Live Feedback: Issue 13 : Day Jobs


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Posted


Use the following topic to discuss Issue 13's Day Jobs.
<ul type="square">[*]Day Jobs takes the concept of offline character progression to a new level, incorporating a variety of potential rewards and allowing players to add further depth to their character's identity and back-story. Is your Hero a Banker when not out stopping crime, or maybe a simple Shop Keeper? Is your Villain an avid Clubber, or perhaps a Smuggler? Whatever you choose, Badges and Accolades await in addition to other bonuses![*] For more information about Issue 13's Day Jobs feature, please visit the web article: Dev Diary: Designing Issue 13's Day Jobs[/list]

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Feedback is important to our development process, there are two types of feedback and both are helpful although some give us more insight and are more easily adapted into game changes.

Objective Feedback: Objective feedback is based upon what you as a user see or experience that other users may also see and experience. This feedback usually can be replicated easily as it involves facts and unbiased opinions. Example: When using the base editor items are sometimes getting caught in columns or pillars.

Subjective Feedback: Subjective feedback is based upon how you feel or experience the game as yourself. This experience may not necessarily be replicated because it is based on feeling and emotion. Subjective feedback is important to us but it is usually helpful if more information is present to describe what and why you feel the way you do. Example: I like the way the graphics look on my shield animation it gives me the feeling of being truly super-powered.

Are you reporting a bug from Issue 13? Please use this thread to report bugs, there is a format in the OP that you can follow to help you in your reporting. Issue 13: BUGS


 

Posted

Subjective Feedback:

Day Jobs give me a reason to log out in certain areas, but I feel that the bonuses aren't really worth it. I had a character logged out for three days in Ouroborus and that charged the Day Job power just enough to last through a single mission. That's not really that impressive. Furthermore it's annoying that I have no idea when my Day Job bonus expires. It just disappears at some point.

To be honest, I'd prefer to build up "charges" on powers where it would make sense. So instead of getting random recipes for the next 30 minutes or how long it was for Ouroborus, I'd get a recipe for my next mission, be it 10 minutes or 3 hours from log in. Same with other powers.

But as designed, it seems to be working pretty well, and I do like the Patrol XP. Just, when is that color change for us colorblinds mentioned during Open Beta coming? It's still difficult to see the difference between the blue and the pink.


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Posted

make the bonus's perma or else its not worth it

i dont care about badges but the bonus's are sweet and well worth trying to get.temp powers that go away gives me no reason to try for them.


 

Posted

I don't know if this has been mentioned before, but if you're like me and prefer to not show auto powers on your buff list, you can not tell when you've walked into a day job area. I've changed my settings for now, but if it's possible to change the applied effect's category so I can change it back to hide auto powers, I'd definitely appreciate it.


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Posted

[ QUOTE ]
Subjective Feedback:

Day Jobs give me a reason to log out in certain areas, but I feel that the bonuses aren't really worth it. I had a character logged out for three days in Ouroborus and that charged the Day Job power just enough to last through a single mission. That's not really that impressive. Furthermore it's annoying that I have no idea when my Day Job bonus expires. It just disappears at some point.

To be honest, I'd prefer to build up "charges" on powers where it would make sense. So instead of getting random recipes for the next 30 minutes or how long it was for Ouroborus, I'd get a recipe for my next mission, be it 10 minutes or 3 hours from log in. Same with other powers.

But as designed, it seems to be working pretty well, and I do like the Patrol XP. Just, when is that color change for us colorblinds mentioned during Open Beta coming? It's still difficult to see the difference between the blue and the pink.

[/ QUOTE ]This is pretty much my concern as well. The timers just dont work to well with the way alot of us play. Also some of the bonuses should flatout be perma once you have the badge. The prestige badge for instance, that should be perma. I see no reason to make that one a charge up or timer. Same goes for the salvage and recipe bonuses. What they give is so minor it might as well be perma to make the badge worth while.


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Posted

Perma rewards for not doing anything sounds like a bad idea to me.

Frankly, this and the new Merits are so "meh" to me that I really, really, REALLY don't care one way or another about them.


