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  1. Quote:
    Originally Posted by Sylph_Knight View Post
    Hello everyone,

    I've just started tinkering with the Mission Architect - a task I have postponed since its launch - and I'm quickly grasping the finer points of the interface. However, one thing yet eludes me. Only the names show up on the mission objectives (ie. Valdios, Astral Soldier) and they don't describe the function (ie. Defeat the Boss! Regroup with Positron!). I find this frustrating as I am attempting to make my arc as professionally assembled as possible.

    While I can change the boss name to fit the context of the objective I want to set, having that text over the boss looks even worse. I have tried to do some searching for a solution to this but haven't had much luck. Can someone please advise if there is a way to modify the name of the mission objective to something other than the name of the creature or object it is referring to?

    Thank you in advance.
    Definitely.

    Select your Boss detail, and click into Boss Text. Locate the entry for Navigation Text. Add your text to the Navigation Text (Singular) field. The Plural field is used for when the Quantity option is more than one.

    Good luck.

  2. Quote:
    Originally Posted by sneakey View Post
    My next question is...can I use the actual AV's I want to fight or do I have to create pseudo knock offs of them? If so, how do I find the exact power sets that specific AV's have?
    To fight Bobcat, for example, add Fight a Boss detail and choose the standard group Bobcat Follower. The Bobcat AV is an available option. Some of the Freedom Phalanx and other signature AVs need to be unlocked before you can use them in your mission. Visit the ticket vendor with your ticket stash and check for unlockable content packages. The content is unlocked globally so you'll only need to unlock them once.

  3. The rules for PvP and PvE are different. Probably the best place to test your PvP build is the arena.

    For the "long hallway" situation, you can set your map to Empty, then spawn your EB/AVs with the Defeat a Boss detail and set surrounding enemy group to Empty. Subsequent AVs can be set to spawn upon defeat of the first.

    For the "random AV" situation, I thought you could have created a custom group of all possible AVs and spawned each Defeat a Boss detail randomly, but after checking I see that the random option is not available for custom groups although it is available for standard groups.

  4. Quote:
    Originally Posted by Bubbawheat View Post
    I think one thing we could use is someone (I considered doing it, but haven't had the motivation to do one detailed enough) to collect what we think are the biggest problems in the MA including suggestions on fixing them into a single thread. It's something they've done in the bases forum - though hopefully the MA is a higher priority than bases.
    And just look how far they've come with bases.

    oh, uhm, nvm.
  5. I just played this arc. I thought it was well-written and finely crafted. Good job. Recommended.
  6. I'm not looking at the lists right now, but if memory serves, all 3 of you, WN, Lazarus, and Dalghryn, have arcs that would be on the What's Hot list so you'd get new slots right off the bat. I don't see the issue here, unless your true intent is to try and take something away from the current HoF authors, regardless of how they achieved it.
  7. I don't agree with changing the requirements for Hall of Fame. Sure, the 1000+ plays hurdle seems gargantuan in the current AE environment, but I still have hope that things will be done down the line that will revitalize it. More players means more plays. Dumbing down Hall of Fame as a response to declining interest would strike me as the devs admitting failure and throwing in the towel on resurrecting AE. I don't want that.

    The label "Hall of Fame" itself sounds epic, and getting that many plays while keeping a high rating truly is epic. It's something accomplished over the long (long) term.

    As a DC'd author, I can verify from experience that arcs listed on the first few pages get more plays than those that come after. I'm all for getting more plays for the better arcs, and more slots for the better authors so they can make even more great arcs!

    Top-rated arcs with only 100 plays doesn't strike me as epic enough to earn the label Hall of Fame, but the benchmark has merit, and WN's already shown some data to support it as a milestone. Instead of dumbing down Hall of Fame, call the 100+ plays arcs "What's Hot" or "Hot Arcs" or somesuch. The recognition would make these arcs more visible which in turn gets them more plays, and, if they're truly worthy of Hall of Fame, they'll get there (much) later.

    Just my two cents.
  8. Quote:
    Originally Posted by BackFire View Post
    What's the dilly-o?!? I take a week off and the Superteam goes ka-put?!?

    It's 10 after..where you all at?
    Quote:
    Originally Posted by Wrong_Number View Post
    Sorry BF! I should have mentioned that my hubby and I are heading down the shore this afternoon. Not sure about anyone else, but summer and all I have seen a dramatic drop in my arc plays (none of my 4 stars ones have had a play in weeks!). So, I suspect many are outside or off on vacations.


    WN
    WN is right. We went out of town last weekend as well so couldn't make the team-up. This summer is turning out to be quite hectic with all the events, gatherings, road trips, and so forth scheduled but we will make it when we can.

