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The Mission Architect is a new system, and it has a new rule, specifically for the Mission Architect: "Do not build Farms." You are smart enough and experienced enough to be able to follow that rule, if you want to.
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This is the part I have the difficulty with. I have yet to see the conduct, eula or devs say exactly that "Don't build farms" since the release of i14. All I see is anti-farmers saying "devs/rules said don't build farms" based off how they interpret what the devs said. I mean, in the entire 200ish page post about farming, there was ONE dev comment, and it was about a gold watering can. Maybe I missed it somewhere in the 2000 pages of posts but I've yet to see it. The closest thing I could find in posi's post specifically banning farms is to not put farm terms in your description because you might be inappropriately banned (most likely by the zealous RPers that have a bug up their butt about farming and report-ban an arc - at least that's how I interpret it).
They do say don't exploit the system to provided unintended statistical advantages and posi stated they adjust things based on the reward/risk ratio. Fine, that is perfectly acceptable, comm officers were stupidly underpowered for the reward they gave, particularly the lvl 42 ones because they had some hydra bonus attached to them which obviously shouldn't have been there when you weren't fighting the hydra (normal comm officers gave far less rewards compared to the 42-42 ones). Honestly though, my fix would have been to make it so all comm officers automatically summoned portals the second they got agroed, whether or not they were held/stunned/slept/etc. The heavy handed fix they have implemented now completely sets comm officers in the wrong direction imho because now they are worth almost nothing and are capable of causing far more havoc than the average minion if not quickly locked down.
I would say the same with the hover blasting of rangeless melee custom critters, obviously an unbalanced risk/reward (the devs actually had this problem before, warwolves didn't always have rocks to throw on those warwolf only mishs). That too was something that clearly needed to be fixed.
Meanwhile, back at the ranch...
When MA came out, the story telling aspect was, quite honestly, meaningless to me. For me, MA meant I had the ability to finally make challenging missions that were actually difficult to complete. That's not to say I didn't put a story in my arcs, but its purely secondary in nature. Before MA, my typical play-night usually consisted of doing a quick speed run of ITF, LGTF and STF in under 2 hours then either sitting in the base and chatting while working mids/browsing the internet or focusing on quickly leveling my newest theory-crafted toon with my SG (I rarely group with PuGs because I find the level of skill/character advancement in the common PuGs frustratingly slow and not fun).
Generally, that's what I do in this game for fun, I open up mid's and design myself a new toon based around a theory of operation and then make it and see if it performs as expected. My playstyle purely revolves around creating a toon, gathering the IO sets for it, and testing it. MA is just another portion of CoH that I can theory-craft in order to make missions as punishingly hard as possible and then building a team to do them. I honestly have no interest in playing Soandso's mission arc about the background story of their catgirl. Likewise, I don't care about Soandso2's mission arc that has a great story but is still just a bunch of Council click missions (or whatever group/standard goal). Now, if someone makes a challenging arc with lots of variety and a great story, that's fine, that's fun, but honestly, it'd be just as much fun for me if the intro said "placeholder" and it was a fun mish.
MA also provided me with another option to play, one I didn't have before, the ability to make a quick mission that I found fun and challenging AND netted a decent return on rewards. I didn't do much meowing, because I found it to be horribly boring, I'd much rather farm Elite Paragon Protectors (or even Lord Recluse's if my buddy's bubbler is available). MA also allowed me to craft the mission in such a way that I wouldn't have to bug people for fill requests in order to provide myself with a challenge (because I personally find them irritating so I don't subject others to fill requests), namely by filling a mission with just lewys and bosses. I thought MA was awesome for this because it gives me something to do at 2 in the morning when no I know is online and also allows me to advance my toons at what I feel to be a reasonable rate without having to bug others with fill requests.
Of course, now, the threads such as these fill me with a fear that if I go and make outdoor arcs filled with lewys or bosses that some righteous rper on a personal mission to ban the game of all farmers is going to see my mish, hop in, see the lack of a story, see the lewy spawns and rush off to cry to the devs (via the report button). Resulting in the loss of my slot. I honestly don't see how filling my mish so there are no minions constitutes abuse, but I've seen posts on the boards of players that insist that it is. Lewys and bosses give higher rewards for a reason, they're higher risk (and honestly minions provide NO risk which is why I exclude them, they're wastes of my time). I'm not circumventing Posi's risk/reward critereon, I'm manually increasing my risk to increase my rewards. By filling the mish with lewys/bosses I actually provide myself with a challenge that sometimes even manages to kill me, to me that's fun, something with a chance of failure but also a chance for great reward.
