Share Incarnate XP and drops across the League.


Adeon Hawkwood

 

Posted

Right now, all Incarnate XP and drops are based on what your individual team does. This should instead be spread out over the entire league.

  • It is too easy to overlook a player on their "own" team if they return from a mapserver disconnect.
  • It is too easy for players to get shafted by league tactics - hey blue team deal with the AV while yellow team gets all the Incarnate XP from the ambushes.
  • It is not balanced.

The same thing applies to Hamidon Raids and Rikti Mothership Raids.




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Posted

I had not realized that it was not spread out equally. If this is the case then I agree, it needs to be more equitable.


 

Posted

I agree with all of this. The setup of the trials encourages keeping teams together since a lot of ally buffs only effect team members but the rewards encourage splitting the teams.

In most situations I don't think this will cause any balance issues. For inf, xp and threads it will ensure a fairer distribution. In might cause a slight increase of Vanguard Merits in MS raids but since you get a Merit for any Rikti your team damages anyway I wouldn't have thought the increase would be that much (I could be wrong though).


 

Posted

I agree with all of the above. This can get especially frustrating if some league leaders tend to group players together based on their AT/role. For example damage groups, tanking groups or support groups. As far as I can tell, right now the distribution of iexp is based on on the amount of damage each group has done on a mob. That formula makes no sense because not all ATs were created equal when it comes to damage output. Even ATs that have a plethora of lighter hitting AoE damage options will be more welcome than a ST AV-killing specialist.

Edit: This current damage based iexp distribution formula also encourages the forming of *stacked* kill-steal groups that we see oh so often in other MMO's raids. Not an encouraging thought at all. After all, wasn't encouraging cooperation and team play the whole point behind these multi team trials? Why have a reward mechanic that literally sets the teams against one another in a competition to see who can hog the most iexp?


 

Posted

I also agree. I was quite disappointed that it worked this way.

Take note: this almost certainly also applies to Thread drops. If your team does not get XP for a mob (because another team or teams did all the damage to it), then almost certainly no one on your team is eligible to receive a Thread from it.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
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Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

/Signed
In BAF especially, when the setup tends to be 'Team 1 Siege, Team 2 Nightstar, Team 3 ambushes', Team 3 IS getting cream of the crop when it comes to drops, and ONLY team 3.

That isn't right, and should be fixed.


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NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

We've run raids on Infinity where there is no set Ambush team from the three. Once we enter (due to the teams getting scrambled upon entry), the league leader picks two players per team to take on the ambushes.

This assures all teams get experience. The problem is only which two players from each team kill better (I've tried to take at least one damage dealer from each team).

The resulting teams usually go: Team 1 Siege, Team 2 Nightstar, Team 3 Fire Support - They get to fire at will/watch health, but will focus on one target on League leader's call.

We went from teams getting 9 to 10 percent xp for AV teams and 25-33 percent for Ambush teams to 16-25 percent for everyone. Our best runs saw people getting 18-20 percent across the board.

Next: Trying to get newkids to the Lambda Trial to give up or use the darn temp powers. Come on! Someone has to have the last 3 hits of acid!


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Posted

Quote:
Originally Posted by Techbot Alpha View Post
/Signed
In BAF especially, when the setup tends to be 'Team 1 Siege, Team 2 Nightstar, Team 3 ambushes', Team 3 IS getting cream of the crop when it comes to drops, and ONLY team 3.

That isn't right, and should be fixed.
I've only seen that happen on one BAF I've ran.

All the others (that had a team taking out the add ons) just said "a few take on the adds" so people from all teams could have someone taking on the add ons.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Fascinating, I didn't realize it wasn't shared. /signed


 

Posted

I have been asking for this since the beginning, many months ago.


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Posted

Totally agree with this. The worst is when working on something like the BAF badges, where you assign 1 team to NS, 1 team to Seige and 1 team to the ambushes. Guess who's getting all the IXP & drops during that phase?

I can see a concern over league-wide shared drops from zone events, like MS raids, but really, so what? You already get partial credit by one toon on a team spamming AoEs and doing minor damage on as many mobs as he can hit. Sharing kills among the league would actually cut down on that practice and encourage players to kill what's in front of them.

Edit: Oops, many ppl already cited the BAF team splits. Just goes to show how silly the current state of affairs is.


An Offensive Guide to Ice Melee

 

Posted

include another admission of surprise that the system didn't already work like that.


 

Posted

Quote:
Originally Posted by BrandX View Post
I've only seen that happen on one BAF I've ran.

All the others (that had a team taking out the add ons) just said "a few take on the adds" so people from all teams could have someone taking on the add ons.
Sure and as the knowledge percolates through the community it'll become more common for that. The thing is it shouldn't be necessary to do it that way. Organizing people by sub-team makes things a heck of a lot easier but if you do so then some people get screwed on rewards.

A good example is the Gotta Keep 'Em Seperate Badge. You pretty much have to split into 3 groups which are out of mutual support range*. Doing it on a team by team basis is a lot easier to manage than trying to split people by name, especially if you want to try and distribute buff/debuff characters evenly.

*(You could potentially do it as two teams and fight the adds at the AV but that makes things harder to balance team wise since Siege's adds are quite a bit nastier than NS's so the Siege team needs more firepower there but not so much that they outdamage the other AV team)


 

Posted

I cannot stress how much I hate this mechanic. A lot of good raid leaders will try and stagger the teams for fairness/effectiveness, but I still feel like, "Geez, I got the sucky raid team again" sometimes.


