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I'm gonna need a mop. There's always so much blood when someone engages Arc.
It's kind of like watching someone challenge a wheat thresher to an arm wrestling contest, and then losing, and then saying the wheat thresher sucks. -
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Quote:You've been able to use standard mobs like Council, Hellions, Malta, Arachnos, or Tsoo (and all the others) with full rewards in AE since day one. No change or nerf to the AE has impacted that and made legitimate leveling in AE harder to people who are playing by the rules and creating missions that are on-par with regular content.This is welching on the "Full rewards in AE" from the beginnings and "You can go from 1-50 in AE" claim which is overall much harder now
There were two things that happened that impacted regular spawn exp a little. One was changing Freakshow exp which impacted AE and non-AE alike -- Freaks have always given a disproportionate amount of exp for their ease. The other was reducing the exp of Com Officers, since they have always been minions that give lieutenant exp. -
Quote:Really, as solid as this sounds, there are a lot of things standing in the way of them cleaning up farms and such.And yet somehow the GMs cannot find these farms, delete them, and ban the creators when we the players can easily find them in a matter of seconds. There's little point in reporting them anymore as weeks later they will still be there, the Devs would rather nerf the hell out of everyone with a tactical nuke than perform a surgical strike on the actual instigators.
There are over 3000 of them. They can't do it in an automated fashion. There are keywords that can be applied to real things. Someone might have an arc about catgirls, or it might say "this arc gives really low XP," or even be a joke arc about farmers.
They can't do it manually because, well, they'd have to play over 3000 arcs to make sure they aren't legit. And people are posting new farms and things constantly. I'd much rather they spent their time doing something else, even if it's an intern.
They can't start banning people for petty or minor farms, especially stuff that no longer works like meow or bubble farms. For one, we've always worked under the theory that the devs accept regular farming (maybe not happily, but accept), just not exploits. As soon as an intern or the Indian outsource guys start cranking away at these, they'll find something that's kiiiiinda borderline and then we'll have rage threads the likes of which we haven't seen since the last time they punished people for exploiting the AE.
Really the devs can't win on that one. Best bet is to chug through it and report all those old farms clogging up the system yourself and get the team to pay attention to them. Of course, in the end that still means they'd have to play through the 3000 or so arcs to get them taken down. So it's pretty much a wash.
It's not so much that they can't find them. They're just as capable as we are. But they know that if there's anything we FREAKING LOVE to complain about on the forums, it's that the devs are wasting their time doing something when we'd rather they be doing something else (even if it's not even in their department). -
I only know one Aussie who plays. She's on Virtue.
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Quote:That would/could work for things like +DEF, -DEF, +RES, -RES, +DMG, -DMG, +ToHit, -ToHit... what about things like -recharge, -speed, or mezzes? You could easily make a Mind/Plant pet that spams confuses and holds while doing no damage. Or knockdowns through Ice Slick. Or an arch-villain that just stands around with Choking Cloud or Oppressive Gloom on.The basic outline is to consider an overall fight to be a case of you dealing damage and you taking damage. "Help" is when something increases your damage or decreases your incoming damage. If the game could calculate damage components in a manner similar to how the tohit code calculates deflection messages, you could theoretically say, for every attack you make, how much of that damage is "yours" and how much is due to someone else buffing you or debuffing the target (this is not as straight forward as I've phrased it to be, given the way buffs and debuffs interact multiplicatively). A rad defender using EF on a giant monster could, in effect, get partial credit for all the attacks that land.
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Dr Aeon made a comment about these changes in a new thread for those of you who are interested:
http://boards.cityofheroes.com/showthread.php?t=216908 -
I'm sure you guys are on the ball with this, but just to recap the things I said:
The current issue is that some pets take their share of exp while others do not. Attacking pets take exp when they attack. Buffing (and debuffing) pets do not. All of these contribute in a way, but only attacking pets actually take points from you.
The new system doesn't fix or change this. It makes no attempt to consider what a pet is or what it does. Ideally, pets with buffs/debuffs should take away exp overall. Otherwise, the way the system is set up, pets who only attack are DOUBLY penalized by the new exp tax, and a small number of buff/debuff only pets are not affected at all. This more or less gives farmers incentive, even permission to give themselves a buffbot.
