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Quote:Okay, I will concede that is a good reason. I will, however, speculate that the devs delivered this type of gameplay not in response to customer demand for it, but due to a lack of design sophistication within their ranks. I know that's sort of an ugly think to suggest, but it adheres to Occam's Razor better than the alternative, at least to my mind.Some people do enjoy this type of gameplay. There, how more convincing an argument do you want?
Quote:Surely some fine tuning can be done in an attempt to make the trials more widely appealing, but completely dumbing them down or stopping with releasing this type of content altogether like I see some people advocating on the forums really shouldn't be an option. -
The fact that melee toons can't pick up objects and turn them into improvisational ranged attacks almost guarantees that they will forever fight up close and personal 99.9% of the time (the only time my brute ever needs to move during combat is if my target runs, staggers, or gets knocked away). Everyone else stays a good, safe distance from most mobs, and moving around a lot is rarely necessary when getting most enemies within effective attack range is so trivial.
Moving during combat, even if you remove rooting and suppression, rarely helps tactically anyway since the moment you see an attack coming it is too late to do anything about it; the game engine has already computed the to-hit mechanics and applied the damage, and you get hit and damaged no matter what you do movement-wise (e.g., every time I fly out of the SSA #1 CoT caves to leave, a good five or six uneventful seconds go by while the game engine figures out how/when to show the Igneous rock hitting animation that was computed back when I was in the corridor with them--I know better than to think that flying by them and having nothing happen for that long means I managed to evade them). -
Quote:Except that there's no reasonable defense against it. That sort of thing is generally avoided in good comic writing, and so it doesn't belong in our trials either. Take, for example, the Avatar of Hamidon's Confusion attack. That is like the Telepathist mind-f**k in that it totally messes with the league's ability to deal with the AV. Note, however, that a few toons with Clarion can counter this crisis. That is comic-book-sensible, and is not unlike Charles Xavier stepping in and giving everyone mental protection in order to carry on with the fight. But as far as I know, there is no mental power in the game that can "pull a Xavier" and protect toons against the Telepathists. That is why that particular gimmick is so pernicious and unwelcome.From the Dev's perspective (I imagine), it's not a 'numpty with a rock' doing the, er, heavy lifting. It's the Telepathists psychically convincing you that you can be defeated by a thrown rock, which is arguably comic-book-sensible.
Oh, and I want to take a moment to give a shout out here to anyone and everyone who has repeatedly pointed out the biggest single flaw in the Telepathist conceit which is the contradictory way in which it works inside/outside. None of the Telepathist/Rock-thrower apologists ever address this point; I assume they are conceding it, but if so there really is no point in defending any other aspect of this gimmick since even handwaving the logic of the debuff away still leaves fatal flaws that require even more stretches of twisted logic to justify them. -
One misconception worth dispelling is the one about the global cooldown in other MMOs imposing an overall "slowdown" of attack rate. This is significantly mitigated by the existance of "instant" abilities that can be fired off even while in the middle of another attack animation (the system fires it off and applies its effects immediately, even if the animations haven't "caught up" visually yet). This lends a sense of non-stop attacks in other MMOs. CoX has nothing like this, and it is the primary reason why its combat feels like slow motion compared to all the other MMOs out there.
DCU is different still in that its combat system is inherited, conceptually, from console fighting games. The left and right mouse buttons activate melee and ranged attacks, respectively, that have zero cooldown time and usually very fast animation times. This means you can attack more or less as fast as you can click your mouse buttons (or your game controller buttons). The constant barrage of attacks can be quite shocking to watch, though it should be said that those attacks are not always the most effective to use at any given moment (especially in PvP), and that's where the "power tray" attacks come in. They provide all kinds of additional side effects which are sometimes more useful than the damage they cause (like buffs).
