Originally Posted by Venture
The game doesn't need a PL machine/loot generator. There's no benefit to anything that lets people blow the leveling curve to smithereens.
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Can I cry now?
The optimal solution would be to eliminate custom power selections.
Give the arc creater a selection of "power sets" that are taken from standard mobs. I'd also require that all custom mobs have their power sets be taken from the same villain group ( i.e. all of them have to be taken from Nemesis, for example ).
While the PLers will still find the optimal combination of powersets to utilize, it wouldnt be anywhere near what you see in AE farms atm.
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178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
If the devs truly want to stop PLing and farming in the AE they do not have to change anything. They just have to implement a little brother to MARTy with a stricter throttling threshold than what they use in the normal game.
It's pretty clear that someone who has more authority than Posi is perfectly happy with the use AE is being put to. The only real question is are they going to make even a simple change to make it possible to play story arcs as well while they still have a couple of authors left?
@Doctor Gemini
Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.
The subs that feature brings to the game isn't a benefit? |
Current Blog Post: "Why I am an Atheist..."
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The optimal solution would be to eliminate custom power selections.
Give the arc creater a selection of "power sets" that are taken from standard mobs. I'd also require that all custom mobs have their power sets be taken from the same villain group ( i.e. all of them have to be taken from Nemesis, for example ). While the PLers will still find the optimal combination of powersets to utilize, it wouldnt be anywhere near what you see in AE farms atm. |
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I do not believe that AE in its current form is bringing in any subscriptions, and is much more likely to have a negative effect on player retention.
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I was sort of reaching another burn-out point with the game when it came in and I'm still fired up at this point to tell the stories I haven't yet. AE arcs are what I do when I burn out playing, otherwise I might even let my sub slip.
Then again, I can't find as much time to dedicate to writing AE arcs as I've reached another "wow I love this toon I want to play more" point.**
*glad to see your vocabulary describing this as a personal viewpoint rather than a fact, so I'll do so as well - kudos!
**please note: this X4... maybe 5... :P
Really the best way for them to change the system is to make every player's rate equal in a lower quantity situation. Some may think this is the case using an average, but it actually isn't when dealing with small numbers. The best way which I've said before and will say again is to use a like/dislike system, or even just a "like" system.
I do not believe that AE in its current form is bringing in any subscriptions, and is much more likely to have a negative effect on player retention.
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I quit this game twice and found other mmos to play because the levelling was too slow and I got bored.
Now that I farm AE, I don't get bored.
The optimal solution would be to eliminate custom power selections.
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Let MARTy do its job. If a new monkey exploit comes along, it'll be throttled (and dealt with later.) If it's not triggering MARTy... so what?
I'm against ruthless farmers because they AREN'T keeping to themselves. If I never saw them and never even knew they existed I'd not even care, but there have been at least eight different ways in which farming have caused problems for conventional players. Architect is one of the more visible examples, because farmers are actively and visibly making it harder for the system to be used as intended.
Farmers are making it more difficult for AE users intending to play stories to find stories. This is an incontestable fact.
Farmers are causing the implementation of caps, changes, and 'fixes' that take away options from arc crafters intending to use the system as intended. This is an incontestable fact.
Some especially idiotic farmers are downrating good arcs because they are personally too stupid to identify LONG - STORY HEAVY - ACTUALLY HAS DIALOGUE IN THE INTRO as NOT A FARM and for some reason I don't understand aren't happy to play the existing farms. This is very likely true.
The fact that SOME arcs are getting Hall of Fame means that the developers think the system is working, when it demonstrably isn't. These are farm arcs uprated by farmers beyond what they deserve according to the intended use of the system. This is arguable.
The sheer overuse of the system by farmers has created the impression amongst the bets part of the playerbase that it is only for farming. This is not only ensuring that the intended use of the system is slowly choked off for lack of new players, but also ensuring that the developers aren't pressured to fix the manifold serious problems in AE. This can't be actively proven but it's entirely reasonable to assume.
Do you see that there are real and significant problems in AE that are caused by, attributable to, exacerbated by, or overshadowed by the notorious use of the system for farmers? You can't ignore these issues away. Farmers are using the system in a way outside its explicitly-stated intended use to the cost of the effectiveness of the system and the cost of those attempting to use it as intended. You have no moral position or self-righteousness to claim here. The farmers are in the wrong, and the only variable is how wrong. Any attempt to blame someone else requires to you off your own personal decisions to farm as somehow someone else's fault. That the developers do not stop you makes you behaviour accepted, not acceptable. It certainly doesn't validate the self-righteousness you have in coming onto the board and blaming the few legitimate authors left for being ruthlessly griefed.
