Masterminds: Praet zone events and a mini rant


Adeon Hawkwood

 

Posted

I was going to put this in the Going Rogue section, but I noticed at the End the post was about more than just the issues with zone events so I'm putting it here.

So yesterday I'm playing my preatorian MM a thugs/poison, and decide to go for some of the zone event stuff. I get into a team, start wasting some ghouls, and one squashed escape later: nada. I don't get access to the emote or the badge. The temporary power is nowhere to be found, and I have no Idea what's going on.

Looking around I discover that a player gets access to certain rewards based on participation in the raid. Damage and de/buff are all tracked, so I assume I just didn't do enough. Two raids later, and I've been working my butt off. Controling my henchmen through the ridiculous AI, my punks are just doing work, my arsonist is not only surviving, but bringing the AoE carnage, and my enforcer's are bringing all the dakka there little hearts can bring. God bless them, there wasn't a single "were givin'er all we've got cap'in". Through all this, I'm tossing a weaken or envenom to this boss or that one, but my focus is on making sure my henchmen are doing what they should. Yet for both of those raids, I still don't get the badge or emote options. Must be a bug.

I /petition, having no idea how it could possibly be, that I'm not participating enough, when I get this response:

Quote:
In this case, your character didn't meet the participation requirement to unlock the higher-tiered rewards for the Great Escape zone event that you're referring to. That's why you didn't get the associated high-level rewards for it. The best suggestion I can offer is for you to run the event again and, since you're a Mastermind, keep in mind that it's your character's participation that counts toward reward credit and not what your henchmen do.
Of course! Masterminds give up personal powers in return for henchmen who execute powers in their stead. So it makes all the sense in the world to not count those henchmen when considering a Mastermind's participation in a zone event. How silly of me.

Ridiculous

This needs to be fixed soon, hopefully at the same time the pet AI bugs that plauge MM's will get fixed as well, and the zoning bug. Considering both of those cripple Mastermind performance, I would hope that these are priorities that will be fixed in the immediate future. I mean how long would a bug last, that caused a blaster to randomly run into melee before activating one of their ranged attacks? Or how about a bug that randomly shut off half a character's powers after zoning and then didn't allow you to use them again unless you enter a mission? God help you if your contact gave you a street sweep. There are game breaking issues with masterminds, currently, and the need to be fixed asap. It just seems like issues that crop up for masterminds are dismissed apathetically. The henchmen don't count as participation, nonsense, is just the latest issue to add to the stack.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

I too have experienced this. It is a pain the butt.


 

Posted

Solo a zone event to crash the server by making it try to divide by zero. That'll show 'em.


 

Posted

Join a team? Are rewards counted individually or does being on a team count?


 

Posted

It does seem really rude the mastermind pets damage doesnt count.


I don't suffer from altitis, I enjoy every minute of it.

Thank you Devs & Community people for a great game.

So sad to be ending ):

 

Posted

Devs hate MMs. The new Task Forces aren't very MM friendly either.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
Join a team? Are rewards counted individually or does being on a team count?
Rewards are counted individually, so it can and has happened where some people on a team get access to all reward options while others get the lesser reward options. Of all my attempts, considering players who participated from the very start of one of the events, I've only seen Masterminds not get the higher reward options.

It's infuriating durring protest events, because its incredibly hard to start the loyalist side of that event because you have to kill 6 protestors to one seer. Then you get the problem with the resistance side of the event, as it has too few enemies that die too quickly to get off enough debuffs. Damage isn't even an option with a hand grenate temp power, nemesis staff, and sands of mu.

Maybe if I add in brawl and tranq dart.

And awesome, I was typing this while playing and forgot to desummon my henchmen before zoning to the Imperial City.

I'm sad now


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Quote:
Originally Posted by gameboy1234 View Post
Join a team? Are rewards counted individually or does being on a team count?
That would be an awesome idea if anybody actually seemed to care about running these events (at least, in the face of Incarnate content). Thank god they're soloable.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by William_Valence View Post
And awesome, I was typing this while playing and forgot to desummon my henchmen before zoning to the Imperial City.