The point is that combat definitely feels slower in CoX than in other MMOs and there are very easily identified causes for this. However, once a toon gets high enough level to be able to cut down recharge time significantly, the attacks get fired off fast and furiously (unless slowed, of course) and CoX stands behind nobody in the combat pace department. -
Quote:That's a fair question. I have a mental whiteboard of ideas I would love to explore, if only I could quit my day job and go into MMO game design full time. Granted, most of my ideas would not retrofit into CoX given its current limitations (it is level-based for one thing). But while I don't have the resources to design my ideal replacement for CoX, that doesn't mean I don't actively think about this, in some detail, on a more or less continuous basis. However, I don't feel these forums are the appropriate place to discuss them, mostly because they wouldn't be constructive. That nevertheless does not invalidate the complaints directed at the current design philosophy of the Incarnate trials. I have, in other threads, spoken about the concept of multiple solution vectors, where a "problem", "obstacle", or "challenge" can be solved in numerous ways, rather than just through the direct application of blunt-force dps (Penelope is no different from this; adding the need to taunt another mob to a specific location so you can smack it with overwhelming dps in order to open the gate that allows overwhelming dps to actually affect Penelope is not a sophisticated design development IMO). The only objection I've ever heard to the notion of multiple solution vectors is that they are hard to design properly. Yeah, well, nobody said good game design was easy.So what sort of trick, puzzle, and gimmick-free AV fights would you consider to be a "challenge"?
Without an answer to that question, it seems that your type are the ones being elitists. You're all judging the iTrials from on-high and finding them all wanting, without making any suggestions that would improve things or be superior "challenges" compared to what we currently have. If you don't like the iTrials then that's your prerogative, but to say you don't like them because of X, Y, or Z and then be mute as to what you think would make for better mechanics is just weak sauce.
But isn't that sort of the problem? "End-game" content shouldn't become trivial just because of level increases. Elaborate tactical problems, which require coordination, good timing, and good improvisational skills when unexpected wrinkles arise, are not invalidated by large level gaps. If you base all trial problems on the application of dps, then you almost guarantee that said trials become trivialized as the level gap increases. That's where such a primitive approach to trial (game) design really starts to reveal its grave weaknesses. But if you think/design with a little more creativity, you can come up with game problems that can't always be solved just with more damage, or for which having more damage available wouldn't necessarily help much. The current crop of gimmicky "puzzles" is an attempt to do this, perhaps, but they are so binary in nature (either you do exactly the one right thing or the gimmick defeats you), that they only barely scratch the surface of what can be done. -
Quote:Clearly it wasn't un-fun (to the OP) because they failed. It was un-fun because the trial did not provide adequate information to succeed.And to the OP..you failed one of the newest tasks in the game, on your first try? Man, that has NEVER happened before? Right? So now you hate it...yet..if you won, it would suddenly have been great. How about a few more attempts?
Look, there is no other area of the game in which mission failure is the norm the first time through it. I can't remember the last time I failed a mission, period, much less failed it for lack of knowing what to do to succeed. The Incarnate trials are unique in this respect. There is virtually 0% success rate amongst first-time raiders for any given trial. This is not all due to lack of coordination, or lack of experience with the game in general. It is primarily due to the trials not making it clear what is about to happen, what needs to be done about it, and with clues as to how to accomplish those goals effectively. This is a 180-degree flip in terms of content design philosophy, and I have not yet heard a single convincing argument in favor of it. -
"...We can recruit allies within these parallel worlds, and perhaps bolster our own numbers with alternate versions of super-powered beings..."
So there are at least four cases blueside in which we fight alternate versions of ourselves that I know of:
- The "shadow" version of ourselves that the Circle of Thorns summon in the final fight of, I believe, the Posi 1 TF.
- The level 20 story arc where we track down a terrorist version of ourselves in Faultline.
- The Hero Tips mission where we defeat our "doppleganger", a Nemesis automaton duplicate (hmm...Nemesis...hmm...).
- The Hero Alignment mission to clear your name where you fight your "alternate self".
