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Today I joined a ragtag group of villains who attacked Deathsurge. The battle oppened when a MM had his bots open fire on Deathsurge from range. Deathsurge's reaction? Immediate flight directly away from the PCs. He ran and kept running. He led us on merry chases, leaping among the rooftops in Cap au Diable like some manic Donkey Kong character. He twice regenerated to full HP from around 50% just because it was impossible for characters to both attack him and keep up with this maniac leaping due to travel suppression.
There are a couple of things that bug me about this. One is that it strikes me as ridiculous for a Giant Monster to turn and flee immediately and never once stand its ground. ("Look at me, I am big and sca...OGOD OGOD, VILLAINS!") Another is that -jump debuffs have no impact on a mob's ability to leap six stories, because they aren't actually "jumping"
This is educated guesswork on my part, but it seems that mobs like GMs have a wildly exaggerated response to certain debuffs. For example, the initial salvo from the Mastermind's robots would have applied a significant -regen effect. Slow debuffs also seem to make them very prone to flee, even though they have massive resistance to them. If there's anything to this, it really doesn't make much sense for them to react in this way. Far more mundane mobs appear far less likely to flee such effects, which seems backwards. -
Quote:The RP connotations of merits are even more bizarre. What actually provides them? Are they like XP or more like badges, which once had the connotation of being awarded by city hall and/or Statesman? Who are the Merit Vendors, who can convert merits into a wide assortment of things both abstract and concrete?Influence/Infamy evolved into currency and the devs replaced it with Merits that can't be traded with other players.
The whole Merit Vendor thing actually bugged me a lot when merits came out. There's no explanation for them or what they do. It's not like I'm deeply immersed in the game, but really obvious lack of effort to provide an in-game explanation for something like that really bugs me. If they had been some sort of crafting station I think it would have bugged me less. -
Quote:I don't think it's very useful thing for them to do. Its utility would evaporate with time. 1 year after everyone starts using the new "wazoos" as a unit of currency, all the players will become inured to earning 0.05 wazoos for level 10 mobs, and will think "Gee, I'm never going to be able to afford that LotG for 500,000 wazoos."I dunno. It's just something that popped into my head. What do you think?
It sounds like throw-away effort to me.
Heh.Quote:Not to be confused with the Going Roget expansion, aka "City of Heroes, Protagonists, Stars, Champions, Capes, Guardians, Exemplars, Protectors, Paragons, and Villains, Criminals, Miscreants, Scoundrels, Evil-doers, Malefactors, Rapscallions, Rascals, and Reprobates." -
There is little question in my mind that there is weighting among the drops. Ribosomes and Membranes are much more rare than, say, Centrioles or Peroxisomes. I don't have statistics on this, but I raided Hamidon for a very long time, along with a lot of other people, long before we had Inventions or STF/RSF alternatives. The observation of rarity for some pieces was widely noted. Now that we have a market, it's also borne out in part by their prices. Ribosomes' inherent benefits don't really suggest that they should have a price comparable to a LotG: Recharge - unless they are actually more rare.
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I usually run away before I take the reward, since the reward box reappears if you haven't accepted yet. Someday that might bite me, but it's been reliable so far.
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You know, I was suspicious of that possibility, given the new patches and all. I fled to Ouro as soon as we were done. Then I fled in general because I was late meeting friends for dinner.
Did it eat your reward like in the past? -
Quote:As is so often the case in these discussions, we're never really going to be able to figure that out unless a dev graces us with data-mined answers, because except in that statistical sense, there really is no such thing as the average team. We could take our standing joke of "mythical casual gamer" and just as easily plug in "mythical average gamer", and get a lot of the same confusion. Without data to back it up, we're all imagining our own interpretations of what's average.So then the question, which I already posed, is can your team of 8 REALLY not plow through content a mere THREE TIMES faster than I can solo? It's a serious question, and from the two answers so far I'm starting to get the feeling that no, the average team can't, but that really frightens me.
The "average" pug might have issues, just because they may have a lot of new players. The "average" SG team is going to be all over the map in performance, but will probably tend towards consistency within the same SG. The average public global channel team will probably be rather pug-like. The average private global channel team is likely to be a lot more polished. But who knows what proportions those categories exist in, and what their internal variance is? I sure don't.
A good team is going to blow away the best farmer on raw kill speed. The main differentiator then becomes mobs per map, because good teams running normal content clear maps fast then have to move to a new one, while the farmer gets all of them to themselves. You also have stuff like contact delivery or zone kill missions, or stuff like looking for the last glowie behind a pillar somewhere, which are things the farmers never worry about. In all, I find that sort of thing makes it unclear to me which really pulls ahead.
