What's the big deal? Powerleveling and the AE "nerf"


Aisynia

 

Posted

OK, I'll state few things first so you know where I'm coming from:

1) I've never power-leveled or been power-leveled in the nearly 4 years I've been playing. I don't get it. The game (for me) ends at 50 (I don't badge hunt) so if I'm enjoying a character, the last thing I want to do is accelerate it's lifespan. I played none of my favorites this weekend for that reason. I did get several new ones to 20, which is when I tend to really start to enjoying a toon.

2) I love AE. It's the best enhancement to the game, ever. It's infinite free content, even if alot of it was dreck.

3) I LOVE CoH, so my motivation with this topic comes from a desire to help it, not kick a hole in it.

So...in an environment where there are new challenges to CoH's prosperity (Champions, other games current and planned) - what is the logic behind the decision to 'nerf' AE in i16 so severely that the place is literally empty in all zones on all servers most of the time now?

If a player is paying their $15 a month, who exactly cares if they are level-grinding their pointless little hearts out? For those of us that don't care about "getting bigger numbers in order to get bigger numbers" (power-leveling) it made for ready teams and active servers. For those that love that sort of thing for whatever unfathomable reason - why curtail their fun?

Was the decision to murder AE worth it? If, I don't know....say 10000 players quit because of that, that's $1.8M in lost revenue that probably ain't coming back. Seems expensive to preserve...what? Design philosophy? I'd think happy, paying customers would be more important that some abstract disparity between a game element's actual, and intended, use.

Just curious.


 

Posted

I'm not sure how many people actually quit because of the changes to AE. I think a lot more people just quit using it (arena anyone?).


Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry

 

Posted

Quote:
If a player is paying their $15 a month, who exactly cares if they are level-grinding their pointless little hearts out?
The big problem with this line is that it presumes that the developers vision doesn't matter. The developers have stated they don't want to set hard numbers on what players can earn in the way of in-game rewards. They say this because if they set a hard-number such as you can only gain 4 levels in a day if you are 40... then all of the power-levelers and farmers will make sure they only gain just under 4 levels in a day if they are 40. Basically, the developers have to keep soft-numbers on what constitutes abuse of the game.

Just because you pay for City of Heroes doesn't give you a license to do what-ever you want with the game. you still have to accept the terms of service and abide by the restrictions and rules set by the developers.

Quote:
For those of us that don't care about "getting bigger numbers in order to get bigger numbers" (power-leveling) it made for ready teams and active servers. For those that love that sort of thing for whatever unfathomable reason - why curtail their fun?
\

Because it wasn't fun. Because it churned out players who were making everybody else's in-game lives miserable. Case in point goes to one of the locked threads about bringing back the old SSK system. The thread starter is famous on one server for having several different avatars... and no clue how to play them.

As much as the players claimed that they were having fun... once the reward was taken away, they stopped interacting with it. The AE'ers got their panties in a wad when it was pointed out that boss-farms hadn't gone away. The reward for doing boss-farms had been lessoned. The boss-farms were still there. If the players actually enjoyed the game in that way... why did they stop? If boss farms were so fun? Why stop? If farming Praetorian 5th Column was such fun, why stop? If Farming freaks in TV's grandville mish was such fun, why stop?

Because it Was Not Fun!

The powerlevelers and farmers were lying through their teeth about whether or not the game was fun. As soon as it stopped being influence, recipie, or salvage profitable, they went on to find the NEXT THING TO OFFER HIGH REWARDS.

There was no decision to curtail their fun. They weren't having fun to begin with.

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Was the decision to murder AE worth it?
Um. With that statement, I feel safe in saying there's no way you've actually been playing for 4 years as you claim. I could make an argument that you've only been playing since I15, if that.

Fact is, the developers made it very clear back before Issue 13 even hit test that Architecture Entertainment was not for farming, power leveling, or any other kind of massive reward. Anybody who had even bothered looking at the main website at any time over the past literal calendar year... KNEW THIS!