A system that's fair to everyone would need to involve imposing an exp tax for every buff or debuff power that every allied creature has. These powers currently contribute without taking away experience, unlike pets who only attack. That should be fixed without overly taxing for offensive-only pets. Nobody ever exploited AE using pets that only punch, shoot, or stab badguys. -
Quote:My original suggestion was that any critter who has powers that aren't damage-centric, that is any buff or debuff, reduces exp by a certain amount. An all forcefield helper wouldn't do any damage, but also neither would a dark miasma helper. But both of them are making your job easier, and by the rules of the new patch, not reducing your exp any unless you have more than one. I can't even begin to pretend I know what numbers to suggest, but I do know that any power that does damage is taking away experience already. So any power that's not just an attack (even if it does weak damage like Flashfire), should be reducing your exp gain in some fashion.I'm currently trying to think of a more elegant solution, actually. It isn't quite that simple. For example, an ally with nothing but radiation emission debuffs would not buff the player, but could debuff the critters in a comparable way that made them both easier to kill and offensively ineffective. But if they only debuff and don't do credible amounts of damage, confuse-like code won't account for them either.
The only ideas I have that might work correctly would require code, and that means they would likely take a while to implement, assuming you could get resources allocated to implement them.
A pet that's MA/AR is taking away exp by doing damage. A pet that's X/FF should take away exp because it's buffing you. And a pet that's X/Rad should take away exp because it's debuffing for you. ALL pets should take away some amount of experience, not just select ones or select powers. Basing it only on damage dealt or number of pets is easy to exploit. -
Quote:That, but also I'd rather see a more elegant approach to the system. One that actually considers what each pet is doing. The issue, I believe, is that pets who actually attack are taking their share of experience while pets who buff aren't. Pets who buff should get a special trigger to take an amount of experience off the top, whether you only have one of them or 20 of them.If the patch is counting non-supporting critters, its broken and should be fixed or rolled back. That's my opinion on the patch, period.
The current "you're limited to X number of pets" enforces a DOUBLE penalty for offensive pets, and doesn't do anything against a small number of buffing pets. In my opinion, that does nothing to stop farmers from using buffbots (in fact, I believe it encourages them to use at least one), but causes a ton of collateral damage to legitimate missionmakers. -
Quote:I'm happy about bugs and exploits getting changed, but not when it leaks over and affects legitimate missions in a big way. This one is pretty severe on that. I don't have a single arc this won't affect. And none of those have buffbots.Count me in the camp of people who love all the drama after a nerf, who hate exploits, who are giddy that they rolled this change out, who also play AE missions mainly for the story and not the rewards, and who are generally happy with the changes and progress that the developers make.
I checked, and almost every good arc out there has some condition that will be met by this change and cause a reduction in experience. Almost every Dev Choice, Guest Author, Hall of Fame, or 5-star arc has a couple allies, rescues, or hostages of some sort.
The looming restriction placed on editors now because of this change prevents us from using about half of the objectives. Pretty much the only safe thing we can do now is make nothing but missions where you only fight badguys. -
Quote:Build a small cottage there.No, we can very well hate on the Devs for coming up with really dumb solutions that have obviously not been thought through.
I'm becoming rather glad that these people are game developers and not engineers. I'd hate to see what their solution would be for fixing a road with a few potholes in it. -
Quote:I don't like this solution because it doesn't solve the actual problem. It doesn't make an attempt to take into consideration what the pets are actually doing.I mean I would even be happy with this if it was a scale.
1-2 allies - Normal XP
3-5 allies - -20% XP but they can not killsteal XP.
5-6 allies - -40% XP
6+ allies - -60% XP
The issue is, you can make pets of varying helpfulness with an almost inversely proportional amount of experience loss. If you make a unit that's range/range, he takes all the exp he does damage with. If you however make a unit that's debuff/buff (this is possible with a primary like Earth Control doing the debuffing), he does no damage, makes everything easier for you, and takes no experience with him.
This patch is making an attempt at fixing that in completely the wrong way. It's imposing a tax on the NUMBER of allies without caring one bit what they actually do. This is like paying your employees based on how many of them there are and not, like, actually what they do or how good they are at it. Even now it's unbalanced. Take for instance:
* Scenario 1: You have only one ally, so there's no experience tax. Your one ally is range/melee. He takes experience away from you by dealing damage.
