A way to, perhaps, fix AE for good!


Clave_Dark_5

 

Posted

So we have a conundrum. Story-tellers don't like it that farmers are clogging the AE list with farms, the devs don't like exploits, (And i don't think ANYONE likes the fact that there's 1,000s of pages of broken, unplayable arcs) but any attempt to gut rewards would have a negative impact on the story-tellers (Sorry, but I'm not playing Citzen Kane: the story arc if its not gonna give me rewards for my time). I think I have an idea that, while not hurting rewards for running a story-arc or two, would make AE unsuitable for farming or exploits.

Introducing: AEXP!

When you first enter an AE mission, you are given X* bubbles worth of AEXP (See below), shaded in a greenish aqua color, much like PatrolXP or XPDebt. As you play through, these bubbles are diminished, much like XPDebt/PatrolXP. So long as they persist, you gain the normal amount of experience, inf, prestige, and/or tickets. However, once you run out of AEXP, you're barred from gaining any more rewards or drops of any type (except inspirations) within AE until you attain more AEXP. AEXP is shared across missions, so you could go into one arc, use up half your AEXP, then play another arc and use up the rest. AEXP would not refill upon entering a new mission arc. How do you get more? See below...


Earning AEXP

AEXP would regenerate every 12 hours, OR, it could be bought with Tickets (250 per bubble, 1115 for half a level, 2175 for a whole level's worth). You may only buy 20 bubbles/2 level's worth every 12 hours. (Note that these numbers are meant to offset the number of tickets gained even in farms, so buying them is seriously not worth it, but that's the point. If someone just wants influence and XP and doesn't care about tickets, then that's their prerogative)

If you leave the AE building, all your AEXP is wiped out and you won't be able to get it back until you either buy more, or 12 hours has passed from the time you first got it.

The amount of AEXP you are granted every 12 hours is determined by your level:

1-15: 3 levels worth (or 30 bubbles)
16-20: 25 bubbles
21-25: 20 bubbles
26-30: 15 bubbles
31+: 10 bubbles

(These numbers were chosen instead of 1 flat rate because a level 49 has to defeat a LOT more enemies to fill up a level bar than a level 1. Restricting low level characters to only 1 level would dampen their playing time and make playing longer arcs not worth it, but allowing high level characters to defeat thousands of foes with no penalty would be counter intuitive to this proposal)

Also, granted AEXP does not stack with itself. So if you're level 40, run a mission, use half your AEXP and wait 12 hours, you're only given back 5 bubbles. You can buy up to 20 more bubbles/2 levels with tickets, but that's the only way to increase your maximum allowance.


Other thoughts

Because of this, many past restrictions on enemy creation and group composition could be relaxed. In fact, it might be necessary to do so, as people could create low-XP yielding foes and just farm them for tickets (Though I'd hope tickets gained were tied into how much XP a critter could give).

This, in addition to suggestions other people have had (randomized front page, a simple like/dislike rating feature, purging the list and starting over) would help make AE an attractive feature for people looking to run a new story arc and not get slammed with 1000s of pages of abandoned farms and broken exploit missions. Story arc authors would pretty much have the place to themselves, though a few inventive farmers might find a way to squeeze this system for everything it's worth and still be able to collect plenty of tickets. Certainly, exploiters would definitely get the shaft, as there'd be no point in maximizing XP gain if all that means is you wouldn't be able to use AE after 5 minutes.

Thoughts?


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

I have always supported dev based governors for things like this. Player "solutions" usually end up not being solutions as much as nerfs to "other" people's playstyles or overly punitive and heavy handed etc.....So no thanks the devs have this area covered.

I am not for "any" player ideas that change the dev set governors. I am for a better more robust search function and have been since the day AE hit the COX world.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

So we have a conundrum. Story-gamers don't like it that XP farmers are clogging up PI chat with spam for farm teams, that Trial farmers are clogging up RWZ with spam for trial teams, (And I don't think ANYONE likes the fact that anyone can get a decent Council farm from the police radio/newspaper) but any attempt to gut rewards would have a negative impact on the RP-teams (Sorry, but I'm not playing Ubelmann the Unknown if its not gonna give me rewards for my time). I think I have an idea that, while not hurting rewards for running a story-arc or two, would make Unai Keman missions unsuitable for farming or exploits.


Introducing: CappedXP!

