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I still think it's awesome that War Witch gradually worked her way over and up from Office Manager to Lead Designer.
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I have five things to say:
First, this post is fantastic, and exactly what we've felt has been missing for a while. It answers a lot of questions we've had, in a detail that we were accustomed to when Castle and Back Alley Brawler were around and posting on the forums (doesn't mean I don't miss them anyway, but the point is that it's appreciated).
Second, I don't like the fact that we have 3 different badges for beating Marauder without using any temps. When I believed that there was a badge for doing it once without using one kind of temps, again without another, and then a third time without either, I thought that was interesting and challenging. I think 3 times without using either is annoying and repetitive. Getting all 10 of one kind of temp power in 5 minutes really isn't that hard when you have both teams in one area, so I don't see that as much of a challenge.
Third, I'm thrilled to hear that there will be more ways to get threads in the future.
Fourth, I'm glad to hear that you are going to make adjustments to the participation system. Masterminds don't perform well in these trials due to their design (-1 and -2 pets with low HPs facing +4s and deadly AoE attacks), and having them get a lower chance (or no chance at all, if it's set up that way) for the rare and very rare rewards to boot is not cool.
Fifth, I'd like to say that I feel there is something wrong with either the breakdown values of Uncommons and higher, or the reward tables. To make 4 Very Rares, you only need 8 Uncommons, but 64 commons. To make 4 Rares you only need 4 Uncommons, but 28 Commons. As a result, once you get the few Uncommons you need, Uncommons are worse than the lowest, 10 thread option, as Uncommons only break down into 8-10 threads. Please consider either raising the Uncommon breakdown to 20 or give people the option of taking a Common (or maybe just 20 Threads to simplify the window) instead of an Uncommon. It actually has made me consider holding back on trials and contributing less to get more value out of my rewards. The only reason I haven't is because I don't want to do that to my teammates. I don't think I deserve a reward I value less in return for greater effort.
Thank you so much for this post. -
Quote:You know, that might explain why BAF was so much smoother early on. Nobody had unlocked and slotted Lore yet.Guess what makes it worse? More AI (its vastly more computationally intensive than in-range checks for buffs unless your buff code is idiotic). Guess what the new "summon some praetorean poo pets" powers do? Yep, more AIs. 2 per player, in fact. 1/3rd to 1/4th your average mastermind (since some MM set pairings are > 6 pets).
I'd been watching ship raids on Lib during I19 and you can predict how bad the powers lag will be by how many MMs/multi-pet Controllers and Spiders there are. More pets = more lag.
That being said, Lore also means more targets for that AoE confuse, so it could be a combination of both. -
Quote:Example: I have a demofile of the final phase of an old-Hamidon raid that took 40 minutes in real-time. The demofile plays in 30 seconds.Note also that buffs and debuffs don't drop when they should. In extreme instances of power lag you'll find that your average hasten buff is lasting well more than 2 minutes. That isn't a client error -- the server hasn't told the client it is gone since the server hasn't simulated anywhere near 2 minutes of game time. This alone tells you that the server is 'simulating' time and that its running 'a bit behind.'
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Quote:If the latter is the case, then we're in a catch-22. If the content is unpopular due to the problem, allocating resources is low priority because it won't affect very many people. If the content is popular, it must not be a problem, so why allocate resources?Not weird at all, when you consider both the Neuron mentality the dev team often slips into, and that the ITF is still extremely popular despite this issue. Many players have shown a willingness to put up with it, so they just plow ahead regardless.
The same thing could be said about BAF. It appears to me to be the most popular content in the game right now, based on global channel activity. Whether it is or not, in my book, fixing that lag should be higher priority than any new content, and higher priority than any design requirement for AoE confuses on the prisoners, or whatever is causing it. Its existence makes the game look bad. Can you imagine people who wanted an end game, that left during the old Hamidon days when it was a slide show, coming back to see this and saying, "they still haven't fixed that?" I hope it's very high on their list of priorities, but I'm not holding my breath. -
Quote:This reminds me that someone suggested that the AoE confuse on the prisoners is likely to blame. Personally, I think it should be removed, because I've never been affected by it or seen anyone affected by it. In theory, it's interesting. In practice, it serves little purpose but to contribute to server lag.This flies in the face of explanations for things like why the "valley of lag" happens in the ITF. The explanation given to us by the devs (Castle specifically) was about server side processing only. The "ally in range" calculations for the Cimeroran's version of the Shiedl Defense powerset, plus the processing time of the AI patrols and ambush pathing, were given as the reasons for the processing delays on that map. Nothing about that suggest that extra network data is involved - the Shield Defense and AI calculations are entirely serverside.
