Day Jobs Plus
They are bonuses. They are essentially free stuff that you can get when you come back from a weekend of not playing, or not having played a certain character for a while. They are not supposed to be all that persistent, or always-on things.
Take your XP one, for example. If it were turned into a toggle, you could toggle it on right at the end of a mission, complete it, and then turn it back off again. Using up about 30 seconds of time, instead of needing to have it on for the whole mission. This would lead to the ability to exploit it in a way that it was not designed for.
The Day Job system was pretty much added in to give you a reason to play alts, instead of just one character all of the time, and I think it works just fine doing that.
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For the X for Completing Mission, I agree that some kind of charge would be better, but the code for that probably doesn't exist yet.
All they need to do is change the mission complete bonus Day Jobs to a charge-based system and I'd be happy. Right now they blatantly favor speed-runs over normal play, which is bad.
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They are bonuses. They are essentially free stuff that you can get when you come back from a weekend of not playing, or not having played a certain character for a while. They are not supposed to be all that persistent, or always-on things.
Take your XP one, for example. If it were turned into a toggle, you could toggle it on right at the end of a mission, complete it, and then turn it back off again. Using up about 30 seconds of time, instead of needing to have it on for the whole mission. This would lead to the ability to exploit it in a way that it was not designed for. The Day Job system was pretty much added in to give you a reason to play alts, instead of just one character all of the time, and I think it works just fine doing that. |
There is however only one day-job bonus that does persist and that is the On-Patrol XP gained from logging out anywhere. You don't have to toggle it on but it doesn't go away if you don't use it immediately.
Home server: Victory
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My first 50(0)! 18/11/11
@Oneirohero
This is not the first time that the day job bonuses are a bit useless as they are scripted now. Personally, I ignore them altogether because it is to much bother for to little effect. I collect the dayjob badges but that's it.
Making the bonuses last longer or make them last for a few missions instead of a fixed time would make them more worthwhile to bother.
I like your idea of having a dayjob unlock a contact though. Say a smallish arc of 5 missions perhaps? That alone would be worth the time collecting a dayjob.
In all relativity, I wouldn't even mind if the Day-Job superior badge were not included in the revamp (for +rate and +effect for existing day-job bonuses) if the existing bonuses could be used effectively in the situations they're meant for. Let's take a look at what the bonuses would be like in the proposed system.
- Virtually all mission-completion day-job bonuses would be altered to accumulate as charges instead of time. One charge is spent for every mission completed and produces the desired effect on the reward. This will also allow characters to possess multiple day-job reward bonuses at the same time and receive them upon completion so long as charges exist. And as a majority of the day-job bonuses are mission-completes, this would be a big step in bringing day-jobs into higher regard.
- Mortician's debt-protection would be charged based too, where a charge is spent every time the character incurrs Debt. It's probably not for those who are into collecting debt for badges, but those who won't want it can take advantage of the 'just-in-case' debt reduction.
- The +Regeneration and +Recovery day-jobs, as well as Predator (+Recharge), Duelist (+End), Cimeroran (+Resist) and the +Movement day-jobs could be turned into Click charge bonuses if they cannot be turned into zero-end toggles.
But something tells me that these particular bonuses would only work as they already are, time-based. Though a hybrid solution would be a perma-click bonus which only starts ticking down after activation and stops when the character logs out (and the 30 second log-out time ensures one doesn't exploit logging in and out to bend the click bonus too easily)
- Additionally, accolade powers that operate on the auto, time-based mechanics of the bonus system would benefit from being charged-based as well. A couple of accolades comes to mind: Entrepreneur/Profiteer for Crafting cost discount and the Time Lord accolade for Time Lord's boon. Turn the crafting discount into a charge-based power that uses one charge per crafted item and turning Time Lord's boon into the perma-click power mentioned earlier on.
Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero
Day-job contacts and arcs seemed like a really obvious thing when the concept of it was first announced. Would be nice to see it implemented. I like how they changed the marketeer teleport into a charge-based thing and would like to see the same with the mission completion ones and the like.
at present i try to cycle my alts through the day jobs that amass the largest amount of non-timed bonuses. i've one character that i logged in to move a few days ago that had 5 or 6 day-job icons showing.
crafting cost bonus is a charge thing isn't it? like the tailor tokens for Fashion Designer, it stacks up and you only use them up when you choose to.
@craggy see me on Union for TFs, SFs (please!) or just some good ol fashioned teaming.
Well, I like the general idea of improving day jobs... Right now I pick them up pretty much for the badges, and would be nice to see some change.
Toggle for some, charges for others... I think it could work without being exploitative, just need some thinking done around what was said in this thread. Like, let´s say... You get the xp protect bonus up to 20 charges and when you die you hit an option using it, if you want. The same goes for xp, when you complete a mish you get a window asking if you wnat to use your charge.
Also Day Job contact certainly would be awesome for the RP part, and I also tought it would be implemented when Day Jobs first came, but I don´t think the superior bonus would be as much a good adittion... You already have the advanced bonus after you have the badge, so I think it might be overkill.
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Originally Posted by craggy
crafting cost bonus is a charge thing isn't it?
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Originally Posted by Trialtester
Like, let´s say... You get the xp protect bonus up to 20 charges and when you die you hit an option using it, if you want. The same goes for xp, when you complete a mish you get a window asking if you wnat to use your charge.
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Also 20 charges for the Mortician's bonus? That's excessive for a cap based one something that only applies to when you get floored by your enemies. I would've just gone with a maximum of 10 myself, to match the 1 charge per day cap.