  9. Quote:
    Originally Posted by Arcanaville View Post
    I'm convinced: I'm going to see if I can do something to improve this situation. My best guess is that melee attacks need to increase *slightly* in score (somewhere in the vicinity of 10%) and damage auras should bypass the rule of five.

    I thought of just changing the rule of five to the rule of six, but that's not especially helpful because to take advantage of that generally requires using some of the most extreme attacks in the melee sets which are nevertheless not extremely high in value.
    I recently built a custom group for the 45-50 range that used some melee/defense set combinations and I also had trouble getting the bosses to 100%. The minions and lieutenants were not as much trouble, but it seems that for bosses to reach even 90%, Build Up is a required power.

    Overall, I really don't like to use defense sets because it gimps customs. You only get two sets to choose and no pools. Using a defense set for a custom makes them one-dimensional, while there are standard AVs/Heroes in the game that are able to use powers from multiple sets. Getting to choose a couple powers from a third set would be neat, and help give customs, especially bosses and AVs/Heroes more flavor, especially the ones using defense sets. I was talking to Fred about this in game and he had a good idea also. He suggested some kind of power pool for customs with generic powers like Revolver, Shotgun, Brawl, Baseball bat, and so on that you could give to any custom. Something like this would be good for minions and lieutenants.

  10. Quote:
    Originally Posted by Clave_Dark_5 View Post
    Some of what you said makes sense to me, but... so, putting up patches to stop exploits isn't the devs making themselves a "visible authority figure"? And I would point out that those cars are still driving along that highway, those drivers didn't stop using it, they conformed to what was expected of them by the authority figures, even when they didn't know for a fact they were being watched.
    It's kind of funny that I was just making this analogy and on my way to work this morning I passed someone pulled over in that same spot. Must not have been a local.

    The drivers stop speeding out of fear. They know that if they're caught there will be consequences. The locals know this stretch of roadway is a targeted enforcement area because they have seen the troopers out there making examples of others who do it.

    Paragon talked about punishments, but they didn't seem to follow through to any great extent, and, when they did, the incidents were too hush-hush to be an effective lesson to others. If they had been serious about it and wanted to make a lasting impression, then they would have needed to make a very public example of one or more of the worst exploiters. Nothing gets your message across quite like a good ol' fashioned hanging in the town square.

    Admittedly, enforcement can get tricky. They hadn't published a firm set of rules, only made vague statements like "The MA is not intended for abherrant gameplay." To go the enforcement route, first you'd need to spell out the rules in no uncertain terms so that the ones being punished can be shown exactly what rule they broke and prevent them from playing the victim card. They would also do better to not make empty threats, which only serve to undermine authority.

    I don't seriously see punishments becoming a major part of this game as Paragon seems to shy away from that, but it has been brought up in the past.


    To continue following the analogy, the patches, on the other hand, would be like "fixing" the cars so that they will only go 55 MPH. People can't speed if the cars are mechanically prevented from speeding, right? (Except the devs do not have a gentle touch. Historically, their response to an abused feature is to cut it off at the knees, so they end up fixing the cars so they can only go 40 MPH, but that's another discussion.)

    Then, let's say, your parent/spouse/loved one has a heart attack and you need to get them to the hospital. The hospital is many miles away and your car can only go 55 MPH. Are you willing to sacrifice your loved one just to prevent some people from speeding?

    By the same token, I would not be willing to sacrifice the tools and features of the MA that make more interesting and enjoyable arcs possible through the introduction of unusual and atypical story elements just because those tools and features can be abused in some way. If the only kind of arcs we can make boil down to a series of Defeat all or Defeat boss missions, types of missions that are already plentiful in the game, and the other kinds of details are either removed or nerfed into uselessness, then there's not much point to making arcs.

    In other words.....

    Quote:
    Originally Posted by Electric-Knight View Post
    I'm just looking forward to the AE being an alternative method of leveling that is once again on par with the rest of the game (When used legitimately and when using the tools that make it more than "pile up the enemies and take them out").
    This.

  11. Even if what you claim is true, dubious as it is (in the vernacular: pics or it didn't happen), and you "already thought of it", it is apparent that, given the actions taken over the past year, that the decision-makers had dismissed those arguments and chose another path.

    Unless, of course, that everything from i14 to the present and forward is being treated as one very long MA beta, and the plan is to work out all the kinks now in order for a completed version to be launched fresh and clean-slated with CoH2 and do it properly from the start. That at least explains why they would be willing to take their lumps now from the players and in the press for the current incarnation, because it's merely a laboratory and not the finished product.

