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DIPLOMACY problems in 1.2


Umrattawil

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The 1.2 patch notes (http://www.swtor.com/patchnotes/1.2.0/legacy) made a vague reference to changing the Diplomacy missions. "Diplomacy missions that previously indicated the player was assisting the other faction are now appropriately faction-restricted."

 

It seems that any mission that had flavor text that implied that it helped the other faction has been blocked from the user. Bioware didn't simply change the text to make it neutral or change the text to make it faction friendly. They blocked entire sets of missions from a faction, thus making it difficult to obtain certain artifact quality materials. If this was a roleplay inspired change, what about gray/neutral characters that don't care about one faction over the other?

 

Refer also to Nasai's thread (http://www.swtor.com/community/showthread.php?t=404672)

 

I have two Inquisitors and they both have Diplomacy (200/400 & 400/400). Before the advent of patch 1.2 I ran a lot of Grade two diplomacy missions to feed my implant market. There were four Rich Medical Supply missions (two Light Side, two Dark side) in the available mix of missions. It appears that those four missions were tagged as being Republic friendly (thus Imperial players do not have access in patch 1.2). I am focusing on this narrow set of missions (Grade 2), but it appears to affect all Grades.

 

Each tier of Grade X missions had Moderate/Abundant/Bountiful/Rich missions of Companion Gifts and Medical Supplies with Light/Dark mirrors (doubling the pool of available missions). In the 1.2 patch, the available pool of missions has shrunk down to just a handful.

 

In following posts I will catalog what I have observed after running several missions on both characters.

Edited by Umrattawil
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Character 1 has 200/400 Diplomacy. I ran four sets of Grade 2 missions. After each run, I would log out to my other Diplomacy character (these results will appear in the next post).

This is what I observed in each run. The missions that I ran are highlighted in yellow.

 

Run 1:

Grade 1

  • LS 95 Mod Gift - A Night on the Town
  • DS 95 Mod Gift - An Old Man's Treasure
  • DS 115 Mod Med - Know Too Much
  • DS 115 Mod Med - Strange Bedfellows
  • LS 95 Mod Gift - Thrill Seekers

Grade 2

  • LS 560 Rich Gift - The Path Not Taken
  • DS 340 Abu Med - See, Hear, Speak
  • DS 220 Mod Gift - Lifeblood of the Galaxy
  • LS 285 Abu Gift - An Unjust Sentence
  • DS 560 Rich Gift - Gifted

 

Run 2:

Grade 1

  • LS 275 Bou Med - Balancing Acts
  • LS 115 Mod Med - A Cure for What Ails You
  • DS 115 Mod Med - Strange Bedfellows
  • LS 95 Mod Gift - A Night on the Town
  • DS 95 Mod Gift - An Old man's Treasure

Grade 2

  • LS 560 Rich Gift - The Path Not Taken
  • LS 265 Mod Med - Artificial Curiosity
  • LS 515 Bou Gift - Uncovering Old Grudges
  • DS 220 Mod Gift - Lifeblood of the Galaxy
  • DS 560 Rich Gift - Gifted

 

Run 3:

Grade 1

  • LS 115 Mod Med - Lost in the Mist
  • LS 95 Mod Gift - Thrill Seekers
  • DS 275 Bou Med - Double Dare
  • DS 115 Mod Med - Know Too Much
  • DS 95 Mod Gift - An Old Man's Treasure

Grade 2

  • LS 285 Abu Gift - An Unjust Sentence
  • LS 265 Mod Med - Artificial Curiosity
  • DS 220 Mod Gift - Lifeblood of the Galaxy
  • LS 560 Rich Gift - The Path Not Taken
  • DS 560 Rich Gift - Gifted

 

Run 4:

Grade 1

  • DS 115 Mod Med - Know Too Much
  • LS 95 Mod Gift - A Night on the Town
  • DS 115 Mod Med - Strange Bedfellows
  • DS 95 Mod Gift - An Old Man's Treasure
  • LS 115 Mod Med - A Cure for What Ails You

Grade 2

  • DS 230 Mod Gift - Tug of War
  • DS 515 Bou Gift - Youthful Indiscretions
  • LS 275 Mod Med - A Wanderer's Gifts
  • LS 265 Mod Med - Artificial Curiosity
  • DS 220 Mod Gift - Lifeblood of the Galaxy

 

So far, this sample says there are at least 10 Grade 2 missions (does not include Rich Medicals).

