How to Fix AE Rewards, in One Step
Good points as usual.
First, however, I don't see any merit in there being a middle ground between 'exploitable' and 'non-exploitable'. If 'exploit-1' is fine (and it may not be) then it is by definition not an exploit and therefore fine.
Of course, in the Dev's collective minds there is probably a grey area between "level 50 in 500 hours, A-ok" and "level 50 in 24 hours, not ok". The question would be whether that grey area is galaxy sized, and something you can toss a number at, then tweak, or molecule-thin, and therefore a very specific number.
Although it is possible the Dev's comfort zone is so low that the playerbase would not accept it, that implies we are already functioning well above it.
It seems like it should be possible for the Devs to derive that 95% of all players currently level more slowly, than say, "Level 50 in 48 hours" (just a wild guess) and set the AE speed limit to that.
After that, it would be a matter of implementation: Do you apply the cap on an hourly basis? Daily?
Sure, people would strive to create maximum speed missions. But by definition, that would be okay.
In fact, as BAB obliquely implied, there would be nothing 'wrong' with setting the AE Speed Limit to be explicitly lower than what is possible in the game at large, if they were truly worried about exploits. Then anyone who wants to level faster than x can just hit the Dev created content.
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The devs are specifically barred from posting anonymously under another account. Even when his redname was malfunctioning, Castle identified himself when posting under a different account (which was also named obviously). That policy dates back to the Cryptic days, and to the best of my knowledge that policy is still in effect. And I last checked just a few months ago.
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Although this is certainly true, its also true that perhaps counterintuitively because the devs have their own work to do, they are not always very aware or try to be aware of what everyone else is doing. There's no "thrill" to finding out before we do that Castle is making a banana-grenade powerset in Going Rogue, because they work there. Sometimes *I* find out what Castle is working on before BaB, and vice versa, when its not a big secret, and the one doesn't directly affect the other. BaB may know, he may not know, he may be so busy with Going Rogue and other projects he doesn't currently care to know. Its impossible to know without asking him. |
That's hyperbolic. Under no set of circumstances would someone be modded for saying what BaB said, first because its relevant, second because its true, and third because it doesn't violate any of the forum rules. Just because you don't like it, doesn't make it generally offensive. |
BaB didn't say it, I would have eventually. Its completely relevant to the suggestion that the AE *must* provide a levelling rate comparable to the rest of the game. Even when its "fixed" there's no guarantee that will be true. If it was up to me, that almost certainly wouldn't be true on average, for a number of reasons. And if you think its not constructive to be told that one of your assumptions about the AE might be wrong, and therefore all of your conclusions about the AE that derive from that assumption are suspect, and any argument you make to the devs that include that assumption have a significant probability of being dismissed, we have a different definition of "constructive." |
And if a player was to say that the assumptions that we make about the MA are wrong then that is one thing, they are likely as playing guess work as we are. But if a Dev says that you are wrong, its implies that the offical line of the company is that the players are incorrect.
And by the way, I actually don't know if BaB had first-hand knowledge, or was just guessing when he said what he said. So I'll reiterate: the AE's "alternate levelling path" makes no guarantee that it will provide an equivalently fast levelling path. And I am not guessing.** I think its fair to suggest its too low because its drastically too low. But its not fair to suggest its too low because its lower at all. That's a target you have no right to expect, in the sense that the devs have not stated or implied you'd ever get, all assertions to the contrary notwithstanding. |
Comparing this to "Jack-speak" and saying that "alternate means equal" is ironic, because that sort of redefinition of English is exactly what Jack was often accused of. Alternate means equal in exactly the same way that Enhancements aren't powers: only from a very specific and narrow point of view. |
I say its double speak like Jack because we were told a better alternative was going to be forthcoming, and the response he gave implies it could not be. If the devs pushed a crappy system onto us for rewards, saying that it would be fixed, and know now that its not going to be, then that is totally just like the things jack used to do.
