The target respawn time nerf is not a positive change. Makes it hard to find any targets that are even *up* when several people are doing OVs, much less get 3 targets *and* aquire another 35 VT somehow to complete the mission in 15 minutes.
Can we at least have the daily reduced to killing one target so you actually have a chance of completing the mission in 15 minutes of a device?
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Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
Like, i'm pretty sure, assuming you can find them up, killing the two targets at UNTIL and then just *waiting* for them to respawn is still faster than anything else. (And leaves you close to RC)
Epic Stronghold
Block timing explained
Before
A player would get their device, take it their preferred farming area, and smash the giant robot targets. The targets thankfully respawned quickly, so players could get the daily requirements out of the way by killing 10. Since they'd probably have plenty of time left, they could then visit the ren center and offer the remains of their Onslaught Villain to everyone nearby, spreading love in the form of guardian tokens. Not very villain-y I know, but it worked.
Now
A player will get their device, take down 3 required targets by hitting multiple locations while hoping that nobody else is also doing their daily rounds. From there, they can either keep going with targets and run out of time (because 15 minutes isn't enough to travel to and kill 7 more) or they can head to the ren center and murder newbies who are foolish enough to attack them. Since all of this takes more time, we'll probably be seeing an overall decrease in altruism, as fewer people will be offering the remains of their OV at the ren center. Or if they do, it will first come with a lot of killing. What a shame.
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Now, let's examine why the Onslaught Villain system is a failure:
1) 15 minutes of active villain mode isn't a lot of time to get things done.
2) The targets are spread too far apart. A player will spend more time hoofing it from A to B to C etc than actually attacking anything. You know, the "fun" part?
3) Running around killing giant robots while ignoring other mobs doesn't feel very "villainy."
4) Using a 3,000,000 HP boss transformation to gank clueless noobs and squishy dps who flag themselves in the ren center is more prickish than "villainy."
And now...
5) The respawn times are pretty bad. Combine #1 and #2 with the fact that this is a multiplayer game, and you create a very anti-multiplayer situation. Basically, it creates a mood of "I wish all these other annoying random people would stop killing my mobs and go away so I can get my damned daily done!" Not good at all.
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Here's a few solutions on how this can all be made better: (Not all of them would need to happen, just a few)
1) Change the device's numbers a bit. Give it a 1 day existence duration, up from 30 minutes. Increase its active duration to 30 minutes, up from 15 minutes.
2) (Ideal) Significantly increase the number of targets throughout the city. I want to feel more like a villain and less like a marathon runner in an oldschool WoW quest: Run across the map, kill this one thing, run all the way to this end, kill that one thing, etc.
3) Reduce the number of Villain Tokens required to complete the daily.
Reduce the damage they deal while we're at it. They hit ridiculously hard and there doesn't seem to be any reasonable or skillful way to mitigate that damage.
This is why I farmed my gear immediately... The only surprise is that it took the devs this long to notice.
@kaiserin Is in game on live servers regularly and probably saw someone exploiting this. That, or someone snitched...
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
There are already so few players interacting with the villains as is, this will just make the grind worse. Which will likely mean even more players will ignore this mishandled bit of content.
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PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
If you are Onslaughting...please kill everything there and move on. If you see a group of UNTIL Soldiers without an UNTIL DEFENDER nearby, just kill them and run off to find another target.
That's what I've been doing and I managed to complete my daily.
That way at least eventually you'll be able to get tokens.
I'm not saying this is by any stretch of the imagination ideal, but it is something to consider.
Ideally I'd like to see:
Lowered Gear Prices (Highly unlikely)
OR
Increased VT tokens for killing all the targets and for killing players. + More UNTIL Defenders around.
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Now I'd be perfectly fine with this gimped respawn rate if they gave us more time to get the daily done--30 minutes instead of a lousy 15. But tying the respawn rates of the big guys to the little guys is just...awful and entirely unpleasant.
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My characters
I found mostly empty UNTIL posts. I did eventually get my third, far away from the RenCen. I didn't get 50 VT, just 20, and my timer ran out.
Just a boring slog traveling around the city, ending with disappointment.
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My characters
All they need to do is add more targets, award 5 villain tokens for clearing the defender and all adds at each point, and increase the device duration to match its expiration time--30 minutes.
Not everything needs to be gated behind the GCR hamster wheel grind that a fair portion of the playerbase just isn't interested in.