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The second character has 400/400 Diplomacy. I ran three tests (same method as above). Catalog the Grade 1 & 2 missions, run the Dark Grade 2 missions (marked in yellow), log out to the alternate character.

 

Run 1

Grade 1

  • LS 115 Mod Med - A Cure for What Ails You
  • DS 115 Mod Med - Strange Bedfellows
  • DS 95 Mod Gift - An Old Man's Treasure
  • LS 95 Mod Gift - A Night on the Town
  • DS 120 Abu Gift - Without a Fight

Grade 2

  • LS 560 Rich Gift - The Path Not Taken
  • DS 515 Bou Gift - Youthful Indiscretions
  • LS 515 Bou Gift - Uncovering Old Grudges
  • DS 220 Mod Gift - Lifeblood of the Galaxy
  • LS 265 Mod Med - Artificial Curiosity

 

Run 2

Grade 1

  • LS 115 Mod Med - A Cure for What Ails You
  • LS 95 Mod Gift - A Night on the Town
  • DS 120 Abu Gift - Without a Fight
  • DS 115 Mod Med - Strange Bedfellows
  • DS 95 Mod Gift - An Old Man's Treasure

Grade 2

  • LS 265 Mod Med - Artificial Curiosity
  • LS 275 Mod Med - A Wanderer's Gifts
  • LS 515 Bou Gift - Uncovering Old Grudges
  • LS 560 Rich Gift - The Path Not Taken
  • DS 220 Mod Gift - Lifeblood of the Galaxy

 

Run 3

Grade 1

  • LS 115 Mod Med - A Cure for What Ails You
  • DS 95 Mod Gift - An Old Man's Treasure
  • DS 95 Mod Gift - Collusion
  • LS 95 Mod Gift - A Night on the Town
  • DS 115 Mod Med - Strange Bedfellows

Grade 2

  • DS 220 Mod Gift - Lifeblood of the Galaxy
  • LS 285 Abu Gift - An Unjust Sentence
  • LS 560 Rich Gift - The Path Not Taken
  • DS 560 Rich Gift - Gifted
  • LS 265 Mod Med - Artificial Curiosity

 

This set only saw 8 unique Grade 2 missions, but they were all found in the other set of tests. So we are still at 10 unique (observed) Grade 2 missions.

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Did another test today, it appears that there are only ten Grade 2 missions available to Imperial Diplomats. Is this intended? It is an even split of LS/DS missions (5 each). There are 7 Gift missions and only 3 Medical Supply missions (two Moderate & one Abundant). I don't see how a new Diplomat is supposed to generate enough medical supplies to level Biochem.

Grade 2 Diplomacy missions (Imperial)

  • Mission A : DS 220 Mod Gift - Lifeblood of the galaxy
  • Mission B : DS 230 Mod Gift - Tug of War
  • Mission C : LS 265 Mod Med - Artificial Curiosity
  • Mission D : LS 275 Mod Med - A Wanderer's Gifts
  • Mission E : LS 285 Abu Gift - An Unjust Sentence
  • Mission F : DS 340 Abu Med - See, Hear, Speak
  • Mission G : LS 515 Bou Gift - Unconvering Old Grudges
  • Mission H : DS 515 Bou Gift - Youthful Indiscretions
  • Mission I : LS 560 Rich Gift - The Path Not Taken
  • Mission J : DS 560 Rich Gift - Gifted

 

The following is what I observed running Grade 2 Diplomacy missions on my Inquisitor (400/400 skill). The missions that i ran are in yellow.

