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Posts
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I would be one of these people. I am on this channel with both of my accounts and probably play 75-90% on red side. So give a shout....you might have to shout twice because I am old and my eyes don't always register chat movement while I am in the middle of killing things.
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This tread makes me feel old....I have no idea what half of this music is.
For me, "Boom, Boom, Boom" by Big Head Todd and the Monsters featuring John Lee ****** makes me want to go punch things on either side.
"Big Time" by Webb Wilder. "If you're fat, if you're bald, it don't matter at all. You're never to small to hit the big time" that lyric makes me think of alot of my toons.
Red side its "Run to the Hills" and "Number of the Beast" by Iron Maiden and for some reason "The Wizard" by Black Sabbath.
and from out of the blue The Who has a song I cannot remember the name of (Mr. Spider?maybe?) where the chorus goes "creep creepy crawly crawly" faster and faster, just makes me think of Grandville. I always thought our talented crew of video makers is missing a gem with that tune. -
Quote:Your welcome. I don't think I ever argued otherwise.Also, what you said. Thanks for proving my point. Every "fix" does indeed hurt the intended use as much or more than the unintended use.
Quote:Worrying about arbitrary reward limits only gets in the way of that.
If the exploiters new going in that they could do 10%-15% better elsewhere, would they be inclined to go eslewhere?? -
I go for the stories and have tried my hand at creating several. Unfortunately the current state makes it hard on all but the most dedicated MA people, and rough on them as well. Just the thought of spending the time to make an arc only to have it rendered broken by the next "fix" that was supposed to kill exploits makes it hardly worth the time.
This doesnt even begin to touch the problems of it not being team friendly because only the leader has any idea what is going on as no one else on the team can read the story. This is a PVE problem as well.
and then there is the whole looking for something new to play issue. I equate it to knowing someone just flushed a bunch of loose diamonds down my toilet and now I have to decide if it is worth the trouble to sift through the crap in the septic tank to find them...I know they're there, but ugh...
I had high hopes for this thing and just get more frustrated as time goes by. -
So legitimate users will stop using MA because the best reward their story can genrerate, or the mission they are playing, will never give them more than 85% (just a rough number) of what they could get under optimal circumstances on the best PVE farm in the game??? How many legitimate story missions approach those kind of rewards???
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Quote:First off, I have never made a "kill stuffz" mission in MA and don't play them there. There are plenty of PVE missions for me o go do that. Excuse me for trying to find some way to end the exploit/nerf cycle that some how works for everybody. I should know better.There is no difference. Go run Liberate TV and keep your lame "Kill stuffz" missions out of MA.
Quote:How does that work? Since capping XP/mission won't work, do they cap XP/hour? What's to stop you from farming up to your hourly cap, then switching toons? XP/Minute? Sounds like a lot of effort to allow people to use MA for something it was never intended for.
Arcanaville even said (and I am going off of memory from a post a little way up) that MA will likely never be exploit free but could possibly be made as close to PVE exploitable as possible. That is all I am trying to do. Figure out how to make the exploiters hit that PVE ceiling or even lower it a bit so there is incentive for them to go elsewhere.
I may not be smart enough to figure out why an XP cap won't work but you haven't explained it to me either. -
Quote:Given what you just described, the difference between running the Liberate TV mish over and over and an MA mish over and over would be what? If they could not surpass the XP of the Liberate TV mish because of the cap who cares?Once you reach the cap, you click the blinky and exit the mission. The cap would have to be rather high in the first place to avoid punishing authors of legitimate arcs or non-farmers who enjoy running heavily IOd melee toons through said legitimate arcs at high difficulty, so a farmer would be able to get quite a lot of farming in before hitting it. Then punch out, repeat. Just like they do with tickets.
Quote:The problem the ally nerf was intended to solve wasn't that people were actually getting more XP/mission. The problem is that they were getting said XP faster and more safely. Compare the kill rate of an SO'd Scrapper to that of a heavily IOd Scrapper with perma-hasten, soft-capped defense and added HP, regen, and recovery. The IOd Scrapper can survive tougher spawns and kill them faster. A map full of allies can, in seconds, give anyone that survivability and kill speed, that would otherwise take billions of inf to achieve.
