Regarding Recent Changes to Architect


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Posted

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Originally Posted by JKwervo View Post
I like how this AE nerf didn't really affect any of the farmers. 8)

Reminds me of the fight against piracy the in the PC world.

Seems like the more things a company does to stop it, the more it hurts the legitimate customers. Ubisoft comes to mind


Although I would use the word "Exploiters" instead of "Farmers." Two VERY different things.


 

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Originally Posted by KingSnake View Post
Must be a server thing. I always run my AE contact real fast cause of my OCD, and haven't seen a single person in the atlas AE building in MONTHS. Totally empty. I never heard AE spam anymore. Ok, maybe once in a blue moon. I can honestly say, in all my gloabl chat channels i'm a member of, only ONCE in... the last 6 months have i seen someone spam for an AE team. And i remember THAT because it was so weird to SEE an AE team forming in a long time.

I suppose bigger server may have more people using AE, obviously. Bigger servers also have more active PVP. That doesn't make it "popular" though. (I don't know what server your on, but mine is Triumph. No AE activity, no PvP. We are the PVE server. LOL)

Weekends on Triumph in the RWZ AE building the MA Super Team runs arcs. It's obviously time someone bumped the thread if it's fallen off the fron page.

Eco.


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Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

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Originally Posted by Aura_Familia View Post
THAT would be hilarious.

EDIT: Why? Cause I would think the fact that you have a published Arc on the LIVE servers using a known abusive exploit or bug would, oh, I don't know, disqualify you from being in CLOSED BETA.

Hopefully what you're guessing isn't the case.
Isn't the point of CLOSED BETA to test how breakable things are? Isn't someone that finds those kinds of things EXACTLY the people you'd want in Closed Beta instead of some carebear?


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Originally Posted by Demonic_Gerbil View Post
Isn't the point of CLOSED BETA to test how breakable things are? Isn't someone that finds those kinds of things EXACTLY the people you'd want in Closed Beta instead of some carebear?
You don't need those types of people to find those type of exploits when you have folks like Arcanaville and others who were in closed beta and who found the exact same things during issue 14 Closed beta.

And what an idiotic pvper insult has to do with this discussion I don't know.

The idea that the folks in Closed Beta for AE didn't do there job is stupendously insulting.


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Posted

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Originally Posted by Demonic_Gerbil View Post
Isn't the point of CLOSED BETA to test how breakable things are? Isn't someone that finds those kinds of things EXACTLY the people you'd want in Closed Beta instead of some carebear?
What you want in a closed beta tester is someone capable of finding ways to break or exploit the game, is willing to report such findings to the devs, and has the restraint to avoid using that knowledge for personal gain.


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Originally Posted by Arcanaville View Post
What you want in a closed beta tester is someone capable of finding ways to break or exploit the game, is willing to report such findings to the devs, and has the restraint to avoid using that knowledge for personal gain.
Said it better than I ever could have.

EDIT: Bolded the part that's relevant to why we are in this mess to begin with.


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Originally Posted by IncredibleMouse View Post
Thanks for the exploit fix.

My friend re-activated her account now that it's been fixed.
So your friend rage-quit over something thats easily avoided?

Wow you anti-everything people are just freaking insane.


 

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Originally Posted by Captain_Freak View Post
So your friend rage-quit over something thats easily avoided?
It's actually not that easily avoided. Though that has more to do with a lousy search system than anything else.

"Rage-quit" is an (unflattering) assumption.

Sadly, the friend in question is probably just going to have to cancel her account again, because the farming isn't going anywhere (like it didn't go anywhere after the critter nerfs).

As far as I can see, this "fix" is more about a culling of the farmer pool. It's not about stopping the farming, it's about making it more difficult to accomplish, thereby eliminating "casual" farmers from the equation.

Hardcore farmers won't be fazed by it at all.


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Originally Posted by Dr. Aeon View Post
Myself, pohsyb, Television, War Witch, along with everyone else here involved in the operations of Mission Architect, are doing everything we can to arrive at a solution that we can all agree on.

