XP Range changes coming
Statesman:
I wanted to thank you for listening to our feedback and revising the idea. The refinements are a great improvement. I look forward to testing it.
That is pretty much why I added the comment about the best that can be done currently.
Engine limitations aside, there are the additional calculations that would have to take place to redivide XP depending on the varying distances that can occur on the fly. Overall it would take more time for the servers to calculate what is going on. Plus the addition of more complicated algorithms introduces the possibilities of more bugs.
I'm sure there are technical reasons as to why they are implementing it this way... but why this way in particular?
I know with WoW you get no XP whatsoever when you drop dead or are out of range (whatever that range is). Even if you did damage you get no XP. Of course, there was no debt, but quite frankly I would rather deal with debt than long runs... WoW's death penalty is lost time. Defenders with rezz powers will be more prized.
CatMan - some form on every server
Always here, there, and there again.
still a kludgy PITA, still won't do much to deter those dread "pl'er" boogiemen, but less of a stab in the back for regular gamers.
it's still crap, but at least now it's got half the calories of regular crap.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Going to Shadow Shard never was XP Central. The mobs are much more difficult than regular factions and still give the SAME XP. Besides, all defeat missions are just obstacles to get to REAL missions. Only the mission receiver gets any completion bonus anyway. So what's the point of splitting up to take them down? It's still shard hunting.
u realize that this really doesnt stop the power levelers.??
most power levelers heard the wolves into a single area its not hard to move the others to an area within the 300ft area.
seems like a lot of work for not.
Just another negative addition to gameplay....
Now, I cant...
1. Create a team in Perez park and have two different groups hunting on opposite sides for fun fast xp in the early levels.
2. I wont be able to get the experience from the battle I died in when buffing because the battle ussualy takes longer than a minute and so does most rez powers.
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u realize that this really doesnt stop the power levelers.??
most power levelers heard the wolves into a single area its not hard to move the others to an area within the 300ft area.
seems like a lot of work for not.
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Uh, wolves? If you're talking about wolf missions, he's already stated that these changes essentially aren't applied in Missions anymore. So you can still herd wolves and kill them a million feet from the team while the whole team gets xp. If you're talking about Striga... well that gets old fast.
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Just another negative addition to gameplay....
Now, I cant...
1. Create a team in Perez park and have two different groups hunting on opposite sides for fun fast xp in the early levels.
2. I wont be able to get the experience from the battle I died in because the battle ussualy takes longer than a minute and so does most rez powers.
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1. So kill different mobs while staying near each other. Perez mobs spawn close together.
2. DON'T DIE!
These changes are workable. I've got serious concerns about the two monster ambushes in the game (Babbage and Kronos) where it's easily possible to have you enter the battle at full strength and be dead for a minute before the battle is over.
But...first, with these changes that were necessary, you've gone from making PL much more inconvenient to having a trivial tweak.
Plus, you're encouraging bad gameplay, by giving players incentives other than the success of the team. If you're mentoring someone and get defeated, heading to the hospital immediately is usually bad for your sidekick and thus bad for the team...but it's good for you. Chasing a runner is often good for the team, but bad for you.
The problems that made the original proposal disasterous have been cleaned up, and thanks for listening and responding. The downside that's left is pretty minimal. But the downside is there, with almost new upside. If we were voting I'd still vote no, but it's not going to interfere with my enjoyment of the game.
My arcs are constantly shifting, just search for GadgetDon for the latest.
The world beware! I've started a blog
GadgetMania Under Attack: The Digg Lockout
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Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?
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He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.
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This is what we feared. As people in other topics mentioned, this actually is worse XP than going solo. So the player is penalized XP-wise for splitting from the team. In other words, if you split the team into two teams to complete two tasks, you're actually getting LESS XP than if you created two SEPARATE teams to do the same thing.
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You're right if you are not on a mission map. Just thought I should point out that if you are on a mission map you get exp no matter where you are on it, so two sub teams can earn each other exp if they decide to split up and take down the mish that way.
Yes, I'm aware of that. I read his post. Still hampers team splitting in Zones, which is probably a limitation they have anyway as I mentioned later.
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Just another negative addition to gameplay....
Now, I cant...
1. Create a team in Perez park and have two different groups hunting on opposite sides for fun fast xp in the early levels.
2. I wont be able to get the experience from the battle I died in because the battle ussualy takes longer than a minute and so does most rez powers.
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1. So kill different mobs while staying near each other. Perez mobs spawn close together.
2. DON'T DIE!
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Certain things like death cant be helped in situations.
"DON"T DIE!" is really a bad justification for a new detrimental aspect of the game.
And as for the first part, Im just stating the new limits this sets. Im well awared of the less fun alternatives.
Well, that's good you're aware. But just because I can't get full XP from monsters I've damaged doesn't mean the way XP is divided should be changed. It really was a broken system before, getting XP from team members killing things halfway across a map. In missions, we can fudge the details. Let's us pretend that the team is doing a group effort the WHOLE TIME towards the completion of the mission. Eh.
Plus, Elevators are probably the more prominent reason for this.
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Yes, I'm aware of that. I read his post. Still hampers team splitting in Zones, which is probably a limitation they have anyway as I mentioned later.
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Yeah. Imo, I don't see it as a big deal. I team most of my character's careers and don't hunt that much, and if I do I'm close to the main group of the team (have to be, since my main is a defender).
It would be nice to see a team split into 4s or whatever division get their exp split by how many people are within their 300ft range. Dunno if that's possible though.