When you first enter a mission, you are given X* bubbles worth of CappedXP (See below), shaded in a sickly yellow color, much like PatrolXP or XPDebt. As you play through, these bubbles are diminished, much like XPDebt/PatrolXP. So long as they persist, you gain the normal amount of experience, inf, prestige, and/or salvage/recipe drops. However, once you run out of CappedXP, you're barred from gaining any more rewards or drops of any type (except inspirations) within missions until you attain more CappedXP. CappedXP is shared across missions, so you could go into one arc, use up half your CappedXP, then play another arc and use up the rest. CappedXP would not refill upon entering a new mission arc. How do you get more? See below...


Earning CappedXP

CappedXP would regenerate every 12 hours, OR, it could be bought with rare recipe drops (1 rare recipe per bubble, luck of the gambler +Recharge for two bubbles, and purple recipes for a whole level). You may only buy 20 bubbles/2 level's worth every 12 hours. (Note that these numbers are meant to offset the number of drops gained even in farms, so buying them is seriously not worth it, but that's the point. If someone just wants influence and XP and doesn't care about recipes, then that's their prerogative)

If you log out of the game or join a Task Force (where you gain XP normally at all times), all your CappedXP is wiped out and you won't be able to get it back until you either buy more, or 12 hours has passed from the time you first got it.

The amount of CappedXP you are granted every 12 hours is determined by your level:

1-15: 3 levels worth (or 30 bubbles)
16-20: 25 bubbles
21-25: 20 bubbles
26-30: 15 bubbles
31+: 10 bubbles

(These numbers were chosen instead of 1 flat rate because a level 49 has to defeat a LOT more enemies to fill up a level bar than a level 1. Restricting low level characters to only 1 level would dampen their playing time and make playing longer arcs not worth it, but allowing high level characters to defeat thousands of foes with no penalty would be counter intuitive to this proposal)

Also, granted CappedXP does not stack with itself. So if you're level 40, run a mission, use half your CappedXP and wait 12 hours, you're only given back 5 bubbles. You can buy up to 20 more bubbles/2 levels with tickets, but that's the only way to increase your maximum allowance.

Other Thoughts

This doesn't stop people from forming and farming Incarnate trials to a ridiculous degree, so I'd expect the developers to implement a similar system there limiting the amount of incarnate XP earnable in a single day to force players to spend at least a week to unlock each new incarnate power slot.

This should, however, help people form Story Teams and give everyone time to stop and read all of the mission text for every mission: briefing, clues, NPC chat text, and so on. There's literally nothing that can go wrong with this system.

Thoughts?


Ambush City, Or: How I Learned To Stop Worrying And Love The Ambush - Arc #1043
Strife of the Grave - Arc #3409
Shift - Arc #529411

 

Posted

Quote:
Originally Posted by Demonic_Gerbil View Post
...or join a Task Force (where you gain XP normally at all times)...

Thoughts?
This just encourages people to farm Task Forces! I don't think ANYONE likes the fact that Cimerora is clogged up with people running the ITF from level 35.


 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
I have always supported dev based governors for things like this. Player "solutions" usually end up not being solutions as much as nerfs to "other" people's playstyles or overly punitive and heavy handed etc.....So no thanks the devs have this area covered.

I am not for "any" player ideas that change the dev set governors. I am for a better more robust search function and have been since the day AE hit the COX world.
i agree with this, what the devs have in place is not 100% ideal but is prolly the best in terms of whats good for all players

i do also agree that the search/rating systems are both epic fail and need to be reworked


 

Posted

Sounds like the farmers don't like this idea.

Which means i REALLY want the devs to impalement this! Get out of AE and stay out!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Sounds like the farmers don't like this idea.

Which means i REALLY want the devs to impalement this! Get out of AE and stay out!
im a part time farmer but i would never farm AE due to the lack of drops, when i farm i am looking for purples which are unattainable in AE

even if they instituted your idea that would not stop poeple from farming AE, the main point poeple farm AE is tickets or PLing, stopping ticket drops wouldnt make them stop farming AE they would just switch toons and continue farming, same idea would go for the person being PL'd, you run out of the xp on this toon just switch toons, if your dual boxing and PLing your own toon you arent gonna care if your 50 isnt getting anything anymore because you can get your other toon 3-6 lvls in 1 run

and regardless of the changes people will still look to get around the system

the best thing the devs could do right now is fix the search interface to separate story and non-story arcs (non story could be farms, challenge maps, basically anything that does not have a story)

the idea that your thinking of would also hurt story mishs because most story mishs are 3-5 mishs long and a majority of them are almost devoid of tickets depending on how the mish is designed, so said player runs out of your capped xp in 2 mishs in a 5 mish arc, they just quit and 1 star it saying "too long with not enough ticket output to add more xp) (and dont say it wouldnt happen with some of the crazy stuff ive seen other poeple post about)


 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Sounds like the farmers don't like this idea.

