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Posts
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I've been running tests and posting the results in the Market section of the boards. The drop rates are no where near what I expected for running missions set for 8 men. But the most upsetting part is the dev silence on the matter. This is a much anticipated feature that does not seem to be working as expected. Personally it is the ONLY feature of I16 I was looking forward to. When you take the complaints during beta and the complaints since I16 went live, and combine them with the data players are providing as well as our various theories I would have expected some sort of dev response by now.
I will be doing one last batch of testing tonight using Herostats (crossing fingers that it will still work for me). Depending on how long I can stomach the high risk and little rewards, I'll either post the results tonight or tomorrow morning. -
I've turned down every invitation to team from people I don't know over the last week when I'm on my 50s. Why? Not because I'm a "Level 50 snob" but because I've been testing out the new difficulty settings and the reduction in drops.
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I had to download the unstable Herostats and that works for me.
+0 8 man spawn bosses but No AVs
1 Radio Mission 1 RWZ Mission (Level 50)
477 Enemies defeated (Not counting Rikti Monkies, Dark Servents etc Some may have been from Rikti portal)
26 Vangaurd merits
103 Inspirations
31 Salvage
11 Recipes (1 from mission completion)
5 Enhancements
Cleaving Blow: Dam/Rech (Recipe)
Doctored Wounds: End/Rech (Recipe)
Gaussian's Synchronized Fire-Control:To Hit Buff/Rech/End Reduction (Mission Completion)
Ghost Widow's Embrace: End/Hold (Recipe)
Invention: Defense Buff (Recipe)
Invention: Endurance Red. (Recipe)
Invention: Fly (Recipe)
Invention: Immobilize Duration (Recipe)
Invention: Recharge Red. (Recipe)
Invention: Stun Duration (Recipe) -
Welcome to our dysfunctional yet fun family of Victory!
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Quote:I know it's frustrating, believe me. The mission difficulty settings and the prospect of obtaining drops set for 8 man teams was the only thing I was really looking forward to in I16. But if at all possible you should help contribute to the data. The way I see it is until we get a nod of acknowledgment from the devs we should supply as much data as possible.How much proof do the devs need, that this is a major issue...
Frankly, it seems pretty pointless playing the game until this is fixed as i'm not wanting to spend rediculous amounts of inf to slot up etc ++ Knowing that when im gaming, im near enough washing my time since im missing out on so many drops I should be getting -
How do you get that type of screenshot?
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Quote:I thought I was the only one running Lightning Field? Wasn't Des running a Dark Armor toon? We should have hit the sewers, I could have had my 21 rad defender herd with both toggles and we could have just walloped on the badguys to a quick level 6 then headed for regular play. Maybe next time.Why is this directed at me? Ele and I really are different people >.> I think he meant this (Isolators) was fun. He usually lets me PL him through the first while because it's hard to find competent players on the fly at super low levels.
The tanking was a little difficult with two scrappers running lightning field and I only chilling embrace; I had to Des ahead just to get initial aggro. Never taken taunt this early before, and I'm loving the free end cost on it now. -
I hope it did, unfortunately there are no patch notes and we can only speculate as to what fixes were pushed yesterday. Some are saying it was the "Master of" disconnect fix. Some players have been testing drop rates over in the Market forums, i will check later on to see if anyone posted anything new. I can't test myself because I will be away all weekend.
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Quote:Yup I recall that time, that's when I used to exclusively play defenders.Once upon a time, it used to be Defenders had more HPs than both Blasters and Controllers. At the time, Blasters were nevertheless somewhat overpowered due to various factors (mostly an out of whack Smoke Grenade). Once those factors were fixed, it turned out that Blasters were actually useless. So the Devs kept throwing stuff like more HP and a new Inherent at the AT in an effort to make it worthwhile.
The Defender Inherent was just added in to insult Defender players clamoring for an Inherent of their own after everyone else had gotten one. Essentially it's the Devs saying 'shut up and heal, n00b'. In other words, I wouldn't expect anything to come out of that. After all, Defenders are fine as they are, even with low HP and Negligence.
For the longest the CoH website still stated defenders as having medium hitpoints even though they were reduced.
I still remember when they came out with the defender inherent, it was as if no thought or consideration at all went into it. Even after it came out and the defender boards were like "are you kidding us?" nothing was done to change it. I believe some of the other inherents have undergone tweaks since their release.
