Squad Leader Archive

Thread: SL's & the new Group XP Change

DiLune
Thu Aug 18, 2005 2:45 pm
#14

The flaw in all of this comes from travel time. the numbers would work out perfectly if there were an endless field of nunas available to you.


The question is: Can you find enough nunas to be able to effectively kill them 8 times faster than when you're in a solo group?


Obviously, the devs are looking at 2 players starting out and killing nunas in a given area. There is a limited supply of nunas in the area and they are both competing on the kills. So if both players group together they can get the group bonus while killing the nunas in their area.


As you get into the higher numbers (groups of 5+) it becomes unrealistic to expect to be able to find and travel to enough nunas to make up for the difference in solo vs group xp.


My prediction is that groups of 2 or 3 will become the norm because of this (in terms of gaining xp.)


Norbert
Fri Aug 19, 2005 9:47 am
#15

I know this a moot point now that the xp has been changed back, but I'm going to say something anyway.


Most of this argument is based on xp grind. Whatever happened to us just playing the game to have fun? Is that a comment on the game or on the players? I've played many MMORPGs and one thing that is unique to SWG is that you can effectively group all levels of players and play. Yes, you won't be maximizing your killing efficiency, but this means you can play with your friends no matter how far ahead or behind you are. For comparison, in WoW, I could not HIT anything 3 levels higher than me, so grouping with higher level players was not an option. I would never tell someone that they are not high enough level to play with the group. On the other hand, the overall level of the group may limit what you can hunt, especially the higher level dungeon-type content.


The old (current) xp was still received quicker with a group of all 80s hunting than a group with some lower level players mixed in. You could still wipe out lairs much quicker with more firepower. That didn't changed. The travel time is still the same also. I would even argue you would get more mobs to kill with a group than solo over a period of time, if you are looking at missions. Most of the travel time is going back and forth to get missions.


I still think the new (removed) xp system would still make groups best to get the most xp over time, but at a much lower rate than what we were used to. The exceptions to this are cases like a cl80 adding a cl10 in a group. In that case, the additional firepower is not going to make the killing that much faster, but I would like to see some xp numbers to make sure this is the case. I guess we will never know (hopefully).


I also think they need to look at xp points for kills and xp penalties for Jedi before they introduce those types of changes. It was a bit harsh.

AlienEntity
Fri Aug 19, 2005 9:53 am
#16

I'm glad I was rping through the time and then the day that we had of it, I was mastering artisan and chosing what elite craft I wanted on Valcyn.



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