To make it clear: I have nothing inherent against farming. It's a playstyle decision. Not one I understand, but that's immaterial. As far as I'm concerned they can farm all day and night and I won't care AS LONG AS IT DOESN'T AFFECT ME. And right now, it IS. It is SERIOUSLY affecting a part of the game that I have a personal investment in. So I'm going to continue to stand against farming in AE until it stops affecting me.
My best guess as to what strategy for AE emerges next:
AE missions will behave like Tip missions. You can run 5 per day and get full XP/ticket benefits. You can run as many as you like afterwards but will achieve zero benefit after the initial 5 until 20+ hours have elapsed.
This will curb farm use of AE to just those farmers who are doing it casually. It still actively encourages alt-itis (as I advocate all farming does) which is great business for the company. You want to PL, you can....just 5 missions per day per PL candidate. The farmer quits earning anything after the first five runs, although they may go totally ebil and turn off any rewards for participants on a team where the leader has maxed out their 5 "AE Tips" missions. But I think that would not be in keeping with the spirit of teaming (punishing other players for the activities of just one seems unreasonable).
Now if you wanted to go from 1-50, it will likely take several days of running AE farms to do this. By then, I think people will have turned to 'normal' content to achieve their speed-PL strategies. But that assumes that the Devs don't put such a counter on ALL mission content. My bet, however, is that they field trial it on AE first as that's a pretty self-contained target and likely easier coding than to apply it to all mission behavior everywhere.
Oh and....
My rule is pretty simple. If it's as good as the worst arc/mission the devs put into the game (I'm looking at you level 30-45 hero content), it gets 5 stars.
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I think I overestimated people's abilities to consider lower ranked material.
I really think I am going to start using this as a new baseline standard. I like the way you phased it; thank you.
You really think the higher level stuff is worse than the generic first 5 or 10 levels or so, though? Of course, that might be a case of "simpler can be better."
J
Still hate the visit Winscott mission- make it dropable, have it give actual exp or remove it altogether. PS- Down knows who you are.
J/ Wilde/ / AIL - Celebrating five years!
My best guess as to what strategy for AE emerges next:
AE missions will behave like Tip missions. You can run 5 per day and get full XP/ticket benefits. You can run as many as you like afterwards but will achieve zero benefit after the initial 5 until 20+ hours have elapsed. This will curb farm use of AE to just those farmers who are doing it casually. It still actively encourages alt-itis (as I advocate all farming does) which is great business for the company. You want to PL, you can....just 5 missions per day per PL candidate. The farmer quits earning anything after the first five runs, although they may go totally ebil and turn off any rewards for participants on a team where the leader has maxed out their 5 "AE Tips" missions. But I think that would not be in keeping with the spirit of teaming (punishing other players for the activities of just one seems unreasonable). Now if you wanted to go from 1-50, it will likely take several days of running AE farms to do this. By then, I think people will have turned to 'normal' content to achieve their speed-PL strategies. But that assumes that the Devs don't put such a counter on ALL mission content. My bet, however, is that they field trial it on AE first as that's a pretty self-contained target and likely easier coding than to apply it to all mission behavior everywhere. |
Y'know... that's not bad. People would complain, but really not be affected all that much (as long as we're talking 5 arcs, not missions, which I believe you are.)
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I'm not necessarily advocating this approach. I'm just saying that it matches other game mechanics already in place. They clearly don't want us farming for Hero merits so they put systems in place to prevent that. This seems like a logical application of the same principle to me.
I was actually talking Missions, not Arcs. If we were talking Arcs, they'd likely bring the number down lower than 5.
I'm not necessarily advocating this approach. I'm just saying that it matches other game mechanics already in place. They clearly don't want us farming for Hero merits so they put systems in place to prevent that. This seems like a logical application of the same principle to me. |
Though, compromise - 3 arcs. Now, if you blow them on 3 single-room farms, that's your own fault. But doing 3 arcs (still think 5 is better, honestly) gives time to actually go through a *few* player-written arcs in one go. Given some people want to (legitimately, as in non-AE-PL) try going 1-50 solely in AE, or run custom content in certain levels for their own story - it'd be a good balance between that and dev content.
