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CXP Gain vs Difficulty of Content


Khevar

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One of the stated goals in the Galactic Command livestream was that the more difficult content should result in more Command Experience.

 

This seems a logical goal to me. But the only adjustments we've seen so far are:

 

1. Nerf elite mob CXP.

2. Nerf operations trash CXP.

3. Buff Uprisings CXP.

 

What about buffing the CXP obtained from killing operations bosses?

What about buffing the CXP obtained from doing Veteran Chapters?

What about buffing the CXP obtained from the more challenging HM Flashpoints (e.g. Blood Hunt)?

Edited by Khevar
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One of the stated goals in the Galactic Command livestream was that the more difficult content should result in more Command Experience.

 

This seems a logical goal to me. But the only adjustments we've seen so far are:

 

1. Nerf elite mob CXP.

2. Nerf operations trash CXP.

3. Buff Uprisings CXP.

 

What about buffing the CXP obtained from killing operations bosses?

What about buffing the CXP obtained from doing Veteran Chapters?

What about buffing the CXP obtained from the more challenging HM Flashpoints (e.g. Blood Hunt)?

 

CXP should have similar pay outs per unit of time based on risk / effort.

 

It makes no sense that participation trophy events (GSF and PVP) with no risk of failure which take a short amount of time providie more CXP than doing challenging content which must be successfully completed to earn rewards, has a risk of failure (both total failure and wipes resulting in lost time / gear repair), and take more time.

 

Oh and rather than just say Blood Hunt is more challenging and thus needs better rewards, I'd prefer they actual polish the content such that all content of the same stated difficulty (e.g. hard mode FPs) has a similar level of challenge, with the only general difference being their length.

 

Then I'd like to see them modify the drops or final mission reward to compensate longer instances with more CXP to balance the CXP / time between short instances and long instances (a lot of the older FPs, especially the late 40s / 50s ones, are huge zones with 5-6 'bosses', yet only a few 'bosses' actually drop CXP, making the CXP / time pretty poor).

Edited by DawnAskham
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Saying that PvE content has 'risk' is a misnomer. The only thing you ever risk in a game is time. Wipes cost a negligible amount of credits. Once the script is practiced enough, raiding is farming not playing.

 

All CXP rewards is playing. All the arguments that one feature or another has a better rate of return is putting the cart before the horse. Just play how you want. Stop stressing about gear and you'll have it before you know it.

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All CXP rewards is playing. All the arguments that one feature or another has a better rate of return is putting the cart before the horse. Just play how you want. Stop stressing about gear and you'll have it before you know it.

I'm not stressing about gear.

 

Ben made a point in the livestream that challenging content should return more CXP.

 

This makes sense, no? It seems perfectly logical.

 

And yet, we don't have that right now. Easy content returns more CXP than challenging content.

Edited by Khevar
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I'm not stressing about gear.

 

Ben made a point in the livestream that challenging content should return more CXP.

 

This makes sense, no? It seems perfectly logical.

 

And yet, we don't have that right now. Easy content returns more CXP than challenging content.

 

So what? Why does it matter?

 

If content is fun people will do it anyway.

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So what? Why does it matter?

Conversely, why does it matter to YOU?

 

What's wrong with implementing something like this?

 

I'm simply bringing up something that Ben Irving stated in the first place. Something I think would be an improvement if they actually followed through.

 

What's the downside?

Edited by Khevar
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I don't mind if the up the gains from doing harder stuff. So long as they stop nerfing the gains from doing easier stuff and bring story mode chapters in line with other solo content so that they are actually worth even doing at all.
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One of the stated goals in the Galactic Command livestream was that the more difficult content should result in more Command Experience.

 

This seems a logical goal to me. But the only adjustments we've seen so far are:

 

1. Nerf elite mob CXP.

2. Nerf operations trash CXP.

3. Buff Uprisings CXP.

 

What about buffing the CXP obtained from killing operations bosses?

What about buffing the CXP obtained from doing Veteran Chapters?

What about buffing the CXP obtained from the more challenging HM Flashpoints (e.g. Blood Hunt)?

 

I agree that so far they have only done some quick Band-Aid fixes for people over using some content.

 

And I agree with your three themes for increased Cxp. But I also think it is a bit premature as they have already said more changes coming and are having a stream on them tomorrow. I think we need to give them until the stream before pressing this.

 

Now.. if they bork up the stream with a bunch of hmmming and hawwwing.... then I say let them have it. :)

Edited by Andryah
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I think the final boss in an operation (Karagga, Coratanni etc) should grant 1000+ CXP, justto motivate people to do a full Operation and not just the start.

 

I would prefer an approach where players provisionally accumulate Cxp for trash and named bosses dropped, but not actually give them "full" credit for them in Cxp unless they also drop the final boss. That would preclude "cherry picking" for Cxp.

Edited by Andryah
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I think the final boss in an operation (Karagga, Coratanni etc) should grant 1000+ CXP, justto motivate people to do a full Operation and not just the start.

 

That won't make people run a full operation. It will just make them use the lockouts to farm the final boss.

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i feel like to make rng a success they need to make it easier to gain rank...theres 900 ranks from what ive heard an rank 90 is teir 2...lol

 

There are 300 GC levels.... though you can continue to earn crates after 300 if you want to. You just need to earn the equivalent of GC300 to get a crate once you cap GC.

 

As to making it easier to gain ranks.... getting EVERYTHING properly tuned in terms of effort+risk such that most players can analyze and clearly see that they are all about equal pathways to Cxp will take care of a lot of this in my view. Right now.. the payouts are all over the place, and that just motivates players to game the system by chasing low hanging content that is rewarding too much for too little effort+risk.

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Saying that PvE content has 'risk' is a misnomer. The only thing you ever risk in a game is time. Wipes cost a negligible amount of credits. Once the script is practiced enough, raiding is farming not playing.

 

Sorry, but this misses the mark in my view. Yes.. the credit costs of wipes may be low, but the lost time from wipe after wipe after wipe is NOT. Content you are at higher risk of wiping/failing on IS risker in PvE and should be rewarded Cxp for success accordingly.

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i feel like to make rng a success they need to make it easier to gain rank...theres 900 ranks from what ive heard an rank 90 is teir 2...lol
What you heard is wrong (well at least half-wrong). You do need rank 90 for Tier 2. But there are only 300 ranks, not 900. (And FYI, Tier 3 starts at rank 180).
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Well, it appears the community has found it's preferred method of CXP gathering - and it is not what the devs imagined.

The constant calls of Bestia farming groups says so.

 

You put this in the formula, knowing player would go the quickest route to points. This basically invalidates any 'Difficult content' points you had - since the easiest will ALWAYS be the go to. Good job. :-)

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Well, it appears the community has found it's preferred method of CXP gathering - and it is not what the devs imagined.

The constant calls of Bestia farming groups says so.

 

You put this in the formula, knowing player would go the quickest route to points. This basically invalidates any 'Difficult content' points you had - since the easiest will ALWAYS be the go to. Good job. :-)

 

Bestia farming is for normal XP, it has been a power leveling thing from long time now.

 

KP first mobs was farming CXP but was nerfed

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