Can MA be saved?


Aliana Blue

 

Posted

Quote:
Originally Posted by Marsquake View Post
As far as farming, I enjoyed the challenge of having a crowd of lieuts or bosses and having to concentrate on survivability. It was a challenge I rarely got in the regular game. I suspect the whiners simply couldn't run such missions.
Some could, but chose not to. All-boss farms are fairly tough, yes, even with the old Malaise Lunatics, but all-lieut farms are a relative pushover.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

I think one of the unsung benefits of the i16 changes to MA (and perhaps the only one)is the fact that SSK is allowing the players to tackle lower-level MA arcs and receive XP for their efforts*

Previously, I'd be looking on these boards at work & see an arc that sounded interesting in someone's sig, then get back ingame and find out it was out of the range of any active toon I happened to have (particularly low level arcs which commonly have a pretty reasonable degree of quality). Although I could have taken the inf, prestige, and tickets for being exemp'd/mal'd, I felt like there had to be a more level-appropriate arc out there that I could be playing and getting xp on top of it. With the SSK changes, MA is now allowing advancement and rewards without having to make sure you had a toon in the appropriate level range to take full advantage of what was going on. Yes, we can basically get it all: inf, prestige, tickets, story, fun, and XP.

Sure, maybe not as much XP as before if it was a solely custom-critter mish, but I'm not really noticing the difference just yet. In all honesty, I've been tending to avoid Arcs with "1-54 Custom group" in the description even when it's a 4-5 mish long arc (suggesting its likely NOT a farm).


* A fact that has got me re-interested in the Ouroboros Flashback system, which does the same thing FYI


"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
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Posted

The only thing preventing me from publishing more arcs is lack of slots. I made three arcs shortly after the AE release, and I've been sitting on my thumbs (creation-wise) since then, simply because I have used all slots. I could un-publish and publish something else, but there wouldn't be much point, I don't see any new arc I make doing any better than the arcs I've already published, which are firmly and safely entrenched in 4-star territory. So what would be the point? *Shrug*

And no, I'm not paying for the privilege of whitewashing the fence some more. It's fun enough if it's free, but that's as far as it goes.

As far as playing goes, I _have_ been playing lots of AE arcs, there's only so much Frostfire I can take. And yes, it is annoying to have the same arcs that I'm not interested in playing showing over and over in my searches. I'm having to stick to "long" and "very long" arcs in the search parameters, when in reality searching for "2+ missions" would do the trick much better. I want to be able to hide arcs without having to play them. I want a favourites list! I hope they'll add some sort of aggregator like "players who liked this also liked..." kind of thing that has been suggested many times.


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Posted

Just a reply to the whole farming discussion.

Since AE launched I've held the same opinion on farming, and nothing that's happened since has changed it. Farming is not a problem. Exploits are a problem.

Farming is simply repeating content to receive rewards, like experience, currency, and loot. There's nothing wrong with that. When you get right down to the mechanics of an MMO, that's really the only end goal. Note that I'm not saying that wanting a good story in an MMO is somehow wrong, I'm merely stating that as a game, the objective is to make your character better. Things like story and socializing are separate from that.

If someone wants to mow through a whole mess of enemies for experience and loot, solo or teamed, I say more power to them. They're having fun. I have no reason to believe that the developers think any differently, especially with the fact that they reworked the difficulty system to make it easier for people to fight large amounts of enemies to get their rewards without having to get a bunch of fillers. (Possible bugs with drop rates non-withstanding. Please don't argue about that, this isn't the thread for it.)

Now, what's not good, is using exploits to gain rewards at a ridiculous rate. Going from 1-50 in a matter of hours? Not good. Especially when done in AE. Even if you're not a new player.

Here are a few reasons why. First off, new players. I don't know about you, but it took me a long time to figure out exactly what it takes to build a good character. I'm going to be perfectly honest now. I didn't have stamina on my Scrapper until Issue 2, when I was able to respec into it. Note that I was playing since pre-order. Now, I'm sure not everyone will make such rookie mistakes, some will take the time to research, but the majority won't. Now, even without stamina, I was still doing decently enough, from learning by trial and error to learn how to properly slot my powers. The fact that you slot powers every couple of levels helps with this. You learn which powers as you play that need to be slotted for various things. If you're going from 1-50 in the matter of a day, and this is the only way you've been doing it, you don't know what the hell you're gonna do with all these slots.

