Sente_

Rookie
  • Posts

    120
  • Joined

  1. Sente_

    Excellent Arcs

    Quote:
    Originally Posted by ArrowRose View Post
    I am removing arc 39008 - The Time Bandits from the list

    It seems like a really great arc that I am sure I would love, but I have tried the arc 4 times and I could not get past mission 1. I think it may be bugged.
    I tried the first mission and got stuck also. It looks very much like a bug I had in one of my missions, with defendable objects.
    In my mission I had a defendable object which would trigger a boss spawn. Instead I got 2 defendables, one which would not complete and no boss. This looked quite similar when I tried this mission.
  2. One of my arcs, The Missing Geneticist (2542), is in this low level range, levels 12-19.

    Most of it is standard villains, with some custom villains towards the end. It had a recent refresh of the custom ones for new costumes, power adjustment post I17 and and some name changes.
  3. Quote:
    Originally Posted by PoliceWoman View Post
    However, if the devs lowered the requirements for Hall of Fame, I believe every current Hall of Fame author would be completely justified in being furious at the devs for cheapening the value of their achievement.
    I do not quite agree here. Reaching 1000 4.5+ stars today is a greater accomplishment today, when there are more than 66000 arcs available. Looking back at my old blog posts I believe there were around 27000 arcs 2 weeks after I14 was released and eveything was new and shiny.

    A possibly more accurate limit for HoF would be to set the limit not to an absolute number of votes, but a percentage based on the number of arcs available to play.
    E.g. arcs that are in the top 0.5 pro mille would become HoF.

    However, I do agree that some new titles/rewards may be more suitable rather than making some adjustments to HoF. But that is more that I think it may be worthwhile to rethink authoring rewards rather than the risk of watering down something.
  4. Quote:
    Originally Posted by RottenLuck View Post
    The only thing I don't like is the Level 20 unlock epics.

    Reason is that the builds are a challenge to get right. I don't think someone who played for the first time getting to 20 will have the game knowledge to handle constructing an EAT.
    So unlocking them at 20 would provide potential more challenges then for some people. Sounds more like an argument for early unlock than against.
  5. My suggestion is basically about encouraging people to try out more and different MA arcs. Today there is a button to get a random mission. I would like to add a "leap of faith" option:

    * Will give a random arc, with the probability slanted towards arcs with low number of ratings, or no ratings at all of course

    * Ratings are not shown

    * Will give an extra reward if the arc is completed and rated, possibly a partial reward if only rated. Arcs with more missions would give slightly better rewards for actually completed missions.

    * The extra reward will only be given if the arc is chosen this way and extra XP should be an option for the reward here.

    It is not a perfect system - people can always ask others to search for the same arc and see what the ratings are. But I think in the end that approach may be too time consuming in order to get an arc with decent ratings and get extra rewards.
  6. To primarily care about the story in the arcs does not exclude caring about XP - people also want progression.
    It is not just black or white here; there will be people all over the spectrum. For those that play MA as intended the XP is already a bit lower than regular content and team mechanics are more restricted, meaning that a casual "team up and do some of each others missions" becomes a bit more cumbersome.

    Regardless of the numbers used for these proposed changes it will bring an uncertainty to players - an arc could potentially have mobs that cause XP reduction unless it is all made of standard mobs.

    For people who create story focused arcs challenge or difficulty may not necessarily be their main goal; just because some include relatively "easy" mobs does not automatically make it a farm arc.

    For arcs aimed at lower levels you also have to turn down the difficulty setting of custom mobs or they will become too difficult. I have an arc aimed at teen levels where one of the factions involved is a custom group. Even with the setting set to standard/standard for minions and LTs and no insane powerset combos I received comments that this faction was a bit too difficult for some people's taste.

    Playing an MA arc is in a way a leap of faith; it can be crap or it can be great or somewhere in between. What I see here now is something that seems too complex without bringing incentives for those that want to use MA as intended. I think it will rather discourage people to try new arcs unless they have lots of ratings with an high average.

    One of the great things with CoX is that many of the gameplay mechanics mostly play well together to encourage people to team up and play with each other.
    Compare that to many other MMOs where they may want to people to team up and play together but where many of the game mechanics get in the way. Teaming is not worth the effort for short casual session and people end up soloing.

    My concern here is that in an effort to curb excessive farming the developers may end up adding too many small roadblocks so that casual players simply will not find it worth the effort to play MA arcs as intended.
  7. Sente_

    The AE arguement

    Quote:
    Originally Posted by MsMisery View Post
    do you ever worry that too much change will alter the experience so much that those that joined due to its original base design will no longer find the attraction?
    I am certain that this happens to some people, but I don't worry about it.

    Some people will dislike a game because it has changed, in ways they consider important.

    Some people will dislike a game because it has not changed, in ways they consider important.

    Both people and games change - the only constant is change itself. My time in CoX (mainly CoV side) has been far longer than any other MMO. It will not be the end of the world if Paragon Studios decide to change the game in ways that it will no longer enjoyable to me. What may be good for the game may not necessarily be good for my play experience and if that happens, so be it.
  8. Quote:
    Originally Posted by Lady_E View Post
    Looking back on it, I admit I created way too many custom characters (2 types of minions, 2 types of lieutenants, 2 types of bosses),
    If it is only 6 custom characters it is not a huge amount. There may be other things that take up space also, but a single custom character is a comparatively large entry though.

