Live Feedback: Issue 13 : Day Jobs


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Posted

so now that I13 has been live 21 days, I'm starting to get day job badges on some of my characters.

I'm... underwhelmed.

The amount of wait for a single badge just doesn't match the reward, the timer needs to be shortened.

Further, I have very little incentive to wait another 21 days to get an accolade power. I'd rather keep recharging the first bonus I've been using than spend 21 days for a bonus I don't care about (the debt protection one springs to mind here as a possible finish to an accolade on one character). It's just too little reward too far apart and not comparing to the few "useful" options like the market teleporter or the XP buff.


 

Posted

Subjective:

I would like to see a Day Job added for Soldier.


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Posted

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so now that I13 has been live 21 days, I'm starting to get day job badges on some of my characters.

I'm... underwhelmed.

The amount of wait for a single badge just doesn't match the reward, the timer needs to be shortened.

Further, I have very little incentive to wait another 21 days to get an accolade power. I'd rather keep recharging the first bonus I've been using than spend 21 days for a bonus I don't care about (the debt protection one springs to mind here as a possible finish to an accolade on one character). It's just too little reward too far apart and not comparing to the few "useful" options like the market teleporter or the XP buff.

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Well, I would tend to agree with you, however the Accolade recharges both professions when you log out at one profession's location I believe. I'm not positive on this one because I dont' have any accolades yet either, but I "THINK" it's supposed to work that way, and if that is the case indeed, then it is more worth it to have the accolade.


Freedom Horde! Join the Ranks!

 

Posted

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My only concern is about the temporary jet pack situation. A villain can both purchase and earn (through day jobs) a temporary jet pack by visiting grandville (which is relatively easy with a high level friend or a good SG teleporter), but a Hero absolutely cannot gain one until level 40. This seems highly imbalanced.

I also agree that for the temporary powers a number of charges, or a times per use thing would be preferable to the current system.

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I completely agree with this, and I think the easiest soloution to this one is to make Firebase Zulu accessable to under 40's but the Teleporters off the base the ones that have a cap. This could easily fix the problem. Of course this may only be fixed when Electric_Eddie's blanket Shadow Shard redeux occurs, which at the rate of fixes + new in game additions, which I love by the way, I figure we'll be looking at a good 2010 for the Shadow Shard upgrade.


Freedom Horde! Join the Ranks!

 

Posted

Bonus XP is of no use to a level 50 character. This means a 50 has day jobs they don't even care about. That also gets frustrating when you need a worthless day job just to finish an accolade.
Perhaps those jobs could change to a bonus Merit per mission completion? That would be useful to all levels.


 

Posted

All in all Day jobs are a fairly cool addition, but I do have two problems with the system as implemented.

1. As others have stated the bonus timer is very frustrating and makes the day job rewards too difficult to get. I would much prefer a charge system where you get the bonus for a certain number of missions instead of a timer. As it stands, most people will never get any of the rewards unless you run to complete a mission as fast as possible after logging in.

2. I HATE the Patrol XP. I'm sure others enjoy getting it and that's fine for them, but I don't want it at all and I have no way to opt out. There is a new 'No XP' choice, but I was happy with the way the old system worked and I don't like having to change the way I play cause others want to level quicker. There needs to be some way to opt out of Patrol XP. My suggestion would be to change the 'No XP' Option to stop granting Patrol XP as well.


 

Posted

After putting a few Day Job Badges on a few of my alts, I would like to say:

If the badge/temp power charge time stays at 21-30 days, then the temp powers need to stick around longer or be put on a per use quantification (instead of a timer) where applicable.

If changing the temp power durations is not an option, then the time needed to recharge it should be lowered.

I understand that it does recharge faster once you get the badge but it seems marginal but what I would propose is this.

Once you get the badge, not only is the recharge faster but the power's duration should be made longer as well. (Spend less time charging and more time playing - especially if you have more than one)

Once you get an Accolade, it's corresponding badge powers should recharge no matter where you log (at the standard rate of recharge; faster if you log off at either badge's log off points) and the power's duration upped just a tad more.