Speaking of slots, reason number 2. Less time leveling, especially in AE, means less time to get the drops necessary to slot out your character. Sure, you get tickets, but chances are you'll be using those to try and get things that sell well on the markets. Even if you're not, you can't specifically buy any recipes that you want to slot out your brand new level 50, and you certainly can't get any purples. So this level 50 you got in practically no time at all is going to buy a ton of stuff on the market at once. Everyone who's getting fast 50s needs a bunch of stuff to enhance their character as well, meaning there's a lot more coming out of the market than going in.

The third reason is a less tangible one, and that's stigma. If people are using an exploit to get ahead, and the usage becomes widespread enough, then the exploitive behavior is conflated with the practice of farming. The guy who's farming just wants to kill things to get his stuff and experience. Note that the farmer's a good thing, someone who gets more rewards than he can use, and thus puts the rest on the market, which the community as a whole can benefit from. See reason 2 for why this is the exact opposite of someone who's getting tons of level 50s by exploiting AE.

Level 54 ship raid rikti, Level 49 Green Mitos, Immunes Surgeons, and to a lesser extent lieutenant farms, these are all exploits. Lieutenants really aren't that much of a bigger threat than a minion to a team, and give more than 3 times the experience if I remember correctly. All boss spawns, however, can be rather rough.

Farming really isn't bad for AE in and of itself. I will say that the overabundance of identical farm missions is, however. Unfortunately though, with the stigma that's been put on farming, and with the developers' decree that AE is not for farming, (note: different than saying farming is bad) people who do want to make farms will make their own farm. The likely reason being, if there's one farm mission that everyone is playing, it'll get noticed very quickly and likely be removed.

Wow, that was a much longer post than I thought it would be. I guess I'm in a contemplative mood tonight. I was going to post some thoughts about custom critter experience, but this is long enough for one post.


 

Posted

Quote:
Originally Posted by Aliana Blue View Post
And no, I'm not paying for the privilege of whitewashing the fence some more. It's fun enough if it's free, but that's as far as it goes.
Brilliant reference!

And unless I'm misremembering, wasn't there a check option in the AE UI that allowed you to check the arcs you've already run and remove them from searches? Before the newest version of the UI I didn't have to look at all those DC's after I ran then. The same limited static list got very old.


 

Posted

Quote:
Originally Posted by Marsquake View Post
Brilliant reference!

And unless I'm misremembering, wasn't there a check option in the AE UI that allowed you to check the arcs you've already run and remove them from searches? Before the newest version of the UI I didn't have to look at all those DC's after I ran then. The same limited static list got very old.
There still is. Before i15 it was on by default, now it's off by default. There is also a completely redundant "Not voted" button. It still doesn't weed out the arcs that you haven't run and have no interest in running though.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

I don't think anything needs to be fixed. It works just fine for what it was intended to be... an addition *to* the game and not a replacement *for* the game.

With the changes made, I think we slowly see the garbage taken out and the creative mission creators slowly return now that thier arcs won't get burried in the prior morass of min-max farms and exploits.

Once the clutter is gone, I forsee the raating system and Dev's Choice both getting thier fair chance to be evaluated for they're effectivness.


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Posted

Quote:
Originally Posted by Jet_Boy View Post
I don't think anything needs to be fixed. It works just fine for what it was intended to be... an addition *to* the game and not a replacement *for* the game.

With the changes made, I think we slowly see the garbage taken out and the creative mission creators slowly return now that thier arcs won't get burried in the prior morass of min-max farms and exploits.

Once the clutter is gone, I forsee the raating system and Dev's Choice both getting thier fair chance to be evaluated for they're effectivness.
Who's taking out that clutter though, the original posters? I don't see that happening; what I see happening is that a ton of broken, forgotten-tests and abandoned arcs are always going to be sitting there. Those people have moved on to other stuff in the game and won't bother to stick their heads back in the AE building to clean up after themselves.

As time goes by, creative arc-posters might be able to shoulder their way above some of that - my first arc (see sig and help me shoulder more!) routinely gets at least one random play every week or so now because (I would suppose) it's broken the "100 plays" barrier (and maintained a good rating too). This random-play rate might improve over time, but the chances of me ever hitting 1K plays (much less say 300) is pretty slim unless some dev takes a liking to it or Venture attacks it ("h please oh please... ) or something else out of the ordinary happens to me.

This will be the case for anything published except for those lucky few who really got noticed somehow by being anointed by the devs (who seem to be AWOL on this Dev's Choice thing), blessed by being members of huge SG networks, published to at least some acclaim during test, etc.

Don't get me wrong, I'm happy to have over 100 plays on one of my arcs, but I realize that getting crazy numbers like "999+" or even 1K are pretty much just lotto-ticket dreams. Maybe you do too, I guess it depends on what threshold you want to set success at.


