I would post this in the BUG section but I am not sure if it is one or not.
I have long since noticed the all the Vibora Bay Grab Alerts give out less XP than the ones in the City. I wondered why and I finally nailed down the problem. The ones in the City give you a big hit of XP for defeating the boss and then they give you XP to pick up from the reward circle.
In Vibora you get the pickup XP from the circle but none for defeating the boss. It is not exactly half the XP but it is a big portion of it. Most higher level Grabs give around 30K XP for beating the boss and 50K XP to be picked up. So you are losing big time on all the Vibora Alerts.
I can understand that Day at the Mall is fairly simple and maybe not deserving of as much XP but Stitch in Time is not really any easier than things like Fighting City Hall so it really should not be so nerfed.
Not sure if it's intentional or bugged, but I guess at this point it doesn't matter since it will never be changed. You're absolutely right, though, you don't get the hefty boss bonus on either of those. That's why I avoid Stitch in Time like the plague--takes a good chunk of time, gives a crap reward.
So, if it's not A Day at the Mall or Fighting City Hall, I skip it. Sorry I can't really answer your question, though.
Once you get to 40 the XP doesn't matter, just the Q. I actually enjoy the 2 VB runs far more than either the Bank or Museum runs. They are something other than MC. It'd be nice to have some other alerts or rampages set in some of the other zones.
Once you get to 40 the XP doesn't matter, just the Q. I actually enjoy the 2 VB runs far more than either the Bank or Museum runs. They are something other than MC. It'd be nice to have some other alerts or rampages set in some of the other zones.
That may be true but that is also irrelevant. That only happens now and then and GRABS are for XP so they are primarily geared towards non lvl 40 players.
That would be like pointing out that a race car looked amazing even though it was actually missing a third of its engine and performance. It is not incorrect but in terms of doing what it was made to do, win races, it really sucks.
Once you get to 40 the XP doesn't matter, just the Q.
Heck, for me I don't even care how much XP I'm getting when I'm in there with a pre-40 character, just as long as I'm getting some. Not like the amount of fun I have in the alert suddenly changes when I see how much xp I get, and the amount of fun I have playing the game sure isn't determined by how fast I get to 40.
Once you get to 40 the XP doesn't matter, just the Q. I actually enjoy the 2 VB runs far more than either the Bank or Museum runs. They are something other than MC. It'd be nice to have some other alerts or rampages set in some of the other zones.
This, and like spinny I'm not too particular about the amount, as long as I'm getting some (XP! XP! That read like a straight line ). The fun factor's higher on those for me.
Most likely. I can't bring myself to level a toon through just Grab alerts. It would drive me nuts.
On the other hand, running missions only drives me bonkers... running around, talking to npcs, all that hooplah for 20 seconds of combat with npcs that die in less than 2 seconds ( 4-5 seconds if I'm playing a tank ). It's fine as something to fill the wait between alerts, but beyond that I don't get how anyone does it @_@ and this coming from someone who leveled many characters to 40 before alerts were ever a thing.
Yes, they switched the rewards. They weren't DESIGNED for that reward.
My question is: What about their design indicates either reward? If I plopped someone down and didn't tell them which gave which reward, do you think someone, based on analyzing the design of Grab and Smash alerts, would be able to tell which one was designed for which reward?
I have this odd feeling that most people, upon looking at your typical 2 minute Smash alert, actually wouldn't get the impression that they were made for leveling up.
Comments
So, if it's not A Day at the Mall or Fighting City Hall, I skip it. Sorry I can't really answer your question, though.
Fighting City Hall (FASTEST)
Bank
Museum
LOWEST REWARDS
Stitch in TiME (SLOW, TEDIOUS AS HELL)
Day at the Mall (LOW EXP, BUT FAST ALERT)
It's true.
Not sure the reason but don't expect it to get "fixed" anytime soon, because it's not really a big problem.
Stitch in Time should give a lot better rewards according the exp, I hate the alert.
my deviantart: http://zemmax89.deviantart.com/
Get the Forums Enhancement Extension!
@zemmax89 in game, former @Pallih
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Also if that level 40 is trying to get the Alert perks.
Get the Forums Enhancement Extension!
Epic Stronghold
Block timing explained
That may be true but that is also irrelevant. That only happens now and then and GRABS are for XP so they are primarily geared towards non lvl 40 players.
That would be like pointing out that a race car looked amazing even though it was actually missing a third of its engine and performance. It is not incorrect but in terms of doing what it was made to do, win races, it really sucks.
-Ogre
Heck, for me I don't even care how much XP I'm getting when I'm in there with a pre-40 character, just as long as I'm getting some. Not like the amount of fun I have in the alert suddenly changes when I see how much xp I get, and the amount of fun I have playing the game sure isn't determined by how fast I get to 40.
My super cool CC build and how to use it.
This, and like spinny I'm not too particular about the amount, as long as I'm getting some (XP! XP! That read like a straight line ). The fun factor's higher on those for me.
Epic Stronghold
Block timing explained
Not anymore. They swapped the rewards for Grabs and Smashes awhile back. :biggrin:
People are broken. - Lum the Mad
Epic Stronghold
Block timing explained
I can hardly bring myself to do it any other way. Alerts are the fastest way to get the job done.
Epic Stronghold
Block timing explained
On the other hand, running missions only drives me bonkers... running around, talking to npcs, all that hooplah for 20 seconds of combat with npcs that die in less than 2 seconds ( 4-5 seconds if I'm playing a tank ). It's fine as something to fill the wait between alerts, but beyond that I don't get how anyone does it @_@ and this coming from someone who leveled many characters to 40 before alerts were ever a thing.
My super cool CC build and how to use it.
Yes, they switched the rewards. They weren't DESIGNED for that reward.
Fixed.
And that's WHY I do it that way most of the time. :biggrin:
My question is: What about their design indicates either reward? If I plopped someone down and didn't tell them which gave which reward, do you think someone, based on analyzing the design of Grab and Smash alerts, would be able to tell which one was designed for which reward?
I have this odd feeling that most people, upon looking at your typical 2 minute Smash alert, actually wouldn't get the impression that they were made for leveling up.
My super cool CC build and how to use it.
**shrugs** Nothing in particular. It didn't seem a serious comment, just a gag on the switch-over.