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Statesman:
I wanted to thank you for listening to our feedback and revising the idea. The refinements are a great improvement. I look forward to testing it.
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QFE - couldn't have said it better myself
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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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Ummmm...I thought the way it currently worked, for badge tallies, is that you get badge credit for kills anywhere in the zone?
You do, sort of. As long as the KILLER is within 200 ft of the enemy he defeated, it counts as a kill for badges. You can be half way across the zone, just as long as the one who actually DEFEATED the enemy, basically any teammate needs to be within 200 ft of the enemy.
I have to say, with your track record so far, I figured the first iteration of this change wouldn't go live. I'm glad to see I was right. At first I thought it was a great idea and only needed some range and timer adjustments, but the more I considered it and applied it to "real worlds" situations, the more I knew it was going to cause huge problems in missions. You guys constantly prove yourselves to be hands down better than the other MMORPG teams out there.
At least now it looks like the only people that will "suffer" from this are those who, for one reason or another, separate in City and Hazard Zones. From my experience teams frequently separate to clear off the "Defeat X" missions, so it's a shame to see that if you do that now you stand to potentially lose some significant XPs.
Further, I know that some people like to street sweep broken up into "sub-teams". That won't affect me because I don't like to do that, but I still hate to see those people inconvenienced and forced to change their playstyle all in the name of hindering AFK powerlevelers hanging out at the tram or ferry. I wish there could have been a little more elegant solution to it. Maybe with some further tweaking in I4 and future issues, you can clean it up a bit more to accommodate those people.
Dwimble
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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..
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I don't recall anyone voting you spokesperson for everyone. Nor do I recall anyone putting out a survey. As a matter of fact, most of the comments I hear in-game regarding powerlevellers are negative about them. People -DO- care about powerlevellers, all your blatant fabricated "facts" aside.
In fact, these changes are being made BECAUSE OF complaints about powerlevellers. Every time the topic of PLing comes up, it creates contraversy. This alone should be enough to tell anyone that your "nobody cares about powerelevelling" tripe is a flat-out lie.
Frankly, powerlevelling is cheating. Advancing in a game with no risk or even effort is cheating.
Virtue Server
Avatar art by Daggerpoint
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*...static filter...*
Which basically means that - as states has refused to address one of the major topics - split teaming WHEN STREET HUNTING - since it's allowed in missions - is against the rules.
*Shrugs.*
Makes no sense to me.
I hate missions, personally, I prefer street hunting, I've hit 50 and seen most of them and simply don't like them.
However let me ask this question: why is it okay to split team in a mission as opposed to split teaming while street hunting?
If street hunting is against the rules then why not remove the mobs from the street?
*head shake*
This is getting more and more twisted.
"It's okay if you do it "here" but not okay if you do it "here" "
What?
I'll propose the same thing I did in the other thread:
If you have a group of six that split into two groups of three, each fighitng whatever, then give the full group experience.
If you havea group of 3 whereupon someone is outside of whatever arbitrary range you decide upon, don't give them exp.
There - now those of us who dislike missions can still split team - since it's okay IN a mission - while those who you were - apparently *though the idea's already been shot in the foot *shrugs* not trying to flame just stating facts * - trying to stop in the first place.
*...FTB...*
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Well, they made a similar concession to autologout, making it not happen in missions. That didn't help people who wanted to avoid autologout for legit reasons outside of missions were out of luck then, too. Applying it to zones will indeed put a crimp in PLers and get rid of the ghost falcon lag a bit, so I can see some upside for a lot less downside than before.
That said, I think they'll need to figure a way to make zone hunting worth doing all bunched up. I can see where attacking a hazard zone in 2 subgroups of 4 is much more efficient than one group of 8. I'd like to see some places that could keep a team of 8 going.
It's a step in the right direction. It's not perfect. He tested and changed it once. If warranted, he will again. Still not much of a fan of the 1 minute death timer myself, but glad to see States listening and responding.
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Let us know when these people drive you insane from their utter lack of reading comprehension. The previous XP Range thread had you responding left and right to MORONIC misinterpretations of your very clear description. To the point that I can only think the ridiculous accusations were deliberate misreadings by people who didn't like the changes.
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/signed.
What seems to be happening is similar to the "Pass the secret" game, the 1st person says something and by the time the 10th person hears it is something completely different then what was said in the first place. Which is apparently what happens anytime a red name says something.
Well the mission map changes make me happy, often times we split up to try to find the different glowies and i would hate to miss out on experience from this.
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This is what we feared. As people in other topics mentioned, this actually is worse XP than going solo. So the player is penalized XP-wise for splitting from the team. In other words, if you split the team into two teams to complete two tasks, you're actually getting LESS XP than if you created two SEPARATE teams to do the same thing.
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And the problem is? If you're not working together on the same fights, why should you get xp for them? I don't know, maybe I'm weird in that I don't think we should have to earn the xp we get...
Virtue Server
Avatar art by Daggerpoint
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This is what we feared. As people in other topics mentioned, this actually is worse XP than going solo. So the player is penalized XP-wise for splitting from the team. In other words, if you split the team into two teams to complete two tasks, you're actually getting LESS XP than if you created two SEPARATE teams to do the same thing.
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And the problem is? If you're not working together on the same fights, why should you get xp for them?
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Agreed. The point of this is to prevent people from getting XP for battles they do not actually participate in. If a team splits up to do separate tasks why should everyone get the experience for both missions? Each player is only fighting one battle, so why should they get the xp for two?
BTW states on I think the second page or first page I posted a question..can you answer it? >.<