XP Range changes coming
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Oh wait they can still do nothing stand at tram friend ports them to mission location go inside stand at door
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read book while getting xp does nothing and gains level
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So what did the person risk
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As I said in my message that you quoted..."Obviously they wanted to implement it in missions too, but there were way too many unintended negative side effects associated with it, so they've changed it to not apply to missions."
The devs wanted to use the change to stop that specific no risk, do nothing, type of powerleveling in missions too...but applying it to missions was way too invasive. Like I said, I think the current version is still too heavy-handed. But, let's also not pretend that the change was EVER meant to stop all powerleveling...it is only meant to hinder one small and popular type of it.
Dwimble
I think if they are going to implement this type of change, it should be adjusted so if you target a villain or ally with any power during or just before the combat, you get credit also.
But personally I think adding more limits to level range of the team would be simpler. So players have to sk or ex closer to the team's level to get exp.
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Ok after reading this massive thread that grows with each day I still have yet to have this answered for me.
Here is my situation.
For the sake of my story I'm a scrapper and sk'd to me is a tanker. The rest of my team is blasters and other squishies as they are called. We are fighting the Psi Clock King and see him in the distance. My tanker sk is inv and so has no defense against the opening killer stike from CK so I do the mentor thing and move in to taunt him so the blast hits me, I pop purple shields and pray. It hits and kills me, one shot. My tanker sk charges as does the squishies with. If I hospital they all die. If I stay I get nothing XP wise becuase AV fights can last easily more then one minute.
Now you say I should get nothing for no risk right. Well I died so I'd say that was risk enough.
You say you don't want any PLing, well I'm the high level one not the sk and even so its not pling if everyone kicks in.
How can you defend me getting nothing for this? I am staying to help the team. If I hosptial the tank dies. If he dies the rest are in grave danger. So I stay and get rooked. Help me understand how this stops pling in anyway?
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The psychic clock king is inside a mission. Missions are unaffected by these changes. End of story. Currently, it doesn't seem that way because Statesman said that these new mission-exempt changes are not currently on test. They'll be coming sometime this week.
Hey Statesman,
I applaud your effort to stop powerleveling, but instead of using these methods, why not just close the level gap permitted on teams?
Meaning, anything below 2 levels of the highest leveled team member would require sk.
That would be horrifically restrictive. Two 41s and a 44 couldn't team together without getting a 4th person that was level 44-45, even though MANY 41s could contribute quite effectively on a team with a 44.
Dwimble
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The psychic clock king is inside a mission. Missions are unaffected by these changes. End of story.
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Missions are not subject to the range restriction. The death timer remains active even in missions.
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Missions are not subject to the range restriction. The death timer remains active even in missions.
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Nowhere has it been said that the death timer will still apply to missions. Statesman's very first post in this thread doesn't specifically say that missions are exempt from the death timer, but that is the very clear implication because he contrasts the paragraph where he says the range restriction don't apply to missions with the paragraph where he spells out all of the restrictions. He just failed to mention the death timer...probably accidentally because he didn't anticipate so many people taking the stance that if he didn't specifically spell out every little tiny detail then he can't possible have meant it.
Here's what he said:
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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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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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Now, it is possible that he didn't mention the death timer in the paragraph about missions because that will still apply (though I doubt it), but he most certainly did not SAY that it will still apply to missions. I think the implication is that NONE of these restrictions apply to missions.
We'll just have to wait for him to clarify it or put it up on test before any of us can know for sure.
Dwimble
Looks lik we were both too equivocal in our statements.
Jury is out on death timer in missions.
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That would be horrifically restrictive. Two 41s and a 44 couldn't team together without getting a 4th person that was level 44-45, even though MANY 41s could contribute quite effectively on a team with a 44.
Dwimble
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Don't bother Dwimble. ScaryJapan has been regurgitating this idea over and over and never listening to reasons why it is not a good one.
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Jury is out on death timer in missions.
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Jury is not out.
The code at this very moment (not yet propagated to TR) handles mission rewards like they have always been handled. There is no death timer. There is no distance requirement.