It's kind of like going to college:

Earning the badge is like going for your Bachelor's, you pick up a few things here and there and can do some things at basic ability but once you actually have that degree; you can do those same things better and faster and new knowledge/refreshing old knowledge in that field is more easily absorbed.

Going for an Accolade is like pushing for a dual Major. The second course of study is just as much of a pain as the first but being that they are intertwined, they reinforce each other and by the time you get your Dual Bachelor's degree; both courses of study are stronger for it and allows you to pull off not only each courses individual potentials but new potentials that having 2x the education can afford.

Revisiting coursework and updating what you know in this field at this point should not be in tedious... sure, it should still take a little effort but nowhere near the same effort it took you to get there in the first place.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

hate the focues accuracy tohit. it needs to goback to its original values. hate the limit on the salvage racks. everything else is groovy.


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

Posted

I have been having fun logging out in all of the weird places and moving my alts when they sit too long. My problem with Day Jobs is that the system is buggy and/or inconsistent.

When you log out in some areas you get the bonus but no badge (Tailor for me) and in others you get a badge but the bonus doesn't show up or is hard to find after you get the badge. I got the Police Chief accolade but no bonus or even an explanation of how to get it.

The Patrol badge is messed up on all of my characters. I am told I have the badge but then it doesn't show up until I log in again (if then).

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I HATE the Patrol XP. I'm sure others enjoy getting it and that's fine for them, but I don't want it at all and I have no way to opt out. There is a new 'No XP' choice, but I was happy with the way the old system worked and I don't like having to change the way I play cause others want to level quicker. There needs to be some way to opt out of Patrol XP. My suggestion would be to change the 'No XP' Option to stop granting Patrol XP as well.

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I would suggest a "No Bonus XP" below the "No XP" option. I want regular xp but the bonus Day Job xp bonuses make the lower levels of the game too hectic.


 

Posted

The XP and Influence bonuses seem to work intermittently sometimes. I haven't paid close enough attention to see if there's a breakdown of radio missions versus story arcs versus regular missions, but I have noticed it now and again. No idea if it's intended to work for some missions and not others.

Not a big deal. Those bonuses are nice, but I don't really desire them highly.

The badge indicator in the upper right-hand corner disappears and reappears. This, I assume, is a bug. I notice that on some characters it reappears when I go to a different Day Job location. Also not a big deal.

Overall I like the Day Jobs. Can't think of anything I'd change offhand, other than adding more down the line.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

Posted

I have problems from the invention crafting cost-reduction tokens for Marketeer+Shop Keeper. I have like 8 tokens. There is no explanation of how to use them in the info window or when crafting items (memorized).


 

Posted

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Positron once made a statement against players racing thru missions to only kill the boss at the end.
Many day job effects make me want to run thru missions to only kill the boss at the end because I feel the need to finish a mission while the buff power is still active.

A related problem is that I often log in and get no benefit whatsoever from some day job effects because I can't actually complete a mission within the timeframe. This is particularly noticable on lower level characters, but also seen often with characters who play better on teams.

These buffs should not be based on a timer. They should accumulate charges that fire when you complete a mission.

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I dunno if *charges* will fly but they could at least make it active until one mission completes before logoff


 

Posted

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...
Many day job effects make me want to run thru missions to only kill the boss at the end because I feel the need to finish a mission while the buff power is still active.
...
These buffs should not be based on a timer. They should accumulate charges that fire when you complete a mission.

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I dunno if *charges* will fly but they could at least make it active until one mission completes before logoff

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Perhaps an easy-to-code compromise:
Pause the timer on the Auto power while not in a mission.
(easy to code because the game knows if you're in a mission or not. the varying debt award is proof of that.)

Then you don't feel excessive travel time, load time, team-searching time, shopping time, etc, is draining away your potential power usage.


FWIW, applying that timer logic to Empowerment stations wouldn't be a bad idea, either.


