Beerfish
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Post by Beerfish on Dec 8, 2016 15:31:39 GMT
Only because you have played the game a ton, know the choke points, know the places to get out of trouble and are very experienced and a good player, as in have played alot. Either way you have to play alot. Stick a new person with the load out you talk about in plat and they;d be dead in 3 seconds. There is a difference between knowing the finer points of the game mechanics and how to effectively play than being placed in a situation that is literally impossible for you to even do marginally well because of inflated health and attack stats though. Both require a lot of playing time. That is my point. People using the word 'grind' for DAIMP and not acknowledging that to get a maxed manifest it is a grind in me3mp are being disingenuous imo. Both systems are set up to get the player to play a lot over a long period of time. It should take you a lot of play to 'get gud' whether it be from a maxed manifest, prestige points or just learning to be a good player. In any case if ME4 is going to have anything like the DAIMP progression I'm sure it will be toned down. Me3mp did way better than DAIMP so they will follow that model more closely I would imagine.
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Post by Lvca on Dec 8, 2016 16:22:30 GMT
But what is so inherently wrong about starting out at the lower tiers if they are challenging for that character? I mean, I see the reverse all the time, people in bronze with Harriers by reasons that escape my understanding... but if the challenge and fun are there, why is it bad to play lowbies with a lowbie character? There's nothing wrong with starting in the lower difficulties. Most of us did. My first ever match was Bronze Ghost (don't remember the kit and gun) and I got killed before I could kill a single trooper. I don't think anybody here complains about the Prestige thing because it forces players to a lower difficulty, but rather because the "only" (ofc, this depends on how much does the Prestige XP end up affecting your stats) way to go up is through promoting, not learning how to play the game. I started to play a year and a few months ago (very late). I spent a lot of time on bronze and then silver, being scared of Gold, and Platinum was just the dream land of the incredibly good players, the forbidden land. Then some friends took me to the higher difficulties and taught me lots of things about game mechanics, I watched solos by the amazing players on these (well, the late BSN) boards, read posts on the resource library... Even then I don't think I dared pug gold until I had played around 300 hours and was using the TGI (which I don't know if you have unlocked but it is regarded as one of the most OP kits and is very newb-friendly). But I knew the main obstacle was self-confidence and skill. Not grinding promotions (which I only did to get the N7 Mastery and BoTB done, and that I didn't particularly enjoy but I'm a bit of a completionist). I had a motivation in that I realised that if I were to become good enough (if that thing was possible) nothing would separate me from a player that had been playing from the start. We would be in the same conditions. Same kits, same guns (*if manifest allows it), same stats. Maybe different choices on how to spec kits, but that's up to one's personal taste. I find this kind progression much more interesting that promotions. I personally don't want my characters to become stronger with time/promotions. I want to become a better player. The way I see it, both systems reward time spent playing. But one allows you more freedom than the other.
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Post by Deleted on Dec 8, 2016 17:48:50 GMT
Well, let's see how subtly it's done. From what I gather, the daimp had more troubles than rewarding time committed with character advancement. I kind of understand that for people who regularly play Gold and Platinum now it might feel like a step back. But if the game is as much fun as me3mp, and people are nice, grind is not going to feel like grind anyways. Just like right now getting zero useful drops after 3 hrs of playing is "whatever, I had fun".
I think that gear only impedes skill growth when the level of challenge stay the same, but if they keep the challenge level increasing, it will balance out. Granted, it feels like a more complex way to achieve the same outcome, but I guess they want to replicate most games that reward time spent and investment into character development along with raw skill and knowledge of the mechanics. I'll just wait and see how it will pan out, and if I like playing it or not, and if it will make it more fun seeing that Ta-DA! Promo screen, and less of a let down when your levels are wiped, and you start all over again.
