Eiko-chan

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  1. Quote:
    Originally Posted by Sharker_Quint View Post
    or could even just have SO's from 1-50.
    Last time I made this suggestion, I got neg-repped with "yet another "give me now!" request". These forums crack me up.
  2. Quote:
    Originally Posted by PumBumbler View Post
    I really want to resist the urge to say, "you're doing it wrong,"
    Ha! Someone already neg-repped me with pretty much verbatim that.
  3. Quote:
    Originally Posted by Panzerwaffen View Post
    Your claim that the slower players don't get 'decent' merit rewards is false to begin with. The Positron & Synapse TF's didn't change at all with the introduction of merits, yet suddenly their rewards were essentially tripled.
    It is not false from our standpoint, because we do not play blueside. We are redside players. Large rewards for TFs isn't the issue; the imbalance of rewards between TFs and SFs is.
  4. Quote:
    Originally Posted by Panzerwaffen View Post
    Too many folks in this thread are assuming that fast & efficient teams are somehow 'cheating' and skipping most of the content during TF/SF runs.
    Not my assumption at all. I think Task Forces have approximately the right Merit rewards - including the co-op task forces. My group runs on the ITF tend to be around two hours* - slower than the median, but not grossly outside the curve.

    On the other hand, our runs on the BSF and LRSF both tend towards three+ hours of time, with the same players and more-or-less the same characters as the ITF runs. If the SFs are simply "better designed", rather than poorly measured, why such a difference in performance for what, according to Merit formulas, should all be approximately equal tasks?

    * Assuming we win; the Nictus Romulus fight has mechanics that make things tougher if you have MMs on the team, which we, as villain players, tend to like playing.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    The current tech for distinguishing between in-combat and out-of-combat is interruptibility and serious debuffs, which constitutes Rest.
    Untrue. The mechanic for in-combat and out-of-combat already exists in the game, as demonstrated by the powers granted by the Clubber and Caregiver/Pain Specialist Day Jobs.
  6. My Fire Corruptor can fire Flares all day, because the end cost is already so low as to not outstrip end recovery, even with a 1 second recharge time. Making it 0 cost wouldn't really have much effect.

    But it could really help at low levels, so I'm for it.
  7. Quote:
    Originally Posted by EarthWyrm View Post
    You will always win the argument that median time isn't a good measure of difficulty, so long as people let you conflate those two terms.
    I didn't conflate them. Dechs, to whom I was responding, did.
  8. We (The Supreme Society, I'm the "co-" Agonus mentioned) tried to interact with other SGs, tried to get another group to play foil to the Society's plots and do some back-and-forth fights and arcs and such, but it just never worked out. Those other groups wouldn't set aside time for us, would mostly miss any appointment agreed upon, and most of them vanished off the face of the earth (one more or less told us, "Sorry, we're going to go play the new shiny and forget all the stuff we've done with you, bye!") leaving us back where we started.

    So we pretty much keep our plots to ourselves these days. We venture out to the D to cause trouble every now and then, but the effort taken to try to coordinate things with other groups has just never seemed worth the cost.
  9. Quote:
    Originally Posted by SpittingTrashcan View Post
    Because people will still complete TFs faster than you do, and get more rewards per time than you do, and the devs will still have to account for this in the reward rates, because they can't ignore it.
    Why?

    This game isn't a competition. Why do the devs have to account for the fact that some people play the game faster than others? For some reason this is always taken as a given in game design, and yet I've never understood why. Why does it matter than someone else can get twice as much stuff as I can? Why do I have to get half as much to compensate for them doing so?
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    I can't think of a better way to measure the difficulty of a task than to look at the median time to completion.
    If you're looking for a simple, one-look never-worry answer that requires no thought and can be simply plugged into a spreadsheet for an answer, maybe.

    Median time ignores a large swath of factors, however - success rate (it ignores failed attempts altogether), repeat success (the same team doing the same task five times is going to bring down the median time without really being reflective of relative difficulty), preparation time (if your speed run takes an hour of prep in Warburg or Bloody Bay to result in a half hour run, the task really takes an hour and a half) - that all factor into the "difficulty" of a given task.

    Median time is a pretty poor metric, especially as it over-represents repeat success by a large margin, and as median time is lowered, those that would produce off-sets on the longer side to bring up the median time are increasingly discouraged from even starting the task, let alone finishing it, because their time is poorly rewarded.

    Median time is a simple, but not particularly effective, measure of difficulty.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    I feel merits are awarded for the task. "You stopped Vandal. Hooray!" Whether you did it in 20 minutes or 20 days, the end result is the same.
    The issue is that the devs have decided that "time completed" is the proper metric not for rewarding merits, but for how many merits are rewarded. This is the issue.

    A strike force should have an amount of merit award based on some metric set by the devs - not player performance - and stay static there. How slow, or fast, one team or another completes that task should not play into it at all.

    If another team completes tasks faster and thus earns more merits/minute than another, that's fine. So long as the slower team is not being penalised because the faster team is doing things faster, which is currently the case.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Speaking as... Basically a former prude, myself, I can certainly understand this.
    Well, I wouldn't go that far. I do play a super model bunny girl, after all.