Which means i REALLY want the devs to impalement this! Get out of AE and stay out!
Nonsense. I advocate for the governance of all rewards in CoH. Why should one exploitative manner of gaining disproportionate rewards over time be allowed while others aren't? Stop all farming, govern all rewards with strict timers (I would advocate account-wide timers to prevent people alting to exploit).

Edit: Except task forces. I don't want to govern XP from that in order to foster more task force playing among the CoH population. Perhaps we should implement some kind of Task Force reward limiter where you can only gain so much XP from each Task Force within a certain amount of time to cut back on the number of ITFs being run and increase the number of other Task and Strike Forces being run.


Ambush City, Or: How I Learned To Stop Worrying And Love The Ambush - Arc #1043
Strife of the Grave - Arc #3409
Shift - Arc #529411

 

Posted

All I really got from this thread was people wanting to ruin other peoples fun for no other reason than /em controlfreak.


/unsigned on every single idea on this thread.


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

Posted

There's a reason none of you are MMORPG developers.


 

Posted

Quote:
Originally Posted by MrHassenpheffer View Post
All I really got from this thread was people wanting to ruin other peoples fun for no other reason than /em controlfreak.


/unsigned on every single idea on this thread.
Well the thing is, people keep using AE to create exploits which the Devs then feel compelled to patch up, which then breaks other existing arcs. For instance, the DR on XP with ambushes. If rewards were somehow capped anyway (as in, you could not gain more than X levels or tickets per day no matter what), the Devs wouldn't need to nerf rewards... or give certain powers "alpha values" so that you need to make a custom enemy twice as powerful as any like-ranked critter in the game just to have 100% XP from it... or take out certain enemies like Surgeons or Hami mitos... or force us to give every group minions, LTs, and bosses lest the entire group has their rewards diminished.

We could have those things back, and you could still farm, but you'd just have to switch characters between missions. Exploits simply wouldn't be worth exploring, and story creators could have all their tools back without having their creativity hampered by anti-farming measures.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Ignore this if you please as you have shown ignorance of the facts is bliss.

Farming and power leveling any content in the game is not an exploit. The devs are the ones that decide what an exploit is and how much of a governor is needed for rewards.

Your time would be better spent playing the game the way you want and not worrying about how others are playing it, since the fact is you have no "control" over that.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Demonic_Gerbil View Post
Perhaps we should implement some kind of Task Force reward limiter where you can only gain so much XP from each Task Force within a certain amount of time to cut back on the number of ITFs being run and increase the number of other Task and Strike Forces being run.
something like this already exists, its called diminishing returns on reward merits, yes you can run an ITF 8 times in a row, but after maybe the 3rd time you wont be making any merits on it

there is also other time limited portions of reward tables from high lvl tfs too, alpha components are once per 20 hours and so is HOs on LRSF/STF

so there are already enough things limiting tfs being run in mass on the same toon. ITFs are mostly run because it has one of the largest level ranges and goes all the way up to 50 (mort kal and admiral sutter have the largest range but only cover the mid lvls up to 40)


 

Posted

Quote:
not worrying about how others are playing it
Ahh, but see, allowing the AE to be used for farms prevents me from playing the way -I- want to. See, it's hard to find story arcs when the interface is loaded with abandoned farms. It's hard to create NPCs and enemy groups when the Devs have to keep re-working things to prevent gross powerleveling. And don't think for a moment that EVERY SINGLE ADJUSTMENT made to AE HASN'T been to counter-act powerleveling or other types of farming.

People want to farm and powerlevel? Hey, good for them. Keep it out of the AE though. Every anti-exploit measure made makes it harder and harder to make mechanically well balanced content. And if AE had capped XP, then the farmers and exploiters wouldn't use it, and there'd be no need for the constant nerfs and adjustments. Is there a particular part of that logic you disagree with? If so, please specify.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post
It's hard to find story arcs when the interface is loaded with abandoned farms.
No it's not.

Quote:
Originally Posted by EmperorSteele View Post
It's hard to create NPCs and enemy groups when the Devs have to keep re-working things to prevent gross powerleveling.
No it isn't.

Quote:
Originally Posted by EmperorSteele View Post
Every anti-exploit measure made makes it harder and harder to make mechanically well balanced content.
No it doesn't.

Quote:
Originally Posted by EmperorSteele View Post
Is there a particular part of that logic you disagree with? If so, please specify.
Firstly, you're not using logic.
Secondly, see above.