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Post by SalMasRac on Dec 8, 2016 23:23:41 GMT
But what is so inherently wrong about starting out at the lower tiers if they are challenging for that character? I mean, I see the reverse all the time, people in bronze with Harriers by reasons that escape my understanding... but if the challenge and fun are there, why is it bad to play lowbies with a lowbie character? Well let's use ME3MP as an example. Suppose ME3MP had the DAIMP Prestige Farming System. Given enough playtime, a player would be rewarded with Godmode Status on Bronze, regardless whether or not they had actually gotten any better at the game. They move on to Silver. Given enough playtime, the player would be rewarded with Godmode Status on Silver, regardless whether or not they had actually gotten any better at the game. They move on to Gold. Given enough playtime, the player would be rewarded with Godmode Status on Gold, regardless whether or not they had actually gotten any better at the game. They move on to Platinum. Given enough playtime, the player would be rewarded with Godmode Status on Platinum, regardless whether or not they had actually gotten any better at the game. Platinum is no longer a challenge, so they move on to a different game. People are still playing ME3MP, despite support for it ending four years ago. With DAIMP's Prestige Farm, the game would have died exactly three and a half years ago. ADDENDUM: Just because someone has a Harrier on Bronze, doesn't mean they will be any good.
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Post by spacev3gan on Dec 9, 2016 1:33:36 GMT
There is a difference between knowing the finer points of the game mechanics and how to effectively play than being placed in a situation that is literally impossible for you to even do marginally well because of inflated health and attack stats though. Both require a lot of playing time. That is my point. People using the word 'grind' for DAIMP and not acknowledging that to get a maxed manifest it is a grind in me3mp are being disingenuous imo. Both systems are set up to get the player to play a lot over a long period of time. It should take you a lot of play to 'get gud' whether it be from a maxed manifest, prestige points or just learning to be a good player. In any case if ME4 is going to have anything like the DAIMP progression I'm sure it will be toned down. Me3mp did way better than DAIMP so they will follow that model more closely I would imagine. The Manifest Grind in ME3MP is not entirely game breaking. A player who has invested 300 hours in the game can play alongside someone who has 2,000 hours and can perform well. In fact, he can even outscore that veteran player. In DAIMP there is no room for such thing. If you play alongside someone who has invested several times your hours, you will get carried pretty badly. Like most people, I think the ME3MP progression model is flawed, as it is far from being sufficiently rewarding particularly for casual players. That has to change with MEAMP. Copying and pasting ME3MP model would not be ideal. Still, it would be much better than having anything similar to DAIMP broken Prestige/Promoting model.
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Post by capn233 on Dec 9, 2016 1:44:39 GMT
Sounds like it would be awesome. I am going to get enough space-willpower so that my Avenger will one-shot all mooks on super-spectre-elite-platinum-breaker difficulty, making it actually deadly on full auto. But seriously, I don't really understand why this sort of "reward" is necessary, nor did I think it was necessary in DAI.
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Post by Cyberzombie on Dec 9, 2016 4:14:45 GMT
With MEMP you can play power based classes and very quickly be competing on gold. Especially if you focus on Veteran Packs to begin with instead of Spectre Packs, you can get decent rank 10 silver weapons (not to mention plenty of consumables to help you and your team out) and then start building up your golds. To me there is NOTHING wrong with the RNG progression of MEMP, however that is because I played DAMP and witnessed how bad it could be.
Back on topic, the Prestige system is not only unnecessary but highly detrimental to the longevity of the game. Someone at EA thinks that gamers just want to grind, and that by increasing the grind factor of their games they will increase player retention. Ok maybe this is the SWTOR player in me talking.
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Post by SalMasRac on Dec 9, 2016 5:14:04 GMT
Sounds like it would be awesome. I am going to get enough space-willpower so that my Avenger will one-shot all mooks on super-spectre-elite-platinum-breaker difficulty, making it actually deadly on full auto. But seriously, I don't really understand why this sort of "reward" is necessary, nor did I think it was necessary in DAI. It's "necessary" because the vast majority of gamers these days are ADD plebs who can't learn, improve, or accept that they are not inherently awesome just for being themselves. This is what happens when kids get Participation Medals for coming in last place in school competitions. Thanks, Obama.
