Originally Posted by MrCaptainMan
They appear in the mission as Defeat Boss encounters. What is the point of adding random lieuts and minions to their group?
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Can MA be saved?
In answer to the first thing: There are often reasons for an author to create an enemy group, usually for limited use, that is missing a rank due to file size constraints.
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Now, since we don't have a Conversation Detail like non-AE arcs do, I have little control over the makeup of this group. It would make little sense to find the boss negotiating with a zombie or a Spirit Mask who somehow got to a warehouse in Talos Island with anyone noticing them. The best solution was a custom group of only Shamans set to be the group surrounding the boss, as I cannot go the other way because the game would not let me select a Shaman as the boss because only customs are allowed to be anything but boss rank when used as a boss detail.
I believe the patch notes say that the minion/lieut/boss xp nerf excludes defeat boss encounters, which this would fall into. The same with my Whack a Mole arc, though I haven't tested it yet. |
Another reason I'd hate to see the inability to publish missions without a full set of minion/Lt/boss etc is that, apart from size, it would break the Primary power pool synergies I made for my final mission of cows; when they are all set to Lieutenant 1 of each type is spawned per mob. I tried to reduce them to Minion to prevent them overwhelming people at lower levels, but then I just got random mobs, which ruined the synergy feature which I'd worked so hard to balance (the idea being knocking one out of the group took away much of the strength of the rest of the group, but there's a link in the group for each character type to be able to tackle first). The same occurs if there's a mix; it will only spawn the ones set as a minion most of the time solo... I'd LOVE for there to be a basic mob setting, where you could set the spawn, and would happily convert some of the cows to Minion to make the correct balance. But right now, as someone else mentioned, you are at the mercy of the random spawner unless you use the trick I mentioned...
It's a shame that the reporting system doesn't work. If it did, they'd not need to nerf the storytellers.
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
It's a shame that the reporting system doesn't work. If it did, they'd not need to nerf the storytellers.
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My gf reported one that had custom martial arts characters saying very crude things about women and what they'd like to do to women. As far as I know, that one's still up.
I gave up flagging anything a while ago, as it seems nobody's minding the store.
All those posts from people "looking for lowbie-friendly arcs 'cause I'm sick of Mercy and papers," as well as arcs advertised as such do show that it is being used by people who care about content...
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On the other hand, even if it never is, guess what? Now I never have to fight snakes again.
I think a lot of what's slowed down AE play is the whole perception that's "it's lousy XP so no one's interested so I'm not going to bother either" (sort of like how 'lolstalkers' still exists even if wrong). The doom-criers sort of provided something of a self-fulfilling prophecy on this one.
Three things are needed IMO:
1. Give MA arcs the same completion bonus that normal missions have.
They've already nerfed missions that contain only bosses, a good move IMO - a mission bonus would equalize things and possibly increase AE usage.
2. Allow arc players to choose between normal rewards ( i.e. drops ) vs tickets.
3. Some focus by the Devs on the Dev's choice designation. Number of dev responses to ANY thread in the section - zero. Dev apathy is killing things from the arc designer side.
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
Three things are needed IMO:
1. Give MA arcs the same completion bonus that normal missions have. They've already nerfed missions that contain only bosses, a good move IMO - a mission bonus would equalize things and possibly increase AE usage. 2. Allow arc players to choose between normal rewards ( i.e. drops ) vs tickets. 3. Some focus by the Devs on the Dev's choice designation. Number of dev responses to ANY thread in the section - zero. Dev apathy is killing things from the arc designer side. |
I agree on all of your points and especially wish the Dev's would open up a dialog with the players about MA. Continued silence makes it seem like they don't care and plan to leave the current MA issues unaddressed.
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
Three things are needed IMO:
1. Give MA arcs the same completion bonus that normal missions have. They've already nerfed missions that contain only bosses, a good move IMO - a mission bonus would equalize things and possibly increase AE usage. |
I agree on all of your points and especially wish the Dev's would open up a dialog with the players about MA. Continued silence makes it seem like they don't care and plan to leave the current MA issues unaddressed.
WN |
Oh, and changes that are made to MA mechanics often get no patch note. We didn't get one when maps were removed. We didn't get one when the generator was removed, or put back in. We didn't get one when i16 added a bunch of "middle" spawn points to the backs and fronts of maps, making them utterly useless for a lot of authors. Meanwhile, we DO get a patch note when some power is tweaked to do 20 more points of damage in PvP.
