Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Allow us to chain up gathering and mission tasks

STAR WARS: The Old Republic > English > Crew Skills
Allow us to chain up gathering and mission tasks

CommanderKeeva's Avatar


CommanderKeeva
01.20.2013 , 04:48 AM | #1
I'm pretty sure this was covered somewhere but why can't we order a companion to keep repeating a specific mission type? Especially on lower levels it's extremely annoying to have to press N and select the same mission every minute. Not to mention that it makes crew skill management on alts impossible.

It would be so much better if I could order a companion on my alt to bring in gemstones, another companion to retrieve lockboxes, another to get companion gifts. Then log on to another alt and so the same with medical supplies, biochemical compounds, underworld metals, scavenged components, you name it.

All you'd need to do is to allow us to chain up gathering and mission tasks to 5 like crafting skills. Then I could do an alt tour when logging in and another when logging out.
BEING A GOOD SOLDIER COMES DOWN TO ONE THING, ONE SINGLE QUESTION:
WHAT ARE YOU PREPARED TO SACRIFICE?

wainot-keel's Avatar


wainot-keel
01.21.2013 , 12:11 PM | #2
Two things happen with the current mechanics: one, you get annoyed; two, abiltity of getting mats while being offline limited

Think about Slicing and the Discovery missions, which provide rare mats, you can get.

For example, I have 3 Slicers maxed out. I go to bed / to work / to raid , and that means at most 15 missions running with me not doing anything. It's rare when I don't get something, common to get more than 1 mission. Imagine the mats I would be pouring into the market if instead of 15 mission I would be running 75. I think it's too much.

If they could come up with a more convenient way to balance the mats in game rather than just annoyance, well, it'd be great, but I don't think BW is putting much thought and effort in crafting as of late. Cartel Market takes priority of course

Holinyx's Avatar


Holinyx
01.22.2013 , 05:19 AM | #3
so, they just keep repeating the missions? so set up companions on alts, log off...come back tomorrow and you are 400 in everything?

c'mon man....that's making it way too easy. and talk about destroying the economy. the market would be flooded with crafting materials. it would destroy what's left of crafting.
Not all Bounty Hunters die screaming like a 4 yr old girl.

MilesTeg_cy's Avatar


MilesTeg_cy
01.22.2013 , 06:45 AM | #4
Quote: Originally Posted by Holinyx View Post
so, they just keep repeating the missions? so set up companions on alts, log off...come back tomorrow and you are 400 in everything?

c'mon man....that's making it way too easy. and talk about destroying the economy. the market would be flooded with crafting materials. it would destroy what's left of crafting.
Agreed! Crafting should be dependent on chance as this one. Feels much real.

I'm frustrated for unsuccessful crafting attempts too. But I believe this is the way it should be otherwise you won't be as much happy when you were successful.
All governments suffer a recurring problem: Power attracts pathological personalities. It is not that power corrupts but that it is magnetic to the corruptible. Such people have a tendency to become drunk on violence, a condition to which they are quickly addicted. - Frank Herbert

Luckily's Avatar


Luckily
01.22.2013 , 12:45 PM | #5
I can see this.. IF It was limited to only the lowest level or the two lowest levels of missions. You can't have people being able to queue up 5+ hours of mission gathering. I KNOW it's frustrating, trust me, the two resources I use a ton of are grade 2's and I've run at least eleventy billion missions for those.
IGN: Luck
Server: Prophecy of the Five, formerly The Chubbyman
Specialties: Making implants, hanging out barefoot on the fleet

Cleet_Xia's Avatar


Cleet_Xia
01.22.2013 , 06:22 PM | #6
They need to set up the crew missions so that they adjust the mission times/cost/yield for the lowbie missions so that they are more inline with the top tier missions ~ based on the gathering skill level of the player.

For Example:
When you get to 400 of a crew skill your missions for level 1 mats should run for an hour, cost about 2K, and yield about 10 times as many mats as your level 1 missions returned when you first learned the craft. With each successive grade the effect would diminish.

grade 1 x 10
grade 2 x 8
grade 3 x 6
grade 4 x 4
grade 5 x 2
grade 6 -no change

skill level
0-60 no change
60 -120 + 2x
120 -180 + 2x
180 - 240 + 2x
240 - 360 + 2x
360 - 400 + 2x

The multiplier becomes cumulative for all grades of missions below the level where the bonus was obtained.

The prices & times displayed by the UI would just be multiplied upward based on player skill level, & the rewards multiplied according. With NO EFFECT on engame crafting at all.