There were 4 spots in Downtown WITHOUT defenders!
in 2 of them there were only 1 Until Soldier alive! and for that single soldier the game wouldn't repsawn the Defender
Congratulation Cryptic, this Spawning penalty make it easy for people to GRIEF the OSV remainings
I REFUSE to do the PVP aspect of the OSV because I Despise any kind of PVP
Besides nobody plays OSV during European hours, and even if you go with a OSV in the most Crowd MC instance with all those AFKers in RenCen, nobody is interested in you
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Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
My super cool CC build and how to use it.
While adding an objective to kill X number of weak mooks along with the defenders would give players more to do than just snipe 1 thing and run, it still won't fix the deeper problem of things not respawning until everything is dead. Respawns need to not depend on everything being cleared. Period.
Edit: If you want to make sure players clear all the mooks, have each one drop 1 villain token. It's the least that could be done after gimping the respawn times and turning this "daily" into a 2-day endeavor.
Epic Stronghold
Block timing explained
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Epic Stronghold
Block timing explained
Having them drop villain tokens is unrealistic, because it's unlikely that the intent here was to increase the amount of rewards you're able to garner through hunting npcs. It also doesn't have the visibility that quest objectives do, so objectives is still the method more likely to actually solve the problem.
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1) It helps compensate for the lousy 15 minute duration and longer respawn times.
2) Pretty sure it's a lot easier for the current dev team to implement.
I get that part of the idea is probably to get us to fight (more like gank) players with our massive OVs, however if you play during off hours like I do, it's not at all practical, so "hunting npcs" is pretty much the only real option. I've tried to head into the Ren center on the most active instance, but there's normally only about 5-10 people there, and they pretty much ignore me. So no, it's not reasonable to require players engage in the pvp aspect. It's nice as a choice, but it shouldn't be mandatory because making it mandatory...
Just
Doesn't
Work If you get free OV devices via the daily, do you still have to do the unlock portion if you want to purchase play tokens for a particular OV?
2) I'm not concerned with what's easier to implement, I'm concerned with what will actually be an effective solution. Better solutions warrant more effort.
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Epic Stronghold
Block timing explained
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
They need to either adjust the mission so it can be reasonably completed in 15 minutes at any time of day, or adjust the villain token rewards so it can be reasonably completed in 15 minutes at any time of day. Fifteen minutes is already long enough that many people will never make 5k VT because they will get bored and give up on it long before then.
Why do the devs insist on ridiculously long grinds for content that is provably not fun for most of the playerbase? (Just how many unique OV players did you see actively fighting pvp before the change?)
- Encouraging PvP by making the mobs a drag to find isn't going to work. Hardly anyone during the time I play even bothers attacking OVs. During peak hours, it works. Sort of. Good option, but don't mandate it.
- Tying objective spawns to trash mobs has people skipping trash and just killing objectives. You can turn the whole cluster of mobs into the objective, but that won't do much to fix the following problems:
- Spawn points are too few and too far apart. Currently, it's more of a "villain marathon" than a "villain onslaught."
- 15 minutes isn't enough time to complete the objectives. I realize this may be intentional, to "encourage" people to buy questionite so they can in turn buy more villain time, but who is really going to do that? I'll spend my excess guardian tokens, but after that, nope.
The instant respawns rendered the spawn point sparsity irrelevant because you only really needed 1 spawn point, could easily be completed in 15 minutes or less, and made PvP an option that some took but others could avoid. Pulling out that one bug was like pulling out the wrong Jenga block, and it caused the whole tower to come crashing down in pieces.
The solution I suggested (weak mobs drop 1 villain token each) does a better job at compensating for the 15 minute problem than what you suggested. Yes, it gives "more rewards" than your suggestion, but with respawn times what they are now, it's still "less rewards than what could be obtained when respawns were bugged." Boosting the time to 30 minutes instead would also work.
2) Developer resources, familiarity with the code, and time constraints all make "easier to implement" very much a thing. The easier fix is often the better one. Better for the devs so they don't waste days or weeks trying to make it work, and better for the players becasue it means the fix is more likely to actually happen without causing even more problems in the process.
2) Nope, the more effective solution should be the one they actually use, especially given that the alternative may not be effective at all.
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2) Except with the current example, the alternatives would be very effective. The best solution is obviously to completely redesign the OV system (it's a failure in its current form, whether you want to agree or not) into something more interesting and involving, but given time constraints and available resources, they have to go with something simpler. You know, like patching up the existing system.
2) I dunno, I kind of feel like having the secondary NPCs reward VTs might just make the griefers giggle with delight as they realize they can grief you and get rewarded in the process.
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