Regarding Recent Changes to Architect


Aliana Blue

 

Posted

I definitely look forward to the proper and appropriate fix to this issue. I wish the developers all the best on doing so.

No quitting the game here. Besides, I'm paid up through January or something silly.

I HEART COH!


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Posted

Quote:
Originally Posted by Eva Destruction View Post
I would like to know what suddenly made the problem so bad that a solution had to be implemented RITE NAO, while a new issue is in closed beta, preventing it from being tested at all.

Your stop-gap solution would be bad enough if it only affected allies. It does not. It is flat-out BROKEN. People figured out that it was broken within about an hour of the patch notes being posted. So please explain how something so broken ever made it to live, I would really like to know.
I'm not all that upset about it, but yes --- the disconnect between what the patch note said this was doing, and what it actually is doing, is so large that it seems not to have gone some basic quality control. Again, reducing XP for free a captive objectives penalizes authors for writing the same kinds of missions frequently found in official content. ("5 office workers to free" &c.)

On the other hand, buffbot allies have been around since the Architect went live. I agree that something probably needs to be done about them. This patch does way too much collateral damage; the fix is worse than the problem. Buffbot allies have been around for a year now. The 75% xp for custom mobs has been around since before September. I don't see the urgency in pushing a patch to live that spoils half the story tools to fix a problem that, while real, doesn't seem to have that kind of urgency.

I also understand why it's currently inconvenient to test AE changes separately on a test server. I also understand why it might seem desirable to push exploit fixes onto live without announcing them beforehand. To be perfectly honest, this seems to have been inadequately tested before release.

It's obvious from the discrepancy between intent (the patch note) and reality (the actual effects in missions) that this is not working as intended. I really think that it's better to endure the buff bots a little while longer, and to roll this back rather than allow it to continue on live, not working as it should.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Dr. Aeon View Post
The change that has been implemented is a temporary change to combat a long standing exploit. This was a stopgap fix that we had to put out until we could come up with a more permanent solution. We certainly do not want to leave your arcs in a state where using them in non-exploitive ways results in little to no experience being gained.
I appreciate the attempt to update us on what is going on. I recognize that exploits awarding exp or other rewards too fast need to be fixed.

However I think the patch that is on live right now is too flawed to leave there until "issue 17 or soon thereafter". User testing shows it is penalizing exp for things like non-combat hostages and defendable objects, which really don't seem like they are related to the "buff bot" exploit. As a result, the vast majority of interesting missions are negatively impacted by this "temporary change".

I believe this "temporary change", if left in place until "issue 17 or soon thereafter", is liable to drive away much of the (already dwindling) Mission Architect community. In particular, it is demoralizing and driving away authors of Mission Architect story arcs, the content creators who normally are the biggest supporters of Mission Architect, and who are essential to the success of the Mission Architect feature. Perhaps some of these will return with "issue 17 or soon thereafter". Some, however, will not.

For these reasons, I strongly recommend you revert this patch immediately, or at the very least modify it (quickly!) so that this change is more directly targeted at the "buff bot" exploit. As it currently stands, it is effectively a broad reduction in the rewards granted by all MA missions that use allies, captives, and defendable objects - elements which are basic building blocks in Mission Architect.


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Posted

Quote:
Originally Posted by Eva Destruction View Post
I would like to know what suddenly made the problem so bad that a solution had to be implemented RITE NAO, while a new issue is in closed beta, preventing it from being tested at all.
There's only one reason that can cause that that I'm aware of. The devs have datamined evidence in hand that the problem is being leveraged to increasingly higher degrees, and across an increasingly wider percentage of the player population. At that point, and this is true for every MMO dev team I've ever heard of, action is non-negotiably mandated. You can still argue what but the option to argue if disappears.

You can debate the philosophy if you want, but you'd basically be arguing to repeal gravity.


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Posted

Quote:
Originally Posted by Aliana Blue View Post
Doc, you guys have probably already figured this out, but the stopgap solutions that are currently in (namely the custom-power-selection XP reduction and now the allies/etc. one) should really get hammered down to a permanent, less harsh solution when Going Rogue actually hits. Not shortly thereafter or soon enough after it.
He said that the fix is going live with or shortly after Issue 17. That means that the fix will b live before Going Rogue.


@Roderick

 

Posted

My hope is that this "stopgap" doesn't become a permanent fixture just because it falls off the radar.