 

Run 1:

  • Mission C
  • Mission J
  • Mission G
  • Mission H
  • Mission A

Run 2:

  • Mission G
  • Mission E
  • Mission A
  • Mission H
  • Mission F

Run 3:

  • Mission F
  • Mission H
  • Mission C
  • Mission J
  • Mission E

Run 4:

  • Mission A
  • Mission I
  • Mission H
  • Mission B
  • Mission J

Run 5:

  • Mission G
  • Mission I
  • Mission A
  • Mission E
  • Mission J

Run 6:

  • Mission B
  • Mission C
  • Mission A
  • Mission J
  • Mission G

Run 7:

  • Mission I
  • Mission A
  • Mission J
  • Mission C
  • Mission B

Run 8:

  • Mission B
  • Mission G
  • Mission C
  • Mission A
  • Mission I

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Ran some more tests to figure out the Grade 3 & 4 mission mix.

 

Grade 3 has 12 missions (even LS/DS). Six Gift, six Medical Supplies (all four variants of the Rich).

Grade 3 Diplomacy Missions (Imperial)

  • LS 390 Mod Gift - Blind Hatred
  • DS 390 Mod Gift - Making a Change
  • DS 425 Mod Gift - Backbiting
  • LS 425 Mod Gift - Reconciliation
  • DS 575 Abu Med - Stellar Summits
  • LS 575 Abu Med - A Line in the Sands
  • DS 780 Bou Gift - Boardroom Hostility
  • LS 780 Bou Gift - Trust No One
  • LS 1045 Rich Med - Quiet, Please
  • DS 1045 Rich Med - Share and Share Alike
  • DS 1115 Rich Med - Broken Promises
  • LS 1115 Rich Med - After Hours

 

Grade 4 has a bunch, not sure if this is the complete picture.

Grade 4 Diplomacy Missions (Imperial)

  • LS 710 Abu Gift - Diplomatic Intervention
  • DS 710 Abu Gift - Justify the Means
  • LS 735 Abu Gift - Uncivil War
  • LS 775 Mod Med - Professional Courtesy
  • DS 775 Mod Med - In Bad Faith
  • LS 800 Mod Med - Toe the Line
  • DS 800 Mod Med - Money Troubles
  • LS 850 Abu Med - Bargaining for Freedom
  • DS 850 Abu Med - Court of Public Opinion
  • DS 880 Abu Med - Denial of Service
  • LS 1175 Bou Gift - The Perils of Greed
  • LS 1325 Rich Gift - Strained Alliances
  • LS 1405 Rich Gift - Friends in Low Places
  • DS 1405 Rich Gift - Criminal Interest

Edited by Umrattawil
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Leveled a Trooper and raised Diplomacy to 140/400. The rich medical supplies missions are hiding over on the Republic side. The following are the Grade 2 Diplomacy missions for both Imperial and Republic factions. The missions unique to Imperial players will be highlighted in orange, Republic in blue.

 

Grade 2 Diplomacy missions (Imperial)

  • DS 220 Mod Gift - Lifeblood of the galaxy
  • DS 230 Mod Gift - Tug of War
  • LS 265 Mod Med - Artificial Curiosity
  • LS 275 Mod Med - A Wanderer's Gifts
  • LS 285 Abu Gift - An Unjust Sentence
  • DS 340 Abu Med - See, Hear, Speak
  • LS 515 Bou Gift - Unconvering Old Grudges
  • DS 515 Bou Gift - Youthful Indiscretions
  • LS 560 Rich Gift - The Path Not Taken
  • DS 560 Rich Gift - Gifted

There are ten total missions available. Seven of those missions are Gift related. The remaining three are Medical Supplies (two moderate, one abundant).

Grade 2 Diplomacy missions (Republic)

  • DS 220 Mod Gift - Lifeblood of the Galaxy
  • DS 230 Mod Gift - Tug of War
  • LS 265 Mod Med - Artificial Curiosity
  • LS 275 Mod Med - A Wanderer's Gifts
  • LS 285 Abu Gift - An Unjust Sentence
  • DS 340 Abu Med - See, Hear, Speak
  • LS 640 Rich Med - Just Remember Everyone's Name
  • DS 640 Rich Med - Under the Table
  • LS 670 Rich Med - Bound by Trade
  • DS 670 Rich Med - Personal Space

There are ten total missions available. Three of those are Gift related. The remaining seven are Medical Supplies (2 moderate, 1 abundant, 4 rich).

