Jedi Archive
Thread: Spin Groups
I would like to here your reasons for not liking spin groups, i have seen many arguments for them and you havent given reasons against them.
I dont mind people using spin groups to grind as its a quick way to grind. The grind is very easy its just so long and boring
In my current spin group I easily get 100K an hour of Jedi XP. SOE already tried to stop the whoring but we as a player base rejected their XP changes.
I should point out that our group does NOT camp the DWB or anything like that, we're just running picket missions.... One thing that really helps is the bugged bases that have 40-50 pickets in em.
Message Edited by RosaShyanne on 09-20-2005 02:15 PM
Vikassi wrote:
Quiet420 wrote:
spin groups need to die.
nub
nub? jeez...you didn't even spell it right.
ok...yall wanna know why? I'm tired of a picket jumping out in front of my swoop every 15m when I'm trying to drive around....tired of loading into the MO and instead of getting ganked, having 6 imps come running up to me and saying "hey dude, tankour spin please?"....tired of seeing a CL 1 char at 10am a CL 80 at 10pm.....tired of all the people whining that it took them two whole weeks to grind out their Jedi and they can't get any pearls......tired of getting asked to help CL80 people with some high level content that don't even understand the basics of their template.....and frankly...tired of area attacks in general...yes I have em...and yes, very rarely I find myself using them...but 99% of the time they are only used for grinding...commando and carbineer realisticly are the only professions that should have them.
mindspat wrote:
Skill advancment is likely to be governed viaa gated system which would be similar to pilot professions. This would create a need to actually _play_ the game and not (/joinggroup, /acceptMission, /spin, /spin, /spin, /rinse, /repeat)
I for one would _LOVE_ to see gated advancement which requires me to perform a difficult task to accomplish a certain skill required to advance me charater. It would also support the effort to "train" players in the actuall use of developing skill.
I would much rather have a built in leveling system somehting along the lines of pilot,but the thing about Jedi is you cant really "play" while you grind because doing so more than likely causes you to get VIS. People can call the grind system wahtever they want some right of passage or whatever,but in the end its just plain boring, Givie us (all of us) something to do while grinding add in rewards for our profession like Pilot does. Sure you cant remove grinding all together but at least supliment it with soemthing entertaining.
I've been in spin groups (as a Jedi) where regular combat profs have capped their weapon XP in minutes. When you're potentially raking in 6k+ XP per kill every couple of seconds on a top-end spin group and good lairs it's not hard to visualise just how quickly people are getting XP.
Reminds me of the days that people could AE spin corpses to hit things several times in one hit (which was an exploit and was later fixed). People were, and currently are, getting XP at just the same speed as back then - if not faster, with absolute impunity.
Half the problem is that XP is not proportionate to the amount of damage you do to a mob once you're in a group. SOE's original XP fix just arbitrarily divided XP amongst the total number of group members and added a token group bonus. It would make far more sense to apportion XP depending on what sort of percentage damage someone has done to a mob. They should also make it so beyond a certain threshold (e.g. 25%) you get the full XP - just to make it fair.
It makes absolutely no sense whatever how someone can just tag a mob with a CDEF pistol for 50 dmg, get zero aggro as a result, and get 6k XP once the tankers have finished dispatching the mob. Unfortunately group XP has been the way it is for so long now that is it the status quo - any change at all will just result in outcry.
Jedi_Xan wrote:
Spin groups are fun, but they are so fluid. One thing.... I mean one outa place heal, one mistimed stim, and you have 8 dead or dying players. It is really an on your toes thing. Not something to take lightly. And omg, if someone were to outdamage the tank... tsk tsk.
You're not wrong there. That's a funny thing about being MPowers actually, when I AE lightning a group of mobs I temporarily get aggro because its a lot of damage in one hit, the game doesn't take into account the warmup and cooldown and just assumes I am the big damage dealer. If the rest of the group don't counter-act this damage quick enough I sometimes get the whole lair on me and drop in seconds.
Funny, sortof
Neomonk wrote:
I'm fully templated and have +4 million Jedi xp. I, however, take part in spin groups. We have a new Jedi in our guild and I want to help her as much as possible. She will only grind xp when I'm online because of me being a great tank. I did not use spin groups (as far as I can remember) to gain all my xp. I did use respec to get my last 2 branches and my master box. I then used my respecs to try different templates. But I'm getting off topic....
I do these spin groups with no benefit to myself because I feel bad for her. Pre-CU I could grind in relative peace and get good xp each day from Endor and missions on Dantooine. The CU is tough for new Jedi and I want to see her finish her Jedi so we, as a guild, can go out and hunt again. I only do sping groups when she is on, though, because it is like grinding Jedi over again (so far, I think I've been spinning for her for all the xp she has except for her first novice box).
In my book, spin groups are just fine. I rather see them than AFK grinders (which really make me mad).
At least there are still good Jedi Out there... good to know.