Discussion: VIP Head Start - Patch Notes for Build 2100.201109170227.1


all_hell

 

Posted

Quote:
Originally Posted by joshdex View Post
If people are simply going to "farm other mobs," how does that translate into "more instances per hour?"

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.
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.


 

Posted

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Originally Posted by Severe View Post
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?"
(A) It's no longer "Risk = Reward," according to them, it's somethingorother over time (reward over time? Something like that.) Which they still don't adhere to, and which is also why you rarely see anyone deal with Lusca, for instance. "All that for two merits and less XP than a boss gives... no."

(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.)


 

Posted

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Originally Posted by joshdex View Post
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."
I was talking about MARTy stopping farming all together. That is something that would make a bunch of people stop subscribing.

This on the other hand is absolutely nothing compared to that.

Lern2context.

Also - "constantly disproven"?

I have yet to see ANYONE prove me wrong.

Quote:
Originally Posted by joshdex View Post
Same old tired argument; "Stop trying to balance the game! It's impossible to have a perfectly balance game so no attempt should be made. Ever."

That post basically boils down to "Wah! +1"
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.


 

Posted

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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Posted

Quote:
Originally Posted by joshdex View Post
If people are simply going to "farm other mobs," how does that translate into "more instances per hour?"
The idea is that you clear the map in half the time it would have taken if the mobs rezzed. So you hop out and open a new map. Thus, what once took you, for example, 10 minutes in one instance now takes you 5 minutes in once instance and 5 minutes in another.

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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Posted

Quote:
Originally Posted by Quasadu View Post
The idea is that you clear the map in half the time it would have taken if the mobs rezzed. So you hop out and open a new map. Thus, what once took you, for example, 10 minutes in one instance now takes you 5 minutes in once instance and 5 minutes in another.
The funny thing is, this would actually get you more tickets than doing just the one map with the self-rezzers.


 

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Originally Posted by Reiska View Post

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).
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).

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.


 

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Originally Posted by Not_Rhino View Post
The funny thing is, this would actually get you more tickets than doing just the one map with the self-rezzers.
Very true.


@Quasadu

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Posted

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.


 

Posted

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Originally Posted by Not_Rhino View Post
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.
This.

At least a few people around here can read.

Edit:
Quote:
Originally Posted by Carnifax_NA View Post
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).
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.

Edit2:
Quote:
Originally Posted by Quasadu View Post
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.
You are correct about the intent of the argument, as I mentioned in the original content of this post. The basis of it as a valid argument is from the mouth of the development team.
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.


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Posted

Quote:
Originally Posted by Draeth Darkstar View Post
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.
No, they are player untargettable. They aren't invulnerable at all. Certainly Freaks aren't. I've seen Carrion Creepers and imps rip their faces off while they're still rezzing.


 

Posted

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Originally Posted by Golden Girl View Post
I think that this latest buff to the AE should be viewed as just the first step in Marty's crusade
That would be something like the children's crusade.

Proof you can do horrible things if you have the will and the stupidly faithful.


 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
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.
That's actually good logic. Seems like you haven't played in one of these farms otherwise you would know you can PBAoE them to death before targeting them.


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Posted

Seems like a band-aid fix. Like when they remove the ability to add interruptable custom critters.


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Posted

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Originally Posted by Freitag View Post
Mission Architect
  • Custom Critters within Mission Architect which are capable of self-revival will give no rewards when they are defeated for the second and subsequent times. The powers still contribute to the calculation of their custom XP values.
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.


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Posted

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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Posted

Quote:
Originally Posted by Zombie Man View Post
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.
That was the impression that I got about MARTy too. It was created so that they wouldn't have to monkey with things that may or may not have unintended side effects on "legitimate play"


 

Posted

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Originally Posted by EvilRyu View Post
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.
The notes specify Mission Architect.


 

Posted

Quote:
Originally Posted by all_hell View Post
That was the impression that I got about MARTy too. It was created so that they wouldn't have to monkey with things that may or may not have unintended side effects on "legitimate play"
So either the devs have changed it, or Marty has become sentient, and is now running the game.


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Posted

Quote:
Originally Posted by all_hell View Post
That was the impression that I got about MARTy too. It was created so that they wouldn't have to monkey with things that may or may not have unintended side effects on "legitimate play"
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


 

Posted

Quote:
Originally Posted by Golden Girl View Post
So either the devs have changed it, or Marty has become sentient, and is now running the game.
Actually from what Zwill stated Marty was NEVER aimed at the +4/x8 mobs, which is why this new change to rezzing mobs (put aside how useful it will or won't be) was put in.

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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Posted

Quote:
Originally Posted by Freitag View Post
Leveling Pacts
  • New leveling Pacts have been disabled. All existing levelling pacts will continue to function.
Oh bah. I thought I had until the game went 'free' to level pact my characters with my friend's.


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Posted

Quote:
Originally Posted by Carnifax_NA View Post
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
That's what I got.

NONE of what Zwil posted mentioned the common +4/x8 AE farm.


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Posted

Quote:
Originally Posted by all_hell View Post
The notes specify Mission Architect.
I see that but the devs have tendancy to do a blanket fix to all the powers and not just specific ones, which end up having to be corrected later. I just want to make sure its not all critters.


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Posted

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!!


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