Of course, if the answer isn't glaringly obvious, I wonder how important knowing it really is. -
Quote:Come on, you have to know that's not what I meant. I'm talking about obtaining purples too, and even said so in my post. Farming is not the only way to obtain purples. It's one way. There is no "best" way, because what works best depends a lot on what each of us do and do not enjoy. I enjoy playing 50s solo and running TFs with veteran teams. I don't farm in any serious way. You want to know what my best farmers are? A Dark/Dark Defender and an Ice/Dark Corruptor. Woo, look out, I'm a machine! And yet I've heavily IO'd eight level 50s, and fully purpled five of those.This was a thread about purple recipies i thought. I might be drilling into only that one aspect yes, but i thought that is because its what the thread was intended to discuss.
The single aspect I'm talking about you drilling down into is the difference in choosing to farm and choosing to team, or choosing a solo capable character and choosing one meant to buff or debuff while relying on others to deal the damage.
You're characterizing the teaming or team-centric option as a non-starter because of purples, but that's bogus on at least two levels. 1) Not everyone cares about purples. 2) Even if they do care about purples, they can still get them through team play.
I am saying this as a separate complaint from your ideas on buffing team drops, which I am largely neutral on. My complaint is with your hyperbole. You're defending your idea with exaggerated claims of the disparity and its affect on people's play choices. Anyone who decides they must not team because they want purples is foolish, ignorant or both. -
It's an offline parser. He just needs to feed it the log files. Nothing to run while you play.
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Thread, rise from your grave!
Well, I'm clearly a sucker for this sort of thing. Despite claims in the original post that I had no intention of doing this on all the characters, I did it on all of them. I have now reached the inf cap on my Stalker.
Big screen shot here.
I really am done with this inf capping things on my villains. The ways I'm making my money, I prefer to do it playing level 50s. All my level 50 villains are now either already purpled out or inf capped (or both!)
Now to level up some lowbies and maybe inf cap some heroes.
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Quote:That's kind of ridiculous. Of course it's a choice. You're acting like soloing is the only way to get purples. It's not. In fact, I've gotten most of my purples funded by the most fundamentally team-oriented content in the game - Task Forces.Couple that now with characters that dont have the option to solo effectively, its no longer a play style choice.
Above and beyond that, not everyone is in this game for the shinies. I've met any number of players in the game who play it because it's fun, because they enjoy using their powers, watching the animations and seeing stuff go boom. They enjoy chatting with people in an MMO. They don't need IOs of any sort to do any of those things. And, you know what? If they want a lot of the same benefits as IOs without having to spend the time to buy them, they just get on a team with a few buffers around and go to town.
You're drilling down into this one aspect of the game and casting it as though it's this immense, gameplay bending flaw. I might agree isn't as good as it could be, but I simply don't accept that it makes teamplay versus solo "not a choice". It may make it a more attractive choice for some people, but not for everyone, and it's not the only choice in any case. -
I've seen both happen. Not terribly often; it usually takes a lot of action for that to happen. What's not clear to me is what factors affect it. Server load? Client load? The size of my network pipe? I couldn't say.
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Quote:LOL. I was amused by all four, but wtf! ↑
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Quote:If our devs increased drop rates for teams, I have a pretty good feeling they would, indeed, base it on data mining.So yeah, I'm OK with the drop rate being adjusted upwards based on data-mined facts about average team size vs. speed, which is what I'm assuming they did for the team XP rates.
However, I have very little faith that the XP/inf modifiers we have now were based on any hard data.
The game was very different at the time the devs implemented them. People in general didn't have the grasp of force multipliers we have today. Only the most obvious power functions had known well values, and even then a lot was misunderstood. We had no ED, but we had no inventions, obviously. Far fewer people had level-capped characters. It was a world of different playstyles because it was pre-ED, pre-GDN, and even pre-I4 buffs.
Back then, I rather suspect the idea that teaming hurt XP rates may have held more validity. Most teams just didn't know how to have the synergies they do today. So players complained, and the devs listened on this particular point.
