Discussion: VIP Head Start - Patch Notes for Build 2100.201109170227.1
well id love posi to come here and try and tell me how this risk ='s reward now since thats the premise of the game
since there is no reward shouldnt you just take out self rezzing in the ae altogether?. i mean wouldnt that have been a real fix to the lesser " nerfing farms?" |
(B) Removing self rezzing = "Can't do that because of story creators." Unfortunately for those of us who like/liked creating stories, there are about 10 people who actually care. And with this loss of reward for killing someone we have rez for story purposes... time for "four star hell" again (Not on the first few pages = doomed to obscurity.)
And you'll still complain and break out the tired and constantly disproven argument that "You're gonna lose a bunch of people over this."
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This on the other hand is absolutely nothing compared to that.
Lern2context.
Also - "constantly disproven"?
I have yet to see ANYONE prove me wrong.
How does this "balance the game"? It's just a trademark clueless stab in the dark by a dev team more concerned with attempting to nerf farming than fixing game bugs and systems.
lol, another way to look at this would be to keep in self-rezzing mobs to slow down the reward rate to intentionally throw off Marty.
That would be irony.
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If people are simply going to "farm other mobs," how does that translate into "more instances per hour?"
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I don't think he/she was saying there would be more concurrent instances, just more instances being created in the same timeframe.
Whether that has any effect on server lag or not, I have no idea, so I'm not defending it as a valid argument. Just clarifying what I think the intent was.
@Quasadu
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For two, let us break the argument down. A self-rezzing mob is, generally, equally as difficult to kill the second time around as it was the first time around. To argue that it shouldn't give XP for the second kill, which takes exactly the same effort as the first, skews the reward model regardless of whether you're measuring time/reward (because they take twice as long to kill) or risk/reward (because they have twice the opportunity to hurt you). |
Personally I'd say it's a fair enough change. I've used them myself for some powerlevelling but certainly having the XP bags pop back up right beside me so all I had to do was spam my PBAOE and pop Insps seemed a bit off to me. Personally I'd have given 50% XP for them, but this is obviously aimed at stamping out that behaviour altogether.
The real moral of the story is that there will always be a 'most optimal' way to level, or get inf, or get whatever; and that way will rarely resemble 'normal gameplay'. That's not really something you can 'fix' unless you want to lock everyone into a rigid linear one-way path.
I never saw anyone say it will have no impact on the number of instances per hour. It won't have much of an impact on PLing or Ticket gains, though. The reason it could potentially increase instances per hour by farming different mobs is because those mobs will no longer be self rezzing, meaning time spent on the map will be cut by up to one half, meaning farmers will be spending far less time on each map before zoning back out, getting the next mission, and going back in. This argument is not contradictory to anything else that poster has said. Less time spent killing mobs = less time spent per map = more instances.
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At least a few people around here can read.
Edit:
Well no, this isn't quite true. Why? Because when they rez they do so right beside you (so they're already clustered up nicely for you), pbaoes and pets can eat their faces as they rez and they're also in any patches of horridness that you may have set up (debuff patchs, burn patches etc).
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Edit2:
I don't think he/she was saying there would be more concurrent instances, just more instances being created in the same timeframe.
Whether that has any effect on server lag or not, I have no idea, so I'm not defending it as a valid argument. Just clarifying what I think the intent was. |
During the I21 beta, one of the Devs (I forget which one, sorry, feel free to check the digest) mentioned that the primary reason that the new low level Atlas Park mission arcs avoid actually giving you an instanced mission map in every circumstance where they could reasonably do so is because each instanced map created by the mapserver contributes to the server latency experienced by every player on the mapserver (read: anyone in any instanced mission or supergroup base), which is compounded dramatically by how frequently low-level players acquire missions.
Farmers banging out missions in 2-5 minutes for hours a day is going to have an impact. I obviously can't even guess how much of an impact as I have no idea what percentage of instances created are done so by MA farmers, but I can venture to say it won't be a statistically insignificant number just because the behavior is so prevalent, and potentially upwards of doubling the speed this type of gamer generates new maps is not going to be totally without consequence.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
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This.
At least a few people around here can read. Edit: Mobs are invulnerable for several seconds after rezzing, until well after the animations have played out, et. cetera. They can attack you a fraction of a second before you can even target them. They are no more easy to defeat than they were the first time you hopped into them with a taunt aura, gathering them in a second or two, and dropped a burn patch or whatever have you on them. This is ridiculously faulty logic. |
Mobs are invulnerable for several seconds after rezzing, until well after the animations have played out, et. cetera. They can attack you a fraction of a second before you can even target them. They are no more easy to defeat than they were the first time you hopped into them with a taunt aura, gathering them in a second or two, and dropped a burn patch or whatever have you on them. This is ridiculously faulty logic.
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[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Seems like a band-aid fix. Like when they remove the ability to add interruptable custom critters.
"I saw my advantage and took it. That's what heroes do." - Homer Simpson.
Mission Architect
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At +1/x4, enough foes spawn in an 'ambush farm' with rezzers to hit the Ticket cap. With this new brake, all one has to do is set the mission for +1/x8, or +2/x5, or some combination to make up for lack of rezzers.
This is what MARTy was for... so you wouldn't have to muck up the mechanics for regular play. Now valid arcs with rezzers are going to be seen as punishment because of their lowered rewards.
Please take this out and screw down MARTy a bit tighter in the MA.
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Can anyone verify this only applies to AE critter and not all critters. Its bad enough we deal with this kind of reduction of XP for Mogged critters, I would hate to see this apply to all critters with revive.
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Sorry, Devs, wrong move.
At +1/x4, enough foes spawn in an 'ambush farm' with rezzers to hit the Ticket cap. With this new brake, all one has to do is set the mission for +1/x8, or +2/x5, or some combination to make up for lack of rezzers. This is what MARTy was for... so you wouldn't have to muck up the mechanics for regular play. Now valid arcs with rezzers are going to be seen as punishment because of their lowered rewards. Please take this out and screw down MARTy a bit tighter in the MA. |
@Golden Girl
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So either the devs have changed it, or Marty has become sentient, and is now running the game.
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I never understood why everyone was saying Marty would be stopping +4/x8 farming, when Zwill specifically stated in more ways than one it wouldn't.
In fact I recall hims stating to send in BUG REPORTS if Marty kicked in in those situations. Plus it was stated that it was aimed at stuff like one-shotting all of Perez. I might be terrible at reading comp, but that doesn't sound like Marty was aimed at +4/x8 AE at all.
The fact that they had to put THIS in this new patch pretty much proves people weren't paying attention when Zwil explained what Marty was ACTUALLY about.
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Leveling Pacts
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MA Arcs: Yarmouth 1509 and 58812
Weird. The impression I got from it was that is was a fail-safe for when weird exploits crop up, moderating the damage until a proper patch can be applied, not a half-arsed rush job, and it's also an event hook for flagging when those sorts of exploits are triggering
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NONE of what Zwil posted mentioned the common +4/x8 AE farm.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
I'm just sad that there's no mention of an option to remove the floating coins nor the inclusion of the Barbarian Sword for Katana and Ninja Blade.
Skip the farming drama and focus on the real issues!!
and round up everyone that knows more than they do"-Dylan
Exactly how many players are farming the same mobs over and over, hours on end, at any given time?
If this "has no impact" on it, how is it magically going to "double the instances per hour?"
You're trying to make two contradictory arguments for the sake of deriding this change and hoping no one will notice.