Also for reference, the following is the list of the flavor texts for the faction unique missions.

  • "Just Remember Everyone's Name" - A naive young Senator has accidentally offended several alien dignataries since being appointed. Send your companion to tutor him in diplomatic protocol.
  • "Under the Table" - The Senate is clamping down on spaceport bribe-taking... but bribes keep trade running smoothly. Have your companion ensure the Senate doesn't make everyone too honest.
  • "Personal Space" - An arrogant warlord has been hunting Republic scout ships that enter his territory. Your companion could convince him to hunt Imperial convoys instead.
  • "Bound by Trade" - An Alsakan noblewoman is refusing to a marriage alliance, intended to safeguard Mid Rim trade for generations. Send your companion to reason with her.

 

  • "Uncovering Old Grudges" - Two noble families have both claimed an ancient relic on Dromund Kaas, and are on the verge of war. Send your companion to calm the situation.
  • "Youthful Indiscretions" - The son of an Imperial commander has been arrested on Nar Shaddaa for an embarrassing indiscretion. Send your companion to secure his release - and gratitude.
  • "The Path Not Taken" - The governor of a Republic moon has hinted at Imperial sympathies. He would make a useful Imperial ally; your companion might convince him to defect.
  • "Gifted" - The Hutt cartel is offering the Empire a shipment of Force-sensitive slave... at an exorbitant price. Your companion could arrange a better deal.

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Wow that's a lot of work, I'm happy someone is willing to put in that kind of effort.

 

Myself, my main observation since 1.2 is the follow (and I'm sure it will agree with your data):

 

Repub side has tons of Grade 2 Rich Medical Supplies missions, NO Grade 3 Rich Medical Supplies

Sith side has a good amount of Grade 3 Rich Medical Supplies missions, no Grade 2 Rich.

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The Grade 3 rich medical supplies missions are hiding over on the Imperial side. The following are the Grade 3 Diplomacy missions for both Imperial and Republic factions. The missions unique to Imperial players will be highlighted in orange, Republic in blue.

Grade 3 Diplomacy missions (Imperial):

  • LS 390 Mod Gift - Blind Hatred
  • DS 390 Mod Gift - Making a Change
  • DS 425 Mod Gift - Backbiting
  • LS 425 Mod Gift - Reconciliation
  • DS 575 Abu Med - Stellar Summits
  • LS 575 Abu Med - A Line in the Sands
  • DS 780 Bou Gift - Boardroom Hostility
  • LS 780 Bou Gift - Trust No One
  • LS 1045 Rich Med - Quiet, Please
  • DS 1045 Rich Med - Share and Share Alike
  • DS 1115 Rich Med - Broken Promises
  • LS 1115 Rich Med - After Hours

There are twelve total missions. Six gift and six Medical Supplies (2 Abundant & 4 Rich).

Grade 3 Diplomacy missions (Republic):

  • LS 425 Mod Gift - Reconciliation
  • DS 425 Mod Gift - Backbiting
  • LS 470 Mod Med - Red Tape
  • DS 470 Mod Med - Blades to Be
  • LS 575 Abu Med - A Line in the Sand
  • DS 575 Abu Med - Stellar Summits
  • LS 780 Bou Gift - Trust No One
  • DS 780 Bou Gift - Boardroom Hostility
  • LS 870 Rich Gift - Waters of Life
  • DS 870 Rich Gift - Star Struck
  • LS 930 Rich Gift - They Struck First
  • DS 930 Rich Gift - Corporate Disinterests

There are twelve total missions. Eight Gift and four Medical Supplies (2 Moderate & 2 Abundant).

Mission text:

  • "Waters of Life" - A new diposit of healing kolto has been discovered on Manaan, guarded jealously by the Selkath. have your companion negotiate with them for the kolto.
  • "Star Struck" - A popular holo-entertainer recently took a stance against the Republic's policies in dealing with the Sith Empire. Have your companion persuade him to keep silent.
  • "They Struck First" - Mantellian separatist propaganda is claiming the Republic used a bioweapon on one of their villages. Send your companion to bring the truth to the Senate.
  • "Corporate Disinterests" - New Horizons Development Corp, which is owned by a Republic Senator, is trying to purchase share cropping lands from a collective of small farm-owners. Send a companion to persuade the farm-owners to sell.
  • "Red Tape" - A large group of Ithorian refugees, made homeless by the Empire, have been refused Republic asylum. Send your companion to argue the refugee's case.