You really think the higher level stuff is worse than the generic first 5 or 10 levels or so, though? Of course, that might be a case of "simpler can be better."
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I was leaving TFs out of my comparison, otherwise it would be "5 star means 'less repetitive than DocQ or Synape" XD
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Oooh, oldschool storyarc discussion. Rant time!
Yesterday (actually 2 days ago) I had the in-retrospect-insane idea to try out a random 'classic' story arc through Ouro that I haven't played yet.
I chose the first one that came up, which was Harvey Maylor's Carnie arc. Started off with a few standard missions (though with a lot of zone hopping; almost no two subsequent missions were in the same area - this was actually a pattern for the entire arc). Not much in the way of clues or anything, just a kill-all and a rescue.
Then suddenly - bam, 'defeat 65 carnies'. Now, carnies spawn in only one zone heroside (Peregrine Island), only in some relatively small sub-zones, and they almost always spawn in small groups (~1-3). I was playing through Ouro, so I couldn't take a random mission to kill some carnies. Okay, I did this in two installments (had to clear out a lot of other enemies from the possible carnie spawn points as well), but at this point most of the time I had spent on the arc was just downtime and annoying street sweeping.
Malta mission, blah blah, no biggie, then two kill-all missions (one of them on a large outdoor map) and some back-and-forth with Sister Psyche. Finally we're getting to the "meat" of the arc, missions on the psychic plane. I expected this to at least take part in one zone, but apparently the doors to the psychic plane in Vanessa's head were all scattered inexplicably across the city, as almost all missions had entry points in different zones, including hazard zones like boomtown. I also had to do some occasional backtracking to Sister Psyche in IP. Some of these 6 missions were glowie/captive hunts, but two of them were kill-alls. Kill-alls on huge outdoor maps! Sad face. Oh yeah, one of them had an AV too (so you were supposed to do this with a group... I soloed it because rad/sonic defenders are overpowered etc; also, it was downgraded to an EB because I can't be bothered playing anything above 0x1 on a defender).
Standard kill-all mission in warehouse coming up, then it's time to do street sweeping again -- 50 carnies! See above, though this time I got lucky and did this in under an hour. After that, it's time for the final showdown: another standard warehouse mission with an AV in the end. Woo, 49 merits for ~4-5 hours of half-play half-work!
...
So yeah. I'm fairly sure all of the MA mission arcs I played so far (even the mediocre ones) are better than this, even just purely on the basis of 'levelling effectiveness' and 'lack of arc-induced frustration'... as long as they don't have badly-designed custom groups that give zero xp/inf.
-- Z.
Oooh, oldschool storyarc discussion. Rant time!
Yesterday (actually 2 days ago) I had the in-retrospect-insane idea to try out a random 'classic' story arc through Ouro that I haven't played yet. I chose the first one that came up, which was Harvey Maylor's Carnie arc. Started off with a few standard missions (though with a lot of zone hopping; almost no two subsequent missions were in the same area - this was actually a pattern for the entire arc). Not much in the way of clues or anything, just a kill-all and a rescue. Then suddenly - bam, 'defeat 65 carnies'. Now, carnies spawn in only one zone heroside (Peregrine Island), only in some relatively small sub-zones, and they almost always spawn in small groups (~1-3). I was playing through Ouro, so I couldn't take a random mission to kill some carnies. Okay, I did this in two installments (had to clear out a lot of other enemies from the possible carnie spawn points as well), but at this point most of the time I had spent on the arc was just downtime and annoying street sweeping. Malta mission, blah blah, no biggie, then two kill-all missions (one of them on a large outdoor map) and some back-and-forth with Sister Psyche. Finally we're getting to the "meat" of the arc, missions on the psychic plane. I expected this to at least take part in one zone, but apparently the doors to the psychic plane in Vanessa's head were all scattered inexplicably across the city, as almost all missions had entry points in different zones, including hazard zones like boomtown. I also had to do some occasional backtracking to Sister Psyche in IP. Some of these 6 missions were glowie/captive hunts, but two of them were kill-alls. Kill-alls on huge outdoor maps! Sad face. Oh yeah, one of them had an AV too (so you were supposed to do this with a group... I soloed it because rad/sonic defenders are overpowered etc; also, it was downgraded to an EB because I can't be bothered playing anything above 0x1 on a defender). Standard kill-all mission in warehouse coming up, then it's time to do street sweeping again -- 50 carnies! See above, though this time I got lucky and did this in under an hour. After that, it's time for the final showdown: another standard warehouse mission with an AV in the end. Woo, 49 merits for ~4-5 hours of half-play half-work! ... So yeah. I'm fairly sure all of the MA mission arcs I played so far (even the mediocre ones) are better than this, even just purely on the basis of 'levelling effectiveness' and 'lack of arc-induced frustration'... as long as they don't have badly-designed custom groups that give zero xp/inf. -- Z. |
I've got a third character up to 40, I'm strongly thinking I'm going to mostly run AE arcs for her.
