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Luminara

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Posts posted by Luminara

  1. 2 minutes ago, gabrilend said:

    Ah yes I was concerned about that as well. Which is why I said: "I believe this will encourage players to fight in the overworld, and if AFKers are a concern then perhaps make it so that after 2 minutes of inactivity you stop gaining this type of EXP until you engage with an opponent again."

     

    Do you think that solution wouldn't adequately address the "world-sitters"?

     

    I think this would be construed as a direct assault on farming unless the restriction were specific to open-world content.  And if it was set up that way, it wouldn't act as encouragement to participate in open-world content, as it offers nothing to make it more desirable than, or even equally desirable to, TFs, Trials, raids, scanner/newspaper missions, tips, or even plain old story arcs.  It isn't even comparably rewarding for people who just want to street sweep, since they can street sweep now and gain inf* in addition to XP.

     

    In fact, for anything other than power-leveling, it's pointless, and for power-leveling, it's over the top.  Let's take 100 level 25 characters into Talos and have everyone defeat one minion (96 XP at level 25).  Everyone in the neighborhood would receive 96 * 100 = 9600 XP.  If they do that four times per minute, 9600 * 4 = 38,400 XP per minute.  In just over 2 minutes, everyone's level 26 (85,200 XP to go from 25 to 26).

     

    At level 49, a minion is worth 2464 XP.  2464 * 100 = 246,400.  246,400 * 4 = 985,600 XP per minute.  That's almost exactly 5 minutes from level 49 to level 50.

     

    Rough estimation: somewhere between 3 and 4 hours to hit level 50, doing nothing but beating down minion every 15 seconds.  No bosses, not even lieutenants, just minions, and not taking 2x XP or Patrol XP into account.  Start tossing in those variables and you have players lazily cruising to 50 in about 90 minutes, and the only reason it would take that long is because they'd have to move once in a while.

     

    I can't see any developer with any sense allowing that, so it'd likely have a massive XP penalty attached to keep it in check.  So now what's the point?  The XP rate would be crippled so it wasn't any better than any other option, it offers nothing else in the way of rewards... and, what, people jump at the chance to do it, and get a warm, fuzzy feeling about being shafted because they're being shafted amongst company?

     

    24 minutes ago, gabrilend said:

    Also, the current open-world missions aren't too difficult to complete. If there are enemy types in a particular area, there's typically enough around for you to be able to find the kind that you'd need.

     

    They're not difficult to complete now.  If players start taking over neighborhoods, and remember that enemies can't respawn until there's no-one near the spawn point (the only spawns that can are in the starter zones, like the Hellion Lieutenants around the lake in AP), there's nothing left for others unless all of the street sweepers pack up and leave.

     

    Yes, that the same code used in the starter zones can be applied universally.  That would resolve that problem, but introduce the problem of players just parking in an optimal spawn point and putting an AoE/PBAoE on auto.  And it would be even faster, since they wouldn't be wasting part of that 15 seconds moving on to another spawn to hit the 4 minions per minute quota.  10 minions served up every 60 seconds, courtesy of the server.  Since they're being fed their minions, there'd be no incentive for players to roll on, so players trying to complete street sweeps for missions would find it even more difficult to locate un-owned spawns.

     

    42 minutes ago, gabrilend said:

    I don't think there's enough players to support that kind of issue.

     

    https://massivelyop.com/2024/03/07/over-42000-people-played-city-of-heroes-homecoming-in-the-last-month/

     

    51 minutes ago, gabrilend said:

    Over time players would spread out to whichever zone they were leveled to (as encouraged by the proposed auto-party mechanics) and I believe that would ensure enough dispersal that it wouldn't be an issue. Perhaps disable this behavior at level 50, or re-enable the malefactor/exemplar system for level 50s and bring them to the average level of each neighborhood?

     

    So, over time, every neighborhood would be full, or full enough to make finding specific enemy groups in specific areas troublesome.  That's not sounding like an improvement to me.

     

    35 minutes ago, gabrilend said:

    Are there specific missions you had in mind that target rare mobs? I was only aware of the kind that are like "defeat 8 hellions" or "defeat 8 Crey units". But if they were more specific, like "defeat 8 embalmed Vahzilok corpses" or "defeat 8 Clockwork Tesla Knights" then perhaps that would be a bigger concern than I'm expecting.

     

    Synapse, Citadel, Manticore, Numina TFs.  Numerous story arcs in the 20's, 30's and 40's which require defeating 10-40 Council, Crey, Nemesis, Freakshow, etc. (there's at least one story arc which has three street sweeps in a row)  Random "Do this before you can unlock my story arc" missions which require street sweeps (50 Carnies or 50 Malta from contacts in PI, both very time-consuming because both groups spawn comparatively infrequently and typically only in smaller numbers).

     

    Go do a Numina TF.  How much more "fun" it would be if all 16 of the street sweeps itook significantly longer due to other players clearing out all of the spawns you needed to hit?  It's already unpopular because of all of the street sweeping, I can't imagine this having a positive effect on it.

     

     

    Those are the the problems I foresee with this.  Without draconian restrictions, it's obscenely abusable, and it would make certain TFs, story arcs and missions much more difficult, or all but impossible, to complete unless the player "got lucky" or logged in at a time when most players were asleep.  With those restrictions, it's horrendously punitive for anyone who isn't in a neighborhood with the zone capped, reducing their XP to 1% of what they should be receiving per current standards, and since there's no inf*, it's not even as worthwhile as participating in any other content in the game.