 

Posted

*shrug* When I got into the I14 closed beta, I was one of the people that said "I don't think I'll do much with the MA, since I'm not really interested in stories, only XP and the like." I did make an arc or two during closed beta but so much changed between when I made the arc and when the issue actually launched, my arc was horribly broken and I didn't even know where to begin to fix it. Of course, many of the beta testers (myself included after I realized what was going on) pointed out that there was the potential for huge abuse of the system based on the launch parameters, but it went live anyways.

People farmed it. They farmed it a lot. Posi came out and said "You've been bad, and we're going to punish you, but we won't tell you what we're going to punish you for." Many people I knew had characters deleted and accounts temp banned - some legitimately, some accidentally. The resulting blowup on the forums caused a few people I play with to leave, and many of those haven't come back and probably never will. I think that's where it started to go downhill, really: following the mass deletions and temp bans (which, amazingly, some still say never happened), the MA population was stable, and high, but probably not as high as it was at I14 launch. Tweaks have been made since that time in an effort to stamp out the farming, but as is commonplace with this development team, the corrections probably went a step (or several steps) too far and again people just gave up.

I do think that people will continue to farm the MA, simply because it's convenient and usually offers superior rewards (though not quite as disproportionate as they were prior to I16). I don't think that most people who gave up on it at I16 launch will come back to it.


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

How I would like to utilize the MA feature:

  • As a means to create unique SG-focused story content.
  • As a source of new content to play with my 50s.
  • As a leveling alternative.
  • As a means to publish arcs for general play.
As it currently stands, MA works for me only on the first two points. This means I'm not using the feature all that much. I'd rather be using it a lot more, but right now, it just isn't worth it.

Before I16, leveling in AE was slow (I'm talking about regular play, not farms). For my own comfort, it was almost too slow. I turned to AE only when there was a span of regular counter (RC) I really wanted to circumvent. Other than that, I stuck with the greater rewards of RC: patrol XP, mission bonuses and arc bonuses.

Post-I16, I don't find AE to be viable as a leveling alternative at all. Most MA content features custom critters and the XP for them has been severely reduced. That, on top of the already lackluster XP gain, is more of a hit than I'm willing to take just to try something new. If anyone thinks I'm going to spend a limited resource (time) dealing with more difficult scenarios for only a tiny fraction of the usual reward... they're very much mistaken. I'm also not going to sit there sifting through thousands of arcs (using clunky and limited search functionality) to find the precious few that don't use custom critters. That's time that could be spent playing.

I don't think I'm alone in this view. Based on everything I've seen since I16's launch, I'm actually inclined to think it's the majority view. Which would mean most players are now using MA only sporadically, if at all. Which means arcs aren't getting played. Which means authors are going to be less inclined to bother publishing... because why bother creating something for players that few, if any, are going to experience?

Creating a solid arc requires an investment of time, creative energy, and patience. It can also be, with the various limitations and bugs involved, quite a frustrating experience. Putting in all that work and then publishing, only to have the arc languish there unnoticed, isn't exactly going to offer any incentive for anyone to keep making more of them.

So that means fewer arcs to play. Fewer arcs means fewer players willing to bother with the feature. Fewer players means the pool of authors will continue to shrink, leading to even fewer players. It's a downward spiral. And if only a small percentage of the player base is using the feature, the developers will stop supporting it. They've demonstrated this in the past.

It seems to me MA needs to be used, and used a lot, to be successful. It needs to be brimming with content. Yah, in the estimation of a lot of players, most of that content is going to be pants. But so what? If only 1-2% of arcs are going to be fantastic, I'd rather have the 1-2% of 100,000 arcs than 1-2% of 10,000 of them. The more we have in general, the more good stuff we'll have.

But, right now, based on the emptiness of the AE buildings, the drop of activity on the forums, and the shifts on the market, it's clear MA usage has crashed. And it's not just the PLers who've abandoned it. Players who were using it legitimately, like myself, have also written it off. And, no, it wasn't some other game that caused this exodus, it was I16. The issue carried significant nerfs to the feature, and usage bottomed out right after its release. To be blunt, trying to claim anything else was the cause is disjoining yourself from reality.

Can MA be saved? I think so, but I think it's time sensitive. The longer the feature is marginalized--and it's most assuredly marginalized right now--the harder it'll be to bring the feature back. Frankly, I'm disappointed with how the developers have handled this feature, and if their excessive, ham-fisted approach continues any further, I'm not sure MA is going to survive the abuse.

