Regarding Recent Changes to Architect


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Posted

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Originally Posted by SpittingTrashcan View Post
The other takeaway I got from this is that, basically, the reward percentage functions as a proxy for the exploitability of an NPC, not its threat level. It's not intended to tell you how dangerous an NPC is, only whether it's dangerous enough. We're intended to figure out how dangerous an NPC is by looking at its powers, and by testing it. And if you think about it, trying to determine the threat level of a single NPC in isolation is pretty much futile once you consider the effects of stacking with other NPCs of its type and of synergy with NPCs of other types.
Perhaps more importantly, the xp value of a critter is no indication of how much fun it will be to fight it.

What this info does is allow us to make missions that we can mathematically claim give the right xp in good conscience. This has no bearing on whether that's true in practice for people who play through the mission: they might bring the 'wrong' powers, play with the 'wrong' playstyle, etc and still come out feeling (justifiably) the mission gives 'low' xp. They just won't be able to point at our Bosses and put the blame on the number coming out of them.

So the next step is to make sure that this system is indeed unexploitable.

Once that is accomplished we will then need to consider whether it is even possible to create a tool that evaluates a critter in terms of danger and synergy factors.

My thought is that a true Linear Invincibility Evaluation System would not be possible without some [tech] that figures this info out dynamically (perhaps using Real Numbers), which could lead to a whole new 'conning system': you look at a creature and if it's purple, that doesn't mean that it 4 levels/ranks higher, it means that based on its stats at this moment, considering who is on its' side and who is on yours, it's going to wipe the floor with you if you engage it (it has calculated that on average you will need to attack it 20 times to defeat it over the course of 20 seconds, and in that time it only needs to attack you 10 times, which it can do).

The only other way would be to statically compare each critter to some hypothetical 'average team'. Much easier, but perhaps much less useful.


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Posted

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Originally Posted by SpittingTrashcan View Post
One thing that immediately struck me on reading this discussion was how unhelpful the labels of "alpha" and "beta" for the power valuation variables are. Even though they share a name, the "alpha" values for "pure-alpha" powers mean something completely different than the "alpha" values for "alpha-beta" powers when calculating the overall score. This labeling seems more consistent with the way the values are stored internally than the way they are used.
I agree completely. Its an unfortunately historical quirk of implementation. In fact, the system was originally intended to have *three* values: alpha, beta, and gamma. Alpha would be the current Alpha, and Beta and Gamma would be the two values that Alpha/Beta powers have. And it was intended to be possible for a single power to have all three values set.

Why? Two words: Follow Up. Something I hope can be revisited down the road (along with some other issues).


Quote:
The other takeaway I got from this is that, basically, the reward percentage functions as a proxy for the exploitability of an NPC, not its threat level. It's not intended to tell you how dangerous an NPC is, only whether it's dangerous enough. We're intended to figure out how dangerous an NPC is by looking at its powers, and by testing it.
That's not quite how I would put it, but that's essentially correct. The way I would put it is that a critter with score X is not necessarily X dangerous, the system only (attempts to) guarantees that its at least as dangerous as X. So no matter how you make an 80% XP critter, it will always be at least 80% as dangerous as the average 100% XP critter of that rank and level, that sort of thing.

And very specifically, its intended to say that for the 100% mark. The farther away you get from 100%, the more margin for error the system allows itself. Because if it turned out that a critter worth 20% XP was actually only 16% the difficulty of standard critters, the devs are ok with that because that's not exploitable.


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And if you think about it, trying to determine the threat level of a single NPC in isolation is pretty much futile once you consider the effects of stacking with other NPCs of its type and of synergy with NPCs of other types. Sapper: not scary. Sapper with gunslinger: scary. But we can't be allowed to create sappers, at least not ones that give full reward, because we can put them in a context where they're not at all dangerous. That's why reward value has to be based on exploitability and not threat level - because the developers can't control the context of an NPC in AE the way they can elsewhere.
You've hit the fundamental design principle of the system. That's exactly the mindset under which the system was created: what's the best possible value the players can be given for each power that is not exploitable.


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The downside, unfortunately, is that full-reward enemies have to be a bit same-y. It's simply not feasible to create enemies that are harmless alone and dangerous in combination and get full reward for them.
I hope not too badly.


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Originally Posted by FredrikSvanberg View Post
Alright, I get your point but here's my (new) point: I'm not stupid, and if I could make the mistake to think that the value of a power somehow correlates to how "dangerous" it is then I'm sure I'm not the only one. That's not exactly what I thought the value meant but I'm simplifying. The numbers need to be explained better or explicitly explained to not actually mean what I and I bet 80% of the players out there think they mean. You have explained it quite well here but this information is not in the game and especially not in the critter customization section, where we could use it.
If you're saying the system should be better documented, I agree completely.


