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DIPLOMACY problems in 1.2

STAR WARS: The Old Republic > English > Crew Skills
DIPLOMACY problems in 1.2

finelinebob's Avatar


finelinebob
12.06.2012 , 06:20 PM | #21
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.
Jedi Guardian JonBonJovi'wan
"Wanted: Dead or Alive"
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slapcin's Avatar


slapcin
12.06.2012 , 06:36 PM | #22
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....

finelinebob's Avatar


finelinebob
12.06.2012 , 09:48 PM | #23
Quote: Originally Posted by slapcin View Post
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.
Jedi Guardian JonBonJovi'wan
"Wanted: Dead or Alive"
Defenders of Monkeys - Prophecy of the Five
DatacronHunter's Video Guides to Datacrons | Datacron Spreadsheet