I guess ever cloud has a silver lining, due to the lack of defender "love" I switched over to playing scrappers, and man do I love scrappers! -
low damage, low hit points, weak inherent; ever going to happen, not even with a level 50. I think that since the devs seem stone set on not giving defenders an all around useful inherent, they should at least increase defenders hitpoints so they can survive long enough to... well defend. I think increasing the hitpoints is a good way of buffing defenders without infringing on the other ATs turf. It would also give players a reason to pick defenders over corrupters.
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Quote:Thanks.Try going into Data > Select Instance and force it to your game instance. I haven't had the online offline issue, that I am aware of, but I have had it stop recording most data (still recorded xp, inf, and debt though) and doing the above fixed that.
I did that a few times and the issue still persists, I think the new version comes out next week sometime. Hopefully that will solve my issues. -
During the time between AE's release and I16 purples became almost mega rare (assuming mega is greater than ultra) because 1) Players did less content that dropped purples and 2) Players had huge amounts of currency from farming AE. So what we had was a high demand for purples (as always) but a very low supply, mix in inpatient players with wealthy toons and viola!
I have noticed over the past few days the number of purple sale transactions have increased and the prices are beginning to drop a little. It seems the dev smackdown of AE has players doing normal content again.
Once the devs admit there is a mission difficulty drop rate issue and address it, I think we will see a surge of purples on the market. Unfortunately they can not do anything to address the impatient players that will pay over top dollar for items. -
Quote:I also noticed this morning that recipe drops came almost in pairs. Herostats still toggles between online and offline for me so I can't really tell how many badguys I defeat.Here's an interesting chain of thought.
When the demon ship map was bugged, it was using a static string of numbers, rather than a random one. That made it possible to manipulate it. At the time, SG-mode could drop base salvage, so by shifting in and out of SG mode, you could manipulate which numbers were rolled for what values.
The interesting part is that the same number string was used for salvage, inspirations, enhancements, recipe, and base salvage. Now, if what we're seeing is that salvage and inspirations are dropping normally, but enhancements and recipes are not, then I see 2 possibilities.
1: The drop rate for recipes was changed. Synapse has said that this isn't the case, and I imagine it wouldn't be very hard to check, although the fact that this bug appeared at the same time as drop rates in AE were tweaked means its not outside the realm of possibility. If the "reduced rewards" code is being called somewhere in the non-AE coding, it could lead to reductions in rewards. (don't custom critters now reward 75% base XP?)
2: The new difficulty slider is causing trouble with the way drops are assigned after they're rolled, giving some drops to non-existent teammates. This is why we need to check the drop rates of real teammates vs. virtual ones, and also test them on very low (+0/x1) difficulty settings.
I ran papers all morning on +0x1, and started noticing certain patterns. Recipe/enhancement drops almost always came in pairs for me: if I went a while without either, then got one, the very next spawn was likely to drop one as well. Often, this was the first 2 spawns of a map, although it did happen at other times. Nowhere near enough to call it a real pattern, but enough to make me take notice. I suggest that in addition to counting drops, watch for patterns of drops, especially patches where you get several recipes or enhancements in a short amount of time. I have no idea WHY this would happen, unless the RNG was well and truly broken, though.
My results for the morning. Difficulty was +0/x1 the whole way through
672 rewarding mobs defeated
13 bosses and elite bosses
45 lieutenants
605 minions
6 underlings (XP only)
3 rewarding mobs of unknown rank
Archon Belaggi (1)
Archon Leery (1)
Archon Romano (1)
0 pets and 6 greys
696 inf/debt rewards
1474404 inf
22283 prestige
24 vanguard merits
13 Pool A recipes (Mob Defeats) from 743 minion equivalents (1.75%)
2 uncommon and rare recipes
Hecatomb : Dam (Superior) (Recipe)
Undermined Defenses: Defense Debuff/Endurance Reduction (Recipe)
11 common recipes
1 Pool B recipes (Mission Complete)
Performance Shifter : End Mod/Rech/Acc (Recipe)
58 salvage from 714 minion equivalents (8.11%)
2 rare
6 uncommon
50 common
9 single origin enhancements
220 inspirations (1 tier 3, 68 tier 2, 151 tier 1, 0 special)
Also of note: 24 missions, 1 Pool B recipe? These were about 18 papers and 6 Borea missions. -
SR is a great secondary as others have pointed out. I think Inv is another good choice depending on the primary. I haven't taken my WP scrapper to the wall yet, but I'd suspect the results would be similar to using my Inv.
Scrappers I have taken into Cim without issues:
Kat/SR
DM/SR
BS/Inv (Relays heavily on Divine Avalanche) -
Quote:I will try that program later since Herostats is acting flaky on me.That's awesome! Thank you :-)
The things to make sure you record are:
- exact number of minions, lts and bosses defeated.
