How do you handle the XP penalty on Custom Critters?


Eva Destruction

 

Posted

Sorry if this is a repeat of an earlier post, but I have only recently returned to CoH (on-again, off-again player) and even more recently starting using MA, so I am curious about how authors are handling the experience penalty for custom critters.

1) Do you simply ignore it and use all custom critters anyway, focusing only on the story?

2) Do you use standard critters (possibly recoloring them, renaming them, putting them in custom groups) and change the story to fit, keeping in mind that almost all players are looking for good experience?

3) Or a balance of the story and experience, using what you can to keep experience as high as possible (or should I say as close to “normal” as you can)?

So far I have only one “serious” arc published (that I am still working on/looking for feedback) and I used standard critters as minions, with higher critters hard/hard to keep experience up. I want to do more arcs, but I would really like to use all custom critters for the story. I don’t want to use all hard/hard (I like to solo myself, and not many willing to group for MA anyway). The problem is, I am not sure anyone would even play arcs with the experience penalties in place.


 

Posted

By selecting the powers of your customs you can get them up to 100% exp. I would go with story first, but work to get the exp as high as you can.

The customs in all of my arcs give 90% or better exp to that of standard foes. If someone won't play an arc because they are getting 5-10% of exp less than a non-AE arc then what can you do?

WN


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Posted

The XP Penalty is only really serious on Bosses and some Lieutenants, and even then only in the higher levels of the game. Minions get a LOT more slack across the entire level range.

Make sure that you move the slider under the "X% XP at level Y" message to the highest level that you are trying to balance for, assuming that you are using a sensible spread of 10 levels or so. That will help you figure out the minimum number of powers needed to reach 100% XP.

Like I said earlier, minions have a lot more leeway but it also depends on which powers and powersets you pick. That is where the alpha value listed in the info for each power comes in, the higher the value the more it adds to the XP total. Minions have a lower maximum than Lieutenants, which in turn have a lower total than Bosses. The total for Bosses is not much lower than AVs though and the about same as EBs.

Annoyingly it is impossible to reach 100% XP for most bosses unless you add "screw you squishy" powers like Build Up, Aim, Rage, Status Protection, Tier-9 god mode powers, and super-heavy-hitters like Energy Transfer (which can nearly one-shot Scrappers even).

Personally I try to aim for 100% XP on all ranks, but that is hard as you go past level 25. Therefore in the upper half of the level range I aim to have minions at 100%, Lieutenants at >90%, and Bosses at >85%.

Also toss out the presets and use Custom/Custom for everything (which will happen anyway if you use a preset and then start adding or removing powers.) The presets at not very well designed and won't save you much room per critter anyway, plus they throw extra warnings on the arc description (like WARNING: Hard Enemies, Extreme Enemies) even if your customs are friendlies. Plus not all Hard critters are made equal either, as it all comes down to the powersets, so don't deluge the players with unnecessary warnings that may only scare them away.


 

Posted

Quote:
Originally Posted by Lord of Storms View Post
So far I have only one “serious” arc published (that I am still working on/looking for feedback) and I used standard critters as minions, with higher critters hard/hard to keep experience up.
Touching on what Lazarus said, you may want to flip that order with bosses as recolored standards (if possible) and minions as customs as far as xp payouts is concerned. Plus, you see more minions than other ranks in an arc.


 

Posted

Thank you all for responding. I noticed that the replies were quick, I am impressed

I have started going through my custom critters and giving them custom powers, trying to give xp closer to 100% (this will lead to a new round of testing the critters, of course). One thing I noticed is that I had to give the higher ups MORE powers to get them closer to 100%, in some cases several times more powers than a standard critter would depending on level... So, to keep the xp up, the Custom critter is tougher, with more attacks, so the same xp compared to a standard critter...

Or am I seeing this wrong?


 

Posted

Quote:
Originally Posted by Lord of Storms View Post
Thank you all for responding. I noticed that the replies were quick, I am impressed

I have started going through my custom critters and giving them custom powers, trying to give xp closer to 100% (this will lead to a new round of testing the critters, of course). One thing I noticed is that I had to give the higher ups MORE powers to get them closer to 100%, in some cases several times more powers than a standard critter would depending on level... So, to keep the xp up, the Custom critter is tougher, with more attacks, so the same xp compared to a standard critter...

Or am I seeing this wrong?
You're seeing exactly what I said in my post.

Also, only give minions and LTs the bare minimum of powers to hit 100% XP. You cannot go past 100% anyway and there is little reason to add more powers unless you are going for a super-hard group just for the hell of it. You cannot give your players bonus XP like the Devs can.

