Live Patch Notes - 5/12/10
IIRC this question was asked before, and the general answer was "No, because it's too exploitable." Though I don't know how it's any more exploitable than the current setup, since a team could (if they so desired) start a TF, log out for an hour, and then come back to finish it up just to increase the complete time. But I doubt there's much of this going on, because obviously the people who do speed runs are too impatient to try this strategy. I mean I agree with you, but I think they've already said No.
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Well, if they only want to have small differences between the two instances of Mitos, they could just put a If Class == Boss_Mito check (or !=) on the relevant attributes (for instance the mez protection).
This means the implementation intent of all the mez protection powers must be the same for both the standard and the weakened mitos, because they are the same thing. That's probably the real source of the problem: if the design intent was for the weakened hamidon to require a much lower level of mez magnitude than the trial version, they should have made two entirely different mitos. As it is, they are currently linked together.
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A mistake was made. Luckily the universe hasn't imploded. In the meantime there are a couple dozen other TFs you can do, and hundreds of hours of other game content. There's also a whole bunch of stuff you could be doing outside of the game, and possibly even in the real world. So sit back and relax, and wait for the fix to come down the pipe. No use in getting worked up over it. ;]
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1. Don't let Penny be Assembled to the door.
2. Don't let the deaths of escorts end the mission without penalty. 3. Don't let a huge map be bypassed to get to the Honoree... require doors to be unlocked along the way. That's how you stop the speed runs. Not by making a foe so buffed that many teams can't even complete it. |
While you are at it, just put a timer on each mission that won't let people finish until it expires . That way speed runs would be completely impossible. The game would be about as much fun as watching paint dry but it seems to be heading in that direction anyway.
In all seriousness, speed runs aren't the problem they are the fun. Instead of trying to kill the fun in the game, there should be more concentration on providing incentives to run TFs on higher difficulty settings and determining the inherent difficulty of the TF not trying to use merit rewards as some sort of regulator valve for allowing IOs to enter the system.
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No, given enough damage you can overcome the greens without holding them, although I am not certain of this since this patch. We were able to finish the LGTF in i17 before this patch by nuking/shivs/HVAS etc. to defeat the Hamidon and then the remaining greens (blues and yellows down already).
So let me get this straight: If my team does the LGTF and does NOT have a hero that has a Hold power (i.e. a Controller), then the whole TF is a failure???
This is the problem with CoH. Content that can only be completed if you have the right archetype along for the ride. That is hardly what I call Game Balance considering that not every team is made up of one of each archetype. |
Just remember that the first green is always the hardest to defeat since the other greens are healing it. It is at this point where you need the most buffs/damage/pets to be working.
As you defeat more greens it becomes a little easier, unless your buffs and pets wear out before you can overcome all the greens.
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To be fair, there are a lot of people who hate speed runs. You define them as "fun", others (myself included) define them as "way, waaaay on the suck end of not fun". I specifically recruit for TFs as "Normal paced, not-a-speed-run" so people who specifically want a speed run know not to join my TF. In fact, even the not-speed-runs on the ITF tend to go too quick for me, I miss the days of fighting up Lag Valley, and taking over the computer terminals so the pop-up turrets fight on your side :[ Also, I would guess that most people don't do speed-runs for the "fun" factor, they do it for the "more reward for time spent" factor. Which may be a part of their fun, but if I had to put money on it I'd say that IF the reward wasn't based on time spent, and IF running the TF faster meant a reduced reward over spending [some standard time] on it, many of the speed runs would stop. But again, that's still exploitable. I don't know what the fix is, but I know nothing will make everyone happy. *shrug*
While you are at it, just put a timer on each mission that won't let people finish until it expires . That way speed runs would be completely impossible. The game would be about as much fun as watching paint dry but it seems to be heading in that direction anyway.
In all seriousness, speed runs aren't the problem they are the fun. Instead of trying to kill the fun in the game, there should be more concentration on providing incentives to run TFs on higher difficulty settings and determining the inherent difficulty of the TF not trying to use merit rewards as some sort of regulator valve for allowing IOs to enter the system. |
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I agree with Don's sentiment here: Why compare to the original design when we've had the TF live for quite some time? I also agree that requiring 6-8 controllers/doms is a bit much.
And the other question to ask: Is it "fun" for 8 people who want to run the TF, seeing none of them are on controllers or dominators, to have to ask each other "OK, who has someone they can switch to? Nobody? OK, someone has to sit out and we need to find one who wants to run the LGTF."