I may be misremembering as I've tried to forget most of the things that have really bothered me in this game, but iirc the pet recharge change was also a stop gap solution until something more suitable could be employed. Or maybe that was just wishful thinking on my behalf as it is such a poor mechanic.

At any rate. I hope the real solution is forthcoming in a timely manner as Aeon implies.


 

Posted

Quote:
Originally Posted by Doc_Wormwood View Post
I only recently came back after a year away. Among other things, I was disappointed to see many things that were 'right around the corner' for AE still in the 'real soon now' category (like properly functioning custom powers).
I understand your sentiment. If this takes as long as TF fixes to get re-fixed, I'll be a sad panda. That said, at least there is intention to fix. For that, I am placated.


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Posted

Quote:
Originally Posted by Dr. Aeon View Post
Hey everyone,

We wanted to take a moment to address issues that have come up regarding the latest patch that has been released. We certainly understand a lot of your concerns and we want to do our best to alleviate them.

The change that has been implemented is a temporary change to combat a long standing exploit.

...

Anyone who has a normal story arc that is drastically affected by this change should not go about overhauling your work. We are going to make sure that this upcoming fix will stop exploitive behavior within Architect while also allowing you all to be as creative as you want within the system - without extremely negative consequences.

Dr. Aeon
Yes.

Another step toward stopping exploits in the AE.

I understand that it has been hard to curb exploitation while still allowing those of us that are trying to create arcs that aren't exploits to still be able to provide missions that yield exp near-about(tm) equivalent to "normal" missions.

Thank you.

This probably won't get my missions more plays, but, hopefully, it will help stop invites that are for "AE farm teams" and/or ending up on an AE team that is actually an "AE farm team".

And I really do still believe that the rampant exploits in the AE have caused damage to the newer part of the player base.
Those of us that have been here for several years are pretty much in it for the long haul. We might fight amongst ourselves, but, if we were going to burn out on the game, we already would have.
However, to newer players, farms and the "easy route to 50" are not the path to a long stay in the City. I'll be glad to see when this behavior is stopped. Those kind of behaviors don't endear you to the flavor of the City, they tempt you to easy and quick gain make normal progress in the game seem slow and boring or too hard because they aren't used to actually having to fight intelligently to defeat their enemies.

Of course, the most gross exploitation which involves not fighting at all has really not been addressed at all. Everyone knows it goes on.
But we aren't supposed to talk about exploits here, oh, wait ... this was a post about exploits.

Yeah, Door-sitting needs to be stopped. SSK'ing only aggravates the problem because now 7/8th of a team can door-sit. It isn't like this is any great revelation to anyone that has actually been playing the game.

Pretty much, those of us that don't want to exploit the game have to go out of our way not to exploit the game - because exploitation is so rampant in the game at this point ... it's so rampant that people think that you are crazy if you don't want to exploit the game.
And, yeah, it should be obvious that I think that is a pretty sad state and that it is dragging down the game.

I'm sorry I'm ranting, but I'm really tired. I've written a lot more that I have deleted and restarted for one reason or another, but I guess that the point is that I really am glad that there are being steps taken to stop the exploitation and I know how hard a fight that it is to stop it.

I used to play in an RPG every Sunday. We had a great GM. He worked really hard to set-up really cool long term adventures for the group, but there were 6 or more of us at a time that had learned to work as a team. He was smart, but we had him out-numbered. A scenario that was meant to last for months would be torn apart in a night. It made me sad to see him get so frustrated by us being able to out think him and unravel the secrets and puzzles so quickly. It came to the point that when we started to use a new system, I would simply refuse to look at the rule book - because I would try to exploit it.
Yeah, I was a mini-maxer. Sure, I was character conception even back then, but I could tweak the heck out of system if I wanted to.
So I know, releasing the real numbers was probably one of the worst things that a computer game could ever do.
That cat is out of the bag. There is no putting it back in.
Those numbers are the roots of all the exploits that have happened in the AE.
Those numbers are the basis for some players thinking "Y aren't the rest of you calculated to Z the best X you can be?" versus players taking time to explore what it means to play a set and tweaking it themselves to learn what works well for them and enjoying the experience of the nuances of the different characters that they run into.

But it is too late now. The numbers are out. They are going to be crunched. There is always a loop hole. There are more exploiters than their are DEVs. Do the math. They are.

