Djeannie

Caption Champ 4/30/10
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  1. Quote:
    Originally Posted by Golden Girl View Post
    Because the half-a-year player can also get it in a few days?

    I'm not sure if this is correct or not, but I heard a rumor that all high level TFs give you a component at the end, so you save on having to make them from Shards.
    Which doesn't do the soloist any good. People have issues with lag at mothership raids and lately there have been a lot of complaints of lag on these WTFs. How are people going to do these queued events with this kind of lag when you can have upwards of 48 players?

    People who have a lot of lag and may not be able to participate in these events, or people who have real life commitments that may call them away from the keyboard frequently, or just hate grouping in uncontrollable envornments (read other players) should have viable paths in a similar time frame as the powergamer / hard core grouper.

    Their subscription money is just as good as anyone elses and keeps the City Of franchise running.
  2. Quote:
    Originally Posted by Arcanaville View Post
    In my opinion, in some respects its a bit too high, but its not a totally outrageous first cut at it. There's a wide range of soloers, and that is not out of the reach of all of them. Probably most of them in the case of Very Rare, but its not clear that Very Rare needs a quick achievable path for all slots. In the case of Alpha, its Rare that is arguably the "core" peak achievement, and Very Rare is a long term pursuit item. If there are diminishing returns in the other slots, a similar calculus may apply: the compromise between giving fast players something to gun for and giving slower players access to the system is usually to front load: the first 20% of the effort gets 80% of the value, and the last 80% of the effort gets the remaining 20%. To make the system reasonable for the widest possible set of player capabilities, both side will likely have to compromise in some fashion like this.

    Moreover, the problem with making a solo path that is embedded in the normal teaming path is that its exploitable (lower case e, not upper case E) by teamed players. They can run task forces and trials for components, and also simultaneously hoover up shards far faster than solo players can. The net result is that the "solo path" is also a teamed path accelerator. If its too quick, the teamed people can do both and go faster than intended.

    That's one of the many gotchas in trying to do things the "quick and easy" way. A more dedicated solo path would be easier to tweak, so that the disparity between earning can be more moderate. But at the moment, its no small irony that the solo path is bounded in part by the speed of the fastest team.

    And that's why I don't generally approve of the quick and easy way. The slow and proper way tests people's patience, but the quick and easy way tends to test people's nerves more.
    I completely agree, see earlier post in regards to that.
  3. Quote:
    Originally Posted by EvilGeko View Post
    See e.g. Meridian 59, Ultima Online, Everquest.
    And you know what? I quit UO and EQ due to that as did many many others. Game developers need to stop looking at the punitive boring gameplay in EQ as the way to design games and start looking at it as the way to not design games

    Guild Wars 2 has some very interesting mechanics that the developers are adding to stop excessive grinding, allow progression solo and grouped, prevent griefers and take some of the sting out of the rng. Looks to be a fantastic game that will cater to the raider and the casual player.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Team of three = 2.66666666666666666666666666666666 per person.

    I believe its reasonable to have a balance between random rewards and predictable ones. I believe the original suggestion preserves that balance. You're free to disagree. But tell me this: is it ok if I refer to your preference as "this predictability bull-****?"
    Team of 3 gets 1 per person. It is easy enough to keep it simple without getting all math-stupid. Here I'll lay out a quick system for you.

    Team of 7-8 = 1 drop each
    Team of 5-6 = 2 drops each
    Team of 3-4 = 3 drops each
    Team of 1-2 = 4 drops each

    So 4 drops for the soloist and 1 drop for the people who group all the time, combine to taste for whatever is needed.

    Yeah it's predictable but at least no one is getting screwed by the range which I see happen far too often. Oh look billy got 3 purples on this TF run and joey, mack, and janey got zero. Yeah that's fun.