Quote:
If, I don't know....say 10000 players quit because of that, that's $1.8M in lost revenue that probably ain't coming back. Seems expensive to preserve...what? Design philosophy?
Storm in a teacup. Basically, subscription rates haven't dropped. Yes, part of this is because of the deal to get Going Rogue beta access by paying for the Game from August to November (which basically makes sure the developers get approximate retail game value (at $10*4 / $15*4 = $40 / $60 spread). Part of this is because the vast majority of the paying / playing base doesn't use the forums. Part of this is because the abusers made up a very small amount of the player base to begin with.

The empirical point here goes back to Issue 13. Re-balancing the PvP caused a fire storm of protest from PvPer's. Some hung around. Others left. The impact on Subscriptions? None.

The number of players actively exploiting the AE system was indeed very high, a much larger percentage of the base. However, most of those knew they were exploiting and knew it would end at some time. The anvil dropping did very little to the majority of the game.

Quote:
I'd think happy, paying customers would be more important that some abstract disparity between a game element's actual, and intended, use.
See above. To re-iterate. The vast majority of the game was happy with the changes. The number of players actually thanking the devs for the changes was a heck of a lot higher than those that spoke up against the changes.


 

Posted

Is beating a zombie horse the same as beating a dead one, morally speaking?

Hmm...


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

You can argue the OPs points but you can't argue that AE isn't pretty dead now. I'm sure there are people out there playing it, just like there are people out there playing the arena, or there are people doing Eden trials. AE should have never given out XP/Inf to begin with, and the fact now that they have to come up with all kinds of convoluted and annoying ways to prevent whatever they consider abuse of the system only works to confirm that.

They basically released an entire new system to the game, released alongside a new retail box (architect edition) and then, months after it's release, completly overhauled a huge part of it. In my opinion it was released too soon and all of the aftermath (the extreme farming and subsequent nerfing and alterations) was a result of poor decision making and maybe some wishful thinking on the devs part.

If I were to make myself more useful by suggesting something other than complaining I'd suggest adding purples to the list of things you can get with tickets if you wanna bring players back to AE.


 

Posted

Quote:
Originally Posted by Suggestionator View Post
Was the decision to murder AE worth it?
Okay, I guess I missed a memo here someplace. I took a bunch of time off from the game, starting long before the Architect was launched, and didn't come back until just after i16 went live. Since then I've played a bunch of Architect missions, presumably after whatever was done to "murder AE", and you know what? I've had a great time. Whence comes this commonly-bandied reference to it having been murdered? It seems like it's working perfectly fine to me. Yes, Sturgeon's Law applies to the available content, but it applies to everything in life, so big deal; and yes, the system for trawling through the dross looking for the pearls is not as elegant as it could be; but murdered? Srsly?


 

Posted

I have a choice between *rolleyes* *facepalm* and *headdesk*. Which one would you advise me to choose?


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I have a choice between *rolleyes* *facepalm* and *headdesk*. Which one would you advise me to choose?
If only some mad genius invented an emoticon that combined the three!


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by je_saist View Post
Because it Was Not Fun!
It was not fun to you.

They stopped using AE because the reward was taken away, and for some the reward IS the fun.

Now then, where was my stick...this dead horse needs more beating.


 

Posted

I think teaming now is as good as its ever been. You can find great teams and TFs in every zone on both red and blue side. You could not say that when all the AE Babies were spamming the zones with AE requests, along with level 50s asking how to get to Steel Canyon.

I think everyone who uses AE as it was intended is using it now. Who cares if that room isn't jam packed with ridiculous toons who got to 50 in a day?

Things could not be better!


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I have a choice between *rolleyes* *facepalm* and *headdesk*. Which one would you advise me to choose?
If you chain them in that sequence and get the timing right, it's a helluva combo. It's like hitting Build Up, Aim, and popping a big red before firing your dismay.


 

Posted

OP, your argument is based off of a false premise, one that has been iterated several times since the launch of Issue 16.

Farming is not an issue, so long as there is risk for the reward. Within the MA, one of the biggest problems was reward without risk - the exploitation of the custom mob system specifically. For example, bosses with no attacks which, once defeated, granted the same XP and Inf reward as a boss that could hit back.

The current solution, although not the most desirable, is the best solution at the current juncture in time. Developers want to create a better solution in the near future that will allow more flexibility in custom mob creation without penalizing players who want to mix and match powers (with a break in the middle depending on chosen powers).