I'm sad now
What zoning bug? I've noticed that my thugs look like they lost their upgrades when I zone, but I thought it was purely cosmetic since they still had the proper buff icons.


 

Posted

Quote:
Originally Posted by The_Pancake_King View Post
What zoning bug? I've noticed that my thugs look like they lost their upgrades when I zone, but I thought it was purely cosmetic since they still had the proper buff icons.
When you go between zones if your henchmen are out, the henchmen will get stuck at the location you zone in on. For example the situation you quoted, I used the CTA to go from Neutropolis to Imperial city, when I finished loading Imperial city my henchmen were all at the location I zoned in at. The henchmen won't move or execute an order, but will make the text responses to the order.

So if you give a goto command, they'll say "going" but won't move. The biggest problem is that they won't dismiss. If you dismiss them, either through a bind, slash command, or right click they will make a text acknowledgement of the order and disappear from the pet window, but remain in the game world. Zoning after that returns them to the pet window. The biggest kick to the sack is that logging out and back in doesn't work as, unless you stay out of the game longer, the game remembers the setup you had when you logged out so the glitched henchmen are still there when you log back in. Zoning into a mission or hazzard area, such as the praetorian tunnels, seem to fix them.

I don't have any masterminds blueside yet, but I'm guessing they have the same issue with the trains as praetorians do with the CTA, and villians the ferry. Sometimes it will happen when going directly between zones, I.E. the bridge from Nova to Imperial.

Anyway, Soloed the great escape once to get the tantrum emote. Managed to get Lauriate and Ghoulflex with the super helpful participation strategy of follow/aggressive and spaming secondary despite how unneeded it is. Now I just have to scare people away from the protest event so I can solo that one. I must have gotten lucky getting the badge the first time I did the Syndicate takedown.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Feh. This is worthy of beating your head against the desk. I suppose I understand if pet kills CAN'T be counted for progress, but if they just AREN'T, well, that just about takes the cake when it comes to design oversight.

At least debuffs are counted for the credit, so it's just a matter of summoning fewer pets and reducing their participation relative to yours. I would recommend picking up some Temp weapons from the Market for use in the event. Seems awfully kludgy to have to use a workaround, though.


 

Posted

Quote:
Originally Posted by GuyPerfect View Post
Solo a zone event to crash the server by making it try to divide by zero. That'll show 'em.
Best answer ever. lmfao


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Posted

That's incredible. Since when do giant monsters or other zone events not add up the participation of the whole team and reward appropriately to everyone in the team? That's just stupid and a very bad precedent.

I don't get the "pet's don't count" attitude either. If you look in the combat chat box all damage and kills are attributed to "You". I'm hoping that is just a case of a GM who doesn't really know what he's talking about.


 

Posted

I ran the Protest event on my Thugs/Dark MM solo; obviously no problems since I was doing it solo, nobody to compete with. But I ran the Syndicate Takedown and The Great Escape events both on full teams, with a couple extra people who weren't on the team, and I still got the top reward.

Based on your story, the only main difference I can see between my zones events and yours is that I was firing Night Fall and Soul Tentacles into large groups trapped in Tar Patch, and I was stunning all the minions with Howling Twilight.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

The OP was Thugs/Poison, which doesn't have a lot of mass debuffing power. It can totally cripple one hard target or spread a few single target debuffs around, but /Dark has powerful AoE debuffs so you probably got a lot more credit for debuffing than he did.

I also don't recall under-20 MMs getting Night Fall or Soul Tentacles... the OP was apparently leveling a new MM in Praetoria and doing the zone events at their normal level rather than bringing in a high level MM from Primal Earth. That means he likely has no real damage to contribute.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
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Posted

I was in fact a level 19 thugs/poison. The powers I had available for use toward counting my participation were sands of mu, nemesis staff, hand grenade temp power, alkaloid, weaken, envenom, and neurotoxic breath. I'm not sure if the leadership powers count as buffs when considering participation because I had all three of those toggles running often with multiple teamate henchmen in it's area of effect every attempt.

