Merit Rewards and Difficulty Settings?


Aggelakis

 

Posted

Couldn't find much about this, so new thread for it. I was curious if the difficulty settings affect merit rewards, or if it's just a static number of merits no matter what difficulty you complete the arc/trial/sf on?


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Posted

ah, gotcha. thanks. the in-game information was vague on specifics.


"Scrappers don't want the bit of dignity that Brutes left them taken away by (lol)Stalkers." -Delta_Strider, on Stalker buffs.

Current Project: Hard Goodbye, StJ/Nin
Retired: Blitzwulf, Claws/Nin (50); Perdition's Blade, Night Widow (50)

 

Posted

There is 'consideration' going on among the Devs of allowing difficulty settings to affect Merit rewards, but that would require some coding being done (as well as setting up a workable exploit-free system). *Maybe* by Going Rogue or the issue after that we *might* see a Reward system influenced by player-set difficulty.


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Posted

Quote:
Originally Posted by Blitzwulf View Post
no matter what difficulty you complete the arc/trial/sf on?
Trials, Task Forces, and Strike Forces are all always run at +0x1, yes bosses, yes AVs. Because of a few issues with the difficulty slider and TFs, the devs set TF mode to override difficulty settings. They later changed it so that being put in TF mode by Flashback or MA mode checks difficulty settings normally, but in "real" TF mode, you can't adjust the difficulty.


@Roderick

 

Posted

Just making sure on something here...but does the whole task force take the initial team member numbers when spawning mobs? As in, for example. If I wanted to solo a Posi TF, I would bring my toon, and two filler toons. All missions will spawn for a 3 man team? Or just the first one? I'm thinking it's the first, just making sure.


 

Posted

Quote:
Originally Posted by SoulSpark View Post
Just making sure on something here...but does the whole task force take the initial team member numbers when spawning mobs? As in, for example. If I wanted to solo a Posi TF, I would bring my toon, and two filler toons. All missions will spawn for a 3 man team? Or just the first one? I'm thinking it's the first, just making sure.
The last modifications to the Task Force system are supposed to spawn mobs no lower than the bare minimum of players needed to start.

So yes, a Positron should spawn mobs no lower than a 3-man team.
A Synapse should spawn mobs no lower than a 4-man team
A Sister Psyche should spawn mobs no lower than a 5-man team

and so on.


 

Posted

hmm. thanks much for the info, all. it wasn't so much as i wanted more merits, but i was running a few story arcs and wondering about the difficulty slider due to the vague in-game info from the merit npc's added.

it'd be nice to have a scaling reward system with the scaling diff settings system, but i don't think it's one of those top priority type things


"Scrappers don't want the bit of dignity that Brutes left them taken away by (lol)Stalkers." -Delta_Strider, on Stalker buffs.

Current Project: Hard Goodbye, StJ/Nin
Retired: Blitzwulf, Claws/Nin (50); Perdition's Blade, Night Widow (50)

 

Posted

Quote:
Originally Posted by Blitzwulf View Post
hmm. thanks much for the info, all. it wasn't so much as i wanted more merits, but i was running a few story arcs and wondering about the difficulty slider due to the vague in-game info from the merit npc's added.

it'd be nice to have a scaling reward system with the scaling diff settings system, but i don't think it's one of those top priority type things
There already is one.

The scaling reward is the greater amount of influence / infamy, prestige, and increased drop potential/

There's no point in adding another scaling reward system when the game already has one.


 

Posted

\

Quote:
Originally Posted by je_saist View Post
The last modifications to the Task Force system are supposed to spawn mobs no lower than the bare minimum of players needed to start.

So yes, a Positron should spawn mobs no lower than a 3-man team.
A Synapse should spawn mobs no lower than a 4-man team
A Sister Psyche should spawn mobs no lower than a 5-man team

and so on.
Thanks.

But now, how about if the team size changes, but still over the minimum amount? Say you start the Positron Task force with 8 members, but 2 members quit/DC right after it started before the first mission. Would all missions spawn for 6 members or 8?


 

Posted

Quote:
Originally Posted by SoulSpark View Post
\
Thanks.

But now, how about if the team size changes, but still over the minimum amount? Say you start the Positron Task force with 8 members, but 2 members quit/DC right after it started before the first mission. Would all missions spawn for 6 members or 8?
As I understand the spawning system, mission's spawn should adjust down to the minimum level required to start the Task Force.

So, if you start a Positron with 6 players, you'll have spawns for 6. If 4 of those players leave and you only have 2 players left, the spawns should adjust to the base 3-player spawn needed to start the task force.