** I've had discussions with many devs about the AE, from before I14 was in beta, up to the present day. Their collective position about rewards in the AE during those discussions has been consistent ever since Positron laid down the law on it in the open forums: the AE is intended to have rewards (it was originally conceived to be reward-less) but those rewards may not be equivalent to the rewards achievable in other parts of the game. They may be qualitatively different, and they may be lower. That's been true ever since the AE's design was changed to allow rewards at all. |
See my thing is that i dont care really about the xp, influence etc as a single thing. But IMO there should be soemthing the AE offers in exchange for slower leveling. So if they want to leave xp and influence as it is now, im fine with that, then increase the ticket cap, or remove it. Maybe allow tickets to purchase specific recipies like merits do, or better yet buy purples.
Point being, if they want players to make good use of the AE it needs to offer something, and it its going to offer slower leveling, slower influence no random drops and tickets that dont quite make up for all the random drops, and to top it off creativity costs players even more xp loss andinfluence loss, then guess what? Players wont use it. Just as they dont seem to be doingnow. It might not have been designed for rewards but the devs were atleast smart enough to know with no rewards it wouldnt be used. So how about being smart enough to pick atleast one thing that it can offer great rewards for, in exchange for slower rewards in other ways.
** I've had discussions with many devs about the AE, from before I14 was in beta, up to the present day. Their collective position about rewards in the AE during those discussions has been consistent ever since Positron laid down the law on it in the open forums: the AE is intended to have rewards (it was originally conceived to be reward-less) but those rewards may not be equivalent to the rewards achievable in other parts of the game. They may be qualitatively different, and they may be lower. That's been true ever since the AE's design was changed to allow rewards at all. |
It takes two sides for Mission: Architect to succeed. It takes creators who are willing to work for no reward other than to see their work get played and rated. Basically, there is no other reward for them. Their work fuels the system. And if they see their work sit for weeks or months without plays because no one uses MA because the rewards are 'qualitatively different,' what will happen?
Easy enough, they will find something else to do with their time because, there is essentially NO reward for them doing it other than spending a bunch of time creating something that no one ever sees.
And if there are no creators writing stories anymore, what happens then? The niche audience shrinks even further because there's no point in bothering if there's never anything new there and if you're going to re-do content, you might as well re-do the content that gives the superior 'qualitatively different' reward.
First, however, I don't see any merit in there being a middle ground between 'exploitable' and 'non-exploitable'. If 'exploit-1' is fine (and it may not be) then it is by definition not an exploit and therefore fine.
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Exploits aren't necessarily about a specific level of earning ability. Its a relative comparison between reward rate and activity - what is sometimes colloquially and misleadingly referred to as "risk/reward."
Put it this way: the devs would probably not care if they datamined that a particular player was earning rewards twice as fast as the average player. They *would* care if it turned out that the average of all Fire Blasters was earning 50% more than the average of all players, even though the difference was much lower. The reason is that in the first case, there is a presumption that the higher earning rate was related to a higher skill level in playing the game. That might be true, it might be false, but they are willing to presume that unless they have evidence to the contrary. But there is an equal presumption that not all players that play fire blasters could be significantly more skilled than all other players in general, so that would represent a clear imbalance in the powerset, the main difference between the two groups. And averaged across a large number of players, fifty percent is a very large gap.
Balancing rewards with the activities that produce them is a highly imperfect science, and one the devs do not have precision tools to craft. But they still have a general sense of what should earn more, and what should earn less rewards. Exploitive imbalances aren't just a question of people exceeding a singular limit. More likely, its equally a question of breaking the grey, imperfect, but still important activity/reward balances.
Making a mission that can level you twenty times faster than average is clearly over the top. But a mission that can level you twice as fast as normal while doing nothing is much more exploitive than a mission that requires a significant amount of activity that can level you *three* times as fast as normal.
In effect, saying there's only a singular maximum reward limit, and all levels of reward below that must be fine, is erasing all gameplay distinctions in earning rewards. Its essentially taking the "game" out of the game.
There's one more practical problem with caps. If exploitable content still exists and the caps are actually doing something, there's always the alt-switching workaround. If we set the maximum limit of the AE to, say, 80% of the average XP earning rate per hour, but there's a mission that can earn that 80% in 10 minutes, all we have to do is run it, switch to an alt, run it again, switch to a third alt, rotating between six alts, and we can exceed the AE cap by a factor of six, earning (plus or minus overhead) a net 4.8 times the average per hour, collectively across multiple alts.
