap and turn it in, then it doesn't really matter what the cap is, does it?

2. Don't have an answer for ya there, except that the village was released before JTL, wasn't it? Maybe they are just trying to keep the base game mechanics all inside the base game. Even if space XP converted at a lower rate than everything else, maybe they still consider it outside the base game. I'm grasping here, hehe.

3. I disagree with this one 100%. People have found ways within the rules to speed up the process. I doubt they went through their entire creature database and said, "What if they find out about the giant baz nitches? That screws everything!" Grenades have a very slow speed by comparison to a pistol or just about anything else. Combat XP is supposed to be 10% of weapons XP, so combined with my previous statement it probably made sense at the time. Plus, the cost of grenades is prohibitive for a lot of people. The difference is the XP cap. People would not use grenades if the XP cap was at 90k combat XP.

4. I disagree a little here. 30:1 is fair for weapons, and 3:1 is fair for combat, as the latter is achieved at 10% of the former (except with grenades, which again are slow to throw). Considering the fact that you can get medical XP inside the village, the cap is the only thing that slows people down there, but 10:1 seems a bit low. I've never been a BH but I've heard investigation XP can be difficult to get, so 1:1 makes sense to me on that basis. And I've only been a smuggler for a brief time, IIRC slicing locked containers gets you 250 XP and weapons get you 500 XP per slice (please correct me if I'm wrong), so considering the cost of tools going into it, 3:1 seems about right to me.

Good discussion here! I look forward to your response.

-Devitt Kylrathin



RP Stories - 6-The Escape 8-New Arrivals
Accounts cancelled due to NGE. SOE, please learn from your mistakes. That starts by admitting them.
vinterthoor
Tue Mar 22, 2005 2:30 pm
#5

Here's why I think space xp should count (for something - how much is debatable). Vader, Luke & Obiwan: what do they all have in common besides being jedi? They were all "great" pilots.

Doing something that's actually in the movies should count for a h311 of a lot more than something so ridiculous as nading baz nitches to death or killing and rezing your friend ad nausium because the latter two are easy. Again I don't blame people for doing this, they just want their Jedi as quickly as possible. I blame SOE for so little forsight and consideration of what's best for a roll playing game.

If they have to do away with combat xp altogether to account for space xp I'm all for it.

I'm just asking for the process of getting to Jedi to make some sense and be something like the movies. With all the time invested in this CURB I'm hoping it will cast its shadow over xp conversions which, IMHO, are a shambles and ridiculous.



Master Medic / BH / Carbineer

REBEL Colonel
GrimzKeeper
Tue Mar 22, 2005 2:30 pm
#6

I could of swore I read somewhere they were addressing the nade exchange exp ratio come the CU. Could be wrong though....




AleronPre CU Jedi Elder

LAW
GrimzKeeper
Tue Mar 22, 2005 2:31 pm
#7

Oh and the 80K Med Exp cap is a bunch of crap. Talk about imbalance...




AleronPre CU Jedi Elder

LAW
trifidac
Tue Mar 22, 2005 2:36 pm
#8






vinterthoor wrote:






You can max out combat xp faster with grenades than you can anything else - makes no sense. Why should a pistoleer be at such a dissadvantage compared to a commando?





Every profession has different advantages. Some are better for PvE and others are better for PvP. If I wanted to make 750k - 1 million credits an hour running janta missions before the solo group nerf, I sure wouldn't do it with a rifleman. I'd do TK for it, and I wouldn't complain that the rifleman was at a disadvantage because he'd spend most of his time on his butt. I personally like the new system. You don't have to grind out professions you don't like to get jedi. It may be easier if you do, but you aren't actually FORCED to do them. If you see pistoleer, or any other profession as nothing more thana tool to get to jedi, you should just go ahead and train up to commando 3000. If you really enjoy your particular combat profession, then just enjoy playing it and you'll get jedi eventually.





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vinterthoor
Tue Mar 22, 2005 3:16 pm
#9



trifidac wrote:


vinterthoor wrote:




You can max out combat xp faster with grenades than you can anything else - makes no sense. Why should a pistoleer be at such a dissadvantage compared to a commando?