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Post by Cirvante on Dec 9, 2016 5:45:17 GMT
It's "necessary" because the vast majority of gamers these days are ADD plebs who can't learn, improve, or accept that they are not inherently awesome just for being themselves. This is what happens when kids get Participation Medals for coming in last place in school competitions. Thanks, Obama. #NoScrubLeftBehind
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Post by Dekibra on Dec 9, 2016 6:58:29 GMT
It's "necessary" because the vast majority of gamers these days are ADD plebs who can't learn, improve, or accept that they are not inherently awesome just for being themselves. This is what happens when kids get Participation Medals for coming in last place in school competitions. Thanks, Obama.ftfy: don't wanna be political in any way but what you wonderfully described fits (unfortunately) perfectly well almost everywhere
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Post by Deleted on Dec 9, 2016 17:25:17 GMT
Both require a lot of playing time. That is my point. People using the word 'grind' for DAIMP and not acknowledging that to get a maxed manifest it is a grind in me3mp are being disingenuous imo. Both systems are set up to get the player to play a lot over a long period of time. It should take you a lot of play to 'get gud' whether it be from a maxed manifest, prestige points or just learning to be a good player. In any case if ME4 is going to have anything like the DAIMP progression I'm sure it will be toned down. Me3mp did way better than DAIMP so they will follow that model more closely I would imagine. The Manifest Grind in ME3MP is not entirely game breaking. A player who has invested 300 hours in the game can play alongside someone who has 2,000 hours and can perform well. In fact, he can even outscore that veteran player. In DAIMP there is no room for such thing. If you play alongside someone who has invested several times your hours, you will get carried pretty badly. Like most people, I think the ME3MP progression model is flawed, as it is far from being sufficiently rewarding particularly for casual players. That has to change with MEAMP. Copying and pasting ME3MP model would not be ideal. Still, it would be much better than having anything similar to DAIMP broken Prestige/Promoting model. Just to provide an actual average new player perspective, I have just started playing MP, with 88 hours, 348 games. My silver weapons manifest is unlocked, but I have only one maxed out silver mod, and most of the other silver and gold mods are either locked, or level 1, with a bit better situation in terms of availability and advancement in gear. Consumables that I like I lack, while the ones I do not use stack up. I am starting to feel the RNG ATM, because there 46 weapons in the gold and plat category, each with 10 iterations. Just for weapons, my chances to unlock and then level up a weapon that I would not mind having are fairily slim at each individual try, the normal RNG thing. i do rely on power-heavy kits, and so far I am always carried, with very rare exceptions. I am trying to stay to what I feel is the level of difficulty dictated by the rate of weapon unlocks, but I do compensate heavily with equipment for my shortcomings as a player. I start each tier loading up as much gear as possible, and as weapons advance through it, I start playing with less, saving for the next level packs. Frankly, I would not have minded a mild boost to ease transitions and be something that is guaranteed, and applicable specifically to the character I enjoy playing, instead of picking the kits that will do it. Right now, there are kits that certainly have advantages over others and the girlfriends' kits, and yeah, I will use all I can to stay afloat. The promos won't be different in that respect, but maybe I will be able to engineer with them a bit better so I can build up a character that is not a girlfriend's kit, and well, not hit the gaming ceiling quite so hard too, because, well, some of my limitations as a player will not disappear with either practice and memorization. Perhaps, there are cons there in addition to promotions becoming promotions not demotions. Maybe it gives you an additional tool to play up towards your goals. so, yeah, wait and see, I am sort of thinking that Beerfish is likely making the most fair statement and it will be a manageable system
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Post by Beerfish on Dec 9, 2016 18:03:39 GMT
Both require a lot of playing time. That is my point. People using the word 'grind' for DAIMP and not acknowledging that to get a maxed manifest it is a grind in me3mp are being disingenuous imo. Both systems are set up to get the player to play a lot over a long period of time. It should take you a lot of play to 'get gud' whether it be from a maxed manifest, prestige points or just learning to be a good player. In any case if ME4 is going to have anything like the DAIMP progression I'm sure it will be toned down. Me3mp did way better than DAIMP so they will follow that model more closely I would imagine. The Manifest Grind in ME3MP is not entirely game breaking. A player who has invested 300 hours in the game can play alongside someone who has 2,000 hours and can perform well. In fact, he can even outscore that veteran player. In DAIMP there is no room for such thing. If you play alongside someone who has invested several times your hours, you will get carried pretty badly. Like most people, I think the ME3MP progression model is flawed, as it is far from being sufficiently rewarding particularly for casual players. That has to change with MEAMP. Copying and pasting ME3MP model would not be ideal. Still, it would be much better than having anything similar to DAIMP broken Prestige/Promoting model. We will have to agree to disagree on this one if you use the same metric fo daimp, 300 hours vs 2000 hours you will get a similar result. Once you have played 300 hours in daimp you are self sufficient enough to not get killed quick and further more you probably already have all the best weapons. As far as scoring goes it is very much class dependent. There may be a difference but it is really over stated. I'm not endorsing that me4 use the daimp model but the promotion angle is over player in its importance.