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Originally Posted by Kitsune9tails View Post
My thought is that a true Linear Invincibility Evaluation System would not be possible without some [tech] that figures this info out dynamically (perhaps using Real Numbers), which could lead to a whole new 'conning system': you look at a creature and if it's purple, that doesn't mean that it 4 levels/ranks higher, it means that based on its stats at this moment, considering who is on its' side and who is on yours, it's going to wipe the floor with you if you engage it (it has calculated that on average you will need to attack it 20 times to defeat it over the course of 20 seconds, and in that time it only needs to attack you 10 times, which it can do).
That would, unfortunately, only work solo. Once you try to do this based on who's on your side, you start having to figure out what team mates are likely to do with powers like taunt, force fields, heals, etc. And you'd have to make intricate tables of how things like burst damage is more dangerous to defense and regen and less so to resistance, things like that. That would be, as I tend to say, a non-trivial problem.


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Once that is accomplished we will then need to consider whether it is even possible to create a tool that evaluates a critter in terms of danger and synergy factors.
It depends on what your goal is. In the absolute sense, probably not in the practical sense. But it is possible to do so in still interesting ways. For example: the current system assigns XP values to critters. A synergy-aware system might attempt to assign XP values to factions. So if you make a faction composed of X, its worth something. But if you put X, Y, and Z in it, then spawn points that are allowed to pick randomly from your faction could be worth more because of synergy factors. That sort of thing is at least something that I can conceptualize how the numbers might work.


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Originally Posted by Arcanaville View Post
It depends on what your goal is. In the absolute sense, probably not in the practical sense. But it is possible to do so in still interesting ways. For example: the current system assigns XP values to critters. A synergy-aware system might attempt to assign XP values to factions. So if you make a faction composed of X, its worth something. But if you put X, Y, and Z in it, then spawn points that are allowed to pick randomly from your faction could be worth more because of synergy factors. That sort of thing is at least something that I can conceptualize how the numbers might work.
That would probably solve a myriad of problems, wouldn't it? For one thing, your melee/defense critter COULD be worth full XP, if he's the melee heavy-hitter paired with a ranged critter -- or even more so, paired with a critter that debuffs, slows your movement, or mezzes from range.

For another thing, buffing and debuffing enemies would be inherently worth more if they're paired with high-damage enemies. An /Empathy boss isn't worth much on his own, because he has nobody to heal but himself. But if he starts healing everybody else....you can't one-shot him to make him stop, so it's like adding /regen to your entire group, on top of whatever powersets they already have.

It would also get rid of the one loophole that you can't close without screwing over legitimate custom groups: enemy groups specifically designed to deal the kind of damage you have capped resistance to. Fire armor farms, I'm looking at you.


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Posted

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Originally Posted by Arcanaville View Post
If you're saying the system should be better documented, I agree completely.
I'm trying to think of a way of conveying the information that the percentage indicator is intended to convey in a way that is more intuitive and less likely to be misread as a performance/threat value. Much though it runs counter to the prevailing sentiment concerning "real numbers", perhaps in this case a less precise indicator would be more evocative. A "reward value" bar that fills as you add powers, maybe. I'm laying out in my mind a list of the additive powers ordered from greatest to least contribution, with an accumulated contribution bar laid out next to each entry split into color-coded sections. Multiplier powers attach to the list at the point where their multiplier-limit indicates and have their own version of the accumulated bar with each additive power extended in length by the multiplier factor...

This could get hairy, and I haven't read nearly enough Tufte. I hope pohsyb has.


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Originally Posted by Eva Destruction View Post
It would also get rid of the one loophole that you can't close without screwing over legitimate custom groups: enemy groups specifically designed to deal the kind of damage you have capped resistance to. Fire armor farms, I'm looking at you.
Another way in which the concept of reward thresholds comes into play is that critters (even standard ones, not just custom ones) aren't valued solely on the basis of how dangerous they are, nor on how difficult they are to kill, NOR on a combination of the two. Rather, offense and defense are both considered "separate but equal" requirements for critters. Critters must have some minimum offense to be considered valid, and some minimum defense to be considered valid. So Bosses automatically have more health, and are almost always designed with more attacks. Put simply, instead of saying bosses must reach 10, we say they must have at least 5 offense and 5 defense (massive oversimplification). 8 offense and 4 defense is too weak, as is 2 offense and 12 defense. But 7 offense and 7 defense is not necessarily worth more (cf: Dark Ring Mistress). That same basic principle applies to the custom critters in the AE.

So a safety valve to prevent an all fire-offense farm from becoming *too* exploitive is that its supposed to still be hard to kill them, even if they are of little danger to you. What we *can't* do is allow players to make the critters *weaker* than normal in exchange for making them stronger offensively, because that's gameable. And that's also partially why its not always easy to make full value bosses that don't have at least *some* defensive or utility powers: most (at higher levels) do have them. Its not perfect, but its in the ballpark.