Every profession has different advantages. Some are better for PvE and others are better for PvP. If I wanted to make 750k - 1 million credits an hour running janta missions before the solo group nerf, I sure wouldn't do it with a rifleman. I'd do TK for it, and I wouldn't complain that the rifleman was at a disadvantage because he'd spend most of his time on his butt. I personally like the new system. You don't have to grind out professions you don't like to get jedi. It may be easier if you do, but you aren't actually FORCED to do them. If you see pistoleer, or any other profession as nothing more than a tool to get to jedi, you should just go ahead and train up to commando 3000. If you really enjoy your particular combat profession, then just enjoy playing it and you'll get jedi eventually.





Exactly my point. You should be able to do what you like and get Jedi as a pistoleer/pilot in the same time frame a commando tk would. If you like chucking nades and beating down Janta's that shouldn't count for more and faster xp than someone who rps a character similar to one in the movies or is so unfortunate to like the medical professions. The xp conversions should match the relative difficulty of the xp gain.

If I kill a mokk I get both weapons and combat xp at the same time and I can gain more of it than a doctor say that only gets medical xp at one time. On top of that I can grind out 130K force xp per conversion with a combat prof or I can heal an cap out a 8k forces xp. I have to make 16X the trips to the village that a commando does....why?



Master Medic / BH / Carbineer

REBEL Colonel
NilsMakaby
Tue Mar 22, 2005 4:43 pm
#10

this isn't meant as a personal attack, so please don't take it as one (anybody).

who cares how long it takes someone else to get their fs xp? is it a race? are you going to try and beat everyone who gets padawan on the same day as you to a finished jedi? relax. you'll get there when you get there no matter if some other profession can earn the xp more quickly. everyone needs the same amount of fs xp in the end.

nils
KyiasLightsun
Tue Mar 22, 2005 6:02 pm
#11

people with nades do it because it means you get done with your grind faster...

if you do cap weapons exp everyday until the end of your 6th phase you will still get Jedi. 2.5 weeks later than the nade grinder (because he had his exp done 4 branches ago...)

so in reality you are not at a disadvantage, you are on par with your target. nades just means getting done with the exp part sooner but it is at the expense of millions of credits...

So in reality the nade grinders lose money, you lose 2 weeks of time...it seems very evened out to me.




Inquisitor-General Kyias Lightsun
Stormtrooper Detachment Omega
Our Brand of Oppression is both Starwarsy and Iconic.
Lions don't make pacts with men.



I_Luv_Wob
Tue Mar 22, 2005 6:02 pm
#12






vinterthoor wrote:

Exactly my point. You should be able to do what you like and get Jedi as a pistoleer/pilot in the same time frame a commando tk would. If you like chucking nades and beating down Janta's that shouldn't count for more and faster xp than someone who rps a character similar to one in the movies or is so unfortunate to like the medical professions. The xp conversions should match the relative difficulty of the xp gain.

If I kill a mokk I get both weapons and combat xp at the same time and I can gain more of it than a doctor say that only gets medical xp at one time. On top of that I can grind out 130K force xp per conversion with a combat prof or I can heal an cap out a 8k forces xp. I have to make 16X the trips to the village that a commando does....why?




One:


Perhaps, just perhaps, the focus on COMBAT xp comes from the fact that Jedi are PVP ENABLED and the devs want you to be combat ready? Maybe, and I'm just spitballing here, they want you to be prepared to be hunted by learning how to fight?



Two:


As a Doc, I can cap XP in ELEVEN buffsets. 66 meduses, at 9 seconds each is 594 seconds.Using grenades to hit my 300,000 combat xp (assume 3000 points every 60 seconds with C-12's, and an never ending spawn) is 6000 seconds. The doc uses less than one buffset (average buffset is 32 uses) I use more than a crate of grenades. Which do you think costs more?







Sicut ergo accepistis Christum Iesum Dominum in ipso ambulate.
kaai
Tue Mar 22, 2005 6:23 pm
#13

Grinding is just grinding.


If you dont feel doing it, just enjoy game and make fsxp slowly.


But you believe, whatever u do , grinding is grinding. now its your choice what to do for grinding.


No argument on jedi-like , spaceship xp , etc


Because we are not 5 years oldwho's chosen to be a jedi.


It's a game. simply this game don't want to make a lot fo jedi in game.


Even though most of jedis in movies are pilots. I've never seen that any Master jedi teachs pilot skill to teach their padawan.

And In swg. if you just buy JTL, you can be a pilot. that doesn't mean you can be a jedi at all.


There are a lot of pilots who aren't jedi in movie.


Don't make opinion for ur own. Make it more logic and general concept



Kaai
TKM / Commando 4/0/4/0
Scout 4/0/3/0
Epsilon Pilot 3/3/3/2
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