XP Range changes coming
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Or you could fall off a walkway (or get KNOCKED OFF it- via the new villian Knockback abilities) in one of those very difficult maps, like the Oranbegan ones so many players love to hate for their uncanny ability to defy all attempts at sane navigation (lovely art, BTW, but then again so are hedge mazes).
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You do realize there's no range exp "leash" on mission maps, right? So those mad cave mazes = no exp problem. Elevators, portals, whatever. You're in the mission, you'll get exp.
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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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I just wanted to share a thought I had last night on this.
The 1 minute timer has two issues. #1) it's a bit harsh on legitimate players who die mid combat (especially support) and #2) it doesn't really prevent PLers from making more XP than the death cost them (especially in a herd/killed by undertaunted boss situation or in a dropped AE to get credit for all MOBs post death scenario).
Here's an alternative. I don't know technically how hard it would be, but...
After death you can earn "debt relief only XP" capped at 1/2 the debt cost of 1 death. This way you would never make a "profit" post death no matter how well you game the limitation; but most legit players will soak up every bit of XP they would have before these changes.
Just a thought.
ok does the 300ft mean where the villian was defeated or 300ft from the player that defeats the villian?
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
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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 part of the system ought to be changed. Basically what it means is that for missions where your team splits up, say because you're scouting for bombs or just need to beat lots hundreds of skuls, you're actually losing experience per person doing that. Even though it makes perfect sense to split up in these cases, the entire team is being penalized experience because of the lost shares. The team multiplier does not make up for the loss of the split exp shares.
Instead, I think what should happen is people who get exp are treated as their own team for exp purposes. People who don't get exp because they're out of range and didn't do damage are treated as not being on the team at all. That way you're still encouraged to be in range to receive a share, but if you're not in range the people who are in range aren't penalized for having you on the team.
Otherwise I like the new system. This part of it should change, though. My two cents.
So does the entire system not apply in missions? Or only the 300' range aspect?
If I die in a mission and am dead for longer than a minute, does that interfere with my xp?
I'm hoping the answer is no, and being inside a door mission is exempt from this system.
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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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I have to agree that this makes no sense. If no one else helps or is in range you should get solo exp. Exp multiplier and divider should be based on the number participating. What happened to Risk = Reward? Now if someone on a team solos a group meant for 3 he gets less experience than if he defeated a smaller group while not on a team?
If players and buffs that effected the whole team regardless of range maybe it would make sense but as it is if no one else is in range then odds are no one else helped.
Only 2 situations I can think of that you could be worried about: 1) Someone would take say a 3 person team out 2 higher level + 1 lower level and 1 high level camps out 400' away other high level holds whole group and does a AOE that doesn't quite kill the mobs then the first one ports him away and the low level person kills them gettting full solo exp. I would say let them. If people feel the need to cheat so badly they will go to this much trouble they will figure something out regardless. The change as it stands punishes people but provides no benefit.
2) Team of 8 near wipes except for 1 person they all go to hospital except that 1 guy who cleans up what is left getting full exp. I don't see the problem there either. Teammates are unlikely to die and go to hospital just to help each other out exp wise. Plus last man standing getting a reward for it doesn't seem all bad.
I also disagree with the decision to make mission maps work differently. One of the benefits before was that people who went AFK at beginning of mission and never came back, wouldn't get experience. I assume this was done because of the decision to penalize players for not staying within 300' of each other.
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You can't please everyone, so lets concentrate on me.
This is still a terrible change. Just keep it the way it is for gameplay reasons. Who wants to be constantly checking their range from every mob that dies. This reallly hurts gameplay. The system is ridiculously complicated and doesn't really accomplish much.
If you must implement this change however, please make it only apply to SIDEKICKS. All the people who are powerleveling are always SKed useing a bridge character. Those of us on a regular team and are not SKed shouldn't have to worry about this range garbage.
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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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Woah.
That seems unfair. I would think the person would get xp as if he was solo in that situation. If the other team mates are not in range to get xp then they are not in range to help the hero. In other words, that hero, for all intents and purposes, is solo.
This actually discourages teaming in a way. If I'm out of range of my team mates I would be better off dropping from the team before taking out the mobs.
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OK, as I continue to follow this...
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.
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I like both these ideas.
