XP Range changes coming
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....as long as you don't run halfway across the zone before the fight's over you still get credit. Seriously. 300ft is a considerable distance, and if you're going to be applying any support things you're going to be within that distance.
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Pitho, perhaps you are thinking of 300 yards, although even that much isn't very far. 300 feet in City of Heroes isn't very far at all, especially when you are outside in a City or Hazard Zone. To give you an idea of the distance, click on a Tram station on your map so that the distance gauge appears on your screen. Now, stand at the bottom of the ramp at the Tram Station. The distance from there to the gate that you click on to board the train is exactly 66 yards, which is 200 feet--the original distance they were going to use. Now, just back up a little until the distance gauge shows 100 yards. THAT's 300 feet.
Dwimble
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[I would predict we will see a lot less of the 'pure healer' classes within a few days of this going live. It will simply be too frustrating watching your teammates level while you get no XP. Remember, you have to do DAMAGE to get XP, not just be in range - and pure healers do little or no damage with most of their primary and secondary sets. Most players I've met are pretty smart and once they see that they're earning substantially less than their teammates - they're going to switch.
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ATTENTION! A clearer explanation of the change to the xp system is written below! Please read before complaining! Thanks!
Ahem.
That's.....wrong. You don't understand what Statesman is saying at all.
If you have either A) Done any damage whatsoever OR B) are somewhere within 300ft you get xp. This part counts if you're alive, or have been dead for less than a minute.
Second part: If you have done any damage to something whatsoever, even if you're dead, you will still get xp.
Third part: In missions you get xp no matter what.
To sum it up: as long as a support AT is within 300 ft, and don't die, they're perfectly fine. Don't have to attack mobs at all. Considering how support ATs are normally the last to drop if something starts going bad, I fail to see how this is an issue...
Not to mention....if you're in a mission you'll get xp even if you die.
Culex's resistance guide
I apologize - you are correct that damage isn't required. (That's why you don't post after a 12 hour shift kids.) I'm going to edit my original post so that it doesn't perpetuate.
I do stand by my belief that there will with time be less pure healing classes however - rarely during a pitched battle do I check my range from other players. I spend most of my time trying to heal and buff them. It will be very distracting now watching to be "sure" I stay in range at all times.
That's true, 300' isn't terribly far, but you will not be buffing/debuffing/holding/healing outside of the range. I think that was Pitho's point. If you are working with the team and close enough to contribute then you will definitely get xp.
Well I read it all the way thru...
and if I could vote...
or if my ONE year plus of being here counts for anything...
I'd say NO
and one minute is entirely way too short... most of the time I'm defeated, I use it as Drink/Bio/strecth my legs time... as do the rest of the team.
and YAY! One year anniversary here on the Boards!
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Please reread Statesman's post. Any teammate within 300' of an enemy's defeat gets the xp. No matter what. Whether they actually damaged the enemy or not. This includes healers and buffers/debuffers/whatever.
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They get xp if they're within 300' and either alive or died less than a minute ago. A fairly significant "matter what"
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
Listen. You know the range of your own heals by heart. As long as you're in range of being able to heal, you're in range of getting xp. Just stay near the team like a good healer.
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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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Doesn't this seem a tad unfair? Are we supposed to not want to team?
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Listen. You know the range of your own heals by heart. As long as you're in range of being able to heal, you're in range of getting xp. Just stay near the team like a good healer.
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Yeah, basically I'm staying near the center of the group - anybody who runs off is on their own now
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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?
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Sounds like if you are over 200' no one gets credit.
So no sniping for badges!
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Or for street hunting! Bad blaster bad!
Fireclad - Neon Peon - Inner Voice - Confused Larry - Pep Squad - Bob's Secret - Squidclad
How often do you lie dead for longer than a minute? That almost never happens with me. Is this a common occurance among the majority of the playerbase?
If the answer is no then your complaint is moot.
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.... oh my god.
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Amazing, isn't it?
Okay, everyone...here it is again. Maybe if I phrase it a little differently and all in one post, that will help some of the people who still aren't getting it.
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CHANGES TO THE XP RANGE SYSTEM:
1. Missions are now completely exempt from all of these rules. None of them apply to missions, including Outdoor Missions (i.e. "Board Train" missions).
2. When in normal zones (i.e. City and Hazard Zones) you must have done damage (actual hit points damage) to the mob OR be within 300 feet of the it when it is defeated in order to get any XPs for it.
