Merit Reward Calculation Needs Changing
I dislike punishing fast runs, as it does take a lot of skill to do these runs.
That said, I wouldn't mind rewarding runs that kill extra enemies, so long as it doesn't involve punishing the fast runs.
Something I would love to see is higher merits for higher difficulty settings.
I dislike punishing fast runs, as it does take a lot of skill to do these runs.
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Perhaps the reward could be reduced for fast runs, but if you manage the fastest run ever on that server you get double the standard merits.
Kahlan I like you idea of increased merits for higher difficulty settings. It never really made sense why it doesn't work like this..... Risk=Reward? To me higher difficulty should mean slight increase in rewards.
Or maybe, check in the datamining if it's the same people running the TFs quick, before throwing it into the average for merit datamining?
Take the ITF for example. I've heard alot of people say they've done a 30min ITF.
I can even see it as possible.
Me? My fastest is 1:03 with my longest being 9hours+, with my average time falling in between 90mins I would think.
Which come to think of it, make an alt, make a team, start the ITF, and have everyone plan to come back a week later to finish it, so it really racks up time on the TF
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I await the traditional, Ive already suggested this and the traditional Youre talking rubbish, theres no problem replies with baited breath. |
Care to prove to me that there hasn't been a single KHTF or Eden ran since their merit changes? I know I have ran them so I know for a fact that is not true they are not being ran.
People will run what they want.
Additionally, the OP fails to capture a couple of things:
1) players figure it out. After the umpteenth run of these TFs, players know what to do and what to kill. Has Rommie suddenly changed locations in the ITF? How about those heroes in the final mission of the LRSF? It's not like players have to search endlessly for the objectives on each run. Good playing skills should never be penalized.
2) players do what is optimal. No matter the changes the OP wants, players will figure the merit to time ratio that is optimal for them. In the OP, it is even indicated that if something like a timer was point put in, players will just go afk until the right moment and complete the task for the right merit reward. As mentioned, players still run KHTF, just not as much because it is not optimal for the merits. It is more optimal to run a high level (50) TF that gives merits and chance for drop for purple recipes.
As for the other items in the OP, just what are those other mobs for? For example, the STF (spoilers for those that never did it). Lots of mobs in that TF.
Mission 1 - clear pipes and an AV. I have been on teams that clear only pipes avoiding mobs and then taking the AV and exiting. Why should we be punished for not clearing all those other mobs? Did we not meet the objectives?
Mission 2 - Defeat AVs and find exit. There are mobs in the hallway, on the way outside. Should they should be included? Why? What are they to the content or the objectives? The cutscene even spells out exactly what you need to do to complete the mission. In short, a small amount of mobs cleared.
Mission 3 - Get the Thorn Tree Nexus. If we choose to stealth/TP down and clear only the vines, ignoring the CoT in the room. The only mob killed is the AV - 1 mob! Again, did we not do what was required?
Mission 4 - What happens if the 1st chief has the key? Is the OP actually suggesting we have to go and clear the other mobs and other chiefs?
Mission 5 - I have been on teams that ignore the mobs on the ramps and just pull all 4 patrons and finish from there. Again, what purpose are those other mobs to the objectives or content of the game? Do we not complete the objectives put in by the devs?
In the end, some of the teams I have been on avoided a vast majority of the mobs. What's the problem?
If we could defeat one set of mobs (like the security chief and his minions), is the OP actually suggesting the next set of mobs is going to be any more difficult -the second security chief? Or the third? Or fourth?
And using difficulty to increase merits wouldn't be great. We could have easily ran the same missions at diff 5 vs. diff 1 (would like to see new system now) and avoided the same mobs all over again, especially since the patrons and LR are hardcoded for their level. And if people want to optimize their merits, then players will want to optimize their teams for maximum kill speed.
Fastest MoSTF run I had done is 43 minutes. That is no temps and no one dies, as you know. I was on a team of experienced players. What did we do that was so wrong except knowing how to play?
Bottomline: The devs are watching the game. They make merit changes up and down where needed. Players will shift to what is optimal for their style of play.
I don't like that much. I'd rather increase for when people kill lots of stuff. Makes the most sense to me.
