Undocumented Ticket Nerf?


Coulomb2

 

Posted

Recently I was running a custom mission to cap my tickets in order to avoid paying stupid prices for salvage on the market. I would cap after having defeated a dozen groups or so.

After the winter lord fix patch or right around there, needing some salvage and being out of tickets I went back into my mission and after having defeated a dozen groups and exiting the mission that I came nowhere near capping tickets. It was more like 1/3 as many.

I then mentioned this to a friend and he ran a few missions and found the same thing I did.

Has anyone else noticed this? Was this intentional? Why wasn't it in any patch notes if so? I have bugged it but gotten the usual canned response from support. "we'll pass this info on to the dev team".


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Posted

Well, having played a number of arcs for the Player's Choice contest, I can tell you that on the "low end" (i.e. just playing normally instead of ticket farming) the rate and amount of ticket drops seems totally normal to me.

Some possibilities - although they're just speculation:

1. I've been on a 'lucky streak' and have been getting higher than average drops.
2. You and your friend have been on an unlucky streak, and have been getting significantly lower than average.
3. If the drop code *has* changed, it's operating on some sort of diminishing returns principle: the more tickets that have dropped in a particular mission, the less likely additional drops become. That'd make the drops look normal if you're not farming tickets, and unusually low if you are. But, again, that's just baseless speculation (and, not to insult the devs, but considerably more 'elegant' a fix than has been typical of them addressing an MA problem - their style up till now would be far more akin to "if farmers are getting tickets too fast, we'll just nerf the drop rate for everybody" instead of "well find a way to just address the tickets farmers are pulling in without punishing the non-farmers").

EDIT: Just thought of one more - I mean this by way of possible explanation, rather than accusation: You didn't mention what mobs you were using on your custom map. *If* they happen to be whatever the current "exploit" mob (to get lots of XP and tickets for very little challenge) is, it's possible the XP value of that mob was reduced (presumably to 1/3rd normal) - since tickets scale with percent XP rewarded, that'd also reduce the number of tickets you're getting. And if you were interested in the tickets, you might not have noticed the XP was lower?


M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
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Posted

Seems kind of odd that there would be a change now.

You would think it would have happened a few weeks back, if intended.


 

Posted

No it is just the fact that I am noticing. If you fight a map that has a huge # of enemies before you hit the end. You will cap out. For me I was capping out not even half way through.

I think there was some mention before that the cap per mission is smaller. So I guess it is time to make really tiny missions, ones that you clear super fast cause your going to hit the cap in that time.

PS: You cant compare Player Choice and Dev Choice arcs to normal ones buddy. They don't have the same rules for drop rates. The rules for those arcs arn't what most people have for drops and what can drop tickets.


 

Posted

Quote:
Originally Posted by OmnipotentMerlin View Post
No it is just the fact that I am noticing. If you fight a map that has a huge # of enemies before you hit the end. You will cap out. For me I was capping out not even half way through.

I think there was some mention before that the cap per mission is smaller. So I guess it is time to make really tiny missions, ones that you clear super fast cause your going to hit the cap in that time.

PS: You cant compare Player Choice and Dev Choice arcs to normal ones buddy. They don't have the same rules for drop rates. The rules for those arcs arn't what most people have for drops and what can drop tickets.
Um, Player's Choice is a contest; the arcs in it don't have any special status. In fact, Dev's Choice and Hall of Fame arcs *aren't* allowed in the contest. That said, Hall of Fame arcs *do* have the same drop rules, by the way ... it's *only* Dev's Choice that gives you the option to choose between the normal drop rules and to eschew tickets for standard drops


M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)

 

Posted

Quote:
Originally Posted by Coulomb2 View Post
Well, having played a number of arcs for the Player's Choice contest, I can tell you that on the "low end" (i.e. just playing normally instead of ticket farming) the rate and amount of ticket drops seems totally normal to me.

Some possibilities - although they're just speculation:

1. I've been on a 'lucky streak' and have been getting higher than average drops.
2. You and your friend have been on an unlucky streak, and have been getting significantly lower than average.
3. If the drop code *has* changed, it's operating on some sort of diminishing returns principle: the more tickets that have dropped in a particular mission, the less likely additional drops become. That'd make the drops look normal if you're not farming tickets, and unusually low if you are. But, again, that's just baseless speculation (and, not to insult the devs, but considerably more 'elegant' a fix than has been typical of them addressing an MA problem - their style up till now would be far more akin to "if farmers are getting tickets too fast, we'll just nerf the drop rate for everybody" instead of "well find a way to just address the tickets farmers are pulling in without punishing the non-farmers").

EDIT: Just thought of one more - I mean this by way of possible explanation, rather than accusation: You didn't mention what mobs you were using on your custom map. *If* they happen to be whatever the current "exploit" mob (to get lots of XP and tickets for very little challenge) is, it's possible the XP value of that mob was reduced (presumably to 1/3rd normal) - since tickets scale with percent XP rewarded, that'd also reduce the number of tickets you're getting. And if you were interested in the tickets, you might not have noticed the XP was lower?
standard dev created mobs, no monkies or anything like that. Carnies, Rikti lts & bosses, Council, etc.. Maps have minions, lts, bosses on them.


