More reward for tougher custom critters
No
http://www.fimfiction.net/story/36641/My-Little-Exalt
Okay, in that case, let me pose a second question.
Should custom MA critters give more xp/tickets if their difficulty is set higher? The idea seems to fit in well with the dev's idea of risk vs. reward. More powers to use means more risk to the player, so a larger reward seems logical.
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Okay, in that case, let me pose a second question.
Should custom MA critters give more xp/tickets if their difficulty is set higher? The idea seems to fit in well with the dev's idea of risk vs. reward. More powers to use means more risk to the player, so a larger reward seems logical.
[/ QUOTE ] But I think the Devs have made it quite clear that AE is not intended to be a place to earn rewards, but a place to tell stories.
I agree with Mateo. The critter difficulties were added because some people specifically want a more challenging game, not because of anything to do with risk:reward.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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Okay, in that case, let me pose a second question.
Should custom MA critters give more xp/tickets if their difficulty is set higher? The idea seems to fit in well with the dev's idea of risk vs. reward. More powers to use means more risk to the player, so a larger reward seems logical.
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No. If anything, the reward they give is already too great.
If the rewards were increased for higher difficulties, we would end up with /Fire Aura and /Dark Armor with capped fire or Negative resistance farming Fire Melee/Fire Blast or Dark Melee/Dark Blast extreme Bosses and laughing off the "added" challenge, even worse than what's already done.
While it would be nice to get rewards proportionate to the risk, it can't be done on any kind of automated system without opening up new exploits because of fringe cases.
@Roderick
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Okay, in that case, let me pose a second question.
Should custom MA critters give more xp/tickets if their difficulty is set higher? The idea seems to fit in well with the dev's idea of risk vs. reward. More powers to use means more risk to the player, so a larger reward seems logical.
[/ QUOTE ] But I think the Devs have made it quite clear that AE is not intended to be a place to earn rewards, but a place to tell stories.
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This.
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Okay, in that case, let me pose a second question.
Should custom MA critters give more xp/tickets if their difficulty is set higher? The idea seems to fit in well with the dev's idea of risk vs. reward. More powers to use means more risk to the player, so a larger reward seems logical.
[/ QUOTE ] But I think the Devs have made it quite clear that AE is not intended to be a place to earn rewards, but a place to tell stories.
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This.
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Maybe I missed the email, but I thought we had been told that MA was as "good a place as the rest of the game" to level a toon to 50? You know, not in six hours or anything but.
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Maybe I missed the email, but I thought we had been told that MA was as "good a place as the rest of the game" to level a toon to 50? You know, not in six hours or anything but.
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#1- Maybe you haven't been paying attention, but MA is a MUCH BETTER PLACE to level a toon 1-50 than anywhere else in the game.
#2 - People keep bringing up teh fact that the dev's said, in, like, one interview once, that MA would be an alternative to the regular content and you'd be able to go from 1-50 doing it. My question; "So what?"
It's obviously broken, unless the dev's meant to create legions of Kheldians who don't have a single veteran badge and who don't know what an SO is. Is it now legally binding that we have to be able to use MA to go from 1-50 FAST?
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Okay, in that case, let me pose a second question.
Should custom MA critters give more xp/tickets if their difficulty is set higher? The idea seems to fit in well with the dev's idea of risk vs. reward. More powers to use means more risk to the player, so a larger reward seems logical.
[/ QUOTE ] But I think the Devs have made it quite clear that AE is not intended to be a place to earn rewards, but a place to tell stories.
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This.
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Maybe I missed the email, but I thought we had been told that MA was as "good a place as the rest of the game" to level a toon to 50? You know, not in six hours or anything but.
[/ QUOTE ] You can certainly get to 50 with it. It doesn't mean you have to get there faster than normal content, nor does it mean the rewards will be based on risk. It's a place to tell your stories, and for people to enjoy your stories... (and eventually get to 50 along the way).
At least, that's how I see it.
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Okay, in that case, let me pose a second question.
Should custom MA critters give more xp/tickets if their difficulty is set higher? The idea seems to fit in well with the dev's idea of risk vs. reward. More powers to use means more risk to the player, so a larger reward seems logical.
[/ QUOTE ] But I think the Devs have made it quite clear that AE is not intended to be a place to earn rewards, but a place to tell stories.
[/ QUOTE ]This I disagree on. I think people are taking what the devs said out of context, if it wasnt meant for rewards then why give tickets at all or why give xp/inf at all? Its meant to be another alternative for content because the devs simply cant keep up with player demand.
Now let me ask you all this if custom critters with more powers dont give more reward then how about the inverse? Lets say you start to take away powers shouldnt the reward go down? Like if a person wanted an elite boss fight with multiple elite bosses couldnt the player just create one custom critter that has all support abilities and just his nuke to support the other harder elite bosses in the spawn (think pocket empath/thermal for the ebs)? I think players should be able to make those kinds of critters they just have to give said critter an xp/inf/ticket penalty. Make him worth 1/10 of what the others would give.
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Okay, in that case, let me pose a second question.
Should custom MA critters give more xp/tickets if their difficulty is set higher? The idea seems to fit in well with the dev's idea of risk vs. reward. More powers to use means more risk to the player, so a larger reward seems logical.
[/ QUOTE ] But I think the Devs have made it quite clear that AE is not intended to be a place to earn rewards, but a place to tell stories.
[/ QUOTE ]This I disagree on. I think people are taking what the devs said out of context, if it wasnt meant for rewards then why give tickets at all or why give xp/inf at all? Its meant to be another alternative for content because the devs simply cant keep up with player demand.