But it is a valiant goal and I applaud you for trying.
However, I want to enjoy adventuring as a superhero (or perhaps sometimes doing something a bit naughty as a villain from time to time).
My goal isn't to break the game. I'm here to play it.
And I plan to be here and enjoy the content instead of trying to break it for as long as I play this game.
And I love this game, so I hope that I can play it for a long time to come.


 

Posted

Quote:
Originally Posted by Frosticus View Post
My hope is that this "stopgap" doesn't become a permanent fixture just because it falls off the radar.

I may be misremembering as I've tried to forget most of the things that have really bothered me in this game, but iirc the pet recharge change was also a stop gap solution until something more suitable could be employed. Or maybe that was just wishful thinking on my behalf as it is such a poor mechanic.
At least one of the issues the pet recharge change was intended to fix was, if I remember correctly, that recharge did some really weird stuff to critter AI. And to be honest, I *still* don't exactly know what the critter AI was doing, and I've studied it probably longer than anyone else. I do know that some improvements were made to critter AI that *might* make those changes reviewable and maybe reversible, but the changes were so relatively recent I'm not even sure they are on the live servers yet.**

I do know that at least the problems I'm familiar with were amazingly bizarre and inexplicable. Sometimes critters would do things so strange I would swear there was a dev controlling them just to screw with me.


** As some of the problems were potentially exploitable and involved under-the-hood things, any fix for them would not have been necessarily announced in patch notes.


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Posted

Quote:
Originally Posted by Doc_Wormwood View Post
I have too many characters to give away all of my stuff, though I did wipe my arcs.
No worries. Just send me your account name and password. Next free activation weekend, I'll distribute your stuff for you.

Honest. It'll go to needy characters. Trust me.


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Posted

Quote:
Originally Posted by The_Alt_oholic View Post
However, to newer players, farms and the "easy route to 50" are not the path to a long stay in the City. I'll be glad to see when this behavior is stopped. Those kind of behaviors don't endear you to the flavor of the City, they tempt you to easy and quick gain make normal progress in the game seem slow and boring or too hard because they aren't used to actually having to fight intelligently to defeat their enemies.
Yeah, but that's how YOU want to play. Some people have played the "flavor of the city" or the "real" game too much. Some of us have done our fair share of the "intelligent content".

Yes, I'll admit it was a bit out of hand. A defender shouldn't be able to bring down a GM that fast with the assistance of 30+ allies. It's broken.

It was nice though to level up easier. I hate pretty much every aspect of the pre-30 content. I hate not having SOs. I hate not having stamina. Some of those AE missions let me get to a point where I enjoyed the game again, with pretty quick results. That is why I'm bummed about the changes.


 

Posted

You know Dr. Aeon, it's interesting that you're preaching patience when you know full well (or should know as an employee) that time isn't a luxury PS/CoX can afford. I know where to find NCSoft quarterly reports and what to look for when it comes to CoX revenue. I'm sorry but I couldn't help myself. This is part of what I do for a living. In anycase, since the introduction of AE in April of last year, CoX sales revenue all the sudden plummeted 40% (compared to a 43% revenue decline in a rolling 12 month period ending in Q4 2009). Basically, during the course of Q1 2009, CoX revenue went down 3% which can be attributed to the natural decline of most aging MMOs. Then came AE in Q2 in the final two quarters of 2009, revenue fell off a cliff and dropped 40%.

Next let's look at the chronology of AE itself. The first 2-3 months after the introduction of AE, there was no doubt that it was wildly popular and widely utilized. Everyone and their extended family were crammed into the AE buildings in AP or Mercy/Cap. That kind of player interest couldn't have been bad from the revenue standpoint and the fact that revenue only dropped 3% from Q1 to Q2 of last year seems to reflect just that. Then came the fine-tuning or nerfs to be more blunt. In chronological progression, ticket cap, custom critter exp, MM pets, and now allied NPCs, just to name a few of the big ones. If you log on during peak hours right now, the players in Mercy and Cap AE buildings are a mere small fraction of where it was a year ago. Going back to the revenue decline in 2009, you can't honestly tell me that these two trends had no correlation. The fact is that drastic and persistent nerfing of popular (and maybe even integral) features in a MMO can contribute significantly to the eventual demise of the game itself. After all it has already happened several times in the short history of MMORPGs. Two prominent examples would be SWG and more recently, Tabula Rasa.