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
Three things are needed IMO:
1. Give MA arcs the same completion bonus that normal missions have. They've already nerfed missions that contain only bosses, a good move IMO - a mission bonus would equalize things and possibly increase AE usage. 2. Allow arc players to choose between normal rewards ( i.e. drops ) vs tickets. 3. Some focus by the Devs on the Dev's choice designation. Number of dev responses to ANY thread in the section - zero. Dev apathy is killing things from the arc designer side. |
2. I'd like to see this option at least for standard mobs. I understand if they want to exclude purple recipes, but honestly I don't see the danger of allowing normal recipe/salvage drops. What's the difference if I kill 10 Skulls in a radio mission, or if I kill 10 Skulls in a MA mission? It's essentially the same 10 Skulls. I understand that they might have separate requirements for custom mobs to be eligible, and I'm tentatively ok with that, as long as it's not ridiculous.
3. Yes they should add more Dev's choice arcs. However, ultimately I think they should take the focus off Dev's choice, and put a lot more tools in our hands. Giving us "favorites" and "recommended" lists we could share with each other would make the MA a lot less Dev focused and more community focused... as well as allow us to highlight arcs we enjoy to our groups of friends.
Honestly, I don't expect anything to change soon though. So for now, I'm taking a break from playing MA arcs in favor of normal teaming with my SG. The SSK system has done a lot to really enliven the teaming atmosphere in this game, and I've been having a blast just running missions on full teams.
3. Yes they should add more Dev's choice arcs. However, ultimately I think they should take the focus off Dev's choice, and put a lot more tools in our hands. Giving us "favorites" and "recommended" lists we could share with each other would make the MA a lot less Dev focused and more community focused... as well as allow us to highlight arcs we enjoy to our groups of friends.
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Another really good feature would be similar to Amazon.com with a "people who liked this arc also liked..." list that would be presented to you when you complete the arc. That would make a lot more sense to have than that big search tags window that doesn't do anything. (WTF is it there for anyways?)
After some pondering on this subject, here's my thoughts:
I16 nerfs: were they needed?
Although most of us on this forum are more story-oriented, to the wider public, AE had become synonymous with powerleveling and farming.
This being the case, I believe a nerf to farming/PLing in AE was needed. I would hazard to say, most people probably even expected some sort of nerf. I think that most of us would agree that we would prefer AE to be more story-oriented, so really, we should view these nerfs as beneficial (at a macro level) to the environment. I don't think we'll ever get rid of all farming and PLing; there will ALWAYS be farming, it's human nature in these games. But I do think we need to curtail it enough that AE is not viewed exclusively as a farming tool.
I realize this won't be a popular viewpoint, but I think it's true.
I16 nerfs: did they go too far?
Now, assuming we needed a nerf, the question is raised: did the I16 nerfs go overboard? Personally, I think they did, but I can understand how this happened. Let me explain why I think this.
Lest we forget, there have been a series of smaller nerfs to AE exp, in an effort by the devs to reduce farming. Off the top of my head I can think of:
- Prisoners nerfed
- Rikti Comm Officers nerfed
- Mitos nerfed
- Freakshow nerfed
- Added a range power to every melee set
- Constant tweaking of the minimum powerset you can give a mob
But, none of these smaller tweaks were enough, as we saw.
As a result, I can totally understand why the I16 nerfs are trying to fix the problem with a hammer instead of with a precision instrument. They did try to fix it with smaller, more targeted measures first; but it was never enough.
So, painful as this nerf is, I can see why they did it. And it's certainly affected me, too -- I have an arc with a Zig breakout in which my Prisoners faction got nerfed and I had to write a custom faction to replace them; then in I16 I had to add lieutenants and bosses to my custom faction. That was pretty painful.
That said, I do hope the devs continue to monitor AE and eventually realize some of the I16 nerfs are excessive, and roll them back in future adjustments. I particularly dislike the "standard powersets = 75% exp" change, and agree with the general sentiment that a "standard powers" custom mob is usually harder than a generic PvE mob, especially at low levels. (It would actually be nice to have the "standard powers" set adjust based on mob level, but that may be too much to ask.)
Why aren't people playing AE now?
Well, a lot of reasons, really. Here are my speculations:
1. I16 powerset proliferation and color customization => altitis => less AE
A little counterintuitive, but think about it. I personally have started several alts since I16, some using new powersets, most using custom special effects for powers. I think most active players probably did the same.
If you don't join PLing teams (and I try not to), AE is pretty forbidding for a new alt; most new alts will be doing Azuria's or Kalinda's missions, or sewers, or something.
There are a few lowbie AE arcs (and I do like these) but they are not easy to find; most "1-54" arcs would be suicide for a real level 1. Usually a story arc has to be specially constructed (with easy mobs) to be survivable for a level 1 or 2 character. Maybe there should be a better search option for lowbie-oriented arcs? A new keyword or a way to find arcs that are no higher than 1-10 or something?