And, before anyone says it, this is not a DOOM post. There is nothing hysterical or hyperbolic here. In the past 5 years, I've seen plenty of new additions and features fail miserably. I've seen how the developers abandon broken features rather than fix them. I know the signs, and MA is showing all of them right now. If nothing's done within the next issue or two, it's likely that'll be the end of it.

What I think should be done:
  • Experience rewards in AE need to be at least in the ballpark of RC. If it's going to be a leveling alternative--and I think it needs to be in order to attract the necessary degree of use--then it has to be viable as such. I don't believe it is right now. Not even close.
  • Developer's Choice has to go away or change radically. I was dubious about this feature from the start. After seeing how it's been neglected, I think my trepidation was on the mark. Honestly, unless developers are going to start posting reviews in this forum, I really don't give a toss about what any single one of them might consider good. Based on existing DCs, it's clear my tastes often differ from theirs, so shoving their choices in my face every time I open the AE window is just a nuisance to be immediately bypassed. Either get rid of DCs or have, like, 3 DC slots that change every month.
  • There needs to be frequent additions of new content to the system. Honestly, I am truly baffled and amazed that this hasn't been done to any significant extent. There should be new map, new mob, and new package options coming in at a steady pace. Perhaps more importantly, some of this stuff should be exclusive to MA. I believe MA should have at least one tile set that you can't find anywhere else in the game. Even if it's just a recoloring of an existing one.
  • Search functionality needs to be expanded further and the ratings system needs to be tossed. There have been some good suggestions about this sort of thing in this thread already. I would be much, much more interested in what Eva, WN, Venture, etc., have put on a "recommended" list than in what rating an arc has garnered from the nameless masses. Largely because the latter is so easily gamed. In practice, it means next to nothing. And even if an arc rating hasn't been manipulated, a high rating just means it's widely acceptable not necessarily good.

I think MA could still be an industry-changing feature, and I really, really want it to be. However, in order for it to have that impact, it needs to be widely adopted. I understand that some people would rather have it be this obscure little feature in the corner utilized by only a handful of extremely devoted players (of which I'd be one, if only sporadically). And that's fine. But I don't see that as the goal, and I don't think the developers do either.


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Posted

Agreed. The devs dug a ditch for AE. As has happened before w/ other issues, they overcorrect for perceived problems.

Maybe this is not an isolated tendency. See the massive oversteering in Champions since launch.

I truly don't see why more measured responses aren't implemented. It is after all all vitual, read imaginary, activity. As such when players are having fun, devs should accomodate and encourage it. What does it cost them to do so? It's just code. None of it's real. Whenever they take away something, it makes me think of a kid who says "It's my ball and I make the rules, so there."

In this case we were allowed to share the ball. Guess we had too much fun w/ it.


 

Posted

Quote:
The issue carried significant nerfs to the feature, and usage bottomed out right after its release. To be blunt, trying to claim anything else was the cause is disjoining yourself from reality.
First and foremost, the only significant nerf was to custom critter XP. In my eyes, the change that you need all three regular ranks to get full XP is really an exploit fix. If I were to review a mission and find that a custom group that's used as the main group to spawn throughout a mission doesn't have a full group to begin with, I would point it out and suggest that be changed. Not having a full group to fight is either not fun due to lack of stronger enemies, or too hard for a lot of people due to lack of weaker ones.

Secondly, while I highly doubt anyone claims that nerfs to critter XP didn't drive anyone away, but the sole cause? Doubtful. New issue drop, even one that has no new missions or task forces, means that most will go play with the new stuff for a while. This includes new difficulty settings, new powersets, new Master of badges, and one of the reasons I've been out of the MA building for a while, it being much easier to get some badges. Even Ouroboros badges got easier to get due to the fact that you get powers as if you were 5 levels higher than your combat level while exemplared. Combine that with the fact that Champions Online just launched, and Aion's gearing up for launch, and the holiday game season is gearing up, you have plenty of reasons not to be in the MA building right now, nerfs included.

Lastly, you say that in order for the MA to be successful, it needs to be used for its intended purpose a lot. I agree. Which is why nerfs or no, I'm still going to run my review thread, and play random arcs from time to time. If you accept that if the feature isn't used, it will languish, then you can not stop using it just because of a 25% or less reduction in experience to custom critters, or the possibility that an arc might have an improperly put together custom group that doesn't have all ranks. If you do, then you're just creating a self-fulfilling prophecy.


