Player Associations Archive
Thread: Group Dynamics and Issues
Message Edited by Stena on 01-18-2005 06:22 PM
Stena wrote:
Just had a thought about creds when you are doing grp missions. When u are out of range u do not get paid for the mission. So it's a bit unfair on the ppl who have done a bit of work but died and had to clone and then the grp finish the mission and they dont get paid. However i can also see it from the Dev's point of view: That if the range wasnt implimentdsomebody could have a alt grp to get bigger pay missions and the leave them at the mission term and go do the mission and get paid more.
Anyway thats all i can think of for now, i'll post anything else i think of in a while.
Yeah, it is unfair to those who actually died in the process and don't get paid. But I'd think you were dead on with the reasons behind why they don't do it like that. Then solo groups would be right back in business as far as everyone would get paid when someone completed a mission. Hopefully groups are kind enough to actually pay those who helped to finish a mission though.
Perhaps something could be implemented so that if you died by a creature on the mission you would still get paid as if you were there? I'm not sure if its even possible but it would be more fair to those who generally are killed on the mission.
Skelestoner wrote:
hate to be a stinker here, but if you die in a mission...ye fail the mision eh?
Not if your in a group and it's not your mission
Aye, thats one of the thoughts i had, solo grps would b bck again
Rothin wrote:
Stena wrote:
Just had a thought about creds when you are doing grp missions. When u are out of range u do not get paid for the mission. So it's a bit unfair on the ppl who have done a bit of work but died and had to clone and then the grp finish the mission and they dont get paid. However i can also see it from the Dev's point of view: That if the range wasnt implimentdsomebody could have a alt grp to get bigger pay missions and the leave them at the mission term and go do the mission and get paid more.
Anyway thats all i can think of for now, i'll post anything else i think of in a while.
Yeah, it is unfair to those who actually died in the process and don't get paid. But I'd think you were dead on with the reasons behind why they don't do it like that. Then solo groups would be right back in business as far as everyone would get paid when someone completed a mission. Hopefully groups are kind enough to actually pay those who helped to finish a mission though.
Perhaps something could be implemented so that if you died by a creature on the mission you would still get paid as if you were there? I'm not sure if its even possible but it would be more fair to those who generally are killed on the mission.
Rothin wrote:
Greetings everyone!
What I am starting this thread for is to discuss grouping in Star Wars Galaxies and ways that you think we can encourage and improve how it is currently done. This includes any features you'd like to see as well. We'll combine these feature requests with our current requests for guilds by themselves. So.. discuss away!!
1.) Each individual group member's display is too large. With the name, thick HAM bars, and room for possible state effects, each entry is too wide (and possibly too tall) and clutters the screen. I wouldn't mind if they made the HAM bars numerical, using actual pool values (eg. 345/1000) or just percentages (35%) to slim down the display.
2.) Inability to sort group members. Personally I'd like to put pets and other low-priority members to the bottom of the list, but cannot. This is also a problem in big solo groups.
3.) No numbers by each group member. I like and use the CTRL+# method of targeting group members, but having to count to determine a group member's number (when time is key) is a special challenge.
4.) Similar to number 3, the medic community has asked for a "target next friendly" or "target next group member" key.
= Andrew
Chilastra.Palacek
Rothin wrote:
Greetings everyone!
With the recent changes to the message board formatting to help improve the flow of communication, this forum has changed from just its sole role involving Player Associations. We are now combined with Guilds and Grouping, which tend to go hand in hand as guilds involve a group of players.
What I am starting this thread for is to discuss grouping in Star Wars Galaxies and ways that you think we can encourage and improve how it is currently done. This includes any features you'd like to see as well. We'll combine these feature requests with our current requests for guilds by themselves. So.. discuss away!!
Right now: Known Issue - Loot notifications are broken. That's probably one of the biggest things right now. Feel free to dicuss it. Do not rant or complain in this thread, keep it to criticism only please about how the process can be improved.
JuCat wrote:
The ability to gain visibility from group members kills any chanceof grouping as a jedi. Remove the penalty and you would see ALOT more groups out hunting together.
Message Edited by Rothin on 01-18-2005 04:48 PM
Dormax wrote:
Known issue here, but worth bringing up: The group list doesn't work very well in space. I often see noone in my group besides myself if they are out of range or in another system. Would it not be a cool thing to get this bug tracked down and fixed?
I agree, the space grouping is very confusing and usually does not keep itself updated very well. At the same time, the ground game has the same problem when people go off planet or out of range, it still doesn't keep it very updated. I think it needs to refresh itself sooner as far as updating the members zones and distance.
As for other group issues:
I agree with the previous that something should be done with group members that helped and died on their mission.
I also think that new quests are in order. The game is mature enough now and much of the mechanics are already in place to create more complex missions that require groups to complete. I'm not talking about HARDER missions, like we have now for groups. That's just another solo-group issue... but rather special missions that are only given to grouped players which require those to each do something to assist in the mission. One example in existance right now is the FS mission that gives a mind buffing crystal as a reward. To get the crystal, you must have help and that help has her own special part in the mission.
This could be a good place to reuse code to create missions like we saw in Cries of Aalderan (such as the last rebel mission to defend a dynamicly created base) or something equally different and interesting. I'd be curious to hear the group's impressions about this (pun intended)
I would love to see group wide missions especially if they were driven by a story line. I think this would fall more into the Quest forum now though more so than us. I'd really suggest going there and making sure to post the idea so its more visable.
Thanks for the comments so far! I'll make sure to keep reading them so I can gather some more insight on how we'd all like to see groups improved.
Jagii wrote:
I think the actual group display is a little cumbersome. For large groups, the list is simply too big. As a medic, I really do rely on the group display to tell me who's dying and who isn't. Here are my big issues:
1.) Each individual group member's display is too large. With the name, thick HAM bars, and room for possible state effects, each entry is too wide (and possibly too tall) and clutters the screen. I wouldn't mind if they made the HAM bars numerical, using actual pool values (eg. 345/1000) or just percentages (35%) to slim down the display.
Agreed. I think the option of how to display it would be more preferable than forcing the same HAM bars onto it. I also think this would be a good time for a XML based interface that we could customize to suit our own individual needs as players while we group.
2.) Inability to sort group members. Personally I'd like to put pets and other low-priority members to the bottom of the list, but cannot. This is also a problem in big solo groups.
This is actually the first time I've heard or thought about that, it would be a nice feature to be able to sort by a couple different categories.
3.) No numbers by each group member. I like and use the CTRL+# method of targeting group members, but having to count to determine a group member's number (when time is key) is a special challenge.
I think the problem with that would be that you would again be adding more clutter to the interface. One major concern here as well is that there are 19 other people in the group besides yourself and there are only a total of 12 keys normally used for selecting group members (1 - +). I'm not sure what keys you use beyond the +, but I would think it would get very confusing. (Of course, even more so without knowing.) I think one of the major problems to begin with is 20 people groups are generally just too large. (That's just a personal opinion though).
4.) Similar to number 3, the medic community has asked for a "target next friendly" or "target next group member" key.
I would like to see the ability to cycle through group members like you can targets as well. Or the implied targeting would be nice (You have a npc targeted that is attacking your groupmate, you heal with the NPC targetted butthe healing is applied to the group member) like EQ2 implemented.
= Andrew
Chilastra.Palacek
= Andrew
Chilastra.Palacek