Or more generically, what is the "fun" part of the challenge that says "your ability to continue the TF that you've just spent an hour+ on depends on the ability to generate a sufficient magnitude hold, with no workarounds or alternative strategies possible" |
However, just to play devil's advocate on the above statement, hasn't it been this way since inception already?
The first time I ran this with a core group of friends I play with regularly, we did this with one of our typical "all buff" teams. Mostly trollers, defs and corrs allowed as well. This team typically steamrolls content at high difficulty, and we did so on the LGTF until Hami's Yellow friends. We could not put a dent in them with all our ranged attacks. I queried some gfriends that helped me remember that melee damage was needed. A few of us had Sands of Mu and one had taken an APP melee attack, but after taking 1 of them down in 20 mins with multiple wipes, we threw in the towel. However, this happened ONCE. Now, if any of us are forming a LGTF with no melee, someone (preferably 2) has to swap*. I assume the same would happen if all Brutes/Scrappers showed up, but that never happens in the circles I run in.
My longwinded point is that I don't think it's necessarily bad (or at least not unique) to require holds as part of the encounter since melee and ranged damage are already required. Perhaps those are easier to come by on most teams (esp with Vet attacks), but it still already comes into play when forming a team. And a hold is included in nearly all non-Dom/Troller APPs as well. Like I said, 6+ is a bit much, but I don't think requiring 1 or 2 with some minor support from APP powers (or maybe add some Holding Vet or Temp powers) is so bad and is similar to what is already required.
It also seems like the devs' intent in the newer content is to encourage "well balanced" teams, perhaps so that any AT can contribute.
*I will admit that now that we know better, we could likely complete the LGTF with 8 controllers with a little forward planning/alternate builds, but this was our first time and it was getting late. Hopefully, the LGTF will be adapted to similar levels of hold protection as well.
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Yea that would be nice since most teams cannot hit anywhere close to 50 mags of hold. This change burned this TF for many people. I ask how it worked in design to give mitos this much hold protection? Most AVs don't have regen auras like mitos do and they are easier to hold. My Doms can perma hold nearly everything in the game and these mitos give him them a hard time.
Perhaps. Probably, in fact. I made it match the original design. If needed (and judging by reactions, it probably is) I'll drop the protection some in a future update. It will never be as easy as it was when the green mito's perma-held themselves though.
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Support is telling us, its working as intended and screwing people out of the merits they deserve. I personally love this TF, but if changes are not put through, I already have the badge on my main badger. I will simply avoid this TF.
Or they could switch from the Ones table to a rank scaling table and picking appropriate numbers, but I would not recommend either in this case. In my opinion, AttributeRequires is probably abused more than it should be already.
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You can skip over all the filler missions you don't want to do without wasting a drop on them.
But I think the bigger question is this - Who wanted an abandon mission feature? And for what? Especially now that we can carry up to 7 missions, is it really needed? And what purpose does it serve? You still can't get out of old arcs with it, or advance the arc along toward completion.
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No, but I do expect 3 stacked holds to mez a level 10 boss.
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I'm a bit confused by what you say here. Mitos in the LGTF and in the Hami raid are the same thing except that they're lowered from AV to Lt. status? Does this mean the mitos in the Hami raid are buffed by this "fix", too? And wouldn't it implicate that the level of mez protection was set to be a raid challenge instead of being a TF killer?
This means the implementation intent of all the mez protection powers must be the same for both the standard and the weakened mitos, because they are the same thing. That's probably the real source of the problem: if the design intent was for the weakened hamidon to require a much lower level of mez magnitude than the trial version, they should have made two entirely different mitos. As it is, they are currently linked together.
This cannot possibly be by design, because it almost never makes any sense for something to hold itself unless something else is supposed to come along and free it eventually. Even if you wanted something to hold itself as a weird containment buff for controllers, there's no reason to apply a mag fifty hold to yourself, because there's no difference between applying mag 10 and mag 50 to yourself, again unless you're trying to overcome someone else's protection buff (and nothing I'm aware of can come along and buff Hamidon's mez protection). And if I was worried about that, I would apply mag 9999, not 50. |
And another thing bothers and confuses me as well. All this talk about green Mitos permaholding themselves. I might be completely wrong about it, but wouldn't a held green Mito stop healing itself and other Mitos? I have done the LGTF often before I17 and I have seen the green Mitos at work.