Now let us consider the obvious fact that PS is not exactly flush with subscribers and rolling in dough (at least compared to years before). It wouldn't surprise me one bit if the bigwigs at NCSoft corporate have already expressed their concern over the steep decline in CoX revenue last year. After all in the corporate world, if a product line suddenly loses 40% of sales revenue in a matter of months, it usually gets discontinued. NCSoft may be willing to deal with it for now given that the overall company profitability skyrocketed last year due to the popularity of AION in Asia but how long is it going to last? What if GR doesn't generate as much revenue as desired? That projection isn't all that far fetched given the short term memory nature of the MMO population, ample competition and the fact that CoX is an aging game. This is not to mention that patience isn't exactly a virtue in the world dominated by corporate balance sheets.

With all of this in mind, I am simply shocked that you guys haven't switched to a more conservative approach when it comes to AE fine-tuning. The nerf now and deal with it later approach as exhibited by this latest episode is extremely shortsighted and irrational. It's almost as if PS is willing to alienate some player now while banking on GR to inject fresh blood later but that scenerio is far from a guarantee. Regardless of what the "good riddance, let them leave" or "we don't need players like that anyways" crowd is saying, CoX is currently not on a solid enough footing to be able to afford the hemorrhaging of even more subscribers (revenue).

P.S: If you dislike my bluntness and challenging tone, feel free to put a temporary or even permanent ban on me. If that is to be a consequence of me saying what needs to said, so be it. My main account was already canceled prior to all of this and this account only has about two weeks left. However, allow me to say this one final thing. The reason I canceled originally was due to a perfect storm of busier real life schedule, low CoV population and other diversions. It was not the result of some ragequit over any particular prior issue. However, now that I've seen the way this particular nerf was handled and the continuation of collective tunnel vision on the part of PS, I doubt I would've renewed anyways. Good luck.


 

Posted

Quote:
Originally Posted by The_Alt_oholic View Post
Yes.

Another step toward stopping exploits in the AE.

I understand that it has been hard to curb exploitation while still allowing those of us that are trying to create arcs that aren't exploits to still be able to provide missions that yield exp near-about(tm) equivalent to "normal" missions.

Thank you.

This probably won't get my missions more plays, but, hopefully, it will help stop invites that are for "AE farm teams" and/or ending up on an AE team that is actually an "AE farm team".

And I really do still believe that the rampant exploits in the AE have caused damage to the newer part of the player base.
Those of us that have been here for several years are pretty much in it for the long haul. We might fight amongst ourselves, but, if we were going to burn out on the game, we already would have.
However, to newer players, farms and the "easy route to 50" are not the path to a long stay in the City. I'll be glad to see when this behavior is stopped. Those kind of behaviors don't endear you to the flavor of the City, they tempt you to easy and quick gain make normal progress in the game seem slow and boring or too hard because they aren't used to actually having to fight intelligently to defeat their enemies.

Of course, the most gross exploitation which involves not fighting at all has really not been addressed at all. Everyone knows it goes on.
But we aren't supposed to talk about exploits here, oh, wait ... this was a post about exploits.

Yeah, Door-sitting needs to be stopped. SSK'ing only aggravates the problem because now 7/8th of a team can door-sit. It isn't like this is any great revelation to anyone that has actually been playing the game.

Pretty much, those of us that don't want to exploit the game have to go out of our way not to exploit the game - because exploitation is so rampant in the game at this point ... it's so rampant that people think that you are crazy if you don't want to exploit the game.
And, yeah, it should be obvious that I think that is a pretty sad state and that it is dragging down the game.

I'm sorry I'm ranting, but I'm really tired. I've written a lot more that I have deleted and restarted for one reason or another, but I guess that the point is that I really am glad that there are being steps taken to stop the exploitation and I know how hard a fight that it is to stop it.