....

Anyone who has a normal story arc that is drastically affected by this change should not go about overhauling your work.
Let me say that I'm extremely relieved that we had a redname come down and talk to us about the issue. At least we know that they are aware of the issue. Acknowledgement is better than nothing and while the statement here doesn't necessarily solve the issue, at least we know that the Devs are also unsatisfied with the patch. At least I have the feeling this was a decision which was acknowledged as being flawed but probably mandated by factors outside the player's knowledge base. Do I wish they had just not done it at all? Sure.

Furthermore I'm glad this the issue is under the nose of the devs. I think it's the right choice here to name some names and let us know that a solution is a team effort.

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Originally Posted by DumpleBerry View Post
You know who Aeon is? .... I would trust him with a great many things...I can certainly trust him to take good care of the legitimate player content.
Seriously. No one loved AE more than Aeon's pre-dev self. He had designed and authored about a dozen arcs before most of us had managed to squeeze our first stinking, malformed, and buggy arcs out for others to see. While there might be some folks out at Paragon Studios who think CoH is just a job, I fully believe that the AE system is a labor of love for Doc Aeon. 'Tis why he's my favorite Dev.

Besides, look at what he said. This issue is considered to be such a danger to the playerbase that it's banded together two formerly irreconcilable enemies: Aeon and Television!

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Originally Posted by Lazarus View Post
And yet somehow the GMs cannot find these farms, delete them, and ban the creators when we the players can easily find them in a matter of seconds.
If Paragon Studio wants to pay me to go through the system and flag 'em, I'll do it. Hell it doesn't have to even be for cash, we can negotiate. I'm sure there's no small number of players who'd be glad to start flagging exploitative content.


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Keeping this "fix", despite massive player outcry, means that stopping PLing/RMT is more important to the developers than happy architects/players.

The irony? Fearghas/Dr. Aeon was the dev who tells us this. He was hired by the dev team because of his missions in the AE.

The Developers will never be able to stop farming and powerleveling. The farmers have already moved on to something else. This "fix" has done nothing but infuriate mission architects. The fact that the development team is happy to inconvenience the majority of players to combat a very small minority is disgusting.

I can't remember who asked for it (I went back through the thread but couldn't find your post) But the e-mail for NCSoft NA's Head of public relations can be found at the bottom of this press release:

http://us.ncsoft.com/en/news/press-r...-west-nam.html


 

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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. 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.

Myself, pohsyb, Television, War Witch, along with everyone else here involved in the operations of Mission Architect, are doing everything we can to arrive at a solution that we can all agree on.

We currently plan to implement a solution in issue 17 or soon thereafter (and I mean actual soon and not Soon™) . We can't go into detail about what exactly is planned, but it will alleviate the current issue that many of you are having, which is finding your normal arcs are rewarding little experience.

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
As this was a longstanding problem, since AE's release a year ago, why use a flawed, guaranteed to infuriate your playerbase, short term... I hesitate to call it a solution.

You've only made things worse, and not for the exploiters.


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Originally Posted by Arctic_Princess View Post
Of course, a sort of compromise (after reading responses on here) would be to have no XP/Ticket rewards until an arc is made a Dev's Choice.
So then ALL arcs have to suffer even more? Figures that this comes from someone who already has a DC.


 

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Originally Posted by Xanatos View Post
The Developers will never be able to stop farming and powerleveling. The farmers have already moved on to something else.
They could ensure there are no end-arounds in the reward system. The notion that balancing reward systems or combat systems is an impossible, and therefore ludicrous task, is itself ludicrous. It may be difficult, and the tools to do so may not be commonly exercised in typical game design methodology, but the notion that its actually an impossible task is so humorous to me from an engineering perspective that I always look upon it in the same way I look upon the notion that the moon landing was obviously faked.

