Fills for better rewards?


Aura_Familia

 

Posted

I was wondering about this today. Has anyone actually tested this on a large scale since i16 went live?

I did a lil testing on the test server before i16 went live and recorded a large difference in drops, xp and influence when just having 2 people in mission set for 8 man team vs a 2 man team where the mission was mapped with 8 men using 6 fills then dropping the extra players after mapping was completed.

Just wanted to know if someone far more knowledgable had been running #'s on this?


 

Posted

There should be no difference in XP or inf. The values are very easy to observe, and in none of my testing did per/mob rewards change unexpectedly due to virtual team size.

Drop rates are busted in ways we aren't sure of. It does not depend in any clear way on virtual team size, as drop rates are lower than expected even when set to a team size of one. However, they may depend on number of real players on the team. Because data for this is very hard to obtain (you'd need logs from every player) I have not tried to measure it.


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

 

Posted

Your not the only one that sees this I have posted about this and gotten ripped apart for it, there is a problem and don't let them tell you any different.


 

Posted

Quote:
Originally Posted by UberGuy View Post
There should be no difference in XP or inf. The values are very easy to observe, and in none of my testing did per/mob rewards change unexpectedly due to virtual team size.
I beg to differ.... I have seen threads here in the forums talking about there being a bonus to xp and influence based on team size. I can't say for sure that I got x number more drops when filling out a team of 8 vs just running the mission with 2 set at 8 but during the 20 or so runs each way I did see a large difference in drops when using fills.

On average I got 3 more recipes per run, per person (always 2 players in mission) when using fills. Not convincing enough really and no where near enough data to be certain but it should raise some eyebrows at least.

I'm just hoping someone is testing the theory that knows far more about how to run the #'s than I do.


 

Posted

Quote:
Originally Posted by Ignitros View Post
I beg to differ.... I have seen threads here in the forums talking about there being a bonus to xp and influence based on team size.
You have read people posting. I have tested, on closed beta, open beta, and live. I have logs. Those people posting you saw? They are wrong.

Edit: There are bonuses for larger real team sizes. They do not apply for personal "virtual" team size settings.

Quote:
I'm just hoping someone is testing the theory that knows far more about how to run the #'s than I do.
You're talking to one of them.


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

 

Posted

Quote:
Originally Posted by Chaos_X View Post
Your not the only one that sees this I have posted about this and gotten ripped apart for it, there is a problem and don't let them tell you any different.
You got ripped apart about what? Differences in drops or differences in XP?


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

 

Posted

Quote:
Originally Posted by UberGuy View Post
Edit: There are bonuses for larger real team sizes. They do not apply for personal "virtual" team size settings.
When you say "virtual" what do you mean?

I assume virtual means the new diff slider. running 2 men in a mission set for 8 man.

I'm talkin about the difference between that and the old way of having 2 real players in mission and 6 fills, running the map to lock in spawns then booting the rest of the team after.


 

Posted

Quote:
Originally Posted by Ignitros View Post
When you say "virtual" what do you mean?

I assume virtual means the new diff slider. running 2 men in a mission set for 8 man.

I'm talkin about the difference between that and the old way of having 2 real players in mission and 6 fills, running the map to lock in spawns then booting the rest of the team after.
When you do that with the slider, you get no bonus.

When you have real teammates, you get a bonus.

This is trivially easy to prove. Go in a mission with your solo team size set to one. Defeat something. /leaveteam. Change the setting to anything but one. Enter the mission and defeat the same thing again. Compare the rewards. Repeat to your satisfaction.

There is no longer a mission completion bonus for higher level foes. As far as I know no formal declaration was made that this was intentional, but I was told second-hand that a dev said it was intentional in the Beta Test channel on the test server during open beta.


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

 

Posted

Just as a sidenote to all this, I was running Liberate on my SS/Fire and had a lowbie from level 1 doorsit. Mish was set to +2/x4 and I noticed the drops were infinitely better than any other type of playing/farming with the virtual slider cranked up solo. In the few hours it took to get that lowbie to 28, I'd gather enough salvage/recipie/enchancements (3 purples even) to justify a selling/market run every other reset. Teaming certainly seems the way to go when playing with the difficulty slider. I just have no clue what the sweet spot on that would be. It's very odd.


@Quarktease
The Unofficial Official of Nothing Official

Proud member of Nites of Darkness/Shut Your Pie Hole

 

Posted

Quote:
Originally Posted by UberGuy View Post
You got ripped apart about what? Differences in drops or differences in XP?
Neither. It was for his needlessly hostile approach.


@Roderick

 

Posted

Quote:
Originally Posted by Chaos_X View Post
Your not the only one that sees this I have posted about this and gotten ripped apart for it, there is a problem and don't let them tell you any different.
Nonsense. Every time you mentioned a problem with the drop rates, other posters agreed. As do I.

You got ripped apart when you thanked the devs for "killing the game".


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
Nonsense. Every time you mentioned a problem with the drop rates, other posters agreed. As do I.

You got ripped apart when you thanked the devs for "killing the game".
LOL this is true


 

Posted

I can't complain on drops. I farmed this weekend on a BM map set for 8 +1's. I got hundreds of salvage, hundreds of common io's, and 2 purples. (both arma)

Hopefully i can single handed lower price rates. At least on salvage since i'm selling all for less than 500. So, buy em up.


 

Posted

Quote:
Originally Posted by eryq2 View Post
I can't complain on drops. I farmed this weekend on a BM map set for 8 +1's. I got hundreds of salvage, hundreds of common io's, and 2 purples. (both arma)

Hopefully i can single handed lower price rates. At least on salvage since i'm selling all for less than 500. So, buy em up.
The problem eryq, is prior to issue 16, you should have gotten a healthy mix of set, uncommon and common IOs.

Getting hundreds of COMMON IO's IS the issue.

Salvage has ALWAYS been noted as fine btw, both in closed, open beta and by live players.

I too got dozens of COMMON IOs in the 20+ farms i'm run, no set IOs, no uncommons, and 3 purples. Prior to issue 16 would NOT have been like that.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Sometimes, it seems that virtual team size is affecting the drop rates. Other times, it seems like it is not. We just don't know. We know that if it DOES affet recipe drops, it does so inconsistently. And salvage/inspiration drop rates appear to be within expected values for all team sizes, all difficultes. It's just the recipe drops, and especially the common/uncommon/rare Pool A's that are buggy, but weeks of testing and logging haven't yet given us any single denominator that will let us figure out what's causing them to be low.


119088 - Outcasts Overcharged. Heroic.

 

Posted

I can't agree. I never got more than 2 or 3 uncommon IO's in a farm and i farm more than i play normal content. But then again, maybe its just my account that has a low drop rate bug. Also, i've gotten 2 purp drops and a respec, all 3 on my wifes account. Again, my account has been flagged by devs i think. lol.