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Post by spacev3gan on Dec 10, 2016 0:55:00 GMT
The Manifest Grind in ME3MP is not entirely game breaking. A player who has invested 300 hours in the game can play alongside someone who has 2,000 hours and can perform well. In fact, he can even outscore that veteran player. In DAIMP there is no room for such thing. If you play alongside someone who has invested several times your hours, you will get carried pretty badly. Like most people, I think the ME3MP progression model is flawed, as it is far from being sufficiently rewarding particularly for casual players. That has to change with MEAMP. Copying and pasting ME3MP model would not be ideal. Still, it would be much better than having anything similar to DAIMP broken Prestige/Promoting model. We will have to agree to disagree on this one if you use the same metric fo daimp, 300 hours vs 2000 hours you will get a similar result. Once you have played 300 hours in daimp you are self sufficient enough to not get killed quick and further more you probably already have all the best weapons. As far as scoring goes it is very much class dependent. There may be a difference but it is really over stated. I'm not endorsing that me4 use the daimp model but the promotion angle is over player in its importance. 300 hours you can barely scratch the top loot in DAMP. In fact, back a year ago I knew many people in the Top 100 who did not have a Physical Immunity Amulet or some of the other most wanted items. Although I played the game for over three thousand hours and I shouldn't take my progress as a an standard, according to some math I did a year ago it would take 1,500 hours to 'max one's manifest' in DAMP. That is way twice as much as ME3MP average. But inventory is not even the issue that separates players in DAMP. The issue is promoting. While a 300 hours player can be self sufficient on Perilous, once we bump it to Nightmare things stop being fun for a 300 hours player, while a 2,000 hours player can rolfstomp this difficulty setting as a level 1. It is important to remember that on DAMP you can gain health as you get kills, but if you aren't killing anything you won't be getting any extra health. A 300 hours simply can't kill stuff if there is a 2,000 hours player on the same map, getting all kills and walking around with infinite health. On Heartbreaker difficulty, the gap between a 300 hours player and a 2,000 hours player become an abyss. The 2,000 hours player may find it challenging, but he can take a ton of hits before going down. Plus he is the one killing stuff. The 300 hours player can barely take any damage, also he has a very tiny, limited and for the most part unrecoverable health pool. If he is smart, gets some help and stays out of trouble, he can make it till the end, but his score is going to be measly. On ME3 a 300 hours player can actually outscore a 2,000 hours player on the highest difficult setting. On DAMP that is unthinkable.
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Post by spacev3gan on Dec 10, 2016 1:35:36 GMT
Frankly, I would not have minded a mild boost to ease transitions and be something that is guaranteed, and applicable specifically to the character I enjoy playing, instead of picking the kits that will do it. Right now, there are kits that certainly have advantages over others and the girlfriends' kits, and yeah, I will use all I can to stay afloat. The promos won't be different in that respect, but maybe I will be able to engineer with them a bit better so I can build up a character that is not a girlfriend's kit, and well, not hit the gaming ceiling quite so hard too, because, well, some of my limitations as a player will not disappear with either practice and memorization. Perhaps, there are cons there in addition to promotions becoming promotions not demotions. Maybe it gives you an additional tool to play up towards your goals. What promotions (using DAMP's model as an example) would do is to make your character more resilient, to a point in which Gold difficult becomes the new Silver. That sounds like fun, but by doing so you are already building up an advantage over a newcomer/casual who, if he happened to play alongside you, would not be able to contribute much not because he lacks skills nor anything of that sort, but rather because his time is limited and plays less than you do. Now since there is no cap for power farming, Platinum will eventually become the new Silver. To balance that, Bioware will have to release harder difficult settings and possibly stronger weapons. The playerbase becomes divided. You are not going to play with someone who has 2,000 hours but you also won't play with someone who has 30 hours. I am against all of this. I believe the community has to be as even as possible. I have said in other threads and I believe the gap between Common Weapons and Ultra-Rare weapons in ME3MP is way too wide, and should be narrowed.