Quote:
If a player is paying their $15 a month, who exactly cares if they are level-grinding their pointless little hearts out?
This argument is based upon false entitlement. Everyone pays a subscription to play this game. However, when those who exploit certain systems stand to gain the greatest rewards, how is that fair to the majority of the playerbase? Although the markets are optional systems within the game, how could they not be affected if a swell of Influence causes prices on items to skyrocket, or if a once rare items suddenly becomes so commonplace that game balance becomes questioned? In the end, exploiters (but not all farmers, mind you) can hurt the entire playerbase through their actions.

Quote:
Was the decision to murder AE worth it?
Appeal to emotion. The fix was necessary to keep the overall game balanced. The MA can still be used for legitimate farming and storytelling; it has hardly fallen on a sword (or whatever cleaver euphemism can be imagined). The current contest and Guest Author program both point to the wish of the developers to bring the MA back to it's original intent, free from those who would selfishly exploit vulnerabilities for personal gain, regardless of the rest of the playerbase.


 

Posted

Click!



I'm only ladylike when compared to my sister.

 

Posted

Je-Saist:

1) I'm not presuming that the developer's vision doesn't matter. It's extremely important. It is not, however, *more* important than customer satisfaction.

2) Your argument about who was having fun and who was not, while well-made (and I do hear you) does not hang together. There are a lot fewer people on now, and AE is a ghost town. The fun is not boss farming, the fun (for them) was leveling quickly. People not knowing how to play their toons is a self-limiting problem - they are quickly identified and dropped from teams. They affect ONLY PUGs.

3) Uh...I have the 45 month badge to prove I've been here as long as I say I have? Alternatively, you could look up the date of my first post? Wait! I know, *it's right under my name in a little field called "Join date"*!

4) I'll take your word for it that more people were happy with it than not, and that the membership rate was unaffected. I certainly hoped that was the case.


 

Posted

Captain_Photon: I guess then you missed AE building full to bursting with players. Because, now, they are *EMPTY*. That is what I meant by murdering it. Sure, it's still a GREAT system. It works fine. There's great stuff on it amongst the crud...but it's empty. You are bringing a team in there with you, or you are soloing now. There's no more just poking your head into the building and getting 5 invites in 3 minutes. I liked that.


 

Posted

SlimPickens,

1) Thank you. You understood.

2) Some of us don't live on the forums, so I have not seen the deceased equine flogging you and other bemoan.

All,

No one twisted anyone's arm to read or respond to this post. And if you can read, you know where I was coming from and that I'm not some troll looking to start stuff.


 

Posted

"Everyone pays a subscription to play this game. However, when those who exploit certain systems stand to gain the greatest rewards, how is that fair to the majority of the playerbase? Although the markets are optional systems within the game, how could they not be affected if a swell of Influence causes prices on items to skyrocket, or if a once rare items suddenly becomes so commonplace that game balance becomes questioned? In the end, exploiters (but not all farmers, mind you) can hurt the entire playerbase through their actions."

That's a good argument. When I wrote my post I was thinking mostly in terms of fast leveling alone - which really doesn't hurt anyone else.

Thanks.


 

Posted

I have no idea what happened to the AE but when I went in to make an arc the other day... no one was there. At all. I mean... I could hear a pin drop.

edit: I mean I havent read the actual patch notes for the issue 16... so i like really dont know what happened... but all the spam is gone from Atlas.


 

Posted

Just because you pay for club membership doesn't mean you can take a dump in the pool.


 

Posted

Quote:
Originally Posted by Mr. NoPants View Post
Just because you pay for club membership doesn't mean you can take a dump in the pool.

yes it does it just means if they catch ya your gonna get banned


 

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Originally Posted by Lucky666 View Post
yes it does it just means if they catch ya your gonna get banned
By that logic why pay for membership when you can break in and leave a steamer floating in the pool?


 

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Originally Posted by Mr. NoPants View Post
By that logic why pay for membership when you can break in and leave a steamer floating in the pool?
who ever 'broke into' MA?