 

Posted

Just brainstorming here...I was thinking this morning that if the Dev's would implement "wasting" feature with MA, something like they have with the market it would clear out the search list massively. Something like: If a published mission is not played or edited in 30 days it is marked as inactive and will no longer show up on standard searches. The missions would still be there and if played or edited they would move back to the active list. You could also have a box to check in the search feature "Search Inactive Missions".


WN

P.S. - Excellent post Hydrophidian.


Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste

or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story

 

Posted

Quote:
Originally Posted by Wrong_Number View Post
I am guessing most people, like myself, are very discouraged by the treatment the Dev's have given Mission Architect and how it seems fruitless to make new arcs.
.

Neither are the case for me. I'm glad for all the i16 improvements. I think there were some great improvements to the AE and the MA interface.

I made a new arc in test and ported it over to live. I pulled down one of my three arcs to put a the new arc I created on test up on live. I only have the three arc slots, so I rotate them. I have about 5-8 arcs that are done that I can post up.

I'm not going to buy any more arc slots, and I'm content with rotating arcs in and out of those three slots.

It is only fruitless to make new arcs if you don't enjoy making new arcs. I like making new arcs. I think it is fun - regardless if anyone is playing them or not.

Quote:
This trend seriously depresses me because I felt the Mission Architect was the best innovation this game has seen.
...

1 – It is just way too difficult to find the “real” arcs in the sea of test, farm or abandoned arcs for the average player.
I agree.
I search with key words usually.
Generally, from a mission description, you can tell if it is going to be a farm or not. Farmers in general aren't very good at even writing deceptive descriptions - most of the time they are just flat out blatant.
I've played some good arcs.
My arcs posted arcs are pretty much always story arcs or training arcs.

I was going to run a series of "all enemies" arcs which basically has an enemy group with pretty much all the games stock enemies in it. I wrote about 3-5 of these one mission arcs and then decided that it was pretty much an exploit and just in bad taste all-in-all. The plan was to post a new one every Monday. Since almost all enemy groups are in the mission, the mission changes every time - you don't know what enemy you will be facing in the next mob.
They had stories, but really it was just kind of silly fighting all the groups at once and a waste of a slot if I had serious story missions to post - or at least that is my view point.

Quote:
2 – The reduction in exp that has reduced MA farms has also badly curtailed the average player from playing in MA and it's hard to blame them.
You know, if you make a story arc and you don't make a farming arc, you can still get pretty decent xp in the MA.
The easiest way to make sure is to run arcs without custom critters - which is a shame, since the story arcs that are the most fun are the ones where players created the enemies - I'm not talking about enemies that have been created to be easily killed ...errr...arrested...I'm talking about enemy groups that are creative and different from the normal game content.
That being said, custom critters are not necessarily low on xp. It all depends on how they are built, and the majority of story driven arcs that I have seen have custom critters that are worth good xp.

Remember, that farmers were actively farming the MA and that means that many wanted to get full teams for their farming. Now the Farmers are out of the MA and farming elsewhere for the most part.
Some of the players that came to CoH for the sole reason of farming in the AE have moved on.

There are still people looking for AE teams - there are also players that are still gun-shy of the AE.

Quote:
3 – The rating system that buries excellent arcs with 100’s plays on page 300 plus because they are “only” 4 stars. Think what you will, but with the current system anything other than a 5 star rating is negative because it reduces the chance of your arc being played.
The MA rating system is much like the forums REP system. It sucks.

Pretty much the only ratings that are given are 1 or 5 - or so it seems. And yes, giving a mission a rating of anything less than a 5 pretty much dooms it chances of play.

The only people that are profiting from the rating system are those that farm their own MA missions for ratings. It is truly a sad state.

At this point, I don't see the rating system needing any more than three choices;
  1. It's Fun
  2. It needs Work
  3. It's a Farm

Quote:
4 – Dev’s Choice is poorly implemented and not used. The few lucky people that got Dev’s Choice (most during Beta) have enjoyed page 1 treatment for six months.
Yes, DEV's Choice and Hall of Fame are good concepts until Power-gaming, Mission farming, and active anti-mission rating come into play. Unfortunately, all three of those have won out over story content.

Some of the DEV's Choice/Hall of Fame have okay stories, but by-and-large, I don't see them any better than many mission arcs that I have played that have less than 50 plays. In fact, I've seen quite a number of mission arcs that are better than the DEVs Choice/Hall of Fame arcs that I have played.

Also, short arcs have a great advantage over longer arcs for both DEV's Choice/Hall of Fame. Too bad most good story arcs are long or very long.