 

  • "Quiet, Please" - The powerful Darth Nacheria plans to meditate in seclusion for a decade, but the Empire needs Nacheria's armies. have your companion convince her to stay.
  • "After Hours" - A Kaas City noble is known to gossip about the city's politics in his favorite cantina. For the price of a drink, your companion could learn a great deal.
  • "Broken Promises" - The Empire gave an alien warlord weapons and support in exchange for fealty, but with all of his competition out of the way, the warlord is growing too ambitious.
  • "Share and Share Alike" - Imperial Intelligence has its eyes on a takeover at the Lam mining conglomerate, and needs someone to convince shareholders to part with their holdings.
  • "Blind Hatred" - The Sith lords Anathel and Xarion are battling in the Stygian Caldera, disrupting Imperial trade. Your companion could persuade them to take their feud elsewhere.
  • "Making a Change" - A disillusioned Exchange boss plans to retire, offering crucial underworld secrets to anyone who'll grant him asylum. Have your companion make the arrangements.

Edited by Umrattawil
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Look at the distribution of Medical Supply missions from what we have seen so far.

Grade 2:

  • Imperial - 3/10 (2 Moderate & 1 Abundant)
  • Republic - 7/10 (2 Moderate, 1 Abundant & 4 Rich)

Grade 3:

  • Imperial - 6/12 (2 Abundant & 4 Rich)
  • Republic - 4/12 (2 Moderate & 2 Abundant)

 

Given that you only see five missions at a time, Republic scum will always see some form of Grade 2 Med Supply missions. At the same time, Imperial citizens see Med Supply missions far less frequently and in low yields. The situation reverses itself in the Grade 3 bracket, but the pool of missions is slightly larger.

 

If the point to this change was to "protect" the player from assisting the opposing faction, why did Bioware create a gap in acquiring materials? Diplomacy isn't some gathering skill where you run around out in the wild picking LS/DS points from the bushes and dead bodies. You can only gain access to the materials via companion missions. Why not just clone some of the missions and change the mission text? I have heard some people attribute this change to Bioware wanting to foster some sort of trade/bartering between factions. That is total BS. No other mission skill forces you to do that (to my knowledge). I am not going to travel every day to Nar Shaddaa to post my purple medical supplies in the hopes that the opposing faction does the same (without gouging me). What will most likely happen is any committed Biochem crafter will level an alt on the opposing faction and level Diplomacy (again).

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This is as borked up as Underworld trading grade 2 metal missions.

 

At the risk of sounding nasty, whoever approved this change on the developement team need to go back to remidial develepment school.

 

You never make changes that affect balance based soley on lore reasons.

These changes should have been back-burnered until they had time to add in enough missions to the diplomacy mission spread so that there are an even amount of mission types (Medical supplies, Comp Gifts) for each tier (Mod, Abun, Bountiful, Rich) on each faction.

 

The worst part about this is that the exact same type of issue has constantly been reported since Beta about Underworld Trading metals missions and it's still hasn't even been ackowledged as an issue, so there's little reason to exepect the diplomacy missions to be changed any time soon, if at all.

 

I HATE sounding all "Doom and Gloom" but this is even more frustrating then the UT issue. The UT issue was just a bad desicion from the begining. But I could at least give them a "pass" by using the rationalization that "Well they might not have development time to get the issue fixed." The Diplomacy missions worked fine except for the flavor text attached to the missions. Development time was actualy spent to make the mission line worse.

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The Grade 4 rich medical supplies missions are hiding over on the Republic side. The following are the Grade 4 Diplomacy missions for both Imperial and Republic factions. The missions unique to Imperial players will be highlighted in orange, Republic in blue. Yay more data.