Maybe the change was based on something besides player feedback, but I am not sure how much XP data mining capability the devs had that early on. In any case, I think the numbers we got are a bit too "round" to suggest they were the derived from any calculations on team size vs. speed. I think the devs were mostly just very eager to promote teaming. My feeling is that the devs used to do a lot of balance by throwing things at the wall and seeing what stuck. If so, I think they may have done a decent job of that in this particular case. I certainly wouldn't recommend the same technique for balancing drops. (Throwing ideas at the wall, I mean.) -
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I agree that a team is not better XP for a solo-capable character unless the team is rather focused. I won't say that focused teams are a minority phenomenon, as I've experienced them in relatively laid back environments like my own SGs. However, most of my SG-mates were at least mildly concerned about things like XP/hour, even if it wasn't their main focus.
The solo vs. team XP rate thing was something I picked up a very, very long time ago, long before there were ever any other rewards to be had. I still feel its generally true. A lot of teams spend a lot of time "thrashing", waiting for people, looking for people, etc. and so on. It's a broad generalization, but it was true enough in my experience that I went back to soloing more, which I had first been driven to do by the original purple patch.
However, I have a sneaking suspicion that the devs would be leery of tying increased drop rates to team size. There's something about how they've reacted to "speed runs" of TFs and the like, which are significantly enabled by high-order buffs and debuffs (which are usually stronger on bigger teams), that makes me think they'd have a kind of allergic reaction to the idea of more drops for big teams. Maybe that's my imagination though. -
I don't know about other folks, but I snap quite a few screenshots in this game. I try to capture funny events, impressive or cool-looking action or sometimes just pretty scenes.
Of course, I usually then forget about them, and eventually need to go clean up my screenshot folder. Before I do, I go looking through them, to see what I once thought was worth capturing. Sometimes I wonder what I was thinking. Sometimes I wish I'd remembered it sooner.
Like this one.
Do you have anything fun lurking in your screenshot folder? -
The problem would be latency. If we're on a team together, it's possible for me to see messages from teammate A before teammate B, while you see them in the reverse order. If everyone has a good, stable internet connection and nothing funky happens, it should be fine. However, the game itself gets wonky if there's enough action going on. It sometimes does not deliver messages about defeats at all. I've never noticed it fail to tell me if I got a reward, however. I have seen it fail to tell me who defeated something or that I was delivering or receiving damage.
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Quote:But what I'm saying is, the game is what it is. It's not some other game. (By the way, CoH is far from unique among MMOs in having "support" characters who blow chunks at gaining XP or other rewards on their own.) And in this game, being better at combat reaps you better rewards / time because fighting is what we do. I just don't see the return on investment in trying to end-run around that just for purples, or any other "drop-style" reward.But the archtypes exist that was the the devs made them. Some are simply killing machines some are not. I dont believe its fair to simply say "oh well you should have made a scrapper" The game would not be fun, or probably even playable for most teams without defenders of some type, With out controllers, blasters etc. The game should be designed around the principles for the genre game it is, a massively multi-player game.
Edit: I'm talking about solo play there, not teamed. I'm not defending (or strongly attacking) the way drops work on teams. -
Hm. I never paid attention to the actual decrements since it came out. That certainly doesn't sound right.
I know this question is way dumb, but you didn't have any debt at the time, right? -
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It sounds like we don't actually disagree strongly on a lot of the points, but I wanted to drill into this early part of your response.
Quote:All the things you mention there hold true for that bubble Defender for much more fundamental rewards, like XP. For better or worse, this game revolves around a very central theme - defeating things in combat. We have extremely limited ways to interact with the game outside of attacking things. Any time one builds a character that can't fight well on their own they become reliant on allies for basically everything. I'm not saying that's good or bad, but it's pretty fundamental, and since combat is about all we have, the devs have little choice to attach rewards (of all types) to combat ability. Building a buffer with little offensive capability is a give/take choice we all have to make. It can be fun to buff your allies, but in doing so, you may end up needing them heavily.You dont deserve more for doing less no. However your kinda nailing the point i was trying to make. In that three hours, your chances go up considerably for getting the drops you want. But not just because your soloing, and doing nothing but cranking out enemies. A bubble defender just plainly doesnt have the same killing capacity that your scrapper would. They are much more tied to team play. To running mission etc. This by nature then inherently lowers his chances of getting the same level of drops that you do. And why? Because someone enjoys team play and support characters more then the fighters?
If there's any part of this I'm not nuts about, it's that it may not always be clear that a given powerset choice is better or worse than others in this regard. For example, while the Defender AT description is pretty conservative about its soloing ability, if you choose a Rad/ or Dark/, you can potentially solo really well. If you choose a FF/ or Emp/? Not really the same. A new player really has no way to know that. I'm not sure it's terribly important to try and address that, but it does feel ... unfortunate. -

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