Originally Posted by Trialtester
Also Day Job contact certainly would be awesome for the RP part, and I also tought it would be implemented when Day Jobs first came, but I don´t think the superior bonus would be as much a good adittion... You already have the advanced bonus after you have the badge, so I think it might be overkill.
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Not to mention that this Superior Day-job badge still requires you to have logged out for 21 days in total to even unlock the day-job contact to do their missions, couple that with a long or difficult story-arc and the badge's effect seems reasonable.
Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero
@craggy see me on Union for TFs, SFs (please!) or just some good ol fashioned teaming.
use it on my MM. used to get the option to use crafting discount tokens when making a recipe, but I've been going for other day jobs lately, so can't confirm if it is a stackable thing or not. going to guess it isn't time-based though, going on how I'd reached the limit during the time I was playing that toon very regularly, and usually crafting a few recipes a night.
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Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero
Today's suggestion talks about extending the day jobs system to solve a few problems that are apparent today, as well as renewing interest in players with new story content.
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Currently the system runs by accumulating time and badge credits to certain dayjobs. Logging out a hospital earns you time for the Caregiver buff and badge credits. Earn a dayjob badge and the effect and rate accumulated increases. If you obtain two dayjob badges you will be able to gain time or charges to an accolade power by logging out of the areas associated with either badge.
However there are a few problems that arise. I can see that Day jobs are a way of rewarding players and character offline to encourage people not to play 24/7, but in the short-term the rewards logging out of the places can be close to useless.
An example, Law-Enforcer/Arachnos Agent offers an XP bonus upon mission completion, it sounds pretty fair doesn't it? Do a mission and extra XP? But the thing is, it takes time to complete a mission, and more difficult ones take even more time to prevent consecutive wipes. Following the information I've found, it takes 10 days of logging out to accumulate 2 hours of time, that's the same as one minute of day-job bonus for every two hours logged out. How long does a mission usually take, from when you first log in, to reaching the mission door, getting a team together if required and running through the whole mission?
The problem in it's microcosm is that more often than not, the bonus runs out before you complete the mission, or even before you step through the door. Sure you can leave your character in a police-station/arachnos base for 10 days but unless you have other alts to play, that's one character left unusable by day-job accumulation, because not enough time means no reward and wasted bonus time.
This also occurs on many buffs like Caregiver and basically anything that starts counting down the moment you step back in, if you didn't log out long enough you won't see it active long enough to have any benefit. The only day-job that's perfectly designed is the Patroller/Criminal dayjob, where patrol-XP is accumulated but not lost, but USED! Same applies with the Market Transporters and most Day-Job accolade powers, they are gained but not lost if they're not used right away.
Another observation is regard to how day-jobs are perceived whilst online. The roleplaying aspect is that when your character isn't fighting crime or causing it, they're doing a job as a cover or on-the-side employment. Something about it doesn't seem really like a job, it's just something mentioned but never seen. And in some people's eyes, it's not really engaging or exciting, should it ever be.
Day-job contacts and story-arcs
Every once in a while, the line that distinguishes their day-job and their heroic escapades becomes blurred. Maybe the character working at the hospital is notified that patients have been coming in with some strange disease, or that there has been a big theft at the Vault Reserve (Banker/Thief) and they need someone capable of investigating or solving the problem a way only a superhero or villain could.
For each existing Day-job there will be a new Day-job contact to speak to, access to the contact is available only when the player has obtained their relevant day-job badge, proving them in the roleplaying sense, to be experienced enough to handle the job. The contact will have their own story-arc detailing the crime or problem that is thematic to the day-job they're associated with. When the player has completed their arc, they will be awarded with a 'day-job superior badge' linked with their original logged-out badge.
This day-job superior badge offers similar benefits as the logged-out badge, slightly increasing the bonus is gives as well as the time/charge rate accumulated when logged out. The balancing factor is the difficulty of the storyarc to make the reward fit the risk, in the same way as you needed to have logged out at the same location-type for a total of 21 days for the logged out badges.
Day-job contacts may also give out scanner/newspaper style missions thematic to their day-job, kind of like being able to DO the day-job as opposed to logging out and imagining it. Else the day-job contacts will just congratulate you for a job well done. This feature is mainly to give day-jobs a tangible feel in gameplay as well as an imaginative one.
I sense that this one might have the most controversy because it deals with balancing factors, but I might as well cover it, if only to highlight possible solutions and problems.
A lot of day-job bonuses are time-based, and some even have requirements and restrictions on when and how the bonus is given. Caregiver for +Regen and Pocket D for +Recov bonus are written to only have their effect outside of battle. The aforementioned Law-enforcer/Arachnos-Agent bonuses for XP, as well as the day-jobs associated with Inf. only apply when a mission is completed.
The problems with the time-based bonuses is that if you don't log out long enough, you won't have time to complete a mission which gets you your bonus. As for the outside of battle restrictions it can be debated whether it matters being in or out of battle, or whether the game actually pays attention to either. The biggest problem is essentially the fact that you don't use the bonus, you waste it. From the moment you log in the timer for the bonus is already ticking away and it encourages you to rush in to get the most out of the power.
Solutions for this can involve turning timer bonuses into toggles that become active when YOU want them to. Others include changing the XP-mission/Inf-mission completion bonuses into mission-completion charges. You accumulate charges which are spent when you complete mission instead of trying to rush through one before the clock runs out. Anything that works on the basis of a user opting into a bonus or allowing that bonus to be stored up whilst online is a step in the right direction.
I could also mention getting rid of mission-completion/out-of-combat restrictions but I feel that's generally how the bonuses are balanced and removing them would make them unbalanced. The solutions mentioned above would work much better.
Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero