XP Range changes coming
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If players are on a mission map, they always receive their full shares. Theres no distance limitation. Teams can split up in maps players can be separated by elevators everyone receives their XP.
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Does that include outdoor mission maps, Mr. Statesman sir?
"Looks like we arrived in the nick of time. What does that make us?"
"Big damn heroes, sir."
"Ain't we just."
-Mal & Zoe, "Firefly"
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If players are on a mission map, they always receive their full shares. Theres no distance limitation. Teams can split up in maps players can be separated by elevators everyone receives their XP.
This system does not affect Mission rewards.
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YAY! Still not a perfect solution, but a hell of a lot better than the previous incarnation.
Thank you for listening to us Dev Team and States.
I thought badges originally worked that way but were changed later to Full Zone.
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Now, let me clarify the situation with Badges and Defeat tasks. As long as you or any of your teammates are within 200 ft. of the defeated mob, EVERYONE on the team gets credit. This is not a change in Issue 4; this is the way that it currently works.
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So if you're on a kill X mission and you're 200 feet away from an enemy that somebody on your team has defeated, you don't get credit?
Awesome!
Thanks Statesman
I think with the number of reasons that someone could be dead for over a minute and still deserve xp that the death timer needs to be looked at still. A 4-5 minute timer would probably be a little more appropriate as this gives time to finish up the fight that you were involved in and rez 1 or 2 people.
This also doesn't account for support AT's doing their job and running out of range.
The changes make it a little better but still changes gameplay for a lot of casual players while still leaving open the most widely used PL practices.
As for the defeat X and badge tasks already needing to be within 200', I've never seen that on live. Defeating needed MOBs anywhere in the zone counts towards the mission goal/badge currently. At least it always has for me.
It only affects street sweeping now. Since missions are awful experience for non-herding powerlevelers, it doesn't bother the non-PLers as much.
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If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.
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Well..it's much better than before..but STOP TRYING TO STOP POWERLEVELERS! umm..please Don't get me wrong this is much better..but nobody really cares about powerlevelers..this is removing freedom from the game, and adding stress by making you be close to your team when hunting..then again usually you are close when hunting. Sometimes people hunt in spread up groups..but this is better than the other idea...
-edit-
ok, this actually looks like a very good idea..nevermind what I said about stopping powerlevelers...this is not a perfect idea, but there is no possible perfect solution, good job statesman
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So if you're on a kill X mission and you're 200 feet away from an enemy that somebody on your team has defeated, you don't get credit?
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No - that isn't what I said. As long as either YOU or YOUR teammate is within 200 ft., you'll get credit for the defeat.
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Does that include outdoor mission maps, Mr. Statesman sir?
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Outdoor mission maps are considered just plain ole mission maps.
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Now, let me clarify the situation with Badges and Defeat tasks. As long as you or any of your teammates are within 200 ft. of the defeated mob, EVERYONE on the team gets credit. This is not a change in Issue 4; this is the way that it currently works.
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I think I can clarify a bit:
As long as ANYONE on your team is within 200 feet of a defeated enemy, the WHOLE TEAM gets credit.
(As long as their in the same zone of course. )
Edit: Ah, you beat me to it!
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If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.
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Well..it's much better than before..but STOP TRYING TO STOP POWERLEVELERS! umm..please Don't get me wrong this is much better..but nobody really cares about powerlevelers..this is removing freedom from the game, and adding stress by making you be close to your team when hunting..then again usually you are close when hunting. Sometimes people hunt in spread up groups..but this is better than the other idea...
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You have to read this topic...
Power of Cheese
PLers need to be stopped, but not to the detriment of us non-PLers. Still, they MUST be dealt with as they DO negatively affect us. As smilinstupid said,
The Fast food analogy is right on, it just leaves out one part. Look at how many legitimate restaraunts are going out of business due to Fast food or other chains.
I give this as a word of warning. A lot of chains will find what they consider a vulnerable region, and they will go there and they will provide consumers with really low prices in the short term.
Local businesses are unable to compete. But the chain can run at a deficit because they have other restraunts in other regions that offset the costs, so the deficit is really an investment.
The local businesses go out of business. What happens to prices at the chain restaraunt? Don't be naive either, and assume this just happens in small towns or big cities, it happens everywhere. Wal-mart has been killing local economies for years. There are some municipalities that will not allow for "Super Wal-Marts" because they put grocery stores out of business.
Now I wouldn't say that Powerlevelers are going to ruin CoH, but they have a very negative impact on the game. For example, if you team with someone who has been powerleveled, you never know what you're getting out of them. Just because they have the powers doesn't mean they have any idea how to use them.
Works for me!
;thumbsup
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If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.
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Well..it's much better than before..but STOP TRYING TO STOP POWERLEVELERS! umm..please Don't get me wrong this is much better..but nobody really cares about powerlevelers..this is removing freedom from the game, and adding stress by making you be close to your team when hunting..then again usually you are close when hunting. Sometimes people hunt in spread up groups..but this is better than the other idea...
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You have to read this topic...
Power of Cheese
PLers need to be stopped, but not to the detriment of us non-PLers. Still, they MUST be dealt with as they DO negatively affect us. As smilinstupid said,
The Fast food analogy is right on, it just leaves out one part. Look at how many legitimate restaraunts are going out of business due to Fast food or other chains.