    You could even interject some random into it as long as there was a base minimum. Chance that a person at the end would get a single extra drop at 5-8 or 2 at 1-4.
  5. Quote:
    Originally Posted by Arcanaville View Post
    The point was to make the system offer something for the fast players to pursue, while balancing that concern with allowing the slower players to gain the majority of the benefit of the system relatively quickly. It takes only one week to get the one notice it takes to craft a rare alpha, which gets you probably 80-90% of the full benefit of any alpha slot. It then takes more than twice the total resources plus three more notices which takes three more weeks of pursuit to get the very rare alpha, which only adds about 10-20% more strength.

    You're looking at it from the perspective of, since its not that much more power, why not let everyone have it quickly, since its not game breaking? You're not seeing it from the flip side, which is that the devs have carved out a deliberately small benefit from the total and allowing the fast players to go chase after it, and that benefit is so small it minimally affects everyone else. To me, the Very Rare Alpha is actually representative of the extreme care the devs have taken not to exclude most players from the vast majority of the system given nominal effort.

    Seriously: games are supposed to be fun, but different people have different ideas of fun. Some people like pursuing long term goals. Some people like making model ships in bottles. Its not work: its fun. This game has to address both kinds of fun, and a lot of variants in between. This much is true: the more kinds of things you find fun, the more of the game will be accessible to you. That's not just the way it is, that's the way I want it to be. Something for each player not everything for every player. The latter sounds laudable, but its extremely limiting. What I want is not what you want. Making the game be only the intersection between the two, plus everyone else, is not in the best interests of the game.
    Sorry but I do see it from both sides and as much as I hate time-gating that is a potentially viable option to let the soloist progress at the same rate as the grouper / hardcore speedrunner.

    The issue is gathering shards as a soloist and then having this price tag slapped on it which the hardcore player is going to have far less of an issue with then the soloist will, assuming the soloist isn't a powergamer/farmer.

    I think your idea of some sort of single drop that is used to combine and is divided amongst team mates is also a viable solution to the issue of drop rates of shards solo vs grouped. How is a soloist supposed to gather 40 shards + 40 shards + 32 shards + 200mil + all other components just to make one of these very rares in any reasonable amount of time? It's just like a-merit costs on purple recipes where it will take you over half a year just to get 1 purple set doing 1 a-merit every 2 days. The costs are ridiculous, and no everyone shouldn't be kitting themselves out in purples in a week but they should be able to get a full set faster then half a year.

    I would by far rather see incarnate trials be trapdoor-ish missions (story arc) for the soloist that would award components or some sort of weekly story arc from oro that's similar to the weekly task force and you'd get flagged for doing either one to keep notices at the weekly gained rate. Forget all this crafting with shards crap for the soloist. Give them the same style option as the grouper to keep it fun.

    There is nothing fun about excessive grinds. There was nothing fun about 10,000 monkies and 1,000 is still a lot but doable. Whenever a game mechanic is introduced that makes a majority of players want to avoid it or gouge their eyes out with rusty spoons due to the excessive repetitiveness then it needs to be reexamined and changed. With the current costs in shards and the low drop rate that's this mechanic.

    Shard drops are a catch 22. Groupers will accrue them faster due to mass destruction of piles of foes and soloists, who are not farmers, won't. Thus they need to be awarded for completed tasks and not just more random crap drop rates.

    Any system introduced into a game should have as many potential viable paths for the greater playerbase and lesser playerbase if possible. Some want raids, that's coming with these new trials. Some want to continue to enhance their characters through small group or solo play in a reasonable time frame. That's not happened yet and with the current proposed system isn't going to happen. Shame too because there are some good ideas in this thread.