I mean isn't the point of tracking support abilities, when considering participation, to recognize the entirety of a player's contributions to the team? Now, I might as well forget about my henchmen and just spam neurotoxic breath the whole time. That minion with one hit left? He gets envenom. Three bosses there? Normaly I would take the time to debuff one while ordering an attack on another and by the time the first is dead, I can knock down the third with nemesis staff and have my henchmen kill the debuffed one. Takes too much time controlling henchmen that I could be using debuffing or healing. Because I only have debuffs that track my progress and need to use them as much as others use their primary and secondary together, I'm going to hit each of them with as many debuffs as I can possibly muster, forget trying to kill them, so that I get the reward I actually earned my first three runthroughs.

Also I also know, from other masterminds complaining after the event was done, that this issue is not limited to poison. It is an issue that strikes at the fact that many players of Masterminds worry about controlling their henchmen more than using whatever power is up the moment it's available. My run through the great escape where I got my ghoulflex emote? I used alkaloid more in that event than I did the entire 19 levels prior. I used it regardless of target health, my only focus that run was getting enough usage of personal powers to get the reward. It worked, but that's not a good way to play mastermids and the game should not reward you for that slop.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Sorry, I skimmed over the part about being a Praetorian MM rather than a Primal one.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Zoning bug: /releasepets

Note that this is NOT interchangeable with /petcom_all dismiss.


 

Posted

My Demons/Poison seems ok. Im getting event rewards, but Im very Crack whip heavy and debuff everything making up for some AOE. But still Im single target. My way around this was slotting my debuffs with recharge enhancers to debuff more things and different targets.

However this is concerning, because pets...regardless of who they are summoned by, are still powers. If I have to choose it, in this game it's a power, and therefore should count as DPS, Debuffing or anything else any other toon can do. I mean, it's our primary power! If it's a primary then it should count, else it would be a secondary support...right?


 

Posted

Quote:
Originally Posted by Eiko-chan View Post
Devs hate MMs. The new Task Forces aren't very MM friendly either.
I was at the last meet and greet, then one in San Francisco.

Posi repeated several times that he hates Master Minds. More about the server resources they use up then the class design.

Posi stated that each henchman uses the same server time as a full character.


 

Posted

Quote:
Originally Posted by _Zep_ View Post
Posi repeated several times that he hates Master Minds.
See, I knew it.


 

Posted

Quote:
Originally Posted by seebs View Post
Zoning bug: /releasepets

Note that this is NOT interchangeable with /petcom_all dismiss.
I did not know this - could you please elaborate on the difference, or point me to a reference? Thanks.


Arc #6015 - Coming Unglued

"A good n00b-sauce is based on a good n00b-roux." - The Masque

 

Posted

Quote:
Originally Posted by galadiman View Post
I did not know this - could you please elaborate on the difference, or point me to a reference? Thanks.
I think the difference is that /petcom_all dismiss won't work to solve the zoning bug because by that point your pets are no longer listening to your commands. /releasepets forces the issue by desummoning the pets directly.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by _Zep_ View Post
Posi repeated several times that he hates Master Minds. More about the server resources they use up then the class design.

Posi stated that each henchman uses the same server time as a full character.
Is that so? I'll have to create more MM alts then just to tick him off some more then. It is absolutely irresponsible for PS to create an AT only to later say that they hate it as if it is a valid justification for them to devote less resources to resolve the AT's issues. It's the equivalent of a Netflix Senior VP saying that the company hates the Watch Now feature because it soaks up too much bandwidth and causes licensing headaches so they're refusing to expand the database or fix performance issues. Logic fail of epic proportions.

If MM pets are using too much server resources as Posi claimed, find an alternate method then. It's not the players responsibility to find fixes or workarounds, it's the developers. Perhaps it's time for PS to stop making illegitimate excuses and fix the MM issues in a game which they created in the first place.


 

Posted

I see folks are gonna go full steam ahead on the whole "Posi hates Masterminds" thing without asking for proof that he ever actually made this statement, never mind the equally ridiculous conclusion that Mastermind pet damage isn't counting for Praetorian events because of this supposed fact.

EDIT: Look at how much he hates Masterminds! He hates them so much he doesn't want their pets to dismiss when zoning. Oh wait, but there's that bug with zoning, that's probably Posi's fault too.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...