* Scenario 2: You have only one ally, so there's no experience tax. Your one ally is debuff/buff. He takes NO experience away from you, but makes your job far easier.
* Scenario 3: You have five allies, so there is significant experience tax. All your allies are range/melee. They take even more experience away from you by dealing damage.
* Scenario 4: You have five allies, so there is significant experience tax. All your allies are debuff/buff. They take no additional experience away from you, and your job is insanely easy.
Why would you take a pet that reduces your exp when you could have one that makes your job easier and doesn't touch your exp? Or even better, why have no pets at all when you could have a debuff/buff pet along with you?
The proper way to handle this is to make it so pets that are contributing in a way other than dealing damage are still subject to an experience tax. Right now, that's not happening. You just get a tax based on how many pets you have. Your suggestion would only allow a different number of acceptable buffing allies that reduce risk for no change in reward.
My suggestion? Every ally that has a buff or debuff gives -10% exp per buff or debuff. The number of pets doesn't matter. Their non-buff/debuff powers don't matter (they're taking exp away when they deal damage anyway). So for instance, you have the following scenarios again:
* Scenario 1: You have only one ally, and he has no buffs/debuffs, so there's no experience tax. Your one ally is range/melee. He takes experience away from you by dealing damage.
* Scenario 2: You have only one ally, he's debuff/buff and has 2 helpful powers (Quicksand and Dispersion Bubble) so there's an experience tax of -20%. He takes no additional exp away through attacking.
* Scenario 3: You have five allies, and they have no buffs/debuffs, so there is no experience tax. They take experience away only from dealing damage.
* Scenario 4: You have five allies, and they all have debuffs/buffs, so there is significant experience tax. They take no additional experience away from you by attacking, but your job is insanely easy, and as a result you're getting little to no experience at all. -
Quote:That's not what it's doing though.You can still use allies as storytelling but if you make it so there is much lower risk for the players, they will get less of a reward.
Right now you can have a buffing/debuffing ally who mezzes and debuffs enemies while making you harder to kill. Far less risk, same reward.
Or you can have PPD battling Arachnos as an event somewhere in the map. And as a result get -60% exp for the entire mission. No less risk, far less reward. -
Quote:An army of pets applying -300% RES to enemies while keeping them from doing any harm to you whatsoever, regardless of your AT, level, or power combination doesn't speed up farming?Saying it again. This really did nothing to speed up farming.
And making farming far more accessible is just as bad as making farming faster anyway. -
Do you farm on toons who are soft capped, RES capped, immune to slows, and ALL status effects, and fight enemies who are -ToHit floored, -DEF floored, -RES floored, -recharge floored, held, confused, and stunned? Because you could if you were using the right pets.
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Quote:Then you were doing it wrong. Toggles are always on, and offensive debuffs are always used. Give the buffbots Dispersion Bubble or Sonic Dispersion and you have pets following you that ALWAYS grant DEF/RES and ALWAYS stack. All it takes is a couple FF users and you're soft-capped. You don't need them to cast individual buffs when they have toggles that are always on. Things like Quicksand and AoE mezzes work just fine too.did you actually use the bots? they were not that efficient. most of the time they just buffed each other. you got one reliable buff per type of helper you made after that it was luck of the draw. they wouldn't stack like buffs either. so sure you could get lots of buffs but it wasn't like you were getting 3 forts or something like that. did it make it easier? sure. but it wasn't as game breaking as it sounds. 30 buff bots sounds like a lot but you never had 30 buffs on you.
The issue is this change pretty much gives people permission to have an Earth/FF pet in every farm mission they make, while making it easier and not impacting the exp any. But it simultaneously breaks legitimate missions.
I would say that the exp drop happens based on the powers the pets have. If they have all offensive or self-defense powers, no reduction, no matter how many you have. But you start getting reductions the more buffs/debuffs they have. Even if you only have one. That would be the right way to do it. -
This collateral damage is the issue I have with the change. It fixes the buffbot exploit but it also screws up hundreds, probably thousands of legitimate arcs that use regular allies in order to tell a story.
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Quote:It also shouldn't impact if the pets have no buffs/debuffs. If you have a pet that's using Fire Blast and Fire Melee, he's already taking your experience. There's no need to take away even more experience simply because he's a pet. He's not doing for you what a Forcefield pet is doing. The only way he can contribute and make things easier for you is also already taking away experience as payment for his assistance. Pets that only have offensive or self-defense powers shouldn't factor into this new system.This is true, but then it should only affect you once you've rescued the ally and if the ally is actually following you. It shouldn't be triggered by ally factions in battles or ambushes (they'll killsteal anyway) and it shouldn't be triggered if you haven't even rescued the ally yet.
