Subjective? The parts of my post you are quoting were a more detailed description of what I was talking about in a previous post - that you asked me to expand upon.
I was going on this assumption, but I don't think I've mentioned it in this thread, so I'll say it again: The devs tuned the stupid fatigue system so that it'll kick in if we get about 80k SP within an 8 hour time span. Therefore, the dev's idea of "good SP" is somewhere around 10K/hour.
I believe I answered this already. There's only 2 choices: leves and normal mob grinding, and they both have flaws that include, but are not limited to, the difficulty involved in "building a set-up" (regardless of whether or not you're looking to maximize your SP gain, or settle for the average).
Yes. Throughout this thread I have nearly always framed my points in the context of "SP/hr", so you can assume I am talking about maximizing SP/hr.
I think you mean "if we want to get the best amount of total SP, regardless of time spent", right?
Also, that's not an "efficient" way of doing it. You may end up with more SP when you're done, but you also take 2,3,4 (or however many times you are doing the same leve again) times longer. Not that many people can sustain a leve group for 3+ hours.
It's also not "efficient" because it's a waste of Guardian's Favor. You get more utility from enabling guardians' aspect on one leve with 3 links, than using GA 4 times on 4 seperate, shared links. When you factor in GA usage, leve sharing is even more inferior to leve linking.
Agreed. But -
Not really. Leve-linking is always better SP/hr than solo grinding.
That's not what I was talking about. Players are always going to prioritize leves first since they are an easier way to get SP, and you can potentially get more SP/hr via leves than via grinding normal mobs.If the playerbase is divided between grouping for leves and grouping for "camping"/monster grinding or whatever you want to call it, there are roughly half the amount of people to party with at any given time for whatever activity you wish to do.
When I said the player base is "split", I mean that it is split amongst those who have leves to share, and those who do not have leves to share. Like I mentioned, a player shouting to create a pick up leve party in Uldah isn't going to invite you if you don't have some leves of your own to link.
Correct. But we're discussing ways to get the best SP, and duoing isn't one of them. (but it's still decent if you have the right setup).
You can only raise the difficulty so much before you hit the dlvl 10 cap and don't get any more SP from raising the stars. In the worst case scenario, if you invite only leechers to your party, you can do Dunesfolk and get about 100-200SP per dog. If at least 3 of those other 7 party members had a leve to link, you'd be seeing SP gains of 500-800 instead. If you only invited 3 people who have leve links, then you end up getting 1000+SP per dog.And the party bonus is very forgiving for up to 8 people, and you can raise the difficulty to make up for the losses (as well as finishing the leve faster of course), so why do people consider these players 'leechers'?
Partying is how you get the best SP, like it should be in an MMO.
It does. You can solo for okay SP (5K/hr-ish, or more, if you're rank 30 or lower), which is fine.
Yeah, I know. I think I already established this.I don't think the monsters in this game are equal, and the base SP reflects this. SP per monster is not really as important as average SP gain per hour for example.
Actually, I would say that the problem right now isn't that we have too many choices and too much freedom.
While we technically have a variety of choices in how to get good SP, the majority of them suck. For all intents and purposes, we are stuck with a few narrow ways of getting SP as those are the only ways that are any good. The problem is that the game is still in its early years, and not many people know what the best ways are.
That doesn't mean I let the devs off the hook, however. I agree that they do need to find some sort of plan to make the whole process more intuitive and obvious so that we don't have to spend weeks of playing "guess and check" in order to figure out what we're supposed to be doing.
In other words, I would not use too much "control", but rather make the system more user friendly so that the players naturally play the game in the "best" way. I think it can be done with a minimal amount of forcing on the devs' part.