Arena=No Mo' Drops[Bug =D ]
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# Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
# Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
# Also lowering the rep timer from 10 minutes to 5 minutes.
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Drastic cut back on the rate of dual box farming.
I would expect this to go live fairly fast, maybe even tomorrow to keep the decks clear, its all bug fixes.
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Maybe I'm reading it wrong but it looks like they're DOUBLING the effective drop rate by dropping the timer from 10 to 5 minutes. That's great news, since it's gonna take a while for the market to get down to equilibrium price and there are still relatively few pvp farmers.
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# Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
# Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
# Also lowering the rep timer from 10 minutes to 5 minutes.
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Drastic cut back on the rate of dual box farming.
I would expect this to go live fairly fast, maybe even tomorrow to keep the decks clear, its all bug fixes.
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Maybe I'm reading it wrong but it looks like they're DOUBLING the effective drop rate by dropping the timer from 10 to 5 minutes. That's great news, since it's gonna take a while for the market to get down to equilibrium price and there are still relatively few pvp farmers.
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OK I get it now, you only get rep once every 5 minutes if you kill before then the timer gets reset. this means only 6 kills per arena match can generate PVP IOs in a 1vs1
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# Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
# Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
# Also lowering the rep timer from 10 minutes to 5 minutes.
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OK I get it now, you only get rep once every 5 minutes if you kill before then the timer gets reset. this means only 6 kills per arena match can generate PVP IOs in a 1vs1
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I guess I'm not familiar with this rep-validation timer then. From what you say, I get the impression that continuously killing someone in the arena will result in only 1 chance for a drop since all the other kills reset some timer? Further, if you wait 5 mins between kills (let's say 5 mins and 10 seconds to be safe) you only get 5 kills per arena match that can potentially drop an IO? And the drop rate is in the neighborhood of 1 in 75-100 according to my testing...this would mean that PvP IO's get even rarer than they already are. This seems counter-intuitive to me.
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# Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
# Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
# Also lowering the rep timer from 10 minutes to 5 minutes.
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OK I get it now, you only get rep once every 5 minutes if you kill before then the timer gets reset. this means only 6 kills per arena match can generate PVP IOs in a 1vs1
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I guess I'm not familiar with this rep-validation timer then. From what you say, I get the impression that continuously killing someone in the arena will result in only 1 chance for a drop since all the other kills reset some timer? Further, if you wait 5 mins between kills (let's say 5 mins and 10 seconds to be safe) you only get 5 kills per arena match that can potentially drop an IO? And the drop rate is in the neighborhood of 1 in 75-100 according to my testing...this would mean that PvP IO's get even rarer than they already are. This seems counter-intuitive to me.
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makes sense to me. you kill people in zone then you kill another person etc.. the timer will rarely kick in. in arena farming you're screwed. Elegant
Rep is mostly for zones. You get a number assigned to you when you defeat a player or your team defeats a player. Previously, you could only get rep from defeating the same player once every 10 minutes...this has been changed to every 5 minutes apparently.
So in this case, if you got a rep point in Arena off a kill, you get a chance for a PvP drop. Looks like you want to be triple or quad boxing your farm target, since rep get split among your team...
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
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makes sense to me. you kill people in zone then you kill another person etc.. the timer will rarely kick in. in arena farming you're screwed. Elegant
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An elegant way to prevent arena farming, true, but counter-productive IMO. Sure, zone drop rates will increase slightly (I think 5-10 minutes is a VERY long time for that, especially ifi t resets on another death!) but arena drops go down to almost nothing. The net will be a decrease in the pvp recipe drop.
Something tickled my brain here for a sec tho. Are you sure the timer resets if they're killed again before it's up? I read something in this very thread about a guy farming in the pvp zones using wakies and getting a ton more kills per hour. Oh wait, I guess the pvp io drops weren't tied to rep-valid kills at all before?
I think about an hour's testing in the arena should clarify this one way or the other. Anyone with access to the test server wanna take one for the team?