  12. Wow. You got me. You totally took me to task. I'm blown away by how much energy you expended on flaying me. You used asterisks and everything. I'm bleeding all over my keyboard.

    But, before I grovel....

    Quote:
    Originally Posted by Arcanaville View Post
    no, NCSoft is not going to pay you to figure out how
    Your sarcasm detector is terribly dysfunctional. You should have that checked out. Banalities such as job descriptions and divisions of labor are the domain of cubemonkeys.

    Quote:
    Originally Posted by Arcanaville View Post
    Its really easy to just throw out numbers like "five arcs an hour"
    I'll concede to most of that math mumbojumbo you said. Venture baited me to the mathematical side of the discussion using fabricated numbers where he set me up to be laid low on the business end of your trusty protractor. No biggie. I had already admitted I'm no math major, thus a small victory on your part.

    I didn't need to go there anyway. The math is irrelevant. Both you and Venture are on record as advocating the elimination of rewards from the MA. I don't see your issue with a solution that does just that while at the same time adds a steady stream of arcs that give full rewards to the existing selection of DC and HoF. The rate at which they are added is irrelevant. It doesn't matter if the number of arcs is 8000 or 800 or 80, as long as it is greater than zero.

    Quote:
    Originally Posted by Arcanaville View Post
    While other people were testing the AE by trying to execute specific missions within it, I was the first one..... blah. blah. blah. blah.
    If you intend to make boasts about your due diligence during beta, then you accept that you share in the responsbility for the myriad of exploits that went live.

    Your experience with the nitty-gritty of the MA is irrelevant, as is my own. The MA as an entity is evolved beyond the definition of a mere "game feature" to something more akin to Web 2.0. I may not be able to solve Pi to the fourteenth decimal place, but I do know a thing or two about mass media and interactive communication platforms. You can pick the MA apart piece by piece and solve it down to its last remainder, but you will never see the big picture.

    Newspapers and publishing houses have editors to ensure reporters checks their facts and catch any potentially libelous statements. Radio and television stations have program directors for similar reasons, as well as to keep broadcast content in compliance with FCC regulations and decency laws. Internet forums have moderators to keep discussions on topic and strike inappropriate posts. Wikis have administrators to monitor submissions and remove propaganda and misinformation.

    What the devs are not seeing is that the MA is no longer "theirs." It is now "ours," meaning ours and theirs together, yet they continue to treat it as if it is theirs and theirs alone to do with as they wish when they wish, and the resulting exodus of players and authors is a consequence of that callous disregard. To put this in perspective, just look to the recent media frenzy surrounding Facebook's lax privacy practices and the direct correlation to the fact that 'Delete Facebook Account' hit ninth on Google's top ten list of search strings.

    While the devs have the right to impose boundaries on what is and not acceptable in the MA, they need to recognize that without the authors to supply the actual content and players to participate in it, there is no MA; their great experiment will be a failure. Only by balancing the relationship between "us" and "them" can the MA be successful, which means they need to start respecting boundaries as well. I'd hope after this, their latest guffaw, they will have learned that some actions, like deploying surprise patches that haven't been properly vetted for the full scope of their effects, are ill-advised and will not be well-received.

    There's a certain highway along my daily commute. The posted speed limit is 55, and, at the times I travel it, traffic volume is light. I will usually set the cruise control to a comfortable 60. Other cars pass me, some going so fast it seems like my own car is standing still. There is a stretch where the east and westbound lanes separate with a wooded area in the middle. This spot is a well-known speed trap where troopers lurk out of sight and lie in wait. It is so well-known that, as the traffic approaches this area, there is a marked change in behavior. Speeding drivers apply their brakes and, if there is room, settle into the right lane. They do this whether or not there is actually a trooper there. After passing through this zone, drivers resume their previous speeds.

    The lesson here is that, in the absence of a visible authority figure and the real threat of consequences, people are more apt to engage in deviant behavior.

    That's what the MA needs, not more patches.

  13. Quote:
    Originally Posted by Eva Destruction View Post
    Fail at what exactly? At trolling everyone who doesn't agree with me and acknowledge my "obvious" superiority? As Yoda also might say, "Much hostility I sense in you."
    It is not trolling to call out Lazarus to answer for a slanderous remark.

    I have played many arcs, both honored and published, and, yes, I agree that some deserving authors are still being overlooked, but that should in no way detract from those that have earned the distinction. Regardless of whether or not my arc had ever been picked, I am delighted for any author who is recognized. In most cases, the honored arcs are better than average. I get tired of the derisive comments posted by those whose petulance stinks of sour grapes. Some posters have made it seem more like a scarlet letter than an award.

    Although it was not you who originated the comment, you chose to pick up the sword to defend it, and, if you choose to persist, I will continue to call you out to answer for it.