    You can also include standard characters in your custom group, which will use less space in the arc file. But they will also typically be more limited in level range.
    And nowadays you can also change the colour of the outfits of a number of the standard mobs, plus also add a custom name and description. So they can pretty much appear as a custom character without actually being one.

    Quote:
    Does anyone know how to delete a group of characters from a custom character group? I really don't want to have to re-write the mission again, but I will if I have to.

    Please help if you can. Thank you.
    A customer character always need to be part of an enemy group. If you want to remove a character from a custom group, reassign it to some new group.
  9. Most created and played has to be dominator. I have not kept track of all the different ATs I have deleted (which are a bunch), but the ones I have today are:

    Dominator: 6 (lvl range 50-50)
    Controller: 3 (lvl range 10-50)
    Scrapper: 3 (lvl range 6-50)
    Corruptor: 3 (lvl range 17-40)
    Arachnos Widow: 2 (lvl range 24-50)
    Mastermind: 2 (lvl range 15-34)
    Stalker: 2 (lvl range 26-32)
    Brute: 2 (lvl range 10-28)
    Blaster: 2 (lvl range 12-15)
    Arachnos Soldier: 1 (lvl 31)
    Tanker: 1 (lvl 25)
    Defender: 1 (lvl 18)
    Warshade: 1 (lvl 14)
  10. Quote:
    Originally Posted by Xyzyx View Post
    The AE mission interface now tags invalid arcs, so you can tell at a glance that something's wrong. A lot better than having to try to run your missions every few days to make sure they're up.
    If an arc has been invalidated due to a change it is easy to spot, as you say. But sometimes the changes/issues are more subtle. All arc elements may still be valid, but there is a small change of behaviour (sometimes a bug) that affects the story itself.

    The devs can probably capture changes that invalidate a significant number of arcs before they go live with a change and at either notify people in patch notes or modify that change.

    The subtle ones are more tricky and there is really no substitute to test and play the arcs.
  11. Quote:
    Originally Posted by Miss_DeStalker View Post
    1. Capped the XP to the same or as less as 'normal' missions,
    2. Removed auto SK,
    3. Limited the spawn sizes and amount of bosses per map?
    4. Finally, Made maps only available to zones of that lvl?

    Would be interesting to hear you answers on this!

    Thanks
    1. Given the same mobs, it is already same or less XP (no patrol XP). I assume you rather are referring to #3 implicitly.

    2. If missions were handled the same as normal missions and not just another SF/TF-light variant. Auto-SK would be less of an issue in that case, since it would be easier to mix AE and non-AE missions in a team. With current variant of teaming
    It would reduce the number of interesting combinations of mobs one could use in an arc and of course reduce the number of arcs available to play. Of course, the full spectrum would still be available if only custom mobs were used.
    Some of the arcs available today would not be possible to play at all with the same team.

    3. And what would those restrictions be, other than those in place for maps already? That is a too vague statement IMHO.

    4. No big deal I think, perhaps slightly less convenient. At least assuming that you only mean that for level 30-40 arcs you might have to travel to St Martial AE instead of Cap au Diable AE.


    I use AE regularly and I do not PL and do not farm. My main concern here is perhaps that it may be a bit too much sweeping statements and the effects may not be obvious and not necessarily any improvement.
  12. Sente_

    Rogue Escorts

    Depending on the map you could try to split it up into two separate objectives, assuming that the area where both can spawn is pretty much next to each other - e.g. a battle and an escort.

    It may not work out depending on when in the story this should happen, since it is perhaps a bit more likely to find a map with such locations if it is either front or back for both.
  13. Quote:
    Originally Posted by Justice_Blues View Post
    Not let the map accept too many Middle objectives?
    Or a warning at least would be nice to have. It can still be acceptable to let them spread out to other areas.
  14. 1) I think this would be a bit tricky to handle since we also can have custom power selections. Also, the actual difficulty would depend on the whole mob group and how they interact, not necessarily a single mob.

    2) Same here, a powerset selection for a single mob may provide a certain difficulty, but the combination of all mobs in a group may provide a different experience. Also, what may be difficult would also to some extent depend on the archetypes that are fighting.

    I neither think it is possible nor desireable to find some combination that would be completely equal for everyone in terms of challenge vs reward. Too much effort involved for little gain.

    3) In what way do you think the reward system is a failure?


    Quote:
    Originally Posted by bricktop View Post
    1) Base the xp earned off a mob on its settings. Not just if it is a minion/lt/boss. If I'm fighting bosses set to extreme they should be worth more than one on easy.

    2) Give some sets xp bonuses because they are difficult. Give people some reward for taking more risks with the powers they give foes.

    3) The current ticket reward system is fail. Reward them like infamy for each defeat.
  15. The arcs will still be there. I know at least one person with expired account whose arc is still available.
  16. [ QUOTE ]
    Thats right.... and when its finally working how they want it, the 4 people still using it will be buzzing.