- exact number of Pool A recipe and salvage drops.
- map.
- difficulty setting.
- team size setting.
- AT.
- mission conditions (e.g. normal mission map, Ouroboros, exemplared).
DropStats (www.glasspaw.com/dropstats) will tally up the defeats and drops from the ingame chat log, saving a lot of time.
If you have a particular theory you want to test, it takes ~2000 minion-equivalent defeats to get a statistically significant result for any one set of conditions. (Or rather, this will get a confidence interval narrow enough to distinguish between the old and 'new' results as established so far.) The most important thing, though, is to report ALL runs, whether the rate seems high, low, whatever. Selective reporting will destroy the validity of the data gathered.
Using the old pencil and paper method:
2 Scanner missions
+0 (x8 Players) Boss but No AVs
26 salvage
9 recipes (lvl 50)
1 End reduction
1 Titanium Coating
1 Range
2 Recharge Reduction
3 Resist Damage
1 Sleep -
Blah, Herostats doesn't seem to be working for me, it says offline, then goes online, then right back off. I guess I'll have to do it the old fashion way.
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I wasn't running herostats for the last two days, but I do know in 4 hours of running 8 man spawns (day one a -1 and day 2 at 0) I thought I received 10 total recipes, but remembered I ran a LGTF yesterday also and the Posi's blast I received definatley came from there. Tomorrow I will try to get Herostats to work, but I do know the drop rates for recipes are NOT what I expected them to be when running missions set for 8 man teams. Salvage is another story.
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Quote:Using the new difficulty settings over the past two days and hearing in game from players that solo 8 man spawns leads me to believe you don't get an increase in drops and players are starting to ask for pads again. Personally speaking I got about 10 recipes in 4 hours of soloing 8 man spawns in the past two days. Of course it could just be bad luck for me, but I expected a lot more considering the amount of enemies I am fighting. Among some of the theories floating around is that the other 7 "virtual" players are "getting" the drops. We won't know unless a red name sheds some light on it. I'm just glad they didn't nerf the influence.I think it's important to recognize that the devs aren't anti-farming - they're just anti-farming in the AE, because it has a major impact on non-farming players.
Like pre AE, they never put a minimum entry level of 40 on PI, no matter how many people were being PLed there.
They tweaked Family and Demon xp a bit, and added a timer to the Dreck misison, but the basic ability for a low level to go to PI and be PLed was always left open, because it didn't really affect other players, but the AE was being badly affected by farm missions, and farming there was having a way bigger impact on non-farmers and the game in general than the old style PI farming ever had.
Issue I16 actually contains some good stuff for farmers - the new difficulty settings will make it easier and faster for them, with no need for fillers anymore, so I think I16 is more an attempt to balance the needs of farmers and non-farmers, rather than an attempt to just nerf farmers. -
Download mids or use Suckerpunch's planner. I16 just hit yesterday and so did the Mids update. Suckerpunch is currently looking for people to help test his planner. If you aren't comfortable using those programs your best bet might be to just play the scrapper and level him up, then come back to the scrapper forums from time to time.
http://www.cohplanner.com/ -
I'm in Brooklyn. NY not Ohio, same time zone anyways EST. Lucky for me I'm waaaay to lazy to post events and generally leach off of MP (both), Des, Masque, Chumly etc
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Okay I lied, I went home during lunch to get a jump on the download before the after work crowd gets on. You couldn't immediately log into the game but the character creation screen was up so I played around with that and ended up making a DM/EA scrapper.
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Okay I think I've settled on a toon:
Ugot Ohm'd: DM/EA Scrapper
I've been playing SR scrappers for so long I haven't the foggiest idea of how to max out the survivability of a resistance based toon. Should be interesting... -
I went home during lunch to update before the evening rush. I then spent a good 30 minutes trying to decide what to roll for Iso's. I finally settled on a DM/Elec scrapper, although I hate the idea of using one of the same set as my last 50.
I really wanted to try (and may still) Traps, but nothing seemed to mesh with it and I'd hate to roll an AR defender and have redraw ruin my experience like it did with my AR/Pain corr.
I don't know if it's my new video card or an I16 change but I never noticed the reflection on the "Galactic" goggles before. The character creation screen is really nice now, I love that you can change between "night" and "day".
Can't wait to get back home and run some 8 man spawn radio missions. Muahahahaha! -
Once again your hard work is appreciated!