    In an attempt to segue back to the topic at hand, my DC arc is one of the reasons I am against the idea of more and more patching. The second mission has both a timer and a free captive, a combination which causes the mission to fail through no fault of the player. This bug has been around for months, a side effect of one of the other previous patches way back when. When I review the feedback, players blame me for it and rate based on the assumption that it's my faulty design rather than a dev blunder. For that reason and others, I do not have much faith in the effectiveness of more patches to the MA.

  14. Quote:
    Originally Posted by Arcanaville View Post
    I think the low end is at least a decimal order of magnitude lower than you're estimating for manual review.
    I know how you like to use fancy math phrases like "decimal order of magnitude", but this is a hollow statement. Venture at least has enough sense to conjure up some numbers to go with his post, not to mention that he has decimal orders of magnitude more practical experience with MA matters than you.

    Quote:
    Originally Posted by Eva Destruction View Post
    Ah, so there are only two options then? I guess we'd better disregard everything everybody else has to say on the topic.
    It's not a math problem, it's an administration problem. So, yes, the "code it and they will come" fantasy is easily dismissable because it's flawed on a fundamental level.

    Quote:
    Originally Posted by Eva Destruction View Post
    I play the game. Dev created content varies from "that's not bad" to "are you kidding?" Since some of the "are you kidding?" content is fairly recent, obviously someone somewhere thinks it's actually good. Hence: what are they looking for?

    Oh yeah, and as for the part where I punch, shoot and burn stuff? Yeah, that also varies from walk-in-the-park easy level 50 content to level 20 content with bosses with Build Up and multiple ambushes of CoT ghosts. Again, what are they looking for?
    If this is your attitude, and your approach, then, as Yoda says, "That is why you fail."

  15. Quote:
    Originally Posted by Eva Destruction View Post
    You might find it an acceptable trade-off, others do not.
    I see. So you find it more acceptable to have the interface clogged with farms and the devs practically chasing players out of the MA with their constant nerfs?

    Quote:
    Originally Posted by Eva Destruction View Post
    It's called writing for a specific audience, which is not necessarily representative of the larger audience, and has never made it clear what it does and does not like, or even what it does not find acceptable besides "AVs must be warned about" and a vague "your arc must not be exploitable." Then being noticed by that specific audience, among thousands of potential candidates.
    Do you play this game? At all? Everything you need to know is right in the game. If you have paid any attention to the actual content of the game (other than the part where you punch, shoot, and burn stuff), then you already know all you need to know. You don't actually expect them to spoon feed you some kind of checklist, do you?

    ------------
    Note: Reputation has been temporarily disabled so that the gutless cowards using it as their messaging service can speak up publicly if they have something to say to me or else go crawl back under the rock from whence they came.

  16. Quote:
    Originally Posted by Lazarus View Post
    Got tired a long time back of people who already won the Dev Choice lottery making claims that only "approved" arcs should give rewards.
    It's not a lottery, it's a skill. It's called Writing for an Audience. You could try it.

    Step 1: Look to your left and sweep that chip off your shoulder.
    .....

  17. Quote:
    Originally Posted by Eva Destruction View Post
    Acceptable to you maybe.
    Don't insinuate that I'm advancing an idea that is good for me while bad for others. Check your facts. I'm one of those perfectionist authors. All of my arcs are marked Looking For Feedback. My idea actually hurts my arcs' chances of being played. Regardless of that, yes, I find it perfectly acceptable when weighed against the benefits.

    Quote:
    Originally Posted by Venture View Post
    It's called the Fermi method, and it's usually much more effective than you think. In this case I'm sure my estimate of how long it would take to clear the backlog is too low, as I deliberately lowballed everything else.
    OH! Of course. The Fermi method. The LAZY MAN'S math proof. I should have known. The "See also: Guesstimate" right on the wiki page certainly adds to your credibility.

    Quote:
    Originally Posted by Venture View Post
    Then you catch zero exploiters, since exploiters won't submit their arcs for review. If you're not going to give any rewards or even just partial rewards for unreviewed arcs then every arc everyone writes will be marked Final on every publish so it will go into the queue. You're right back to having to review everything.
    "Catching" exploiters is not the goal, nor was it ever. Arcs that have not been approved give no rewards and arcs with exploits will not be approved. We now have a 100% success rate in preventing MA exploits.