 

Posted

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1. As others have stated the bonus timer is very frustrating and makes the day job rewards too difficult to get. I would much prefer a charge system where you get the bonus for a certain number of missions instead of a timer. As it stands, most people will never get any of the rewards unless you run to complete a mission as fast as possible after logging in.

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Having spent time with a few Day Jobs rewards, I definitely prefer the "charge" implementation over the "timer" implementation. For example, the Tailor discount coupons from the Tailor Day Job are great - they give the player a reward which they have complete control over when & how it's used.

The timer-oriented ones (particularly focusing on mission-completion) are hard to get use out of, unless you're specifically "rushing" missions to complete them.

Would it be possible to change the mission-completion rewards to function as more of a "For every Y minutes (to some maximum), you get a bonus for the next X missions you complete" instead?


 

Posted

I'm not even sure what the advantage is of holding back those rewards until a mission completion.
The free tailor sessions and crafting tokens simply award - no action needed.

Why not award recipes, insps, salvage, etc upon login if you have enough time accumulated?

oh, sure, you get them for "free"... but what else are you logging in to do if not running a mission at some point? Let's just take the mission completion part as a given - since it's the most fundamental achievement in the game - and stop requiring the obvious in order to get a day job effect.
Then you've removed the imbalance from 2 players of the exact same logout time getting differing amounts of those rewards if they run missions at different speeds.


 

Posted

Re: the SG base teleport accolade power.

I'd request changing it from time to charge per use. More often than not I end up buring all of my time before I have a chance to use it.


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Posted

I have the rapid response badge and I will log in after a few days offline and it will say somthing like 4 hours left on my teleport to base temporary power.

I will play for a little while like 20 or 30 minutes and look and the temporary power is gone. I have checked this a few times, and although I havent pinned down exactly when it goes, I think it might have somthing to do with entering another day job zone.

The other day it said I had 2 hoours and some minutes, I flew across the map to wentworths, put some things up for bid and checked it again and the power was gone, and no more then 10 minutes could have passed. I thought it might return if I moved out of the wentworths day job area, but it did not.

Is this how this is supposed to work? If so what does the timer mean?

I have had the power for over a week and never been able to use it.

I like the ideas some others have suggested of just giving charges.

Perhaps like 1 charge for every 24 hours offline, up to a max of 5 charges or somthing...


 

Posted

When you say you "look and the temporary power is gone", are you talking about the power icon on your display or the power itself? Day Job powers have their own section in the Powers window and you have to drag the power from the window to your tray.


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The Mentor Project

 

Posted

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When you say you "look and the temporary power is gone", are you talking about the power icon on your display or the power itself? Day Job powers have their own section in the Powers window and you have to drag the power from the window to your tray.

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I believe once the power expires (eg, Black Market Teleporter), it disappears from your Powers list. Which means you have to drag it back to your power tray every time. That's kind of annoying; can't it just "grey out" once you've earned it, but the charge is used up?

Also, I second the "direct reward" suggestion above. The only issue I can see with this is running out of room in your inventory (be it Inspirations, Enhancements, Salvage, or Recipes). If there's some kind of "overflow" space, this would be a great solution.

The problem I have with the timers, is that the Day Job system only gives you a chance at a bonus reward. As many have mentioned, often you've run out of time before you could take advantage of whatever benefit the Day Job was supposed to provide.


 

Posted

Second glance:

Change the end of mission rewards to per enemy awards and lower the bonus (for Inf, XP and Prestige)... so instead of getting a big 15-25% bonus to XP at the end of mish; you'd earn something like a bonus 5-10% per kill.

If this would make the proposed bonus be far beyond the scope of the current bonus, then I would also suggest reducing the earned timer to an hour.

Still would like to see some unique base items tied into the Day Job badges/accolades earned by it's members.

Would also suggest breaking the Accolades into two categories: Minor and Major; Minor including Accolades with no temp power and weaker temp power bonuses... Major for the big time Accolades with the major temp power bonuses.