     

    You also don't address drops, which presumably would either go the way of inf* (making the whole idea even less appealing), be subject to the same drastic nerf as XP (basically shoving an ICBM up the ass of anyone who wasn't in a neighborhood with the zone capped), or unchanged from the current rules (good luck finding anything on the market for less than the equivalent price in reward merits).

  2. 5 minutes ago, gabrilend said:

    1. sharing exp (but not infamy/influence) to all players in a particular neighborhood will encourage players to engage with the overworld content

     

    In the same way it encourages door-sitters to engage with farm content?

     

    Also, with every zone now being a farm and players obliterating spawns faster than they can render, how do you ensure that players with Defeat X of <enemy group> open-world missions can actually complete those missions?

  3. 46 minutes ago, PeregrineFalcon said:

    I no longer teach English

     

     "You weak, sniveling, pathetic little nothing!  You misspelled four words on your essay and used an adverb where a pronoun would be appropriate!  DO YOU THINK KINDERGARTEN IS A JOKE?!"

    • Haha 3
  4. You disappoint me yet again, @Snarky.  Where's the sarcastic response?  Where's the cutting remark?  You're not earning that name.  Allow me to provide some examples:

     

    "Don't-give-a-shit-listed!"

     

    'Oh no!  Anyway..."

     

    "And?"

     

    "FINALLY."

    "If you'd communicated that much during the TF, it wouldn't have been a clusterfuck."

     

    "Whatever will I do without your brilliant leadership?  I mean, other than be happier and more successful."

     

    "You're still here?"

     

    "That's nice."

     

    "Damn, now how will I experience complete and utter incompetence..."

     

    "Maybe you should lead with that next time."

     

    "Free at last, free at last, thank God Almighty, FREE AT LAST!"

     

    Step up your game, Snarkleberrycrunch.

    • Haha 5
    • Microphone 2
  5. 40 minutes ago, PeregrineFalcon said:

    I'm really starting to hate this thing that internet people do where they accuse people of whining whenever they discuss a subject that they don't want discussed.

     

    A question was asked and the subject is being discussed. People are giving their opinions. The only person whining here is YOU.

     

    Whiner.

     

    😁

    • Haha 2
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  6. 13 minutes ago, Palehood said:

    How do you find out the full name of any particular Enhancement name that has been shortened?

     

    Load the build in Mids' or ask the person who posted it.

     

    Or Sherlock it.  Once you develop some familiarity with enhancements, it's not hard to discern abbreviated names, much the same way you can determine a file's purpose by looking at its extension.  Subdual is slotted with Thn, for example.  Subdual is a ranged attack and an Immobilize.  There are three IO sets which begin with a T in those two categories, Tempest, Thunderstrike and Trap of the Hunter.  Tempest can be excised from the list immediately, as it has no H or N.  And none of the Immobilize set IOs enhance Damage, so that means the slotted IOs can only be from Thunderstrike.

    • Like 1
  7. 2 hours ago, biostem said:

    The problem is that you'd have to essentially rewrite all powers to accept such enhancements and to have variable target types, (like ally-only to enemy-only for that healing power you used as an example).

     

    Agreed.  Even if it were limited to Power 10, that'd be 10 redirects baked into every power, each calling a copy of the original power with appropriate stats and slotting allowance.  That would mean creating several tens of thousands of powers.  The sheer volume of work involved would be insane.

     

    Technically possible, realistically unfeasible.

    • Thumbs Up 1
  8. 4 minutes ago, JackONight said:

    I think what confused me most was that when Athletic Run is active I can literally "run" (whilst jumping) up the side of the  base of the wall barriers surrounding the zones as well as other nearly sheer surfaces. Perhaps just adding this ability to SS then?

     

    That's Movement_Friction.  SS does that when Momentum is active.  If you really like that, though, you want Combat Jumping.  If there's the faintest hint of an angle to the vertical surface, you'll rocket up it with Combat Jumping.

  9. 52 minutes ago, Oklahoman said:

    If that worked, we could just have a script that runs periodically. AI could easily take over my job.

     

    We don't want your job.  We have better things to do than pick up the slack from a bunch of bipedal organic waste excretion machines.

    • Like 1
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  10. 14 hours ago, JackONight said:

    I find that it's actually fairly decent when paired with Sprint, and Athletic Run, but I'd love for it to feel that way without the other two toggles.

     

    Athletic Run doesn't increase your Run Speed while Super Speed is active.  Travel powers were redesigned to only apply the strongest buff, three years ago, and Super Speed is faster than Athletic Run, so only Super Speed's +Run is applied if you're running both toggles.  Super Speed's Momentum mechanic also provides comparable Jump Speed and more than twice as much Jump Height as Athletic Run, and those buffs included in the non-stacking rules, so you're really only benefitting from Athletic Run's +Jump Speed/Height when you're standing still.

     

    Sprint does stack with Super Speed, but as @macskull noted, you can hit the Run Speed cap without Sprint.

     

    So this "fix" appears to be for the "problem" of having to use enhancements to hit the Run Speed cap.

     

    On 4/10/2021 at 9:06 AM, Jimmy said:

    Speed enhancements and enhancement sets now provide meaningful improvements to real travel powers (but these powers aren't any slower if you choose not to slot them), and the level of investment required to max out each travel power is much more even

     

    That's from the Page 2 travel power update.

     

    That means "Use enhancements, that's why we have them."

    • Thumbs Up 1
  11. 11 minutes ago, Oklahoman said:

    Why does underwear come in ziplocked baggies, but chips don't?

     

    Having never purchased underwear, I was unaware of this development... but it's probably so you have a way to suffocate yourself after seeing what your ass looks like, crammed into a crotch-squeezing nightmare that makes all of the flesh around it appear to be made of dough and marshmallows.

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