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Posts
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I'm confused too. What's a "Now Zone", and why does a pet have one?
But speaking of zones and pets, I was a little worried about going from mission to mission with the pets. Dragging the pets over a city zone might stir up some hostiles. But I found that as I fly, the pets will skip much of the ground travel by teleporting to keep up with me. I haven't really had a problem with it so far. -
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My alternate game these days is The Sims 3.
I still have Guild Wars, but it's been a very long time since I've been in the mood to play it. And I'm pretty much done with Spore, which was fun for a while but fairly disappointing. -
Mirai has been my forum handle from the beginning. Besides meaning "the future" in Japanese...
See here. -
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Another of my characters has been found by the RMT spammers. All my characters are hidden from searches, but every once in a while one of my characters gets spotted by the creeps. I want I16 to come out so I can turn my e-mail off!
Once again an update comes shortly after a holiday, so I can't make the most of it. So I'm not as excited about the power customization as I was. -
That would work in boss fight objectives (otherwise the boss would downgrade to a lieutenant), but bosses still wouldn't show up in standard spawn groups. You'd need to increase the team size along with that to get bosses to show up in standard spawn groups.
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I played for a couple hours on Protector this morning and didn't have any problems.
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I've been getting it every few minutes on Guardian.
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Quote:Right. Some people will want to make their own stories based on the canon, some may want some canon flavor while adding in new groups, and some will want to escape the world of Paragon City completely. Escaping that world will be much more difficult now if we want decent XP, so I'm sure Venture is happy about that.Yeahhh... about that. Isn't the whole point of creating your own story arcs... creating your own content? If I wanted canon I'd play canon. Then again, I don't usually give two ***** about story unless it's the first time I've run a TF/SF so it's all a moot issue to me.
My Mutant Clone Project arc has a new group (by the same name), but includes the Council for canon flavor. That arc will be gutted of XP, because the Mutant Clone Project group consists of minions and lieutenants (and no bosses) with "standard" settings. So I'll be removing that arc as soon as I16 launches. And there's no point in trying to fix the arc, so I'll just archive it and work on other ideas.
Quote:I'm guessing the reasons we were told to use custom mobs sparingly are the unpredictability factor (I don't know what sets these custom mobs are until they attack me, unless there's some other indicator, whereas I know what to expect when I see a normal NPC) and the huge amount of space they take up in an arc's filesize allotment.
If you think Knives of Artemis can be annoying with all the caltrops, you haven't seen anything yet... -
Actually, Venture has reviewed quite a few arcs created by other players. He just thinks we should stick to canon as much as possible in story arcs that we create, which is something I vehemently disagree with myself.
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One thing to note: A custom boss who's the target of a defeat-the-boss objective will still give full XP.
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On top of any custom critters, all my custom factions will take a hit in XP because... they don't have bosses. I design my arcs for myself, and I play solo, so I don't get bosses in standard spawns. I add in unique bosses from separate boss groups as desired. It's not too difficult to toss in some random boss to my custom factions, but it's something I'll have to pay attention to in the future.
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Well, it's still beta, and things could be subject to change. There were concerns that in many cases critters with a custom selection of powers could be worth less XP than a custom critter set to "standard" or "hard", or possibly even "extreme" (especially for minions) even when they have more powers.
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Issue 16 Open Beta has arrived! The NDA has been lifted!
Developer Horatio says:
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Theres been a lot of discussion on the changes to experience in Mission Architect missions, and I wanted to take this opportunity to present the exact changes weve made and explain a bit of our reasoning for them.
As you all have noticed, we've reduced the rewards for custom villain groups that do not contain all three ranks of enemies: minions, lieutenants, and bosses. Here are the exact numbers for that.
* Each mob in a group that that is missing one of the ranks is worth 50% of the normal experience.
* Each mob in a group that that is missing two of the ranks is worth 25% of the normal experience.
* Groups that contain all three ranks award 100% of the normal experience.
Just to clarify, this only effects mobs that are auto-spawned by the mission. You can still place unique bosses inside of a unique group under "Fight a Boss" and have them reward full experience - if I create "Hero 1" as the only enemy in the group "Developers" in a "Fight a Boss", he will give full experience, but if the group that spawns with him doesn't have each rank filled, they will have an experience penalty.
Secondly, weve made some modifications to the amount of XP awarded for defeating custom critters. There has been some confusion with this so hopefully this will clear it up. Just as a quick note, the following values were not what we originally had on test. We made some adjustments based on your feedback on what is currently implemented and decreased the experience penalty across the board on standard/hard/extreme mobs.
* The amount of XP is based on the difficulty setting of the critters.
* * A critter with a Standard power set is worth 75% of the standard experience reward.
* * A critter with a Hard or Extreme power set is worth 100% of the standard experience reward.
* * These reductions are per power set for the critter.
* * * One standard power set is worth 37.5%, one hard or extreme power set is worth 50% of experience.
* * * A critter with a hard primary power set and a standard secondary power set would award 87.5% of normal experience.
* * * A critter with a standard primary power set and a standard secondary power set would award 75% of normal experience.
We've put in a different experience system for hand-picking a custom critters powers. Now you aren't limited by any "required" powers when choosing the custom critters powers. For example, you can create Dual Pistol enemies without requiring them to have any thug mastermind pets.
The following is a table for how we're calculating the experience for custom picked powers. For example, an enemy created with 10 powers would be worth 31% of their normal experience. This only applies if you select "Custom" on the power creation menu for enemies.