Btw, what is the mez protection level for regular Mitos? If it's true, that the LGTF Mitos are the same as the raid Mitos, is it possible, that the -50 was set to be added (or subtracted) to what is set for the raid Mito to make it easier to defeat them? Like as if they were in a weakened state?
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I'd like to see this on more TFs. TFs used to be great for XP but now almost everyone seems to be a rushing through; even if there are people who would like XP on the TF. I'm sick of asking if it's a speed run, get told "no", only to join and get TPd from boss to boss. This seems to have become more frequent over the past two or three issues.
3. Don't let a huge map be bypassed to get to the Honoree... require doors to be unlocked along the way.
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AIn the meantime there are a couple dozen other TFs you can do, and hundreds of hours of other game content
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People are complaining because:
1) It was a dumb move by the Devs to mess it up the first time
2) It was even dumber move to 'fix' it so it can't be completed
3) There is no assurance of a fix in the near future
Frankly after the MA lies - yes lies - I have zero confidence in an expediated fix for this problem.*
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TFs shouldn't require you to have all those buffs/pets in order to finish anything.
No, given enough damage you can overcome the greens without holding them, although I am not certain of this since this patch. We were able to finish the LGTF in i17 before this patch by nuking/shivs/HVAS etc. to defeat the Hamidon and then the remaining greens (blues and yellows down already).
Just remember that the first green is always the hardest to defeat since the other greens are healing it. It is at this point where you need the most buffs/damage/pets to be working. As you defeat more greens it becomes a little easier, unless your buffs and pets wear out before you can overcome all the greens. |
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To be fair, there are a lot of people who hate speed runs. You define them as "fun", others (myself included) define them as "way, waaaay on the suck end of not fun". I specifically recruit for TFs as "Normal paced, not-a-speed-run" so people who specifically want a speed run know not to join my TF. In fact, even the not-speed-runs on the ITF tend to go too quick for me, I miss the days of fighting up Lag Valley, and taking over the computer terminals so the pop-up turrets fight on your side :[ Also, I would guess that most people don't do speed-runs for the "fun" factor, they do it for the "more reward for time spent" factor. Which may be a part of their fun, but if I had to put money on it I'd say that IF the reward wasn't based on time spent, and IF running the TF faster meant a reduced reward over spending [some standard time] on it, many of the speed runs would stop. But again, that's still exploitable. I don't know what the fix is, but I know nothing will make everyone happy. *shrug*
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It's definitely not ideal, but neither is maintaining two separate sets of powers in order to allow for one small difference.
Or they could switch from the Ones table to a rank scaling table and picking appropriate numbers, but I would not recommend either in this case. In my opinion, AttributeRequires is probably abused more than it should be already.
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Now, if they want to differentiate the two instances even more on the other hand...
I want a job like Castles where I can do stuff half ***** and still continue to be paid.
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Actually, we'd rather see the mistake undone so Castle has proper time to think it through, instead of losing access to content that's been in place since 2007. Doesn't that strike you as the more sensible option, Sapph? Let me use the power of metaphor to drive this point home:
A mistake was made. Luckily the universe hasn't imploded. In the meantime there are a couple dozen other TFs you can do, and hundreds of hours of other game content. There's also a whole bunch of stuff you could be doing outside of the game, and possibly even in the real world. So sit back and relax, and wait for the fix to come down the pipe. No use in getting worked up over it. ;]
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Bob, the nuclear plant engineer, hits the "emergency vent" button, because he knows that pressure in the plant is over normal, and he wants to relieve the pressure. (I'm not an engineer, I have no idea if this is how they do this, so just run with it.) By venting the gas, he makes part of the town and surrounding countryside unlivable. Should Bob: 1. Hit the vent button, and think about alternatives after the damage is done? 2. Explore other options first and exhaust them before he hits the button that kills puppies and baby deer and small children? |
SO yeah, roll back the change. Work on the balance part of it more; put it on Test; announce that you're DOING it so we can help you balance the encounter without ruining the TF as a whole.
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Yes.
I'm a bit confused by what you say here. Mitos in the LGTF and in the Hami raid are the same thing except that they're lowered from AV to Lt. status? Does this mean the mitos in the Hami raid are buffed by this "fix", too?
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Btw, what is the mez protection level for regular Mitos? If it's true, that the LGTF Mitos are the same as the raid Mitos, is it possible, that the -50 was set to be added (or subtracted) to what is set for the raid Mito to make it easier to defeat them? Like as if they were in a weakened state? |
So, for the LGTF Mitos we previously had -2 (base) + 50 (mez "protection" power) = 48. This means that they were above 0 already, and were thus held without any outside influence.
