Will tickets for groups be fixed in the future?


Another_Fan

 

Posted

I'm sure it's a known fact at this point that one can make more tickets solo than in a group,

I have run a few tests and without herding at all, I make in 5 minutes what I make with a will team (that is herding) in one hour.

Because the prices for rare and uncommon salvage is going through the roof, well I need tickets and lots of them, so I need to solo.

So the big question is, is this “working as intended”? Or is this going to be fixed in the future?


 

Posted

I haven't done testing since last patch, but before that, I'd get tickets at a rate of 29% of my solo rate if I teamed with 1 person. It dropped to less then 3% with 8 people.

In normal missions, on an 8-man TF for example, I could get a full tray if enhancements plus a large portion (10-20) of salvage, along with a couple npc and mission recipes and a reward merit, all within an hour. In AE, on the fastest of teams, I'd have enough for maybe 1 mission recipe.


Freeedom
H: Victra Defile (Rad/Dark) & Hot Hits (Fire/SD)
V: Spike Cream (NW) & Crescent Wind (Nin/Storm)
Sub Hero Inc ARC: 1541
--If you don't like what I have to say, it was probably a typo you are refering to.

 

Posted

I hope so.

They supposedly DID fix it...but you still don't get close to what you get solo. Like you, I'm using tickets to buy salvage now, so I just pick an arc, solo the first mish, and then buy my salvage. You won't get enough on a team unless you play for a long time.


 

Posted

They are fixed. What they have now seems to be in line with the drop rate for teams running regular content. The drop rate for teams is lower but the xp is larger take your pick of what you want. It is much mor obvious that this is happening in the architect missions because the end mission bonus gives a numerical summary just how badly teaming [censored] your drop rate.


 

Posted

I agree. I've done normal missions and easily got zero drops on large teams.


Freeedom
H: Victra Defile (Rad/Dark) & Hot Hits (Fire/SD)
V: Spike Cream (NW) & Crescent Wind (Nin/Storm)
Sub Hero Inc ARC: 1541
--If you don't like what I have to say, it was probably a typo you are refering to.

 

Posted

yeah, i think the patch that was suppossed to fix the tickets on teams made it worse. and honestly, the bonus tickets at the end should be split evenly not this one got 100 tickets and this one got 30.


 

Posted

The test I did yesterday, I used the small mercy map, 220 tickets in 5 minutes fighting 54 lvl LTs (I'm 42 LKd at 50).

With a good full team (with kin a brute and stuff) I made the same amount off tickets in one hour.

I'll run some more tests today, but that's a pretty hardcore difference.

And I'm not exaggerating the numbers, I count the tickets and write down the times.


 

Posted

I am wondering if the proliferation of farming arcs combined with the desire to make sure that people will still want to run the normal content has made this drop rate intentional.


 

Posted

[ QUOTE ]
I am wondering if the proliferation of farming arcs combined with the desire to make sure that people will still want to run the normal content has made this drop rate intentional.

[/ QUOTE ]

I don't think so. The problem is that it's uneven. It's great for one person and absolutely craptastic for large teams. That doesn't disinscentive people from playing the MA - just from playing it on teams.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
They are fixed. What they have now seems to be in line with the drop rate for teams running regular content.

[/ QUOTE ]

No it's not.

On a normal team, you get (on average) 1/N the total drop reward, where N is the team size.

In the MA, you get 1/(N^2), because each ticket reward is round-robin among the players and it's reduced by the number of people on the team.

In normal content, two players get 1/2 the drops they would solo. In the MA, two players get 1/4 the tickets they would solo.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

So we don't really know?

I've done more tests and I can still make in 5 minutes solo what I make with a full team in one hour. Zero exaggeration.

That's 20x more solo. With no herding what so ever. None. Just one or two LTs at a time.


 

Posted

[ QUOTE ]
So we don't really know?

I've done more tests and I can still make in 5 minutes solo what I make with a full team in one hour. Zero exaggeration.

That's 20x more solo. With no herding what so ever. None. Just one or two LTs at a time.

[/ QUOTE ]

Tests on TEST with the new patch. Or are you recording data from production/live.


Repeat Offenders

 

Posted

[ QUOTE ]
[ QUOTE ]
They are fixed. What they have now seems to be in line with the drop rate for teams running regular content.

[/ QUOTE ]

No it's not.

On a normal team, you get (on average) 1/N the total drop reward, where N is the team size.

In the MA, you get 1/(N^2), because each ticket reward is round-robin among the players and it's reduced by the number of people on the team.

In normal content, two players get 1/2 the drops they would solo. In the MA, two players get 1/4 the tickets they would solo.

[/ QUOTE ]

Are there numbers to back up that is what is actually happening ?

Solo Farming I will clear out my salvage and most of the recipers in my personal inventory before I start. Team farming 6 or more won't even bother if I get a recipe and a little salvage a run I think I have done well.

Equating that back to tickets

Salvage = approximately 8 + (80/(ratio uncommon/common)+540/(ratio rare/common)

recipes= 60 tickets or so for pool A.


It certainly seems to be in line. I am waiting a little bit before I make the effort to do another set of controlled tests on maps.


 

Posted

[ QUOTE ]
Are there numbers to back up that is what is actually happening ?

[/ QUOTE ]

Solo +2 LT: 7, 12 or 17 tickets.
Two person team +2 LT, 4, 6 or unknown (I didn't bother sticking it out to see the 17 version, as it's more rare).


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

tickets for teams will be fixt tomorrow, or so they say.


 

Posted

[ QUOTE ]
tickets for teams will be fixt tomorrow, or so they say.

[/ QUOTE ]

Got a link?


 

Posted

Here's what I'm seeing on my favorite AE farm mission.

Solo - 3133 tickets from kills (i.e., not including mission complete bonus)

Duo - I receive 842, he receives 831, for a total of 1673 from kills (i.e., not including mission complete bonus).

Thus, about 3133-1673 = 1460 tickets just "vanished". This is NOT the way it should work, because in teams, a certain reward (inspiration, enhancement, recipe, salvage) will drop, but *someone* on the team is guaranteed to get it (sure if you are on a team of 8 you will be getting 1/8 the drops). It appears when tickets "drop", only 1 person on the team ends up getting it, but the number of tickets is reduced as a fraction of the number on the team.

If a given person got the full ticket drop when a mob yields tickets, this problem would be fixed!

Fix it devs!


 

Posted

Still testing, but it looks better today.


 

Posted

much much better.


 

Posted

very much better

Runs that were awarding 1600 solo are now awarding 2000 duo.