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The Face Merchants Heroic


darthscotty

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It is time that something is done about this heroic. It is a constant source of aggravation for anybody trying to do Coruscant heroics. The main source of this aggravation is the fist bonus mission done outside of the instanced area, it requires 15 kills. The issue is that there are only about 20 individuals that count so if you have multiple people trying to do that bonus mission it takes forever and a day to complete. I see two possible solutions lower the respawn timer, which is now like 3 to 4 minutes or remove that particular bonus mission. Please it is well past time something is done about how irritating it is to do this heroic mission.
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Agreed!

 

I brought this up on the Suggestions forum as well a few months ago. Another solution would be to have the mobs inside the heroic count for the bonus quest so everyone isn't fighting over the ones in the one area outside. This would be similar to the heroic in the Jedi Temple.

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Even when you don't want to do the bonus mission, you still need to kill some mobs to get the key, and compete with those who try to get their 15 kills. So yeah, remove it. One Heroic doesn't need two bonus missions. Edited by Mubrak
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Just move the instance entrance to the first doorway into the area so the whole section is instanced instead of just the clinic. And whilst they are at it also enclose the corridor on Drommund Kaas containg the Heroic "Posessed Hunter" into an instance.
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oh yeah, that one ... :(

I only ever do it in the morning when there is a chance I am almost alone on the planet...

they already lowered the timer (it used to be more than 5 minutes iirc) but not enough.

so there are 3 possibilities:

1. lower it to 1 minute

2. eliminate the bonus mission altogether as there is another one for this heroic already

3. make that whole area instanced

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Just move the instance entrance to the first doorway into the area so the whole section is instanced instead of just the clinic. And whilst they are at it also enclose the corridor on Drommund Kaas containg the Heroic "Posessed Hunter" into an instance.

With the respawn timer for PH at only thirty seconds, it really isn't much of a problem any more.

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With the respawn timer for PH at only thirty seconds, it really isn't much of a problem any more.

 

If it's 30 seconds, it's the longest 30 seconds I've ever encountered...in fact, it's a minute or more for each group. ;) I know this doesn't sound like a lot, but when there are 10 characters there all trying to kill at least four groups to get their 15 kills, it definitely adds up.

Edited by Jephryp
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If it's 30 seconds, it's the longest 30 seconds I've ever encountered...in fact, it's a minute or more for each group. ;) I know this doesn't sound like a lot, but when there are 10 characters there all trying to kill at least four groups to get their 15 kills, it definitely adds up.

PH = Posessed Hunter, on Dromund Kaas, the one with the dude in the room inside the Dark Temple. He respawns in 30 seconds.

 

The dudes outside The Face Merchants have a respawn timer of several minutes (maybe even as much as five...), while about 45-60 seconds would be a good compromise between "slow enough so we can go through them without them respawning in our faces" and "fast enough so we don't get cobwebs on us while we wait".

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The dudes outside The Face Merchants have a respawn timer of several minutes (maybe even as much as five...), while about 45-60 seconds would be a good compromise

 

The Black Sun heroic for Face Merchants was absolutely crawling the other day with players, and flipping maps didn't help matters. They need to get the discovery droid out of that area and then wall the entire place off as a heroic instance and call it a day.

Edited by xordevoreaux
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The Black Sun heroic for Face Merchants was absolutely crawling the other day with players, and flipping maps didn't help matters. They need to get the discovery droid out of that area and then wall the entire place off as a heroic instance and call it a day.

 

They need to do something because it is a huge pain to do, not enough mobs to accommodate people.

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The game is so easy that people are conditioned not to group up with people, outside of flashpoints, even if grouping up considerably expedites grinding through heroics.

 

Kinda sad really.

 

Just do what Guild Wars 2 does and have everyone in a certain radius be grouped up without actually having to be in a party. "Oh wow when I'm doing this with other people it goes quicker and is actually more fun." and it's easier for players to see or experience that if it can just happen around them. This then potentially makes them more open to grouping and playing with other players.

 

SWTOR's easiness isn't what conditions people to not group it's the typical or standard MMO design that does so because typical MMO design has generally always been geared towards rewarding the individual and not the group. For instance when you're playing a dungeon and a boss drops a single gear piece that everyone in the party has to roll for. That's the sort of thing that is more beneficial or focused around rewarding a single individual rather than everyone in the group.

 

Yes, in guilds who continually raid with the same people it can help the group in the long run but with random groups it's not a great design choice to have players competing against one another in content where they're supposed to be working together.

 

In a similar fashion when it comes to resources nodes in a typical/standard MMO like SWTOR you're fighting against other players to get to them first. In GW2 resource nodes will only disappear for the player who mined them. So if Player A is chopping down a tree to get wood Player B can also chop down that same tree without having to wait for it respawn and if Player B notices that Player A is doing a mining run, going from tree to mineral ore, etc, they can follow Player A around to do the same without it resulting in annoyance or competition.

 

Is there a world boss that's about to spawn in and people are waiting around for it? In SWTOR only those who are in a group that gets the kill or does the most damage get credit for it. In GW2 it's everybody in the area that contributes regardless if they're grouped or not.

