Kill "X" Option in MA missions
I would like this, in an effort to simulate a street sweeping missions, among other things.
I like this suggestion too. I was looking to write an arc with a "street sweep" type of mission in the middle to find a clue without making it a kill all. /signed!
I'd love to have this option. Especially if you can key ambushes off it.
A Solo player might not defeat 100 enemies in the mission and, thusly, never complete the 'side objective' of beat 100. But for a powerful team of heroes 100 is a paltry number, and the ambush would spawn to make things a bit more difficult!
Assuming you can make it a non-required mission objective and key events to it...
-Rachel-
This would be a useful addition, yes.
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters
Sounds good. This is one of the things I was surprised that wasn't in the MA from the start.
It would be nice, but it makes farming tickets easier, so it won't be added.
... How does it make farming tickets easier, exaclty?
You've got a percentage chance of getting tickets off a minion. If you kill 50 minions and end the mish because that's all there was to it you get double the tickets you earned (even though that amount might be VERY small). If you run a giant ticket farm with a huge number of foes you'll be collecting tickets at the same speed with a 1500 ticket limit to it.
How does this make farming tickets easier?
-Rachel-
[ QUOTE ]
It would be nice, but it makes farming tickets easier, so it won't be added.
[/ QUOTE ]How does it make farming tickets "easier"? Nothing I read indicated it would also increase the number of mobs spawned.
[ QUOTE ]
How does this make farming tickets easier?
[/ QUOTE ]
How many bosses does it take to get 1500 tickets? I can use any map I want, set the number to be killed to x, where x is the optimal number, and as the person progressed to the next mission, x can be smaller because ticket drops increase as you move through the missions of an arc, and set x for each mission. It wouldn't take much time to find an optimal number for x. I think a team size of 3 or 4 is optimal for ticket drops.
And if this were added, I would totally make this mission arc.
[ QUOTE ]
[ QUOTE ]
It would be nice, but it makes farming tickets easier, so it won't be added.
[/ QUOTE ]How does it make farming tickets "easier"? Nothing I read indicated it would also increase the number of mobs spawned.
[/ QUOTE ]
Defendable objects already do that.
A friend of mine had a good idea for this, I told them to post it, but they may not have.
Their suggestion was changing "Kill All" to "Kill Most".
Making this 90% should clear up most of the issues that happen with that one lost mob or single enemy on a map.
[ QUOTE ]
A friend of mine had a good idea for this, I told them to post it, but they may not have.
Their suggestion was changing "Kill All" to "Kill Most".
Making this 90% should clear up most of the issues that happen with that one lost mob or single enemy on a map.
[/ QUOTE ]
While this would make it more dynamic, it may be to cumbersome to implement. I would be fine with either idea though.
[ QUOTE ]
[ QUOTE ]
How does this make farming tickets easier?
[/ QUOTE ]
How many bosses does it take to get 1500 tickets? I can use any map I want, set the number to be killed to x, where x is the optimal number, and as the person progressed to the next mission, x can be smaller because ticket drops increase as you move through the missions of an arc, and set x for each mission. It wouldn't take much time to find an optimal number for x. I think a team size of 3 or 4 is optimal for ticket drops.
And if this were added, I would totally make this mission arc.
[/ QUOTE ]
Um... That's stupid.
A Person can already min-max the number of farmable bosses on a map by picking the size of the map, which puts a finite limit on how many people are there, ensuring that you get 1500 tickets on the map each time you ran it.
So yeah. It could be abused. But it wouldn't be any more abusable than changing the map size. Meanwhile it can also be used to create new ambush timing, with the enemy calling in a certain number of reinforcements when you've taken out X Baddies.
-Rachel-
[ QUOTE ]
[ QUOTE ]
How does this make farming tickets easier?
[/ QUOTE ]
How many bosses does it take to get 1500 tickets? I can use any map I want, set the number to be killed to x, where x is the optimal number, and as the person progressed to the next mission, x can be smaller because ticket drops increase as you move through the missions of an arc, and set x for each mission. It wouldn't take much time to find an optimal number for x. I think a team size of 3 or 4 is optimal for ticket drops.
And if this were added, I would totally make this mission arc.
[/ QUOTE ]Okay, maybe I'm having a really stupid moment here (and I am NOT ruling that out ). But what difference does it make whether the objective is "Kill all", "Kill X", "click the glowie", or "Run in circles, scream and shout"? How does the objective make the ticket potential of the mission any different?
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
How does this make farming tickets easier?
[/ QUOTE ]
How many bosses does it take to get 1500 tickets? I can use any map I want, set the number to be killed to x, where x is the optimal number, and as the person progressed to the next mission, x can be smaller because ticket drops increase as you move through the missions of an arc, and set x for each mission. It wouldn't take much time to find an optimal number for x. I think a team size of 3 or 4 is optimal for ticket drops.
And if this were added, I would totally make this mission arc.
[/ QUOTE ]Okay, maybe I'm having a really stupid moment here (and I am NOT ruling that out ). But what difference does it make whether the objective is "Kill all", "Kill X", "click the glowie", or "Run in circles, scream and shout"? How does the objective make the ticket potential of the mission any different?
