Discussion: Changes to Task/Strike Force Missions
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The reason it's bad in the limit is that they become the ones least affected by this change. The logic goes: slower/longer TF for more folks = higher prices for desirable pool C drops = more RMT business since they can still make large amounts of inf.
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Huh?
Ppl are saying that RMTers are going to exploit this TF change... No... simply No. They will not be using this feature. The Bosses spawned will discourage them. The Infl / Hour ratio will not work out in their favor.
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Edit - Then Ice Mistral, mission 4 (outside map). CoT.
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But it'll STILL spawn Death Mages per mob.... No farmer is going to sacrifice the influence / hour.
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Not for a min-4-to-start SF. It'll spawn 2 lts and 5 minions (for 4 man) just like Cap Au. Maybe you should understand how a change works before you open your mouth next time.
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*sigh*
So they are going to farm 5 minnions & 2 Lts per mob in which the TF caps at what, lvl 40?
LMAO
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All farmers aren't RMT farmers.
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But I'm not arguing against Non-RMT Farmers...
I already stated that I plan on enjoying this feature to its fullest.
Ppl have come into this thread and specifically stated that this benefits RMT Farmers... Thats what I'm arguing against... because clearly it does not.
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It benefits RMT farmers by making it easier to farm (as already explained in this very thread) and pumping up the prices on desirable Pool C recipes, giving players more of a reason to buy inf.
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No it wont
"as already explained" in this thread... Bosses spawned for an 8man team will discourage it
Their only other option will to engage in a TF sub lvl 50. LOL, yeah that'll go over well
Oh, and about those Pool C Drops... they have to COMPLETE the TF for those... which means fighting an AV in most cases.
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Edit - Then Ice Mistral, mission 4 (outside map). CoT.
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But it'll STILL spawn Death Mages per mob.... No farmer is going to sacrifice the influence / hour.
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Not for a min-4-to-start SF. It'll spawn 2 lts and 5 minions (for 4 man) just like Cap Au. Maybe you should understand how a change works before you open your mouth next time.
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*sigh*
So they are going to farm 3 minnions & 2 Lts per mob in which the TF caps at what, lvl 40?
LMAO
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Lets see...magic salvage...infinitely resettable...no need to ask for anchors...auto set for four...some of the most in-demand salvage (i.e. Deific Weapons, Enchanted Impervium, etc - or Prophesy, Hami Goo, Essence of the Furies depending upon enemy level)...ya, there's absolutely NO reason there for them to farm that...
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Just to quickly touch on this most Task Forces and Strike Forces have a requirement of 4. I was looking over documentation on the list of SF/TF.
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Posi: 3.
Synapse: 4.
Sis: 5.
Cit: 6.
Manti: 7.
Numina: 4.
Q: 8.
Sara: 8.
Augustine: 8.
Faathim: 8.
STF: 8.
LRSF: 8.
Cap, mantis, renault, mistral: all 4.
LGTF: 8.
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The average is 6. (well 5.96 but who is counting.) Not 4.
You are not making it any harder on "RMTers" you are making it EASIER.
And the biggest problem is exactly as Monkey B said
"Who you are making it hard on is people who enjoy SOLOING, who enjoy CASUAL game play or those that enjoy PVP and want the accolades."
You also have the people that say they are in for a TF and god forbid something happens and they omg die, then they quit the TF/SF. Now with this change the team is fighting mobs that are spawning for a team of larger size.
This change should be taken out and thought about just a bit more. That's my $.02
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Edit - Then Ice Mistral, mission 4 (outside map). CoT.
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But it'll STILL spawn Death Mages per mob.... No farmer is going to sacrifice the influence / hour.
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Not for a min-4-to-start SF. It'll spawn 2 lts and 5 minions (for 4 man) just like Cap Au. Maybe you should understand how a change works before you open your mouth next time.
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*sigh*
So they are going to farm 3 minnions & 2 Lts per mob in which the TF caps at what, lvl 40?
LMAO
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Lets see...magic salvage...infinitely resettable...no need to ask for anchors...auto set for four...some of the most in-demand salvage (i.e. Deific Weapons, Enchanted Impervium, etc)...ya, there's absolutely NO reason there for them to farm that...
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Feel free to go start an Ice Minstral & let me know how that goes for you.
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"Who you are making it hard on is people who enjoy SOLOING, who enjoy CASUAL game play or those that enjoy PVP and want the accolades."
