Originally Posted by Anti_Llama
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.
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Merit Reward Calculation Needs Changing
Frankly, I think the whole reward scheme has backfired. |
Personally I like the idea of having some base number of merits (maybe a half to two thirds of what you get now) that you'll get regardless, plus additionally you get merits based on mobs killed, possibly using some variation of the code for end of mission ticket bonuses in AE.
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Here is how I'd like to see the merit values altered:
Please note that multiplier values are tentative. They could be altered (upward or downward) to balance against the devs' ideals for merit supply.
Challenge Settings:
L1: 1.0x Merit Value
L2: 1.1x Merit Value
L3: 1.2x Merit Value
L4: 1.3x Merit Value
L5: 1.4x Merit Value
Timed Mission:
2 Hours: 1.1x Merit Value
1 Hour: 1.2x Merit Value
30 Minutes: 1.3x Merit Value
Temp Powers:
No Pool Powers: 1.1x
No Travel Powers: 1.1x
No Temp Powers: 1.1x
No Inspirations: 1.1x
No Enhancements: 1.3x
Deaths Settings:
5 or Fewer: 1.1x
3 or Fewer: 1.2x
1 or Fewer: 1.3x
Zero: 1.4x
Buff States:
Debuffed: 1.1x
Enemies Buffed: 1.1x
Effects of multiple difficulty changes are cumulative. All fractional merits round down.
For Instance:
Bare L1 (Heroic) Statesman's TF: 38 Merits
L1 (Heroic) MOSTF: 58
L5 (Invincible) MOSTF: 81
Bare L1 (Heroic) ITF: 28
L5 (Invincible) ITF: 39
Such a system would provide an incentive to players to run task forces at something higher than base settings, while not unduly penalizing players who speed through due to efficient play.
Here is how I'd like to see the merit values altered:
Please note that multiplier values are tentative. They could be altered (upward or downward) to balance against the devs' ideals for merit supply. |
1. "Challenge Settings" (normally referred to as Difficulty Settings) are currently done on a player-by-player basis and can be changed mid TF. To institute a system like this, the TF would need to have a difficulty setting assigned to it at the same time as applying all other difficulty settings.
2. What is the penalty for failing a challenge? Is it simply removing that multiplier (or addition) from the end merit rewards (i.e. no penalty) or is it actually a reduction in the end merit rewards (i.e. risk:reward exchange)?
3. Some difficulty settings are more dangerous/risky on some TFs than they are on others (re: buffed enemies on the ITF compared to buffed enemies on a Citadel).
It would be much more likely for the challenges to simply add a specific number of merits (possibly guided by some percent of the base merit award) at the potential loss of a similar quantity if the challenge is failed.
On a side note, the time challenge settings would require a large amount of datamining and testing to determine appropriate challenge times for every TF/SF/Story Arc in the game. The 30/60/120 minute standard isn't really a decent standard to apply to both the Eden Trial and the Citadel TF.
1. "Challenge Settings" (normally referred to as Difficulty Settings) are currently done on a player-by-player basis and can be changed mid TF. To institute a system like this, the TF would need to have a difficulty setting assigned to it at the same time as applying all other difficulty settings.
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2. What is the penalty for failing a challenge? Is it simply removing that multiplier (or addition) from the end merit rewards (i.e. no penalty) or is it actually a reduction in the end merit rewards (i.e. risk:reward exchange)? |
3. Some difficulty settings are more dangerous/risky on some TFs than they are on others (re: buffed enemies on the ITF compared to buffed enemies on a Citadel). |
It would be much more likely for the challenges to simply add a specific number of merits (possibly guided by some percent of the base merit award) at the potential loss of a similar quantity if the challenge is failed. |
On a side note, the time challenge settings would require a large amount of datamining and testing to determine appropriate challenge times for every TF/SF/Story Arc in the game. The 30/60/120 minute standard isn't really a decent standard to apply to both the Eden Trial and the Citadel TF. |
And what happens if they fail to the point of negative merits? Do they actually LOSE merits? I'm against this.
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I highly doubt the devs would ever have a system wherein you could increase the potential reward of a TF without having some penalty for failing at that challenge. Otherwise, you'd just get everyone running every TF with defeat and time challenges like they do now without any negative affect though there would be the rather easy potential for a positive effect (re: increased merits).
I believe merits should be based off play statics instead of time. A defence AT that runs with no toggles counts towards reward. Delay use of next power counts toward reward. Buffs count against reward. Debuffs count against reward. Against higher levels counts toward reward. Perma mez counts against reward. Masterminds with no pets counts toward reward. Being Debuffed counts toward reward. The rewards would be based on a sliding scale. When something occurs to go against reward the sliders goes down and as something occurs to go toward reward the slider goes up. Example: Defence AT runs Dam Res toggle gets hit 3 times, reward slider goes down 3. Defence AT turns off toggle gets hit 3 times, reward slider goes up 3. Foe was buffed to Dam at 200% during the attack on the untoggled defence AT, slider goes up 3. Defence AT's toggle doesn't resistant type of damage from foe, reward slider goes up.
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