Chest/Shield Emblems/Tattoos and/or emotes unlocked by earning Day Job (and/or other) Badges/Accolades.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Powers like the day job base teleporter do not grant enough time per 24hours when logged out. Seems its like a mere 5 mins or something every 24 hours.

I honestly think you should change it to uses unless its going to grant more time per day with a max of 2 days of ingame time usage or something. I get to use it maybe once before the time expires.


Friends don't let friends buy an ncsoft controlled project.

 

Posted

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The XP and Influence bonuses seem to work intermittently sometimes. I haven't paid close enough attention to see if there's a breakdown of radio missions versus story arcs versus regular missions, but I have noticed it now and again. No idea if it's intended to work for some missions and not others.

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This seems to be true of the day jobs that drop salvage as well. Got one for a radio, not for a story-arc (end-of-arc mission) even though I still had plenty of time left.

I've been told it is a "chance" only for a salvage drop but that seems pretty lame. Considering the limited time available it should be automatic.

Other than that I like the concept and some of my characters are working towards badges and accolades just so they can put the titles uner their names. I'd love to see it expanded.


 

Posted

The numbers on the Profiteer bonus are too weak.

A common IO recipe drop from the Chronologist badge is worth over 100,000 (just talking Vendor prices, never mind market value) and I can get multiples of drops from the same charge-up time it takes to score one Profiteer token. So Chronologist is "worth" 200k or more.
The Crafting Token, on the other hand, is worth at most 122k, assuming I have a need to craft a rare level 50 IO, which isn't too frequent.

Profiteer should be significantly better than the direct results of other day jobs since it takes a 42 day prerequisite.



How do you fix this? I'm not sure what's possible. A plain shift in frequency may at least make the numbers look more even, but that's still dependent on the desire to craft 50 rares to maximize the effect, which is ultimately rather limited. What can you do to make the drop more interesting than just an equivalent amount of Inf saved?

Can you make a Wildcard salvage? Similar to how Access Bypass works as a wildcard, can you make an untradeable piece of salvage that replaces any one piece of salvage in a recipe? That would save on crafting, and be significantly different than raw Inf comparisons to other day jobs.
or perhaps a better way to achieve that, require all the salvage to craft a recipe, but the token then generates a salvage rebate when you craft. ie: "Salvage Bonus when Crafting" instead of upon mission completion.

Not sure what else. But the bottom line is this, the effect is currently "Inf Bonus upon Crafting" and it's a bonus that's way smaller than the Inf or Recipe bonuses you can get upon mission completions. Something needs to be improved.


 

Posted

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The XP and Influence bonuses seem to work intermittently sometimes. I haven't paid close enough attention to see if there's a breakdown of radio missions versus story arcs versus regular missions, but I have noticed it now and again. No idea if it's intended to work for some missions and not others.

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This seems to be true of the day jobs that drop salvage as well. Got one for a radio, not for a story-arc (end-of-arc mission) even though I still had plenty of time left.

I've been told it is a "chance" only for a salvage drop but that seems pretty lame. Considering the limited time available it should be automatic.

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That would explain why some of my characters seem to get inundated with Enhancements while others get nothing at all.

I think the Day Jobs must still be buggy or something. The badge titles are nice, I guess.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

Posted

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The numbers on the Profiteer bonus are too weak.

A common IO recipe drop from the Chronologist badge is worth over 100,000 (just talking Vendor prices, never mind market value) and I can get multiples of drops from the same charge-up time it takes to score one Profiteer token. So Chronologist is "worth" 200k or more.
The Crafting Token, on the other hand, is worth at most 122k, assuming I have a need to craft a rare level 50 IO, which isn't too frequent.

Profiteer should be significantly better than the direct results of other day jobs since it takes a 42 day prerequisite.

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Yeah, I was "working towards" Profiteer as well, but when you compare the bonuses from Marketeer/Profiteer versus Chronologist/Time Lord...


@Mindshadow