0 Powers 0% experience
1 Power 0.031% experience
2 Powers 0.124% experience
3 Powers 0.279% experience
4 Powers 0.496% experience
5 Powers 0.775% experience
6 Powers 1.1% experience
7 Powers 15% experience
8 Powers 19% experience
9 Powers 25% experience
10 Powers 31% experience
11 Powers 37% experience
12 Powers 45% experience
13 Powers 52% experience
14 Powers 61% experience
15 Powers 70% experience
16 Powers 80% experience
17 Powers 90% experience
18 Powers 100% experience
Those are the current changes. Let me talk a bit about why were doing this.
We wanted to address the amount of pure experience farming thats going on in Mission Architect. We know that a fair amount of the player base is concerned about Architect being used as a farming tool and we want to encourage players to focus more on writing story-based arcs. We put in the changes to the villain group system to deal with the issue of some players setting up easy farming missions built around groups that only contain simple lieutenants (or infamous "boss farms") and other aberrant game play behavior. The game wasnt designed to have players deal with only a single type of mob at a given power level; the enemy groups are designed to work as a whole, with the different mobs complementing each other to make for a more robust playing experience.
The changes to the way custom critters work was done to address another side of the farming issue, where players were creating enemies that were very easy to kill with very little risk. Players can now fully customize each of their enemies without having to stick to a preset collection of required powers. However, because of this, we needed to implement a new system of calculating experience for these critters, as it would be extremely easy to set up a scenario where custom critters had no real offensive powers, but still gave full experience. I want to stress that we will be monitoring the scaling of experience with this system - these numbers are not set in stone.
These changes were made to balance putting as much control as possible into the players hands while trying to minimize the possibilities for gaining experience with little to no risk. With this system, players can fully customize their NPCs as they need for their storytelling purposes without having to deal with any required powers, as long as they are willing to accept lesser experience rewards for those critters.
Architect is a feature that we knew even before we launched was going to be tweaked well after it was in the hands of the players. Its such a big, daunting system, theres just no way around that. I bring this up to say that the adjustments were making to the rewards in Architect are on going. You can expect to see more refinement in both our methods and our numbers in the coming months. Right now, we wanted to address some of our as well as your major concerns with the system as soon as possible. Architect is a feature we have big plans for and were committed to seeing it grow into its rightful place within both the game and the community of City of Heroes.
We know that these changes are a little daunting and were listening to your feedback. We'll be keeping a close eye on how you all feel about these current changes and seeing what we can do to really strike that balance between giving you, the creators, full customization and the players you're writing for incentive to play your arcs.
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Disscussion?
Personally, many of my arcs are going to get their XP crushed, so I'll probably archive the lot of them and start from scratch. -
Quote:You can finish up those badges fairly easily with Maxwell Christopher's arc in the lower 40s, if you don't mind waiting that long.
For example, to get the Atlas Medallion accolade you need 200 vampyri and 200 warwolves. If you do the right missions in the 25-29 level range on large teams you can get the vampyri relatively easy (I'm not sure about the warwolves -- you might get that one by doing the Hess TF). But unless you intentionally go after those missions you will almost certainly outlevel them before getting those badges. That means you'll have to do those missions in Ouroboros or farm in Striga (which is what I usually wind up doing).
Quote:If you run the Moonfire TF with an eight-player team, you stand a pretty good chance of getting both Slayer and Silver Bullet by the end of the TF. -
Why are you in such a hurry to get the day job experience? Just play normally and remember to log out at day job locations. You'll pick up the badges in time.
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Are you playing your character 24 hours a day? If not, you can earn day job time while you're logged out, and still play your character normally.
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Quote:My advice is... find out what you're good at and do that. When I went to college, I knew what field I wanted to pursue... and I wasn't really good at that. I got a BS in it eventually, but it wasn't easy. I realized I was really good at a different but related subject, and got my MS in that easily.You may have been wondering when I'd be soliciting advice... well, this is it. I'm a first generation college student. None of my friends are college graduates (except for the two I've mentioned by name above), none of my family are college graduates, and in general, I am completely and totally alone in my desire to pursue higher education. I know nothing about it - nothing. If anyone, anyone has any tips they wish they'd known, or habits they wish they'd gotten into, or just anything you can think of... please, let me know now.
Don't be in a big hurry. The aerospace industry is cutting back these days like most everyone else. In several years, things will probably be improving. Keep your eyes open for solid companies looking for new recruits. Aerospace can be a very volatile occupation, and people can have a tendency to jump from company to company a lot. Still, the big companies do try to find new things for employees to do when projects change.
Good luck and have fun! -
Actually, Golden Girl was an extremely prolific poster on the US forums before moving to the European forums. So those of us who were around back then remember her well...
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Quote:The only downside is the heal is coming very late in the set. "28 Levels of Suck" is the new ElA mantra.
Yes, that's too high level for me to care. If the set isn't fun early on, I'm not interested in suffering with it until it gets good. I've done too much of that in the past. -
Strangely enough, Ninjitsu doesn't work well for me. I tried starting a another /Ninjitsu stalker (after deleting the last one), and I'm stalling at level 12. I'm looking forward to a long eight level road with shoddy defenses, no self heal, and on top of that no knockback protection. I can suffer through it, but I don't think it's really worth the effort. I'm strongly considering deleting the character.
On the other hand, strangely enough, I'm probably one of the few people around here who loves Regeneration for stalkers. It's the only secondary I really enjoy using for Stalkers, and my Energy/Regen stalker is one of my all-time favorite characters. -
I don't farm or grind for inf. Yet, strangely enough, one of my characters (Risommer) has more than 250 million inf from selling purple recipes. And that was from doing missions prior to hitting level 50.
Thats not typical for me though. Some of my characters are flat broke, while others have millions. Luck of the draw. -
Oh My Goddess vols 2-18: +1
(Also, +1 to any more OMG volumes you might add. I already voted +1 on the first volume.)