Quote:
I sincerely hope something is done to address the issues with MA and it is done in reasonable time fame. My question to everyone is can it be revived and if so how?
The MA doesn't need to be revived. It is good as it is with i16.
I don't want to see a resurgence of farmers in the AE.

If we can't get farm missions out of the MA. Obviously, they are stopping the MA from being used as it was intended. They need to be required to be labeled farms or face banning in addition to slot locking. They aren't supposed to be farm missions in the AE - period.

Change the rating system to list votes :
  1. It's Fun
  2. It needs Work
  3. It's a Farm
...and the total number of plays.


Locked slots and missions that can't be played need to be removed from the interface unless they are your missions. They shouldn't show up when someone searches for playable missions. This is obviously a design flaw. Hopefully, this has been fixed and I just haven't noticed it.

There are far too many copyright infringement arcs. Paragon Studios needs to have someone in place to hunt down and remove those arcs before the game is sued again.

Rotate or Randomize the order of DEV's Choice and Hall of Fame arcs so that the same arcs aren't always at the top of the list.

Some how get players to understand that "story" arcs can be fun to create and fun to play.

etc...


 

Posted

Quote:
Originally Posted by GrinningSpade View Post
We are past the fad now. Past the exploitation as well. I expect that the people who like to play new content and people who like to be creative will slowly return to the AE.

Good xp is one thing, but I care more about new and interesting stories and I am not the only one. Maybe in time it will grow popular again for the proper reasons. One thing that might help is when we create some 'eventlike' things we can do with the AE and then promote it of course.

Like a few Halloween themed arcs next month.
Proper reasons my ***. I love a good story as much as anyone, but given the constraints of storywriting the small amount of text we get is, I sure as hell dont give a **** if I cant gain xp while doing it.


as an aside also about reviewers, as any seasoned Art or English major will tell you, criticism isnt your enemy, its your friend. Critiques serve not to tear your work apart, but to give you ideas on problem areas you can work to make better.
If people are being discouraged simply because someone found flaws in their work and stated as much after submitting it for review, they need to get thicker skin or the ability to divorce themselves emotionally from their work, or else they'll never be a good author.


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Posted

Alt, I agree with most of what you wrote, however...

Quote:
Originally Posted by The_Alt_oholic View Post
.
It is only fruitless to make new arcs if you don't enjoy making new arcs. I like making new arcs. I think it is fun - regardless if anyone is playing them or not.
I disagree. For me the real fun is having people play and enjoy the arcs I have made. I would compare it to coming up with a great cake recipe, making the cake and then no one will try it. Disappointing.

Quote:
The MA doesn't need to be revived. It is good as it is with i16.
I don't want to see a resurgence of farmers in the AE.
If it is "good as it is" why has there been such a sharp drop in players using the MA? It is not just "farmers" who have stopped playing MA.

Quote:
There are far too many copyright infringement arcs. Paragon Studios needs to have someone in place to hunt down and remove those arcs before the game is sued again.
I have played many 100's of arcs and I can only think of a few that came close to actual copyright infringement and none of those had many plays. It really is a non-issue.


WN


Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste

or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story

 

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Originally Posted by Wrong_Number View Post
I disagree. For me the real fun is having people play and enjoy the arcs I have made. I would compare it to coming up with a great cake recipe, making the cake and then no one will try it. Disappointing.
It's a suitable metaphor and how I feel about it as well. If nobody is playing the arc, then it makes it feel like a waste to have spent so much time writing and testing it in the first place.


 

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Originally Posted by Wrong_Number View Post
I have played many 100's of arcs and I can only think of a few that came close to actual copyright infringement and none of those had many plays. It really is a non-issue.
There were some very blatant ones. I remember a Star Trek one that had you boarding the Enterprise (tech map) to save Spock and others of the crew. Wasn't disguised at all. Cryptic's STO would have an issue w/ that one.

There was another w/ amazingly good version of the Terminators, also called such.

Not sure if either are around anymore though.
But we'll get "fan fiction" like that from time to time.


 

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Originally Posted by Lazarus View Post
It's a suitable metaphor and how I feel about it as well. If nobody is playing the arc, then it makes it feel like a waste to have spent so much time writing and testing it in the first place.
One of the devs expressed that about their own content. I forget the name and
don't think he's still here, but his avatar was Nosferatu. He was in charge of zone design and was complaining about players just flying/hopping/speeding past all the detail he'd built in.