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Post by spacev3gan on Dec 10, 2016 1:59:47 GMT
I will try to illustrate how promotion farming ruins a game using a simple situation which is a real example in DAMP.
On a certain map, there is an Ice Dragon that flies over you and sporadically throws ice balls at your team for 4 zones. On the 5th zone you get to fight the Dragon.
On Perilous (which originally was the top difficulty setting, now is the 3rd out of 5) each of these balls deal 1k damage. An unpromoted player has about 500 Health with most characters; he is obviously insta-killed. He can put on some damage mitigating items, but he needs to get them all the way to 51% damage mitigation to barely survive an Ice ball. That is no easy task for a new player.
A highly-promoted player has a Health pool of 2,000 (he can have much more than that, but 2,000 is achievable for most veterans). So he can tank up to 2 Ice balls to his face, right? Well, that is just the beginning. Besides having more health, he has maximum Magic Resistance via promotions, capped at 80%. Consequently each of these ice balls hit him for 200 damage maximum, one tenth of this total health. He can still wear specific ice mitigation gear to bring this number further down. Realistically these ice balls will be hitting him for like 80 to 100 damage each.
I hope it becomes clear that any minor advantage one can get via promoting over and over will eventually break the game. Bioware cannot be so shortsighted again.
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Post by Abramsrunner on Dec 10, 2016 5:42:22 GMT
Don't forget about the .5% Crit bonus every rogue promotion, which completely wrecks class balance.
Warrior classes with "Flow of Battle, gets a cooldown reduction of 1 second per crit" get enough promotes & you could spam niche, but powerful abilities, i.e. "Walking Fortress" makes you invulnerable, with it's rank 2 "Siege-Breaker" every attack that strikes you reduces your cooldown time and increases your guard. Which turns an ability that you'll only really use vs 6+ enemies due to its duration of 6 seconds & cooldown of 36 seconds, into a everytime occasion
Or my favorite one, the Elementalist's "Flashpoint" after you land a critical hit, your next spell cast doesn't trigger a cooldown period. Free spells for days, & worried about running out of mana? Take "Death Siphon" every time an enemy dies nearby, you regain both health and mana, it's 10% HP, & 20 points of mana. With that in mind you could have bout 5 firestorms going at one time & make everbody's screen look like it's having a seizure. IIRC your firestorms can crit, giving your next firestrom a free CD. Yo dawg i herd you like firestorms.
Those are the 2 examples I have personal experience with, now I didn't have teh +100 promotes into Rogue. I could see where it was going, but I never played again due to PTSD of the key not dropping half the time.
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Post by Cirvante on Dec 10, 2016 18:34:53 GMT
Don't forget about the .5% Crit bonus every rogue promotion, which completely wrecks class balance. Warrior classes with "Flow of Battle, gets a cooldown reduction of 1 second per crit" get enough promotes & you could spam niche, but powerful abilities, i.e. "Walking Fortress" makes you invulnerable, with it's rank 2 "Siege-Breaker" every attack that strikes you reduces your cooldown time and increases your guard. Which turns an ability that you'll only really use vs 6+ enemies due to its duration of 6 seconds & cooldown of 36 seconds, into a everytime occasion Or my favorite one, the Elementalist's "Flashpoint" after you land a critical hit, your next spell cast doesn't trigger a cooldown period. Free spells for days, & worried about running out of mana? Take "Death Siphon" every time an enemy dies nearby, you regain both health and mana, it's 10% HP, & 20 points of mana. With that in mind you could have bout 5 firestorms going at one time & make everbody's screen look like it's having a seizure. IIRC your firestorms can crit, giving your next firestrom a free CD. Yo dawg i herd you like firestorms. Those are the 2 examples I have personal experience with, now I didn't have teh +100 promotes into Rogue. I could see where it