 

Posted

I have to agree with the general complaint:

Logging in to a four minute thirty second bonus for every mission I complete is silly and bordering on obnoxious. I don't want to have to play character roulette every day just to get a bonus long enough to actually finish a mission with.

How about instead of a bonus of trivial length every time, we get a discrete X minute bonus (or X charge bonus) for every X hours logged out. When you log in, if you've accrued enough time, bingo, you get your bonus (possibly times two or three up to a cap). If not, it carries forward.


 

Posted

I like it a lot more than I thought I would. I'm more of a badge person though so that might explain my lack of complaints. I wouldn't want the powers to be permanent, that just seems like it would be too much IMO. I would however like to see unique permanent rewards such as costume pieces, related to each job, upon completion of each job.


 

Posted

Some of the areas you need to log out in to earn the badges aren't always in the most intuitive places. For example, the area around the Black Market in Sharkhead. The area that most folks would normally log out in are close to the NPCs or the Truck, but the actual badge area is next to the building. (If this is intended, I suppose I could see why, but it would still make more sense to move it closer to the market itself.) Another is the Talos WW. (could be all the WW, not sure). The only area inside the building you can earn badge credit is on the emblem in the middle of the room, or in the doorways/out front. There's plenty of room along the inside windows, but those areas don't count. If you're not going to count the whole area inside a building, at least make the area larger, or include more of the wall space. I usually park my characters out of the way, but to earn the WW badge now I have to be in the middle of the room.


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Posted

takes too long, if i play my fav toons it takes longer for them to get their badges, plus the build up time on charges is too long if im gone for a few days i get like 5 mins of a power and since some are about finishing a mission i lose out on that power


 

Posted

wheyn I first heard of these,i felt like it was a slap in the face to badge collectors, for almost 5 years you keep chanting risk vs reward, i can understand that, so where is the risk? I just collect patrol xp for a few toons and it is great to get the bonus, but not playing a toon and getting something for nothing dimmishes the worth of the badge, i had a toon that i was loged off for 168 days that when i logged in to play it was great to lvl really really quick( i will start a toon when the new at forst cones out ,"park it" til a good FAQ and lvl ing guide comes out,then follow that,for example started a sonic/PD corr,that may sit til 2x weekend


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Posted

The good:
It's some shiny new badges to collect.
The bonus XP is nice.

The bad:
As others have said, the other bonuses time-out so quickly that they seem pointless. Making them perma would be overkill, but maybe there's a happy medium in there somewhere.


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Posted

Personally I think the best possible solution for the applied bonus is to make it a click or toggle. I have no idea how feasible that is technically, of course, but it would definitely address the problem of bonuses running out before one even so much as assembles a team and picks a mission.


One drawback of the internet is how it has trained so many people to think that one day is a long time.

 

Posted

For me the day job "buffs" are too short lived to ever be anything of importance to me versus how long my character is offline.

I think many of them should be switched from being time based to charge based, as in instead of speed run 20 missions in the time you have available to, the next 20 missions you run you get X bonus on. I understand that doesnt really work with things like the regen bonus, the speed buff, and a couple others I cant really think of but it makes alot more sense to me to have the mission bonus Day Job buffs have charges.

There have been so many times when I log on and see that I have a recipe buff from being logged out in the Ouroboros but before I can do a mission i need to buy some fresh enhancements or change my costume, something comes up to take up the 10 min or less that i have built of this buff and I never get to see any real effect of it in game, other then the time badge tracker.

Also why dont any of the buffs when they are effecting the player give a read out of how much time is left on them? It becomes kind of a crap shoot trying to figure out, "Okay I was off for 8 and 3/4 hours last night and I should 3.36 min of run speed buff!" example there not fact at all.


 

Posted

[ QUOTE ]
Also why dont any of the buffs when they are effecting the player give a read out of how much time is left on them? It becomes kind of a crap shoot trying to figure out, "Okay I was off for 8 and 3/4 hours last night and I should 3.36 min of run speed buff!" example there not fact at all.

[/ QUOTE ]

If you view the buff info from the "Day Job Powers" list on your powers list (as opposed to the buffs in your buff bar) you should be able to see the amount of time remaining on each buff.