I used to play in an RPG every Sunday. We had a great GM. He worked really hard to set-up really cool long term adventures for the group, but there were 6 or more of us at a time that had learned to work as a team. He was smart, but we had him out-numbered. A scenario that was meant to last for months would be torn apart in a night. It made me sad to see him get so frustrated by us being able to out think him and unravel the secrets and puzzles so quickly. It came to the point that when we started to use a new system, I would simply refuse to look at the rule book - because I would try to exploit it.
Yeah, I was a mini-maxer. Sure, I was character conception even back then, but I could tweak the heck out of system if I wanted to.
So I know, releasing the real numbers was probably one of the worst things that a computer game could ever do.
That cat is out of the bag. There is no putting it back in.
Those numbers are the roots of all the exploits that have happened in the AE.
Those numbers are the basis for some players thinking "Y aren't the rest of you calculated to Z the best X you can be?" versus players taking time to explore what it means to play a set and tweaking it themselves to learn what works well for them and enjoying the experience of the nuances of the different characters that they run into.

But it is too late now. The numbers are out. They are going to be crunched. There is always a loop hole. There are more exploiters than their are DEVs. Do the math. They are.

But it is a valiant goal and I applaud you for trying.
However, I want to enjoy adventuring as a superhero (or perhaps sometimes doing something a bit naughty as a villain from time to time).
My goal isn't to break the game. I'm here to play it.
And I plan to be here and enjoy the content instead of trying to break it for as long as I play this game.
And I love this game, so I hope that I can play it for a long time to come.
Cry moar plz


 

Posted

Quote:
Originally Posted by JKwervo View Post
Cry moar plz
Some one can't read.


Brawling Cactus from a distant planet.

 

Posted

Quote:
Originally Posted by JKwervo View Post
Cry moar plz
no u


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29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform

 

Posted

Quote:
Originally Posted by OABAAB View Post
You know Dr. Aeon, it's interesting that you're preaching patience when you know full well (or should know as an employee) that time isn't a luxury PS/CoX can afford. I know where to find NCSoft quarterly reports and what to look for when it comes to CoX revenue. I'm sorry but I couldn't help myself. This is part of what I do for a living. In anycase, since the introduction of AE in April of last year, CoX sales revenue all the sudden plummeted 40% (compared to a 43% revenue decline in a rolling 12 month period ending in Q4 2009). Basically, during the course of Q1 2009, CoX revenue went down 3% which can be attributed to the natural decline of most aging MMOs. Then came AE in Q2 in the final two quarters of 2009, revenue fell off a cliff and dropped 40%.

Next let's look at the chronology of AE itself. The first 2-3 months after the introduction of AE, there was no doubt that it was wildly popular and widely utilized. Everyone and their extended family were crammed into the AE buildings in AP or Mercy/Cap. That kind of player interest couldn't have been bad from the revenue standpoint and the fact that revenue only dropped 3% from Q1 to Q2 of last year seems to reflect just that. Then came the fine-tuning or nerfs to be more blunt. In chronological progression, ticket cap, custom critter exp, MM pets, and now allied NPCs, just to name a few of the big ones. If you log on during peak hours right now, the players in Mercy and Cap AE buildings are a mere small fraction of where it was a year ago. Going back to the revenue decline in 2009, you can't honestly tell me that these two trends had no correlation. The fact is that drastic and persistent nerfing of popular (and maybe even integral) features in a MMO can contribute significantly to the eventual demise of the game itself. After all it has already happened several times in the short history of MMORPGs. Two prominent examples would be SWG and more recently, Tabula Rasa.

Now let us consider the obvious fact that PS is not exactly flush with subscribers and rolling in dough (at least compared to years before). It wouldn't surprise me one bit if the bigwigs at NCSoft corporate have already expressed their concern over the steep decline in CoX revenue last year. After all in the corporate world, if a product line suddenly loses 40% of sales revenue in a matter of months, it usually gets discontinued. NCSoft may be willing to deal with it for now given that the overall company profitability skyrocketed last year due to the popularity of AION in Asia but how long is it going to last? What if GR doesn't generate as much revenue as desired? That projection isn't all that far fetched given the short term memory nature of the MMO population, ample competition and the fact that CoX is an aging game. This is not to mention that patience isn't exactly a virtue in the world dominated by corporate balance sheets.

With all of this in mind, I am simply shocked that you guys haven't switched to a more conservative approach when it comes to AE fine-tuning. The nerf now and deal with it later approach as exhibited by this latest episode is extremely shortsighted and irrational. It's almost as if PS is willing to alienate some player now while banking on GR to inject fresh blood later but that scenerio is far from a guarantee. Regardless of what the "good riddance, let them leave" or "we don't need players like that anyways" crowd is saying, CoX is currently not on a solid enough footing to be able to afford the hemorrhaging of even more subscribers (revenue).