was going, but I never played again due to PTSD of the key not dropping half the time. Well, there's also the Reaver with Rampage + Dragon Rage spam. It used to be that you had to use War Horn to fear enemies and attack them for free crits with a certain passive to reduce Rampage's CD. With enough Cunning you could just spam Dragon Rage all day long and Rampage would come off CD the moment it ran out. As long as there were enemies, the Reaver wouldn't die and eat through their health within seconds. The Silent Sister was even worse. With high enough crit chance she could rotate through her powers without stopping. And using four Archers on the dragon map was one of my favourite setups. You could just stand at the beginning of a zone and spam Long Shot until everything was dead. Then slay the dragon within a few seconds of touching down by combining Marked for Death. Even alone the Archer was overpowered with high Cunning. Check out this killstreak:
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Post by Deleted on Dec 10, 2016 19:03:32 GMT
Frankly, I would not have minded a mild boost to ease transitions and be something that is guaranteed, and applicable specifically to the character I enjoy playing, instead of picking the kits that will do it. Right now, there are kits that certainly have advantages over others and the girlfriends' kits, and yeah, I will use all I can to stay afloat. The promos won't be different in that respect, but maybe I will be able to engineer with them a bit better so I can build up a character that is not a girlfriend's kit, and well, not hit the gaming ceiling quite so hard too, because, well, some of my limitations as a player will not disappear with either practice and memorization. Perhaps, there are cons there in addition to promotions becoming promotions not demotions. Maybe it gives you an additional tool to play up towards your goals. What promotions (using DAMP's model as an example) would do is to make your character more resilient, to a point in which Gold difficult becomes the new Silver. That sounds like fun, but by doing so you are already building up an advantage over a newcomer/casual who, if he happened to play alongside you, would not be able to contribute much not because he lacks skills nor anything of that sort, but rather because his time is limited and plays less than you do. Uhm I *am* casual, so I will just play on the difficulty where I can contribute till I can advance to the next level, because why would I want to insta-die? Because the awards are not locked out or scaled competitive to the contribution like in other games, it is possible and does not appear hopeless. If worse comes to worse, they do appear to have a solo mode to catch up to the curve for the waves. Also, if I sit long enough on a lower teir to shoe up my character, I will eventually be able to advance in the next tier and unlock more of the manifest. Good players will be able to do it earlier, folks like me - later. In the current mode of play I can and am often outscored by 3:1 easily in a silver game, let alone gold, doing like 40-50K to the top scoring player with 120-170K, while in the more even games, everyone scores' come close. Don't really see how it is any different from DAIMP if you play on the tier appropriate for both the gear and character power. A I do not say that I like the difficulty degradation, and the problems it presents in the long run with demanding the company to continue to maintain the module, I am just saying that it is manageable for a casual, and might actually help with unlocking more of the cards eventually. Because if I cannot play Gold in the current system, I will unlikely unlock the manifest, no? I am sort of sure that I will always have a bit of time to play, but I am on the opposite just as sure that my player skills will not improve past a certain point. So making my character more powerful with time commitment does help me as a filthy casual.
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Post by SalMasRac on Dec 10, 2016 23:48:12 GMT
Know what else Prestige Farming ruins? Solo Speedruns, Themed Challenges, and all of those epic Last Pug stories.
None of those would matter anymore, and those are all good portions of the continued playerbase.