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"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Quote:
Originally Posted by Djeannie View Post
After the winter lord fix patch or right around there, needing some salvage and being out of tickets I went back into my mission and after having defeated a dozen groups and exiting the mission that I came nowhere near capping tickets. It was more like 1/3 as many.
If there were only a dozen groups in the mission then it couldn't have been a very large map. The ticket cap is scaled to the size of the map, 1500 is just the maximum possible on the biggest maps.


 

Posted

Quote:
Originally Posted by Lazarus View Post
If there were only a dozen groups in the mission then it couldn't have been a very large map. The ticket cap is scaled to the size of the map, 1500 is just the maximum possible on the biggest maps.
There were far more then a dozen groups It is just that you'd almost always have 750 tickets by the time you've finished off a dozen groups, now you're lucky to have 300 from the same dozen groups.

In the past I have ticket capped on a dozen groups many many times. Then I go buy salvage for myself to use in crafting


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Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Quote:
Originally Posted by Djeannie View Post
There were far more then a dozen groups It is just that you'd almost always have 750 tickets by the time you've finished off a dozen groups, now you're lucky to have 300 from the same dozen groups.

In the past I have ticket capped on a dozen groups many many times. Then I go buy salvage for myself to use in crafting
What enemies were you fighting before that gave the superior ticket drops?

WN


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Posted

Quote:
Originally Posted by Djeannie View Post
There were far more then a dozen groups It is just that you'd almost always have 750 tickets by the time you've finished off a dozen groups, now you're lucky to have 300 from the same dozen groups.

In the past I have ticket capped on a dozen groups many many times. Then I go buy salvage for myself to use in crafting
I call BS. You'd be lucky to have 750 tickets after 2-3 missions on medium-large maps, certainly not after a few dozen enemies.

If this is remotely true then it had to have been a farm.


 

Posted

my farm map seems to be paying off at roughly the same rate it ever did, ticket wise. takes me about 10 minutes to cap out with my fire tank, same as before.


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Posted

Quote:
Originally Posted by Lazarus View Post
I call BS. You'd be lucky to have 750 tickets after 2-3 missions on medium-large maps, certainly not after a few dozen enemies.

If this is remotely true then it had to have been a farm.
Groups. Not enemies, groups.

In order to maximize your ticket intake you set your difficulty to 0x8 and go to town on each group, which has about a dozen foes in each group. So you're looking at around 140 foes by the time you've hit a dozen groups.

That easily gets you, or did get you 750 tickets....on ANY standard dev created foes. I personally used carnies and rikiti and a few others as I mentioned above.

EDIT: I'd be happy to take a screenshot to show you the group piles on the map if you'd like while solo.


Quote:
Originally Posted by Megajoule View Post
Solo or team?

Team = more enemies, more tickets.
Solo and teamed, small teams of 2-4.


Quote:
Originally Posted by Nethergoat View Post
my farm map seems to be paying off at roughly the same rate it ever did, ticket wise. takes me about 10 minutes to cap out with my fire tank, same as before.
Interesting. Are you sure? What foes were you fighting?


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"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Quote:
Originally Posted by Djeannie View Post
Interesting. Are you sure? What foes were you fighting?
I don't pay real close attention to the numbers, but it's a small ambush farm with custom enemies, two bosses spawn the ambushes. Mowing all of one boss's ambushes and most of the other guys will cap me out in ~10 minutes.

I don't have a stop watch, but after years of farming this and that I have a pretty good feel for slight changes in drop parameters. I've been running this one close to daily for a month plus now, it seems unchanged.


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My City Was Gone

 

Posted

Quote:
Originally Posted by Djeannie View Post
Groups. Not enemies, groups.

In order to maximize your ticket intake you set your difficulty to 0x8 and go to town on each group, which has about a dozen foes in each group. So you're looking at around 140 foes by the time you've hit a dozen groups.
Unless they've changed it recently, you get more tickets for defeating higher-conning foes. So +0x8 might not be most efficient.


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Posted

Quote:
Originally Posted by Eva Destruction View Post
Unless they've changed it recently, you get more tickets for defeating higher-conning foes. So +0x8 might not be most efficient.
That's as possible as them reducing ticket drops I just know that last week before the last 2 patches I was getting far more for the same mobs I've been killing on and off for months then I am currently. So I figured I'd ask to see if anyone else saw the same thing or had any ideas. I'll kick up the levels and see if that makes a difference.


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Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
Unless they've changed it recently, you get more tickets for defeating higher-conning foes. So +0x8 might not be most efficient.
my tank rolls at +1/x8 with bosses.
he can go higher, but the ticket bump doesn't compensate for the increased time it takes to burn everything down (for him, at least).

When I finish IO'ing him out I'll probably be able to dial it up, but for now that's his most efficient setting.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Check to make sure you didn't change your personal setting to No Bosses.


"If a system can be exploited, it will be exploited. And if a developer thinks their system cannot be exploited, it'll be exploited like a new actress in her first porn movie." Sanya Weather MMORPG Examiner

 

Posted

The farm I run hasn't changed in ticket drops. At +2/x8 running w/o bosses I generally need 6-9 groups to hit 750 tickets, w/ bosses it's like 3-5 groups, usually 5 groups.