Ranger Archive
Thread: DEVS: Remove the skill check when pulling missions.
First of all, the skill check is bogus. I can kill red-con animals all day long without issue. I can't pull missions for anything larger than pikets on Dantooine, but I can kill everything on the planet. Someone with a large pet, and probably less killing ability can pull tougher missions all day long.. some of them they can't even DO with their pets.
It works (i.e. DOESN"T work) in the other direction as well... I go to Talus and try to get fynock or rasp missions for the avian meat, and with any weapon in my hand I am too high, but barehanded I am too low. I can track them (if tracking wasn't so crippled) but the point is, I have no advantage over someone that is like a Novice Pistoleer. I am a Master Ranger and he can find the target MOB easier than I can.
Change the mission setup.. give us 20 missions to choose from on a roll of the window instead of 5. Make it all difficulty levels so I can take it easy or run out to my death. Honestly... protecting us from hurting ourselves??? Who wrote this game? A bunch of Democrats?
Just put "Rancor Lair" or whatever on them.
I agree with Pathe.
I am a triple Master - Scout/Ranger/Pistoleer. I get level 25 missions on Talus. yawn. Lower on Tattoine. I am tired of traveling all over the universe to get decent missions, This sometimes you can draw a mission over you skill level is bogus. Never happens for me.
I recall early on some clown went to Dathomirand didn't have the creds to get home, nor could he do any missions solo on thatplanet. I dorecall thinking, sucks to be him, dumbazz. Let us decide what missions we want to run.This non-soloable stuff t'isn't working. Most Rangers know we can solo most anything, given time and some luck. Let us do it for missions. Please.
JB
I do like the Democrat line tho.... lol
NRaas wrote:"I can kill red-con animals all day long without issue."Actually... Being able to kill red-cons is what is wrong. You should not be killing them at all.Supposedly the combat rebalance will bring the consider system and actual combat prowess back into alignment (probably by making us all weaker). After that, what a player pulls off the terminals should be the appropiate difficulty.
Wow. If that's the case, then I really feel sorry for the economy. Right now Rangers/Scouts/Hunters of all types can barely keep up with demand. Resource prices are out of control and resources are tough to find.
Nerfing the hunters, without some DRASTIC changes in how much us Rangers/Scouts can harvest is gonna drive things through the roof. Demand will not go down, and supply certainly will. Couple that with an endless supply of funny money being pumped into the economy and prices are going to go SILLY high. Not to mention that more people will be REQUIRED to hunt instead of spending time crafting or participating in the "war".
I have heard other people say it.. but now I am the one that is starting to feel like I am in a beta-test that I have to pay for. The devs appear to have designed a combat system without researching combat, a hunting system without knowing anything about hunting, and an economy with no forethought whatsoever to common economic principles.
NRaas wrote:
"I can kill red-con animals all day long without issue."
Actually... Being able to kill red-cons is what is wrong. You should not be killing them at all.
Supposedly the combat rebalance will bring the consider system and actual combat prowess back into alignment (probably by making us all weaker). After that, what a player pulls off the terminals should be the appropiate difficulty.
Even if it is the "appropriate" difficulty, some people think harder than others. Just look at Ranger Fred's School of Hunting, Lairs 101. If the devs choose mission difficulties for us then we are stuck doing the same missions as the people mentioned in that post. And I'm fairly certain most of us could easily manage a lair twice as hard. Most people I talk to actually have trouble with the missions they pull off the terminal. I relish the ability to pull 30k missions on Dantooine when I'm in a big group that is just about to disband. And I die less often solo then when in one of the groups that lets me pull them. I'd say the biggest concern the devs would have with this system is that people would be using it to farm large amounts of cash by running 30k missions in the same time that they now have to run 10k missions (actually, I find the 30k missions faster because they only have one wave--NPCs). Maybe putting in a limit (let's say the maximum difficulty mission an MCH/M combat profession would be able to pull [as I think that is the highest a single player can pull]) and increasing that limit when you get more players in the group. This is exploitable by grouping with others to pull missions and then disbanding but you can do the same thing now. I personally think it is a much better idea to let the player decide (potentially with an auto toggle). Or, maybe, have a more dynamic system like faction rank--the more misisons you complete, the higher level missions you can pull. But just don't give me the same missions as the Holo Grinding Hunter.
Lythender Nirou
Eclipse Server
Beausoleil wrote:
NRaas wrote:
"I can kill red-con animals all day long without issue."
Actually... Being able to kill red-cons is what is wrong. You should not be killing them at all.