Diplomacy Grade 4 missions (Imperial)

  • LS 710 Abu Gift - Diplomatic Intervention
  • DS 710 Abu Gift - Justify the Means
  • LS 735 Abu Gift - Uncivil War
  • LS 775 Mod Med - Professional Courtesy
  • DS 775 Mod Med - In Bad Faith
  • LS 800 Mod Med - Toe the Line
  • DS 800 Mod Med - Money Troubles
  • LS 850 Abu Med - Bargaining for Freedom
  • DS 850 Abu Med - Court of Public Opinion
  • DS 880 Abu Med - Denial of Service
  • LS 1175 Bou Gift - The Perils of Greed
  • DS 1325 Rich Gift - Tough Love
  • LS 1325 Rich Gift - Strained Alliances
  • LS 1405 Rich Gift - Friends in Low Places
  • DS 1405 Rich Gift - Criminal Interest
  • DS 1410 Bou Med - Forgetful Minds

There are sixteen Grade 4 missions for the Imperials. Half are Gift and the other half are Medical Supplies (4 Moderate, 3 Abundant, 1 Bountiful & 0 Rich).

 

Diplomacy Grade 4 missions (Republic)

  • LS 645 Mod Gift - Sparks Will Fly
  • DS 645 Mod Gift - Ugly Truths
  • LS 665 Mod Gift - On Both Their Houses
  • DS 665 Mod Gift - Marriage of Convenience
  • LS 710 Abu Gift - Diplomatic Intervention
  • DS 710 Abu Gift - Justify the Means
  • LS 735 Abu Gift - Uncivil War
  • LS 850 Abu Med - Bargaining for Freedom
  • DS 850 Abu Med - Court of Public Opinion
  • DS 880 Abu Med - Denial of Service
  • LS 1175 Bou Gift - The Perils of Greed
  • DS 1410 Bou Med - Forgetful Minds
  • LS 1590 Rich Med - The Great Library's Secrets
  • DS 1590 Rich Med - Spark of Secession
  • LS 1685 Rich Med - Dxun's Lost Warriors
  • DS 1685 Rich Med - Stopping the Leaks

There are sixteen missions. Half are Gift missions, half are Medical Supply missions (0 Moderate, 3 Abundant, 1 Bountiful & 4 Rich).

Edited by Umrattawil
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I am disapointed that this problem has not been addressed yet. Is it game breaking, no. I did however enjoy establishing a niche market. That part of the game is lost to me since 1.2 rolled out. All of the other threads on this topic have been funneled here, but I sense that was done to just bury the problem.

 

Best of luck to you Biochem crafters. I hope you enjoy leveling Diplomacy again on the opposing faction.

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  • 4 weeks later...

So this explains why I am unable to get any worthwhile missions for level 4 Medical Missions in Diplomacy.

 

What was BW thinking? Helping the other faction, to do what, beat me down?

 

Is this a sad plan to open up trade between the factions? By forcing people to have to rely on the opposing faction because you just can not get the materials you need to craft a bloody item.

 

Seems like a real fool hardy move considering the server situation and the lack of population or the complete unbalanced populations that will never get a chance to trade even if they were forced into it.

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This is as borked up as Underworld trading grade 2 metal missions.

Exactly what I was thinking. I'm sorry to see that another mission skill has been "fixed" to be every bit as annoying as UT. They really, really need to fix this now, and by now I don't mean "sometime in August when 1.3 comes out, if ever." It's making crafting extremely annoying, and nearly impossible to do on a regular basis. As others have noted, and as the extensive test results posted here show, this is not just a "bad run of luck" from a few people QQ'ing on forums. The fact that there is nothing to be had on GTN means nobody is getting this stuff. The mission mixes and number of missions available is just badly screwed now for several skills, the worst of which are UT and Diplomacy. There also seem to be a lot of reports now that crit chances are borked on all the gathering skills, since the supply of purple mats has dropped to near zero in some categories, and they have dried up on GTN as well.

 

Something is broken, and it needs a fix, now. And the parameters for how many missions of each type are shown in the mission UI just needs to be raised flat out; that shouldn't require any major changes to the UI, and there is no reason it can't be done right away rather than waiting for the next major release.