I give this as a word of warning. A lot of chains will find what they consider a vulnerable region, and they will go there and they will provide consumers with really low prices in the short term.
Local businesses are unable to compete. But the chain can run at a deficit because they have other restraunts in other regions that offset the costs, so the deficit is really an investment.
The local businesses go out of business. What happens to prices at the chain restaraunt? Don't be naive either, and assume this just happens in small towns or big cities, it happens everywhere. Wal-mart has been killing local economies for years. There are some municipalities that will not allow for "Super Wal-Marts" because they put grocery stores out of business.
Now I wouldn't say that Powerlevelers are going to ruin CoH, but they have a very negative impact on the game. For example, if you team with someone who has been powerleveled, you never know what you're getting out of them. Just because they have the powers doesn't mean they have any idea how to use them.
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agreed
BTW, states..If you're in a zone and your team is split and you do dmg to one mob with your little group, and the other little group does dmg to another mob- will you get xp for both mobs? it'd be great if you could do that..may cause some loopholes though
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Now I wouldn't say that Powerlevelers are going to ruin CoH, but they have a very negative impact on the game. For example, if you team with someone who has been powerleveled, you never know what you're getting out of them. Just because they have the powers doesn't mean they have any idea how to use them.
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If you team with anyone you never know what you're going to get out of them if you've never teamed with them before. Just because someone has managed to get to a certain level doesn't always mean they know how to use the powers. Any idiot can level up eventually.
States, this is definately a step in the right direction (although, i still think it's a bad idea on the whole). The other major issue not addressed here is the "lost XP" for when players are not in range. You said in a different thread this would be looked into. Any word on that?
Also, to make sure I read you right: As long as someone on your team gets XP for a kill, the entire team will get credit towards a Defeat X mission or a Badge count even if they don't get the XP, correct? (Assuming they're in the same zone, of course)
Edit: Oh! And one last part. Do missions also include TF's? Considering that these are already level restricted so that all players are within 5 levels of each other, I don't think they need this restriction. (As many of them have a number of Kill X mob missions).
agreed lol
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If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP.
[/ QUOTE ]What is the limit to how far an enemy can be targeted? In theory, Moonbeam could have a 416.5 ft range (175 ft base * 238% w/6 SO +3 range enhancements).
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Does that include outdoor mission maps, Mr. Statesman sir?
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Outdoor mission maps are considered just plain ole mission maps.
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Now we need to Fix Mob Clumping...Dumpster Diving and Corner Herding are resulting from this. If the foes gave each other elbow room the above exploit would vanish and it be tactically fair for Foe and hero alike!!
ArchRex Dojhrom x ?
* Sidus Loricatus: B-NRG2, S-BS/Reg, T-Fire/Ice, MM-Bots/FF, St-NRG2, Dom-Psi/NRG, Cor-Son/Traps, Cor-Ice/Kin, Ctrl-Fire/Kin, PB-LB/LA
* Arachnos Loricatus: Soldier, Widow
* Praetoria Loricatus: B-DP/Dev, Cor-Elec/Elec
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Now I wouldn't say that Powerlevelers are going to ruin CoH, but they have a very negative impact on the game. For example, if you team with someone who has been powerleveled, you never know what you're getting out of them. Just because they have the powers doesn't mean they have any idea how to use them.
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If you team with anyone you never know what you're going to get out of them if you've never teamed with them before. Just because someone has managed to get to a certain level doesn't always mean they know how to use the powers. Any idiot can level up eventually.
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Yeah, but we're level 50. Any idiot can't make it to that level without powerleveling. He'd be getting debt way too fast and being kicked out of every team.
Not all idiots are..well..idiots..some powerleveled people might have the skill just no the patience..
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This system does not affect Mission rewards.
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So, if you die on a mission for more than a minute, you will still be getting xp?
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
Just one question. My biggest concern is of deaths creating turmoil in teams on missions, is the death part a non-factor in mission experience now as well as the distance? If so, then I've no problem with this system. Just about any outdoor fight is sure to be over in less than a minute, so someone who dies right at the start won't lose out on huge swaths of experience, unlike a big AV fight in a taskforce.
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If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP.
[/ QUOTE ]What is the limit to how far an enemy can be targeted? In theory, Moonbeam could have a 416.5 ft range (175 ft base * 238% w/6 SO +3 range enhancements).
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Does Moonbeam have more base range than Blazing Bolt??? All I know is that with Five HOs, giving a 250% increase to range (350% range) gives me just inside vision range. I can outdistance villain attacks. I actually have MORE range than they do. What's the vision cap? If snipes really do have a base of 175, then the vision range cap has to be just about 625.
Based on data from the Training Room and feedback on the forums, we will be making the following changes to how XP, Influence and other drops are divided:
If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.
If players are on a mission map, they always receive their full shares. Theres no distance limitation. Teams can split up in maps players can be separated by elevators everyone receives their XP.
This system does not affect Mission rewards.
Well be putting the distance and mission map changes up on the Training Room soon (week or so) to see how it plays out.
Now, let me clarify the situation with Badges and Defeat tasks. As long as you or any of your teammates are within 200 ft. of the defeated mob, EVERYONE on the team gets credit. This is not a change in Issue 4; this is the way that it currently works.