But, yeah, to echo what most others are saying: most Day Job "powers" should be charge-based somehow instead of time-based. Like with the Base TP power, since you're going to be logging in by a base portal to build up the timer on it, the chances of needing to use it even once or twice in a play session before the timer runs out is pretty small. The Inf/Prestige/Enhancement bonuses need to be based on # of missions instead of time as well, in order for them to have any meaningful effect for characters.

I'll work towards getting the badges on my main badge character, but other than that, I'm not real concerned with where I log out since the buffs just aren't worth worrying with. I doubt that was the intent of the feature.


 

Posted

Objective ::

I still can't see the Day Job locators on the live servers. I have my show auto powers set to show. They just are not showing up like they did on test. I have bug reported this.

Subjective ::

I think that some of the Day Job related powers should be uses instead of timed.
It doesn't really make sense to me that the Day Trader teleport power is timed. I could get on a good mission team and never use the thing because the time runs out before I need to go back to Wentworths. Since it takes 1/2 hour for the thing to recharge anyway, it makes more sense to me to get one use for every have hour of time gained versus a 1/2 hour of use that is counting down as soon as I log on.
The second tier Day Job badge seems that way to me as well. It recharges quicker. That's great! But how many times am I going to use it while I'm running missions - meanwhile the timer is counting down.
Badges that add bonuses for mission completion might make more sense as uses as well. Some missions are far shorter than others. Should you look at how much time you have on your Day Job power before determine what kind of mission you plan on doing first when you log in?

I thought 30 days was a fine length of time for Day Job badges.

Gaining time toward multiple Day Job badges is still happening. I had thought that was supposed to have been stopped on test. I can't really tell where these areas are for sure as the Day Job indicators aren't showing up for me.

The Day Trader badge is working really good for characters that I have that are ramping inf and working on another Day Job badge. I can rotate stock and anywhere to park for another Day Job badge and still have some time saved up to get back to the prime market locations. When the time runs low, I can just park them at the market to "recharge" their time - by then their loot should have been snowballed to a good nest egg at any rate.

Otherwise, I don't really sense the benefits or notice a quantifiable difference. I jump characters so much that I get a different feel when I'm in missions each time I play.

Patrol xp is nice, but I have so many alts that I have levels of bars saved up. It kind of makes me think that I'm leveling too quickly, but then I can always turn the xp growth off if I want with the new option so if I wanted to stay in a zone with a certain character for some reason that I could still do that with out the need of someone to exemplar the character.


 

Posted

My overall impressions of the day jobs have been positive. At worst, it's better than a poke in the eye.

I have a couple suggestions for improvements, though.

1. It's kind of vague what counts as an "Arachnos controlled zone" for the Arachnos Agent job. Sometimes the black steel Arachnos buildings count, sometimes they don't. I would have expected the air strip in Cap Au Diable to count, but it doesn't. Maybe some more of those zones need to be spread around.

2. The Intern job is too hard for lowbies to reach. Would it break anything to stick a science lab in one of the earlier zones? It's just an inspiration bonus.

3. Likewise, the Crey building in Nerva is a pain to reach for lowbie villains. There's frequently Crey enemies guarding the front doors, even.

4. The bonus XP/inf/salvage rewards need to work on charges, rather than a timer. Logging out for even 24 hours nets you a bonus so brief, it's often gone before you've even gotten to a mission. Ditto for the auction TP reward.

5. Some day job locations count for two rewards at once. Examples include standing in one particular spot between the Talos base teleporter and train station, and some of the villains' Black Helicopter locations. You only accrue time for one job, but it's not clear which, and it's too confusing to have overlapping job zones.


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[ QUOTE ]

5. Some day job locations count for two rewards at once. Examples include standing in one particular spot between the Talos base teleporter and train station, and some of the villains' Black Helicopter locations. You only accrue time for one job, but it's not clear which, and it's too confusing to have overlapping job zones.

[/ QUOTE ]

Actually, I'm pretty sure you get time for both.

Easiest ways to test this is to start a new villain, and then log out in the hospital area of Mercy. You will accrue both pain specialist and arachnos agent time. Only one day job will show up while you are in that area, but when log out for a while and come back, you will have the benefits of both.