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Figure out a way to add that 0.01 pt damage to any mob hit by a buffed teammate. That's the hard code...tell me, though, that there aren't a thousand guys waiting to get a crack at coding something like that and get paid for it.
If what controllers and defenders are designed to do does not reap rewards, then 1) I will not play those ATs and 2) they will lose their effectiveness.
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This is the hard one, how do you credit defenders for the buffs they hit teammates with? One possibility is letting defenders be further from the kill than other ATs to still get credit, or have the XP radiate both from the MOB and the PC who applied the finishing blow, or somehow track who gave that PC buffs and credit them too.
Perhaps the best solution is just to add an AE debuff (with 0.01 damage) to the small number of sets that don't have them now. Perhaps in the case of empathy it could be an anchor AE debuff you can plant on an ally that works like KIN transfusion. That way you still cast it like a buff. Cast it on a melee-er and you won't miss much XP.
Nice! Thanks Statesman!
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If you are close enough to hold the mob, you're within 300 feet and will get your XP share, why the need for 0.01 dmg?
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Because you might not STILL be in the 300' range when the MOB dies. Is 1/100th of a damage pip such a big concession to give to support ATs in light of this change? How could that possibly have any effect in a battle OTHER than making sure the support AT gets credit for MOBs he truly helped the team kill?
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this is ridiculous, it doen't curtail PL'ing in the least, yet it hurts legitimate teams, especially controllers. Were you not looking at "fixing" controller issues? This is adding to one to the list. Couldn't valuable dev time be used to fix the whole pets using elevators issue rather than something so trivial as this? All the nerfing and so called balancing is heading this once fabulous game into mediocrity. My SG and I have literally played every night since july of 04, because the game is just that good at keeping our attention. Changes like this are diverting that attention. Spend the time on content and fixing real issues. Give us long time players a reason to renew with every issue rather than give us more reasons not to. My SG alone has spent literally thousands of gaming dollars on CoH, and I am sure we'd all like to continue. make the decision to leave well enough alone.
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Is this my hint to stop complaining about the leash in SG chat?
Seriously, this is a major waste of development time that will merely impede some PLing to a degree but it does nothing to actually stop it. People don't PL at the tram or ferry so much as they do it in loaded up missions. Now with the leash being off in missions it does even less to impede PLing.
In all honesty I can live with the leash, it just means some tactical limitation but I can adjust. What really gets me is the short death timer. I didn't see any official word on but it should be disabled in missions like the leash. That's the only fair way to deal with defeats during AV fights.
Mr Slowburn - 50 fire/kin troller
Cosmic - 50 grav/storm troller
Cyberprowl - 50 ma/dark scrapper
Mi-graine - 50 emp/psi defender
Alberta Beef - 50 fire/ice tank
Mythtery - 41 ill/rad troller
Gargantua - 39 ws
Kotor - 38 db/wp scrapper
Fungal - 50 plant/psi dom
Snarky - 38 thug/dark MM
People thought energy blasters were unpopular before.....
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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.
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Thank you. I'd like to see the dead timer doubled so that if I can't get to a fallen comrad to Resurrect them quickly I don't cost them exp, but this change resolves many of my concerns.
Now all I need ino order to be the complete healing machine in split-mission scenarios is the power to click on a team-mate in the team window and be able to teleport to them instead of recalling them to me. Then I could watch all of the bars and when somebody turns yellow in another prt of the map, tp to them and heal/buff, then tp to the next split group having problems.
But I'm not going to hold my breath.
Thank you for this change. I'll get to keep playing my emp defender, keep healing/buffing, and having fun.
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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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The problem is that the time the MOB dies and the time you cast your buffs/heals are not the same. There's plenty of time between when you buff/heal and when the MOB drops for you to be more than 300' away from the MOB. If a damage dealer gets one shot in on a MOB and then gets more than 300' from it he still gets credit, but a buffer/debuffer/controller can do all those things in the combat and if he's more than 300' away when the MOB dies, he's SOL.
Like I said, this idea is much improved. But adding 0.01 damage to all debuffs and controls would be a pretty simple change that would help the support ATs a TON, without effecting people's roles in any real way.
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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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Wouldn't that be considered a bug then?
Sailor eX
"Not in the face!"