We are watching this thread closely and appreciate all your comments. Keep them coming, especially when the most recent changes hit the TR.
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Jury is out on death timer in missions.
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Jury is not out.
The code at this very moment (not yet propagated to TR) handles mission rewards like they have always been handled. There is no death timer. There is no distance requirement.
We are watching this thread closely and appreciate all your comments. Keep them coming, especially when the most recent changes hit the TR.
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Poz:
Thanks for the clarification on that one.
And thanks as always for the responsiveness of the dev team. I'm ready to test it when it goes up.
I like the idea that, instead of a death timer, all xp gained while dead goes only to debt.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
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That would be horrifically restrictive. Two 41s and a 44 couldn't team together without getting a 4th person that was level 44-45, even though MANY 41s could contribute quite effectively on a team with a 44.
Dwimble
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Don't bother Dwimble. ScaryJapan has been regurgitating this idea over and over and never listening to reasons why it is not a good one.
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If you can give a good reason, I'm all ears.
Till then, I believe it's very effective, but you can have your opinion.
For alot of you against plvlng, you know an awful lot on how ppl do it and what they do inside the mishs *raises eyebrow*
I see this change as being bad for the game.
If you do not take into consideration all of the different types of players that you have, you will loose subscribers.
Despite what ever visions Cryptic may have for the game, the bottom line is to make a profit.
If someone wants to power level, who cares. They are only robbing themselves of the content that they are missing.
I have not read a single story arc in 9 months or longer. I just run from mission to mission to try and get to 50.
This is my problem and no one else is hurt by it.
Not sure how many subscribers there are now, but I am sure it is a lot less then 9 months ago.
Continue to tweak the way people can play, and it will get even lower.
That is just my opinion and you may or may not agree with it, but there it is.
First off I have to admit that I have´nt read all the pages in this thread (54 now) ... So this question may have been asked and answered :
I´m an emp defender with only 3 powers (including the 2 inherent ones, in this case brawl and dark blast) and none of them are slotted ... ...
So if I´m streethunting with a group and do a whole lot of healing but no damage (being that it is next to impossible for me to hit), I don´t get any XP ???
If so ... Thx so much for eliminating the possibility to lvl at a rate remotely equivalent to almost all other AT´s
...Again, although this may have been answered in this thread already I would be very gratefull for an answer (plz feel free to send a message even)
Thx!
Gear X
... Baaah I misread States first say in this thread ... sry!
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Quick quiz: What happens when you do 1 point of damage to a sleeping target?
Answer: They wake up. So much for laying down debuffs and non-damaging holds onto a target that is slept, so that you can take your time and don't have to deal with their attacks while you prep them for your team to unload the damage onto them.
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Ah yes the sleep headache i forgot about that, i dont need sleep to apply my pbaoe holds when i have stealth, but i realize you have a different playstyle.
Also if something escapes the hold i have other options for controling the aggro.
To tell the truth i'm actually fine with this change if it wont affect missions, take it easy and enjoy the game
Justice: Frosteffect (50) - Ice/Storm Controller
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I think all this effort into curbing powerlevelers is a waste of resources. Plvlers will find out how to do whatever they want with the tools at hand. This hampers a few plvling techniques, but exacts a tangible cost to players in terms of freedom to play how they want. Overall, I don't think this will have any real effect on plvling. They'll go do their outdoor mission maps, and players doing content will have to do their "Kill 150 Crey" hunt missions in a big group because you wanted to fix a problem that doesn't exist.
I don't buy the plvling hurts the game argument because what it really comes down to is "Is the content interesting enough to curb Plvling?" For a lot of players it is. For some players, it doesn't matter, they'll always plvl. For some, they have half a dozen toons over lvl 40, and they've done every mission, badge, story arc, TF, trial, etc. 3-4 times, and they just want to play with a new AT/build.