I've found that the overall difficulty of a custom group is more of a factor of the toughness of the minions than anything else. You see them more than any other rank and this leads to more serious stacking issues when it comes to damage, debuffs and status effects. Hard bosses are rather unavoidable and expected anyway, tough minions (and LTs to a less effect) are really what pushes a group into overpowered territory.

So in conclusion: if your custom group feels too tough the first thing you should look at is the minions. A horde of tough minions and an easy boss is much worse than easy minions and a tough boss.


 

Posted

Quote:
Originally Posted by Lazarus View Post
Personally I try to aim for 100% XP on all ranks, but that is hard as you go past level 25. Therefore in the upper half of the level range I aim to have minions at 100%, Lieutenants at >90%, and Bosses at >85%.
Since I plan to return to public MA Authoring at some point (vs SG only authoring), I'll be keeping this equation and the recommendations in here in mind. Good calls.


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Posted

Quote:
Originally Posted by Lazarus View Post
You're seeing exactly what I said in my post.

Also, only give minions and LTs the bare minimum of powers to hit 100% XP. You cannot go past 100% anyway and there is little reason to add more powers unless you are going for a super-hard group just for the hell of it. You cannot give your players bonus XP like the Devs can.

You see, this is just annoying to me.

WHY are we capped at 100 percent exp? The Devs have hinted heavily that Incarnate will unveil tougher bad guys. I like tougher bad guys, they make each fight last a bit longer and its no longer a mad steamroll, there's actually tactics that need to be employed.

(I also despise the massive debuffs the devs use to try and balance things.)

If you can make an incredibly deadly bad guy, why can't you make that guy worth more than a vanilla bad guy?

I say, let the rewards scale up to their "natural level." It's obvious the devs have weighted the powers to make critters with to-hit buffs and strong single target more valuable, so let us leverage that to whatever maximum xp they could reach.

The risk vs reward of tough customs is WAY off, it needs to be fixed.


 

Posted

Quote:
Originally Posted by mauk2 View Post
If you can make an incredibly deadly bad guy, why can't you make that guy worth more than a vanilla bad guy?
Too easy to game the system and make an incredibly deadly bad guy who just so happen to be incredibly weak against certain things, then use those things to farm that bad guy and get inordinate amounts of rewards for something that isn't really worth that much.

This can be done with the system we have today, too, but since the rewards are capped at 100% it isn't more profitable than regular content, so it's usually not worth the trouble.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

Quote:
Originally Posted by FredrikSvanberg View Post
Too easy to game the system and make an incredibly deadly bad guy who just so happen to be incredibly weak against certain things, then use those things to farm that bad guy and get inordinate amounts of rewards for something that isn't really worth that much.

This can be done with the system we have today, too, but since the rewards are capped at 100% it isn't more profitable than regular content, so it's usually not worth the trouble.
Exactly. I could very easily make a whole group of fire critters who cannot resist negative energy damage, theoretically have them give 130% XP, then just farm them with my DM/FA Brute (who has 90% fire resistance) and get much more XP/minute than a behemoth farm would give.

It's much safer for the Devs to just set the cap at 100% instead.

However they do need to rescale some things. Bosses need to have some more lenience so that you can get them to 100% without giving them insane damage or making them nearly immune to mezz powers. Also there are some sets like Poison that have incredibly powerful debuffs (one has something like -40% Def, -30% Res, -30% Dam, -60% Rech, etc...) that add only 3% to the critter XP total.


 

Posted

Adding onto the mezz resistance problem, mezz shields don't even seem to add that much exp to an enemy. Well, melee shields as a whole don't seem to boost xp rate at the same ratio as increasing enemy survivability.


 

Posted

Quote:
Originally Posted by Zamuel View Post
Adding onto the mezz resistance problem, mezz shields don't even seem to add that much exp to an enemy. Well, melee shields as a whole don't seem to boost xp rate at the same ratio as increasing enemy survivability.
The problem is that they go by the "worst case scenario." Take a Fire/Fire Brute. A mez shield wouldn't make the critter tougher for that character. Neither would Temp Invulnerability. So you if those powers gave more XP you could use them to make farm critters easier and still award full XP. Of course the critter with mez protection is deadly to a Dominator and the critter with Temp Invulnerability is a pain to a Katana Scrapper, but the devs have obviously taken a "preemptively hit the farmers, the legit authors will figure something out" philosophy.