Will also kill off/reduce the Target shooting at the villain entrance to BB, where the targets just pop a rez pez from the contact.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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makes sense to me. you kill people in zone then you kill another person etc.. the timer will rarely kick in. in arena farming you're screwed. Elegant
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Unless I'm misunderstanding the system, rep is strictly time-based. I can kill character A at minute 0 and get rep, and kill them again any number of times between then. My first kill after minute 10 (minute 5 after this patch goes live) should give me rep again. I don't believe the rep timer resets after each kill of the same person - if it does, that's probably bad news bears for arena matches in general, not just farmers.
This'll probably do to PvP IO prices what the Mission Architect did to purple prices - don't be surprised if a few months down the road we're saying "man, I can't believe I only paid 500 million for that Panacea proc." Some of you may not believe that, but look at current PvP IO prices (or, more accurately, prices just before I15 hit) - those prices, as high as they seem, will skyrocket due to the combination of what essentially amounts to decreased drop rates, and a higher demand from people who want PvP IOs and got what they wanted (or were able to sell their drops to buy what they wanted) through arena farms.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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makes sense to me. you kill people in zone then you kill another person etc.. the timer will rarely kick in. in arena farming you're screwed. Elegant
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Unless I'm misunderstanding the system, rep is strictly time-based. I can kill character A at minute 0 and get rep, and kill them again any number of times between then. My first kill after minute 10 (minute 5 after this patch goes live) should give me rep again. I don't believe the rep timer resets after each kill of the same person - if it does, that's probably bad news bears for arena matches in general, not just farmers.
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Unless it has changed it does reset the timer with every kill.
Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.
Im still confused exactly how the "rep-timer" works. I saw it mentioned that the timer resets if you kill someone again within 5 minutes. But others say it does not ?
Also how does this affect a team ? If teammate A defeats Opponent A, then teammate B defeats Opponent A, what happens then ?
Sorry for my confusion I just never realized there was a "rep-timer" system in place to begin with, much less what its going to mean in arena.
Thanks !
I lurk a lot
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Im still confused exactly how the "rep-timer" works. I saw it mentioned that the timer resets if you kill someone again within 5 minutes. But others say it does not ?
Also how does this affect a team ? If teammate A defeats Opponent A, then teammate B defeats Opponent A, what happens then ?
Sorry for my confusion I just never realized there was a "rep-timer" system in place to begin with, much less what its going to mean in arena.
Thanks !
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Lots of us are confused. We'll find out shortly after it goes live. For now, I'm just glad they're going back in the game. I'll figure out how to get rich off it later. :-D
Player A gets attacked by Player B. Player C comes by and killes Player A. Then he goes and kills Player B. Player C gets rep for both kills. Player A and B continue their fight and finish. The winner gets 0 rep if they don't wait 5 min. Now you have a greater incentive to attack people in duals and killsteal.
You also end up lowering the supply of PvP recipies with the same demand so that means the prices would increase even more. Way to go devs. Makes me wonder if they even think before they act.
glad I was too lazy to respec out the Goat's PvP sets, now I can REALLY cash in once they kill arena farming.
Will there even *be* any pvp IOs on the market, or will they be like the "good stuff" red side used to be, hoarded in bases and traded between friends?
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I just pulled all mine from both hero and villain markets until we get some clarification on how the new system works
13 from heroside
9 from villside
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Way to go devs. Makes me wonder if they even think before they act.
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While I may not agree with their perspective, I'm not sure why you'd assume that the devs would conclude this was a bad idea if they thought about it.
They probably want stuff like this to be super rare to extend the carrot stick. Super rare = super expensive. I'd be shocked if the devs saw "outrageous" prices on certain stuff and took it as a sign of something they should fix.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Unless the prices are SOOO pie in the sky that players just give up on them and stop playing PVP (and possibly the game)...
I just love how this "bug" was suddenly fixed.
LOLDEVS
They are great at making farmers out of casual players
"If a system can be exploited, it will be exploited. And if a developer thinks their system cannot be exploited, it'll be exploited like a new actress in her first porn movie." Sanya Weather MMORPG Examiner
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Unless the prices are SOOO pie in the sky that players just give up on them and stop playing PVP (and possibly the game)...
