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morfius's Avatar


morfius
02.11.2014 , 06:01 PM | #41
Quote: Originally Posted by eartharioch View Post
The real question is how would you react if BW was able to close the re-login exploit (which, no matter victimless it may appear, it is) and didn't change the mission RNG?

FYI, I don't think it's a big deal, but it is an exploit. I don't think whatever damage being done by the current exploiters justifies spending any effort to address it, but if effort does get spent, I would rather it be to keep the system and close the loop hole, not make the loop hole unnecessary by changing the system for what IMO would be the worse.
Easy, go for more slicer alts (level it with boxes only mean you are on + at end) ... and logon dance continue just not on same but different toons
It will take some time but will pay later when you have much more mats to play with.
"The Aing-Tii have a different view of the Force. Not in terms of Jedi or Dark Jedi—of black and white, as it were—but in a way I like to think of as a full-color rainbow."

Khevar's Avatar


Khevar
02.11.2014 , 06:50 PM | #42
Quote: Originally Posted by eartharioch View Post
The real question is how would you react if BW was able to close the re-login exploit (which, no matter victimless it may appear, it is) and didn't change the mission RNG?

...
I was thinking a bit more about this today.

If this were implemented (the RNG seed for a mission list remain unchanged when moving to another area or relogging) I would really hope they'd allow the Abundant and Moderate missions to crit.

For example, if you're trying to get Thermal Regulators, only Unsliceable and Watching the Watchdogs return them. If you run Defenseless, The Insider or the other one (don't remember name) you'll only get Bio-Mechanical Interface Chips.

Similarly for Underworld Trading. Only the top 3 missions will return Beryllius, the others won't.

So if you had an unrefreshable list of missions, it would be best to have the other missions also have a crit chance. But instead of returning 2-4 purple items on a crit, perhaps just 1-2 on a crit.

eartharioch's Avatar


eartharioch
02.11.2014 , 08:41 PM | #43
Quote: Originally Posted by Khevar View Post
I was thinking a bit more about this today.

If this were implemented (the RNG seed for a mission list remain unchanged when moving to another area or relogging) I would really hope they'd allow the Abundant and Moderate missions to crit.
.
Why? The whole point of not showing the whole list is so that people don't only just always run the same (perceived best) missions. The whole point of storing the mission list seed would be to reduce the supply of these items, so increasing their yield (or adding the chance of getting them to other missions) would defeat the purpose of storing the seed.
Q: What did the five fingers say to the face?
A: It's a SLAP!

Khevar's Avatar


Khevar
02.11.2014 , 09:07 PM | #44
Quote: Originally Posted by eartharioch View Post
Why? The whole point of not showing the whole list is so that people don't only just always run the same (perceived best) missions. The whole point of storing the mission list seed would be to reduce the supply of these items, so increasing their yield (or adding the chance of getting them to other missions) would defeat the purpose of storing the seed.
The only real why would be to still have a point to running the missions.

If the low-grade mission never return the mats you want, but you are forced to run them as the only way of resetting the mission list, it seems to move the action of crafting further away from something fun to do.

Edit: Doesn't mean it would need to return the same amount of materials as the higher grade missions, or even that it would have the same crit rate. But for there to be no chance whatsoever to get the materials you're looking for, but you have to run them anyways ...

Edit Edit: I just re-read your post and realized I overlooked this:
Quote: Originally Posted by eartharioch View Post
... The whole point of storing the mission list seed would be to reduce the supply of these items ...
Is that the reason why you're suggesting to keep the seed the same? To reduce the supply of items?

eartharioch's Avatar


eartharioch
02.11.2014 , 10:17 PM | #45
Quote: Originally Posted by Khevar View Post
Is that the reason why you're suggesting to keep the seed the same? To reduce the supply of items?
Technically, I'm not suggesting anything -- I think the system is working fine at the moment, even if some people are gaming it a bit (and I'm not saying I never do a reload if I'm in a hurry and the mission selection is super crappy). Other people have asked for BW to just make all missions always available, and my opinion is that *if and only if* BW decides to make a change, that it be to enforce the RNG aspect more strongly, not remove it.
Q: What did the five fingers say to the face?
A: It's a SLAP!

Khevar's Avatar


Khevar
02.11.2014 , 10:46 PM | #46
Quote: Originally Posted by eartharioch View Post
Technically, I'm not suggesting anything -- I think the system is working fine at the moment, even if some people are gaming it a bit (and I'm not saying I never do a reload if I'm in a hurry and the mission selection is super crappy). Other people have asked for BW to just make all missions always available, and my opinion is that *if and only if* BW decides to make a change, that it be to enforce the RNG aspect more strongly, not remove it.
Fair enough.

IMHO, the RNG nature of crafting is one of the least appealing parts of it. Don't get me wrong, I deal with it. It's just not what keeps me coming back. I would have wished that it were designed at the start to require more personal interation and less randomness.

By way of an example, imagine a "lockpick door" mechanic. 15% chance of success. Right click on door -- fail. Right click on door -- fail. Right click on door -- fail. Right click on door -- SUCCESS. Now let's have a mechanic whereby you manipulate the cursor to pick the locks (think Splinter Cell). Suddenly, user ability and skill comes into play.

I think it would have been super cool to have "player ability" factor into the crafting attempt. The better job you did in the crafting minigame, the better the stats of the final product. Using more rare materials would make it easier to get high stats. The better crafter is one who has more skill, not someone luckier with dice rolls.

Of course, that ship has sailed as far as TOR's crafting. We got what we got.

------------------------

Anyway, back to the refreshing mission list. If you did want "enforced RNG" and were concerned about increased supply, the simple solution would be to reduce either the crit chance or the materials reduced.

Compare these two approaches:

1. The mission list is limited, "unrefreshable" and will sometimes be full of missions that will never return the materials you are looking for, but you are forced to run them anyway to get a new list.

2. The mission list is limited, "unrefreshable" and will sometimes have missions with a low chance of returning the materials you are looking for, but you have to run them to get a new list with better missions.

What could possibly be better about the first choice?