[/ QUOTE ]
Ease of creating it. Currently a person has to find the optimal map for the first mission based on what they put on the map, whether it's a custom group of bosses, lts, or a premade group. Then they need to insert a glowie so they can click it to end the mission when they reach around 900 tickets from mob gains. Sure they could use any large size map for the process, but that's not optimal cause then they have to go look for the glowie. I personally won't put the effort into doing that. While I like farming and I like rewards, I don't like guess work to figure out what the optimal maps for a particular group is. If they put it in front of me, I'll do it. Otherwise I won't waste my time (regardless of what many think, I am not a hardcore farmer.) Making a defeat x enemies is putting it in front of me. I can use any size map I want, make the mobs all bosses, and all I need to do is watch my ticket gains once. When I've killed enough enemies to make 900 tickets, I'll set x equal to that amount. Size of map no longer matters and takes out all the guess work and the need to insert glowies to end the mission.
Again, I have no problem with having this added, just be aware it will be highly abused. All farm missions will have it as it's main (and probably only) objective.
It still seems like it would be subject to map size. Certain maps simply wouldn't allow X number of enemies to be spawned for the risk of crashing something and then (as mentioned) abusability.
[ QUOTE ]
It still seems like it would be subject to map size. Certain maps simply wouldn't allow X number of enemies to be spawned for the risk of crashing something and then (as mentioned) abusability.
[/ QUOTE ]
I'm not sure what you mean by crashing something. Just pick the largest map, and set X to the optimal level of defeats. No need to clear the entire map, just until X is accomplished.
Okay, now I see. It's not that the "Kill X" spawns more enemies or anything, it's that, once you've done the initial work, you don't have to watch your tickets or your kills to know when you've gotten enough tickets to cap the mission, nor do you have to go to wherever the glowie is to end the mission.
Thanks for being patient with me.
[ QUOTE ]
Ease of creating it. Currently a person has to find the optimal map for the first mission based on what they put on the map, whether it's a custom group of bosses, lts, or a premade group. Then they need to insert a glowie so they can click it to end the mission when they reach around 900 tickets from mob gains. Sure they could use any large size map for the process, but that's not optimal cause then they have to go look for the glowie. I personally won't put the effort into doing that. While I like farming and I like rewards, I don't like guess work to figure out what the optimal maps for a particular group is. If they put it in front of me, I'll do it. Otherwise I won't waste my time (regardless of what many think, I am not a hardcore farmer.) Making a defeat x enemies is putting it in front of me. I can use any size map I want, make the mobs all bosses, and all I need to do is watch my ticket gains once. When I've killed enough enemies to make 900 tickets, I'll set x equal to that amount. Size of map no longer matters and takes out all the guess work and the need to insert glowies to end the mission.
[/ QUOTE ]
Make the max possible "Kill X" value 50, 75, whatever. Problem solved. The scheme outlined would probably only work if X was set to some very large value, probably well over 200.
Edit: I could see where a player could continue killing mobs after the exit buttton has appeared until he has met his "quota" for that map. But still there are large maps where you know where a glowie or boss spawn will appear 90% of the time, so I don't think it's really that much of an issue.
The devs could always add logic to make tickets stop dropping after the mission objectives have been met, if they do think it's an issue.
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
[ QUOTE ]
[ QUOTE ]
Ease of creating it. Currently a person has to find the optimal map for the first mission based on what they put on the map, whether it's a custom group of bosses, lts, or a premade group. Then they need to insert a glowie so they can click it to end the mission when they reach around 900 tickets from mob gains. Sure they could use any large size map for the process, but that's not optimal cause then they have to go look for the glowie. I personally won't put the effort into doing that. While I like farming and I like rewards, I don't like guess work to figure out what the optimal maps for a particular group is. If they put it in front of me, I'll do it. Otherwise I won't waste my time (regardless of what many think, I am not a hardcore farmer.) Making a defeat x enemies is putting it in front of me. I can use any size map I want, make the mobs all bosses, and all I need to do is watch my ticket gains once. When I've killed enough enemies to make 900 tickets, I'll set x equal to that amount. Size of map no longer matters and takes out all the guess work and the need to insert glowies to end the mission.
[/ QUOTE ]
Make the max possible "Kill X" value 50, 75, whatever. Problem solved. The scheme outlined would probably only work if X was set to some very large value, probably well over 200.
Edit: I could see where a player could continue killing mobs after the exit buttton has appeared until he has met his "quota" for that map. But still there are large maps where you know where a glowie or boss spawn will appear 90% of the time, so I don't think it's really that much of an issue.
The devs could always add logic to make tickets stop dropping after the mission objectives have been met, if they do think it's an issue.
[/ QUOTE ]
That may work ... I'll have to run an all boss map and see how many spawns it takes to max at 1500 ticklets in a mission.
You should -probably- run 30-40 of them, Folonius. Just to make sure you've got a good sampling to average it up on.
-Rachel-
Ok, that sounds worthwhile. Sign me up!
I've just recenty completed an arc where it would have been nice to have a "Kill 50" required objective. As it is now, you can only select "Kill All", which tends to get people annoyed.
Suggestion:
- Add a new kill X objective type. The number to be killed is settable via a drop down box ( i.e. 10, 20, 30, 40, 50 )
Note: This number would require edits to ensure it is valid for the selected map (on heroic for a solo player). For example, a small map may not spawn 50 mobs.
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )