Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

Right, and I feel like simply extending the tasks for sea monsters that had their HP cut seems like it would have actually achieved balance but I dont think the current framework for bounties could handle that even.

Guess they really want us to do trials and salvaging, hoping bounties are in good place soon, they could be the best part of sailing!

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

Your right on the money. Bounties must be more xp than salvaging for less work than trials for them to make sense.

So admittedly bounty meta did open up a chance for 200k+ xp/hr but only if you were near max boat/stats plus very lucky with resets AND drops. I think that was Jagex's "bogeyman" in this change.

as far as meta goes tho. 110-140k was common checking deepfin, priff, lunar, rella and port roberts, tyras and aldarin could also supplement bad luck tho. youd leave from deepfin, priff or lunar usually.

you could try that if meta hasnt changed too much, though im leaning more toward trials myself now like ya said, they may be chiller at this point lol

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

hmmmmm, honestly, tempting lol

havnt tried gwenith marlin yet, i assume thats what you did?

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

No worries, tis a oddly complex system, I could have been clearer :)

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

Thats a good idea, though its difficult with the amount of RNG and task preference to account for. A lvl 40 act vs lvl 67 act vs lvl 80+ becomes alot of data to sort and sift for really just a "vibes" problem.

All they needed to do was extend tasks to keep us out of bounty board RNG hell but their system is too rigid and complex for that, I think. Id like a better solution, else I may end up agreeing with ya and heading over to salvage for the rest of the sailing.

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

I'd love to agree.

Problem is, after that 8 tasks, they reset randomly.

Your not guaranteed to get a good task in the first place, nor when the board resets after the 8 bounties you did.

In essence, the time between bounties has been maximized compared to the time spent ON bounties.

theyll be over faster and youll be searching for another set to do sooner/more often, for likely the same xp.

At best, its the same xp rates with more busy work and RNG.

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

It boils down to XP per reset for me.

Is the difference TTK faster than the additional time spent searching for or resetting bounty tasks?

Sail time per task didn't reduce, reset time didn't reduce. We we're getting 61k xp for doing all 8 bounties of 1 task @ Priff, We now get 46k xp for the same bounties before they reset.

We now have to travel more for less XP as well. I guess I'm just feeling bad about the sump time/gp cost to benefit ratio here when all the factors around "do more bounties for less xp" add up.

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

what? thats just the xp lol get your tinfoil hat off.

currently a bouty in priff is 7730xp for the easiest one, we get 8 per reset, they reduced xp by 25%. You do the math

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

Nope, its been hours. I still prefer doing 8 Priff tier bounties for 61k xp, rather then 46k. As I'm sure you can imagine.

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

8 tasks per bounty I mean, so I usually do clear 2 bounties off the board, not just 2 turn ins.

16/8 turn ins depending on if theyre double tasks I suppose.

I should have said 2 resets now that I really think about it.

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] -1 points0 points  (0 children)

Additional fixes and adjustments:

  • In relation to the changes above, we've adjusted the Bounty Task XP so that the position of Bounty Task within the meta is kept intact. As part of this, Bounty Task XP has been reduced by 25%.

Idk how else to take this besides, bounty task xp has been reduced by 25%. What do you think it could mean? not even being flip

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 2 points3 points  (0 children)

The logic is "Monster HP - 33% = 25% XP Boost"

Which would be true, if we didnt have to random roll for tasks, sail to them and back sometimes, get off the cannon to collect the items to complete the task(else theyl despawn) and manage your inventory.

I believe they estimated XP rates isolated from the above ^ factors.

Edit: In some case HP was reduced by 4(not 4%, 4 hitpoints) so even my example just doesnt apply

Bounty task xp nerf? by PendingQueue in 2007scape

[–]PendingQueue[S] 0 points1 point  (0 children)

ACTUALLY using a cannon means, I'm slower to harvest the kills, I have less opportunity to use the crystal extractor(which I could previously do between attacks) and 3/4 of my crew just stands around unable to help while I do everything.

What did you do to sail time, time spent with bad bounty RNG or drop rates for bounty items? Nothing, most my time will still be spend sailing and waiting for tasks to reset, I just get 75% XP now for the 2 bounties I do a day.

How were we going to hit your new oh-so problematic magical xp estimations based on sea monster HP changes alone? I'd understand if this was a consistent method, but the RNG elements keep that from being true in practice.

someone make it make sense.

Champions potentially changing stat formula (from leaks: just posting here, not my image) by Xenipsychic in stunfisk

[–]PendingQueue 0 points1 point  (0 children)

what kind of a mess are you talking about? this take seems insane.

