Squad Leader Archive
Thread: Full XP gone if in a group?
please explain
Helter-Skelter wrote:
This spells the end of SL in my mind. Hope this doesn't hit live.
SL will still live on, albeit in fewer numbers and less avenues.
Kharast wrote:
please explain
Helter-Skelter wrote:
This spells the end of SL in my mind. Hope this doesn't hit live.
I think less people will want to group now. This would encourage solo play. The point of being a MSL is to be in a group.
But any penalty to XP while in a group, will result in fewer groups. Sadly, alot of people are really only playing to grind out the necessary XP to reach Jedi. These people will go solo if it means an extra 5% XP. These are the same people that keep entertainers in business, with their Inspiration Buffs.
but wont it still be quicker and easier to group and grind than go solo to grind?
you get way more creatures out of a lair when there are 8 players than when its just you. even if the xp is divided by 8 for each particular mob, the increased quantity of mobs would create more xp per mission. yes, this is slower than it is now, but not predicitive that soloing is/will be more efficient.
Ackehece wrote:
The problem here was a misunderstanding of how the xp system works (don't worry it is not being pushed live at this time)
Xp was divided by the group
Xp was give a bonus for the size of the group
More mobs spawned in accordance with the size of the group
Kill time was shortened by the group
= Overall more xp in the same period of time (this was tested and proved to be the case for most group sizes (but not all)),the problem was that it seems you were getting less because you recieved less per creature - so the perception was that you lost ground while grouped.
The biggerproblemwas in the monetary rewards because missions could take longer with the number of spawns that occured so you could get 8k for killing 6 by your self or 8k for killing 35 with the group. That means more wear and tear on equipement with no increase in monetary reward for the individual member of the group (overall the payout is much greater (8k x numgroupmembers )). Though this could be debatable - the wear and tear on weapons and armor would be shared across the group as well.
Well perception is wrong.
Every point you mentioned above is 180 degrees from fact. But, as usual, instead of coming to the community to discuss this in any fashion nothing is ever said in public (from red names)other than complete cloak and dagger crap that might resemble a coherent paragraph if you were both drunk and not paying attention at the same time.
Fivo Asia
I hunt in groups, full 8 person groups, alot on Talus doing Aakuan missions, Faction Missions, and just creature missions. From what i've seen:
- You already get a XP bonus for members in the group. I typically get ~5k for killing a lvl80 solo or duo, but get just over 6k with a full 8-person group.
- Lairs already spawn more mobs when you're working with a group. Get a lvl82 Faction mission solo and you'll get 3 or 4 imperials. Get a lvl82 faction mission in a group (with the same payout) and you'll get 15 imperials. Same applies for creature lairs (3 on a spawn vs 10 on a spawn).
My tactic is usually, since my guild has alot of Master Carbineers right now, dedicate 2 people to Suppression Fire, while the rest spam FullAutoArea or FanShot, all assisting on me. We tear through a full lvl80 Aakuan lair with 15 or more Aakuans in ~30s. I can't see how this type of XP change could do anything but slow down XP gain while in a group.
Yeraze wrote:
I sure hope it doesn't come back to live either.
I hunt in groups, full 8 person groups, alot on Talus doing Aakuan missions, Faction Missions, and just creature missions. From what i've seen:
- You already get a XP bonus for members in the group. I typically get ~5k for killing a lvl80 solo or duo, but get just over 6k with a full 8-person group.
- Lairs already spawn more mobs when you're working with a group. Get a lvl82 Faction mission solo and you'll get 3 or 4 imperials. Get a lvl82 faction mission in a group (with the same payout) and you'll get 15 imperials. Same applies for creature lairs (3 on a spawn vs 10 on a spawn).
My tactic is usually, since my guild has alot of Master Carbineers right now, dedicate 2 people to Suppression Fire, while the rest spam FullAutoArea or FanShot, all assisting on me. We tear through a full lvl80 Aakuan lair with 15 or more Aakuans in ~30s. I can't see how this type of XP change could do anything but slow down XP gain while in a group.
Hm...something I'll have to try these next four days on Kettemoor.