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I call BS on this statement. TFs and SFs have always been intended to be done as a team. That means not solo. If you can't manage to solo them then find a team.
The funny part is certian players are still going to manage to solo some of these.
Solo players have 98% of the rest of the game to solo with. So no sympathy here.
I also find it hard top believe that this is going to effect casual players to much. Either they have the time to do these or they don't.
All this angst is because people will have to take more time to get thier shiney from the Cap SF.
Boo Hoo.
~MR
AE Arc: 305214 Blood Diamonds (Villainous)
Unleashed/Unchained/B.O.S.S.
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FIX THE TECH IN LRSF AND IT WOULD NOT HAVE TO BE SOFT LOADED NOW I'LL NEVER RUN IT OR ANY SF/TF IN THIS GAME TIL THE DEVS GET OFF THERE A S S E S AND FIX THE LRSF'S TECH WAY TO PISS OFF PEOPLE
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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!!!!
I honestly wonder how much the red names do read, and how much of it gets discussed in their dev meetings.
"Okay guys. So Dave over here made that change about the TFs. And we fed them the [censored] excuse about it being for the RMT'ers. Well, they didn't buy it. They knew we did it because we felt that after 3+ years of it being one way, to finally change things to mess up anyone who wants to try to soft load a mission for their team."
"Yeah, I think the easiest thing to do is simply ignore them. Eventually they'll get used to it and forget. Now, I want to discuss nerfing travel powers. I feel that people move way too fast. We need to slow them down so they'll play longer."
"Great idea Dave!"
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3) Changes of this nature are inappropriate to fall under your "we don't talk about exploits" rule. This should have been in the test server patch notes. While it does address something you consider an exploit, it does so in a way that clearly impacts ordinary players (permanent loss of teammates on TFs is very common). There was a patch note mentioning that snake eggs weren't worth XP any more. This change was more deserving of mention.
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I also want to mention that the snake egg change has also rendered the temp power to destroy the eggs useless because the eggs hatch way before you get into range to actually use the gun on them.
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!!!!
<QR>
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Did you really just claim that people won't reset/farm a map with CoT on it?
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Right off the top of my head I can tell you theat Ice Mistral is about to get the Katie Hannon treatment redside. Do the math: CoT set for 4 people in a large cave map? Hell, I'm not a farmer in the least, but that's even got my PSW itchy.
This just doesn't seem thought out in the least.
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All right Devs, so this isn't going over so well quite obviously, and with good reason. Way to make things more difficult for the casual player! Honestly, whether or not it benefits a farmer I really don't care, but when you start compromising the game for the casual player you're not doing yourselves any favors. As has been mentioned numerous times, several players dropping on a TF for whatever reason is not uncommon. You're discouraging players from doing TFs because they're a large time investment which now more than ever has a chance to be nothing but a waste. Look at the TFs individually to address the individual problems therein. I think this was just a really bad solution to what really wasn't that big of a problem in the first place.
Don't punish all for the "sins" of the few.
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I'll second or third or however many people have hit on this idea in this thread. I'll apologize in advance, I didn't read every post.
Vitriol hurtling about in regards to farming and rotations and whathaveyou aside, this really does strike a blow to a casual player who may want to attempt a Task/Strike Force. I consider myself a casual player these days and with this new change, I would be extremely hesitant to attempt one of these with a pick-up group. I'd be quite disheartened to invest a few hours only to hit a brick wall due to people losing connection, quitting, or other things.
I understand the idea that these are meant to be team activities, but this is really going to serve as a punishment or deterrent to the casual players or those that don't have active SuperGroups or regular playing groups. The people that it is intended at will probably be affected the least. They'll find another way. They always do. People will always find the fastest or most effective means to an end.
I understand the reasoning behind the change, but believe this may not have been the best solution.
I can't believe the furor some of you whip yourselves into over such an inane and small-stuff change to TFs.
Yes, small stuff. Even Positron. If you can't complete Posi with 4 people, you're doing it wrong and need to rethink your playstyle anyway.
I think it's time for another GDN or ED to put things back in perspective.
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All you need is one map out of all those TFs that will spawn CoT and you're set. I don't run the TFs often enough to have all the maps memorized,
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Clearly, because if you had run more TFs you'd know taht you'd STILL get 2-3 Death Mages per mob regardless.