 

Posted

I think the best metaphor, and one that's really pretty close to not *being* a metaphor, is comparing the work we put in creating an arc to the work an author puts into writing a book. Whether they enjoy writing or not, the real joy comes from having others read, and react to, the creation. Seeing others entertained by your work, and even becoming emotionally involved in it (if that's a goal you've worked for) is the reward we're looking for.

As the system currently stands, there are barriers to that that are starting to disillusion creators. Hopefully the powers-that-be will fine tune the search function, find ways of removing farms and broken (and ignored) content, and make the Dev's Choice award a viable and rewarding function again.


The SOLUS Foundation - a Liberty and Pinnacle SG

"The Consequences of War" - Arcs # 227331 and 241496

 

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Originally Posted by LaserJesus View Post
First and foremost, the only significant nerf was to custom critter XP. In my eyes, the change that you need all three regular ranks to get full XP is really an exploit fix.
This is nitpicking semantics. You can call it whatever you want. It was a significant change that resulted in an XP reduction.

Sounds like a nerf to me. I'd hazard to guess that it'd sound like a nerf to most everyone. And that it may have been an "exploit fix" does not preclude it from being a nerf.

Granted, it was a nerf I didn't mind so much... but it's still a nerf, a significant one, and it came along with the custom critter nerf, which was pretty significant as well.

Hence, "significant nerfs". But whatever you choose to call them, the result is the same: mass abandonment of the feature.

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Secondly, while I highly doubt anyone claims that nerfs to critter XP didn't drive anyone away, but the sole cause? Doubtful.
Oh, okay.

So when do you expect significant numbers to return to the feature? No new story content was added in I16, so it should be fairly soon, right? A week? Two? A month?

When do you think?

This is not a rhetorical question. I'd like your prediction on when MA activity will be back to being at least in the ballpark of pre-I16 levels.

The day before I16, AE was in use by a great many people. The day the issue launched, usage plummeted. It wasn't CO that launched that day. It wasn't any other game. It was I16. And the usage has remained diminished since.

I predict it's going to stay that way until this XP situation is revisited.

Let's see your counter-prediction.

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If you accept that if the feature isn't used, it will languish, then you can not stop using it just because of a 25% or less reduction in experience to custom critters, or the possibility that an arc might have an improperly put together custom group that doesn't have all ranks. If you do, then you're just creating a self-fulfilling prophecy.
Oh-- wow. So... if I just use AE as a leveling alternative, everyone else would come back to it?



C'mon now.


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Originally Posted by Hydrophidian View Post
Sounds like a nerf to me. I'd hazard to guess that it'd sound like a nerf to most everyone. And that it may have been an "exploit fix" does not preclude it from being a nerf.

Granted, it was a nerf I didn't mind so much... but it's still a nerf, a significant one, and it came along with the custom critter nerf, which was pretty significant as well.

Hence, "significant nerfs". But whatever you choose to call them, the result is the same: mass abandonment of the feature.
By my experience, most arcs that had a group of custom critters usually had all three of the ranks. I doubt that specific change affected most people as much you think it did. Especially as some threw up their hands and gave up on AE even before I16 launched and had time to adjust to the changes and have time to see how they play out.

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Oh, okay.

So when do you expect significant numbers to return to the feature? No new story content was added in I16, so it should be fairly soon, right? A week? Two? A month?

When do you think?

This is not a rhetorical question. I'd like your prediction on when MA activity will be back to being at least in the ballpark of pre-I16 levels.

The day before I16, AE was in use by a great many people. The day the issue launched, usage plummeted. It wasn't CO that launched that day. It wasn't any other game. It was I16. And the usage has remained diminished since.

I predict it's going to stay that way until this XP situation is revisited.

Let's see your counter-prediction.
Considering pre-I16, the common perception going around was that everyone in AE was farming for XP, if we're going by that metric, then I doubt we'll see the Atlas MA building crammed with people. However, I don't really think that was the design intention, was it?

You're operating under the assumption that it's all or nothing, either everyone left because of the changes, or no one did. I'm not saying everyone will flood back suddenly after some certain date, especially since the changes were made pretty much to address the fact that so many people were using AE instead of normal content to gain rewards at a greater rate. What I'm saying is that levels of inactivity in this forum, and lack of plays on current arcs likely involves more factors than just reduced rewards. Sure, it's probably the main motivating factor, but you can not discount the fact that there are some like myself who were simply doing other things.


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Oh-- wow. So... if I just use AE as a leveling alternative, everyone else would come back to it?