    Quote:
    Originally Posted by Venture View Post
    Automated tools won't help. Tune in to the rest of the thread. Automated tools won't catch any exploits you don't already know about, and if you know about them you can change the system to prevent their use in the first place. The arcs have to be evaluated using the Mark I Eyeball.
    Tune in to the post you are failing to refute. I did not say 'automated tools'. I said inspecting arcs on the back-end, ie. the Edit Arc window or something similar that summarizes all missions and details for a quicker review. Certain details like outdoor maps and custom groups could be flagged for a deeper inspection, but most generic details would only need the once-over.

    Quote:
    Originally Posted by Venture View Post
    Show your work -- this is not at all obvious. There is no way one person can keep up with the traffic.
    5 arcs per hour x 7 hours per day x 5 days a week x 60 weeks = 10,500 arcs. 8,000 is the low end and 12,000 is the generous end, accounting for the varying lengths and complexities of individual arcs.

    Quote:
    Originally Posted by Venture View Post
    Except for the fact that it wouldn't have worked, sure.
    It would succeed in the goals set for it, which is more than can be said for any other idea both proposed and implemented.

  18. Quote:
    Originally Posted by Eva Destruction View Post
    Patches happen that have nothing to do with exploits. Authors need to update.

    Feedback happens. Authors want to update.

    Every update to a published arc would mean the arc would need to be vetted again, since the system has no way of telling whether you rewrote some contact dialogue or added a potential exploit.
    I addressed this. You must have missed it.

    Quote:
    When the author (after fully playtesting, fixing all spelling errors, and so forth) marks their arc Final, they have the option of submitting their arc to the review queue.
    If you're still editing and testing the arc, it's not going to be marked Final, thus it won't be submitted for review in the first place. Get all your edits done before it is locked. Authors would be made aware that no further edits are possible after review and make their choice.

    Maybe that's not ideal for those authors who never seem to be happy to say something is "done" or let well enough alone, but an acceptable sacrifice given the benefits.

    Reviewed arcs would of course be monitored. If an arc is found to give out more rewards than they want to give out, due to a game patch or a slip in the review process, simply remove the reward flag from that one arc. No need to apply nerfs and changes to the entire system with all its collateral damage.

  19. Quote:
    Originally Posted by Venture View Post
    Right, let me break this down for you.

    We are rapidly closing in on 400,000 keys used. While the vast majority of those are no longer in the system (much of the turnover is due to the aforementioned "publish and perish" method used by exploiters, or idiots who publish their arcs to test them and then delete and republish), it is fair to say there are still thousands of arcs available. I don't recall the exact number that was given recently but it was on the order of tens of thousands of extant arcs, so let's go with that.

    Assume there are 10,000 arcs (there are probably many more). Now assume that it "only" takes 15 minutes, on the mean, to thoroughly examine one, an estimate that based on my own experience in reviewing over 150 arcs may be charitably described as laughingly optimistic, but we'll roll with it. You're looking at 150,000 man-minutes, or 2500 man-hours, to check them all. That's 62.5 man-weeks, assuming 40-hour weeks. The last estimate I heard of Paragon Studio's staff size was on the order of 50, so if they put 10% of their staff on doing nothing but checking MA arcs they'll be done in about 3 months...and then they can get started on all the arcs that were submitted in that time.

    That's using numbers that are almost certainly way too low.

    How fast arcs are being added to the system is harder to estimate, because of things like the maximum number of arc slots and how willing people are to delete arcs to make room for new ones, but I think it is fair to say that we are getting on the order of hundreds of new arcs per week (proof does not fit in this margin). Every 100 new arcs would require 25 man-hours to vett with the above assumption of 15 minutes/arc. It should be clear they can't afford to put enough people on this to keep up. It's not laziness.
    Fuzzy math, at best. Slap a few guestimations together, paste them together with some assumptions, and there's your post. But, for argument's sake, let's say you actually had some real numbers to back up your claims.

    First off, we'd have to reduce your original number. We're not reviewing every published arc. When the author (after fully playtesting, fixing all spelling errors, and so forth) marks their arc Final, they have the option of submitting their arc to the review queue. This is not a default or automatic submission. Arcs are reviewed only when the author voluntarily submits it. Also the reviewer(s) would not necessarily have to actually play through every arc. They would have more tools than you or I and would be able to simply open the arc on the back end and inspect its contents. This not only takes less time than your estimate, but also provides a more thorough examination of the arc for potential exploits.

    Now let's look at a long term example.

    The MA launched last April, not quite 60 weeks ago. If they had done things properly from the start and had just one AE mod active since the beginning, by your calculations we might have between 8,000 and 12,000 playable arcs in the MA right now, each giving full, unadulterated, same-as-dev-content rewards.