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Posted

I was on a couple of BaFs last night and the leader ran a couple in succession. After the first one, which was done in the Team 1 NS, Team 2 Seige, team 3 ambushes style, I sent the leader a tell suggesting that 1 or 2 people from each team handle the ambushes as to maximize the iXP for everyone. He was receptive and we did it and I think it worked out quite well. Its a workaround but its all we have atm.

BTW: I think its important to make these type of tactical suggestions via Tells as not to confuse the rest of the league. Also if the leader is not receptive you haven't split the league in a for/against situation. Bottom line is the leader is the leader and as long as their tactics get the job done I'm happy be a good soldier and follow orders.


 

Posted

Maybe the system won't support this kind of change. The team system is a core system and perhaps expanding the rewards across the league is huge coding change which may take quite some time to make work properly.

I agree that it should reward across the league, but once my server figured it out we have adapted and it really isn't a huge problem. Just make sure the league leader spreads dmg dealers evenly across the teams and have team leaders pick 2 from each team to take on adds, while the rest handles AVs.

One other piece of advice for the BAF AV battles is that if someone is up to 2 rings from the AV then they should switch over to adds until they lose aggro.


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Posted

Quote:
Originally Posted by PennyPA View Post
Fascinating, I didn't realize it wasn't shared. /signed
Quote:
Originally Posted by je_saist View Post
include another admission of surprise that the system didn't already work like that.
I suspect most players don't realize this is going on. I know I didn't, and I consider myself reasonably well informed.

Quote:
Originally Posted by Brynstar View Post
Maybe the system won't support this kind of change. The team system is a core system and perhaps expanding the rewards across the league is huge coding change which may take quite some time to make work properly.
I bet you're right. And that's even IF the devs agree it's a problem. For all we know, they're happy with XP being divided among teammates and have no plans to change it.


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Posted

I Agree completely (and even went so far as to make an unnecessary thread about it!)

Example BAF:



Having one team camp the reinforcements (a common tactic) means 2 other teams can't share in the experience.

Having members drawn from each team to complete an objective means you can't utilize the team chat feature to coordinate within smaller units and everyone has to shout in league chat (which is a mess) instead.


Quote:
Originally Posted by Sardan
And that's even IF the devs agree it's a problem. For all we know, they're happy with XP being divided among teammates and have no plans to change it.

I think it's either

A) A technology limitation.

B) An oversight.



It simply makes no sense to add two trials that require coordination and tactics, unlike most of the rest of the game, as well as an all inclusive league + turnstyle system to support the PUG playstyle - and then flip it all on it's head and add a high level of competitiveness at the micro level having teams in the same league competing for xp or for leagues to lose the ability to coordinate within small teams within a league due to mixing team mates from different teams to complete the same objective
so all players can get their fair share of XP.


 

Posted

Quote:
Originally Posted by Brynstar View Post
Maybe the system won't support this kind of change. The team system is a core system and perhaps expanding the rewards across the league is huge coding change which may take quite some time to make work properly.
Quote:
Originally Posted by Sardan View Post
I bet you're right. And that's even IF the devs agree it's a problem. For all we know, they're happy with XP being divided among teammates and have no plans to change it.
While I agree it needs a coding change to make work properly, this is why I'm repeating the suggestion (I have made it previously). That, and to make other players aware of the issue.

Quote:
Originally Posted by Sardan View Post
I suspect most players don't realize this is going on. I know I didn't, and I consider myself reasonably well informed.
There are a number of undocumented "features" missing from the patch notes. This is just one of the more annoying.




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Posted

Quote:
Originally Posted by Deus_Otiosus View Post
I think it's either

A) A technology limitation.

B) An oversight.
Actually I think it is possibly C) They didn't think it was a problem until players brought up the issues raised by it and then didn't have time to fix it.

C is different than B because an oversight would imply that they had meant to change it.




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Posted

I'm just wondering why it takes a whole team to take care of the bosses.


 

Posted

Quote:
Originally Posted by YippeeGo View Post
I'm just wondering why it takes a whole team to take care of the bosses.
Depending on the characters involved it doesn't necessarily take an entire team. BUT it does take most of a team. You have 6 bosses spawning every 30 seconds. I don't know about you but a lot of my characters would struggle to take down a +3 boss in that time frame .


 

Posted

Quote:
Originally Posted by YippeeGo View Post
I'm just wondering why it takes a whole team to take care of the bosses.
It doesn't. Usually 4-5 people is enough. Often times I would see a couple of the ambush team members go help out the AV killing teams and end up with a share of the iexp there as well. Conversely, the AV killing teams could send one of their members to help with ambushes to get a share of that iexp of course but this just overly complicates the whole raid setup and is completely unnecessary in my opinion.


 

Posted

signed x infinity.

When I'm in charge of a League, I try to stagger the teams quite a bit for an even distribution of tanks / support / damage... but you know, this just DOES NOT ALWAYS LEAD TO A WELL-ORGANIZED AND FAIR TRIAL.

In the window, it seems fair, but not all ATs have the same powersets, or play the same way.

As an example, a few players on my team ended up taking care of adds in a BAF.. even though we had fewer damage classes, we did the majority of the damage.. I am unsure if this is because the other team wasn't providing as much... but I ended up getting 35% of my Lore slot in that one run. My brother got something like 45% of his Justice slot. The other team? 14% of Justice.

Definitely needs to get a look at... even if it's simply for the Trials.

While it would be a good thing in some situations to stack all the people that need XP in one team, since the XP itself is a resource that you just stop acquiring, this would not lead to a typical version of the system in play and is probably not a good idea to allow that.


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