    In short something like the WTF for Oro missions using the same flag upon completion (so that the wtf'er can't go get 2x the drops) would be a viable alternative to gaining notices for the soloist instead of extreme rare drops and crafting costs that are punitive to the non farming soloist. That way the powergamer can't abuse the system.
  6. Djeannie

    Devs Top Ten

    1. Power Customization
    2. Cimerora
    3. Ouroboros / Flashback
    4. Merged Transport
    5. Zone Revamps
    6. New Powersets
    7. Powerset Proliferation
    8. A-Merits
    9. Super Side Kicking
    10. Zone Level Restriction Removal
  7. Quote:
    Originally Posted by EvilGeko View Post
    Please pass along that some of us relish the added difficulty of the Praetorian content and greatly wish that it would be extended to the upper levels.
    That's what the difficulty slider is for. Put yourself on +4 and knock yourself out!

    Perhaps you could even ask for a "moar ambushes" setting at the fateweaver npc so that when a mission does spawn ambushes it spawns 2x as many.
  8. Also...

    What IS the big deal with letting people craft a very rare ability in under a month? Solo or Grouped? Is the game suddenly going to implode because you crafted something in less then a months time? It's a small buff in many ways and not game breaking. If it were game breaking the developers would have changed it in beta.

    Christ, games are supposed to be all about having fun and progressing yourself in a fun manner. When did everything get so bogged down in time spent to do x?
  9. Quote:
    Originally Posted by Arcanaville View Post
    The point wasn't whether it was possible or workable, but more whether it was reasonable to see such a feature in a "quick and dirty" solution. Even if the actual programming was straight-forward, tampering with the reward system would likely force a Q&A cycle for that change that would not be speedy. In fact, given the devs were just burned on a ginormous bug that made it to live due to insufficient testing, I would expect such changes to be even harder to make without extra vetting.

    "Elsewhere" I suggested the possibility of adding a special reward that soloers could actually earn significantly faster than teamed players could, and which would then have a path to crafting Incarnate abilities that could be independently balanced from shard conversions.

    Is there such a way to create a reward that soloers could earn faster than teams, so that it could not be trivially exploited by teamed players? There is: make a drop that drops on mission complete that only one player can get. If you're solo, you'll get them all. If you're in a team of eight, you're only going to get one every eight missions on average. It won't matter, because the shards you earn will be so much better anyway.

    For psychological reasons, I suggested each mission drop sixteen of these. Why sixteen? Because in a team of one, you get all sixteen. In a team of two, rather than the RNG sometimes hating one player and having one player get three in a row while the other player gets none, you're far more likely to have each player getting *some* with each mission complete. By the time you get all the way up to eight players on the team, each player will average two, but some might get more and some might get less or none. For solo players, this would be a dependable reward. For teamed players, the bigger the team the more random and unpredictable that reward becomes. For people that both team and solo, the teamed drops become a "lucky/unlucky" lottery ticket, and the solo drops become the dependable path.

    The nice thing about this idea is that it automatically scales to small teams: its not a "solo vs teamed" solution. Its an autoscaling teamed solution where solo is just the special case of having one person on the team. Shards and this other reward become counter-balancing rewards based on the size of your team. Call these things "splinters." The smaller the team, the more splinters you'll get and the less shards. The larger the team the more shards you'll get and the less splinters.

    Now you can balance the crafting costs around splinters, without worrying that large teams can farm splinters. They can't. But they won't complain, because they will be swimming in shards, and the crafting costs for splinters will still be far higher than shards.

    Personally, I think even with the cost of introducing Yet Another Currency, this is a better solution than the quick and dirty one. But contrary to popular belief, the devs don't always do what I tell them to do.

    Also, while I've put a lot of thought into this idea over the last several weeks, I can only say I think its 90% certain there aren't balance complications lurking within it. I'm pretty sure its one of my more brilliant ideas. I'm not certain its not also one of my more unworkable ones.

    Edit: I need to add that when I formulated this idea originally, there were some caveats to address exploitability pointed out by myself or others. Its possible that splinters would have to be restricted to only certain mission arcs, ala the WST. Otherwise, it could be exploited by picking arbitrarily short missions. And it would likely need something like the ticket tracking system in the AE to make sure that you only earn all sixteen splinters if you do enough activity in the mission, rather than ghosting it in thirty seconds. If you only kill two LTs and the boss a the end, you might get only four splinters, for example, whereas if you defeat at least half the foes in the mission, you'll get the maximum sixteen.