I'll ask once more... Which TF are you all refering too?
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Clearly you sir are a foogin newb afraid of Death mages.. * cough cough* 3 tf's were listed and also 5 people responded to your dumb " death mages " are a deterrant idea.
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"Who you are making it hard on is people who enjoy SOLOING, who enjoy CASUAL game play or those that enjoy PVP and want the accolades."
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I call BS on this statement. TFs and SFs have always been intended to be done as a team. That means not solo. If you can't manage to solo them then find a team.
The funny part is certian players are still going to manage to solo some of these.
Solo players have 98% of the rest of the game to solo with. So no sympathy here.
I also find it hard top believe that this is going to effect casual players to much. Either they have the time to do these or they don't.
All this angst is because people will have to take more time to get thier shiney from the Cap SF.
Boo Hoo.
~MR
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I don't call BS on it since I said it. If I want to team I will, HOWEVER if I feel like not teaming, I won't. This change was made to make it so I have to. I'd rather personally run a Hess TF solo myself. I find it 1. enjoyable, 2. oh yeah enjoyable and 3. rewarding. I do the entire thing, I load in my accts and bam I get the rewards. And since not all of the rewards are IMO taskforceworthy (cuz yeah...I really need that 17,000th "Sting of the manticore" or yet another "Trap of the Hunter"), I am always hoping that ONE out of the FIVE get something I either need or can sell.
As long as I'm not breaking the EULA when I play, I see no reason to penalize me for how I play OR for the devs to tell me how to play. I'm a paying customer, I expect to be treated as such.
Thanks, NC Soft, for closing my favorite game ever without warning and with plenty of life still left in it, and thus relieving me of the burden of EVER wanting to buy, try or even hear about another game from your company. Will my decision make a dent, or persuade them in anyway, shape or form? Nope, obviously not. Don't care. NC Soft is dead to me. ~ PsyFox
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Please can the minimum team size of the Shard TF's in particular be examined.
An adjustment to 6 should be at least seriously considered.
Manticore should also be tweaked down from 7 to 6.
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Yeah this needed to be done along with the patch, not after the fact. Everything but LRSF, LGTF and STF should be 6.
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All you need is one map out of all those TFs that will spawn CoT and you're set. I don't run the TFs often enough to have all the maps memorized,
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Clearly, because if you had run more TFs you'd know taht you'd STILL get 2-3 Death Mages per mob regardless.
I'll ask once more... Which TF are you all refering too?
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Clearly you sir are a foogin newb afraid of Death mages.. * cough cough* 3 tf's were listed and also 5 people responded to your dumb " death mages " are a deterrant idea.
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Which 3 TFs? Please relist
RMT Farmers will NOT fight Death Mages...
1) too risky
2) take too long to defeat
3) the infleunce / hour ratio doesnt work to their benefit
Ofcourse I learned along time ago that those who immediately jump to personal attacks generally know that they are in the wrong
With this change I highly suggest that you revisit all the TFs and trim missions/minimum requirements as needed. It really bothers me when unnecessary changes like this occur, yet other quality of life issues go unaddressed. fix Calvin Scott. make the sewer trial actually doable by a team that's the right level to get the mission. Quarterfield, you get the picture.
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Oh, and about those Pool C Drops... they have to COMPLETE the TF for those... which means fighting an AV in most cases
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If they are part of an RMT group, they won't want to finish. The fewer Pool C drops there are the more they benefit. As the prices go higher for the limited amount their extra inf will start to look more and more attractive to people.
It's in their best intrest to keep supply as low as possible, since they profit off of the demand.
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle
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"Who you are making it hard on is people who enjoy SOLOING, who enjoy CASUAL game play or those that enjoy PVP and want the accolades."
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I call BS on this statement. TFs and SFs have always been intended to be done as a team. That means not solo. If you can't manage to solo them then find a team.
The funny part is certian players are still going to manage to solo some of these.
Solo players have 98% of the rest of the game to solo with. So no sympathy here.
I also find it hard top believe that this is going to effect casual players to much. Either they have the time to do these or they don't.
All this angst is because people will have to take more time to get thier shiney from the Cap SF.
Boo Hoo.