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Posted

Has this been at least partially mitigated or rolled back by the last patch? I entered one of my arcs on Live (Death by Snoo-Snoo) that had been utterly ruined by the patch, because it had 10 hostage rescues. The XP being handed out seemed to be mostly complete, and seemed to rise, but only slightly, as hostages were freed and escaped.

That arc has a lot of custom power selection critters in it, so it may not be the best for testing.

Update:

Yes, the XP reduction for hostages, at minimum, seems to have been partially mitigated by the most recent patch. I tested this on Who is Kidnapping the World's Great Philosophers, #253920. That was severely affected because it features eight rescue events. While the rewards did rise as hostages were freed and left the map, they were no longer nearly as bad as they were when the previous version of the patch was live.



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Posted

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Originally Posted by Heraclea View Post
Has this been at least partially mitigated or rolled back by the last patch? I entered one of my arcs on Live (Death by Snoo-Snoo) that had been utterly ruined by the patch, because it had 10 hostage rescues. The XP being handed out seemed to be mostly complete, and seemed to rise, but only slightly, as hostages were freed and escaped.

That arc has a lot of custom power selection critters in it, so it may not be the best for testing.

Update:

Yes, the XP reduction for hostages, at minimum, seems to have been partially mitigated by the most recent patch. I tested this on Who is Kidnapping the World's Great Philosophers, #253920. That was severely affected because it features eight rescue events. While the rewards did rise as hostages were freed and left the map, they were no longer nearly as bad as they were when the previous version of the patch was live.
I just retested my Suppression arc and there was no improvemnt at all. This arc has groups of NPCs which are allies surrounded by allies performing emotes. None are there to help you.

In the arc, killing a level 5 minion on a level 5 minion yields:

2XP, 1 influence and 7 prestige.

Outside in Atlas Park killing a level 5 minion yields:

19 XP, 9 influence and 7 prestige.

So in my case only prestige is unaffected.


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Posted

Well, that's good news!
I haven't been playing with the AE much. I have run a few arcs with friends for some RP action missions, but didn't pay attention to the rewards.

So, it is actually making new calculations as the noncombat NPCs leave, eh?
It didn't do that before, did it?

Any idea what the reduction numbers are?


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Originally Posted by Electric-Knight View Post
Well, that's good news!
I haven't been playing with the AE much. I have run a few arcs with friends for some RP action missions, but didn't pay attention to the rewards.

So, it is actually making new calculations as the noncombat NPCs leave, eh?
It didn't do that before, did it?

Any idea what the reduction numbers are?
The reduction is because of a patch that was put in place in response to abusive farms that used allies unfairly.

It should be fixed with Going Rogue, but at least in my case it isn't fixed yet.

For me, only the first mission of my arc is impacted, and I did place a warning in the arc description because I have had several poor ratings due to lack of XP.


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Posted

Oops... It seems, last night, that I must have left this page open and then replied to Heraclea without refreshing or seeing your previous post, ArrowRose!


Quote:
Originally Posted by ArrowRose View Post
I just retested my Suppression arc and there was no improvemnt at all. This arc has groups of NPCs which are allies surrounded by allies performing emotes. None are there to help you.

In the arc, killing a level 5 minion on a level 5 minion yields:

2XP, 1 influence and 7 prestige.

Outside in Atlas Park killing a level 5 minion yields:

19 XP, 9 influence and 7 prestige.

So in my case only prestige is unaffected.

Hmm... that's kind of odd. I wasn't aware that the prestige rewards were affected separately and differently than the xp rewards.

Is that a change from what you found before?

Sorry about missing your post before I replied. My "good news" comment was based on Heraclea saying it seemed like some improvements were made to the reductions for non-combat NPCs.

Edit: Oh, and thanks. Yeah, I know about the initial change and the reasons for and all. I can see how my post, following yours, made it seem like I was asking about the initial changes in general, as opposed to the possible recent changes Heraclea was mentioning! (Hope that made sense)


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Posted

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Originally Posted by Electric-Knight View Post
Hmm... that's kind of odd. I wasn't aware that the prestige rewards were affected separately and differently than the xp rewards.

Is that a change from what you found before?
It is a change from the way it used to be: all of them were linked, and a reduction in one yielded a reduction in all the rest. When I was testing, I was running on a level 50 and assumed that since inf and tickets had been partially normalized that XP had been also.

I wonder now if it's possible to create custom mobs that give no XP but drop tickets and inf. That would create another set of issues.



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Posted

Quote:
Originally Posted by Heraclea View Post
It is a change from the way it used to be: all of them were linked, and a reduction in one yielded a reduction in all the rest. When I was testing, I was running on a level 50 and assumed that since inf and tickets had been partially normalized that XP had been also.

I wonder now if it's possible to create custom mobs that give no XP but drop tickets and inf. That would create another set of issues.
I believe that it is exactly the same as it has been since the patch. They are customs and were never meant to fight. I must admit I only looked at XP before, so I can't be sure if the effect on influence is the same.


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