Force Sensitive Archive

Thread: 30:1 Combat XP too little, too late...

hans803
Tue Aug 02, 2005 4:05 pm
#14

I'm all for controlling the Jedi population, don't get me wrong, but changing the conversion rates is just not enough.


WHY? How does it change anyone's game play if there are nothing but Jedi? It's a game and I'm all for a dedicated Jedilessserver so I don't have to hear another thing about the runaway Jedi pop. Who really cares?

No, I'm not a Jedi Yet....



Homer-J

Ourha
Tue Aug 02, 2005 5:21 pm
#15

I agree totally with you Gray, the cat is out of the bag and no matter how hard the dev's try to stuff it back in through XP nerf's it wont go. I long ago gave up any intention of becoming a Jedi, I simply dont have the time and TBH it's a joke that I pay the same amount of money for game content that is effectively locked out because I have to work for a living and have a life outside the game.

I remember when the village was first brought in and there was the whole promise of a "quest based Jedi system".

Quest based my ass. Tacking a short quest onto a loooong grind is the cheapest way of solving the whole "too many Jedi" lark.

Secret quests and different paths sounds like a damn fine idea to me. You could have quests for every prof, including crafters and non-coms. Make the game skill based not time based dev's; you want an easy solution? Move the timeline on to after episode 6 in a new (optional) expansion. Devote some servers to the current setup and others to the new version, depending on demand, and let us all have a decent crack at being a Jedi if we have the ability to do it.

I can tell you for free which version of the game would be more popular, and it would make SOE more money....



Ourha Darkrunner

Master Bounty Hunter
Master Combat Medic

eXile

Palaver002
Tue Aug 02, 2005 5:23 pm
#16

You just make the unlock completely random. You also make it so that it can be shut off at any time based on population. You also make it so that showing off in public has consequences. You also make it so that death to PC's has serious consequences.


That's how you control populatin but also give people some hope of becoming Jedi. This is how we thought it would be on opening day.


Yoda-5499
Tue Aug 02, 2005 8:04 pm
#17

FRS
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TheSpaceCowboy
Tue Aug 02, 2005 9:53 pm
#18

THANK YOU DEVS NOW YOU MAKING ME GO EBAY BECAUSE YOUR TOO LAZY TO JUST NERF THE COMMANDOES!!



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--CEILING CAT MINION OF DETH--
xXNight Elf HawtnessXx
danikka
Tue Aug 02, 2005 11:30 pm
#19








GraySeven wrote:

I'm all for controlling the Jedi population, don't get me wrong, but changing the conversion rates is just not enough.


As long as the path to Jedi is known, grinders will knock it out in the minimum amount of time. Changing conversion rates just puts the casual player further away from a Jedi unlock and does nothing.


Keep the Village. Many like it and it works. But the way in which you become "Glowy" needs to change, and it needs to be secret.


Keep the need for badges, but add a few more things into the mix. Require specific badges for specific characters in the same manner that specific professions were originally required.


Require certain quests be completed, specific for the character. Just make sure the quests work before hand.


Require certain artifacts be collected. The Mystical Glowing Orb is really cool, and can serve as a good goal item along with many others.


But regardless of what you do, you have to follow two hard and fast rules:


  1. Each character should require different things to unlock, so that one person unlocking doesn't automatically give every other one the key.

  2. The path to unlocking has to remain secret.

The biggest mistake the Dev's made was to make the path to unlocking no longer a secret. A big part of the allure of the game was exploring and not knowing if what I was doing was putting me on the path.


Simply lengthening the process does nothing more than annoy people. Grinders will still have all the xp they need come Phase shift, casual players will still get the shaft, and the galaxies will still have more Jedi than are good for them.








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GraySeven
Thu Aug 04, 2005 1:37 pm
#20






Sulasan wrote:





GraySeven wrote:





Mightion wrote:

Benjamin Franklin once said, "Three men can keep a secret if two of them are dead."


The "path to unlocking" will no longer be secret the moment someone finds it out and posts the secret to these very forums.


Then, people will call for a "new secret path to unlocking", and we're back where we started.


Now that I've become a Jedi, I cackle with semi-evil laughter when a guildie tells me he's unlocked his first branch, but I don't think his path should be substantially altered from mine or made more difficult.







If no one knows what it is they need to do, then once someone unlocks they can only guess at what it was they did to unlock. This is especially true if you spread the keys out among many different systems.


The original idea, requiring 4 professions specific to each character in which to unlock, was a great idea UNTIL they released the key via the holocrons. Once that happened, the grind was on.