 

Posted

I am sick and tired of people getting more badges than me. They should limit the ability to get more than one badge a day. Other people getting badges faster than me hampers the way I like(others) to play.


 

Posted

Its pretty clear at this point that Steele is just trolling.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

What should have been done in hindsight is either the players denote a key word or the Devs should have implemented a way to denote a MA as a farm and punish anyone who does not followed the MA rules.

Player wise as a whole we should have made it where every title in a Story Arch started with the capital letters of SA- ( followed by a title ) and every Farm mission should have been FM - ( followed by a title ) this way you want stories or farms you can sort by SA or FM.

Or make a separate tab for farms and stories. Farms are dealt with as they normally are and are rated based on their criteria and story missions are based on theirs. No mixing of the two together.

Without a doubt as was already mentioned players will just figure something else out. Even if you got rid of all AE farms players would just go back to PI farms and RWZ farms. All your doing is moving the supposed problem from one place to another.

Allow for farms and make it where players can look or post up a farm ( or any MA mission ) without spamming repeatedly and it will go a long way to making everyone happy on both sides.

Now once that is in place, punish anyone severely who breaks the rules. You spam selling or looking for farm and your account is banned from talking in broadcast / local for a week. Get caught twice and your banned for a month. The same goes for those spamming their regular story arcs.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by plainguy View Post
All your doing is moving the supposed problem from one place to another.
A more robust search engine and better tags have been suggested from day one.

That issue stands on its own, is valid and supported by everyone.

The garbage about AE farms being the supposed problem. You are right, its supposed. Its not valid nor supported by everyone. It's only a problem to those trying to control what others do.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
EmperorSteele
It's hard to find story arcs when the interface is loaded with abandoned farms.

Xanatos: No it's not.
Do you mean it's not hard to find stories, or the interface isn't loaded with abandoned farms? But Ok, i'll grant you, clicking on random pages, a little more than half the arcs seem to be legit attempts at storytelling. So I guess that's a far cry from "hard", but still disconcerting seeing as AE was and is billed as a STORY-TELLING tool.

Quote:
EmperorSteele
It's hard to create NPCs and enemy groups when the Devs have to keep re-working things to prevent gross powerleveling.

Xanatos: No it isn't.
Uhm, yes it is. If i want to create a character with just lightning blasts and hurricane, lo and behold you can't get full XP for it, even though it has all the same powers as Dev-created Cabal. It's punishing to those who would play my arc that I have to make a /storm with almost EVERY POWER in their secondary and make them completely OP in order for anyone who'd play my arc to gain fair experience rewards. And why is this way?

Because the devs assigned "alpha point" values to every power to govern how much XP players get from critters using certain powers in order to combat exploits. Exploits which, if AE gave less or capped XP, would have never been worth making and would have never existed, and we wouldn't have this messed up system governing how we make our NPCs.

Additionally, what if someone wanted a group of all lieutenants? Or minions and bosses with no LTs? Or a group of just AVs? There could be many legitimate, creative reasons people would want to create groups like that, and... well, they CAN, but people playing their arc will only get a fraction of the rewards, making trying to go this route punitive and self-defeating. And why does this happen? Because people were making all-minion and all-LT farms.

Quote:
EmperorSteele:
Every anti-exploit measure made makes it harder and harder to make mechanically well balanced content.

No it doesn't.
I mostly answered this above, but I'll add: what about the XP nerfs to ambushes? Now I'm afraid to add more than one ambush to a mission because I don't want to rob players of XP or rewards. Again I'll point out the "alpha value" system making us have to make our foes harder than we want (or going against what we think is thematic for the foe) because we don't want to rob players of rewards. What if I wanted to make an AV with Hami mitos assisting him? Nope, can't do that. What if I wanted to use Cimmys in my mission, complete with healers? Nope, can't do that. With every exploit the devs close, they end up taking choices away from people trying to tell an interesting story while still giving those who play their stories full rewards.

It is my contention that if AE had been made unappealing to farmers (by having a daily rewards cap), then none of these things would have been nerfed and story tellers would have more creative options for their stories. It is my further belief that by INTRODUCING said cap, then the farmers and exploiters would leave en-masse, and no more nerfs would be required. Do you disagree with this hypothetical scenario, or is there a factor i'm unaware of?

Quote:
EmperorSteele :
Is there a particular part of that logic you disagree with? If so, please specify.


