-
Posts
996 -
Joined
-
Quote:The trials were actually non-timed in the beginning, but the devs noticed players kept spending hours and hours pounding on stuff they really *couldn't* beat, so they added a timer so they'd know "okay, that didnt work, try again."to me challenging is duoing task forces, even with IO'd to the gills toons it can sometimes be difficult (statesman tf for example was tough to duo)
when me and my friend want more of a challenge we add higher spawn sizes or + levels (we ran a +4x8 barracuda sf for the fun of it once lol)
the point when something becomes annoying or frustrating to me is short duration timers like in the trials. timers in general feel like an artificial difficulty to me and dont add any challenge except enforce the "must speed everything" mentality. the other thing thats annoying is stuff like in keyes trial specifically with the massive unresistable dmg pulse every 30 seconds, that also feels like artificial difficulty, i dont mind dying, but when i die 50 times in one trial because i have no heals, that doesnt exactly make me want to do it again -
To me, "challenge" is a broader concept: "Difficulty" is rather simple: It's "Chance of failure/success".
Eg. the easier a task is to fail, the more difficult it is.
"Challenge" is a broader concept, it's related to difficulty because more challenging tasks tends to be more difficult, but it's a different ballgame. Challenge represent what you need to "put into" a task: Be it time, concentration, various types of investments of limited resources, etc. etc.
Team-tasks tends to be more challenging (although less difficult) than solo-oriented tasks (in general) because it takes time and attention to get a team together, and the chance of the team breaking up adds a further complication, a solo-task can cut through all those things.
Now, personally I'm the opposite of Samuel. I think games by and large are too easy nowadays. I relish having to solve a challenge the way you solve a puzzle, bringing all your tools to bear on it an attempt to find a solution.
EDIT: And I agree that games shouldn't be fair. The reason is simply: The AI is dumb, people are not. The AI needs compensation to be at all challenging. -
Quote:Just a reminder: Just because the general public didn't get to see the new COT until now, doesen't mean Beta Testers didn't. For all we know there's been a ton of feedback regarding the issue before any of you even saw the article.Exactly. There's some understandable tension between wanting to keep your designs secret and the need to do good user-centered design if you want your product to be as successful as possible. Concept art is an ideal place to get feedback on proposed design changes from actual players with no connection to the development team. Partially-finished character models is the right place to make sure the design still hits the target.
It's really easy for developers to fall in love with their own ideas, it happens all the time. It's not easy to get used to continuous feedback, but it does help avoid the perception that the dev team has lost touch with their audience. -
I always figured:
Jennifer Hale as Numina
Grey Delisle as Sister Psyche
Kevin Michael Richardson as Lord Recluse -
Quote:Err, why did you make Azuria white?Inside the City hall in the Comic Con CoH: Freedom demo.
Its looking exactly the same, but what bothers me is the old NPC.
I dont understand why they keeping the old ugly low-res model of the City representative. I bet they doing the same with Azuria if she is still around.
Please devs, if you are working so hard to make an old zone look beatiful, do the same with those ultra ugly NPCs.
Maybe replace all the old citizens for new ones like Praetoria had (Where everytime is more common to see the old citizens again, and the new ones are missing) is too much work, but some of the important NPCs and contacts deserve actual models that doesnt hurt our eyes, please!
It cant be that difficult to make new models for some of them, like Azuria, City representative, SG registrer... I mean, we see them all time, please upgrade them!
Also, Azuria could, you know, look like a sorcerer instead a tanned Brittany Murhphy:
My Azuria redesign stinks, lol but I think you get the idea:
-
Got the code, applied it, but can't facepalm.
-
I'd actually like it if the F2Pers had access to the market, but only for selling, and to inventions, but only common ("White") ones.
-
Depends.
Fortunate Daughter, my fortunata (heh) is an Arachnos lackey and likes it that way. (she's possibly not too terribly bright) she'll gladly fight whoever Lord Recluse tells her too, while simultaneously not feeling any animosity: It's a job, and she'll gladly hang out with the people she just tried to murder while on duty. To her the Praetorians are just another "beat up" people. Although she did spend a couple of missions in Praetoria.
