Positron - Changement des missions Commandos
Ca va faire mal pour ceux qui veulent faire la stf en mode sans echec
Mouais...ah....ok....+1....ZZZzzz....
Leet-Compliant
Level 50 => Elsynia, Elsyd, Omni-tek ghost, Barbarrior, Laaaaaaaapin, Poyo poyo, Technowarrior, Rominet, Epsilon One, Briareoss, Gros quick, Texas rongeur, Doc 666, Ponpon masque, ...
En gros, ça dit que la modif des spawns a été faite pour contrer un exploit: certains lançaient une tf à 8, et à chaque entrée de map, tous sauf 1 se déloggaient, et celui qui restait fufutait à travers toute la map pour que les mobs spawnent pour 1 joueur. Une fois tous les mobs spawnés, les autres se reloggait et torchaient la map en 2 temps 3 mouvements. Maintenant, les maps des tf ont une taille de spawn des mobs égale au minimum de joueurs requis pour lancer la tf. Donc même si on applique cette technique, on peut pas faire baisser la taille des groupes de mobs en-dessous de ça. Il précise qu'ils vont étudier le cas des tf et trials qui demandent 8 joueurs pour être lancées, car effectivement, ça peut poser des soucis dans le cas de leavers.
Semper Fraggis
@OrcoBello
CoH: Lady Lightning, Shinobi No Ryuji, Stonefaced Killer, Lady Commandements, Red Izded
CoV: Lady Leather, Lord D'Eath
faudra juste pas oublier de rajouter un code interargissant avec le groupe : celui qui fait la différence entre la non présence pour raison X ou Y d'un membre du groupe (genre déco) et le fait purement et simplement de QUITTER véritablement le groupe (en cliquant sur le bouton approprié)
+1 sur le papier, à voir lors de l'application et de la modification le cas échéant
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C'est bien de ça dont il s'agit: ils ne veulent pas changer le fait que tu puisses déco, puis reprendre sans encombre. Par contre, dans le cas où tu as des leavers (qui donc "quittent" la tf), tu peux facilement te retrouver dans la mouise, si le nombre de joueurs restant tombe en-dessous du quota requis. Ce problème se posera pas trop sur la plupart des tf, qui demandent 4 joueurs mini, mais sur celles qui en demandent 8, c'est autre chose...
Semper Fraggis
@OrcoBello
CoH: Lady Lightning, Shinobi No Ryuji, Stonefaced Killer, Lady Commandements, Red Izded
CoV: Lady Leather, Lord D'Eath
Traduction en français : http://fr.boards.cityofheroes.com//s...Number=1046402
FAQ - Support Client - PlayNC
Episode 13
Positron explique le pourquoi du coment des changement apportés dans la gestion de l'apparition des ennemis dans les Missions Commandos/D'assauts.
Le message est en anglais sur le forum US. Palladium, peut on espérer une traduction pour les anglophobes dans la section Devs du forum au moins ?
Le message ayant quand même un impact sur le jeu et contenant des choses intéréssantes.
[citation=Positron]
Ok, I have been watching the boards and a lot of people are confused as to why we changed the spawn behavior in Task/Strike Forces to work for a minimum team size.
CoH was never designed to have a "Raid" in the original game. However, we saw a desire for a group of friends to get together and do some hard, lengthy content for good rewards. This is how Task Forces were born. They are the "casual" raid, something you can plan with your buddies that you are going to do on a certain day and for a certain amount of time, but you didn't need 30 or 60 people to pull it off.
That said, TF's (and SF's) have grown into their own. They are no longer the casual raid, but are run by pick up groups and nearly every character wants to get them done during their career. Personally I have no problem with the difference between how they were designed and how they are actually being played.
Where the problem comes in is where players are using our spawning system to reduce the challenge to trivial levels. When you load a map it places spawns on the map appropriate to your team size. If you have a team of 8, you will get huge spawns, if you have a team of 1, you will get a couple minions and the occassional lieutenant. Some of the "back end" spawns may not be spawned as soon as the map is loaded, it's a proximity thing. As you move through the map more and more spawns are loaded. If you ever wondered what the "trigger" for a cut-scene was it was simply "that is when that spawn was created."
Now TFs and SFs were made for the casual group of friends. This means that the group could persist over several game sessions. To do this we made it so that when you logged off, or lost connection, you didn't drop out of the group. Coming back into the game you would find that your character was still on the TF. This way you could run a TF "every Friday night from 8 to 9" and if all the participants agreed, you could progress the TF a little bit every week.
Now when you combine the spawn size system with the "you don't drop from team on logout" system, you have a system that is ripe for abuse. Players can start a TF with a team of 8 (or whatever the minimum number is for that TF), and right before entering every map, have all but one player log off. This single player can then stealth through the map (or simply run through it as a superspeed or high damage mitigating AT), and, when all the spawns have triggered for a team size of 1, tell everyone else they can log in now.
Suddenly the team of (x) is blowing through the map and its tiny spawns, getting the badge and Task Force reward at the end! Is this fair to those players who play the TF without using this trick? Those that have paid in time and debt fighting through the larger size spawns? I didn't think so either.
So we went back to the drawing board. We didn't want to change how TFs worked intrinsicly, but we did want to have a challenge remain. So we looked at minimum team size to start. Since you needed that many players to "commit" to starting the TF in the first place this was an excellent point at which to set the Minimum Spawn Size in the TF maps. So if you ran a TF with a minimum team size of 5 and you had 8 players, you would find that, when all 8 players were on line, you would get 8 person spawns. When one dropped out, it would fall to 7, another would go to 6, but if the team size dropped below 5, it would still spawn as if 5 people were on the map.
Now that said there are probably some "8 person" TFs that do not need to be spawning for 8 people all the time. The Shadow Shard comes to mind, and those will get looked at in a reduction of how many players it takes to start (and therefore how small the spawns will be at a minimum).
I hope this better explains why the change was made.
[//citation]
Source
Gauss
Defenseur Mutant
FF/NRJ/Psy
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