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Posted

Good morning/afternoon/evening.

 

Server: Everlasting

Characters Affected: Lady Dawn, Champion of Jashin, Ms. Rae, Crime Fighter

 

Situation:
Yesterday while in IP, I ran a league to take down Lusca. I attempted "balancing" both teams though it was my understanding this was no longer necessary to obtain badges and merits. On kill, team 1 (which had only 1 more person) had obtained the Devilfish badge. Team two was neglected in rewards- no badge, no merits. Any assistance you can provide would be appreciated.

Posted

Thanks for posting this, Aybeth! I play Lady Dawn and I didn't receive a badge - and we were definitely actively fighting the Lusca / inflicting damage. Could we please rectify this? Thanks! 

Posted (edited)

If I remember the way badge credit works, your character has to do more than a set fraction of the mob's HP to get credit -- with your team's total damage being used for the check if you're in a team (obviously, it's easier to do, say, 15% of Babbage's HP if you've got a team of four or five helping the team doing Synapse than if the four or five of you all go it solo). If you move someone between teams in a league during the fight, I'm pretty sure that they don't take their team's damage total with them. So if you've got a league with nine people, and for most of the fight it's split into a full team of 8 and 1 on the other team, then close to the end push three people onto the short team to even things out, they may not be able to do enough damage after the move for that team to get badge credit.

Edited by srmalloy
Posted

Teams were only off by 1 person a piece. And it was Lusca, so the head was not vulnerable to assault until BOTH teams went in. I made a point to even out the teams dmg wise prior to even initiating the pull.  I remember the way it used to work and while I didn't believe that was a thing I did so anyways.

 

It's frustrating. Other people can walk up and just throw a punch at Kraken and get merits and badge. People who genuinely contributed to Lusca got ... nada.

Posted

Sometimes debugging a problem is a matter of eliminating the stupid things first and seeing what was left. Fighting Lusca, there's more than enough time to balance the teams before you get to the head fight, but I wanted to eliminate it as a possibility.

Posted

Totally get it! Thanks though. I know some folk aren't aware of that mechanic 🙂 Good looking out though, and it's appreciated!

  • City Council
Posted

The reward trigger for Lusca has nothing to do with damage. It is given to all players within 800 units (feet?) of the encounter spawn location (in this case, the head) when it dies.

  • Thanks 1
Posted

Would it be possible to up the range on the head-die-trigger radius, @Faultline, but amend a secondary trigger that the player had to be in range of a defeated tentacle within the last 30 minutes or so as well.

This would help players who aren't able to make it to the head in time for the rest of the team tearing it apart, who may have contributed to one or more of the tentacles, without also just giving the badge to random passer-bys?

  • City Council
Posted

That's probably too complex a condition. I'm going to start by adding the badge as a reward for just defeating the head (which will work in the same way as the Hamidon reward, so even one punch will do it) and I expect that will largely solve the problem.

Posted

You might want to make the badge award to anyone on a team that defeats the head as long as they're in zone. A badge isn't something that can be exploited much, but I remember the bug that briefly existed on Live where mission glowies that awarded experience for clicking would allow characters on the team but not in the mission receive absurd amounts of XP. And I don't think "in IP" is a complex check to make.

  • City Council
Posted
31 minutes ago, srmalloy said:

You might want to make the badge award to anyone on a team that defeats the head as long as they're in zone. A badge isn't something that can be exploited much, but I remember the bug that briefly existed on Live where mission glowies that awarded experience for clicking would allow characters on the team but not in the mission receive absurd amounts of XP. And I don't think "in IP" is a complex check to make.

The change @Faultline just made means it now behaves like every other GM (along with also awarding to anyone within 800 feet). It should work almost like you're describing, but I think if you're way out of range you might not get it - not entirely sure.

 

Either way, it's now consistent with other GMs, and those all generally work fine.

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