Discussion: Live Patch Notes - 4/7/10
The other was reducing the exp of Com Officers, since they have always been minions that give lieutenant exp.
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Then of course, as you mentioned, the "meow farm" fiasco last spring caused them to have to revisit that stance, so Comm Officers in AE missions only give minion class rewards again. (If memory serves, the Comm Officers still give lieutenant rewards in developer content.)
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That would/could work for things like +DEF, -DEF, +RES, -RES, +DMG, -DMG, +ToHit, -ToHit... what about things like -recharge, -speed, or mezzes? You could easily make a Mind/Plant pet that spams confuses and holds while doing no damage. Or knockdowns through Ice Slick. Or an arch-villain that just stands around with Choking Cloud or Oppressive Gloom on.
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Still thinking about those, as I mentioned at the end of the post:
And even this somewhat complex idea has some corner cases still to consider (the most obvious of which is: what do you do about stacking slows and mezzes). |
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I see risk vs reward being brought up a lot, but there are plenty of things the devs changed that skew that anyways. CoT portals and Comm officer portals spring to mind. Any summoned enemy really - Infernals demons, Batzuls imps, anything the wyvern conjure up, ect... all things that bring with them plenty of risk but literally 0 reward. I can see why they were changed, but there is still risk involved and no reward.
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So they made it where killing the portal gave you xp this was farmed and so they took that away so now you get a big bag of nothing
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Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
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Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
I see risk vs reward being brought up a lot, but there are plenty of things the devs changed that skew that anyways. CoT portals and Comm officer portals spring to mind. Any summoned enemy really - Infernals demons, Batzuls imps, anything the wyvern conjure up, ect... all things that bring with them plenty of risk but literally 0 reward. I can see why they were changed, but there is still risk involved and no reward.
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Risk vs Reward was always a smoke screen, just a phrase that people assigned meaning to when there was none inherent in it. Merits demonstrate they have a Reward/Time envelope, not a Risk/Reward envelope and are perfectly willing to hammer down on anyone that gets clever with how they do things, whats more they don't particularly care about the collateral damage that occurs.
I decided to color code your post instead of trying to respond to each falsehood, lie, error, mistake or irrelevant rambling individually. Here's a handy legend:
Red text = Lies. Orange text = Things you know nothing about. Blue text = Irrelevant for the discussion in this thread. White text = More or less blatant insults. Green text = Actual true statement. |
Then of course, as you mentioned, the "meow farm" fiasco last spring caused them to have to revisit that stance, so Comm Officers in AE missions only give minion class rewards again. (If memory serves, the Comm Officers still give lieutenant rewards in developer content.)
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Anyway, back to the Freakshow and such.... I can understand why you wouldn't want them to be attackable while they're stuck in their rez animation, but having them untargetable is just plain annoying.
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Teamfarming can be done pretty much with any setup, a tank, a healer and a trashload of DPS. Solo not every set or AT is as efficient, some also require some serious IO slotting before jumping into a group of 14 +2's (or higher). Worse, if you dont have such character, or in my case, they are on the EU side while im at the US servers.
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Risk vs Reward was always a smoke screen, just a phrase that people assigned meaning to when there was none inherent in it. Merits demonstrate they have a Reward/Time envelope, not a Risk/Reward envelope and are perfectly willing to hammer down on anyone that gets clever with how they do things, whats more they don't particularly care about the collateral damage that occurs.
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Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
Ridiculous.
The real farmers I know don't even touch AE. They use standard missions, the wall in Cimerora, or afk PvP farm.
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Risk vs Reward was always a smoke screen, just a phrase that people assigned meaning to when there was none inherent in it. Merits demonstrate they have a Reward/Time envelope, not a Risk/Reward envelope and are perfectly willing to hammer down on anyone that gets clever with how they do things, whats more they don't particularly care about the collateral damage that occurs.
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Because this isn't quantitatively enforced in both the reward systems and the critter design methodologies, there are lots of exceptions to the rule. But its not difficult to see the trend overall, if you are actually paying attention, and its always been consistent with how the devs have made balancing changes to the game.
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The vision needs to be an inclusive one. You may not leave but lots of other people have been.