P.S: If you dislike my bluntness and challenging tone, feel free to put a temporary or even permanent ban on me. If that is to be a consequence of me saying what needs to said, so be it. My main account was already canceled prior to all of this and this account only has about two weeks left. However, allow me to say this one final thing. The reason I canceled originally was due to a perfect storm of busier real life schedule, low CoV population and other diversions. It was not the result of some ragequit over any particular prior issue. However, now that I've seen the way this particular nerf was handled and the continuation of collective tunnel vision on the part of PS, I doubt I would've renewed anyways. Good luck.
Very well said.

I too have been wondering about the revenue of this game. I did cancel my subscription after this patch, and I know friends who have done the same. I've been playing too long to base my cancellation on a ragequit, but most of my friends did.

I really hope GR does turnout well for PS, because I do not want to see this game come to and end. But the devs need to sort out their priorities when dealing with the nerfs in this game. Or else people will end up ragequitting and it won't be good for PS.


 

Posted

Quote:
Originally Posted by Sumericon View Post
If they keep to their usual pattern, the "temporary" fix will be swept under the rug and conveniently forgotten about until the population simply accepts the fact that this is now a permanent "feature" of the game.
I was thinking this exact same thing earlier today!


Quote:
Originally Posted by Necrotron_RO View Post
I understand your sentiment. If this takes as long as TF fixes to get re-fixed, I'll be a sad panda. That said, at least there is intention to fix. For that, I am placated.
Yeah, like the Base Raids and Cathedral of Pain? Not that I care about Base Raids anymore, I lost interest in PvP once the new changes were made to the PvP system. Haven't stepped foot in the arena or PvP zone for that matter other than Day Job Badges.

All I know is the AE is becoming a ghost town due to all the changes, not that I care anymore, since my arcs are buried in the midst of thousands of arcs and will never be played again. But fixes like this that stop people from doing whatever they are doing is ok, but not when the fix affects legit players. Some may be ok with it, but many aren't

This temp fix should never have happened, it should have waited until a more suitable fix was ready to be released. It's bad enough all the mob's xp sucks compared to the Official Mobs in game, but to make Allies take away xp even more is a joke.

Now when and if I happen to play a AE Mission and I see a Ally, I quit the mission and go find something else to run. I don't want my xp gimped anymore than it is already in this game. Lets just hope this fix doesn't fall to the wayside like the fix for the Cathedral of Pain suffered.


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Posted

Quote:
Also GR pre-order are supposed to get access to Demon Summoning in April, and now it's a week into it and still no sign of it while Dual Pistols arrived right at the start of March.
Just figured that I'd mention that Demon Summoning is coming as part of i17 and not a separate release. We've known this for some time now. It even says this on the front page of the Updater.


As for the rest of the topic, I can understand some people being upset at their arcs now not awarding normal or near-normal XP due to the latest whack of the nerf bat, but come on. Is this really going to be an excuse to so many people to quit the game? Personally, I couldn't care less about it. Yes, I make use of the AE for some fun arcs here and there, yes I've got my own arcs that make use of allies, and yes, I've even farmed the AE in the past for tickets before the per-map ticket cap was introduced. But to moan, complain and /ragequit over an exploit being temporarily plugged is just childish. True, the devs could have waited until the final version of the fix was ready before implementing it, and they could have put a little more thought into the possible reaction of the player base. But to me its still no excuse for the general animosity being aimed at Aeon and the other devs involved in handling the AE. It's a game folks. If the way certain people are reacting is indicative of how they may react to similar situations in real life, I pity them.

/endrant


 

Posted

Thank you, Dr Aeon. You had me at hAEllo, but it's nice to see that you're addressing the woes of those who felt this nerf more strongly than I (I mean storytellers not tge jellybean farmers).

Eco


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Originally Posted by Samuel_Tow View Post
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Posted

The problem isn't maps, it's builds and the basis of the in-game economy.

First off, the "right" build can farm anything. It was the average player that needed the help.

Second, the game is currently set up to reward farming AE maps and punish trying to get sets via merits. You could spend 18 hours on whatever you want working through all four shard TFs to get ONE numina recovery/regeneration, or you could farm for thirty minutes on a scrapper with... shall we say a positive charge and an extra piece of equipment to "shield" them and earn enough through sales of ticket rolls to buy one, or maybe two.