Now, we get -2 (base) + -50 (mez protection power) = -52. This means that we'd need a stacked mag 53 Hold on them in order to hold them.
Anyway, since the mez protection power (Resistance) applies the same value to both instances of Mitos, it's not plausible that the "-50" (actually +50) was meant to make the LGTF Mitos easier to hold.
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That's what brought this whole thing up. Mitos were perma-holding themselves, but the healing power was still set to execute while they were held. So it got fixed that they could no longer use the power while held.. but Castle *also* fixed them so they no longer permaheld themselves. The debate now is exactly what hold mag protection they're supposed to have, because the general consensus is "mag50 is unrealistic unless you expect us to run with nothing but Controllers and Doms".
And another thing bothers and confuses me as well. All this talk about green Mitos permaholding themselves. I might be completely wrong about it, but wouldn't a held green Mito stop healing itself and other Mitos? I have done the LGTF often before I17 and I have seen the green Mitos at work.
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I'd like to see this on more TFs. TFs used to be great for XP but now almost everyone seems to be a rushing through; even if there are people who would like XP on the TF. I'm sick of asking if it's a speed run, get told "no", only to join and get TPd from boss to boss. This seems to have become more frequent over the past two or three issues.
There aren't a couple of dozen other TFs redside. If the content is there we should be able to play that content. I don't think anyone would suggest you have missions which are deliberately unable to be completed. People are complaining because: 1) It was a dumb move by the Devs to mess it up the first time 2) It was even dumber move to 'fix' it so it can't be completed 3) There is no assurance of a fix in the near future Frankly after the MA lies - yes lies - I have zero confidence in an expediated fix for this problem.* |
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TFs shouldn't require you to have all those buffs/pets in order to finish anything.
Speed TFs are fun for some and not for others, which is fine, no arguments there. I like speed runs because they challenge you beyond the norm of the game. Spiking Cyst solo is no easy feat for most builds for example. The "fix" made the LGTF harder for everyone, not just speed teams. The LGTF is no longer a TF where any AT works, you *MUST* have enough control to reach 50 mags of hold. Or as stated earlier a load of temps. |
I absolutely agree that the "fix" was not done in the best possible manner (or even, in a "good" manner), but I don't see the point in the fury I'm seeing in this thread. That's all I'm saying. Yeah, it needs to be looked at and fixed properly, and I think Castle pretty much indicated that he was going to ask around and get this done. I don't know how the chain of command works, but he may have had to get permission to put the current change to live (and the permission-giver didn't realize the ramifications either), and now he has to get permission to change it again or roll it back. He may be working on it *right now*. So I do agree that this wasn't executed well, but I disagree with the bitterness and wrath that people are shoving at Castle.. just seems a little short sighted and mean, to me.
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Are you sure about the numbers? Wouldn't it mean that one Controller is enough to hold a green Mito during a Hami raid? My last Hami raid was too long ago, but I think I remember that we needed to stack multiple holds to stop green Mitos. And wouldn't it mean that LGTF Mitos were never able to heal themselves or other Mitos? Something they actually did.
Regular Mitos should have a base Mez value of -3, and if the LGTF Mitos are Lts (I wasn't sure, and assumed Boss-equivalent earlier), they'll have a base value of -2. In order to Mez someone, the sum of all their Mez protection (negative values) and the mag of all the Mezzes on them (positive values) have to be above 0.
So, for the LGTF Mitos we previously had -2 (base) + 50 (mez "protection" power) = 48. This means that they were above 0 already, and were thus held without any outside influence. Now, we get -2 (base) + -50 (mez protection power) = -52. This means that we'd need a stacked mag 53 Hold on them in order to hold them. Anyway, since the mez protection power (Resistance) applies the same value to both instances of Mitos, it's not plausible that the "-50" (actually +50) was meant to make the LGTF Mitos easier to hold. |
What if Hami Mitos were -3 (base) -50 (buff) = -53 and LGTF Mitos were Hami Mitos with a lower base (-2 instead of -3)? They would have been -2 -50 +50 = -2 before the "fix" and -2 -50 -50 = -102 now. I have no clue to what the original numbers are, I'm just guessing here and trying to include what I have seen and experienced during Hami raids and LFTG runs.
No, he is saying he will get around to fixing what he broke at a later date.. Maybe when he revisits COP....
Lots of 50's yada yada. still finding fun things to do.
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