[/ QUOTE ] They give tickets and some rewards so you still have motivation to play and experience other player's stories, but it's not supposed to be a direct alternative to playing Dev created content, and as such, isn't treated with the same risk-vs-reward scaling.
Personally, I like encountering the more challenging foes once in a while because they are more of a challenge and more fun. I'm not concerned with the extra minutes I spend on the mission and not getting the extra few inf to compensate.
I do not see a problem with a player running from lvl 1-50 in a short space of time if that player is a guildie from another game and they are familiar with the basic roles of MMOs.
The idea that a player NEEDS a veteran badge to have a lvl 50 character is a bit elitist in my opinion and I judge players solely on their ability to play and not on how long that they have played. I have meet some utter utter noobs who have a year or more of experience in some MMOs and still don't know how to work as part of a team and probably never will, and I have also met some really cool new players who instinctively work well in a team and learn their role and do it well.
Experience is how well you have learned from your experiences and not just how many experiences you have had.
But back to the original topic, I use the AE as my own private danger room. And I can gain experience in dealing with certain kinds of foes I have a weakness against by repeatedly running a simulation populated by that foe type and learning how to cope with it. And I gain actual experience as a player while my character gains levels so that by the time I reach lvl 50 I will know my class inside out and actually be an asset to any group I join rather than be a noob who sat at the back of a group on a levelling farm to get to where they are and is as useful as flyscreens on a submarine when they hit lvl 50.
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I do not see a problem with a player running from lvl 1-50 in a short space of time if that player is a guildie from another game and they are familiar with the basic roles of MMOs.
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This would make more sense if we actually had those same roles. But we don't. It's a common point of argument on these forums and in-game whenever it's brought up, usually to the detriment of the person who makes the "I play X MMO, so I know I need Y, Z, and Q characters in order to play!" We just don't work that way here.
As to the topic of this thread, I'm probably in the same boat another poster made about how the MA probably gives "too much" reward for custom critters as it is, specifically in cases where you're able to stack the mobs in your favor. Unfortunately, there really isn't a way around that without limiting the options for everyone else.
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@Laxx
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But I think the Devs have made it quite clear that AE is not intended to be a place to earn rewards...
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This.
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False.
Anyone who believes this needs to go back and reread Positron's original post, and stop misquoting it.
"This Mission Architect primary purpose is for telling stories. We do not want people to spend days making a great story only to find it shuffled into a list of missions with titles like "Get your Rikti Monkey badge here".... "
"Re: Ticket System
This system is in place so that we can better control the non-XP, non-Inf. rewards that are handed out by the system. Since the Architect determines a lot of the details of the mission, this puts a great amount of control over drops into their hands. With tickets, we can set a threshold that is simply unsurpassable.
That said, we want the ticket system to mirror in quality and quantity of reward as compared to the bulk of the normal game as much as possible. The idea being that if you levelled a character from 1 to 50 exclusively in Mission Architect, you won't be gimped or OP as compared to a level 50 that never touched the system."
The rewards from AE missions are supposed to, at the very least, be equal to the "quality and quantity" of rewards from non-AE missions.
Also, Posi could use a grammar checker.
[Edit: ..as much as I do. ]
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I'd like to see a more complicated xp reward system for AE.
Instead of having the custom critters give the standard xp reward, they should give a reward that varies based on the powers that they have.
You should be able to create a custom critter that only buffs or debuffs, or has no melee or no ranged attack, but the xp given for defeating a mob should be tuned to that. Instead of the system in place for assigning powers, the writer should be able to assign powers on power by power basis. The more powers a mob has, the more xp it gives. Assigning the easy/medium/hard categories would give a baseline of xp, and the particular individual powers selected would be multipliers.
Like a Hard Boss would give (base boss xp+10%hard). No melee attacks on him? XP x .01=reward xp. No attacks at all?
XPx0.001=reward xp. (I think you should get a reward for a boss that has massive buff/debuff but no damage potential, just not an exploitable amount.)
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I agree with Mateo. The critter difficulties were added because some people specifically want a more challenging game, not because of anything to do with risk:reward.
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Actually, the difficulty settings were specifically added to allow authors to weaken critters, not strengthen them. Originally, critters had no difficulty settings at all, and were allowed to use *all* of the powers from both primary and secondary, with only small limits due to rank.
The case was made that this was too extreme, and the MA needed a way to reduce the power level of custom critters to some level between maximum and the level of most PvE critters. So first a single Standard/Hard/Extreme difficulty setting was added, then one per powerset, and now the Custom settings are being added in I15 to further improve the granularity of the options available.
But the impetus has generally been to reduce critters downward from Extreme. Not to increase critters upward from Standard.
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I agree with Mateo. The critter difficulties were added because some people specifically want a more challenging game, not because of anything to do with risk:reward.
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Actually, the difficulty settings were specifically added to allow authors to weaken critters, not strengthen them. Originally, critters had no difficulty settings at all, and were allowed to use *all* of the powers from both primary and secondary, with only small limits due to rank.
[/ QUOTE ]I meant compared to the non-MA game, not compared to early i14 beta.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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The rewards from AE missions are supposed to, at the very least, be equal to the "quality and quantity" of rewards from non-AE missions.
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We have been telling people this for at least the past week. The devs have the rewards covered they don't need any help in this area. I really think people need to get over their fixation to control what others get, its pathetic.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
My question is pretty simple. Do custom critters give more xp on higher difficulty levels? For example, does a custom minion with both primary and secondary set to extreme give more xp than a custom minion with both primary and secondary set to standard or hard?