Most of my heroes aren't directly involved with the story, but it does affect them: They want to defend their world against whatever threatens them. The coming Storm, Praetoria... It's not personal, but they are threats to be fought, for the safety of Primal Earth.
My Praetorians tends to be the ones most intertwined with the story, obviously. -
Quote:They'd also increase demand.Saw on the other thread mentioned that free players DONT get access to the invention system. Now i know its still early and could change but i really do think it'ld be better for the game to allow them access to it.
Some IOs in the market are either far too expensive or none are up for sale [positron blast triple one below level 43 for example, none are for sale] and having an influx of new players chuck anything and everything into the market would really bring new life to it.
I dont know if im the only one who thinks this and i do think it deserves its own thread because it is an issue that would greatly enhance Freedom for me. Hopefully at least take it into consideration?
Unless you're proposing giving them selling-rights but not buying-rights... -
I think it's a rather interesting difference depending on where you're coming from.
PVP'ers tends to come from either FPS or RTS backgrounds I've noticed: They tend to treat the game as a competition, a sport if you will.
"Hardcore raiders" tends to come from RPG (at least the classic kind) and Strategy game backgrounds, they tend to treat the game as a puzzle to be solved. -
I personally love those kinds of permutations. Seeing your actions/demenaour have an affect (if only a little) is fantastic.
And I do suspect the entire Loyalist/Resistance choice was supposed to be made "blind" in the beginning, and as you proceed down the arcs you're going to have reasons to want to switch sides. -
Quote:Actually, that's not how it works. The more equal the kills are, the more of a difference each one makes. Being able to consistently kill three rather than two enemies is going to win you the game far more consistently than in more lopsided scenarios.
, so for the most part it's a one-to-one trade. -
Bitter Frost Maiden: 50+3
La Belle France 50+3
Fortunate Daughter 50+3 (all T4's)
Soulsnatcher 50+2
Ignis Stellaris 50+3 -
Quote:Arachnos as a whole jumping ship? that would be... Interesting.Right. She's bound to Arachnos, not Recluse.
So if, say, the majority of the organization broke away from Recluse OR someone ousted Recluse from his position as Arachnos leader and took the organization in another direction...
But who could weave a scheme like that?
. -
Quote:Arcs have shown that Protean is still out there, so it's a safe bet he'll be involved in this somehow.
The Going Rogue trailer about switching sides showed Manticore and Ghost Widow prominently, as well as States and Recluse.
Mender Silos, at least at one point, thought Manticore was important to the Coming Storm.
Manticore "died" already in the comic.
I think the broken bow is obvious misdirection.
.
That always struck me as weird, btw. Scirocco? Sure, he'd jump ship, but GW is arguably the most loyal of the lieutenants. (if to Arachnos, and not Lord Recluse) -
Quote:There's no such thing as an average PUG.I don't know Samuel from Adam, but I can't argue too much with the rant in his OP. The problem is less about him, more about PUGs or what-have-you. I don't think we need to psycho-analyze Sam in this case. Have you done any PUGs lately? Your average PUG is filled with people who think City of Heroes is an arcade game, not an RPG made up of stories that you're supposed to play through cooperatively. I didn't subscribe to Street Fighter online.
I've been lucky here, I've discovered great joy in running regular missions with people who like to stop and read all the clues and mission texts along with me, people whose playing styles aren't a complete (and nasty) surprise like in PUGs; People who like small teams like I do, who take the time to play strategically on missions, and so on. I was lucky enough to meet some of these people on the day I joined. So to be fair, I almost wonder if Samuel hasn't made the right sorts of friends in-game yet.
In the MMORPG I played previous to CoH, I went for three years and never made any real friends. Most of the people I met there were so obsessed with XP and mashing buttons, they had barely any clue as to what the game they were playing was even about. Sound familiar?