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a) If you're giving up on PvP because you can't buy POs, you're doing it wrong.
b) If you're giving up on the game because you can't get POs, you probably really didn't want to be here very much anyway. I get pursuing the shiny as a motivation to stick around as much as anyone, but I mean, really now, it's not like there are no other shinies to get.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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Unless the prices are SOOO pie in the sky that players just give up on them and stop playing PVP (and possibly the game)...
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a) If you're giving up on PvP because you can't buy POs, you're doing it wrong.
b) If you're giving up on the game because you can't get POs, you probably really didn't want to be here very much anyway. I get pursuing the shiny as a motivation to stick around as much as anyone, but I mean, really now, it's not like there are no other shinies to get.
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And the loss of those players means less money for the game as well as fewer people in the PvP zones. Neither of those things are good for the future of the game.
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Im still confused exactly how the "rep-timer" works. I saw it mentioned that the timer resets if you kill someone again within 5 minutes. But others say it does not ?
Also how does this affect a team ? If teammate A defeats Opponent A, then teammate B defeats Opponent A, what happens then ?
Sorry for my confusion I just never realized there was a "rep-timer" system in place to begin with, much less what its going to mean in arena.
Thanks !
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First kill, potential drop. 2nd kill in 5 min. No chance for drop. Now opponent manages to make a comeback 4 min later and kill both members of the team.... no chance for a drop for him either and the timer resets to 5 min. Great system huh.
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And the loss of those players means less money for the game as well as fewer people in the PvP zones. Neither of those things are good for the future of the game.
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The point was that the band of people that POs having a significantly higher drop rate would actually keep is going to be so small, I just can't see it being a meaningful argument to use against this change.
I mean, seriously, we're talking about the subset of PvE players who would arena farm POs for money or PvP players who were only attracted to play PvP in order to get POs. Then we filter just the subset of those two groups who will be so upset over this that they would leave the game if they didn't have ready access to POs.
I mean, come on, really? Does anyone really think that's compelling?
I'm not especially for or against this change, but if you're against it, you really need a better platform.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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They probably want stuff like this to be super rare to extend the carrot stick. Super rare = super expensive. I'd be shocked if the devs saw "outrageous" prices on certain stuff and took it as a sign of something they should fix.
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merits and tickets considerably undermine this logic.
whatever other gameplay goals they serve, they absolutely were designed as an end-around the market and it's "ridiculous" valuations of certain goods.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
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They probably want stuff like this to be super rare to extend the carrot stick. Super rare = super expensive. I'd be shocked if the devs saw "outrageous" prices on certain stuff and took it as a sign of something they should fix.
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merits and tickets considerably undermine this logic.
whatever other gameplay goals they serve, they absolutely were designed as an end-around the market and it's "ridiculous" valuations of certain goods.
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No. Merits and tickets don't undermine that logic.
"Stuff like this" refers to PvP IOs and I assume purple IOs and perhaps Hamidon IOs. They are not obtainable with Merits nor tickets. There is specifically no "end around the market" for "stuff like this". If anything, merits and tickets SUPPORT that logic.
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And the loss of those players means less money for the game as well as fewer people in the PvP zones. Neither of those things are good for the future of the game.
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The point was that the band of people that POs having a significantly higher drop rate would actually keep is going to be so small, I just can't see it being a meaningful argument to use against this change.
I mean, seriously, we're talking about the subset of PvE players who would arena farm POs for money or PvP players who were only attracted to play PvP in order to get POs. Then we filter just the subset of those two groups who will be so upset over this that they would leave the game if they didn't have ready access to POs.
I mean, come on, really? Does anyone really think that's compelling?
I'm not especially for or against this change, but if you're against it, you really need a better platform.
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So certain customers are expendable?
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# Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
# Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
# Also lowering the rep timer from 10 minutes to 5 minutes.
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Drastic cut back on the rate of dual box farming.
I would expect this to go live fairly fast, maybe even tomorrow to keep the decks clear, its all bug fixes.
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Maybe I'm dumb but I don't see what that fixes.
now we can get drops every 5 minutes?