People farm because that's the way the game is set up. Applying band-aids doesn't affect the root of the problem.


 

Posted

Quote:
Originally Posted by Roderick View Post
He said that the fix is going live with or shortly after Issue 17. That means that the fix will b live before Going Rogue.
Emphasis mine. I'm pointing out that it should most definitely do (so far fixes like this have a tendency of lingering for a very long time). And the custom selections XP hasn't been addressed yet.


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Posted

Thanks for the exploit fix.

My friend re-activated her account now that it's been fixed.


-mouse

 

Posted

Thank you for your post and for starting this thread.

I did not have time to read all the posts, so I don't know if this has already been said.

My first request is that you back out the "fix". People who want to exploit will no doubt find ways to do so. This punishes legitimate story arcs was too much.

As an example, my arc Suppression which I wrote for the 2nd challenge has a first mission which is populated with groups of ally hostages surrounded by ally groups. Each group is engaged in various activities. They are there purely for flavor.

I tested this on a level 7 against level 7 minions, I got 2 xp per kill. I ran out to Atlas and could only quickly find a level 6 minion. That gave me 18 xp. If this arc wasn't level 5-15 this wouldn't be so upsetting, but the audience for this arc is definately going to want to level.

Currently this arc is sitting at 5 stars, which raises another issue I have had for a long time. Any time my arc appears on page 3, it gets hit with 1 star ratings with no comment. I am almost positive, that these hits come from farm creaters who want their arcs to bump up and get played. I actually have no problem with non-exploitive farmers making and playing their farms because every paying customer should be free to enjoy the game as he or she sees fit so long as they don't harm anyone else. I DO have a huge problem with someone 1 star rating an arc to cause it to fall back so their arc can pop up and get played. This "fix" makes it worse. Someone who enters my arc and in mission one gets a whopping 2 xp per kill my get legitimately annoyed and 1 star it.

So my next suggestion is that when you one star an arc you should get a warning and that the author of the arc should be notified they have received a 1 star rating (no need to disclose by who). I then think if the author is sure this is a griefing the offense should be reportable. It is extremely unfair that good stories can be griefed in this manner with no recourse. To me this is way worse than any exploits.

My third suggestion is to provide us with a mechanismn to add groups of people to our arcs for flavor. They should be able to be in groups, performing actions and have dialog. This would solve lots of issues for me above and beyond the issue created by this "fix".


As you may have noticed, I am kind of wordy , so in summary I suggest the following:

1. Back out this fix
2. Provide a mechanism for us to report 1 star grief ratings
3. Provide a mechanism to populate our arcs with people who can have emotes and dialog.

Thanks so much for the attention you have given MA and for giving us a forum to voice our opinions.


@Gypsy Rose

In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest

 

Posted

Quote:
Originally Posted by Edgewater View Post
Yeah, but that's how YOU want to play. Some people have played the "flavor of the city" or the "real" game too much. Some of us have done our fair share of the "intelligent content".

Yes, I'll admit it was a bit out of hand. A defender shouldn't be able to bring down a GM that fast with the assistance of 30+ allies. It's broken.

It was nice though to level up easier. I hate pretty much every aspect of the pre-30 content. I hate not having SOs. I hate not having stamina. Some of those AE missions let me get to a point where I enjoyed the game again, with pretty quick results. That is why I'm bummed about the changes.
I'm feeling adventurous today and so will go with the following:

I don't want you to be able to play like this in the AE.

This kind of playstyle is perfectly doable in regular content. It's called the Super Sidekicking System. It lets you fight with a team at higher levels than you are, gaining xp, influence/infamy, merits, salvage, recipes, inspirations, etc.

There are currently over 3,000 pages of 'arcs' in the AE.

The following keywords denote blatant farming and powerlevelling:

Farm
Tickets
H.D.S.
Anti-Portal
XP
(Meow/Miaow etc arcs are still on the system! Delete them!)

Although the Developers have a job to rebalance everythign and have gotten it wrong on more than one occasion, Player Greed and the desire to achieve something for nothing have created this problem.

If farmers, mass exploiters, cheaters and the like are so sure that they have a good argument why they should be allowed to continue doing so then why are there multiple copies of the same 'arcs'? Just given a different flavour?

I am not calling for account bans, suspensions or such. I'm calling for suspension from the AE with regards to creating content. If you can't play responsibly, then the privelege is removed. End of story.