"Perfect" Bonus

Discussion in 'NOTD Discussion' started by Kith, Sep 24, 2012.

  1. MSluiter

    MSluiter Member

    Ok so speed is +20 regular +30 nm? I can’t remember.
    So from a pure xp point for EC Perfect you would get at least:
    +48 xp on Regular, +63 xp on NM for Perfect over standard EC speed run
    Because you usually skip:
    Cams +1
    Brain Bug +0
    Comms +2
    Chem +5
    Seth +5
    Civ Truck +5
    Civ Escort +???

    This seems like a lot. (I make no guarantee my XPs are correct here)

    Also I think the reason people skip this stuff is they care more about medals and putting the win in their stats than XP.
  2. Kith
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    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Perfect would also require getting performance bonuses on Mines and Milbase for EC, making Perfect EC incredibly fucking risky. Perfect Alpha and Apollo also have their own high-risk situations (although they're much later down the line). Considering that Perfect games would require a lot more out of the players than Speed, I have zero issues with Perfect conferring more bonuses.
  3. Ghost
    • Warden

    Ghost Warden

    Mining base is not hard. We used to do it all the time. Just takes people who listen to everything and no troll inf/banetrain, which can ruin the game at any stage anyhow.

    Mil base can be done with perf bonus with relative ease too if you spend more time scouting and as a bonus get turrets. Again, we used to do this regularly.

    Perf bonus is mainly an EC thing by the way. Outside oof chem leak and comms I don't really see any in Alpha and outside of saving freeman and getting generators, none in Sec.
  4. Kith
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    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Considering that NOTD has gotten harder since those days, I'd like request a replay of an exped team doing a theoretical "perfect" game.

    Also, for Apollo, I was under the impression it was possible to gain a performance bonus from the laser shutdown and Route A's reactor event.
  5. HipHopDragon
    • Warden

    HipHopDragon Warden

    The game got harder? Unless we are talking about a bigger timescale than i have been here everything was made easier with each patch.

    And in its currently bugged form its even easier (especially because of the bugged huggers) so a "perfect" play at the moment wouldnt still mean nothing.
  6. Ghost
    • Warden

    Ghost Warden

    Outside of considering the increase of difficulty past the 2k SR mark, NOTD has gotten much easier over time as classes and weapons have become more powerful.
    Addition of weapon mods and other things factor in as well.

    Of course, this is partially skewed (but not much) by the factthatmost of us have got higher XP and thus stats than we did a year or two ago.
  7. ArcanePariah
    • Development Team
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    ArcanePariah Miracle Worker

    NotD has become both, but I would say easier. On one hand it was harder as the addition of enemies (Titans) and enemy abilites (Charge in particular) caused much complications. On the other, as people have noted, weapons and classes have steadily become more powerful. Barret/M5/SMG have all become mainstay weapons. HMG is deadlier, and HK adds some oomph to the lineup. The main thing however that has made it overall easier is player skill. We have all played and beaten everything, so everything is rather predictable. The only thing we could do to make things harder again is either apply more varied attack waves (though some are pretty hard hitting already), or create multiple variants of attack waves (such as the Comms wave in Apollo, usually infested marines but can roll Seekers, which are a far different matter/tactics). I would say adding alternative spawn waves to most major events would make things much more interesting/spicy :p.
  8. Lyanden

    Lyanden Well-Known Member

    What A.P. said


    actually implement Jercy's suggestion of truly immortal Immortals that respawn forever, though maybe separate them from today's "Immortals".

    A small contingent (like 1 per squad member / 8) of relatively easy to take down but impossible to keep down, slow moving, not so hard hitting... things will make static holdouts a tad more interesting.


    While what MSluiter said is indeed true,
    that towards the later parts of people's careers, players focus more on the medals than the XP,
    it would not really be a counter argument to implementing the "Perfect Bonus" as it will still work as a motivation to do the side missions.

    Personally, I believe it may be better to implement a Credit Boost to the Perfect Bonus as opposed to EXP.
    That would certainly make people try out for it, no matter the EXP level. Even when you've maxed your mods, there is the option to change color, buy misc. items for certain runs and of course, a replacement of one's pred.

    I would really like to see this Perfect Bonus implemented if only because I had been part of the generation that made it a priority to finish all the side missions with the performance bonus and very much felt much more satisfied with myself after completing runs. It was always adrenaline filled and you really had to keep an eye for things.

    To see that the game has evolved in such a way that teams are able to be truly efficient in achieving victories is a joy, do not get me wrong.
    I find it a shame however, that the old methods and excitements seem to have become lost as a product of this.
  9. Jercy

    Jercy Well-Known Member

    I think this may cause games to go a lot slower and be more boring, at least for me. I'm a fast paced kind of guy cause it's just more exciting. And will this bonus and the speed bonus add together? I personlly think they should add together because if they don't then I believe an incentive for speed games will start to disappear. Players that are skilled enough to do both should be rewarded more in my opinion.
  10. Miracle
    • Development Team
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    Miracle NOTD Staff: Assistant of many things

    If you can manage to get perfect and under 1:25:00, there's no doubt that both should be rewarded, it will be very challenging and fun ^^
  11. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Then apparently my difficulty increase that was supposed to go hand in hand with the class adjustments didn't go off as well as I'd have hoped. It's been a while since I've played. I suppose I should rephrase: NOTD should have gotten harder, especially for those of the 1900+ SR bracket.