3. If you are killed (i.e. "defeated"), and have been dead for more than one minute, you will not get any XPs for the mob, regardless of your distance from it, UNLESS you did damage to it before you were defeated.
4. All of the previous rules still apply to "Defeat X" missions, but only for the purpose of XP distribution. Even if you get no XPs from a defeated mob, you will still get credit toward the mission as long as at least ONE PERSON on your team was within 200 feet of it when it was defeated.
5. Everything in #4 also applies to Badges awarded for defeating X number of villains.
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Dwimble
I'm mostly a casual gamer. I play my charaters and watching folks powerlevel makes me feel cheated a little. That said, this change still makes me sad.
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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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this doesnt fix the current plevelling trend boss.
the current trend is a level 50 fire tank/regen scrapper/whatever herds dreck's mission. they have a 43-44 sk'ng whomever. this is called bridging.
you then invite random people to anchor the misson to make it harder (hint guys: you only need 4 people set at unyielding to fill the mission with +1's, but it wont be as many bosses).
none of my low 40's toons can go 30 seconds without being asked to bridge. no one legit teams anymore.
if it's possible from a code standpoint, make this change apply to outdoor instance missions. that's the only way you'll ever truly make it more difficult to do this.
so far all you've done is prevent people form herding and kiling in hazard zones and pi for friends. not a major change.
If the intention is to stop PLing (patrolling, missions, whereever), then why not restrict these changes only to heroes which must be sked in order to get xp from the team?
e.g. I have a 4 hero team - a lvl 50, 2 lvl 43s, and a lvl 39 in a Praetorian lab mission with elevators. I assume they are all male heroes
The lvl 43s are experienced enough to contribute to the team w/o a sk. They will get xp from any team kill, even if they were sked to the 50 i.e. no change from Issue 3 on live.
The lvl 39 needs a sk to gain team xp. He will have the new xp range restrictions placed on him as he has to actively contribute to the battles in order to 'learn' from his mentors.
Hope my example is clear and sorry if it has been posted before
Xavi
50 Ice/Emp
50 PB
SuperFrens of Justice SG
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.... oh my god.
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Amazing, isn't it?
Okay, everyone...here it is again. Maybe if I phrase it a little differently and all in one post, that will help some of the people who still aren't getting it.
__________________________________
CHANGES TO THE XP RANGE SYSTEM:
1. Missions are now completely exempt from all of these rules. None of them apply to missions, including Outdoor Missions (i.e. "Board Train" missions).
2. When in normal zones (i.e. City and Hazard Zones) you must have done damage (actual hit points damage) to the mob OR be within 300 feet of the it when it is defeated in order to get any XPs for it.
3. If you are killed (i.e. "defeated"), and have been dead for more than one minute, you will not get any XPs for the mob, regardless of your distance from it, UNLESS you did damage to it before you were defeated.
4. All of the previous rules still apply to "Defeat X" missions, but only for the purpose of XP distribution. Even if you get no XPs from a defeated mob, you will still get credit toward the mission as long as at least ONE PERSON on your team was within 200 feet of it when it was defeated.
5. Everything in #4 also applies to Badges awarded for defeating X number of villains.
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Dwimble
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Quoted for emphasis
Culex's resistance guide
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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.
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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Just to clarify, you said that it didn't effect mission maps. Are you speaking only about the distance limitation or the distance limitation and the one minute XP timer after death?
Also is dealing damage in a combat based on a enemy by enemy basis or a mob by mob basis. For example, if I as a blaster use my sniper shot on a cluster of enemies together (as they usually appear.) and they all turn around and quickly dispose of me and start swarming over my body so I can't be awakened, do I get XP for this cluster of enemies or just the one I hurt? Or is a combat defined as something else?
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How often do you lie dead for longer than a minute? That almost never happens with me. Is this a common occurance among the majority of the playerbase?
If the answer is no then your complaint is moot.
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My blaster can 'play dead' at the drop of a hat (or tank grenade) due to aggro from attacks or AoEs on melee types who ran next to me while I was attempting to not be seen. I have frequently stayed dead for more than a minute, hoping to win an awaken from battles or waiting for the melees to clear mobs and hand me one (or an actual rez).
Now, on top of being forced out of my flawed 'range is defense' tactic into handshake distance with mobs, I will also be missing much more exp during missions as I lay dead and wait or run back from the hospitals. 'Course I could ask everyone else to stop and wait for me to get back in...but somehow I think that'll get old pretty quick for non-blasters.