You can't stop "farming" and "powerleveling" but you can theoretically ensure that the only skills that generate enhanced rewards are efficiency-related ones, not corner-case advantage-leveraging ones. You can make sure the players can exercise tactical options, and not engineer skewed circumstances.

You can try to improve both the speed and the precision of game rebalancing, and there's no question there's tons of room for improvement there. But you don't, as someone else put it, "give up." Giving up on game balancing is giving up on game design, period.


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Originally Posted by Tubbius View Post
A couple pages back, someone said that a fix would be to delete all the arcs and have folks republish the good ones.

I'm not buying it, personally, but it raises a question I've wondered about for a long time.

Very often, my published arcs get a LOT of tweaks and adjustments that the locally saved copies don't get. In fact, I've got really OLD revisions of various published arcs but not locally saved copies that match the latest republished revisions.

Is there any way to get a local save of a republished arc that doesn't wipe out ratings?

Sorry about the off-topic nature of this post, but it's something I've wondered a lonnnng time.
Edit Published Arc, click "Save as Local".


 

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Originally Posted by Xanatos View Post
Keeping this "fix", despite massive player outcry, means that stopping PLing/RMT is more important to the developers than happy architects/players.
Where is this massive player outcry? Surely you don't mean the players here on this forum since they represent maybe 10-15% of the entire population or at least that's what I've been told.

But you do make me wonder if there are quite a few players filling out their surveys (unsubscribers) that contain some language about AE and exploits as being there reason.


 

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Originally Posted by Aura_Familia View Post
You don't need those types of people to find those type of exploits when you have folks like Arcanaville and others who were in closed beta and who found the exact same things during issue 14 Closed beta..
But you do need the Devs to actually LISTEN the first time instead of ignoring it and then having everyone go "I told you so" for months afterwards.


 

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Originally Posted by Arcanaville View Post
They could ensure there are no end-arounds in the reward system. The notion that balancing reward systems or combat systems is an impossible, and therefore ludicrous task, is itself ludicrous. It may be difficult, and the tools to do so may not be commonly exercised in typical game design methodology, but the notion that its actually an impossible task is so humorous to me from an engineering perspective that I always look upon it in the same way I look upon the notion that the moon landing was obviously faked.

You can't stop "farming" and "powerleveling" but you can theoretically ensure that the only skills that generate enhanced rewards are efficiency-related ones, not corner-case advantage-leveraging ones. You can make sure the players can exercise tactical options, and not engineer skewed circumstances.

You can try to improve both the speed and the precision of game rebalancing, and there's no question there's tons of room for improvement there. But you don't, as someone else put it, "give up." Giving up on game balancing is giving up on game design, period.
The Developers cannot stop powerlevelling/exploiting =/= It is impossible to stop powerlevelling/exploiting.


 

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It is impossible to stop powerlevelling/exploiting =/= devs shouldn't do what they can to stop powerlevelling/exploiting


(I have issues with their direction in doing so, but not that they are trying in the first place)


 

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Originally Posted by Xanatos View Post
The Developers will never be able to stop farming and powerleveling. The farmers have already moved on to something else.
I don't think the devs have any intent on stopping farming or PL-ing. It seems to me they have made it clear what they consider "farmable" material. If you want to run stuff like the Dreck mish on blue side or any number of the TV missions red side. Knock yourself out. They will even let you bump the dif and team size so you dont have to drag a bunch of people with you as fillers. As long as you stay in those fields, plow away and farm to your hearts content.

As I said before, the devs have a vision for AE. Creating a little national park for story tellers where other players can enjoy alternate material than the in game content. The devs repeated actions point to the fact that they do not want that little national park to be clear cut and seeded with player farms. People may not agree with that vision but it seems to be the vision they are going with. Which pretty much makes the yelling back and forth a mute point.


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Posted

Personally I think that improving the game balance to reduce the number and efficiency of AE farms is a fine thing. I don't like that AE has become near synonymous with farming and PLing.