~MR
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I don't call BS on it since I said it. If I want to team I will, HOWEVER if I feel like not teaming, I won't. This change was made to make it so I have to. I'd rather personally run a Hess TF solo myself. I find it 1. enjoyable, 2. oh yeah enjoyable and 3. rewarding. I do the entire thing, I load in my accts and bam I get the rewards. And since not all of the rewards are IMO taskforceworthy (cuz yeah...I really need that 17,000th "Sting of the manticore" or yet another "Trap of the Hunter"), I am always hoping that ONE out of the FIVE get something I either need or can sell.
As long as I'm not breaking the EULA when I play, I see no reason to penalize me for how I play OR for the devs to tell me how to play. I'm a paying customer, I expect to be treated as such.
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Quoted for solidarity
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*sigh*
So they are going to farm 5 minnions & 2 Lts per mob in which the TF caps at what, lvl 40?
LMAO
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Yep. That drops high arcane and drops inf as their real level, just like working out debt does while malefactored. All they lose is purples, which is inconvenient, but...
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Positron's TF shouldn't be affected much.
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Other than I know that I won't ever plan to do Posi's TF ever again, since that is a TF I would much rather solo than try to take a team along on for a ride against the three most annoying villain groups of the first 15 levels of the game.
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Ditto.
They could give Posi the long-awaited redo before this as well. Even with a good team it's way too long. Letting one person solo and come back for badge was the most reasonable way to finish.
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All you need is one map out of all those TFs that will spawn CoT and you're set. I don't run the TFs often enough to have all the maps memorized,
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Clearly, because if you had run more TFs you'd know taht you'd STILL get 2-3 Death Mages per mob regardless.
I'll ask once more... Which TF are you all refering too?
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Clearly you sir are a foogin newb afraid of Death mages.. * cough cough* 3 tf's were listed and also 5 people responded to your dumb " death mages " are a deterrant idea.
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Which 3 TFs? Please relist
RMT Farmers will NOT fight Death Mages...
1) too risky
2) take too long to defeat
3) the infleunce / hour ratio doesnt work to their benefit
Ofcourse I learned along time ago that those who immediately jump to personal attacks generally know that they are in the wrong
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Death Mages are only risky to those without mez protection. Sure, your Plant/Fire Dominator might have some problems, but that person with the Fire (or SS)/Stone Brute? Not so much of a problem. All those RMT farmers have to do is get one good Rare Magic Salvage drop from those bosses and they've more than made up for whatever change in inf/hour.
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"Who you are making it hard on is people who enjoy SOLOING, who enjoy CASUAL game play or those that enjoy PVP and want the accolades."
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I call BS on this statement. TFs and SFs have always been intended to be done as a team. That means not solo. If you can't manage to solo them then find a team.
The funny part is certian players are still going to manage to solo some of these.
Solo players have 98% of the rest of the game to solo with. So no sympathy here.
I also find it hard top believe that this is going to effect casual players to much. Either they have the time to do these or they don't.
All this angst is because people will have to take more time to get thier shiney from the Cap SF.
Boo Hoo.
~MR
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I don't call BS on it since I said it. If I want to team I will, HOWEVER if I feel like not teaming, I won't. This change was made to make it so I have to. I'd rather personally run a Hess TF solo myself. I find it 1. enjoyable, 2. oh yeah enjoyable and 3. rewarding. I do the entire thing, I load in my accts and bam I get the rewards. And since not all of the rewards are IMO taskforceworthy (cuz yeah...I really need that 17,000th "Sting of the manticore" or yet another "Trap of the Hunter"), I am always hoping that ONE out of the FIVE get something I either need or can sell.
As long as I'm not breaking the EULA when I play, I see no reason to penalize me for how I play OR for the devs to tell me how to play. I'm a paying customer, I expect to be treated as such.
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The fact that you need X amount of people to even start a TF should clue people in to the fact that you were not meant to solo it.
I really don't care about "casual players" that invite 4-5 other people to do a TF, have them quit or kicked, then proceed to do the whole thing themselves.
Circumventing game mechanics to suit your needs gets no sympathy from me.
Seriously, they've always been designed this way. The only sad part is how long it took them to fix this.
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Edit - Then Ice Mistral, mission 4 (outside map). CoT.
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But it'll STILL spawn Death Mages per mob.... No farmer is going to sacrifice the influence / hour.
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Not for a min-4-to-start SF. It'll spawn 2 lts and 5 minions (for 4 man) just like Cap Au. Maybe you should understand how a change works before you open your mouth next time.