Ranger Archive

Thread: Currently being tested on TC

DoctorDe
Wed Nov 10, 2004 9:36 am
#1

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 think doing such a drastic reduction in mission payouts is a drastic overkill. I realize as rangers, mission payouts are not how we get our money and credit hoarding is probably nowhere on the ranger "to do" list but still, any comments?



Jolin Ires
Master Pistoleer, Former Ranger
Proud member of RATGWNIWNU

The new SWG paradigm brought to you by the ROTW expansion/CURB: "It's okay to make combat players have to form large groups to kill bunnies and puppies, but don't you DARE force a combat player to interact with anyone where the interaction involves anything other than hitting and shooting in unison."
Piroa
Wed Nov 10, 2004 9:39 am
#2

Doesn't bother me. Anything to cut down, or kill, all of the solo-group requests I get.




Piroa Iseefi

Master Ranger/Rifleman/Creature Handler



Nemesis of Supremacy (NOS)

City of Heroes, Dantooine

Eclipse




Proud supporter of RATGWNIWNU

Almagill
Wed Nov 10, 2004 9:59 am
#3

I must be incredibly dim, but this is different how?

Number in group affects mission level / payout.

Those out of range don't get paid.

The payout is a share per player of those in the group, in range at the time of completion.

What's different? (please, be gentle, I'm down of caffeine intake today and it shows)



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Remember Rangers. Broke camp and took the Long Walk 15/11/05
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Calculus_Entropy
Wed Nov 10, 2004 10:01 am
#4

I think that change will be GREAT for the economy. It will suck at first, but the economy will eventaully stabilize at a new level, almost certainly at lower prices. Solo-group missions basically mean that infinite credits can enter the market which allows for very high prices on items. The supply and demand curves will adjust themsleves to the new level of incoming credits after a time, and everyone will get used to the new level of the economy.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Piroa
Wed Nov 10, 2004 10:03 am
#5

On live, only the people in range of the lair share the payout. So, if only one person is within the range, they get it all. This way, if the solo-group is made up of 10 people, that same person will only get 1/10 of the payout.




Piroa Iseefi

Master Ranger/Rifleman/Creature Handler



Nemesis of Supremacy (NOS)

City of Heroes, Dantooine

Eclipse




Proud supporter of RATGWNIWNU

Rolfie
Wed Nov 10, 2004 10:06 am
#6






Almagill wrote:
I must be incredibly dim, but this is different how?

Number in group affects mission level / payout.

Those out of range don't get paid.

The payout is a share per player of those in the group, in range at the time of completion.

What's different? (please, be gentle, I'm down of caffeine intake today and it shows)




The difference is The payout is determinedwhen the mission is selected, The payoff is based on how many people were in range to collect.



So if 20 people nets you a 37K janta mission the payoff is 37\20 for 1850 credits.


Regardless of how many people are in range to collect the payoff 1850 is all you will collect.







Rolfie Master Ranger, Bantha Poo FTW

DoctorDe
Wed Nov 10, 2004 10:06 am
#7

exactly..../pointsat piroa's post and at rolfie's post

Message Edited by DoctorDe on 11-10-2004 12:07 PM



Jolin Ires
Master Pistoleer, Former Ranger
Proud member of RATGWNIWNU

The new SWG paradigm brought to you by the ROTW expansion/CURB: "It's okay to make combat players have to form large groups to kill bunnies and puppies, but don't you DARE force a combat player to interact with anyone where the interaction involves anything other than hitting and shooting in unison."
Calculus_Entropy
Wed Nov 10, 2004 10:07 am
#8


Alma, the new system willalways divide your payout by the number of people in the group when you get mission. I will try to break it down:


A sologroup has 10 members and you get a mission for 20,000 (for simple math):



  • If you ungroup and complete the mission, you get 2k. No one else can collect.

  • If you stay grouped and 5 people leave the group before you complete the mission, you get 2k, anyone near the mission gets 2k, anyone too far from the mission get 0.

  • If you stay grouped and everyone is within range of the completed mission, everyonegets 2k.

The short version is, there will be no way for one person that groups to get high level missions to collect the full payout ont hat mission. Did I clarify that?




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Almagill
Wed Nov 10, 2004 10:09 am
#9



Piroa wrote:
On live, only the people in range of the lair share the payout. So, if only one person is within the range, they get it all. This way, if the solo-group is made up of 10 people, that same person will only get 1/10 of the payout.






AAAAAAAH!!!

It makes so much more sense when you explain it to me in one-syllable words.

As a non-uber, non-solo-groupologist, I'll be perfectly happy to see this arrive on Live. (currently patching TC to see what effect some of the otehr changes wil have on m'toons)



New HOWTO: Gather Milk, Fish, Mollusk, etc.
Remember Rangers. Broke camp and took the Long Walk 15/11/05
Keeping it Real, Ranger Style
Yivvits and MrBubble - THE podcast


\\\\\\MY OTHER SIG IS A BUMPER STICKER\\\\\\
Iseult
Wed Nov 10, 2004 10:12 am
#10

Not worried at all - in fact, I am very, very happy to read to this.


I think that ultimately this will help a lot of the crafters out there because there are going to be tons more people who are going to be willing to harvest stuff now. And yes, it will probably hurt us rangers because there will be more competition to sell the stuff we harvest and hence lower prices for the stuff we harvest.