    In exchange for that, the laundry list of benefits goes on and on. To name a few: We would not have had to put up with the barrage of nerfs and tweaks and other changes. We would not have had to endure the Rikti Dolls/Comm Officer farms, the Hamidon Green Mito farms, the jellybean farms, and the rest. There would be no level 50 AE babies running around asking where the train is or causing your mission team to wipe. Authors would not have had to had their storytelling tools taken away because they'd been abused by others. We would not have had the "Positron's Tirade" episode. Most importantly (Pay attention, Marketing Department), the MA would be perceived more closely to how it was originally intended, as a groundbreaking storytelling tool, and not vilified as the farming and exploiting tool that it is thought to be now.

    All in all, I'd have to say that's a pretty good trade-off.

    Just because a task seems daunting does not mean it's not worth doing. "They don't have time" is an excuse for the lazy who do not have the patience to see things out over the long term. Instant gratification is not an option and avoidance is not an answer.

    But go ahead and have your little discourse and work out your math problem. It will amount to little in the end when the powers-that-be return to their consoles. 6 years and 17 issues and they still haven't solved the human equation. Don't hold your breath on that one.

  20. Quote:
    Originally Posted by Clave_Dark_5 View Post
    It's like how toon names names are or are not allowed. They literally do not have the time to check every name everyone registers for their toons - it would take far more people than they can afford far more time than they can. Unless you parade your toon in front of a mod/dev on a server, they won't see it untill someone reports it, they depend on us to help them track down the infrngers, people who use inappropriate words in their names, etc. So you can consider yourself a willing volunteer as of right now - "Go. Hunt. Report arcs" - go nuts!
    I am not buying this "they don't have time" excuse. It's a cop-out. It's laziness. They have certainly proven that they have hours upon hours to spend to nerf, tweak, and fiddle with the MA. I wager those hours would be better spent on a more productive endeavor. "They don't have time" is total bull.

    I've seen little proof that the "Report Arc" button really accomplishes anything. If so, I would see far fewer complaints about how the MA is clogged. In the current system, the report button seems to mean "Report this arc and we will do nothing." Again, this is another example of Paragon's failure to step up and take responsibility. They shy away and bury their heads in complex mathematical equations deploying automated systems rife with flaws and bugs that do little good and alot of bad.

    Besides, if I am reviewing arcs, I don't want to hunt for bad arcs. I don't want anything to do with bad arcs. I want to be able to pull from a queue where authors have submitted their arcs and said "Hey, my arc has no exploits and I think it deserves to give rewards." Those are the arcs I want to play.

    Quote:
    Originally Posted by Clave_Dark_5 View Post
    I think vetting "certain authors" would be a bad idea because it opens up a big ol' hole just ripe for easy abuse.
    Did I say players that earned the passport would have their arcs published sight unseen? No, I did not say that. I said fast-tracked. Big difference. No hole here.

    Quote:
    Originally Posted by Clave_Dark_5 View Post
    Crime will always be with us but that doesn't mean it's pointless or useless passing laws against it. By the very nature of the relationship devs will be behind the curve - they have to play the "wait and see what they find, then fix it" game with the exploiters. That said, the holes exploiters can find will keep getting smaller and smaller until they're so small it's not worth their time when it's easier to go farm a standard arc.
    True crime will always be with us, however, if a person wearing a green shirt robs a bank, Congress does not pass a law that says everyone wearing a green shirt will be arrested and jailed, which is what they have done with this ally patch.

    Quote:
    Originally Posted by Arcanaville View Post
    (snip)... Solving Venture's problem gets you to the right longitude, but it does nothing to get you to the right latitude. Orthogonal.
    Seriously, it was a joke. What I meant to say was, there are 3 kinds of people: those that understand advanced theoretical mathematics, and me.

    Quote:
    Originally Posted by Arcanaville View Post
    This infinitely simpler process doesn't seem to have a simple way to select and vet player-reviewers, or deal with the potential backlash to players moderating players.
    I'm not doing their job for them. I'm advancing an idea. Once they PAY ME to develop a plan and implement a system, then I will put more thought into it. Although I will hazard that they give less than a dog pile about backlash, given the reaction to many of the "fixes" they've implemented over the years up to and including this most recent patch, and they have never to my knowledge backed down on a single one.

    Quote:
    Originally Posted by Arcanaville View Post
    The devs need to get better, certainly. But personally, I think in a game of numbers my own chances would be better than average.
    Maybe you, sure. You do have good ideas about defense. However, your name ain't red.

  21. Quote:
    Originally Posted by Arcanaville View Post
    Its not quite that bad, because you only need to consider the case of a reasonably straight-forward solution to the mission, and then search for all possible ways to complete it quicker. All ways slower don't count.

    Still, it would not be easy.