If speed is the real problem then there should be a way to figure that into the XP cap. There has to be a hard limit to how fast a toon, or a group, can mow down mobs given damage per second, recharge, maximun buffs each attribute will accept, and whatever else would go into figuring that out. If that can be figured out then there has to be a way to use that to say "If you are running at peak efficiency, speed and damage then the max XP that can be generated is "X".
Once that number is determined, the devs then decide how close they will allow an MA mish to approach that number. The average story arc is likely not constructed in a manner that will approach that number. I have no idea what that number would be. If that max XP number was set to 10% less than the total XP possible from a +4 x8 spawned Liberate TV mission (just for an example) would that be enough for people to say I can farm/PL better on regular missions? Would that be enough XP available to not punish the authors?
The "survivablity" issue granted by allies is a different problem. I am not sure that allies can push you past the peak efficiency/speed/damage number given the buff caps for character attributes. Can they make it super easy? Looks like it, but I have been on a lot of 8 person teams that make PVE content look like it has zero risk. If telling folks they can put as many allies in as they want, make it as easy as you want, but the best you can do is "X" amount of XP and "X" amount of Tickets, I think they might find something else to do. Especially if the best they can do is smidge less than what they can do in the best PVE farm.
I think once you find that peak XP number you can reduce that number to point that the Authors are happy and the farmers will just settle for it being about the same they can get doing anything else. -
Wow, of the three choices listed in the title I guess I would say badges.
I would love for it to be MA but in it's current state not so much. Too many MARC's are broken by patches and there is simply too much dreck to sift through. I feel really bad for the good mission authors.
PVP we used to do alot of as an SG event in the arena and some zone play prior to I13 but after that no one wanted anything to do with it. We did it as a casual event. We were certainly not hardcore PVPers and it still killed it for us.
So, yeah, Badges. Just becasue I need them for accolades. -
Ok, since my first suggestion seems to be a math and coding nightmare can one of the math guru's tell me what the problem would be with simply placing a cap on the XP obtainable per mission?
The devs have been data mining for some time now and I suspect they have a good idea what kind of XP an average 8 player pug can produce by doing scanners for example. Given the fact a solo player can set their difficulty to be equal to a team of 8, why can't they just say no matter what you put in the mish the maximum amount of XP obtainable is "X"?
If you fill a map with enough enemies to go over that limit they produce nothing. Would you then be able to roll some things back into the MA that have been removed because they cannot produce accelerated rewards?
I am also all for a complete mission purge. Allow folks enough time, and send an email notice to folks that have been away, so they can unpublish their work. Then wipe the slate clean and insitute some form of Venture's system where once an arc is published it must be attended to by the author or played by the public during a certain period of time or it will be automatically removed from the listing. -
While I live close to Chicago and Comic Con in August would be my first choice. I would be cool with the Indy event. Only about 2 and a half hours away and the sister in-laws family just moved there so I got free room and board for me and the wife.
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Quote:Okay, all the talk throughout this thread about the Korean Won, exchange rates and doom is hurting my head. This is how a simple old ditch digger looks at the financial health of the game I love to play:I have only two extremely vague notions about that.
First of all, the last statement recorded an accounting loss of about 2000 MWon for NCI and a revenue of about 3350, which I'm assuming is mostly CoH. This suggests that at least for that quarter NC was accounting NCI as having 5350 MWon of expenses, at least roughly for our purposes. If we assume that about half of those expenses are being accounted for as part of whatever new thing they are cooking up, that means CoH the game itself was at least on-paper slightly profitable: to the tune of about 700 MWon.
For the sake of arguement, let's say CoH/CoV currently has 80,000 subscriptions, NOT players, subscriptions (some folks say its more but I doubt its less). Each subscrtiption is paying $15 a month for a given year. This gives Paragon a gross annual operating budget of $14,400,000.
If the grand-pooh-bahs in Korean take a 15% cut off the top for profit that comes to $2,160,000 leaving $12,240,000.
If Paragon is running at the high end of the payroll to income "comfort zone" and spends 30% of revenue on payroll expenses, that comes to $4,320,000 per year or an annual average salary of $86,400 per year for the 50 Paragon employees. If you would like, throw in an insurance/benefit package of $35,000 per employee for another $1,750,000
After Korea's cut and payroll/benefits there is $6,170,000 left to run and develop the game. Someone with more knowledge of the costs to do those things will have to tell me if that is enough. I am guessing it is sufficient.