Edited by Heezdedjim
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  • 4 weeks later...
  • 4 months later...
Are you going to fix this or what? the servers are dead we can not get the matz on the Rep side unless some one puts up a lvl 165 mission.......

 

Are you just coming back after leaving for 6 months?

Servers aren't dead, and I leveled a biochem to 400 crafting my own stims and med-packs all the way to 50.

This thread should have been locked months ago.

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  • 1 month later...

no its still broke and they now it is this on a list for fixing...

 

Grade 3 Diplomacy Missions (Imperial)

 

LS 390 Mod Gift - Blind Hatred

DS 390 Mod Gift - Making a Change

DS 425 Mod Gift - Backbiting

LS 425 Mod Gift - Reconciliation

DS 575 Abu Med - Stellar Summits

LS 575 Abu Med - A Line in the Sands

DS 780 Bou Gift - Boardroom Hostility

LS 780 Bou Gift - Trust No One

 

this is the problem imp only! All rich MED missions are Imp only......

LS 1045 Rich Med - Quiet, Please

DS 1045 Rich Med - Share and Share Alike

DS 1115 Rich Med - Broken Promises

LS 1115 Rich Med - After Hours

 

Grade 2 Diplomacy missions (Republic)

 

DS 220 Mod Gift - Lifeblood of the Galaxy

DS 230 Mod Gift - Tug of War

LS 265 Mod Med - Artificial Curiosity

LS 275 Mod Med - A Wanderer's Gifts

LS 285 Abu Gift - An Unjust Sentence

DS 340 Abu Med - See, Hear, Speak

 

And this Rep only all rich med missions

LS 640 Rich Med - Just Remember Everyone's Name

DS 640 Rich Med - Under the Table

LS 670 Rich Med - Bound by Trade

DS 670 Rich Med - Personal Space

 

There's more but some people seem not to understand how this works.... both sides should have 2 each

Edited by slapcin
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When you look at evidence like this for Diplomacy, or the biases in Underworld Trading, or the lack of meaning to "Skill" in "Crew Skills" since the only meaningful difference between a Skill 1 crafter and a Skill 400 crafter is the number of schematics you have available, there are two possible conclusions you can draw:

  1. The developers and producers assigned to Crew Skills do not understand probability: simple probability, maybe so since they play with it, but binomial probability and combinatorial probability, not one bit; or
  2. The developers and producers assigned to Crew Skills do understand probability in its various forms and are hiding behind the simple probabilities they stick in our faces, hoping we don't look any deeper.

 

So, incompetence or deception, which is the case?

 

Perhaps it is just a case of being misguided. Maybe they do understand the biases they introduce to what is supposed to be a randomized system and they hope we won't take offense to a system that advertises itself as being random not truly being random (in the case of mission distribution, in type, in yield and in grade). Maybe they were led to believe that a "simple" crafting system would make crafting enjoyable for everyone.

 

Then again, they did listen to Lucas Arts, who insisted on space being a "cinematic experience" and believing that space-on-rails is truly cinematic, enjoyable, and desirable.

 

I know there are players who like space as it is and crafting as it is with the simplicity and predictability of both systems, as well as their being of marginal importance to the core of the game experience. But I have to wonder just how AAA Crew "Skills" are (leaving space out of it). SWTOR is supposed to be a AAA MMO, whatever that means, right?

 

I can't say that "from day 1", that since this game launched, that people have called into question whether Crew Skills were "balanced", if "balance" is what it takes to make it fun for all players. I can't say that because these complaints against the system have existed since beta, as someone has already pointed out.

 

And ignored since beta.

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The problem with this change is the IMP'S can farm rich med missions (grade 3) and control all the epic recp 25 and 29 implants etc. The Rep players have to buy missions 165 to get what the IMP'S can just send there guys out to farm.... Edited by slapcin
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The problem with this change is the IMP'S can farm rich med missions (grade 3) and control all the epic recp 25 and 29 implants etc. The Rep players have to buy missions 165 to get what the IMP'S can just send there guys out to farm....

 

And that shows how much worse Diplomacy is in terms of factional balance, then, compared to UWT.

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