However, the patch of 4/7 does a poor job of achieving this goal, while negatively and arbitrarily impacting the vast majority of normal, non-exploitative story arcs. Unlike previous changes (such as the ones penalizing custom mobs if they don't have certain powers, or penalizing custom groups who don't have all rank positions filled), there is really not a good way to work-around the current patch while preserving the integrity of a story. It's simply not reasonable to remove all allies, noncombat hostages and defendable objects.

The success or failure of Mission Architect as a feature is almost entirely dependent on player-generated content. I believe the 4/7 patch discourages (even drives off) many players who use Mission Architect in non-exploitative ways, reducing the Mission Architect fan base and hurting its viability as a feature. I urge you to rollback this change immediately. Replace it with a more targeted fix later on, one that specifically stops the bad behavior without hurting "legitimate" players along with it.


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Originally Posted by PoliceWoman View Post
The patch of 4/7 does a poor job of achieving this goal, while negatively and arbitrarily impacting the vast majority of normal, non-exploitative story arcs. Unlike previous changes (such as the ones penalizing custom mobs if they don't have certain powers, or penalizing custom groups who don't have all rank positions filled), there is really not a good way to work-around the current patch while preserving the integrity of a story. It's simply not reasonable to remove all allies, noncombat hostages and defendable objects.

The success or failure of Mission Architect as a feature is almost entirely dependent on player-generated content. I believe the 4/7 patch discourages (even drives off) many players who use Mission Architect in non-exploitative ways, reducing the Mission Architect fan base and hurting its viability as a feature. I urge you to rollback this change immediately. Replace it with a more targeted fix later on, one that specifically stops the bad behavior without hurting "legitimate" players along with it.
I pretty much agree with PW. The collateral damage done by this patch is tough on some very good arcs. I can't help but thinking, however, that perhaps something was discoverd in I17 testing that if allowed to go live with the current system in place would have been a worse exploit than what we have already seen. With pre-patching already underway, they may have felt this was the best option incase the permanent fix cannot be completed by I17 launch. Pure speculation but something to think about. I am giving Dr. Aeon the benefit of the doubt on this one.


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Posted

If it helps I don't mind getting zero xp in MA. I do MA for tickets. Increase the amount of tickets in each mission. Tickets to buy training and DO enhancements while saving inf for I/Os. I need tickets for common/arcane salvage which are always in short supply or over priced. I need tickets for uncommon and rare salvage that are in short supply or overpriced on the markets. TICKETS not XP are more important. More tickets please.


 

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Originally Posted by MrCaptainMan View Post
Weekends on Triumph in the RWZ AE building the MA Super Team runs arcs. It's obviously time someone bumped the thread if it's fallen off the fron page.

Eco.
Perhaps i should have said "little to no" AE and PvP activity. I've also seen a push lately for Kickball PVP that hasn't taken off really. I tried it once. 3 on 3. Died 897 times in 10 mins...(maybe that's a bit of an exagreation.)


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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.
I hope you come back!

Reading this from a business prospective, I cant agree with it enough. I just wish there was a more gentle way of saying these things. I have a suggestion to make, Ive got little time, I'm trying to choose my words as carefully as I can, And I apologize for the wall of text. -please be patient with me.

My suggestion: Other MMO's <after completing missions> give rewards to players that are often a "choice of uber loot" I'm suggesting that COX learn from this. Merits aren't cutting it for casual players. This mechanic wont fix everything, I'm not saying it will, I AM saying that it will make things BETTER. Better means more customers sticking around though times like these.

example: I just completed the entire Harvey Maylor arc, and now I have a choice of recipes that are appropriate to my current level. Even the rare healing procs are available to choose from.

That's as good of an example as I can give.

It would inspire people to play the dev created content to easily slot their builds, it would also bring down alot of the prices on many things.

Another solution is to take another look at merits. If regular merits dropped similar to Vanguard merits, that might be an even better solution.

On a wing and a prayer, I hope that message reaches the right people in time...

Godspeed my good devs.


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