 

Posted

Quote:
Originally Posted by je_saist View Post
As I understand the spawning system, mission's spawn should adjust down to the minimum level required to start the Task Force.

So, if you start a Positron with 6 players, you'll have spawns for 6. If 4 of those players leave and you only have 2 players left, the spawns should adjust to the base 3-player spawn needed to start the task force.
Positron (and I assume all other TF's too) will scale to the number of team members actually on the team. The minimum starting requirement only matters to start the TF. Once you're in TF mode it makes no difference. For example, start Posi with 2 players and a filler. Filler quits, other 2 players remain on the TF. Mobs will spawn for 2 players, not 3. I've run dozens of solo Positrons, and this is the way it works.


 

Posted

Quote:
Originally Posted by je_saist View Post
The last modifications to the Task Force system are supposed to spawn mobs no lower than the bare minimum of players needed to start.

So yes, a Positron should spawn mobs no lower than a 3-man team.
A Synapse should spawn mobs no lower than a 4-man team
A Sister Psyche should spawn mobs no lower than a 5-man team

and so on.
Wrong.

A TF spawns at the number of people on ther team, regardless if they are online or not.

So if one of your two extras QUIT the TF, and the other logged off, then you would get spawns for 2, even on the first mission (assuming he quit before you entered the mission).

The last cannot quit; doing so would cause the TF to disband. However, if he logged out, then the TF would still spawn for two, since there are still two people in the team.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
Wrong.

A TF spawns at the number of people on ther team, regardless if they are online or not.

So if one of your two extras QUIT the TF, and the other logged off, then you would get spawns for 2, even on the first mission (assuming he quit before you entered the mission).

The last cannot quit; doing so would cause the TF to disband. However, if he logged out, then the TF would still spawn for two, since there are still two people in the team.
which is why I said SUPPOSED TO. Doesn't mean it works properly.


 

Posted

No. It is NOT "supposed to" work that way. It was "supposed to " work that way for all of a week before they patched it to change it to the current method.


@Roderick

 

Posted

March 5th 2008 created the current team size rules


Feb 12th had the don't drop below the TF minimum, so it was about 3 weeks, but still a very short time.



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Posted

3 weeks? Guess I was thinking time from the Feb 12th patch until the TEST change to the current setting.


@Roderick

 

Posted

Quote:
Originally Posted by je_saist View Post
There already is one.

The scaling reward is the greater amount of influence / infamy, prestige, and increased drop potential/

There's no point in adding another scaling reward system when the game already has one.
The whole point of the merit system is to give you content-appropriate rewards for your effort. Because it makes no sense that a 10 minute TF and an 8 hour TF give you the same ending reward.

Keeping that in mind, you're saying that they should absolutely not reward people for fighting harder enemies (which is not only more challenging, but takes longer), and everyone who wants to get the content-appropriate rewards for their effort should do it on the lowest difficulty available?

Merits are far more valuable than sheer influence and prestige (and I don't know what "increased drop potential" means, because enemy level does not influence how many items they drop, AE tickets aside, which is why people farm on +0 or even -1 for drops). Merits are pretty much the whole reason to run task forces. People running task forces for the rewards (not just for fun) are doing it for merits, not for inf/prestige. If they wanted raw inf, they could just grind newspapers or run their local farm mission.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
Merits are far more valuable than sheer influence and prestige (and I don't know what "increased drop potential" means, because enemy level does not influence how many items they drop, AE tickets aside, which is why people farm on +0 or even -1 for drops).
Go do a mission at -1x8, and again at +4x8.

I bet you'll get WAY more drops/min the first way.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
Go do a mission at -1x8, and again at +4x8.

I bet you'll get WAY more drops/min the first way.
Isn't that what I said?


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

What Zombie man referenced was the fact that the developers are considering making the Challenge (not difficulty) settings affect merits. Currently, they do nothing (as far as rewards go). Note at least some Developers are of the mind that if the Challenge settings are ever coded to be able to affect awards of merit, failable challenges will not just increase the merit award; they should also decrease the awarded merits upon failure.

Either that, or the fact they are working on setting it up so you can use the difficulty settings on a normal TF without being able lower the level of a TF to get it's Master badge.


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Posted

Quote:
Originally Posted by je_saist View Post
which is why I said SUPPOSED TO. Doesn't mean it works properly.
No, it's NOT supposed to.
If people quit the TF, it will scale down as low as 2. This is how it was ANNOUNCED by the devs and how it's SUPPOSED TO work.


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