    There's an orthogonal problem to allowing higher than standard rewards in AE missions, and that is the simple fact that there is no proportionality between "difficulty" and reward rates. There is only an implicit threshold of difficulty for a given reward rate which the situations must meet. In other words, even if it was possible to compute "difficulty" as a number, the appropriate reward rate for that mission isn't necessarily a function of that number.

    The actual boundaries on reward rates for individual situations have as much to do with conditions outside of but related to those situations as within them. For example, the value of the reward that Hamidon generates has as much to do with how repeatable the trial is and how stackable the reward could be as it does how difficult the Hamidon trial actually is. Those types of variables are much more difficult to control for in the AE because people can easily publish many copies of the same missions with minor non-material (to rewards) changes.

    Almost regardless of the difficulty of the arc, if the arc is indefinitely repeatable that already places a limit on the rewards that arc should generate. And that makes it difficult to allow more than trivial increases in reward rate above the standard one.
    blah blah blah blah blah... Seriously, Arcanaville lost me at "orthogonal".

    What I am getting out of this is that it's infinitely simpler to attach human eyes and experience to the process, mod the AE and forget all about trying to fully automate the system.

    Hell, if Paragon is too cheap to hire playtesters to approve arcs that qualify to get rewards, they might find some willing volunteers right here on this forum. To speed up the process, certain authors, respected and proven to be dedicated, might earn a kind of passport where their newly-published arcs get fast-tracked to full status.

    More automation will only create more holes for exploiters to slip through, and plugging them all will ruin the AE for legit uses. The collateral damage you're doing to legit arcs is not worth it. Quit wasting your energies playing the numbers game with farmers and exploiters. You will not win.

  22. Quote:
    Originally Posted by TonyV View Post
    I assure you that for the purposes of telling a story, the Mission Architect is working better than it ever has.
    What's the point of telling a story if there's no one around to tell it to?

    It's not about the rewards. It's about the constant fiddling with the thing while the devs chase ghosts. What author wants to put the effort into making arcs not knowing 1) if there will be anyone around to play it once it published, and 2) which MA feature is going to be next one nerfed? I doubt you will find many amongst the better authors that would be willing to work under those conditions.

    The only reliable thing about the MA is that it isn't reliable, because Paragon won't step up to the plate to take responsibility for it and mod it. These repeated attempts to put down abusive behavior accomplish very little except to create an atmosphere of instability.

    Some of the things that I post might sound harsh to you, TonyV, but they are simply my honest observations. When I see evidence of two brain cells being rubbed together, I have acknowledged it, but until such time I will call them like I see them. The fact is, the AE has been mishandled from the start, at times to the point of what can only be referred to as a fiasco, and I think it's a shame that something with so much potential is getting treated so poorly.

    And if the things I post are too harsh, I suppose my post will be modsmacked. Because Paragon mods these forums. They won't mod AE, but they mod the forums. That shows you where their priorities lie.
  23. To the Red Name(s) It May Concern:

    It's a rule. An unmoderated medium will always degenerate to the lowest common denominator. It's like leaving books of matches in the classroom. The entire student body is not necessarily going to be involved, but, lacking the proper supervision, that school is going to burn to the ground.

    I know what you thought. You had this idea, the first of its kind. You thought the players would share your vision for the AE. You thought you could trust the players to use it the way it was meant to be used, the way you thought it should be used. You thought you could let the system police itself. The "good" arcs would rise above the rest, the chaff would sink to the bottom, and abusers would be flagged. It was a noble approach, but not realistic, and, given the game's long history of the constant push-and-pull relationship between yourself and the "min-maxers", I'm surprised you would even entertain the notion.

    This is your wake up call. The players cannot be trusted. It was admirable to give them the opportunity to prove otherwise, but by now you must realize the conclusion is unavoidable. You cannot have your cake and eat it too. You built this system. You're going to have to step up and manage it properly.

    The conflict is centered around this question of rewards. How much is too much? How little is too little? What exactly is the magic formula for risk vs. reward? You've always been sketchy about this answer, and understandably so. If you say the answer is "5", then 12 new forum posts suddenly appear discussing the best way to attain "4.999999".

    Personally, I don't care about XP. I care about story. Wipe all XP from the AE and I would still use it. I know I'm not alone thinking this way, but I also know I'm likely in the minority. However, at the same time, if you continue along your current path and nerf AE to the point where it ceases to be a functional tool with which I am able to tell a story or find enjoyable stories authored by other players, I will stop using it. I'm not alone in thinking that way either, and, face it, if you persist in alienating the authors that create the content for the AE, it will fail, and poor Doc Aeon will be out of his shiny new job before he's barely qualified for benefits.

    You already have two classifications for AE arcs: Honored arcs (includes Dev Choice and Hall of Fame) and Published arcs. This implementation shows that you have the ability to 1) differentiate the rewards between the two classes, and 2) lock arcs in a "finished" form that forbids further edits and changes.

    What is needed here is a third classification for arcs. Something in the middle that borrows from both. Let's call it "Approved arcs" for now. You can think of a better name later.

    Honored arcs continue to have (or the option to have) "normal" rewards, just as they do now, while Published arcs have no rewards at all.

    Enter our new category: Approved arcs. Arcs that are in the Published class can be submitted to a queue to be reviewed and checked for exploits. When they have passed quality control testing and are deemed exploit-free, they are locked and passed into the Approved class. Approved arcs will have XP and ticket rewards just like arcs currently in the Published class. Not nerfed XP but XP in line with what a player would expect to achieve through normal gameplay.

    Of course, the quality control process has a certain cost involved. Let's look at the Cost-Benefit Analysis.

    For the cost of adding mod(s) to the AE system, you would reap a number of benefits.

    First and foremost, you would completely eliminate the players' ability to abuse and exploit the AE system. This, on its own, would let Positron sleep more soundly at night and make him a much more pleasant person around the office. Additionally, you would save all the future costs involved in fixing any as yet undiscovered exploits.

    Next, you would be able to continue to keep your definition of what is "acceptable" AE content in-house by exercising direct control over which Published arcs qualify for Approved status and which do not. Arcs would rise or fall on their individual merit, not get struck down as collateral damage by the latest nerf levied against farmers and exploiters.

    Another benefit, and perhaps the most elegant of all, would be that you could roll back every nerf and change you've made to the AE thus far. Give us back Sky Raider Engineers as allies, put the Prisoners group back in, take those silly throwing knives away from custom melee sets, and so on. Abuses for disportionate rewards would be a thing of the past! Features that were once useful for authors but since removed because they were exploitable for farmers can be inserted back into the system with no qualms or hesitation.

    One important benefit would be satisfaction of your stated goal that, with Honored and Approved arcs, AE remain a viable method for players to level from 1-50. Although the Approved category would have to start from scratch, if you could add even four to six new arcs per week, it would quickly grow to a respectable size and give players a plethora of options in searching for fresh, player-designed content. Doc Aeon has shown the tenacity to introduce a new Dev Choice arc on a semi-regular (close to bi-weekly) schedule. The standards for an arc to graduate to Approved status would be much less stringent than required for Honored status. I don't think that four to six arcs per week would be unreasonable.

    Finally, and possibly most notably for some, it would be time for the other end of this argument to put up or shut up. All those players who have consistently argued that their reason for designing and playing exploit and farm missions was to "test their build" will have free reign to test, test, and test to their hearts' content. They can make the ultimate outdoor map of jellybean, green jello, meow mix, and banana bread and clear it over and over if that's what makes them happy. Unless, of course, it's not about testing their build, and their main goal all along was to unbalance the reward system. Then I suppose they'd leave AE and move on to their next farming strategy. I'm seeing a win-win here.

    Don't get me wrong. AE was a great idea. If it weren't for the AE, I can't honestly say that I'd still be playing and paying for this game. Since it's release, it's taken a beating from bad decisions, poor judgment, and overall mismanagement, but it's not too late. AE can be a great idea again. You still have players that believe you can turn this thing around and take control. I still believe, but I'm barely hanging on at this point. Don't let me down. I still have stories to tell.
  24. Quote:
    Originally Posted by Dr. Aeon View Post
    We currently plan to implement a solution in issue 17 or soon thereafter (and I mean actual soon and not Soon™) . We can't go into detail about what exactly is planned,
    If they keep to their usual pattern, the "temporary" fix will be swept under the rug and conveniently forgotten about until the population simply accepts the fact that this is now a permanent "feature" of the game.

    Quote:
    Originally Posted by Doc_Wormwood View Post
    To see yet another problem where the devs place the fun of folks using the system right below the 'exploit' of those using the system wrong makes it very clear this is not a new design philosophy, and one that will be in place for the forseeable future.
    I have to agree with this statement. The AE system has suffered horribly from a long string of short-sighted or flat-out retarded design flaws and haphazard swings of the nerf hammer since before it even made it to the live servers. Whoever is supposed to be in charge of this thing doesn't seem to have a clue or care about the carnage they leave behind among the players that actually try to use the thing as intended.

    If you want to punish farmers, then go punish them. Don't break the MA anymore.
  25. I'm not sure exactly if it's what you want, but load up ZAGMUK Act Three (#342751) and walk into mission 1. Captain Davis should be the first detail you encounter. If that is similar to what you're going for, I'll tell you how I did it.