RoE Post-Death Assessment (in General)
October 5 2008 3:23 PM EDT
So now that the community outcry to nerf the RoE has been realized, how can those caught in the middle of the firestorm, ever hope to catch the top MPR spot?
I just ended my third NCB in a row. Not only costing somewhere close to 250 mil CB2 for all three, but now I am not even left with the option of trying again for the top spot, because the RoE has been nullified.
I can definitely say after three successive NCB runs, that without the RoE (pre-change) exp boost, the top MPR spot simply cannot reached. Even with the old RoE it was almost impossible to reach, now it is guaranteed unattainable.
So, what is the assessment? What can be done to run for the top now? I am considering just selling my char and tattoo and being done. I cannot keep throwing so much time and money for NCB runs and end 600k from the top MPR, 300K+ away with two more minions purchased.
October 5 2008 3:28 PM EDT
I'm caught in the middle. 2 months into my new NCB, growth was going okay. Not enough to reach LA's at the end of NCB, but enough to be able to stay competitive in the top 25. Or so I thought. Now I have no hope of getting to the top. I play this game for fun, because it is a game. But if it is a game where I cannot ever reach the top, the game is pointless to me.
October 5 2008 3:34 PM EDT
the n*b system is a gift not a god given right... look around... is there another game that gives you such a "bonus" to start over again?
to relic... the NCB was never meant to overtake the top position 95% was what jon said
with the death of ROE, cb2 is now 100% disposable team strategy. I feel the burn for Relic. But for almost a year here in cb2, i believe someone have said this :"be careful what you wish for"
Looks like i 'd be the last one who had overtook the top.
October 5 2008 4:04 PM EDT
Well, changemonth isn't officially over yet.
I wouldn't be surprised if the NEXT changelog thread will be a NCB XP bonus rescale, a NCB BA cost rescale or even a rolling XP bonus that will replace the N*B system altogether (after current N*B runs are over).
If we did get a rolling experience scale what would become of the current ncb's?
October 5 2008 4:10 PM EDT
They finish their runs under normal circumstances (nothing changes for them yet), then enter the rolling bonus system as soon as their N*B is over.
Like that, you could even keep the entire N*B system, no need to remove it.
October 5 2008 4:15 PM EDT
The N*B system encourages quick surges towards the top, and then encourages team disposability.
The rolling bonus system encourages long-term slow catch-up with the top.
They complement eachother nicely, actually.
After a N*B run, the rolling bonus ensures the fact you're much less likely to dispose of your team (even if you got a bad N*B run, you can still catch up to the top - it just takes a bit longer - you don't HAVE to get rid of your team and start a new NCB).
I think its worth repeating. Long term rolling bonus is basically scaling down the team's XP, with the top team losing a bigger percentage.
mpr means less and less... You're in a good position to lock down whatever spot in the top 5 five you want with a retrain and some more NW
October 5 2008 5:49 PM EDT
I like the rolling bonus thing, sounds complicated though.
October 5 2008 9:42 PM EDT
Quite simple actually.
Instead of having a fixed percent bonus for 6 months like the N*B has (well over *4 right now if I'm not mistaking) and then nothing, you simply have a permanent bonus, but the amount of the bonus is not fixed... it's recalculated daily as MaxBonus*YourMPR/TopMPR.
Well, the effects of that, that is slightly more complicated to explain.
Depending on how high (or low) the value of "MaxBonus" is set, people in the lower MPR regions can catch up faster (or slower, but they can still catch up eventually) with people in the higher regions that play less (or less efficient).
Regardless of the value of "MaxBonus", you can NEVER surpass somebody who puts in just as much effort as you do, but you can get pretty damned close if you keep at it long enough.
The beauty of it is that it really doesn't matter all that much just how high "MaxBonus" is.
It could just as well be half of the bonus NCBs get nowadays, for an average of nearly four times less growth. Sure, it would take you almost four times longer (so closer to 2 years, a bit less actually... instead of 6 months) to get to the point where a NUB might end up... however, you will keep going (you barely even notice the drop in XP gains, it slowly ramps down) even long after that, without the need to restart a fresh NCB (if it would still be allowed to have a NCB in the first place after this gets introduced).
Or, it could be double the current NCB bonus. Overall, you would get a similar growth rate as a N*B has (a lot faster early on, slower and slower later on), so if the top guys even quit playing, you could catch up to them in less than 6 months. Of course, that would somewhat justify the arguments of people that see a rolling bonus as "rewarding lazyness".
So, bottom line, while the value you pick for "MaxBonus" is not that important for the system to work, the value you pick can differentiate between a slow, fair game that rewards long-term commitment, or a fast game that rewards only the recent past's activities.
Quite simple actually.
No but in all seriousness, I like the idea. I'm at the end of my NCB, and, to put it simply, I'm very disappointed.
October 6 2008 11:01 PM EDT
Or, ANOTHER revamp of the RoE >:)
One that would actualy bring it in line with the rest of the tattoos :P
First off, allow the RoE to GROW from now on (no more "fixed level 20" from now on - so it also adds PR).
Second, either keep the new "all XP goes on the minion that wears it" or remove this particular feature altogether (up to debate).
FINALLY, make it ADD to all raw stats of the minion wearning it.
What it adds depends on the already trained stats on the minion (added points keep the same ratio as trained points).
As for how much it adds in total ?
75% of rune level :)
Kind of like a slightly better rune of solitude, but without the DM protection, and affecting ALL stats on the wearer.
It's even weaker than a ToA (which adds 83% of rune level PLUS a load of NW), so you might even want to grant more than 75% of rune level.
In effect, you get almost the same effect as the old 20% bonus in terms of "virtual total levels" added, but you don't gain the base reward increase benefits of being a higher MPR, however you DO "gain" the PR (and reward) penalties of wearing a tattoo.
It's versatile (especially on, say, a character that just added a new minion, he can move the RoE there to boost XP gains on that new minion AND also benefit from the new minion a lot by changing its designation).
Heck, strategy-wise, it would be an awesome tool, since you don't just gain levels blindly, you can simply repurpose minions however you see fit - even radically change your strategy just by moving it around.
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