Is my lewy/boss mish a farm? I guess technically it is, but Castle's post about rerunning the freak-lympics because you think its fun isn't farming but rerunning it for rewards is farming. What if I'm running the mission for both? Is it farming, not farming or some kind of Shroedinger's cat farming? Where its not one or the other but both? That's why these zealous anti-farmer posts really tick me off. The worry me that what is fun for me, might be considered a farm by another, resulting in reportings, banning and then me having to deal with CSRs to get it fixed.
I understand the RPers complaint that meow farm mishs fill up the MA and block out their story mishs that they enjoy. Of course, I could say story focused arcs that provide uninteresting missions (no matter how well crafted the story is) block out the kinds of missions that I enjoy. The pendulum swings both ways, and while I usually side against farmers when it comes to most prior dev nerfs (family, demons, etc), in this case I feel its the RPers that are in the wrong because they're the ones being totally intolerant of other people's playstyles for little reason other than they're different in what they find fun. Of course, out of courtesy for the RPers, my short lewy/boss mish gets unpublished when I'm done with it for that night because I have no interest in badges outside of accolades and couldn't care less about the X players played or stars awarded badges.
I've also heard the argument "well you could go play other peoples missions, there are good ones out there." To me, that's just nonsense. I'm not denying there are good missions out there, but for every mission that I would consider good, there far more bad ones. My career frequently results in 10-12 hour days in which I often spend doing an awful lot of reading, particularly patents and white papers and also writing reports. The last thing I want to do when I get home after filtering through 300 different patents is go through a list of 20,000 missions to try and find 1 good one to play that night when instead I can just instantly create one the I want to play. Of course, the tags help with the filtering, but with no one daring to use RBMA out fear of the righteous RPer bans, the tags don't help me (much like patent abstracts).
My job also prevents me from logging on until rather late at night (usually after midnight), at which point Guardian has about 8 people online, and 5 of them are afk severely limiting my options on what I can do that night. I could move servers, but after 4.5 years on Guardian I really have no desire to do so. MA breathed new life into the game for me because suddenly I was actually able to instantly play missions I wanted to play and didn't result in the mindnumbing challenge-free boredom of the standard 2-3 minion, 1 lewy spawn or relying on fills to up the difficulty. It also allows me to stay out of caves, which I really dislike and do NOT find fun (I never understood how a city with so many danged caves in the bedrock could have so many skyscrapers). And in actuality, most of the standard radio/cim/FBZ/RWZ missions net better overall rewards per unit time than MA missions because of the lack of salvage and purple drops, especially now with the 1500 cap. I mean, technically, if you want to do 'optimal' farming MA isn't the way to go. I play my MA lewy/boss missions because I enjoy soling herds of lewys/bosses over herds of minions/lewys (much like I enjoy fighting herds of bosses/EBs/AVs when on a team over the standard minion/lewy/boss spawns) and MA allows me to do just that and improves my gaming experience. Which is the true goal of the devs, to improve the overall player gaming experience, not craft a game that focuses on having fun in only one kind of way. The MA system has the potential to cater to both rewards focused and rp focused players through its incredible flexibility.
When MA was first discussed the rewards focused portion of the community had practically no interest in it while the RPers did. By adding the rewards and making the system flexible enough to allow players to individually set the level or risk they felt comfortable with so as to improve their netted rewards, it made the MA appealing to both factions (of course the poor PvPers are still left in the cold, all 3 of them that are left). With this recent slew of anti-farm rhetoric, the reward based players have shied away from MA out of fear of retribution. This hostile playstyle vs playstyle mentality serves to only make these people feel excluded and ignored which harms the game (see: PvP). The MMO graveyard is full of MMOs that suffered the fate of having a dev team that tried to force players to play in a manner that they felt was fun based on their vision, but was ultimately not all that fun for the player (as many of us from the states days remember).
Edit: minor clarification and spelling fix