Also, mez protection doesn't do much for a minion that many ATs can one- or two-shot anyway, and last I checked powers were worth the same value across all ranks. If that were to change I suspect boss+ class mobs would see a significant reduction in the number of powers they need to have for full XP.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

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Posted

Quote:
Originally Posted by FredrikSvanberg View Post
Too easy to game the system and make an incredibly deadly bad guy who just so happen to be incredibly weak against certain things, then use those things to farm that bad guy and get inordinate amounts of rewards for something that isn't really worth that much.

This can be done with the system we have today, too, but since the rewards are capped at 100% it isn't more profitable than regular content, so it's usually not worth the trouble.

Horse puckey.

You yourself state the system can be gamed NOW, capping xp is a copout, period.

The solution is simple: If a bad guy has a significant weakness, it gets a heavy reduction or capped at 100 percent.

But if you make a baddie that has notable defenses around the clock, then that guy SHOULD be worth more. Suppose I give a baddie willpower and give it every single power.

That guy has good resists to everything, a ton of healing, a ton of mez resist, and auto-rezzes with a HUGE buff to-hit.

And that bag of nasty isn't worth anything?

Baloney. Risk vs reward is a core mechanic of ALL systems of gaming.

By this logic, the new baddies coming in the Incarnate system will give no additional rewards.

So why fight them?


 

Posted

Quote:
Originally Posted by mauk2 View Post
Horse puckey.
Nice.

Quote:
You yourself state the system can be gamed NOW, capping xp is a copout, period.
Yes, it's a copout. It's made that way instead of having to program an A.I. which can figure out on its own all the loopholes that thousands of human players can find a way to abuse.

Quote:
The solution is simple: If a bad guy has a significant weakness, it gets a heavy reduction or capped at 100 percent.
One character's weakness is another character's strength. An enemy with no fire resistance and only fire attacks isn't particularly weak against an ice tanker. Put it up against a full-fledged fire tanker and it would be at a clear disadvantage. The game can't really change rewards by comparing your powersets to the enemy's attacks and defenses, so it would be quite impossible to make a system like what you are asking for.

Quote:
But if you make a baddie that has notable defenses around the clock, then that guy SHOULD be worth more. Suppose I give a baddie willpower and give it every single power.

That guy has good resists to everything, a ton of healing, a ton of mez resist, and auto-rezzes with a HUGE buff to-hit.

And that bag of nasty isn't worth anything?
It's (hopefully) worth 100%. That's not "nothing".

Quote:
Baloney. Risk vs reward is a core mechanic of ALL systems of gaming.
I think you'll find that the risk vs reward mechanic has been replaced in City of X with a time vs reward mechanic instead. Since there is virtually no risk involved, even if you are defeated 100 times in a row you will only progress slightly slower for a short while. You never actually "risk" losing anything except time.

Quote:
By this logic, the new baddies coming in the Incarnate system will give no additional rewards.

So why fight them?
The developers will be "handcrafting" them and thus know what they are capable of. They can then decide if they will be worth any bonus rewards, like the Rikti for example. The developers can't babysit the MA and check every new critter players create and decide on what they should be worth, so in order to prevent abuse they have simply capped the rewards. Not a perfect solution but better than the alternative of no rewards at all.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

Quote:
Originally Posted by mauk2 View Post
Suppose I give a baddie willpower and give it every single power.

That guy has good resists to everything, a ton of healing, a ton of mez resist, and auto-rezzes with a HUGE buff to-hit.
Have you ever actually played Willpower?

It only has good resistance to Smashing, Lethal, and Psionic. All other types only get about 5% resistance.

The Defense against other damage types is moderate at best and it wouldn't take much accuracy on the part of the player to overcome them.

The passive regen from Fast Healing is nothing special really and the regen bonus from Rise to the Challenge is dependent on the number of enemies in melee range. There is no Dull Pain power in the Willpower that critters use.

Resurgence is rather crap. It doesn't return you to full health and doesn't stun the enemies like Rise of the Phoenix. A player never gets to see that damage and tohit buff because they'll die before they get a single toggle back up. A critter doesn't have to turn it's toggles back on but you can still just run away since you won't be stunned when it revives.

The Mezz protection is the only thing you are right about, but aside from the Confusion and Fear it doesn't provide any extra protection that most other Mezz toggles don't give. So unless you're a Mind Controller or Dark Miasma it's rather irrelevant.

I have several custom enemies who use Willpower and they are not showstoppers by any measure.


 

Posted

Quote:
Originally Posted by Lazarus View Post
Have you ever actually played Willpower?

...yes.

Quote:
It only has good resistance to Smashing, Lethal, and Psionic. All other types only get about 5% resistance.

The Defense against other damage types is moderate at best and it wouldn't take much accuracy on the part of the player to overcome them.