It's also a little frustrating to know that they know why the third mission of the ITF has that lag, but they haven't resolved it. They could change Cimerorans to just have a set Def buff instead of the AoE buff, as they all converge on their targets almost immediately, and the shout gives them enough KB resistance that they can't be scattered. The AoE buff is interesting in theory, but again, in practice it serves little purpose but to contribute to server lag. -
Quote:This issue has been around for a long time. It's weird that they decided to to focus on multi-team content without first resolving this issue. Yes, you do get that lag in the 3rd mission of the ITF, but outside of that I don't think I've ever experienced it in single-team content.Yeah. Ship raids, invasions, even some 8-man-team TFs. I'm not sure what needs to be improved, but I can't help but think what someone experiencing this game for the first time being exposed to this effect on so much of its "big" content.
I agree, when the issue first released, I don't remember experiencing this. I definitely didn't experience it in Beta. -
Ah, okay, thanks.
The next time I can muster up the motivation, I'll change those arcs to be a narrow level range (honestly, they're probably good for 10-30, as they're probably too hard for 1-9 and for some people, too easy for the top end, but I'll pick a 5 or 10 level span). -
It's really weird to be on this side of this argument. I remember making all those same points about 5 years ago, before Invuln got all the buffs its gotten outside of Unstoppable, and before we got the crash warning from the blinking icon.
Unstoppable serves one purpose: allowing you to withstand high non-S/L damage that your Defense doesn't protect you against (either due to it being from a single target that isn't floored, or def debuffs/tohit buffs) for long enough to keep the rest of your team alive. Maybe that's so you can defeat an AV, maybe it's so you can trade off with another Tanker for a longer period.
There aren't a lot of situations where I use Unstoppable with my Tanker. But when I do, I need it. SoW would do absolutely nothing for me in those situations, and I'm predicting that those situations will comprise an important part of that Anti-Matter trial when it comes out.
Aside from those situations, Invulnerability is already strong enough to handle the "Tanking Per Second" you refer to, and we already have a SoW equivalent: Dull Pain. They get our extra res, we get their extra +MaxHp (and a heal). And we can enhance ours for recharge. Unstoppable is a bonus. Skip it and take Tough if you don't like it, you'll be capped to S/L full time when Willpower only will be for 2 out of 5 minutes. -
I have a question: what's wrong with 1-54? Two of my arcs are 1-54 because I wanted people to be able to play them at their native level. Is it because you feel the difficulty varies too much based on what level you play them at?
Note that those two arcs (one of which really is just a single mission) were written during the I14 beta, so I don't expect anyone here to be impressed by them today. (They did well early on!) -
Quote:I hate that badge. I'm a badge hunter, I've got 1214 badges right now, and I will not get that badge. Ever. I can't believe they added it after lowering so many of the other ones.Here's a thought. Someone who earns the 50 WST assist badge has done enough WSTs that if they were ITFs they would be 14% of the way to the 360 ITF target. And there are players that put that level of effort in primarily for a badge.
The only reason I have Empath is because they lowered it.
Quote:I'm never worried about the hardcore players. They can always take care of themselves. -
Quote:Thanks for posting this and for your analysis!On the subject of numbers, here are my preliminary estimates for earning from April 6th through April 9th (on the 10th and 11th I switched to a different character, and that would complicate things a bit)
I should also thank Nihilii for posting his/her data as well, I forgot to do that.
Quote:Grand total: 2371 thread-equivalents. That's across all successful and unsuccessful runs. Eliminating the 41 thread equivalents from unsuccessful runs leaves 2331 thread-equivalents in 20 successful runs over 8.87 hours. That's 263 thread-equivalents per hour.
Interestingly, that is almost exactly one hundred times the *solo* shard earning rate of my MA/SR scrapper running at 0x8. Very roughly, that is about 30 times my guestimate for my ITF earning rate for plows (about 9.3 shards per hour). Nearly *half* of that multiplier comes from rare trial drops.
Quote:Getting back to the issue of rares. Its obvious that the non-trial earning rare is more competitive for common and uncommon incarnate powers than for rare and very rare powers. If the rare incarnate components are valued at breakdown rather than usage and the aim is to get common and uncommon powers, and iXP is put in, then my thread earning rate becomes something much closer to 1250 threads in 8.87 hours or 141 threads per hour: fifteen times my ITF estimate in shards (I still need to figure out a good way to extract those statistics).