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Quote:I'm glad you brought this up. Here's a list of missions that will now give reduced, if not zero experience for at least one mission:Let's see...
Exploit farms: dead in the gutters.
Story arcs: still perfectly playable for the story.
Yeah, I can see how story arcs are far far worse off than the exploit farms.
Relativity Be Damned - ID 177370
Tomorrow Belongs to Me - ID 10855
[ZQ] The Once and Future King - ID 71601
Batteries Included - ID 193760
An Internship in the Fine Arts of Revenge - Best Villain Arc '09 - ID 255146
Pandas vs. Rikti - ID 68930
Ctrl + Alt + Reset - ID 137561
Blight - Best Villain Group '09 - ID 140423
How to Save a Convention - ID 336241
Astoria in D Minor - ID 41565
Tales of Croatoa: A Rose By Any Other Name - Best In-Canon Arc '09 - ID 178774
Two Tickets to Westerly - ID 374002
Out of Place - ID 350577
A Penny For Your Thoughts - ID 348691
A Mythos of Mystical Mysteries - ID 84285
Purification - ID 352381
A Heart Breaking Story - ID 378511
What do all these have in common? They all have allies which will start killing the experience of the missions. They're also all Dev's Choice Arcs.
I didn't even go over Guest Author or Hall of Fame. And in case you're curious, there are only 2 DCs that don't have allies (although it's still possible they have allied gangs as patrols, battles, or bosses). -
Nobody using allies that only attack was exploiting.
Pets who attack and deal damage already steal experience from you via killsteal code. Now they steal additional experience just by existing. Nobody was exploiting by running farms full of guys who are killing enemies for you, thus taking all of the experience and inf for themselves. The exploit was for having tons of allied buffers. The fix should only cover allied buffers.
Now simple things like having along an ally who only attacks will steal all of your experience. Having a battle between two groups where one is set to ally (Longbow, PPD, etc) will steal your experience. In fact, setting anything anywhere in the entire system to "ally" will steal all of your experience.
It's not just fixing the exploit of having along 6 pets who have you RES/DEF capped with FF and Sonic Dispersion, this change impacts every single arc who has an allied unit of any kind anywhere in any mission whatsoever. Which, having played through a ton of AE arcs, is damn near all of them. -
Quote:Let me think. Since it apparently also counts any units placed with the "ally" flag even if they aren't following you, of my arcs:And you just inadvertently killed a bunch of legit missions with this. Does this XP decrease apply just from having the critter inside the mission or does it apply when you rescue the ally? Now people are going to be ******** even more if you include an optional ally, even if it's for story purposes.
David and Goliath: There are no actual allies that follow you, but two or three of the missions include allied police officers fighting Trolls, which will cut the exp to probably zero for half the arc.
My Date With a Celebrity: This is a joke arc with very little combat. But the little combat there was will now be zero because there are a lot of allied patrols and "ally" bosses that stand around just so you can hear people talking and be made fun of.
Nocturnal: A new arc I'm working on that has up two two allies that regularly frequent the missions; neither buffs or heals, they're attack/attack. One mission has 3 extra allies who are weak (and none of which buff or heal) who betray you later. That means that mission has 5 allies who will be eating your exp. So the "optional ally who betrays you later" is no longer an option. Also, one mission has an allied boss fight so that they talk to you when you come in. They don't actually contribute much and if they did they'd already be stealing your exp. Now they steal your exp for simply existing.
Please reconsider doing this change so it only applies to units who buff/debuff, and not allied stationary spawns whatsoever. Units who only attack are already stealing your exp. There's no need to also eat up experience based on them simply existing. -
Yeah, but that locks you into resummoning it every minute, and it costs a ridiculous amount of endurance. I have it on my Dom and I just get tired of resummoning it and using up that endurance.
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Quote:Hm, this kinda throws off an arc I was working on that has a few weak allies (5 total, none with buffs of any sort) and three of them betray you later...
Rewards in Mission Architect missions that contain more than one allied critters will give progressively lower rewards for each additional allied critter in the mission.