If the keys get spread throughout the content, there will be way too much for anyone to know exactly what is needed. Take this just as an example.....


BillyJoeBob Jr is created on Starsider. At the moment of his creation, the great computer picks the following as the keys to his unlock.



  1. Mastery of Rifleman

  2. Collect the following badges: Nym's Themepark, Gorax Slayer, Greater Misty Falls, Ben Kenobi's house

  3. Collect 20 other badges beyond the ones above

  4. Complete the Baobab "Q3" quest, the Deeja Peak Senator's quest, (etc, etc for a total of 7 random NPC quests)

  5. Kill 100 Quenkers

  6. Travel to Endor, Dathomir, Dantooine, and Yavin IV and kill a creature of CL 78 or greater

This is just a small example of what COULD be used as keys for a characters unlock. To give people a sense of accomplishment, arrange it so that completing a portion of the neccessary unlocks grants you another level when using /check, so that people can see progress being made.


What makes a system like this so tasty is that it rewards playing the game, versus rewarding grinding. It still gives everyone an opportunity to unlock but insures that one person unlocking won't give away the keys others need to unlock.


And as long as the secret to what formula is used to unlock is kept secret, you won't see 20 Jedi recreating the Axe Gang dance scene from "Kung Fu Hustle" in front of the Coronet Starport.....





Another person with the mindset that only combat people should be allowed to become glowy. There is an entire set of crafting trees in the FS as well. I have a pure combat character that is going for jedi, but I also have a pure crafter that has always been a crafter except for the week I respec'd him to a combat template so I could get glowy and take the crafting trees up. There needs to be a universal way for both types of players to get glowy.







You know, I'd really like to know why you insist on putting words into my mouth. Where, in all of this, did I say only combat types should be able to unlock? No where, thats where. If you read my posts on the FS forum, I advocate crafters being able to unlock. Hello, look at my sig. What part of that screams combat to you?


Those examples were just that, examples, but do not expect to be able to do ANYTHING in this game without combat being involved. Especially after the CU, pure crafters can only be supported by either guilds or combatalts (or purchasing from combat types) since even a CL 10 creature can zerg a CL1 pure Crafter in a couple of hits.


I don't mind you disagreeing with anything I say, but don't put words into my mouth. I say what I mean, not what you think.





Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

light-to-the-dark
Thu Aug 04, 2005 1:47 pm
#21






TheSpaceCowboy wrote:
THANK YOU DEVS NOW YOU MAKING ME GO EBAY BECAUSE YOUR TOO LAZY TO JUST NERF THE COMMANDOES!!






$%££ off im a comando



i dont mind the grenades going, but nerfing commando? no way! i know you think you jedi are bad off but the command porffession isnt too great at the moment either





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St-ney
Thu Aug 04, 2005 2:07 pm
#22


Bring Perma Death back!!


The Devs did let the cat outta the bag for sure, and there is no way to stop it now IMO. Problem with all the jedi is the Timeline, In this game there are very few Jedi in the galaxie. for role player like myself, this kinda screws the whole thing up when i see 100's of jedi grinding in hunting groups oh Dantooine with me. Every day I continue that long slow grind to jedi I started WAYYYY back at the start of the game. i'm a casual gamer, some days not so casual.. but i've been working on jedi since day 1 and i'm literaly 1/2 way there as of last night..lol and now they push it back just a bit further, rewarding the grinders and screwing the casual gamer.


I miss the Holocron hunting days to tell you the truth, there was some mystery and adventure to finding them and finding the next profession to grind.. and I got some bad ones, armorsmith, BH.. it was hard and slow and costly but fun. i was learning about each profession, professions i would have never even though of doing. Like BH.. I never wanted to do BH but my 4th Holo said BH and so thats what I did, And I love it! lol I'm still a Master BH today, and will be untill jedi.


My point is, i'll never stop working twords jedi, and many others wont either. Making me kill 2 billion bols insead of 1 billion is not going to stop or slow down the floow of jedi. no way, we just gotta grind longer thats all, but we are going to make it anyways.. what are they going to do then? change the conversion to 100:1?


The only way to have slowed down the flood of jediwas tokeep the path hidden like it was. but they have screwed up no and it's too late, have you seen how many people are at the villiage all day long... it's crazy the amount of people already at the village stage, by the time i make jedi I expect there to be too many in the game, for this timeline.. now if they'd like to move the game to a earlier time when there were lots of jedi, it would make it much better for us roleplayer.