Oh, and I have a Praetorian lore question (cuz I'm not terribly familiar with it): what happened to the Praetorian versions of Lord Recluse and Nemesis? -
Quote:Well this raises an interesting question, then. What restrictions would you leave in to serve as incentive to go VIP? Virtually everything else in the game can be unlocked with a one-time payment. Some things involve recurring costs (Invention license, AE license, SSAs as they are released), but most of the stuff being touted as critical to basic game play can be purchased outright without having to subscribe. The game isn't technically "free" anymore--and such accounts become premium accounts as a result, unlocking other features without further cost--but it is still a lot less expensive than a monthly subscription. About the only thing unavailable is the Incarnate System, and I doubt that alone is much of a draw to go VIP for most freebie players anyway. Other carrots are needed to dangle in front of noses. You know, like Supergroup access.Well, opening up supergroup membership and supergroup chat, certainly, even if they shouldn't be allowed supergroup leadership, rent paying, base editing, etc. There are tons of supergroups who will gladly evangelize the game if only given half a chance to do so, and - particularly for the exact sort of extroverted supergroup that's likely to invite newly minted freebies - the awesome supergroup bases are ads all in and of themselves.
That's a totally seperate issue from the idea of unlocking global chat in general. -
Quote:I guess it all boils down to how one defines "mindless". But in essence I agree that the Well appears to be exhibiting sentient characteristics, the least of which, IMO, is any evidence of self-preservation. Far more interesting is its apparent ability to manipulate members of sentient races, to offer or withhold its power according to a plan, and to sense, evaluate, and react to distant/multi-dimensional threats.Fair enough, suppose I should say Self Preservation requires an aversion to death or the general end of one's existence. But anything that is supposedly mindless still wouldn't act out of self preservation.
Now, this bit about it being "directed" stands to throw into question whether it is the Well itself that is doing all these things, and thus exhibiting sentient behavior, or if it is merely like a dumb animal, conditioned and controlled by something even more powerful and more akin to a creature we would expect to be sentient. -
Quote:Heh. I am going to both agree with you, and disagree with you at the same time. My disagreement is minor, and purely aimed at one small misunderstanding: his WoW clone was not the Stalker, I don't think, but the Ice Blaster, which was probably the closest he could come, in terms of power sets, to the mage he had in WoW, at least based on what little research and preparation he did before hand.[As a snarky aside, the fact that he remade his main from WoW, and used Dual Blades to do it only validates my long standing allegation that's the only real reason we have so many weapon sets (sword based sets and DB in particular) and that's what people usually do with them. ]
Where I am going to agree with you is with the rest of your sentiments. I don't think he is alone in doing what he did: taking his favorite WoW toon and recreating it in CoX. It seems that a lot of players want to turn Paragon City into Azeroth, and as you say, we have an over-abundance of mundane weapon power sets to prove it. -
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Quote:I'm going to go out on a limb and suggest that it doesn't really matter where these sorts of gimmicks appear, be it TFs or iTrials, they are weak sauce game design elements just the same. A lazy way of delivering a challenge no matter which part of the content they affect.I don't really see what the distinction between "hard", "gimmicky" and "cheating" is that everyone keeps talking about... examples to follow:
Hamidon: is Hami cheating because of high unresistible damage? or is it hard because of the -heal aura? are the mitos just gimmicks?
LRSF: fighting the FP in the future, while constantly phasing in and out of reality. in my book, that's definitely a case for all three.
STF: it has been mentioned in this thread that Recluse's towers are a good example of "hard, but not cheating or gimmicky". I don't really see the difference, however.
The list goes on, but as of now, I feel as though all of the "gimmicky, cheating, [but not?] hard" tricks in the iTrials are quite in line with the tricks of previous lvl50 content.