    [/ QUOTE ]

    I did a quick check - 6315 story arcs published now in July so far. Of those there were 2517 that had received a rating.

    So I would hazard to say that 4+ people might be using MA.
  17. Sente_

    I16 and Farming?

    [ QUOTE ]
    I've not experienced many MMOs, but thought that CoX should have looked at it's NC stablemate Tabula Rasa for some of its mission ideas. I found some of the variety quite refreshing there. e.g. a talk-to where you're transporting delicate equipment (evidence?) that gets destroyed if you take too much damage - throw in a decent ambush or 2 and that could be quite fun.

    [/ QUOTE ]

    Another NCSoft game to look at is Guild Wars. They have some really nice mission ideas among their different types of missions.

    All the cooperative missions (i.e. missions in the PvE main story) also have various levels of success - there is a minimum requirement, a "master" requirement and for some of them also an "intermediate" requirement. Doing the master part gives better reward, but can be more challenging.

    And there are of course titles (i.e. badges) tied to completing a number of the more challenging options.
  18. [ QUOTE ]
    I hate this whole anti farming stance the devs take...
    We pay our subs, we should be able to play as we see fit.

    Do they dislike players having level 50's or something??

    [/ QUOTE ]

    They dislike having the risk vs reward balance thrown out the window, which were exploited in some MA farming missions. That is a different thing.


    [ QUOTE ]
    I mean what other game to you know that activley spends man hours preventing it's customers doing something that they enjoy.

    [/ QUOTE ]

    Most MMOs out there I would say, if we talk about risk vs reward exploits.
  19. [ QUOTE ]
    Remember (and I'm as critical as any of you when I feel it justified) that Issues are FREE updates and as such we should be grateful for them - and if you look at 2009 in the round, despite the problems with MA and lack of substance in I15, by the time the end of year comes we'll have had 3 free updates, and a very big paid expansion with lots of content. That's not actually bad for an MMO with a relatively low monthly sub.

    [/ QUOTE ]

    I pay 130 Euro per year for playing this game in subscriptions, I would certainly not consider these updates free updates. If they were actually free, none of the money I pay would actually go to new development and only cover operational costs.
  20. [ QUOTE ]
    [ QUOTE ]
    I read it as allowing you to swap sets and AT's during the creation phase of your character, nothing more. Instead of having to go back several pages.

    [/ QUOTE ]

    I read it as being able to change your AT powers whilst levelling your character.

    [/ QUOTE ]

    I think it is nothing more than that you will perhaps get a tabbed interface in the costume creator instead of a step-by-step interface. No need to do things in a specific order anymore.
  21. Sente_

    Basic Maths

    [ QUOTE ]
    (It also mentions the demon summoning Desdemona, and the pistol using Maelstrom, which kinda hints that the new power sets will be in GR )

    [/ QUOTE ]

    That only says that dual pistols and demon summoning will be available no later than GR - not necessarily in GR.
  22. [ QUOTE ]
    This is not about frequency of play or creativity issues. MA is excluded from dxp because it is still easily possible to utterly break the intended risk vs. reward standard with user-created content.

    [/ QUOTE ]

    Of course the suggestions do not make sense, that was part of the point I was making.
    MA, regardless of whether it is played as some of us do, with story focus, or is used for farming, or something else is still part of the game play available. It does not matter whether it is popular or not, if the content is good or not.

    Excessive MA farming is certainly not a good thing (IMHO) and I think it is great if Paragon Studios can do more to deal with it. But that really has nothing to do with DXP.
    What is acceptable for normal XP should be acceptable for DXP really, bad or good. The problem is not with DXP weekend itself, but rather that actions to curb excessive farming is perhaps not good enough. It is a separate issue.
  23. [ QUOTE ]
    MA isn't a success. All the farming and PL just makes it look that way. If it was a success it'll be played for the creativity.

    [/ QUOTE ]

    I did not argue whether MA was a success or not. I just do not see a point of excluding it from DXP, since that is a part of the gameplay available, regardless of how and how much it is used.

    Perhaps we should exclude less played zones also from DXP? Or perhaps the regular missions that could be considered less creative?
    In the name of Proper Content we certainly must ensure that people earn the XP the Right Way For DXP.
  24. [ QUOTE ]
    MA included... that's daft!!!

    More free lvl 50's...

    [/ QUOTE ]

    Only for those that use MA to play that way.
    For us others who cannot stand either boring farming MA missions or "real" missions with the same boring qualities (e.g. defeat all missions on large maps with almost identical enemies all the time) it is nice to have MA as an option also.
  25. [ QUOTE ]
    May I also point out a gfx update doesn't necessarily mean you need more power, a gfx overhaul might leave you needing LESS power in fact, since the engine might run much smoother than the old beast we have and it still might look better.

    [/ QUOTE ]

    Quite true. This is what is expected with the graphical update of Anarchy Online, to take a different example of an even older engine.

    The old AO engine does not take advantage of GPU processing at all, as I understand it. There has been much progression in gfx libaries, drivers and graphics card capabilities - but engines need to be written to use them also.