 

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[ QUOTE ]
[ QUOTE ]

5. Some day job locations count for two rewards at once. Examples include standing in one particular spot between the Talos base teleporter and train station, and some of the villains' Black Helicopter locations. You only accrue time for one job, but it's not clear which, and it's too confusing to have overlapping job zones.

[/ QUOTE ]

Actually, I'm pretty sure you get time for both.

[/ QUOTE ]

I noticed that some of my characters have been accumulating time towards three day job badges while parked at the Talos base portal: Monitor Duty, Commuter, and Patroller.

We get Patroller anywhere, but it's interesting that we're able to get that many jobs at once.


 

Posted

[ QUOTE ]
1. It's kind of vague what counts as an "Arachnos controlled zone" for the Arachnos Agent job. Sometimes the black steel Arachnos buildings count, sometimes they don't. I would have expected the air strip in Cap Au Diable to count, but it doesn't. Maybe some more of those zones need to be spread around.

[/ QUOTE ]

Agreed. There are plenty of Arachnos bases that should count, but don't for some reason. The hero equivalent is Law Enforcer, which required logging out in a Police Department, and those things are friggin' everywhere, so it makes no sense for them to be so scarce villainside.

[ QUOTE ]
2. The Intern job is too hard for lowbies to reach. Would it break anything to stick a science lab in one of the earlier zones? It's just an inspiration bonus.

3. Likewise, the Crey building in Nerva is a pain to reach for lowbie villains. There's frequently Crey enemies guarding the front doors, even.


[/ QUOTE ]

The same with Mortician. At least redside lowbies can get to Potter's Field in Sharks, albeit at a significant risk to their own safety, but both the cemetaries blueside are in hazard zones.
Couldn't you just throw a small cemetary into King's Row and/or Port Oakes somewhere?


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[ QUOTE ]
[ QUOTE ]
[ QUOTE ]

5. Some day job locations count for two rewards at once. Examples include standing in one particular spot between the Talos base teleporter and train station, and some of the villains' Black Helicopter locations. You only accrue time for one job, but it's not clear which, and it's too confusing to have overlapping job zones.

[/ QUOTE ]

Actually, I'm pretty sure you get time for both.

[/ QUOTE ]

I noticed that some of my characters have been accumulating time towards three day job badges while parked at the Talos base portal: Monitor Duty, Commuter, and Patroller.

We get Patroller anywhere, but it's interesting that we're able to get that many jobs at once.


[/ QUOTE ]
Can also get Duelist, Shopkeeper, and Patroller while logged in an arena.


 

Posted

Would like to see temp powers charge, once you have the badge/accolade, either:

anytime/anywhere you log off

at a fraction of the normal rate while you are logged on and playing

much more quickly when at the applicable logoff area


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Posted

1) bonus xp is great, very nice addition

2) I have no problems at all with the temps not being perma.

3) I'm very greatful that you lowered it from 30 to 21 days but it could be better. Shorten the time it takes to get the badge from 21 days to 14 days. Make these badges fun to earn, not a chore.


 

Posted

This is turning into a disappointment.

I have a toon that was logged out at the black market. HE accrued almost 2 hrs of in game teleporter time somehow. He was logged off for a while, but that seemed sort of reasonable. When I've tried it on other toons since then, they only accrue time at a fraction of the rate. I was thinking the toons accruing less time were bugged.

But, I guess the slower rate is what is normal and its pretty pointless. I can teleport to a BM within the first 2-3 minutes of logging on, but I log on to the BM anyway. So no benefit from that. There's benefit from a map to map teleport feature, but for the effort of parking myself at a BM, I could just go to that map before I log off anyway.


 

Posted

Most of my toons don't really fit the day jobs that are out there.
Heroes still can't get dockworker.

Hoping the devs expand the day jobs to include the Tunnels (miners) &amp; Sewers (utility worker or exterminator).
Need office jobs, hero dockworkers, bar owners, etc.
Also clerical jobs. I have a priest character

Then a lot of people have demons &amp; angels. Fantasy toons are hard to place.

Be some time before most of my toons will get their job. Meanwhile mostly monitor duty for the time being