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Post by akots on Dec 11, 2016 0:08:32 GMT
.... In the current mode of play I can and am often outscored by 3:1 easily in a silver game, let alone gold, doing like 40-50K to the top scoring player with 120-170K, while in the more even games, everyone scores' come close. Don't really see how it is any different from DAIMP if you play on the tier appropriate for both the gear and character power. .... First, score is meaningless. And apparently, you are mostly pugging. Second, in ME3MP, at some time point, when you get more or less comfortable pugging gold, things will improve. And platinum is never very comfortable for anybody especially in a pug. In DAIMP, thing will never change. Mostly because others will play more and will have better stats. So, your contribution will worsen and will not improve. I remember playing with Drasca and V3gan when I was at about 200 hours and they were in the region of 500-600 hours and it was actually quite OK and I felt like I was contributing substantially. When I was at 300 hours, they were at 1000 hours and then, things started to get ugly. So, I progressed but was able to contribute less despite having better weapons and reasonable improvement in understanding of game mechanics. For me, as a pure casual non-promoting player, it was a reverse progress. Another bad thing about constant promotion is that you are forced to play gimped characters at level 1 without any powers or with limited powers. That is when stats and only stats matter. It amplifies your stat bonus. Let's say you have level 1 soldier with 500 health and level 20 with fitness at 850 health. Also, assume for simplicity that your bonus is 500 health. So, at level 1 it will be double and at level 20 it will be 37%. I simply don't like to gimp myself with these silly things and don't like to promote. But I understand that for some people it gives some sense of progression. Like getting a new gun or upgrading. Well, you can always start an alt account in ME3 if you like that. Or promote ad nauseum to get 100K+ N7. At least there is also an option to get some experience up to level 12 or further on from experience cards. In DAIMP, there were no such cards. There were some exploits though and BW never fixed them, I think deliberately. They also eventually caved in to whining of people like me and put some respect card in the chests but it was too late to really matter. So, no, unless you play only with friends, there is no sense of progression in DAIMP, it does not help. You can get somewhat easier time in solos but otherwise, no, no feeling of getting better. I presume beerfish mostly played with friends. Hence his POV and arguments. You also won't be able to "bump" into anybody in pugs. Everyone will be busy farming for experience with friends. Which make me sad.
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Post by SalMasRac on Dec 11, 2016 0:13:41 GMT
.... In the current mode of play I can and am often outscored by 3:1 easily in a silver game, let alone gold, doing like 40-50K to the top scoring player with 120-170K, while in the more even games, everyone scores' come close. Don't really see how it is any different from DAIMP if you play on the tier appropriate for both the gear and character power. .... First, score is meaningless. And apparently, you are mostly pugging. Second, in ME3MP, at some time point, when you get more or less comfortable pugging gold, things will improve. And platinum is never very comfortable for anybody especially in a pug. In DAIMP, thing will never change. Mostly because others will play more and will have better stats. So, your contribution will worsen and will not improve. I remember playing with Drasca and V3gan when I was at about 200 hours and they were in the region of 500-600 hours and it was actually quite OK and I felt like I was contributing substantially. When I was at 300 hours, they were at 1000 hours and then, things started to get ugly. So, I progressed but was able to contribute less despite having better weapons and reasonable improvement in understanding of game mechanics. For me, as a pure casual non-promoting player, it was a reverse progress. Another bad thing about constant promotion is that you are forced to play gimped characters at level 1 without any powers or with limited powers. That is when stats and only stats matter. It amplifies your stat bonus. Let's say you have level 1 soldier with 500 health and level 20 with fitness at 850 health. Also, assume for simplicity that your bonus is 500 health. So, at level 1 it will be double and at level 20 it will be 37%. I simply don't like to gimp myself with these silly things and don't like to promote. But I understand that for some people it gives some sense of progression. Like getting a new gun or upgrading. Well, you can always start an alt account in ME3 if you like that. Or promote ad nauseum to get 100K+ N7. At least there is also an option to get some experience up to level 12 or further on from experience cards. In DAIMP, there were no such cards. There were some exploits though and BW never fixed them, I think deliberately. They also eventually caved in to whining of people like me and put some respect card in the chests but it was too late to really matter. So, no, unless you play only with friends, there is no sense of progression in DAIMP, it does not help. You can get somewhat easier time in solos but otherwise, no, no feeling of getting better. I presume beerfish mostly played with friends. Hence his POV and arguments. So a system presumably catering towards casuals actually makes things WORSE for casuals. It's no surprise EA were the ones to think of a system such as this.
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Post by Deleted on Dec 11, 2016 0:55:58 GMT
I am certainly hoping that the Andromeda reward system is more like the ME3MP reward system than DA in that you will get XP cards and that RNG tables are limited to the items you do not yet have. I do like re-levelling characters tbh. The alternative to the quick levelining with promotion system is that the levelling is either ultra slow and you only unlock one or two points per level, or you let go of the entire levelling system, and just start with max powers load outs. So far they did say that the system is toned down from DAIMP, but there is simply no precise information.
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Post by Cyberzombie on Dec 11, 2016 1:46:43 GMT
The lack of precise information is annoying, but it's hard to see how it could be done in a way that isn't terrible.
