Force Sensitive Archive
Thread: Serious discussion about the Exp change.
Message Edited by DHydra on 08-04-2005 04:31 PM
DHydra wrote:
EX. if you grinded the "correct way (no nades)"
DHydra wrote:
Alright, heres my thought. changing the exp doesnt change the fact that it takes 18 weeks to get jedi.i support changing combat exp so that it is the same as regular expbut i think this should have been done - all weapons exp should have been changed to 15:1 same with combat exp 15:1.
EX. if you grinded the "correct way (no nades)" each kill would give you say 7000 regular exp 700 combat exp. 3:1 / 30:1 = 15:1 so you would in all get 7700 exp at 15:1 conversion. in a good group (which was being threatined to be nerfed, also)it would takea good5 hours to cap all your exp at the time if you had master bountyhunter master rifleman 0/4/0/0 pistoleer (in my opinion the best grinding tempelate) thats 3,300,000 rifle pistol and carbine exp. and 330,000 combat exp thats in all 3,630,000 exp to be converted at 15:1 which is 242,000 force sensitive exp. 7,350,000 force sensitive exp is needed to fill up all 6 of your trees to unlock jedi. thats 30.4 trips to the village. 152 HOURS thats 6.3 DAYS spent grinding.
k that sounds like a long grind to me, what about you? well thats befor they changed the combat exp to 30:1. it now takes 2x as much grinding thats 304 hours 12.6 days IF you can keep on a tight 5 hour capping and converting scedual.
sony, im a beta vet. i left this game befor JTL came out mostly because it was boring. When i came back (about 2 months ago) the game had changed. it was exciting again. the game was much less a grind which meant more time to do fun quests and take part in the war. i started the grind for jedi about a month ago and it wasnt as time consuming as the holo grinding but it sure takes as long. but now it seems that im going to have to spend all my time online and then some to become a jedi. (its what ive wanted to do since beta so dont tell me not to get jedi)
Message Edited by DHydra on 08-04-2005 04:31 PM
Well put. Here are my thoughts:
I'm satisfied with how long it takes to reach Jedi right now. I think that 18 weeks is the ideal time. Not too long, not too fast. Where SOE messed it up, in my opinion, is with the grinding. Somewhere along the line it seems that the developers came to the incorrect conculsion that grinding = content. What's happening is that people are going on grind-fests, killing 29370373 bols in a two-week period, banking all of their FS XP, and creating a character on another server to play while they wait for the village phases to shift. If it's going to take 18 weeks to get to Jedi, I think it should be 18 weeks of actively doing stuff. Quests, missions, NPC conversations, whatever.
Grenade grinding is lame. I've always thought it was, and I will never use it as a means to get XP for my character. I'll admit that I tried it once, but that was only after I'd maxed out my unarmed and pikes XP and wanted to see how quickly I could get the additional 60k combat XP. That was the one and only time I've done it. I like that the devs are addressing the issue, but I'm very unhappy with how they're addressing it. I see no logic in having combat XP convert at the same rate as normal weapons XP, simply because you get it at 1/10 the rate that you get normal weapons XP. With the old system, 1.2 million weapons XP got you 40k FS XP just as the accompanying combat XP (120k) got you 40k. That made sense and it was good. I think the 'nade grinding issue should've been (and just as easily could've been) solved bymaking grenades give heavy weapons XP. You get the standard amount of weapons XP for grenades, convert to FS XP at the standard 30:1 rate for weapons XP, and all is good. Could it have been that difficult to implement? An even easier solution (a runner-up in my ideas of how to fix this) would've been to to just cut the amount of combat XP that you get for 'nades. Why do you get 7000? Why not 700 like everyone else? The XP requirements are already incredibly low for the grenades tree of commando anyway. If you get 7000 combat XP per creature with grenades, why aren't the XP requirements for the tree 175k, 250k, 350k, and 450k like everything else? It doesn't make sense to me, and I'm very confused by how the devs thing this system is better.
No matter what your template is and no matter if you've ever thrown a grenade or not, the combat village grind just got 1.8 times as long. If that was their goal with this change they may as well've altered the phases as oppose to lengthening the grind.
DHydra wrote:instead of increasing the grinding time why didnt they just increse the time inbetween phases? sounds like a very good solution to me. less grinding makes a game more fun.and is it just me or is more grinding the solution for all of sony's problems?