None of this includes booster packs, GR pre-sales, or any other source of revenue. That is just what they have to work with based on 80,000 subscriptions.
This is all a very rough estimate from a guy that plays with giant tonka toys for a living but I think they are doing ok. -
I feel your pain Witty. June is gonna be a bad month for me. 2 graduations and turn 40 on the 25th. I think I would prefer the all in one day thing then to drag it out over the whole month.
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Quote:If it means the system is not gutted for use by authors of quality material then yes. We just need to come up with a "cost" of some kind for being able to run that high reward content. If the tech is not available to judge the xp rate on a mish based on the tools/mobs being used then its back to the drawing board for my idea. I run giant tonka toys for a living so I am some what lacking in my tech knowledge.Ah I see. So you believe that higher rewards than dev-created content should be possible in AE?
Perhaps they just cap XP rate per mission like they capped tickets. If there is an acceptable rate for xp/hour in dev content then make it within a certain percentage of that for AE. Then make dbl xp weekend count in AE as well. -
Quote:I quantify risk vs reward by what the devs have set forth in the content they create. If "Teen Phalanx Forever" allows a player to level faster than double XP weekend because of multiple allies then the cost to play that mish would be high. If "Teen Phalanx Forever" let's you level the same as doing and arc from an NPC contact then no problem it's a cheap 100 influence to play mish.All this depends on how you define "high rewards." High by what standard? High rewards proportionate to time invested, or proportionate to risk?
If you're looking at high rewards proportionate to time spent, that's already been addressed. The all-boss and all-lieutenant groups that did away with all those time-wasting minions have had their rewards reduced. Enemies that give bonus XP outside of AE do not do so in AE. The only advantage AE has in this case is that it allows you to choose a map with little downtime and fill it with an enemy that is weak to your damage type.
As far as high rewards proportionate to the risk, well, isn't that what the ally patch was supposed to take care of? So you are suggesting charging influence to play an arc such as "Teen Phalanx Forever," which has multiple allies in every mission? Charging people to even try out your arc would be even more detrimental than reducing the XP.
So how would you quantify "risk vs reward?"
Personally I would love to walk into MA and look at a menu divided by cost:
Dev choice, guest author and whetever else the Doc decides = free to play
Arcs with rewards equal to dev content: 100 inf flat rate
Arc with rewards equal to dbl XP weekend: 5 mil per player on the team
Arcs that surpass dbl xp by 10%: 10-50 mil per player on the team
Then I know anything on the menu over 100 inf is a farm and I can concetrate on the stuff that isn't. People that want to fight easy maps for easy xp pay a premium.
It's no different then hunting. If you are in it for the experience of being in the woods and absorbing the sights and sounds, you buy a $15 dollar hunting license and park yourself in the woods early in the morning and absorb the ambience. You are happier with a successful hunt but happy either way. You are in it for the story. If you want a garunteed trophy kill with no challenge you pay $5,000-$10,000 to go to some private animal preserve and shoot something that was no challenge at all. You are in it for the reward to hang on the wall so you pay to get it.
From what I can tell the ally patch ruined a lot of what were once very well done arcs that were in no way farms. If the collateral damage from all this farm control is to kill quality work then it is counter productive. I would rather charge the big game hunters for their easy kills then to continue down this exploit/nerf path that has rendered the MA a shell of what it should be. -
Quote:I think we may agree on this but I tend to lean towards more of that money coming from vendoring/marketing than from kills. For me, the tickets just replace the drops.MA is certainly used for inf farming.
Regular content farming does generate quite a bit of inf from kills. Threads on the subject have quoted amounts in the range of 20-30 mil, just from kills and vendoring.
Purples and other good drops are where the real money is but there is quite a bit generated from kills. Inf badges don't lie.
Quote:So....what exactly are you saying? That story and rewards are mutually exclusive (the flies are really buzzing around that one)? Or are you saying that you should be able to use MA to create farms that give more XP than standard missions?
