Game Guides Archive

Thread: The patch?

MikeMonger1
Tue Nov 16, 2004 7:02 am
#1

I'm reading reports on the forums that while Patch 11.2 did indeed go live today, the solo group nerf did not.


Can anyone confirm this?


If this is the case, I applaud the devs. Obviously, they realized that MAYBE they should look at the overall terminal mission system BEFORE they go off and kill what little challenge elite combat professions have.


If this isn't the case, well....ignore this post.
J3rkfish
Tue Nov 16, 2004 7:14 am
#2

I really hopes this isn't the case. Can anyone confirm? (stuck at school)
YamadaMan
Tue Nov 16, 2004 7:21 am
#3

We changed the way group payouts for missions are calculated. When a mission is generated, the reward payout per member is calculated based on the current size of the group. If the group shrinks in size or group members are too far away to receive payout, those that do get paid receive the original per member reward. For example, if 3 players take a mission that pays 12k credits, each player will receive a maximum of 4k credits when the mission is completed. They receive 0 if they are out of range, and less if more people are added to the group to complete the mission


I see that in the notes



"This morning, the team made a decision to delay the Smuggler profession revamp to Publish 11." TH

Loot Shop (Painting, CAs etc...) Coronet/junction (860 -4724)
-- Kojirou Sasaki - Emperor's Eye (Black Epsilon Ace)
-- Chieko - Master StyleSmith (Master Tailor)
-- Aki'xianghua - Twilek Thug (Master of the LongPole - Rarities Collector)
Skuzz
Tue Nov 16, 2004 8:27 am
#4

All this panic from folks concerning the solo-group nerf is silly. This is going to have next to no effect on the economy IMHO. I always hunt with 1 "or maybe 2" people and we pull max cash janta missions all night long. So this nerf doesnt impact me (or many others im sure) on any sort of level cash wise. People need to unclench, relax, and head outside for some fresh air. This wont impact crafter prices, or player bankrolls on any significant level.





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DirthNader
Tue Nov 16, 2004 8:40 am
#5






MikeMonger1 wrote:


If this is the case, I applaud the devs. Obviously, they realized that MAYBE they should look at the overall terminal mission system BEFORE they go off and kill what little challenge elite combat professions have...






What in the world could you pull off of a mission terminal that was challenging?


When I want challenge, I go hunt Nightsisters. Going solo and managing a group of two protectors, two spell weavers, and a sentinel or two is about the only difficult thing outside of playing a Jedi aggressively.


Heck, even with a small group krayts and most of the DWB is just an exercise in attention span.




The artist formerly known as Ittov
MikeMonger1
Tue Nov 16, 2004 9:08 am
#6






DirthNader wrote:





MikeMonger1 wrote:


If this is the case, I applaud the devs. Obviously, they realized that MAYBE they should look at the overall terminal mission system BEFORE they go off and kill what little challenge elite combat professions have...






What in the world could you pull off of a mission terminal that was challenging?


When I want challenge, I go hunt Nightsisters. Going solo and managing a group of two protectors, two spell weavers, and a sentinel or two is about the only difficult thing outside of playing a Jedi aggressively.


Heck, even with a small group krayts and most of the DWB is just an exercise in attention span.








Janta's, mokks, and rancors are more challenging than quenkers, pickets, and huurtons. By far.


That's all I was talking about.


HardwiredXMan
Tue Nov 16, 2004 9:38 am
#7






MikeMonger1 wrote:





DirthNader wrote:





MikeMonger1 wrote:


If this is the case, I applaud the devs. Obviously, they realized that MAYBE they should look at the overall terminal mission system BEFORE they go off and kill what little challenge elite combat professions have...






What in the world could you pull off of a mission terminal that was challenging?


When I want challenge, I go hunt Nightsisters. Going solo and managing a group of two protectors, two spell weavers, and a sentinel or two is about the only difficult thing outside of playing a Jedi aggressively.


Heck, even with a small group krayts and most of the DWB is just an exercise in attention span.








Janta's, mokks, and rancors are more challenging than quenkers, pickets, and huurtons. By far.


That's all I was talking about.







What! are you serious.....show me a mission on any terminal, on any planet that's a challenge......Maybe it's a challenge for a noob, a basic profession, or those that don't know how to play the game......but any elite profession (even if they are only half way through and not masters) can kill any missions on the terminals in a matter of seconds....with 1 minute being the longest.


I'm sorry, Missions are not challenging in any shape, form or fashion......if anything, the devs need to increase the difficulty of missions on elite planets so that a single master of an elite professions can pull at least level 99 difficulty missions....level 32 is only difficult for novice brawler and novice marksman.


Message Edited by HardwiredXMan on 11-16-2004 11:44 AM

MikeMonger1
Tue Nov 16, 2004 9:57 am
#8






HardwiredXMan wrote:






MikeMonger1 wrote:





DirthNader wrote:





MikeMonger1 wrote:


If this is the case, I applaud the devs. Obviously, they realized that MAYBE they should look at the overall terminal mission system BEFORE they go off and kill what little challenge elite combat professions have...






What in the world could you pull off of a mission terminal that was challenging?


When I want challenge, I go hunt Nightsisters. Going solo and managing a group of two protectors, two spell weavers, and a sentinel or two is about the only difficult thing outside of playing a Jedi aggressively.


Heck, even with a small group krayts and most of the DWB is just an exercise in attention span.








Janta's, mokks, and rancors are more challenging than quenkers, pickets, and huurtons. By far.


That's all I was talking about.







What! are you serious.....show me a mission on any terminal, on any planet that's a challenge......Maybe it's a challenge for a noob, a basic profession, or those that don't know how to play the game......but any elite profession (even if they are only half way through and not masters) can kill any missions on the terminals in a matter of seconds....with 1 minute being the longest.


I'm sorry, Missions are not challenging in any shape, form or fashion......if anything, the devs need to increase the difficulty of missions on elite planets so that a single master of an elite professions can pull at least level 99 difficulty missions....level 32 is only difficult for novice brawler and novice marksman.



Message Edited by HardwiredXMan on 11-16-2004 11:44 AM






Uh, dude, are you even reading the posts?


#1. Originally, the statement was "what little challenge" elite professions have. In other words, the hard missions weren't hard, and they just got a whole heck of a lot less hard.


#2. That was followed up with the statement that Janta's were harder than quenkers. Which is absolutely, 100% true. That's STILL not saying that Janta's are actually difficult, however.


You're looking for an argument where one doesn't exist.

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