Quote:Its a distinct question, I believe, if its fair for the non-trial costs to escalate the higher the tier power you're going for becomes. I think to at least some degree that's not unreasonable.
We may or may not agree on the degree, and in spite of me, I haven't spent much time thinking about what that degree should be, you see.
Quote:In any case, for me to get to the same place my main is now running nothing but ITFs, my rough estimate is that I would have to run about 180 ITFs to get to the roughly the same place if I didn't care to reach rare incarnate powers, and about 360 of them if I did. That's a lot of them, although running one a day would achieve that in about one year. That seems to be inconsistent with a circa 3 year estimate that is floating around out there, and running one ITF a day is actually a far lower activity level than the people who are running trials now are putting it.
Quote:Left as an exercise for the reader is how many thread-equivalents this post cost in opportunity-cost. -
Quote:The OP has been updated. The 18 thread number has already been corrected.I have done and tested this... 18 threads on a week tf's?! WTF!
That being said, I've never received 10 shards in a single ITF, and I believe 4 to be my average. I'm glad to hear that you get 10.
Also, check out Arcanaville's post three below yours. After my corrections based on her feedback, I'm not far off from her (she has earned 30 times on Trials what she gets on ITFs). -
For what it's worth, my character in the OP is a DM/Regen. She's primarily single target, however, she does have both Soul Drain and Dark Consumption, which, after slotting, global recharge, and the tier 4 Musculature, are both at about 127% damage, with a 49 and 73 second recharge for each, before including Hasten (so 38 and 57 when it's up). Then there's Shadow Maul, which I often get 2 or 3 foes at a time in. So she's not entirely single target. And now she has the common Void Judgement. I got a Very Rare with her yesterday, by the way, and then a Common after she crashed when the AVs were at 15% despite focusing on adds.
What's your Shard average like on the Blaster? My Energy/Energy Blaster has horrible luck with Shards for some reason. I think I've gone through two hour-long ITFs with her that only netted her one shard each (she's single-target focused, doesn't even have the AoEs aside from Nova). I assume that's just bad luck, since they don't use participation rules with shards, do they? -
I like Unstoppable as it is, and don't want a SoW clone.
When I play a Tanker these days, it's because I want that character to be as tough as possible. If Invuln got something like SoW instead of Unstoppable, I wouldn't be able to hit it and survive unbelievable amounts of non-S/L damage from a single target.
Apparently, we're going to be facing Anti-Matter in one of the new trials. Based on the Praetorian AVs we've faced so far in Incarnate content, he's probably going to be like he was, but cranked up to 11. That means that your defense will be worthless, leaving just your Energy resistance, and you'll need as much as possible. I'd rather be able to cap my energy resistance for 3 minutes and then crash than go to 50% energy resistance for 2 minutes. I can always trade off aggro with another Tanker before the crash. I think BAF has taught enough people the value of aggro trading.
That being said, I would like it to to give a "time remaining" display and have the option to crash it early. -
Quote:That's cool, I don't expect you to have results that match mine. The sample size is obviously too small. I just objected to the half-comparison.My earning rates in trials might actually make things worse. I'm one of those people getting a ton of uncommons (in fact, my main got exactly *one* common table drop, the rest all uncommons except for two rare drops).
Quote:Edit: preliminary looks at the logs suggest my thread drop rate per successful trial run is actually closer to 6 than 4, and the thread earning rate (just threads, not component breakdowns) is about ten per hour of actual trial running time. But I've only looked at day one; the later day logs would probably be more representative.
Again, just out of curiosity, are you running mostly BAFs? Or skipping turrets and courtyard spawns in Lambda? Because those thread drop rates sound similar to what I get for BAF, but not Lambda. BAF has a lot of non-thread earning potential (with people ignore adds and focusing on the AVs), and we clear the turrets and spawns on every Lambda I've been on. I'm curious if this is just random being random, or a difference in playstyle.