You're trying to tell people how to play the game, even though they're playing well within the confines of your world. If its not griefing, and doesn't violate the CoC/ToS, either leave it alone, or make it an exploit. To me, tram plvlers are like RP'ers in Galaxy. Its not how I chose to play the game, but it doesn't bother me one bit. Some people are going to do only missions for their xp (until mid 30's when you start running out) because it makes them feel heroic. Some are gonna roll up a Taxi Bot and recall people all day. Some will host a play in Perez Park, and some will sit all day while getting plvled by a friend or 2nd account.
Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.
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I totally agree
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I think all this effort into curbing powerlevelers is a waste of resources. Plvlers will find out how to do whatever they want with the tools at hand. This hampers a few plvling techniques, but exacts a tangible cost to players in terms of freedom to play how they want. Overall, I don't think this will have any real effect on plvling. They'll go do their outdoor mission maps, and players doing content will have to do their "Kill 150 Crey" hunt missions in a big group because you wanted to fix a problem that doesn't exist.
I don't buy the plvling hurts the game argument because what it really comes down to is "Is the content interesting enough to curb Plvling?" For a lot of players it is. For some players, it doesn't matter, they'll always plvl. For some, they have half a dozen toons over lvl 40, and they've done every mission, badge, story arc, TF, trial, etc. 3-4 times, and they just want to play with a new AT/build.
You're trying to tell people how to play the game, even though they're playing well within the confines of your world. If its not griefing, and doesn't violate the CoC/ToS, either leave it alone, or make it an exploit. To me, tram plvlers are like RP'ers in Galaxy. Its not how I chose to play the game, but it doesn't bother me one bit. Some people are going to do only missions for their xp (until mid 30's when you start running out) because it makes them feel heroic. Some are gonna roll up a Taxi Bot and recall people all day. Some will host a play in Perez Park, and some will sit all day while getting plvled by a friend or 2nd account.
Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.
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I totally agree
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Yeah, it's not like we need a skills system or anything.
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I think all this effort into curbing powerlevelers is a waste of resources. Plvlers will find out how to do whatever they want with the tools at hand. This hampers a few plvling techniques, but exacts a tangible cost to players in terms of freedom to play how they want. Overall, I don't think this will have any real effect on plvling. They'll go do their outdoor mission maps, and players doing content will have to do their "Kill 150 Crey" hunt missions in a big group because you wanted to fix a problem that doesn't exist.
I don't buy the plvling hurts the game argument because what it really comes down to is "Is the content interesting enough to curb Plvling?" For a lot of players it is. For some players, it doesn't matter, they'll always plvl. For some, they have half a dozen toons over lvl 40, and they've done every mission, badge, story arc, TF, trial, etc. 3-4 times, and they just want to play with a new AT/build.
You're trying to tell people how to play the game, even though they're playing well within the confines of your world. If its not griefing, and doesn't violate the CoC/ToS, either leave it alone, or make it an exploit. To me, tram plvlers are like RP'ers in Galaxy. Its not how I chose to play the game, but it doesn't bother me one bit. Some people are going to do only missions for their xp (until mid 30's when you start running out) because it makes them feel heroic. Some are gonna roll up a Taxi Bot and recall people all day. Some will host a play in Perez Park, and some will sit all day while getting plvled by a friend or 2nd account.
Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.
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I totally agree
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Yeah, it's not like we need a skills system or anything.
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AGREE ON THIS TOTALLY
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I think all this effort into curbing powerlevelers is a waste of resources. Plvlers will find out how to do whatever they want with the tools at hand. This hampers a few plvling techniques, but exacts a tangible cost to players in terms of freedom to play how they want. Overall, I don't think this will have any real effect on plvling. They'll go do their outdoor mission maps, and players doing content will have to do their "Kill 150 Crey" hunt missions in a big group because you wanted to fix a problem that doesn't exist.
I don't buy the plvling hurts the game argument because what it really comes down to is "Is the content interesting enough to curb Plvling?" For a lot of players it is. For some players, it doesn't matter, they'll always plvl. For some, they have half a dozen toons over lvl 40, and they've done every mission, badge, story arc, TF, trial, etc. 3-4 times, and they just want to play with a new AT/build.