Xanatos: Firstly, you're not using logic.
Secondly, see above.
"no it doesn't/isn't" is hardly a convincing argument. You got me on the first point, and I'll concede my mistake there. But you took your brevity gag a bit too far and you sound incapable of forming a reasonable counter-argument. Most telling about your failure to convince me is that you didn't debate the main point, this:

Quote:
And don't think for a moment that EVERY SINGLE ADJUSTMENT made to AE HASN'T been to counter-act powerleveling or other types of farming.
Logic dictates that if farmers (and by extension, exploiters) didn't use AE, then the nerfs (most of them, at least) would have never happened. Logic further dictates that if farmers are somehow eventually forced to vacate AE, no more nerfs will be necessary. No more broken arcs, no more having to re-adjust everything between major updates, no more worrying that an arc will get down-voted for not giving enough XP... heck, maybe we can get some old toys back like hami mitos and Cimmy Healers. That's a win in my book.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

logic =/= opinion-based conjecture


 

Posted

Can you dismantle my logic step-by-step? Seriously, I'd like to know where it's flawed.

IF: Devs make nerfs because of Farms = True

THEN: No farms = No Nerfs.

Which part of that isn't true? What evidence do you have to support this?

You so far haven't argued that the devs have made the nerfs because of other reasons. You also haven't persuaded me that the absence of farmers would prevent further nerfs. You haven't attempted to argue that farmers would still farm in AE even if it mathmatically wasn't worth doing so. So WHERE, exactly, does your objection lie? Do you think maybe the only reason you don't like my idea is because it would inconvenience you and that you don't have a logical leg to stand on in defense of your practices?

In other words, maybe my logic is sound, but you are incapable of seeing that because it would mean that you're wrong. And of course you won't consider that prospect, you're only human, after all.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Logic dictates that if farmers (and by extension, exploiters) didn't use AE, then the nerfs (most of them, at least) would have never happened. Logic further dictates that if farmers are somehow eventually forced to vacate AE, no more nerfs will be necessary. No more broken arcs, no more having to re-adjust everything between major updates, no more worrying that an arc will get down-voted for not giving enough XP... heck, maybe we can get some old toys back like hami mitos and Cimmy Healers. That's a win in my book.
Logic dictates that the evolution of the game that has occurred has actually made the game better. The exploiters ensure that the devs cull the easy paths to xp and therefore make the game more interesting and challenging. While you as a writer are seemingly interested in giving your fans easy xp by bursting Hamidon spores and having npc's heal them for a capped amount of rewards. I as a farmer am more interested in defeating gobs of extreme set mobs with the rewards determined only by how many mobs I have the ability to defeat.

I have been told that the system already delivers both of these types of reward systems. Conveniently, all you have to do is make your custom mobs with just a single power from your secondary to curb the rewards your mobs give. The devs have already given you what you ask for.


 

Posted

Really don't like the idea, also don't like all the negativity that comes up whenever someone mentions AE.

My solution would be fairly simple to detail, but require real work to implement:

1) Non-VIPs have their arcs unpublished when their subscription lapses, or when the future re-occurence of the license in the store expires.
2) New Ratings system. "Like". No dislike option.
3) Divide Story Arcs into different tabs. "Canon", "Non-Canon", "Social". Canon and Non-Canon story arcs would be the only ones that could be rated, *period*. Social arcs are those that people make for themselves or their friends/SG-mates to play involving their own characters and their friends' characters in custom situations. It would also be the place for people to put Farms. Social Arcs would only be available to characters that have a relation to the publishing character. Characters on that character's friend list, in the same SG/Coalition, etc.

There's more, but that's the gist of it. Each suggestion is something that others have talked about at some point or another, I don't know if they've all been brought together before.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
Logic dictates that the evolution of the game that has occurred has actually made the game better. The exploiters ensure that the devs cull the easy paths to xp and therefore make the game more interesting and challenging. While you as a writer are seemingly interested in giving your fans easy xp by bursting Hamidon spores and having npc's heal them for a capped amount of rewards. I as a farmer am more interested in defeating gobs of extreme set mobs with the rewards determined only by how many mobs I have the ability to defeat.

I have been told that the system already delivers both of these types of reward systems. Conveniently, all you have to do is make your custom mobs with just a single power from your secondary to curb the rewards your mobs give. The devs have already given you what you ask for.
I'm trying to prevent any future nerfs by introducing a system that would not be worth farming or exploiting. How does reducing the XP of ambushes and the removal of certain critters make things better?

That said, I see your point. If one can defeat hundreds of foes in quick succession, that's certainly not an accomplishment I'd wish to punish. On the other hand, the Devs seem dead-set on removing the means by which people are able to do this anyway, and thus removing tools for story-tellers.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)