<sigh> Viv says its no longer "all me".
http://wendy-mags.mybrute.com/
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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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Yuck. This is sucky. Why should XP just go away because my dumb teamates are slow? If they are not getting the XP then it should go to me. Use the same code that gives XP based on being in a different zone (i.e. players who are not in the same zone get no XP and do not count toward the multiplier). This part still needs work in my opinion.
I love the way this is handled in a mission. That would have really been bad if distance had hurt players in missions. Bravo.
Here's hoping this gets another tweaking.
-AZ
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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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Woah.
That seems unfair. I would think the person would get xp as if he was solo in that situation. If the other team mates are not in range to get xp then they are not in range to help the hero. In other words, that hero, for all intents and purposes, is solo.
This actually discourages teaming in a way. If I'm out of range of my team mates I would be better off dropping from the team before taking out the mobs.
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No, this makes sense. With the system as Statesman described it, it keeps somebody from playing Kill Stealer againt their own team. If the team member got *more* exp for running ahead and killing stuff himself, he'd have an incentive to KS his own team. This way, the incentive is for him tostay with the team, because that should enable more mobs to be defeated per second than if he was alone.
I may not have worded that well, haven't had much sleep these last couple of day.
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This part of the system ought to be changed. Basically what it means is that for missions where your team splits up, say because you're scouting for bombs or just need to beat lots hundreds of skuls, you're actually losing experience per person doing that. Even though it makes perfect sense to split up in these cases, the entire team is being penalized experience because of the lost shares. The team multiplier does not make up for the loss of the split exp shares.
Instead, I think what should happen is people who get exp are treated as their own team for exp purposes. People who don't get exp because they're out of range and didn't do damage are treated as not being on the team at all. That way you're still encouraged to be in range to receive a share, but if you're not in range the people who are in range aren't penalized for having you on the team.
Otherwise I like the new system. This part of it should change, though. My two cents.
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This seems to be left in to stop bridging and inflating XP for the SK that is being bridged.
Note, the one who is really losing out on the XP is the person out of range. The XP for everyone else is staying the same.
It just isn't *increasing* to split it only among people in range.
This is again nudging people to stick together for their street sweeping.
Still here, even after all this time!
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What about the group holds that do no damage whatsoever.
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Currently - stay within 300 ft.
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This will be fixed before this goes live, right?
Or at the very least give every hold a single 1 point of damage.
Most Controllers and Defenders already get forced into teaming to get xp, don't shaft them more.
Sailor eX
"Not in the face!"
<sigh> Viv says its no longer "all me".
http://wendy-mags.mybrute.com/
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Currently - stay within 300 ft.
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This will be fixed before this goes live, right?
Or at the very least give every hold a single 1 point of damage.
Most Controllers and Defenders already get forced into teaming to get xp, don't shaft them more.
Sailor eX
"Not in the face!"
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I see no reason that you should be 300' away from a fight you are involved in. Your buffs aren't earning XP, you are. That requires you to be closer to the fight.
That really isn't that tough.
Still here, even after all this time!
This is the most ill concieved, poorly thoughtout idea they have come up with yet. It will not even qualify as a minor inconvienience to power levelers. It will however punish someone trying to play the game. A specific example: doing a DE hunt miss in FF with a scrapper, death cap throws spores, slept, hit, stunned, dead, the lesser devoured runs down the street, scrapper chases and kills lesser devoured. Will I get any XP, unkown, don't know how far the Lesser Devoured was. Next group, pop an insp, death cap throws 2 spores, now how did it know to throw 2, same result. So, instead of decreasing the amount of PLing, it will increase it.
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Ya know, I often get together with SG mates in PI or the RCS & we just split up & hunt the zone for xp. This tactic completely eliminates that opportunity
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Exactly. That "opportunity" is your team powerlevelling each other. You're not hunting together when you do this, you're soloing. The difference is a private channel and the xp you get for someone across the zone's kill. The point of teaming is to work together, not to just share xp.
Virtue Server
Avatar art by Daggerpoint
OK...So we are applauding them changing this to 300'???
THE IDEA STILL STINKS...
STOP SAYING THANK YOU, AND TELL THEM IT STILL STINKS!!!
Less XP is still less XP...
Don't make us grind...
BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.
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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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YES, you get it. If you split into TWO teams. If you are splitting into TWO teams, then reform into TWO teams.
If you split up, you are not longer a team but since you remain teamed, you run into penalties. When splitting up, SPLIT up and form two teams.