Example: A player with a skill level of 359 runs grade 1 missions with a 8x multiplier, grade 5 without a multiplier, and cannot yet run a grade 6 mission.

Basically, "adaptive" crew missions......................

Lowbie mat prices on the GTN have always been way out of whack with what they actually cost to obtain, and it would be good for lowbie players if the market for those mats to return at a higher rate, from missions that had an appropriate run time & cost.

I understand why they don't want people queueing up 5+ hours of grade 6 crew missions on each comp, because it would completely crash the market for endgame crafted goods. But the prices for lowbie crafted gear are insane for anyone to actually pay, unless they're leveling an alt. The prices are boosted up there because level 50's don't don't want to waste their time queuing up grade 1 missions every 2 minutes, and new players often don't understand how to use crafting or the GTN.

This might cause the prices for lowbie slicing missions to rocket through the roof, but I think that would be better than the current system where lowbies can't afford to buy gear from the GTN that is on level for them. They could adjust the drop rate for the lowbie slicing missions downward.
~Master Telagtun Telag of Lord Calypho~

psandak's Avatar


psandak
01.23.2013 , 02:20 PM | #7
@Cleet, check your numbers because I think you are shortchanging a lot. Look at grade 1 missions...

The average cost is ~150 credits
The average time to complete is ~2.5 minutes
Each mission yields X materials

Using your numbers, a player pays ~2k for a 1 hour mission that returns 10 times the materials. So you are asking players to cough up 13.333x the cost and spend 24x the time to net 10x results? If it was implemented as a convenience option - sort of "fire and forget" - then OK, but replacing the existing system with your adaptive, the numbers need to be more closely inspected.

Other than that, I think your idea has merit.

That being said, there is a compromise solution that has been floated on these forums - a smartphone app with a fee for use. If you REALLY want to run materials missions or crafting constantly, download the app, setup your characters and pay a per use or monthly fee to do so. Blizzard did this with WoW's Auction House.

Cleet_Xia's Avatar


Cleet_Xia
01.24.2013 , 01:58 AM | #8
Those were just pulled out of the air for simplicity sake. So long as the bonuses avoid any weird "half a mat" results, they could be adjusted to whatever. The multiplier for level 1 missions would need to actually be something like 25 or so. Whereas, the level 5 missions don't really need any kind of multiplier. But you would want to make lowbie mats more expensive for 50's, or they would devestate the market for the lowbies trying to sell crafted goods.

The smartphone app is a popular idea, and I imagine that there will eventualy be an app. But even if there was, spamming level 1 missions on 5 companions gets old real fast.
~Master Telagtun Telag of Lord Calypho~

KratorOfCondor's Avatar


KratorOfCondor
01.24.2013 , 12:53 PM | #9
I agree I have been trying to get my diplomacy up and my biochem but hell. For me to get health packs at the level I need them now I have already blown over 200K in creds to get them. I'm only just approaching 200 in biochem So why bother. At that rate Its so stinking expensive to buy the supplies and so slow to gather them, I am wishing I have gotten slicing instead to get more creds to buy what I want. By the time I reach 400 I will have spent 500K in creds just for the materials to make reusable med packs at the lvl 50. Not to mention the stims and other stuff I would like.

Why should I bother bankrupting my toon for that?

Its stupid the way it is now. I will never do biochem again. I feel all crafting is a waste of time and frustrating as hell for me and that is because of this experience.

psandak's Avatar


psandak
01.24.2013 , 02:56 PM | #10
Quote: Originally Posted by KratorOfCondor View Post
I agree I have been trying to get my diplomacy up and my biochem but hell. For me to get health packs at the level I need them now I have already blown over 200K in creds to get them. I'm only just approaching 200 in biochem So why bother. At that rate Its so stinking expensive to buy the supplies and so slow to gather them, I am wishing I have gotten slicing instead to get more creds to buy what I want. By the time I reach 400 I will have spent 500K in creds just for the materials to make reusable med packs at the lvl 50. Not to mention the stims and other stuff I would like.

Why should I bother bankrupting my toon for that?

Its stupid the way it is now. I will never do biochem again. I feel all crafting is a waste of time and frustrating as hell for me and that is because of this experience.
Honestly, this is an issue with a lot of MMOs - level appropriate content generally yields crafting materials that are slightly behind your level so what you craft is rarely better than what you get from quests and other leveling process sources. BioWare tried to remedy this with companion missions, but staying slightly ahead of your leveling curve does incur some credit crunches that leave you poor. That being said, when I did this on my first character the only thing I could not afford right away ability training wise was pilot rank 2 and 3 (and that was when those abilities cost a TON of credits compared to present).