MA changes I'd like to see.
1) I think this would be a bit tricky to handle since we also can have custom power selections. Also, the actual difficulty would depend on the whole mob group and how they interact, not necessarily a single mob.
2) Same here, a powerset selection for a single mob may provide a certain difficulty, but the combination of all mobs in a group may provide a different experience. Also, what may be difficult would also to some extent depend on the archetypes that are fighting.
I neither think it is possible nor desireable to find some combination that would be completely equal for everyone in terms of challenge vs reward. Too much effort involved for little gain.
3) In what way do you think the reward system is a failure?
1) Base the xp earned off a mob on its settings. Not just if it is a minion/lt/boss. If I'm fighting bosses set to extreme they should be worth more than one on easy.
2) Give some sets xp bonuses because they are difficult. Give people some reward for taking more risks with the powers they give foes. 3) The current ticket reward system is fail. Reward them like infamy for each defeat. |
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1) Base the xp earned off a mob on its settings. Not just if it is a minion/lt/boss. If I'm fighting bosses set to extreme they should be worth more than one on easy.
2) Give some sets xp bonuses because they are difficult. Give people some reward for taking more risks with the powers they give foes. 3) The current ticket reward system is fail. Reward them like infamy for each defeat. |
1) As mentioned, custom power selection makes this, as you put it, fail.
2) Know what would happen? If the bonus is good enough, people would make bosses and AVs with the sets that give the maximum xp possible....then they'd find the hero or villain set(s) that best makes that challenge....less (if not nonexistent). Know what we'd have then? Exactly what we have now (which isn't such a bad thing to me, but I don't tend to get worked up over things like this).
3) Well, we know this'll never happen. Wouldn't make sense for them to impose a per map cap and then go the exact opposite way and make it as 'Monty Haul' as the xp is. I would agree that I don't like the way things are now (1500 is too low as it just incentivizes folks to make farm ARCS instead of farm missions. No farmer worth a quarter can't do 4 consecutive missions). Take the same farm mission and duplicate it 3 more times. The cap is the only feasible way they have to limit the flow of tickets in the game (and as we've seen, it doesn't even do that since folks just quit the mission and "reset" when the cap is reached).
@Remianen / @Remianen Too
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1) As mentioned, custom power selection makes this, as you put it, fail.
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2) Know what would happen? If the bonus is good enough, people would make bosses and AVs with the sets that give the maximum xp possible....then they'd find the hero or villain set(s) that best makes that challenge....less (if not nonexistent). Know what we'd have then? Exactly what we have now (which isn't such a bad thing to me, but I don't tend to get worked up over things like this).
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I find posting this on the internet is better than writing it in a letter to Santa.
3) Well, we know this'll never happen. Wouldn't make sense for them to impose a per map cap and then go the exact opposite way and make it as 'Monty Haul' as the xp is. I would agree that I don't like the way things are now (1500 is too low as it just incentivizes folks to make farm ARCS instead of farm missions. No farmer worth a quarter can't do 4 consecutive missions). Take the same farm mission and duplicate it 3 more times. The cap is the only feasible way they have to limit the flow of tickets in the game (and as we've seen, it doesn't even do that since folks just quit the mission and "reset" when the cap is reached).
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And you don't reset the mission you have a glowie at the start that you click to end the mission when you get close to the cap. That way you don't have to reform the team
I do agree that the ticket system isn't ideal. The random nature of the ticket drops means you can get ripped off if the RNG isn't in your favor, especially if you're running legitimate missions and not farms. And if the RNG does end up going in your favor, you can easily reach the ticket cap on a lot of smaller maps, especially with the random boss spawns on some difficulty settings.
A flat rate for ticket drops would benefit people who don't farm, while it would probably have little effect on the farmers.
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1) Base the xp earned off a mob on its settings. Not just if it is a minion/lt/boss. If I'm fighting bosses set to extreme they should be worth more than one on easy.
2) Give some sets xp bonuses because they are difficult. Give people some reward for taking more risks with the powers they give foes.
3) The current ticket reward system is fail. Reward them like infamy for each defeat.