I'd even argue it's easier, since we now have floating text and cutscene dialogue [once you enable it] telling us how to beat the tricks now
Special text wouldn't be necessary if they didn't resort to lame "tricks" to turn the iTrials into a puzzle-solving exercise reminiscent of a Rubik's Cube. LLR'U'RBL and you can take down Penelope; anything else at that stage and you just end up with a cube more mixed up than when you started (i.e., you lose). -
I've been an altoholic in the past, but mostly because I was in search of an AT and a powerset combination that I really loved. It wasn't until I rolled my StJ/WP brute that I finally had a main I liked playing above all others.
I don't bother with alts much anymore because 99% of the time they don't turn out to be as fun to play as my brute. I have a friend whose kids are just getting into the game for the first time and they are, of course, altoholics due mostly to having zero attention span. Every time I log in they ask if I want to make a new character, and I usually say no, I'd rather keep playing my brute. They just don't understand that once you've found "the One", all other toons become irrelevant. -
I play the iTrials mostly because it is the only method available for acquiring Incarnate abilities past the Alpha slot. I do not particularly enjoy teams of 16-24, I do not particularly enjoy the gimmicks, and I do not think the "story" is particularly good (so far).
I would love to see Incarnate trials designed for 4-8 players. I completely agree that teams of 24 do not translate into anything that feels like superhero comics to me. But, more importantly, I would love to see smaller trials because I'd like to see lots of them, purely for the sake of variety. It is intrinsically boring to me to grind the same mission more than two or three times. But since there are only six iTrials available, there is little choice but to run them over and over in order to work one's way up the tiers. I'd rather have twenty small trials designed for 4-8 players, than half a dozen big trials designed for 16-24 players.
The only time I like the idea of large masses of players participating in something "together", are zone-wide events that happen in real-time. Teams and leagues aren't (or shouldn't be) even necessary, allowing everyone to take part regardless of whether they happen to be soloing or teaming at the moment a zone event occurs. There is a spontaneity and an immediacy to zone events that you can't really capture with trials, not even the Hamidon Raid (IMO). -
Well, if the trials didn't make every single AV fight little more than an exercise in applying overwhelming force (i.e., damage), then the notion of "challenge" could become more sophisticated. But they do, so they aren't.
I'd love for trials to be strategic/tactical challenges rather than just matters of how to get all of the league's damage potential onto the AV without everyone dying every 10 seconds. All those "gimmicks" are really nothing more than the devs' way of keeping toons from contributing damage. Either you have to step away, or stop attacking, or go find shelter, or wait for the unresistable hold to end, etc., all of which does nothing more than modulate the damage hitting the AV at any given moment. This is about as subtle as a brick to the head.
Make the trials more about the creative and synergistic use of all the different powers in the game and I think you'll find that there are many ways to challenge players without resorting to making every AV like the Hamidon, where "difficulty" is only measured in damage and defense values. -
Quote:Same here, assuming you mean set IOs when you say you don't worry about them until 50. L30/35 generic IOs are basically SOs that you don't ever have to replace, and so they save quite a bit of inf (and reslotting time) over the course of 23 levels.Aside from the occasional Performance Shifter proc in Stamina, I don't usually even start worrying about IOs until one of my characters reaches level 50 -- at that point I figure out a "real" build, burn a respec, and trot off to Wentworth's. I don't tend to have too many problems getting to 50 on just SOs.
My enhancement regimen for all characters these days is:
- The 5 GR enhancements + DFB SOs + TOs/DOs through level 21.
- Important global proc set IOs start getting slotted at level 20 (or later) depending on the lowest level they become available.
- Full slot replacement with SOs at 22.
- Full slot replacement with L30 generic IOs at 27. New slots get L30-40 generic IOs depending on recipe drops and what I can buy from the workbench.
- Full slot replacement with L50 set IOs at 50.
As "balanced" as the standard game content may be for SOs, most melee toons really take a huge leap in effectiveness, particularly with regards to defenses and END efficiency once all the necessary set IOs are slotted. The difference in survivablility of my friend's Invuln tanker after replacing all his SOs with his Mids-designed set IO scheme was night and day (reaching DEF softcaps, for instance).