That's really the problem. -
Quote:Agreed. Whether bad or good, pugs are always a new experience.I don't know how it is on other servers, but on Virtue people are usually up-front about HOW they want to do a TF. They've usually advertised it as a "speed" version or as a "kill all" or "kill most" (usually meaning whatever is in the way of the team but not going out of the way to clear). So you know what you're getting going in and if they haven't said you can always ask. Doesn't mean you won't have some random idiot mess everything up but I find that is pretty rare these days, because for the most part it IS a pretty experienced playerbase at this point.
PuGs, honestly, are the only thing keeping me in this game. New content is nice but it quickly becomes old content. Quicker than they can make it. So the only thing different about replaying that content is the team. I can't imagine wanting to play it on some regular team of super-efficient min/maxed players. That would get old for me very quick. Just figuring out how the PuG I've joined is going to work is half the fun. If I wanted predictable, I could just replay a good old single-player game.
EDIT: Will never forget the tanker on our citadel TF who actually quit becuase he saw how cool the dominators were and wanted to make one of his own
He came back before the TF was over though... -
Manticore is also really, really short. (Compare him to Swan!) he might very well be staning behind Statesman and no one can see him.
-
Okay let's see here:
Terrestrial Judgement:
* Animation: The character smashes his fist (or weapon, if they could redo brawl to work with weapons I'd really like them to be able to do this too) into the ground, causing a shockwave.
* Damage: Smashing.
* Type: PBAOE
* Terrestrial Core Judgement: Chance to deal extra damage to minions/lt's
* Terrestrial Radial Judgement: -def.
* Terrestrial Total Core Judgement : Chance to deal extra damage to al enemis
* Terrestrial Partial Core Judgement: Chance to deal extra damage to minions/Lt's. -def
* Terrestrial Total Radial Judgement: Chance for knockdown
* Terrestrial Partial Radial Judgement: -def, extra targets.
* Terrestrial Final Core Judgement: Chance to deal extra damage to all enemies (extra damage
* Terrestrial Final Radial Judgement: Chance for knockdown, -def.
Acidic Judgement:
* Animation: Starts raining slime down on enemies.
* Damage: Toxic
* Type: Location AOE
* Acidic Core Judgement: More tics/damage (just to take a break from the procs)
* Acidic Radial Judgement: -regen on enemies hit
* acidic Total Core Judgement: More tics of damage in the same period of time.
* Acidic Partial Core Judgement: Longer duration, more damage in total than Total Core but over a longerperiod of time.
* Acidic Total Radial Judgement: Chance for -res.
* Acidic Partial Radial Judgement: -regen.
* Acidic Final Core Judgement: Even more tics.
* Acidic Final Radial Judgement: Chance for -res, -regen.
So, a damae type we didn't have, a target type we didn't have and some debuffage in the radial trees.
Psionic Judgement:
Animation: Character does the "hands on head" pstandard psychic pstance and unleashes a wave of psionic energy.
Type: PBAOE
Damage type: Psionic
Core Psionic Judgement: Chance to deal extra damage to minions/lt's.
Radial Psionic Judgement: -recharge
Total Core Psionic Judgement: Chance to deal extra damage to all enemiss.
Partial Core Psonic Judgement: Chance to deal extra damage to minions/Lt's. -recharge
Total Radial Psionic Judgement: Chance for confuse
Partial Radial Psionic Judgement -recharge, more targets.
Final Core PSionic Judgement: Chance for extra damage to all enemies.
Final Radial Psionic JUdgement: Chance for confuse, -recharge. -
Quote:I've certainly been running the ITF more than any of the trials (although probably not as much as both trials together). Certainly more than time spent there. The same probably applies to LGTF, STF and at least som of the Fearsome Fivesome.I've said it before, but it bears repeating. I have no t4 incarnate abilities besides alpha. I have unlocked all 5 slots for only 1 character, and have more than 1 slot on only 3 characters. I started playing in Beta, and have over 60 months subscribed time.
Even saying all of that, I have run Lambda and BAF more times than any other content in this game - by a very wide margin. I haven't been grinding anything for years, because it has never been required before.
I've T4:ed up one character and T3:ed up five. -
Quote:Would still require grinding though. Heck, it would require the grinding the same content we've been grinding for years.