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Each challenge setting (or possibly each combination of challenge settings) would have a certain value dependant on which TF you'r running. Zero Deaths challenge on the STF might be worth 10 merits, but on the Citadel TF it might only be worth 3.
If you succeed at your challenge settings, you get bonus merits. If you fail challenges, you get fewer merits. Some players might get really pissed at you for dying in the last mission when you're trying for Zero Deaths, but it's a risk they take with that challenge.
One remaining problem is that some challenge settings are impossible to fail (ex: No Temp Powers, you're simply prevented from using them). In that case, I'd recommend that unfailable challenges aren't worth anything on their own, but can amplify the value of other selected challenges.
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Each challenge setting (or possibly each combination of challenge settings) would have a certain value dependant on which TF you'r running. Zero Deaths challenge on the STF might be worth 10 merits, but on the Citadel TF it might only be worth 3. If you succeed at your challenge settings, you get bonus merits. If you fail challenges, you get fewer merits. Some players might get really pissed at you for dying in the last mission when you're trying for Zero Deaths, but it's a risk they take with that challenge. |
A team will want the best chance on settings that give the most merits. Let's say one spot left on an STF for a tank and one of the settings is no deaths for more merits, and there is me with my ice/ tank or another player with a stone/ tank. Just who do you think they will take? Players would get left out because teams will want to be "perfect" for their merits. As it stands now, I could join up if I said I had a tank, no questions asked.
The other concern is how to balance the reward. High DPS/debuff teams steamroll. So what if they get a few less merits, they can just run another TF (say ITF/LGTF) together in the time it takes another team to just run one. I have experienced these speed runs on TFs. It could be done.
Again, players will optimize their reward to time ratio, even with difficulty settings. They will know the right mix of ATs and settings since the maps/objectives do not change.
I don't really like the idea of punishing a team for being skilled. So I am not in favor of penalising those who do well.
Bottomline: The devs are watching the game. They make merit changes up and down where needed. Players will shift to what is optimal for their style of play.
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And the devs don't worry too much about that efficiency unless/until it becomes too widespread. If a well run UberTeam can hammer out some TF in 20 minutes and earn its members a ridiculous Merit Per Minute average, great. But if nearly everyone who runs it is able to do the same thing, then watch out for the nerf hammer.
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I agree with the OP that granting merits solely based on finishing time has some problems. I tried to do a tf more slowly because it was my first time. Nearly everyone quitted or not willing to join because it was not a speed tf.
#1 – Reduced Reward if done too quick |
#2 - % of enemies cleared method |
#3 – Merits based on XP value of Mobs Defeated |
I suggest to use the current scheme (which is based on the average time from data mining) and then add #3 on top of it, or some sort of combination of the two schemes. In this way, if people have a real life, they can choose to do tfs quickly and still get decent rewards. And for people who like to kill more for fun, they are also rewarded for the effort without accused of being inefficient.
About the only thing I'd get behind is giving more rewards for more enemies defeated. Everything else has the potential of making things really horrible. Punishing people for doing it faster is not a good idea, and giving vastly higher rewards for higher difficulty settings would simply ensure I never get to do a TF again. My characters plain SUCK at high difficulty settings, and I just know every TF team will want the maximum rewards. Kind of like how people keep thinking Invincible is the only difficulty setting for missions.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Everyone here is upset about it because they all feel that they are punished for being too good.
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Working out how to do a TF fast does take skill and organization, and I applaud the people who can do it.
The merit reward system, as it is, promotes doing those fast runs. It also in the long run penalizes everyone for those fast runs, by reducing the merits being given as a reward because the system is based on average time.
My opinion is still that this is a bad way of doing things. While my suggestion might be rubbish (as my bad rep puts it), they are an attempt to promote other styles of play and to expand the game.
Minor Nit pick.
Its not based on average (mean) time, it is based on the median time.
A few very fast (or very slow) runs are outliers and dont affect the median as much as they would with the average time.
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The merit reward system, as it is, promotes doing those fast runs. It also in the long run penalizes everyone for those fast runs, by reducing the merits being given as a reward because the system is based on average time |
People clearly did fast runs before merits were introduced.
Who would run a Dr Q TF when they could run another TF that was vastly shorter and more interesting and get the same reward?