Personally, I wouldn't want to dive into the Incarnate content on just SOs, but maybe that's just me. As a melee toon, there are just too many things that can one- and two-shot you if you don't have those set bonuses backing you up. Furthermore, many of the more annoying Incarnate gimmicks are much more tolerable with set IOs in play. For instance, my WP brute can usually stand in one of Malaise's World of Anguish circles and ignore the DoT; it usually goes away before it has whittled any more than about 25% of my hit points. I really doubt that would have been possible on SOs. -
Quote:One of the points being raised here is that trials like TPN, Lambda, and BAF fail narratively precisely because they do not fit within the conceptual motif of "fighting back the forces of cosmic level evil". They might make for interesting story arcs or TFs in the 1-50 game, but they feel utterly out of place sharing dramatic territory with what is (ostensibly) to come. In my view, one can not really use conceptually flawed trials to prop up a flawed gameworld view.And yet, with trials like TPN, Lambda, or BAF, not always. Sometimes it's Lex Luthor and the Legion of Doom.
And I see nothing wrong with that.
Quote:Um... game balance? Whether you like it or not, anyone in this game, regardless of origin, can solo Lord Recluse. Y'know why? Game balance. If you designed a game and made one class more absurdly powerful than another class, why would anyone have any reason at all to play the lesser classes?
As for the related question you raise, the reason to play a class that is absurdly less powerful than another is because it is presumably fun to do so. Players clearly want to play with these low-powered character concepts. What they should also have, however, is a gaming environment that supports that lower-powered character concept without forcing them into content that strikes significant levels of cognitive dissonance. Comics have (usually lousy) writers to work around such conceptually ridiculous jams, allowing Batman to go on missions suited mostly for guys on the power level of Superman and Green Lantern, but a programmed game engine does not. Other constructs must be put in place to insure that such silliness doesn't occur and utterly shatter verisimillitude, but CoX chose not to pursue those design possibilities. We're seeing some of the consequences of that decision in the Incarnate system. -
If Squirrel Girl is equivalent to Robin, power wise, then this is where we part ways philosophically. There is no justification that isn't profoundly contrived and squarely occupying poor writing territory. It would take an extraordinary feat of writing to make that work, IMO, and I can't think of many cases where that sort of absurd outcome was narratively earned.
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Quote:If you define Incarnate content as "cosmic level threats like Galactus", then yes that is exactly what I'm saying. And the narrative of the Incarnate content seems to take that view (i.e., The Battalion). The fact that the engine itself doesn't agree with the narrative motif it is supposed to embody is the very problem at the heart of this debate.So pretty much you're arguing that "You must be THIS superpowered to enter Incarnate content?" I just can't agree with that, and the game engine evidently doesn't agree with that either. Despite having only swords and highly trained reflexes, Lady Tsukira is not level capped at some arbitrary number like 20 or 30; she can reach level 50 like anyone else.
And in this situation it's not Aunt May being "gifted," it's Hulk having the threat of being pacificated and struggling to keep Banner from surfacing again.
Moreover, the fact that you seem to feel that any character regardless of conceptual power level who reaches level 50 is, or should be, equivalent to Superman clearly shows either a profound failure of the level construct in RPGs or a significant disconnect with the notion of "character concept" and the limitations that might impose on the game experience. Batman may be 50th level, but he's a 50th level detective, not a 50th level cosmic super warrior, and any game that makes the distinction invisible or irrelevant is profoundly flawed IMO. Just like any comic that pits him against Apocalypse and expects him to be able to duke it out (and survive) using the same methods as Superman (i.e., melee combat), or using anything remotely resembling conventional weaponry is comic writing of the weakest kind, and is not the sort of thing I want my RPGs, MMOs or tabletop, emulating. Why would anyone else want that degree of surreal absurdism? -
Yes, you have to be more for the later trials. But this is a natural consequence of having level shifts, which don't extend during SSK, in the first place. 50+3 heroes begets 54+3 villains which, thanks to the purple patch, begets players who feel useless if they are only 50 or 50+1 because they are useless (unless they are buff-oriented support toons). This isn't a product of player prejudice against newbies or casual players, but a product of the Incarnate system design that puts veteran trial runners in the undesireable position of having to be picky about the characters they recruit into a league.