Supposedly the combat rebalance will bring the consider system and actual combat prowess back into alignment (probably by making us all weaker). After that, what a player pulls off the terminals should be the appropiate difficulty.
Wow. If that's the case, then I really feel sorry for the economy. Right now Rangers/Scouts/Hunters of all types can barely keep up with demand. Resource prices are out of control and resources are tough to find.
Nerfing the hunters, without some DRASTIC changes in how much us Rangers/Scouts can harvest is gonna drive things through the roof. Demand will not go down, and supply certainly will. Couple that with an endless supply of funny money being pumped into the economy and prices are going to go SILLY high. Not to mention that more people will be REQUIRED to hunt instead of spending time crafting or participating in the "war".
I have heard other people say it.. but now I am the one that is starting to feel like I am in a beta-test that I have to pay for. The devs appear to have designed a combat system without researching combat, a hunting system without knowing anything about hunting, and an economy with no forethought whatsoever to common economic principles.
Overall, I think the Devs have done an excellent job with this game. Yes, there are bugs and many problems but you will get that in any program ofany decentsize. Just look at Windows (and even Linux has it's bugs). The reason so many problems show up is because of the way players are playing. Most of it is unforeseeable. The combat system works as it is. It is only a select few throwing the system out of balance. I ask you how many people you know thathave soloed a Krayt? I know I have but the number of others who I know that have done the same is very small. The economic inflation that you see stems, again, from a certain player style. Many people like the accumulation of wealth. So you have lots of people running missions for no reason other than making more money. Then these people just throw the money into the economy. This gives the crafters huge amounts of money to throw into resources, raising both the price they pay and the price we pay. I don't know how people farm missions like that--it's too boring for me. I just like to go out and hunt. This also brings about the problem with resources--because people are so concerned about the quick credit, they run missions. If you just go out and hunt, you can get a whole lot more animal resources in the same time it takes to run the missions. Admittedly, it can be hard to find very specific resources like this but you will end up with plenty of resources in one hour of killing every lair you see (instead of running back and forth for new missions). The problem with this mission running is that the money is entering the world from the ether rather than from a crafter needing those hides. The main problems that you see are not due to the Devs not making a good system. They show up because you have so many players that an extreme few are able to tip the balance. What the Devs are trying to do now is to mitigate the extremes. The amount of testing required to find these extremes goes beyond what any sane QA department would think of.
Lythender Nirou
Eclipse Server
NRaas wrote:"The problem with this mission running is that the money is entering the world from the ether rather than from a crafter needing those hides."Aye.In the original Koster vision, mission terminals were only supposed to provide missions up to a certain "newbie" difficulty level. After that the players were supposed to perform other actions to make cash (I don't know what tasks those are... They probably consisted of those random quests you receive off NPCs).However, players got so attached to the quick fix the mission terminals provided, that the developers were forced to change the system and allow all levels of character's access to missions (with of course an increase in payout for the higher level missions).So to appease the players, the vision was disrupted... And we are left with the massive inflation just like every other game in the genre.There is no pleasing the players... I don't even know why the developers try.
So the devs are perfectly willing to make a concession to the players that they KNOW will completely destroy the economy, but I can't get camo or traps that work on NPC's. Even though my requests are perfectly logical and "money trees" are not?? I keep hearing excuses about how we can't have or didn't get things because they would "unbalance" the game. Can anything possibly "unbalance" the game more than what this decision about money has done??
The thing is this... you give me a power that unbalances the profession, you can easily take that away. But now.... how are you going to fix the economy? Its impossible. If you make the right changes to the mission system, then you cut off the money supply, but the prices are already high. New players won't be able to afford anything and crafters will have to sell everything at huge loss. Its an irrevocable mistake that I would think someone would have thought through before pulling the trigger on it. Even if prices DO come way down, you will have all these tycoons in the game with millions of dollars. Many of them are your hardcore player base. How you gonna fix that? Take their money away and alienate some of your most loyal players??
I don't know... the more I think about it... the worse off this looks.
The reason you don't like the mission options is because you're doing them solo.
When considering the design recently, I thought about this little fact: When taking missions solo or with three or four combat-based group members, we almost always had to pull out pets in order to get challenging missions.
So, in order to get missions tailored fora combat monster you have to group with characters who won't be contributing to combat.
Obvious solution: group with non-combatants. Next time you're out on a mission hunt, grab a novice medic to come with you. They get lots of XP and money, you get better missions, more missions,and have a better chance of winning.
Last time I grouped with my other three buds for some missions, we got a musician and a medic to join us. We didn't pull out pets at all when we got missions, and we got exactly what we were looking for. It was great.