That was my point, the impact on regular farmers is minimal. The impact on mission creators is large. The developers protestations that the fix will be here soon, is falling on deaf ears. There are very easy fixes that could have been deployed instead of this, or they could simply have waited till soon, and just deployed what they considered the good fix. Saying that you should have soloed so you could have seen what things were is the opposite of implying soloing. Strange farm teams you played on btw. If you are going to have nothing but blasters and scrappers you might as well solo, its more efficient. In what way are you using the word worse ? |
And don't think I didn't notice you leaving out exploiters every other post. This has a major impact upon exploiters, and it needed too. exploiters exploiters exploiters. Furthermore your statements are all very dramatic. 'Falling on death ears' 'mass exodus'. This change isn't going to bring about the end of the world that you think it will. At best a few morons will get pissy, leave, and we'll be all the better for it.
More mobs = More inf. Assuming your team is competent. Given that it's AE, it's probably not, so you might have a point with soloing.
It's a pretty god damn basic concept otherwise, which I guess I'll explain since you're pretending not to get it. Once damage mitigation has been met by the horde of NPC's, all that's needed is more damage. The best characters for that are blasters and scrappers. You don't need KINS or anything either because those are also met by the NPC horde.
*EDIT* - Drops = Inf
There are very easy fixes that could have been deployed instead of this, or they could simply have waited till soon, and just deployed what they considered the good fix.
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You have *ideas* about fixes that *seem easy* to you, but without knowing the code involved, you can't say that they definitely exist. Judging from Arcanaville's posts, it's not as easy as you think it is (and she probably knows more about this game's code than anyone who isn't a dev).
And for all we know, there is an actual specific reason why this fix needed to be deployed now, not "soon". Again, you don't know, so you can't say that there isn't.
That said, I agree that this patch breaks too many things that are not exploitative and either should be rolled back ASAP, or get the full fix in ASAP. Even if we have to wait for the full fix, since Dr. Aeon is putting at i17 release or shortly thereafter, that means 3-4 weeks, which isn't too bad in the scheme of things.
Isn't "team farming" the same thing as playing the game with a team?
Teams steamroll content. The notion that this game somehow scales up proportionally to teamsize comes from never-never-land.
What I saw the buffbot npc's doing was effectively allowing lvl 20 teams to do what lvl 40 teams can already do*. I can see a problem with that of course.
*I'm assuming it is the jellybean and genie buffbot farms that everyone is talking about.
edit: self rezzing mobs really seem bugged too. They are attack me well before I can target them. I dunno, maybe put a short duration (2 sec ish) phase on them during the rez so they can neither be hurt nor hurt you.
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I keep seeing the assertion tossed about that because of this nerf, you can't put these types of missions in your AE arc. That's BS. Sure you can. If you're whining because your AE arc doesn't work now, then I can only presume that by "work," you mean "isn't conducive to farming." In which case, I have zero sympathy for you. |
Work can also, and more often in the frame of this discussion, means:
My arc uses standard mobs and mechanics that are the same as most of the official game content, but the missions are worth a significantly decreased level of XP.
Your anti-exploit fervor has caused you to swing a bit far to the extremes here. You seem as passionate about this as your "have's versus have not's due to paid packs" stance. Have you even read any of the testing results posted? Would you call those mission exploits? How about the Dev Choice missions affected?
The patch as it functions does not match how the note was written. The patch breaks things that did not need changing and were not exploits. People who wrote stories with no intent of farming are seeing the rewards level they desired (which were not above "normal") decreased a significant amount. These are not rules lawyers or PLers or cheaters or anything else.
You may be comfortable with an exploit "fix" that corrects fewer exploit missions than legitimate ones, but a lot of people here are not. And rightfully so. Flat-out, the patch doesn't work as written. It misses the mark.
And really, anyone who is willing to nerf the game into oblivion or however you put it in order to address an exploit is certainly a more damaging kind of player than any exploiter IMO. You are willing to impact the game's playability and "fun level" for 95% of the players in order to correct the abberant behavior of the other 5%?
Wow.
And "risk" refers to specific thresholds of difficulty. Different reward rates have always had (sometimes subjectively) differing difficulty thresholds. Its the threshold concept that most often trips people up who think that "risk" is supposed to be *proportional* to reward, and that therefore increased difficulty *must* always be rewarded, and lowered difficulty should have only proportionately lowered rewards.
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If that were the case, the developers have done the most horrendous job imaginable of implementing it. To the point where it is more often seen in the breach, rather than the observance.
Lets take a look at the glaring examples.