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Quote:I think there is only a double standard if one takes the position that heroes like Daredevil should be fighting villains like Galactus. Or that heroes like ninja-girl Lady Tsukira should be fighting villains like Rularuu or Tyrant or the Hamidon. Hint: they shouldn't. Once you realize this, there is no double standard to defend (which I don't).And you don't see the double standard there?
By a lot of the arguments I've seen here, my ninja girl, Lady Tsukira, shouldn't be allowed to hurt demons and robots with her ordinary steel swords just because she's otherwise a completely ordinary "normie."
Gritty, "street-level" crimefighting is a sub-branch of superhero comics. Characters fit for that narrative environment are not fit for cosmic level threats like The Avengers fight. And even with characters like Captain America, the writers are forced to contrive plot elements for him so he can still "fit in" and contribute and not get turned into a fine red mist at the first blow from a villain like The Destroyer. Anyone with half a brain rolls their eyes at such contrivances, and we mostly try to overlook it. But that doesn't grant comic writers license to extend that same kind of absurd contrivance the other way around, in which a mind-controlled Aunt May is suddenly gifted with enough handwavium to lay the Hulk low with one swipe of a butter knife. -
Prometheus makes it sound as though the crises to be addressed by players are, in order: Tyrant, Hamidon, The Battalion. Which, if reflective of the narrative plan for The Coming Storm by Paragon, means we are still only in phase one of the overall story.
In addition, the notion that defeating The Battalion requires heroes and villains to set aside their factional/moral differences suggests that the devs recognize the failure of the red side of the CoX game to live up to initial hopes/expectations and that the first step in returning the game to a single play environment in which "alignment" is purely notional and not functional will be taken in this Coming Storm storyline.
What they have planned after all this is anyone's guess, but the game engine will be 10 years old, or close to it, by then and ready for retirement. -
Anyone contributing dps to any trials featuring 54+2 mobs and AVs really needs the higher level shifts or the purple patch sees to it that they are serving very little purpose except perhaps as aggro bait. Support toons, on the other hand, are always welcome because buffs are valuable no matter what. I don't know how many league leaders are being discerning enough to take AT into account when they filter by level shift, but they probably should.
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Quote:I agree that on some level this is a failure of presentation, but that isn't the same as believing that the problem is merely one of insufficient explanation. Some here seem to feel that the Rock Problem would be simply solved with a clearer explanation of what's happening (with the Telepathists).Yes, precisely, except that the first line never happened. The character just gets defeated by a normal rock, thrown by a normal person, with no explanation presented, and fans are left scratching their heads as to how or why until they read the letter column on the last page. Sure, the explanation is there, in the very same issue, but only if you go looking for it specifically.
Well, count me among those who feel that there is no amount of explanatory text or dialog that makes civilian-thrown rocks an acceptible method for bringing down an Incarnate. And I don't care how you couch the Incarnate's Journey, crawl-before-you-walk or we-are-all-goliaths-to-someone's-david or we-all-have-mental-debuffing-as-our-Kryptonite, the degree of disatisfaction it engenders can't just be handwaved away as "Well, superhero comics are full of such dumb, assinine disbelief-suspending nonsense, so what are you complaining about?" The truth is there is a lot of brain-dead plotting to be found in comics and I don't exactly endorse that either. -
I will have to use the underscore trick, I think, rather than quotes around the ability name because this is appearing in a popmenu definition where the entire command has quotes around it like this:
Option "Warworks Pets" "incarnate_equip Lore Warworks_Superior_Ally"
I'm pretty sure you can't nest quotes in these command strings.