On my server there are only a handful of people who are willing to harvest stuff for crafters because solo missions offer such a greater payout for so much less effort. This means a lot more work for me and higher prices for the stuff that I can harvest, but it really hurts the crafters trying to break into the market because they don't have the capital and the connections to compete with the more established crafters and the high payouts afforded by solo missions.


I mean, let's do the math -


- It takes 5 minutes to do a solo mission for 30k

- at 3 cpu it takes 10000 units of anything to get 30k. Even hunting rancors and stuff on endor, you're not going to get this amount of creature resources in 5 minutes. Even at 6 cpu or 10 cpu, you really can't compete withsolo missions when you consider the amount of time required to gather enough resources to arrive at 30k worth. I as a master ranger might be able to harvest 5000 units in 5 minutes, but I doubt that a lower level scout can.


So, there's really no incentive for people to harvest creature resources unless crafters offer relatively high rates - yes, you might convince a new player to harvest for 3-10 cpu, but is that player going to have the knowledge and skills to get you all the materials you need?


I mean, why invest 15 skillpoints for novice scout to spend 30 minutes harvesting stuff which will probably earn you less in the long run than you would have earned if you applied those 15 skillpoints towards more combat skills and took 6 solo missions for 30k each? Especially when those 15 skillpoints in scout won't really contribute much to your combat template.


Just my thoughts on the matter-


Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin



_____________________________________________________________

Iseult
Elder Ranger / Respec Moisture Farmer
Bloodfin


Iseult's Adventure Shop - winner, galactic homeshow 1.25.2007
VeriBeri
Wed Nov 10, 2004 10:15 am
#11



Almagill wrote:
I must be incredibly dim, but this is different how?

Number in group affects mission level / payout.

Those out of range don't get paid.

The payout is a share per player of those in the group, in range at the time of completion.

What's different? (please, be gentle, I'm down of caffeine intake today and it shows)




Almagill wrote:
I must be incredibly dim, but this is different how?

Number in group affects mission level / payout.

Those out of range don't get paid.

The payout is a share per player of those in the group, in range at the time of completion.

What's different? (please, be gentle, I'm down of caffeine intake today and it shows)




As far as I understand it and leaving out the extra wrinkle of changing group member numbers:

Now: Get in 20ppl solo group. Get Enraged Rancor mission with about 39k overall reward. Do the mission. Get paid 39k, provided no other group member is in the vicinity.

Post 'fix': Get in 20ppl solo group. Get Enraged Rancor mission with about 39k/20=2k per person reward. Do the mission. Get paid 2k.

This is a move to kill the 'solo groups'. It may be successful in that, but it will not end solo playing, and thus will fail to achieve the implicit goal of increasing cooperative group hunts.

It is a typically backwards attempt by the developers to change the gameplay: instead of increasing the benefits of group hunting, they decrease the benefits of the solo hunting. As a result at least some players will be unhappy.

If they simply removed the harvest penalty if most of the members were in the vicinity and made the current mission rewards (per person) constant regardsless of the number of members in the vicinity, they would have achieved what they try to do. Similarly with looting, if a member loots something, every member of the group in the vicinity should get the identical item. Of course, the probabilities of loots should drop proportionally.



___________________________________________________
Beri Beri Syrin--ex Master Ranger & Veteran of the Great Hotpants Wars, current n00bissimo.
Calculus_Entropy
Wed Nov 10, 2004 10:23 am
#12








VeriBeri wrote:


As far as I understand it and leaving out the extra wrinkle of changing group member numbers:

Now: Get in 20ppl solo group. Get Enraged Rancor mission with about 39k overall reward. Do the mission. Get paid 39k, provided no other group member is in the vicinity.

Post 'fix': Get in 20ppl solo group. Get Enraged Rancor mission with about 39k/20=2k per person reward. Do the mission. Get paid 2k.

This is a move to kill the 'solo groups'. It may be successful in that, but it will not end solo playing, and thus will fail to achieve the implicit goal of increasing cooperative group hunts.


In this particular case, the goal is not to stimulate groups hunts, but to stop infinite credits from entering the economy.

It is a typically backwards attempt by the developers to change the gameplay: instead of increasing the benefits of group hunting, they decrease the benefits of the solo hunting. As a result at least some players will be unhappy.

If they simply removed the harvest penalty if most of the members were in the vicinity and made the current mission rewards (per person) constant regardsless of the number of members in the vicinity, they would have achieved what they try to do. Similarly with looting, if a member loots something, every member of the group in the vicinity should get the identical item. Of course, the probabilities of loots should drop proportionally.







Mine are in green. Stimulating grouping is a probelm for down the road. The Devscan't work on grouping problems until they get the CU out.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Fodder650
Wed Nov 10, 2004 10:30 am
#13

On some servers like Bloodfin the economy is out of control. Now my grenadesmith side is smiling and taking advantage of this. But there is a second piece to this change that Im still up in the air about and thats taking creature levels into effect and not the level of the CH. A CH can and should use their pets to help in their missions so it should count toward their mission diffuculty. I think this might be more of a way to cope with all the CL1's (actually they are CL50's but BE made pets pre-BE upgrade are pulled at as CL1's and seen by the mission sytem as 50) artifically bumping the level of missions. I will be curious to see if the AT-STs and droids still pump it up. Or if they are still treated as pets which is what they are.

I am more then glad to see this fix coming myself. It will be months before it changes the way things work. But it should help. The other side though is that the missions themselves arent diffucult enough that a soloist can't do them. But this will be addressed, hopefully, during the combat upgrade. We are playing a MMORPG and it should encourage group play.



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
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