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Zodiac-B
Thu Aug 04, 2005 2:31 pm
#23

Good Idea here. This is like merging the hologrind with the current system. A couple of points: An elite profession should be mandatory, but any old elite prof, not a specific one. The POI's and required quests should be what we currently have and probably should add some Kashyyk quests in there. But really, I like this. Gets people to experience the game. I also think the points that make one glowy are not set until the person masters their first elite prof. Seriously, can you expect a Chef to go up in the Corvette? The hologrind could be based on your first elite prof. Just some ideas.


To the Permadeath morons: It's not going to happen. You know it. We know it. Give it a rest. If I had to start fresh all over again, I would actually quit. Yes, go on and say it, "good, go and quit". I've stuck with this game through a bunch of changes and more importantly, ALL of my friends that convinced me to get in to this game have all left, but I'm still here. So obviously, I'm a lifer in SWG, UNLESS I was told I have to grind out 6 more months of my gaming experience to make another Jedi. I'm not alone here, so give it a rest. It's not going to happen.


This proposal doesn't exclude crafters because Gray states it would be similar achievements as theyare today, but we just don't know what those achievements are.







Zodiac Enterprises - Corellia (near Coronet) 192 -5487

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Grunzer
Thu Aug 04, 2005 2:38 pm
#24




Sigh... Let's go over this again.


#1: October 2003, They nerf group XP into the ground, but soon realize they've made a terrible mistake because their game was too soloable, so EVERYONE was soloing the game and refused to join groups.


Fast Forward to the Combat Upgrade (Which really should be called the Grouping Upgrade)


#2: Grouping Upgrade makes the game no longer-soloable except in rare instances.


#3: Allow the players to get used to having to group again by giving them huge rewards (and don't forget double xp days too.)


#4: Reimplement plan to seriously cut group XP.


#5: "Oh Crap, everyone's pissed." Remove Group XP cuts from T.C. And instead put in a smaller nerf that only changes the gaming experience for F.S. People. to PREPARE the populace for the Group XP nerf (It's always better to take bad medicine in small quantities.)


#6: Coming soon to a Server near you! Group XP changes! Yes, that's right, after letting everyone get "used" to the conversion rate changes, they're now going to go ahead with their group XP changes.


Finally: Why?


Why? lol.


Why is because for the last 2 years they've been exhausting themselves on trying to make the game more of a grind because the game doesn't have enough content to keep people interested, thus why everyone's friend's lists are always showing OFFLINE. (so SOE thinks, we know differently, but they aren't listening.)


Welcome to SW:G's Developer Team, where they treat you like mushrooms.... That is, Keep you in the dark and shovel sh$t on you every so often to keep you happy. They've been doing this since halfway through beta and it's absolutely nothing new. This dev. Team has gone through every industry standard "trick" in the book to keep players here longer. And they would argue that it's worked.



And lastly, I would like to add that this might work for other games, but will never work for SW:G, because like U.O. SW:G was designed to be really enjoyed once the GRINDING STOPS. The problem is that these dev's are treating SW:G like EQ2. (Almost exactly... Did you know EQ2 just recently got XP nerfs too? Yep.)


The issue is that once the grinding stops there's only enough content to keep people happy for another 2-3 months in quests and stuff like that (basically while you do the village.) and then what do you get?? Well, Nothing!!! Except more grinding.



Lastly lastly, The Development team would argue that SW:G has been successful. Well, maybe by today's standards it is, but by going against the standards set for SW:G 2 years ago, this game was supposed to be the first American game to break the 500,000 subscribers barrier, and in fact the first 3 months saw this game with more than 350,000 subscribers. That number of course dropped very quickly down to 225-250k or so where's it's hovered for the last two years and has never recovered since.






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Zodiac-B
Thu Aug 04, 2005 2:40 pm
#25






light-to-the-dark wrote:





TheSpaceCowboy wrote:
THANK YOU DEVS NOW YOU MAKING ME GO EBAY BECAUSE YOUR TOO LAZY TO JUST NERF THE COMMANDOES!!






$%££ off im a comando



i dont mind the grenades going, but nerfing commando? no way! i know you think you jedi are bad off but the command porffession isnt too great at the moment either







I don't believe that person meant nerf Commando, but more on the grounds of nerf grenade xp upon trading it in for fs xp.





Zodiac Enterprises - Corellia (near Coronet) 192 -5487

Suarat: Master Shipwright 12/17/17 - Akron's Havok Squadron Ace Pilot
CAIDOZ: Elder Jedi - CorSec Squadron Ace Pilot
Aurilius Maximus: Commando - Completed 6th mastery, hesitant to continue due to Kessel Spawn

TK-XOO
Thu Aug 04, 2005 5:17 pm
#26

I'll never understand devs...



- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
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