@Doctor Gemini
Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.
This is so sad.
The ratings system. I really don't get why it's still there. The thing's clearly broken. Even in beta, it was obvious that it was broken. It's been broken for almost 3 years now.
At this point, I don't think anything's going to be done about it. Tossing the ratings system is one straight-forward and obvious thing they could do to improve the situation, and they haven't bothered for almost three years.
I mean, c'mon. Face it. It's dead, Jim.
I've written MA off completely. I would recommend that the diehards posting in this thread do the same. Save yourself some aggravation.
For what it's worth, my own arc was recently down-starred from 5 to 4. Might've been in the same griefing spat mentioned, I dunno. Honestly, I don't really care. It's stupid that an arc at 4 stars with 177 plays (mine) is put further down the list than an arc with 5 stars at 1 play. It's always been stupid, griefing or no. Griefers aren't the problem. The system is the problem.
- Drop the ratings system. Make it a thumbs up option or nothing at all.
- Add some sort of check-in. Arcs have to be updated in X amount of time, or they get dropped from the list.
These two things alone would be tremendous improvements to the system.
But they just won't do it.
If they're going to be this negligent with MA, I don't see why anyone should support it.
I stopped a long time ago. Maybe you should too.
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I've written MA off completely. I would recommend that the diehards posting in this thread do the same. Save yourself some aggravation.
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"I've given up on AE and you should too."
No, you've given up and you're trying to justify your aversion by suggesting others join you on that bandwagon.
I refuse. For all of AE's obvious flaws and problems, for all the hope I have that the devs will do something, I will not stop writing. I will work around copyright filters, I will ignore the one stars, I will definitely ignore forum negativity, I will continue to fight and I will create stories for those who want to enjoy stories. Nothing is going to stop me.
Am I happy with the state of AE? No. But abandoning it en masse is only going to encourage the devs to let it decay. If you want action, you have to participate and show that there is passion.
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Originally Posted by Twoflower
No, you've given up and you're trying to justify your aversion by suggesting others join you on that bandwagon.
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What I see in this thread is many of the same authors making the same complaints they've been making for years now. What I see are vested players getting frustrated (again) about a broken system that's been broken from the get-go.
At this point, I think it's safe to assume it's not going to change. I would rather these players remain vested in the game. To that end, it's my suggestion that they move on, or at least use the feature in a way that they can be comfortable with. I use the MA system maybe 3-4 times a year, typically for roleplay purposes. I ignore the AE aspect of it.
I refuse. |
I will definitely ignore forum negativity |
It's been almost three years.
It's not negativity it's rationality.
I will continue to fight and I will create stories for those who want to enjoy stories. Nothing is going to stop me. |
Am I happy with the state of AE? No. But abandoning it en masse is only going to encourage the devs to let it decay. |
If you want action, you have to participate and show that there is passion. |
I'm of the mind that if you continue to use something, you're conveying that you're okay with it as it is. I do not like it the way it is. Therefore, I will not use it.
Maybe if more people walked away, it would encourage the devs to stop the decay and do something to attract those people back to a feature they want to have viewed as a success.
In any event, "you have to participate and show that there is passion" is clearly not getting any results.
Originally Posted by Clave_Dark_5
I still enjoy imagining my stories, working them up and then getting even just a few plays from players who want to see what I've come up with. That's not aggravation, that's fun, so I'm not gonna quit.
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The Cape Radio: You're not super until you put on the Cape!
DJ Enigma's Puzzle Factory: Co* Parody Commercials