Squad Leader Archive

Thread: Full XP gone if in a group?

Helter-Skelter
Mon Jul 25, 2005 10:35 am
#1

Heard this was on test center now. You no longer get full XP for a kill if in a group. It is now split evenly among the group members.


This spells the end of SL in my mind. Hope this doesn't hit live.



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Kharast
Mon Jul 25, 2005 10:41 am
#2






Helter-Skelter wrote:

This spells the end of SL in my mind. Hope this doesn't hit live.




please explain




Melee and Ranged:
Officers go both ways!
Yeraze
Mon Jul 25, 2005 11:01 am
#3

Well.. it spells the end of XP groups, that's for sure.

SL will still live on, albeit in fewer numbers and less avenues.



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
Helter-Skelter
Mon Jul 25, 2005 11:35 am
#4






Kharast wrote:





Helter-Skelter wrote:

This spells the end of SL in my mind. Hope this doesn't hit live.




please explain






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.


Unless having a MSL grants a 15% bonus to XP or something I can't imagine why people would form a group. Sadly this game seems to revolve around grinding XP. If you can solo for 6000xp why would you group when your XP would then be 1/8th of that?




ARMORY & PILLAGED LOOT by Hauk and Vega
Unwilling Servant, Inc ◄-7156 -3883► Galia, Naboo
Featuring: Predatör® ◦ Dreadnaüght® ◦
Prötek PSG®
12-point Master Armorsmith | RIS Certified | Specializing in Wookie Armor
"powered by wookie slave labor"


Darth_Sushi
Mon Jul 25, 2005 11:36 am
#5

Please keep in mind that anything on TC is still subject to tweaking and further review.






UNAGI__N__[ONE TOUGH SQUID]
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I play on Bria because Hell was full.


Yeraze
Mon Jul 25, 2005 11:46 am
#6

I understand Darth.

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.



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
Kharast
Mon Jul 25, 2005 1:00 pm
#7


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.




Melee and Ranged:
Officers go both ways!
AlienEntity
Mon Jul 25, 2005 1:29 pm
#8

My opinion I both like it and dislike it. On the negative side, I get a gimpy person who will take one shot, and go off to do something else and gets the full xp for doing what I have to pay for in one way or another, they shouldn't get much xp. I dislike it because yes, grouping COULD cause us problems. But I am also tired of just random grouping. I want to find people that I CAN work with and that WILL work with me and not go off trigger happy. Thus we need to find people who we work well with if it does come to Live.



Colonel Talley Darkstar, Master Squad Leader, Alliance Ace Pilot-Crimson Phoenix Squadron, Rifleman
Squad Leader Cache Colonel Talley Darkstar Classified Squad Leader Files
Ackehece
Thu Jul 28, 2005 7:04 am
#9

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.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
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Ackehece - Eclipse | Tife - TestCenter




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Encoded as per Garva




Cafa
Thu Jul 28, 2005 9:08 am
#10






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




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Ackehece
Thu Jul 28, 2005 9:10 am
#11

Whatever Cafa

but it still is not being pushed live.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Yeraze
Thu Jul 28, 2005 9:18 am
#12

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:


  1. 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.
  2. 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.



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
AlienEntity
Thu Jul 28, 2005 11:01 am
#13



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:


  1. 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.
  2. 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.



Colonel Talley Darkstar, Master Squad Leader, Alliance Ace Pilot-Crimson Phoenix Squadron, Rifleman
Squad Leader Cache Colonel Talley Darkstar Classified Squad Leader Files
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