1. Master of task forces do not reward more than regular tfs except for that initial badge.
2. Task force difficulty has never had a bearing on the final reward and as far as anyone knows was not factored into the calculation of rewards.
3. The Lord Recluce Strike Force, and Statesman's Task Force arguably the most difficult TFs in the game give very paltry merit rewards indeed.
4. The abandoned sewer trial once again one of the things that can be failed and frequently is, gives very small rewards.
5. Hamidon and Mother Ship raids, which outside of the holiday event raids are the most difficult things in the game to get organized, and I can point to numerous raids that failed to thrive, give a reward that is somewhat lower per minute than a decent team can achieve on one of the freedom phalanx tfs.
6. In Ouroboros as in tfs the difficulty settings on power restrictions and limits do not affect the reward.
Edit: 7. Purple drops are of course the great elephant in the room for this discussion. They fall as readily from green con foes as they do purple.
About the only place difficulty is a factor is the level difference between you and what you are killing. When you think about it, that is just about the broadest expression of difficulty you could have. In the few instances where they have tried to refine it, it seems to have been on the basis of time not difficulty. Freaks have more hp they get a bump. Comm officers can bring more minions they get a bump but nowhere near what they should on the basis of added difficulty. (In a normal grp etc). If you have a toon with no enhancements, one with SOs, and one enhanced maximally with sets the difficulty is very different for them in any particular task.
Standard code rant.
You have *ideas* about fixes that *seem easy* to you, but without knowing the code involved, you can't say that they definitely exist. Judging from Arcanaville's posts, it's not as easy as you think it is (and she probably knows more about this game's code than anyone who isn't a dev). |
You are right, this may or may not be easy, but if it isn't easy to do it begs the question "Why not ?".
If that were the case, the developers have done the most horrendous job imaginable of implementing it. To the point where it is more often seen in the breach, rather than the observance.
Lets take a look at the glaring examples. 1. Master of task forces do not reward more than regular tfs except for that initial badge. 2. Task force difficulty has never had a bearing on the final reward and as far as anyone knows was not factored into the calculation of rewards. 3. The Lord Recluce Strike Force, and Statesman's Task Force arguably the most difficult TFs in the game give very paltry merit rewards indeed. 4. The abandoned sewer trial once again one of the things that can be failed and frequently is, gives very small rewards. 5. Hamidon and Mother Ship raids, which outside of the holiday event raids are the most difficult things in the game to get organized, and I can point to numerous raids that failed to thrive, give a reward that is somewhat lower per minute than a decent team can achieve on one of the freedom phalanx tfs. 6. In Ouroboros as in tfs the difficulty settings on power restrictions and limits do not affect the reward. Edit: 7. Purple drops are of course the great elephant in the room for this discussion. They fall as readily from green con foes as they do purple. About the only place difficulty is a factor is the level difference between you and what you are killing. When you think about it, that is just about the broadest expression of difficulty you could have. In the few instances where they have tried to refine it, it seems to have been on the basis of time not difficulty. Freaks have more hp they get a bump. Comm officers can bring more minions they get a bump but nowhere near what they should on the basis of added difficulty. (In a normal grp etc). If you have a toon with no enhancements, one with SOs, and one enhanced maximally with sets the difficulty is very different for them in any particular task. |
An exception to the rule would be a case where a story arc with normal story arc rewards was determined to be objectively higher in difficulty than a task force with normal task force rewards. I don't think that is true for any task forces.
Also, optional difficulty settings have no specific requirement to generate special rewards by any game design rule I'm aware of. Just because you care about reward balance, doesn't mean if the players want a way to crank up the difficulty you are required to reward such behavior. The degenerate silly case is asking for enhanced rewards for jumping off a building into a spawn. Saying if the devs aren't going to give extra rewards they need to make sure you can't jump off of buildings would be bordering on psychotic.
In a threshold system, you can't go from difficulty to reward. You can only go from reward to difficulty. If A has higher difficulty than B, that doesn't mean A must have a higher reward. But if X has a significantly higher reward rate than Y, X should have a higher difficulty threshold.