The bigger the window, the worse this problem gets. But set the time window too short, and you run into burst XP problems. Just killing a boss or AV could get capped. And there's no sweet spot that's obvious to me, rather there's actual overlap between too short and too long, such that in between the two are windows that suffer *both* problems rather than neither.
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You work for NC Soft? If so why dont you have a forum red name, if so why are you posting under a non-dev account without warning the forums ahead of time, isnt this breaking the company rules you speak of?
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i would say that it wouldnt be a big request to atleast let be known the approach that they are taking. |
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The middle ground is where gameplay enters into the equation. Suppose there turns out to be a way to create an AE mission where, just by entering it and standing still, you could automatically earn the exact average XP/min for your level, continuously, for ever minute you remained in the mission. Your cap wouldn't affect this exploit, and you're also suggesting that the reason *why* your cap wouldn't affect this exploit is because it really doesn't matter so long as the earning rate is not above average.
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There's one more practical problem with caps. If exploitable content still exists and the caps are actually doing something, there's always the alt-switching workaround. If we set the maximum limit of the AE to, say, 80% of the average XP earning rate per hour, but there's a mission that can earn that 80% in 10 minutes, all we have to do is run it, switch to an alt, run it again, switch to a third alt, rotating between six alts, and we can exceed the AE cap by a factor of six, earning (plus or minus overhead) a net 4.8 times the average per hour, collectively across multiple alts.
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For instance, we know that a fight against an average equal level spawn is supposed to take some amount of time...let's say 10 seconds. We can guesstimate the amount of travel time between spawn points based on how many are used in a certain amount of space, presuming Super Speed. We can know how much xp a given spawn point should generate for an even level 8 man team. This will give us a data point for how long a mission should take, assuming an utter lack of banter and delay. This info could even become part of the AE UI. "Your mission should take around 1 hour to complete, and deliver 10k xp. Mileage may vary."
We can extrapolate from this an amount of time (say 25% of the average) that is deemed acceptable, and an amount of time (say 10% of the average) that would send up a red flag, alerting GMs to check the server logs for exploits.
Of course, it might turn out that there is no exploit, and that the team running that mission is just very efficient at that particular layout and critters. That would be the actual problem scenario, and may need to be handled on a case-by-case basis. My instinct would be to say that in such a situation, I'd rather encourage alt switching than having the same players running the same characters through the same content repeatedly.
It would still be an improvement over the current situation (YMMV).
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
See my thing is that i dont care really about the xp, influence etc as a single thing. But IMO there should be soemthing the AE offers in exchange for slower leveling. |
Tickets can be gained quite quickly and allow a player to bypass paying a lot (i.e. 10,000+ to quote a number from the ether) for items such as Luck Charms and Scientific Theories.
As for time spent on creating = less xp, so what? Have you looked at the MA threads? Considered creating anything with a hope to get it on the 'For Our Consideration' thread (or whatever it's called)?
AE, for me, is fun. It is a good distraction just as TFs are a good distraction. It doesn't have to reward me oodles of xp or drops. The 'regular' rewards for playing are good enough to allow for a bit of R&R time in the MA.
And although the tips etc say that you can level from 1-50, they don't mention anything about comparative drop rates (on Dev Choice arcs). It's true, you can spend a whole toon's 'career' in the MA if you want to. It's an alternative levelling path. It can also address some people's issues with mobs that are just too easy. Now with the new difficulty settings I feel the balance has shifted again towards Dev Content.
Being a fan of most of the Dev content and vehemently against PLing in 2 days this is win-win for me.
Second, it encourages people to make farms that fly just under the cap. So "Exploit" is bad, but "Exploit-1" is fine. And it suggests the devs implicitly approve. In this sense, it can actually make the overall problem worse, and force the implementation of a cap that isn't "definitely exploitable" but "so low it cannot be exploitable." And that level might be so low it creates the problem of AE missions that simply run out of XP long before they are over. The complaint level for that is likely to be at least as loud, if not louder, as it is now over low per-kill rewards. The psychological implications are not trivial to predict here, and if I had to roll the dice, I would say it wasn't worth the risk.
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