2. I16 supersidekicking => easier to get teams => less AE
It is really easy to get on a team now due to the SSKing feature; no more calculus to figure out if you have enough mentors to carry another level 22 or another level 14. And, unfortunately, teams rarely do AE any more. I was on a lot of teams that did AE early in I15 but lately, teams I'm on almost always do regular content (radio or door missions) or TFs.
Even when I'm the team leader, I'm reluctant to drag people into the AE building; usually a team is fast paced and you don't have time to read all the cool clues or catch all the dialog, because you have people on your team who want to fight something RIGHT NOW. As a result, AE has more and more become a "solo" activity for me.
I like soloing and I like AE, so I'm happy to solo my way through AE content. But let's face it, given the choice between soloing and joining a team -- usually being on a team is more fun. That's why most of us are playing a MMORPG and not a single-player computer game, after all.
3. AE is soooo I14 => I16 just came out => less AE
AE is several issues old now. People are drawn to shiny new things. Back in I14 and even in I15, AE was the shiny new thing. Now it's not. It's natural for people to be doing it a little less and looking at the new shiny new thing instead.
4. Less exp => less AE
I agree this is a factor too, and is extensively discussed above already. But I don't think it's the only factor, and I'd argue it may not even be the biggest one.
Personally, if I had to pick a "worst" problem AE has right now, it would be the fact that running through story arcs is becoming much more of a solo activity. I've noticed this trend in my own gameplay and it's rather worrisome; I don't know how to reverse it. But I'm not sure if everyone is observing the same thing in their gameplay, so your mileage may vary.
@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"
Personally, if I had to pick a "worst" problem AE has right now, it would be the fact that running through story arcs is becoming much more of a solo activity. I've noticed this trend in my own gameplay and it's rather worrisome; I don't know how to reverse it. But I'm not sure if everyone is observing the same thing in their gameplay, so your mileage may vary.
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I hope it can. I just spent weeks work on Doctor Ichors Apple
@Boy Wonder
Quantum Flash - Ill/Kin Controller
Leader of the Legion of Heroes
I was thinking this would be the case as well and I made a lowbie villain's arc because snakes get old. It's been up for like two weeks now (I think) and it's not been played once. :P
On the other hand, even if it never is, guess what? Now I never have to fight snakes again. I think a lot of what's slowed down AE play is the whole perception that's "it's lousy XP so no one's interested so I'm not going to bother either" (sort of like how 'lolstalkers' still exists even if wrong). The doom-criers sort of provided something of a self-fulfilling prophecy on this one. |
Another really good feature would be similar to Amazon.com with a "people who liked this arc also liked..." list that would be presented to you when you complete the arc. That would make a lot more sense to have than that big search tags window that doesn't do anything. (WTF is it there for anyways?)
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My Characters
Another really good feature would be similar to Amazon.com with a "people who liked this arc also liked..." list that would be presented to you when you complete the arc. That would make a lot more sense to have than that big search tags window that doesn't do anything. (WTF is it there for anyways?)
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Ahem.
/signed
Edited to add: And this would have been a much better way to implement Dev's Choice, too. We all know the devs' names, we can look up their recommendations our own selves like grown up people.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
This would be amazing. I follow the review threads, I make notes, but I'd love this feature.
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If this is finally implemented, after I've only been saying it should have been this way from the start to anyone who would listen for three bloody issues now, I'm going to dance the I Told You So dance for days.
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It would help a lot of good arcs that are in that humongous 4-star region to get noticed.
My characters at Virtueverse
Faces of the City
...A big chunk of the setting is often shoehorned into the intro and sendoff blurbs for the missions. You can't see these if you're not the team leader.
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That said, there are several text entries that aren't viewable by anyone but the team leader, so it is still a big problem.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Sure you can. You just need to click on the star next to the active mission description, or on the "more" button if you're looking at it from the drop-down menu of missions the team (or character) has.
That said, there are several text entries that aren't viewable by anyone but the team leader, so it is still a big problem. |
What's the difference between that and every other clue or readable text? If the leader is running gonads to the wall, then that's an issue the rest of the team needs to take up with him or her. Optimally, it would all be saved in one big text display throughout the arc, like the regular game content does, but we wouldn't even have this thread if things were optimal, huh?
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Another really good feature would be similar to Amazon.com with a "people who liked this arc also liked..." list that would be presented to you when you complete the arc. That would make a lot more sense to have than that big search tags window that doesn't do anything. (WTF is it there for anyways?)
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Also tools for making, managing and sharing playlists like Youtube.
Button for "Recommend to ...", "Email to ..." (Put the game email to some use!)
"Honesty is for the most part less profitable than dishonesty." -- Plato
Playing Gods (51106) - Heroic Lvl 5-20
What Rough Beast (255143) - Villainous Lvl 40-50
On the other hand, even if it never is, guess what? Now I never have to fight snakes again.
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In all seriousness, very nice change of pace.
My Characters