They could, for instance, add a Incarnate difficulty to regular content, that scales regular content to silly difficulties and add Incarnate rewards to the reward table. -
Quote:Not to mention that there's a certain fun to speeding as well. Trying to beat your own best-time and such.I've noticed this a lot too and it has bothered me on TFs, especially ones I wasn't used to as someone said earlier. It's not really an issue for me anymore, because if I'm on one of my 50's doing a TF I've already done several times, I don't need XP anymore, and chances are I'm doing the TF for a badge, merits, a respec, or incarnate goodies.
You always have the option to form your own teams for TF's and trials though, and feel free to explain up front that you will NOT be ghosting and will NOT be failing missions, etc. I find that when I don't feel like speeding through stuff and I'm not wanting any particular reward, I play one of my various characters in the 20's-30's and join or a form a team in my own level range. Before level 50, people are much more interested in playing through everything because of the XP.
Another thing to keep in mind is that a lot of people have just done everything in the game so many freakin' times that all they want to do at this point is get it done. I'm personally not one of those people, but I could see how doing things 'the long way' might feel pretty tedious for them... Good thing the next issue is going to be loaded with tons of new content for us to play through and enjoy until we know it like the back of our hands. -
Quote:It's not obvious when there's no counterargument forthcoming, just a heap of irrelevant asides.
It's pretty obvious that your viewpoint is understood, just not agreed with.
The devs aren't going to design a purposefully imbalanced system. That would just be stupid.
Quote:I have to agree with Sam and Co here. There is no rational or objective reason that there isn't a solo path to the Incarnate rewards aside from 'it just hasn't been implemented yet'.
But the solo-path is (presumably) going to be in-line with any other way of getting stuff in this game (just like eg. the prices for E-merit purple recipes are in line with the prices for A-merits) They're not going to hand you a gravy train to incarnate-dom.*
* They might still adjust the overall time required to get rewards downwards. (by decreasing prices and increasing drops, eg.) and in that way change the matter, but the solo path is going to be in the ballpark of the trial-path. So if that (rather than the actual trial experience itself) is your problem you're probably going to be disappointed with whatever they cook up.
I gut instinct (which can be wrong, mind) is that they're going to make the solo content relatively achievable (IE: No soloing AV's) but in return it's going to be time-gated, unlike the trials. And that's going to be the balancing mechanic. I suspect Alignment-merits is going to be the model for any solo path. -
Quote:Not everything (stealthing through a mission, ex. is usually easier when solo) but yes, that was rather my point: Solo tasks and team-tasks operate under differend conditions and therefore when balancing them they can't be treated the same way. They're both going to have to be balanced against each other *and the net effect is going to be, or at least *should* be, that they take roughly the same amount of time to accomplish*.
No team task will ever take the same amount of time or effort as a solo task, because teams accomplish everything faster and easier.
Quote:is quickness and ease more than makes up for the time and difficulty of putting a team together many times over.
Quote:Even if you give the exact same task to a team and to a single player, the team will still be done with it faster and easier even with the time it takes to put a team together taken into account.
Quote:Team play does not need help. Team play is already many times more productive than solo play for many times the reward. Refusing to admit that is just petty, and suggesting that not only should solo play be slower and harder, but it should also be impossible is just adding insult to injury.
Quote:I'd personally prefer it if you'd address the documented, obvious, unquestionable superiority in terms of speed of reward gain that team play enjoys even with set-up time and effort accounted before you start speaking about a team task taking as long as a solo task.
EDIT. There are of course variables to this, eg. The larger the team the more time has to be spent forming it, the shorter the task the better incentive is there to solo it. (because as a proportion you're going to spend less time LFT) and so on and so forth. -
Quote:It is likely, yes.When just Alpha was available, lots of people stockpiled shards, I hear, and so threads were invented to stop instant Incarnate T4s being crafted on day one when lore, Destiny etc were added.
When Hybrid, Vitae etc get unlocked, surely there's going to be the same potential problem?
Are we going to get Incarnate Fragments, Facets, Slivers, Chunks, Slices, Nuggets, Blobs and Bits as well as the currencies we already have?
Eco.