Fireclad - Neon Peon - Inner Voice - Confused Larry - Pep Squad - Bob's Secret - Squidclad
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I like the suggestion that holds do 1 pt of damage. Or 0.01 pt. I don't care. As a scrapper and tank enthusiast, I like my targets still. The hold that stopped them is as valuable as my hit.
Make debuffs do 0.01 pt of damage per tick of time. See above.
Figure out a way to add that 0.01 pt damage to any mob hit by a buffed teammate.
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If the purpose of the change is to stop characters who don't participate (stand around, eat luch afk, whatever they call it), then the players who click (buff, debuff,whatever) are participating, thus getting around the XP block.
I though it might be an easier solution to the supposed problem. Just my 2 inf.
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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?
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They shouldn't. But on the other hand, if they aren't helping, and aren't getting XP, why should the XP that I receive include them when determining how many teammates to divide the XP between? If part of your team isn't getting XP because of the distance limitation, that part of the team shouldn't count when dividing the XP among the members of the team that do get XP.
This situation happens legitimately all the time. Let's say your group is at the mission location, and you've just zoned and are on your way to them. You stop to defeat a mob. Under the current system, the XP is divided amongst all of the team, even though you did all of the work. Under the new system, the XP is still divided among the entire team, but now only you get the XP. That is silly. XP shouldn't just go disappearing into thin air.
Bottom line: if you're not giving someone XP, don't count them in the XP division calculation. The rest of this system sounds perfectly reasonable.
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Bottom line: if you're not giving someone XP, don't count them in the XP division calculation. The rest of this system sounds perfectly reasonable.
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If you do that make sure to make the note of not giving the bonus for the other teem mates presence either.
The "bottom line" you bring leads to people forming 8 iddle member teams and only having one of them go to gain his amazing xp plus bonuses.
Now, something else, Statesman, do you realize that simply lifting the restriction from instanced missions, just leaves the whole issue open? People will still bring alts inside a mission (outdoor or not) and park them on a safe spot while the rest give him free xp. This was what you set off to fix on the first place.
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How often do you lie dead for longer than a minute? That almost never happens with me. Is this a common occurance among the majority of the playerbase?
If the answer is no then your complaint is moot.
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Actually I'm leveling up one of my alts, She was level 11 during one mission we were doing and actually it happened quite a bit. Someone would bite off more then they could chew, the mob would rush at us, and we'd be running down the elevators. Meanwhile the fallen would lie there dead because there were no awakens and no one had awakening powers. We would often have to fight the mobs again just to get to them, a lot of the time they'd still be at the elevators when we came up. I made it a point to let those fallen know, "If this was I4 you wouldn't be getting any XP right now." Mention that at that moment and people get grumpy really fast.
Appreciate the clarification Dwimble
I still don't like this change and think it's detrimental to the casual player. I think it's unnecessary IMO. The timer with being "defeated" really irks me but there you go.
Things I would like to know, to maybe help me get a better understanding of this and possibly change that opinion I have so far:
1. As XP is currently getting divided on Test amongst the entire group rather than who is in range to actually get XP, will this be changed? Is that working as intended and is it possible that could be changed if so?
2. Will there be any other way to figure out whether you're in range or not other than by "feel"? Or by seeing that you're not getting XP?
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How often do you lie dead for longer than a minute? That almost never happens with me. Is this a common occurance among the majority of the playerbase?
If the answer is no then your complaint is moot.
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Actually I'm leveling up one of my alts, She was level 11 during one mission we were doing and actually it happened quite a bit. Someone would bite off more then they could chew, the mob would rush at us, and we'd be running down the elevators. Meanwhile the fallen would lie there dead because there were no awakens and no one had awakening powers. We would often have to fight the mobs again just to get to them, a lot of the time they'd still be at the elevators when we came up. I made it a point to let those fallen know, "If this was I4 you wouldn't be getting any XP right now." Mention that at that moment and people get grumpy really fast.
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Correction: You're in a mission, so none of the new rules would apply. Everyone still gets xp. You're just spreading misinformation.
Culex's resistance guide
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Remember, you have to do DAMAGE to get XP, not just be in range
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.... oh my god.
Please reread Statesman's post. Any teammate within 300' of an enemy's defeat gets the xp. No matter what. Whether they actually damaged the enemy or not. This includes healers and buffers/debuffers/whatever.
If a person did damage to that enemy they will get xp no matter what.
Please do not spread misinformation like this. Go back and reread the posts to make sure you understand before commenting.