The passive regen from Fast Healing is nothing special really and the regen bonus from Rise to the Challenge is dependent on the number of enemies in melee range. There is no Dull Pain power in the Willpower that critters use.
There is no Dull Pain, because they get Strength of Will instead.

Have YOU played Willpower? Because my baddies fire SoW off every single time, and wow, suddenly their resists aren't so 'meh'.

What's that get them? On a L50 boss, thats:

+25 S/L, +12.5 everything else. Oh, and a TON more mez resists.

The base on an L50 boss is:

30S/L, 27.5 psi, 7.5 everyting else, and a boatload of mez.

Totals:

55S/L, 40 psi, 20 everything else. That's extremely competitive against any regular bad guy, but it gets MUCH worse.


Quote:
Resurgence is rather crap. It doesn't return you to full health and doesn't stun the enemies like Rise of the Phoenix.
Ok, you have not played Willpower, I see.

I am logged into AE right now, let's toss out what this 'rather crap' power does these days.

On a L50 Boss: 80 percent heal, 50 pecent end, +200 recovery, +100 recharge (holy moly!), +40 percent resist vs all, and the cherry on top: +30 to hit.

total resists:

S/L 70, 67.5 Psi, 47.5 vs everything else, TONS of mez resists, and a very bad attitude.

They rez with plenty of hit points, their attack rate shoots through the roof, and they will carve you to pieces right through 'soft-capped' defenses.

Yes, this is different than what Willpower used to do for AE critters.

Where's the weak point there?

Why isn't that worth more than a standard baddie?

Oh, and lest you think you can avoid the nasty by leaving out bosses, the numbers for Lt's are exactly the same.

Yes, minions are not QUITE as nasty. Small favors.


 

Posted

Because if they let Willpower go over 100% then within minutes you would see nothing but farms with Willpower baddies in the AE. Let's see... bring an Ill/Rad controller or three... The bonuses won't last long and while they do the bad guys will punch Phantom Armies that can't be damaged anyway, or Phantasms that are easily replaced. Whee, ~200% xp for free and they rez too so we get it twice for every enemy!


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

Quote:
Originally Posted by mauk2 View Post
Ok, you have not played Willpower, I see.
I have a level 50 Mace/WP Brute and a level 41 MA/WP Scrapper.

If you get hit with -regen powers, you're screwed. Willpower depends on it's +regen more than anything else, which is why Willpower Tanks and Brutes are vastly more durable than Scrappers and Stalkers.

If you get hit by a Sapper, you're screwed. No end drain resist means you are just as vulnerable to detoggling as any other resistance-based set. Your defense being typed rather than positional doesn't help here like it does on a SR or Ninjitsu.

If you get hit with -resistance, you're in trouble. Major -res debuffs like Sonic Arrow and the Longbow Sonic Grenade ignore defense as well.

You also don't have the same resistances to -defense as purely defense sets such SR. In one test against a number of customs with a variety of -defense powers I saw my defense numbers go from +24% to -64% within seconds. The +regen from Rise to the Challenge could not keep up with every enemy having a nearly guaranteed hit.

As for those mezz resistances you keep touting? They'll be a big pain for a Controller or a Dominator; but Willpower can still be slowed and debuffed to death by Corruptors and Defenders; plus a melee AT player will generally not be affected by those mezz resistances at all since they will just be beating the bejeezus out of the critter rather than trying to mezz them.

On top of it, all X/Willpower combos are not made the same! Do you expect the game to try to calculate the risk/reward for Mace/Willpower, SS/Willpower, Archery/Willpower, Thugs/Willpower, Fire Control/Willpower, and so on so on?

You sir, just don't get the message.


 

Posted

You're trying to say "Willpower is awesome, it should give more XP" based on player Willpower. The fact is, Willpower is far less awesome when used by critters than when used by a player with half an iota of playing ability. They can't herd us for RotC for one thing. They can't get IOs to buff their defenses to where they can jump into a x8 mob and go make a sandwich.

Futhermore, player WP is only awesome because you get resistance AND defense AND regen. As Lazarus pointed out, when you shut one of those down it's less awesome. With a critter you can pick and choose what powers to give it to make it easiest for you. Giving a critter ALL the Willpower powers would make for a pretty tough critter, sure, but since the XP calculations for custom critters don't really take into account how the powers interact with each other, let alone with other critters from the same group, they can't be worth more XP.

My Invul Brute is pretty tough. So that means Invul should give more XP right? Because it's not like I can make a custom group out of critters with all the Invul powers except Dull Pain, then grab a Psi/Mental Blaster and just tear through them as if they had no secondary.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World