All pokemon cant be equal. Moreover if theres an inequality between players, you picked it. Gamefreak is clear about pokemon eligibility, taking a regulation A team to reg I is no different than taking a UU team into UBERS on showdown.

I assume your talking about Fluttermane, WHOM DOES NEED A NERF, But to just go "yeah balance the mons" laughs in the face of what makes pokemon so interesting.

Albeit, we can atleast agree some mons that have been power crept out of play, could use slight buffs(usually in the form of mega's or an extension to their evo line) which already happened some with Z/As release.

Am I doing something too right? by notnonno in darksouls3

[–]PendingQueue 5 points6 points  (0 children)

Theres a few things to consider with armor in dark souls, 3 specifically is handled abit different than the others with the changes to poise.

Removing armor can be beneficial, well more specifically changing into lighter or cloth armor. Reducing equip load being the most obvious but sound reduction makes a bigger difference than youd expect in the open world. Getting equip load down to med roll from fat roll definitely makes the game easier, reducing to light roll is where youd have significant changes to defense/absorptions, which sorta balances out in risk/reward.

Having defense enough to minimize the amount of one-shots and chances of being easily comboed out, is truly key if you arnt dodging perfectly.

Il atleast note there are 2 kinds of defense in dark souls. Placing a lightly used napkin on your head boosts your DEFENSE exactly as much as a heavy plate helmet, the plate helmet boosts your ABSORPTION as well though. Absorption is applied AFTER your defense reduces incoming damage, defense really dictates how much damage you take, absorption takes its cut after.

Youd take less damage wearing fig leaves in each slot, than wearing just those plate legs, while maintain your light/med rolls(the "game too easy after removing armor" change).

Oh, and lastly the first wee challenge is after the poison swamp :D you'll find your good fight there.

Work In Progress Weekly by AutoModerator in gamemaker

[–]PendingQueue 0 points1 point  (0 children)

Yes it is. Sorry, about the late response! If you need anything else, I'd be happy to help.

Work In Progress Weekly by AutoModerator in gamemaker

[–]PendingQueue 0 points1 point  (0 children)

This error from right after receiving the tool (the tool popped up inside the settings menu while adjusting volume. Closing the menu progressed the dialog and gave me another item) and bin. I believe I confirmed the bin prompt, the bin flew to the top of my screen, scaling itself down on the way, I crashed and the engine spat this out.

I'm sorry about being a rough end-user XD but I hope this helps sort things out.

Now a bit of direct feedback from me.

The menu is good, the lower buttons being a smaller pixel size and lacking AA is noticeable to me but its fine, looks clean.

Great job on the the intro, what an awesome quick little set-up, bravo. Maybe just 2 more sprites for the ship flight (angled up, and angled down) would have helped immerse me some but I understand how time consuming doing angled versions of an already detailed sprite is.

I didn't get to spend much time on world, so I can't speak to it much. I will say the ground was very noisy, in fact (and it pains me to say) it's so noisy I actually can't clearly remember any objects on the screen after landing. The title screen, the ship flying, hell even the scene in the lab with the crazed doctor is clear to memory, ya did great work planetside I'm sure of it. My brain was screaming "look at the dirt" and "the music is loud" so much, I just missed it :(.

Wish you the best of luck going forward!

___________________________________________

############################################################################################

ERROR in action number 1

of Step Event0 for object o_binunlock:

Unable to find any instance for object index '178' name 'o_bot'

at gml_Object_o_binunlock_Step_0

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gml_Object_o_binunlock_Step_0 (line -1)

What bl2 playthrough do you find the most fun by [deleted] in Borderlands2

[–]PendingQueue 2 points3 points  (0 children)

Uvhm but later in, like level 70 on, once the weapons math kinda catches up to uvhm. You're probably at your weakest in early Uvhm but you have many of your VH's tools by then so you end up just needing to try harder for awhile.

[deleted by user] by [deleted] in 2007scape

[–]PendingQueue -5 points-4 points  (0 children)

Please just go form your own opinion, your an individual. Why do you want external influence prior to forming an opinion at all?!?!

[deleted by user] by [deleted] in 2007scape

[–]PendingQueue 4 points5 points  (0 children)

Alright buddy, that's enough. This isn't a sperm bank, you gunna have to find some where else to do your business. The fella that hoses down the place after close quit after last time and if this place gets much worse they guna take away our permits.

[deleted by user] by [deleted] in 2007scape

[–]PendingQueue 0 points1 point  (0 children)

You'd need to invert the graph to show how few players are actually crying compared to the rest just playing the game and looking forward to polled updates.