C'mon now.
Way to completely miss the point. In your post, you said this:

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Originally Posted by Hydrophidian
Players who were using it legitimately, like myself, have also written it off.
Then, you said this:

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Originally Posted by Hydrophidian
I think MA could still be an industry-changing feature, and I really, really want it to be. However, in order for it to have that impact, it needs to be widely adopted. I understand that some people would rather have it be this obscure little feature in the corner utilized by only a handful of extremely devoted players (of which I'd be one, if only sporadically). And that's fine. But I don't see that as the goal, and I don't think the developers do either.
While you said you'd be using it sporadically, it still doesn't change the fact that you and some others in this thread have all basically said the same two things:

A) If the developers drive off too many people, then it will be an underutilized feature like bases and arenas that will not receive developer attention, and thus languish.

B) I'm pretty much done with the AE.

You see the problem here? If everyone stops using it now, then you're only helping it towards it's grave. Plus, while making posts can help to sway developer opinion, as instead of standard giving out half like it did early in I16 testing, they changed it to 3/4s based on feedback, you know what works better? Solid evidence. If you're sure like I am that the reduction in custom critter experience was totally pointless and did more harm than good, then the only real way for us as players to prove that to the developers is to play AE content so the developers can have hard numbers to look at.

Don't get me wrong. I think the AE is in trouble. I think it needs help. However, I think that everyone posting that they think that AE's being hurt by the changes to XP, and giving up on playing it is not going to solve anything. Feedback only got us this far in beta. Giving up is only going to ensure that the feature doesn't get the attention it deserves. In order to prove our point we're going to need to come back with hard data.


 

Posted

Hard data on what? That even on Standard, custom critters are often more difficult than dev-created critters, especially pre-level 40? That the number of people playing MA arcs is declining? That people don't want to fight custom groups? That levelling by fighting groups containing all three ranks is slower within the MA than outside it?

We may know, or at least suspect, that those things are true (although even before the xp reduction a lot of people may have been turned off custom groups by the fact that so many of them are poorly designed) but how exactly do you propose we go about gathering hard data?


Eva Destruction AR/Fire/Munitions Blaster
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Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

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Originally Posted by Eva Destruction View Post
We may know, or at least suspect, that those things are true (although even before the xp reduction a lot of people may have been turned off custom groups by the fact that so many of them are poorly designed) but how exactly do you propose we go about gathering hard data?
Part of me thinks that with the AE building not packed with people farming for quick XP, reward rates can be properly gauged in MA missions. Honestly, with the decision to reduce the standard and hard level and leave extreme at full experience, then to switch it down to just standard being reduced, all while not making hard less completely insane than it is for quite a lot of powersets at the same time, tells me that something went wrong. I can't really think of any way to exploit custom critters on standard settings that couldn't be achieved just as easily by using canon critters. This also sends the message that Hard is the baseline, which doesn't fly with me. If the "Hard" setting is the baseline, then that implies two things:
A) The difficulties should logically go Easy, Standard, Hard if that were the case.
B) The developers think Hard Lieutenants are roughly the same challenge as a Vortex Cor Leonis Adjutant. Some may be, but if I were to make a Battle Axe/Illusion Control lieutenant with both on hard, they would have 3 melee attacks, a PBAoE attack, build up, two ranged attacks, a hold, and spectral terror. Terrorize is pretty much the least resisted attack type, and it has two powers that do it that also have a -15% tohit debuff, one of which is an aura. Extreme example, but you can see how hard enemies can easily get stupidly powerful.

To me, the only logical conclusion that I can come up with as to how this came around, was that they felt that reduction of custom critter XP was necessary to reduce farming. However, by adding the full roster requirement, they pretty much squashed practically every popular exploit. And still, there's no situation that someone has been able to present to me where a cherry picked custom group of standard critters can't serve the same ability to be "exploited" as a group of standard difficulty customs.

What this means, to me, is that their data was probably completely offset by the huge amount of farming going on in the AE building. They took drastic action to get it under control, hitting everything they could. It's likely that coding in reductions to XP for standard critters isn't as easy as putting in a bit of code that says "If in MA, give 75% total." or whatever. So they did what they could with what time and resources they had, and reduced custom critter XP.

That paragraph above is all wild conjecture of course. I could be totally wrong. However, the point is, now that the MA isn't being used by a ton of farmers now, people playing it for its intended purpose can then be used as a proper set of data for the developers to see exactly how much of a difference in risk versus reward there is between standards and customs, general leveling speed in the MA, all of that. The XP reductions were a quick stopgap for what they saw as a huge problem. For them to rachet it back up to acceptable levels, we're not only going to need to give feedback, but we're also going to have to just continue to play it so they have a decent dataset to work with.