If that is the case, then make the system so all the tools are there for making great arcs but charge infamy to play. Stories that fall within the designed xp/whatever that dev content provides charge a minimal fee. Arcs that provide accelerated rewards pay an accelerated fee and I mean way accelerated fee. If you want to PL a toon from 1-50 have at it. Running high reward content is going to cost you 10 mil a run (again, random number could be 50 mil for all I care).
Look, I really want MA to work. I have lots of stories I would like to try out, both writing and playing, but the constant exploit/nerf cycle makes it seems like any attempt is a waste of time. If the cost of having a functional story telling tool is people can still farm then perhaps we all have to live with that side effect. All we can do is cushion the blow and I think charging infamy/influence to run low risk - high reward content is an idea worth thinking about. -
Quote:Perhaps I missed the infamy farming in MA but I thought most folks farmed it for XP and turned in tickets for high dollar rolls or recipes. Even if you farm regular content for infamy you are really farmimg to sell the drops, in this case tickets are the drops. Yes you will make infamy off the kills but selling reg IO recipes and good drops is where the real money is at.Not everyone cares about XP. Inf is a reward also, and to some it is a more meaningful reward than XP.
Any meaningful pay-for-use system would require players to participate in one mini-game (farming and/or the market) to use a completely unrelated one (a storytelling tool). Aside from PvP, CoX has done a fairly good job at keeping its mini-games independent of each other. So no.
If all you want to do is use the story part of MA then the cost to play those type of arcs would not require other types of mini game play. -
I still say, and have for some time now, the MA is an entertainment system/holosuite business and should charge for its services.
XP and tickets should be the rewards but it should cost you to get them at an excelerated rate. Price of missions should be based on XP rate. If a missions xp rate falls at or below the normal in game mission xp rate the fee would be nominal (100 inf for example) the higher the xp rate the fee goes up exponetially.
Dev choices, guest authors or anything the good Doc likes from an AE contest would be granted free to play status.
You can make farming have a cost to benefit ratio and create a badly needed influence/infamy sink in the game all at the same time. People could search arcs by cost. High dollar arcs would be obvious farms. If you want to pay 10 mil (random number) play away, high rate rewards = high dollar cost. Want a good story? Plunk down a hundo and have fun.
MA should have been presented this way from the start. Its a business. Pay to use it. -
Crap....Warboss swore us to secrecy about the whole multiple faceplants...disregard my previous comments...move along....nothing to see here.
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I was on Warboss' team and we faceplanted multiple times at the door and in the lobby during the first half but we stuck it out through some bad lag for me and a run to AE for purps. Our dopplegangers didn't fair too well. They got a couple of teammates but we managed to take them out pretty easy.
I believe 5 of us hung around for part two and we completed both parts in a total of about 3 hours, which I didn't think was too bad. Some folks were a little worried about Doc V in the last mish but I had done it on a 3 person team while playing two of the toons myself so I knew we could get it.
Good teams for both runs. Nog taunted our way out of some bad situations and took some licks for those of us running lowbies. Everybody pulled their weight with no complaints. Heck, no one even complained about my dumb wise cracks...at least not in chat that I could read... -
Holy Crap! First Friday is just around the corner. Hootenanny fires up again this Friday, May 7th. Meet by Alan Desslock 8 PM central time.
We can crank the dif on TF's again so I would like to run an Ice Mistral but as always we will work with the levels that show up.
Have fun dammit!
Papa Slade -
Hmmmm...my main tank on Champion has already done a Posi. Might be time to give a baby tank some love.
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Saturdays are always a bit out of whack for me. I never know if/when I will get to play. When I playduring the week it is usually not till between 7-8pm central time.
The only things I do regularly are Tanker Teusday over on Champion (once a month), The Arachnos Friday Night Jamboree and Hootenanny here on Triumph (once a month) and I might make 50-cals and Trolls weekly TF's on occasion. Otherwise I am just doing random whatever. -
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I did not run either of the new posi's but from what I have read there are zero kill alls and they are not exceptionally long so getting both done should be doable...but I really have no idea...so take that for what its worth
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Still around but really have cut back tha last week or so and will stay light till I17 drops. Too much other stuff going on and I just need something new to do in game.
Unfortunately I do not see enough new content in I17 to keep me busy till GR comes out so it might be a slow couple months around here for me