Having a cap would defeat the purpose of having it, based on the reasoning they themselves have provided, ie:
One of the biggest challenges for any multiplayer mode is hanging onto players over time. Long-term rewards help to keep them invested beyond the simple enjoyment of playing a fun game. Mass Effect 3 saw continued support for a year after release, but even so, the progression plateaued. “If you really got into the ME 3 multiplayer, you could always collect more cards and get more items, but at a certain point, you’re playing because you like to play,” Frazier says. “There was no systemic benefit at a certain point.”
There'd be no systemic benefit in continuing to play if there was a cap on promotions. So, you be forced to suffer just playing because you like to play, which is apparently a bad thing.
Having diminishing returns could be ok, but that might diminish people's interest in playing, since at a certain point you would feel like you weren't really gaining any systemic benefit anymore and were just grinding for nothing. Since the only reason to play a game is to gain a systemic benefit, no one actually games just for the simple enjoyment of playing a fun game.
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Post by q5tyhj on Dec 11, 2016 5:51:28 GMT
The lack of precise information is annoying, but it's hard to see how it could be done in a way that isn't terrible. Having a cap would defeat the purpose of having it, based on the reasoning they themselves have provided, ie: One of the biggest challenges for any multiplayer mode is hanging onto players over time. Long-term rewards help to keep them invested beyond the simple enjoyment of playing a fun game. Mass Effect 3 saw continued support for a year after release, but even so, the progression plateaued. “If you really got into the ME 3 multiplayer, you could always collect more cards and get more items, but at a certain point, you’re playing because you like to play,” Frazier says. “There was no systemic benefit at a certain point.”There'd be no systemic benefit in continuing to play if there was a cap on promotions. So, you be forced to suffer just playing because you like to play, which is apparently a bad thing. Having diminishing returns could be ok, but that might diminish people's interest in playing, since at a certain point you would feel like you weren't really gaining any systemic benefit anymore and were just grinding for nothing. Since the only reason to play a game is to gain a systemic benefit, no one actually games just for the simple enjoyment of playing a fun game. I'm still having trouble getting over how absolutely ludicrous that comment about "systematic benefit" and "playing because you like to play" was.. How does a company that makes video games get this simple item of gaming psychology so tragically backwards?
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Post by Deleted on Dec 11, 2016 15:20:03 GMT
At a guess, it is because whatever metric they are gathering tell them that the retention rate is low. Again, if you look at the leaderboards, it is only about 100K people who are in the top 10% of the players, and you can get into the top 10% by playing a few Bronze games for a few hours (I did, so... yeah, it was a bit of a surprise). Which means that most people gave it a shot, and dropped out after less than 100 games played.
Also, well, most people do not like continue playing at a loss & do not have great skills and if the rewards for losing are low.
So, I think that's the combination of factors that brings on the grinding like system, where awards are achieved by simply sticking to playing it.
The only other strategy I saw employed was a very heavy-handed emphasis on making players to belong to groups of people who know each-other and only play with one-another, with an added social interface. Which is something that goes better with younger crowds and in Asia, particularly in the countries unified by language and timezone. I have not had a chance to see the game that fully employs this principle yet, but I am curious. I very much doubt that any of you will go: YAY! if the Andromeda lets you get friendship and married bonuses between the characters you play MP together. Though to be honest, a Master-Apprentice system might have been recieved better.
If you have alternative ideas, that do not include the grind that will lead to retention, I think the whole industry would be happy to hear it. I mean, I had an experience with a few modules in games that were really fun, but did not really had popularity they deserved. GSF and ranked (and later even unranked) in SWTOR, arenas or 6x6 in BnS. While you can fairly easily identify with some of them what specifically made it intolerable to continue, frankly others, like GSF, is anyone's guess.
Except that for in any module that gives feedback, well, the scores do matter in the end, and if you played to the point when you see that no matter what your scores will not improve (or you will never win)...
So, yea, that's my explanation as to why we see this mechanics added. Not everyone got skill, not everyone got money, not everyone got extrovert personality, but everyone who plays got at least some time to play. Hence the time is used to provide vanity-based stimulus (real vanity, not cosmetic one).
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