It would be interesting to find out that certain playstyles generate more Threads per time, but less Shards per time, and vice versa. I'm not saying that just knowing your results and mine are going to show that on the spot, just that it's something interesting to consider. It doesn't sound plausible based on how the rest of the game works, but if it turns out that they do use some kind of contribution algorithm to determine reward tables as is being discussed in another thread, it might end up that my playstyle results in a higher Trial vs. non-Trial reward ratio, while yours results in a lower one. -
Quote:All I was saying was that you didn't offer any information about what you've actually earned through the trials in that post. You took what I've earned through the trials and compared it to your shard earning rate. For all we know, you might be earning ~30 times (I have adjusted my numbers based on your posts, and I see in your response to Venture that you're now saying that it sounds more accurate) the rate as well, if you assume that you actually use what component drops you can, and break down the rest.The important distinction though is that I'm not offering up my anecdotes to make a specific statement about the difference in earning rates for the trials and the standard level 50 TF content. I'm offering it up to show that your anecdotes may not be anywhere close to the average, since they are radically different from mine.
If the difference between my anecdotes and yours swings the numbers by a factor of five or more, that implies these calculations have an error bar of at least that much.
Quote:So when you say that a factor of ten error is so high you don't see how that's likely, I'm just showing how easy it is just to account for a factor of five. I'm not specifically saying my experience is average, just that it shows levels of variability that are not just small, but enormous.
I want to be clear that my goal here is to get a better idea about how component drops, Empyrian Merits, and Astral merits have affected the advancement gap between Trial and non-Trial content. I've offered, really, the only information I have on the topic, in the hopes that it would result in people posting more data (so far only one person has), and some kind of a discussion on how we could come to some kind of accurate estimate instead of "5 times as long" or "1000 times as long". Aside from not having a very reliable estimate for my shard earning capabilities, and not including Alpha component breakdowns, I think I made two big mistakes. The first is posting something labeled "conclusion". The second is posting it in this forum instead of in a less flamewar prone forum like Archetypes and Powers (it's about rewards, not Powers, though, so I didn't know where else to post it). -
Quote:Thanks for the data, I really appreciate it. Your Brute's Shard average is crazy, I had no idea anyone could do that!Going thirty times faster in iTrials in what, for me personally, is a reasonably accurate scenario (and I believe I'm still being nice to the shard side, as I'm actually going to save my emp merits for a very rare).
The point of this thread is supposed to be this: before this content was released, estimates as to the speed difference between Trial and non-Trial advancement were based entirely on Thread vs Shard drops and the conversion rate. But it's very obvious now that Thread drops comprise only a small component of the total advancement. Merits and component drops provide the bulk, so our estimates were way off.
And for those still criticizing the "calculations" (of which you could only mean the estimated Shard drops, because nothing else is suspect) in the OP, they've been adjusted based on Arcanaville's points-- but not her particular playstyle, because my post provides information about differences in my performance, not hers. I'm hoping that she will post hers.
This thread was not supposed to be a complaint or yet another solo vs teaming beatdown between the usual suspects. It was supposed to be the start of a discussion and analysis of the impact these extra rewards have on the difference between trial and non-trial rewards, so we can have a better idea of what that is and not throw out random inaccurate numbers like "5 times as long" or "1000 times as long". -
This is really interesting. I've gotten 3 rares, 1 common, and the rest uncommons (not sure exactly how many were from completions, I've gotten a few badges) I'd have loved for most of those Uncommons to have been Commons, given that you need far more commons (7) than uncommons (1) on the way to a Rare. Maybe all I have to do for commons is leech!
That's kind of messed up. It wouldn't be, if Uncommons broke down to 18-20 components instead of 8-10. -
I've updated the OP again, as if I estimate that I could have done 9 TFs in that time frame, 18 Shards is way too low. I doubled it to 36, which means 4 shards per TF, which is probably closer to my actual average performance.
I wish I'd kept better track of my actual Thread drops, and that we were certain of the actual drop rate differences. -
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Quote:I gave a random guess, because the actual number of trials was irrelevant to the results. The point here is really that I got X running trials last week, and if I'd run non Trial content instead using the same amount of playtime, I'd have gotten Y.You're saying you ran 15 to 20 trials; I compared that to running 15 to 20 task forces as the standard content equivalent.
Quote:But even if I use your numbers and say that running 15-20 trials is equal to running only 5 to 7 task forces (and that is *wildly* skewed towards the incarnate trials) you're saying that in 5 to 7 task force runs you'd only get 18 shards, averaging 3 per run.
So, for the purpose of equivalency, I was using my actual Thread drops and converting via what the devs told us in beta: that Threads drop 5 times as often as shards. If you know the real drop difference, that would be awesome to know, and I'll adjust the OP accordingly. I actually made comments during my trial runs that while I did get far more Threads, it didn't feel like 5 times. I was promptly told to quit my whining and convert Astral Merits.