And look at Dr Q's now. I see on the global channels people doing around 3.5 hours. People have gotten smarter and more efficient (I like it!) to maximize their merit returns for time invested.
People would just do the same again with setting the conditions to get the best merits for the least effort put in, and players could get left out because they don't have the right builds (to survive difficulty conditions) or the amount of time to play (to clear all mobs each mission).
People would just do the same again with setting the conditions to get the best merits for the least effort put in, and players could get left out because they don't have the right builds (to survive difficulty conditions) or the amount of time to play (to clear all mobs each mission).
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The old system (TF reward) promoted fast play and so does the current (merit) system. The only thing thats changed is that in the long run the current system will reduce the rewards for the TFs as people get faster and faster average completion times and that seem like a shame.
Minor Nit pick.
Its not based on average (mean) time, it is based on the median time. A few very fast (or very slow) runs are outliers and dont affect the median as much as they would with the average time. |
Looking at the i#16 notes I see they've upped the Merits from 40% to 60% and that many many things have had their Merits increase because of the change, BUT The LGTF and ITF (Times Arrow) have both gone down. see HERE
So I suspect theres a few more fast runs that slow ones going on.
Doesn't this already happen with the current Merit System? If you're the wrong build can you get on a speed team? |
My comment on builds is that within ATs, there is usually a spectrum of powerset for performance (like stone tank in granite for example) and, in my experience, min/max'ers would gravitate to ATs/powerset to give the best chance for earning merits.
The old system (TF reward) promoted fast play and so does the current (merit) system. The only thing thats changed is that in the long run the current system will reduce the rewards for the TFs as people get faster and faster average completion times and that seem like a shame. |
Let me ask again about the mobs in the hallway of the second mission of the STF. I have done the STF many, many times. I have yet to see once any team ever clear those mobs. Every time people just run by and get outside to the first AV. Just what purpose would be in clearing them? What do they add to content if you have run the STF dozens of times?
For the present scheme of merit reward, players can get quick reward for knowing a tf very well (what and where the mission objectives are), player's ability to stealth and team tp (not really required but it helps), and the know-how to beat the final AVs which can be tricky sometimes (certain power sets can speed things up here, so this also involves forming a good team). The scheme is more like doing the minimum that a taskforce requires, and skips all the irrelevant things.
The OP made 3 plausible fixes:
#1 Reduced Reward if done too quick #2 - % of enemies cleared method #3 Merits based on XP value of Mobs Defeated |
Therefore, I don't think it's fair to say that the suggestions (#2 and #3) are to penalize people speeding tf. It simply encourages people to speed tf differently. I think the current scheme and the suggestions have their own advantages and disadvantages. I don't think it is necessary to replace the current system entirely by #2 or #3, the suggestions can be on top of the current system. So, I don't think people need to be upset about the suggestions, unless they want the only way to earn good rewards is to skip everything except the mission objectives, and don't allow any other ways to earn the rewards.
I think it is a good idea to add in new/increased rewards if a TF is done in a different way.
I think the best way to do this is by using the challenge settings already available. Maybe not use the gable method someone quoted above but having smaller bonuses to Merits if you complete the TF within X, or do it without temp powers. The more difficult the settings (e.g. no inspirations or perma debuff on the character) grant more and they stack the more challenges you set yourself.
I think the bonus for X mobs defeated is good but my only concern is that it slightly goes against toons that are designed for stealth. Its only a small thing but its something to think about and only came to my mind because I have a couple of toons really designed to stealth (Mind/TA and Ill/FF trollers). Maybe having some sort of bonus if you manage to get through the mission by only killing select mobs and none others.
One solution would be a fixed number of base merits and then award additional merits along the same lines as tickets in AE -- the more mobs, the more merits.
If take more time because you're just slow, you don't get anything more. But if you take more time because you don't know all the tricks and aren't stealthing most of the missions, you would get a reasonable return for your time investment that people are not getting now.
This would obviously lead to farming of TFs for merits. A high but reasonable limit to merits per minute -- perhaps based on a diminishing returns model -- would resolve this issue.