 

Multiple instances of MMO design that encourages and rewards people to play together rather than competing against one another. GW2 made a smart move by cutting out the middle man of requiring people to group to receive credit while also eliminating many elements of player competition in areas that shouldn't have any.

Edited by Darth-Obvious
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Just do what Guild Wars 2 does and have everyone in a certain radius be grouped up without actually having to be in a party. "Oh wow when I'm doing this with other people it goes quicker and is actually more fun." and it's easier for players to see or experience that if it can just happen around them. This then potentially makes them more open to grouping and playing with other players.

 

SWTOR's easiness isn't what conditions people to not group it's the typical or standard MMO design that does so because typical MMO design has generally always been geared towards rewarding the individual and not the group. For instance when you're playing a dungeon and a boss drops a single gear piece that everyone in the party has to roll for. That's the sort of thing that is more beneficial or focused around rewarding a single individual rather than everyone in the group.

 

Yes, in guilds who continually raid with the same people it can help the group in the long run but with random groups it's not a great design choice to have players competing against one another in content where they're supposed to be working together.

 

In a similar fashion when it comes to resources nodes in a typical/standard MMO like SWTOR you're fighting against other players to get to them first. In GW2 resource nodes will only disappear for the player who mined them. So if Player A is chopping down a tree to get wood Player B can also chop down that same tree without having to wait for it respawn and if Player B notices that Player A is doing a mining run, going from tree to mineral ore, etc, they can follow Player A around to do the same without it resulting in annoyance or competition.

 

Is there a world boss that's about to spawn in and people are waiting around for it? In SWTOR only those who are in a group that gets the kill or does the most damage get credit for it. In GW2 it's everybody in the area that contributes regardless if they're grouped or not.

 

Multiple instances of MMO design that encourages and rewards people to play together rather than competing against one another. GW2 made a smart move by cutting out the middle man of requiring people to group to receive credit while also eliminating many elements of player competition in areas that shouldn't have any.

 

One green wall would take care of Face Merchants.

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Just do what Guild Wars 2 does and have everyone in a certain radius be grouped up without actually having to be in a party. "Oh wow when I'm doing this with other people it goes quicker and is actually more fun." and it's easier for players to see or experience that if it can just happen around them. This then potentially makes them more open to grouping and playing with other players.

 

SWTOR's easiness isn't what conditions people to not group it's the typical or standard MMO design that does so because typical MMO design has generally always been geared towards rewarding the individual and not the group. For instance when you're playing a dungeon and a boss drops a single gear piece that everyone in the party has to roll for. That's the sort of thing that is more beneficial or focused around rewarding a single individual rather than everyone in the group.

 

Yes, in guilds who continually raid with the same people it can help the group in the long run but with random groups it's not a great design choice to have players competing against one another in content where they're supposed to be working together.

 

In a similar fashion when it comes to resources nodes in a typical/standard MMO like SWTOR you're fighting against other players to get to them first. In GW2 resource nodes will only disappear for the player who mined them. So if Player A is chopping down a tree to get wood Player B can also chop down that same tree without having to wait for it respawn and if Player B notices that Player A is doing a mining run, going from tree to mineral ore, etc, they can follow Player A around to do the same without it resulting in annoyance or competition.

 

Is there a world boss that's about to spawn in and people are waiting around for it? In SWTOR only those who are in a group that gets the kill or does the most damage get credit for it. In GW2 it's everybody in the area that contributes regardless if they're grouped or not.

 

Multiple instances of MMO design that encourages and rewards people to play together rather than competing against one another. GW2 made a smart move by cutting out the middle man of requiring people to group to receive credit while also eliminating many elements of player competition in areas that shouldn't have any.

I would say that GW2 has the best version of this. ESO has automatic cooperative mob-slaying, but still has PvP gathering, which is occasionally annoying. Certain ESO nodes are private because their existence is conditioned on having used a Mainmap Craftskill Survey object (e.g. Vvardenfell Enchanting Survey for enchanting ingredients in Vvardenfell). These show the location of a group of "Rich" nodes that give huge amounts of the resource, and only the owner of the map can gather them, and only after having "used" the map item in the character's inventory.

 

Either way, it's less awful than the SWTOR version.

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PH = Posessed Hunter, on Dromund Kaas, the one with the dude in the room inside the Dark Temple. He respawns in 30 seconds.

Indeed and this was done in response to the previously ridiculously long respawn time. Everyone grouped at him out of frustration but even then you had 3 or 4 groups trying to get the first hit on him. They changed him to a fast respawn time and sorted. The other one they changed was shortening the respawn time for "Mutants" the H2 on Taris (that used to be a nightmare) though now it can be part of the PO dailies and the required mobs are few and always dead they might want to instance that too.

But back to OP's original post: +1 for making that area instanced or removing the bonus from the open area as that is beyond frustrating, grouped or not (and a reminder that some players loath randomly grouping - auto decline is there for a reason).

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