    I also have a tough punk girl that has an outfit with nothing on top but a leather jacket, but that is a specific attempt on my part to make a character that doesn't care about that sort of thing.
  13. Quote:
    Originally Posted by Bionic_Flea View Post
    One additional little tidbit that the merit calculations don't account for is preparation time. Statesman and Recluse SF frequently involve getting shivans, or nukes or both, and that time is not accounted for at all.
    Might be why my experience with the LRSF is so much longer than the "median"; I've never done an LRSF with Shivans, nukes, or any other of the tricks. The two times I've completed it have been using the "Sleep them all" tactic and an attempt at "Sleep them all" that failed, so we just huddled inside our FFGs and slowly whittled them down.
  14. My /Traps is more powerful than my /Dark (both are 50). The Traps has all her pets soft-capped; the /Dark does not. The /Traps uses Aid Other to heal pets; the /Dark tries to run up next to injured pets and fire off a Twilight Grasp, hoping it will hit and the pet will stay put long enough for the animation to fire.

    I really doubt making the Mastermind version of Twilight Grasp have the proper radius would change the fact that my /Traps mastermind is significantly more powerful than my /Dark mastermind.
  15. Eiko-chan

    New AT

    Quote:
    Originally Posted by ClawsandEffect View Post
    So, here you are essentially asking for an entirely new AT that flies in the face of the devs' apparent intentions regarding ranged characters. Hence my conclusion: Almost certainly not going to happen.
    The whole reason defence for ranged characters is a broken concept is because all current ranged characters do large amounts of damage with their ranged attacks. Blaster-level damage with Scrapper Defences is broken. The flaw with defence caps and invention set bonuses is not that ranged characters get defence at all, but that ranged characters get defence that the devs never accounted for when first developing them.

    VEATs and HEATs prove that ranged/defence is not inherently unbalanced. If planned for and accounted for, ranged/defence can be a perfectly viable archetype. The problem with our current selections for ranged/defence is simply that such characters are right now tied inexorably to particular power sets - light/dark blasts for Kheldians, or mace/claw/gun for Arachnos.

    Considering the one thing this game offers that all other (successful) MMOs
    currently do not is the high level of customisation available to even starting characters, taking the existing, non-broken ranged/defence idea and allowing for more customisation in options could only serve to highlight how much better at that CoHV is than any other product on the market.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    [T]he lines I've seen as most effective are the waistline, back and straps. Typically, the bare minimum acceptable clothing for a woman is a bikini (i.e. underwear), which relies on a solid waist line, a solid strap around the back and solid straps over the shoulders. Removing those via patterns such as Angelic, Savage or Hacker actually leads to interesting effects. I should note that Savage is one of the most fully-covering patterns in the game.
    Wow. Insightful. Really explains why I feel so uncomfortable with those patterns and thus never dress characters in them.
  17. Dev reportedly say a lot of stupid things about inventions, the market and storage. I'm not sure how many of the reports I believe.
  18. Quote:
    Originally Posted by Bionic_Flea View Post
    That said, I feel that Eiko-chan has a definite bias against speed runners.
    I do. It's definitely not my preferred play style, and I avoid doing speed runs whenever possible.

    That said, before speed runs actively affected my rewards for my playstyle, I didn't mind them beyond not wanting to do it myself. Now that they adversely affect me to the huge extent they do with Strike Forces, it bugs me.

    I really don't care if someone can get a rare recipe roll every ten minutes, frankly. It doesn't bother me. It doesn't affect my game. Having my merit rewards diminished because they are doing that, however, does affect me, and does bother me.
  19. Eiko-chan

    Veteran Rewards

    Hey, check out the tags. I'm famous. Awesome.
  20. Quote:
    Originally Posted by SpittingTrashcan View Post
    If there's a four-or-more-fold difference between the normal and the speed timing, no formula for merit rewards that ends up giving everyone the same reward for the same TF is going to prevent a small minority of players from "messing things up for everyone else."
    I'd be heavily in favour of a system that tracks a percent completion - number of foes on the map defeated and so forth - and that then deducts merits for completing the technical mission parameters while bypassing most of the content (or, alternatively, tacks on extra merits for completing most missions more completely.)

    I'm not suggesting you'd need 100% completion to get full reward, but if you only take out 10% or 25% of the opposition, you really shouldn't get the same reward as a group that takes out 50% or more, whether both groups get the mission objectives done or not.
  21. Quote:
    Originally Posted by Nethergoat View Post
    why would they do that?
    To prevent a small minority of players from messing things up for everyone else.
  22. Quote:
    Originally Posted by PumBumbler View Post
    Not saying that you should have to choose, but if you are looking for substantially superior rewards you should be speeding.
    Or do Blueside TFs at my usual pace.

    Hence the issue.
  23. Eiko-chan

    Veteran Rewards

    Quote:
    Originally Posted by stever View Post
    • As was suggested before, check the Eleventy-Billion other times this dead horse has been drug out.
    Hey, look, it's the same old answers that weren't convincing the other eleventy-billion times!

    Okay, the "new reward every three months" carrot argument is new, and a good one. Still doesn't explain why one couldn't just pick the reward they wanted from the full list instead of waiting X time for X reward.
  24. Quote:
    Originally Posted by PumBumbler View Post
    Is that a good thing? Isn't having new types of missions and spawns adding to the richness of the game as opposed to just hack and slash?
    Not if the "just hack and slash" has substantially superior rewards to the richer parts of the game.
  25. Eiko-chan

    Veteran Rewards

    Quote:
    Originally Posted by SwellGuy View Post
    You mean the people who were here making sure there was a game for you to come along to later and play that wouldn't have been around if they had bailed that the devs wish to thank for their patronage?
    The guy you're bashing has been around a full one month less than you, according to your respective join dates.

    Just for the record.