A more accurate analogy would be some janitor forgetting to clean up the gold doubloons covering the bottom of the pool after the board of director's party, club members saw dollar signs and filled their up their backpacks, after which the owners prosecuted them for theft even though the 'crime' was a result of negligence by their own employees.

Still not entirely useful, but a vast improvement over poo poo in the pool.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Honestly I don't think it was the AE changes that pulled everyone out - I think it was the changes to the rest of the game. Specifically the difficulty level changes and super side kicking.

Preveiously the AE was the only place where it was easy to form groups out of characters that had a wide variation in levels as you could set the level range on an AE arc and everyone would be SK'ed up to the minimum level of the arc. With the new auto side kick mechanics this ability was extended outside of the AE and was actually made better, as folks can even earn XP while exemplaring. So now that grouping is FAR easier outside AE people are more willing to try other things.

Also prior to i16 the most efficient farming method was to put together a full group of 8 in order to maximize the amount of mobs in a mission. This was a lot easier in the AE as everyone was in the same place, there was no travelling between missions and all the amenities where nearby. With the new difficulty levels the serious farmers don't NEED extra players to pad their missions - so they are off soloing TV missions or battle maiden missions set to 8 players and don't need pads, thus pulling those players and all the door sitters that used to pad thier missions out of the AE.

Really, the only change that impacting any kind of farming was the nerfing of boss only farms. However I suspect that had a lot less overall effect than most people think, since boss only farms where ONLY efficient for certain builds - the classic farm builds (fire/kin, fire/psy, etc) probably get more benefit from minion/LT farms -which they can get now by setting thier diffuclty to +4/x8 and no bosses. I think if you actually polled folks who did boss farms you will find most of them did them for the challenge OR because they bought into the "boss farms are l33t" meme and mistakenly thought they where the best way to farm.

The last change to the AE, nerfing custom mobs probably did absolutely nothing to impact farming in AE as you can still fill maps with custom groups of standard mobs and get full xp as long as you include 1 of each type (minion, LT, Boss) in the custom group. This still allows you to pick a mob type that is easy for you to farm (say, fire weilding CoT demons for /fire armor characters ) and be fairly safe - and since the new difficulty settings work in the AE those who are farming there are probably doing it solo so you wouldn't even notice them. The REAL impact of this change was to butcher story focused arcs that relied on custom mobs - with the reduced XP I bet those arcs are getting NO play anymore, thus killing the one thing that the AE was intended to do.

In conclusion it seems to me that the real change here was that the devs took the lessons learned from the AE and applied them to the rest of the game, allowing folks to group easily and farm dev designed story arcs and paper/scanner missions with the same ease that the AE previously allowed. If they had stopped there or JUST made the changes to kill the boss only missions things would have been fine - but the real AE killer was making custom mobs which tend to be a lot more challenging than normal mobs worth less XP, killing any story based arc that relied on custom mobs.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by EricHough View Post
Honestly I don't think it was the AE changes that pulled everyone out - I think it was the changes to the rest of the game. Specifically the difficulty level changes and super side kicking.
Bingo!

It took them longer than it should have to figure out that punitive action against paying customers is a poor business decision, but once they grasped that salient fact they proceeded very intelligently.

It being impossible to chase the farmers out of MA without making it unappealing to basically everyone except a couple of RP headcases, they made the rest of the game sexier to lure them out.

And I don't know where people are coming from with all the "deserted" talk.
Maybe compared to OMG EVERYBODY'S MA FARMIN it's deserted, but I see people in the main MA hubs and hear them putting teams together in chat.

It's one more thing for us to do, not the be-all, end-all of CoH evolution.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post
who ever 'broke into' MA?

A more accurate analogy would be some janitor forgetting to clean up the gold doubloons covering the bottom of the pool after the board of director's party, club members saw dollar signs and filled their up their backpacks, after which the owners prosecuted them for theft even though the 'crime' was a result of negligence by their own employees.

Still not entirely useful, but a vast improvement over poo poo in the pool.
I was breaking my own analogy for humor. The Scheiße in AE were the boss farms.

Also if you leave a property with something that doesn't belong to you that is clearly theft so crime doesn't need quotation marks.