Actually that was based on Nerfs/fixes that had been implemented in the past and had seemed to be put in quite quickly. For the latest fix code actually had to be implemented to apply a decreasing reward modifier for allies . It may not have been done now, and it may have already been laying around but it still had to be done. Other fixes could be done by adjusting tables, the simplest would have just involved subtracting out problematic powers. You are right, this may or may not be easy, but if it isn't easy to do it begs the question "Why not ?". |
My back of the envelope estimate is that there are about six or seven hundred of them, out of about twelve thousand different powers in the game. Of course, only a fraction of those powers (probably about half) can ever show up in an AE mission, but I have no real way to automatically eliminate the impossibles from contention.
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As much as I hate to admit it, I have to side with Arcanaville on this one. Well thought out and argued.
In a threshold system, you can't go from difficulty to reward. You can only go from reward to difficulty. If A has higher difficulty than B, that doesn't mean A must have a higher reward. But if X has a significantly higher reward rate than Y, X should have a higher difficulty threshold. |
Well lets look at that
In order of decreasing difficulty
Hamidon Raid ( involves organizing and coordinating over 30+ players in general can and does fail)
ITF/RSF/STF/Abandoned sewer trial (Involves putting together a team capable of completing the final tasks, can and does fail frequently)
Freedom Phalanx tfs, Villain side similars (Tarikos, ice mistral etc), Hess, Moonfire. (Can be run by pugs rarely if ever fail)
Now if you order it by reward/minute
Freedom Phalanx tfs, Villain side similars
ITF/RSF/STF
Hamidon
Abandoned Sewer trial
It seems your statement is still not supported by the facts.
You could start by making a list of all of the "problematic powers" and then extrapolate from there how much effort it would take to figure out a way to disable those powers on the fly from buffbots only. Or at least attempt to estimate the amount of time it would take just to list them much less fix them. My back of the envelope estimate is that there are about six or seven hundred of them, out of about twelve thousand different powers in the game. Of course, only a fraction of those powers (probably about half) can ever show up in an AE mission, but I have no real way to automatically eliminate the impossibles from contention. |
Just by example how long should it take you to decide ranged shot is not a player buff power and is fine ?
15 seconds ? 30 ? a minute ?
My back of the envelope estimate is that there are about six or seven hundred of them, out of about twelve thousand different powers in the game. Of course, only a fraction of those powers (probably about half) can ever show up in an AE mission, but I have no real way to automatically eliminate the impossibles from contention.
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You are saying if something has significantly higher reward rates/time it should have a higher difficulty threshold ??
Well lets look at that In order of decreasing difficulty Hamidon Raid ( involves organizing and coordinating over 30+ players in general can and does fail) ITF/RSF/STF/Abandoned sewer trial (Involves putting together a team capable of completing the final tasks, can and does fail frequently) Freedom Phalanx tfs, Villain side similars (Tarikos, ice mistral etc), Hess, Moonfire. (Can be run by pugs rarely if ever fail) |
Now if you order it by reward/minute Freedom Phalanx tfs, Villain side similars ITF/RSF/STF Hamidon Abandoned Sewer trial It seems your statement is still not supported by the facts. |
TaskModifier: 1.5 if the task is a raid, 1.2 if the task is a trial, 1.0 if the task is a Task Force or Strike Force, and 0.6 if the task is a Story Arc |
So perhaps the devs made a computational error, which is possible, but would not change their intent**. Or maybe the error is with the person making up out of whole cloth the relative rankings of the rewards without actual hard data which is reasonably extrapolatable to the average player population, which is what the rewards are based around, and not, say, the average of the people in your household.
So what you are talking about is a days work or less for someone to go through them note which can buff the players, and dissallow them. After all we are talking about the player selectable powers from the creation screen for allied groups. Just by example how long should it take you to decide ranged shot is not a player buff power and is fine ? 15 seconds ? 30 ? a minute ? |
** Their formula actually factors in both difficulty factors and duration factors in a way that is slightly odd but not inconsistent with the concept of acknowledging difficulty thresholds in different classes of activity.
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I would think the amount of powers you can give buff bots is probably a good number under 12,000
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Unless the devs changed the merit formula and I didn't hear about it, this clearly demonstrates the intention is for raids to be worth the most, trials next, task forces next, and story arcs last. See: Merit Rewards.
So perhaps the devs made a computational error, which is possible, but would not change their intent**. Or maybe the error is with the person making up out of whole cloth the relative rankings of the rewards without actual hard data which is reasonably extrapolatable to the average player population, which is what the rewards are based around, and not, say, the average of the people in your household. |
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People who really are just building AE arcs for fun and not for farming aren't affected by these changes. There is no nerf of fun.
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