There is probably not a good solution to it. But as a whole the merit system needs to be recalculated. I have trouble with how the Dev's had accessed which TF/SF gets how many merits in the first place. Such as the Positron TF gets 64 merits because it is 14 missions long, while the Binder of Beasts SF gets 12 merits for being 6 missions long. Yet the Binder of Beasts has a hero and an arch-villian in it to be defeated. Even if you doubled the mission in the villian one, thus doubling the merits, you would not even get close to half of the merits from the hero task force. Maybe the idea of a Posi run is suppose to take a long time? But my first time to do was just under 2 hours, I fail to see why it has such high merits. I agree though, something needs to be done.
IMO, this is where the OP made an incorrect assumption.
People clearly did fast runs before merits were introduced. Who would run a Dr Q TF when they could run another TF that was vastly shorter and more interesting and get the same reward? And look at Dr Q's now. I see on the global channels people doing around 3.5 hours. People have gotten smarter and more efficient (I like it!) to maximize their merit returns for time invested. People would just do the same again with setting the conditions to get the best merits for the least effort put in, and players could get left out because they don't have the right builds (to survive difficulty conditions) or the amount of time to play (to clear all mobs each mission). |
/nitpick
People did speed runs when rewards other than SOs were introduced. I don't mean stealthing and trying to shorten what would otherwise be a long slog. I mean the "Quick Katie" and "Speeden" didn't exist for all practical purposes until recipe rewards were introduced. Merits are, frankly, just as bad.
And heaven forbid you actually want to *enjoy* the TF, read what's going on or the like - no, no, it's a matter of "rush to get the most merits (now) and don't slow down the team."
Frankly, I think the whole reward scheme has backfired. The devs wanted to encourage people to do content - so some group finds the way to do it the quickest, ignoring the *content* for the reward, said reward gets reduced because of those speed runs, and the speed groups go on to the next target. Fortunately, I'm with a few SGs that just schedule their way through the various TFs and run them for the sake of running them and having fun. I'd love to see the focus moved away from merits and rewards, and see people running Eden because of the unique maps, or Katie to "finish" Croatoa or the like. (Yes, I realize the older TFs need revamping, too.)
I'd not realised that.
Looking at the i#16 notes I see they've upped the Merits from 40% to 60% and that many many things have had their Merits increase because of the change, BUT The LGTF and ITF (Times Arrow) have both gone down. see HERE So I suspect theres a few more fast runs that slow ones going on. |
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The Problem (as I see it)
Merits are rewarded on a fixed basis for completing a task no matter how long it takes to do that task. This leads people to find faster ways of completing the task. Eventually the Reward merits get reduced, but the team has already had their Merits so they don’t care. An example is the 22 minute LGTF in the fun section.
In the end some tasks stop being done (Eden Trial for example) because the rewards are too low for an average team to bother with.
Solutions
In my opinion the problem is the fixed nature of the reward and the solutions I’m proposing change the reward to variable. I can see issue with all three and I’ve no idea if they are technically possible, that’s for the Devs to work out.
I have three ideas for fixing this as follows
#1 – Reduced Reward if done too quick
This is the simplest of the three, I don’t really like it and I’ll explain later why.
Data Mining could be used to determine the average time taken by 90% of teams. If a team finishes faster than this their reward is reduced.
So if 90% of LGTFs finish in 44 minutes and you did it in 22 minutes you’d get 22/44th = ½ of the merits normally awarded. If you finished in 44 or more minutes you’d get the full merit reward.
I don’t like this one because the 90% times will become know and the 22 minute team will just wait 22 minutes extra before completing the mission.
#2 - % of enemies cleared method
To get the full merits you’d have to defeat at least X% of enemies on each map. If you don’t defeat enough you’d merits are reduced. Possibly if you defeat more than the limit you’d get more merits.
The drawback is its more complex as the game would have to track a statistic throughout a story arc or TF.
#3 – Merits based on XP value of Mobs Defeated
The game would keep track in the total XP value of all mobs defeated and aware merits based on that and the player levels at the end of the task.
This has similar problems to #2.
Conclusion
I’m not sure any of these are the right answer and I suspect that with a little effort they can be abused, but I feel something needs to be done or we’ll end up with none of the TFs having reasonable rewards for the effort required to do them.
I await the traditional, “I’ve already suggested this” and the traditional “You’re talking rubbish, there’s no problem” replies with baited breath.