    I'd say it's skewed by a whole hell of a lot. Knowing what's coming is incredibly "OP", let alone being much more familiar with weapon, armor, and item mechanics. I will grant you that there's been a net gain in DPS, though. Certain weapons got more powerful (my example being the SMG, which went from worthless scrap metal to a decent niche weapon), and also certain classes got more powerful (namely the Assault and the Marksman).

    The more EXP you have, the more credits you gain. I'd like it to stay as an EXP bonus - it's a lot easier to manage that way.

    Slow and methodical play is what it is. It's really a matter of taste. What bugs me the most about the current state of affairs is that players are ignoring many of the side missions and not completing the main ones in their proper spirit - abandoning hexes to find high ground to defend, for instance, making holdouts much less difficult because all of the difficulty of the event is supposed to revolve around holding a relatively exposed position.

    Either way, yes, Perfect would be able to be obtained with Speed. I don't see why it wouldn't be.
  12. Ghost
    • Warden

    Ghost Warden

    It has only gotten marginally harder in the 2k+ category, but most people don't play at that level and there's no benefit in playing at that level.

    As for combining with speed, that's like making every AC NM speed a perfect game. It is already overfarmed.
  13. Kith
    • Development Team
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    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Except for the rating bonuses to movement speed and weapon switch that you bring up all the time. :p

    Since apparently my memory is terrible and I thought there were more "performance bonus-able" events in Alpha (and for that matter, Apollo) I'm going to suggest this only apply to Easy Company, then. AC has tons of support in the form of the minis and AS has... well, Apollo Sec classes.

    This concept was mostly designed with Easy Company in mind anyways due to people complaining of the "EU Style" abandoning objectives as an "exploit", so limiting it to EC wouldn't bother me.
  14. Jercy

    Jercy Well-Known Member

    Actually in alpha comm tower and chem leak both trigger, so in order to get perfect game bonus you would have to do both of those missions which could potentail take speed out of the question sometimes. Alpha current has a total of 6 side missions for a perfect game. Possibly 7 side missions if you count finding Ogliviy and keeping him a alive until the end of the game, which is something I think should be a part of this perfect game system. If you don't think 7 missions in alpha is enough then you could add another one that requries the destruction of all the Compliance Nexus towers or you could make it so that Sheng or what ever his name is can die, and if he dies before he is killed during gas then you don't get your perfect game bonus.

    And yeah Kith I see your point, that it will make people actually do the main missions the way they are suppose to be done, which is something that I'm extremely in favor of doing. What I was refering to was that it could be more boring because people will wait until the ideal time to do the side missions which could result in a lot of sitting around.
  15. Kith
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    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Eh. Like I said, Alpha Company has huge amounts of fire support from the minis. Chems and Comms are WAY easier on Alpha. Apollo Sec is the same way, thanks to the Psi Ops/Technician/Pathfinder/Chem.

    People COULD sit around, sure. But they'd miss out on delicious Perfect Speed.
  16. Jercy

    Jercy Well-Known Member

    We can adjust the units that spawn from Chems and Comms for both Alpha and Apollo in order to make it tougher, which should be pretty easy to do I would think.

    For Alpha at Comms and Chem, we could have Immortals instead of ghouls and instead of ultras we could have devours and parasites.

    For Apollo at Comms and Chem, we could have Seekers instead of ghouls and Titans instead of ultras.

    It is definately going to make it more challenging, but at the same time it will make it a lot more fun. I would really love to see what teams come up with in order to stay on those hexes the entire time.
  17. ArcanePariah
    • Development Team
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    ArcanePariah Miracle Worker

    I'm all for the perfect bonus, and also for making things harder. But let's be realistic. Titans/Seekers at Chems = near autowipe, team is spread, a single titan will easily crush 2 people at one hex, or at least force them from it, delaying the count even longer, leading to more titans -> Team wipes with 5+ titans on open ground.

    We can make it hard, but inevitably, make it too hard and NO ONE will consider the bonus, regardless of how high it is, it simply becomes inefficient, and most importantly, you are trading MoH for some measly XP. That better be a LOT of XP to justify someone dying or massive team wipes.

    It is simple math really. As it stands, skip all bonus exp -> Near guaranteed speed + MoH, even with a average group. If you make the odds of getting Perfect at the expense of speed with 50/50 chances, maybe some people will do it. If you make it basically 10% chance or less to do Perfect Speed, no one will do it, except like once for bragging rights, then go right back to farming the old way.
  18. MSluiter

    MSluiter Member

    Comms is currently not available on apollo, and I'm almost positive chem isn't either.
    I think the only side missions are the Sheng civ rescue to delta 1, which im pretty sure doesnt work, and gens.
    O and Seth and Brain Bug. Silly me I forgot.
  19. MSluiter

    MSluiter Member

    Did a test run for EC vet speed + all side missions. Comms never activated, and Chem didnt activate until domes, making it impossible to complete. These really need to become active By the start of chapter 2. Also, the civ truck during chapter 3. Our recon said it didn't even activate until the 1st shreik. This prob needs to be activateable the instant chapter 3 starts.
  20. Kith
    • Development Team
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    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Well, yeah. I'd still like to see them activate in a random order, but they both absolutely have to activate if this is going to become a thing.

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