Quote:My average shard drop rate for ITFs is closer to 7 in about an hour plus the component (plows, not quicks - nobody running for shards runs quicks), and my trial run time average has been close to 35 minutes: some faster, some slower. If we assume my trial drop rates were similar to yours per trial (because I don't have those numbers in front of me) then 18 trial runs (taking the average estimate for number of runs) would take about 630 minutes, the equivalent of 6.5 of my ITFs. That's 52 shards including component breakdown. That's a difference of a factor of three just in the shard earning estimate alone.
If you want to give data for your drop rates, that would be awesome. What have you gotten over the last week? How long do you think it would take to do the same thing just running TFs? What if you ran normal missions?
Quote:And that's a slow ITF average: I haven't run a plow yet with I20 Incarnates plowing it. I would imagine the teams I've been running trials with would obliterate an ITF plow in about a half hour: I've seen really fast teams get close to that without I20 incarnate powers.
Quote:That's effectively accounting for a difference of over 5.5x the shard/thread estimate in your OP. That's already a huge discrepancy that isn't likely accountable to anecdotal anomalies.
Quote:If you're going to make an extraordinary claim like the standard earning rate is one hundred times slower than the trials, you have an obligation to be conservative on your estimates.
Quote:If you're highly aggressive, and it seems every single one of your calculation decisions was highly aggressive, it makes the conclusion very shaky. Its entirely possible the trials are twenty times faster, maybe even thirty times faster. To assert they are a hundred times faster I would want very strong evidence. -
Quote:I'm responding too quickly here, and I missed this. What did I count optimally for the trial? I'm giving my actual experience, which, by the way, points out that I get more Uncommons than commons, and I only count Uncommons at their creation value when they are used. I then use 9 threads as their value for the rest. It's actually broken out here in the op for the leftover components:One more thing: counting optimally for the trial drops adds an additional skew. I've been getting the majority of my reward tables as uncommons, not commons. If uncommon really is more likely than common on successful runs, which is possible, the uncommons are actually *hurting* earnings, because if you need commons you cannot count uncommons as their *creation* value, but rather their *breakdown* value. And every uncommon is actually only worth 9 threads on average when broken down - less than half of one common.
Quote:- Uncommon Components (usable): 2 x 60 = 120 Threads
- Uncommon Components (unusable): 7 x 9 = 63 Threads (going with the average for the 8-10 range)
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Quote:I never said 15-20 Task Forces. I said Trials. These trials are much shorter than most Task Forces. Some of the trials I ran took 20 minutes (I think all the BAFs were that short), while most ITFs I run take an hour, and I get maybe 4-7 shards from those. You can't equate a trial to a task force like this. I'm equating play time.My red flag alarm dinged on this. Something is wrong with the assumptions, because there's no way a player that runs 15 to 20 task forces over a week ends up with 18 shards. I would expect such a person to end up with about 80-150 shards, and thus (eventually) about the same number of threads. Which makes the trial content - counting all of the extra drops besides direct threads - about fifteen times faster than task force content on average.
Quote:Also, higher task forces drop components that can be broken down into shards. 15-20 runs should earn at least 15-20 of those, which would be more than 18 shards right there.
Quote:The drop rate for threads cannot be five times higher than shards. I would be more inclined to believe its the reverse.
Quote:Factoring everything in, my ballpark estimate is that trials might be earning ten times the equivalent thread count as task forces drop from thread/shard conversions, not a hundred (and certainly not a thousand like some people have been suggesting). -
Quote:People running TFs full time are in the same boat. Also, unless there's a cooldown on the 2 Threads reward, 5x Apex/Tin Mage per day would have the same result. Soloists would probably be worse off (how much does a soloist need to play per day to get 10 shards a day on x8?)Random information: It takes 10,070 shards to get 4x very rares if you don't do the trials. Completely disregarding the inf cost, that's 10 shards a day for 1007 days, since you can only convert 10 a day (unless you want to double the amount you have to earn to over 20,000). That's over 2.7 years of converting 10 shards daily.
In just a couple days of playing trials, even crashing out of most of them and missing a lot of astrals and reward tables, I have one very rare and 3 rares. 1 very rare represents 8.1 months of grinding shards for the non-trial playing soloist. Which I got in a couple days.