You're trying to tell people how to play the game, even though they're playing well within the confines of your world. If its not griefing, and doesn't violate the CoC/ToS, either leave it alone, or make it an exploit. To me, tram plvlers are like RP'ers in Galaxy. Its not how I chose to play the game, but it doesn't bother me one bit. Some people are going to do only missions for their xp (until mid 30's when you start running out) because it makes them feel heroic. Some are gonna roll up a Taxi Bot and recall people all day. Some will host a play in Perez Park, and some will sit all day while getting plvled by a friend or 2nd account.
Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.
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AGREE!
There are so many reasons why this is a bad idea, people have already posted why (me included). You will not stop PLers this way. The potental to harm normal players far out weigh the risk of curbing PLers.
The only way I can see to stop PLing is to put a cap on XP per hour. Find out the average XP a player makes per level per hour and make that the cap.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
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I think all this effort into curbing powerlevelers is a waste of resources. Plvlers will find out how to do whatever they want with the tools at hand. This hampers a few plvling techniques, but exacts a tangible cost to players in terms of freedom to play how they want. Overall, I don't think this will have any real effect on plvling. They'll go do their outdoor mission maps, and players doing content will have to do their "Kill 150 Crey" hunt missions in a big group because you wanted to fix a problem that doesn't exist.
I don't buy the plvling hurts the game argument because what it really comes down to is "Is the content interesting enough to curb Plvling?" For a lot of players it is. For some players, it doesn't matter, they'll always plvl. For some, they have half a dozen toons over lvl 40, and they've done every mission, badge, story arc, TF, trial, etc. 3-4 times, and they just want to play with a new AT/build.
You're trying to tell people how to play the game, even though they're playing well within the confines of your world. If its not griefing, and doesn't violate the CoC/ToS, either leave it alone, or make it an exploit. To me, tram plvlers are like RP'ers in Galaxy. Its not how I chose to play the game, but it doesn't bother me one bit. Some people are going to do only missions for their xp (until mid 30's when you start running out) because it makes them feel heroic. Some are gonna roll up a Taxi Bot and recall people all day. Some will host a play in Perez Park, and some will sit all day while getting plvled by a friend or 2nd account.
Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.
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I totally agree
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Yeah, it's not like we need a skills system or anything.
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AGREE ON THIS TOTALLY
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you are greatness!
(H)Dark/Rad, Rad/Psi, Spine/Regen, Ice/EM, Psi/EM, Earth/FF,
(V)EM/NIN, Bots/FF, Fire/Rad,Fire/Fire, Earth/Fire, Grav/Energy
@Angus.Black
Sorry if I'm behind on things here, I haven't read the whole thread, but...
Can we at least extend the death timer to 5 minutes? On a team without a healer, I've often times been lying there dead for several minutes, until my team can break away from the battle and give me an awaken. Also, sometimes they aren't carrying any awakens, so I either wait until someone gets one, or go to the hospital, which now is a penalty because if my team is more than 300' away from the entrance (or possibly on another floor), I don't get any xp until I run all the way back to where they are. Debt can already take a while to work off, especially if you have a lot (which thankfully I have not, but it's gotten up there), and it will take much longer if I'm penalized for staying dead too long or by going to the hospital. Five minutes is a lot more reasonable for a timer, since it will most likely take that long for someone to respond (on a bad team mind you, which happens a lot), and because you really can't even work off all your debt in that time period anyway.
LordArkaine,
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But giving away items to lowbies? Is that an exploit? No... but it is immoral.
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Dude, you must really miss the 5th Column, 'cause you're acting like the "CoH-Nazi". I bet you've never set foot in Paragon Dance Party because you think dancing is sinful.
Seriously, though, since when is charity immoral? If I'm loaded down with DOs and SOs I can't use, they're still my DOs and SOs -- I earned them, and I can do with my rewards what I want. If I want to give them away to people who can use them or at least sell them, that's my business, not yours. Same goes for influence -- I can give it to whomever I want.
Quit dumping on others' generosity. It's not like anyobody's begrudging you your right to scratch and claw your way to a decked-out lvl 50 build by the sweat of your brow.
NewScrapper