Force Sensitive Archive

Thread: To group or not to group?

DravTroele
Fri Nov 12, 2004 10:14 am
#1

I posted this on my server board. It seems pretty topical right now because of the talk about solo group nerfing. And since we are having a long conversation about that I thought I would post a copy of my other post here. Take a look.



As most of you know they have instituted the much talked about group nerf on Test Center. Some say it is for economics some say it is to eliminate solo-groups. I personally don't see how it helps either. But I want to talk about the solo-group issues in this thread.

What is wrong with solo-grouping?

1. It adds too much money to the economy because higher priced missions that were intended to be group missions can be soloed, because of buffs, armor, food, etc.

2. It makes everyone a master-elite profession in their chosen combat profession because you are getting exp increases based again on grouping, when there is no need to group again , because of buffs, armor, food, etc.

What is right about solo-grouping?

1. In the current economy you need to be able to get as much cash as you can so you can buy your armor, buffs, food, etc. so that you can solo massive lairs, the most effective way for combat prof. of doing this is by doing solo groups.

2. You cannot get the missions you want to get the exp you need without being in a solo-group.



Why do people want to group?

1. To create life long friendships?
2. To enjoy higher end content.
3. Because this is an MMORPG dummy. (That automatically implies must group) /sarcasm off
4. Role playing. It is easier to role play your part of a combat team in a group.

Why do some people choose not to group?

1. Joins a guild and hangs out with guildies or in the cantina when not fighting for comraderie.
2. Enjoys hunting alone. Some people are just loners or just enjoy seeing if they can take on things by themselves.
3. MMORPG - does not autmatically mean someone should have to group with other people to play the game. It means that there are lots of people on line at the same time all doing what they want in a continual time world. It does not mean you HAVE to group. But that you CAN group if you need to.
4. Role playing. Believe it or not some people enjoy role-playing a lone hunter. Boba Fett from the movies comes to mind, he was a loner, he was feared, but still finds time to chat up the hunnies in Jabba's palace. I didn't see Jabba telling Boba Fett to get a group of friends together and go hunt down Solo.


How to make the Solo people want to group?

1. Realize this is a game and everyone is going to have their own style of play. The first lesson to learn is that no matter what you will never force someone to group that doesn't want to.

2. Fix the GCW! If you make so that winning or losing a battle in the GCW meant something then people would be willing to group to help their faction. Make it so there is something that is obtainable and as long as it is held onto by one faction they get something in turn for it. Higher stats comes to mind. This way when another faction wants to try and take it away people will want to group and help protect their faction perks.

3. More content such as the village phase 4. In other words give us battles. Make it so you can go to Hoth and help the rebels fight off the Empire. Or you can go to hoth and be part of the landing party that trys to take the Rebel Base. This battle can be reset once a week and last until either the Rebels are defeated or they fight off the attack.

4. Make quests that mean something. I don't want to do a quest and get weapon schematics. I want to do a quest and get something that helps me in my chosen profession. Yet it must be done by a group of people. Each Member of the team has a specific job and each member gets a reward. These items are non-dropable and non-tradeable. So people must help each other to obtain them and they don't become loot auction items.


Anyways that is all for now. Hope I didn't ramble on too long.



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'I beg your pardon, but what do you mean: naked?' - C-3PO


Drav Troelle - Scylla - Colonel in the Rebel Alliance
Etyrnal
Fri Nov 12, 2004 3:03 pm
#2

I could not agree with you more. The problem is people abusing solo groups to get loads of cash. The fix is not going to effect those who have already abused the system it will only hurt the middle to lower income people. JTL has cost me most of the little money I have saved up and now with this change it will take me forever to make back the money I spent I wish I had known earlier that this was coming I would not have spent so much on ships and componants. But guess what I will be doing this weekend. YOU GUESSED IT JANTA AND MOKKS while I still can.



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TJPuddlejumper
Sat Nov 13, 2004 8:39 am
#3

The only thing that concerns me is, how many people will STILL want to solo group AFTER the nerf. I myself do it for the experience that comes from the harder missions, not the money. After you buy a house, an AV-21, own four scythes, three suits of armor, and a fully loaded Tie and still have 10 million in the bank, money stops meaning a whole lot. But I need the stalker missions to be able to finish the Village grind in an acceptable time frame.


So my question is: How manyof you will still be doing solo groups even after the money nerf?



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Saxiff
Sat Nov 13, 2004 10:39 am
#4

Well for me, what makes SWG is the ability to nothave to group unless I want to. I have played Mmorgs since UO came out. UO/EQ/Daoc/Shadowbane. Everyone of those games requires you to group up to even level your character. That to me got extremely old. EQ was the worst. Having played EQ for about 3 years and being forced into the "hurry up and wait game" I became totally sick of it. I love the people but not the fact that I was required to have 50+ people to do anything. There was no content for players to have fun just solo unless you opened that 2nd acct, which everyone in our guild did by year 2.


I truly love role playing myself in SWG as that lone hunter who will help as needed but is mostly a hermit who only visits town to get medical attention. I hope that the combat rebalance will not ruin the game by making it an EQ style game, where groups are required to do the anything. As for the solo groups...not interested. I can make 10 times the money just by checking the trade forums and seeing what resources and being bought by our artisans and going and having fun with my pets hunting on my own time. Not on someone elses schedule. Hell this week on Tempest we finally had a good spawn of wooly hide and its selling at 120cpu. Make 1.2million in a buff session if I want and have a blast. Thatsplayer driven economics.... and I can do that alone or grouped...my choice.









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Saxiff Stormborn, Master Rifleman/MBH
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ONiall
Sat Nov 13, 2004 10:57 am
#5

I will continue to solo group to have access to the higher difficulty missions. I want to be able to fight Jantas and Stalkers, one for looting crystals, the other for xp. The credits will continue to be secondary. Huurton stalkers don't pay much more than pickets anyway.
Dlek_Krego
Mon Nov 15, 2004 11:03 am
#6

what I find ironic is the implimentation of a system that forces one profession (Jedi) to alway play solo or be punished by way of player bounties, and now are making it difficult for them to play solo.





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