    Kinda no thanks.

    Soloists earning at a fair rate. Good
    Random that can totally screw someone. Bad

    we have enough random crap in this game already. You could always just make it so that teams got fewer of whatever drop due to more people, so that it's a balance vs task forces.

    Team of 1 = 8 per person
    Team of 8 = 1 per person
  10. How about the fact that this task force only awards 20 merits and the far easier hero version awards 30 merits?

    That has to be a bug. Some sort of database typo. Less merits for a harder task that requires specific ATs?
  11. Quote:
    Originally Posted by Golden Girl View Post
    I'm pretty sure it's only half done
    If you were in the GR beta, you mgiht remember what Imperial City and Neutropolis looked like before they were opened up for players to test



    I was meaning more from the point of view that if the area between the battleship, the hosptial and Statesman's ship was turned into a sort of Longbow/military area, then having brawling Tsoo and Family inside the compound might be a bit silly
    very true Looking forward to some sweet textures on that spiffy ship!
  12. I don't know if this will even be read by the Developers, but the AE has a lot of potential to be even greater then it is with a few touch-ups, so with that said...

    Dear Devs,

    Please upgrade the AE with the following features for a more indepth creative experience.

    1. Dialog/Quest Trees for NPCs. Like the ones you find in tips missions where you either talk to a normal npc or a defeated foe npc and have different choices / outcomes.
    2. Front / Middle / Back settings for outdoor maps. It is impossible to make some stories when you can't select where the mobs will spawn. Like on the outdoor carnival maps. I can't place the carnival bosses inside the circus area, which is in the back.
    3. Ability to use standard mob skins with custom power picks. Like a Tsoo sorcerer using ninja/dark MM set.
    4. Ability to use custom mob skins with standard mob power picks. Like a Rikti Mesmer package for example.
    5. Some more varied Items for floor/walls (wooden barrels, shark display from blackbeards etc..)
    These few things would go a long way in really kicking the AE up a notch and allowing far more creativity and stop potential story choking, then currently happens.

    Thank you
  13. Quote:
    Originally Posted by Necrotron View Post

    One hundred MILLION dollars.



    That is a whole lot of cash. That means a top tier Alpha, with its one Favour and two third-tier Alphas (one Notice each) in the recipie, will costs 400 million influence.
    That's overly excessive, That whole thing there. Bad form Devs! boo hisss.

    Ok only 40 shards isn't bad, not counting all the other items you'll have to make...
  14. Quote:
    Originally Posted by bAss_ackwards View Post
    Welcome aboard the Battleship Half-Done.
    Ok that's just lazy texturing. Not even a hole in the gun barrel...good luck firing that thing lol
  15. Quote:
    Originally Posted by Second Measure View Post
    About That Accessibility Thing
    For our more casual players, we have added an option for you to continue to build your way up the Incarnate Tree by collecting Incarnate Shards without doing any Incarnate Trials--you will even get Incarnate Shards when you are exemplared down. It will take longer than it will take by participating in Incarnate Trials, and you’ll miss out on some epic storylines, but you will be able to claim your seat at the Incarnate table nevertheless.
    So you're saying that Soloists can get Notices of the Well now? Or will be able to shard-make Notices of the Well?
  16. Quote:
    Originally Posted by Bosstone View Post
    I don't think I've ever had a problem getting in on a Mothership raid.
    I have, on virtue. Went and just soloed it in the center of the ship and got middling merit rewards. thank god I had an aoe damage power to get credit.
  17. Quote:
    Originally Posted by Carnifax_NA View Post
    That's pretty cool. I'll be trying this later.



    If you want to nick my toggle buff commands from earlier in the thread to stick them in here feel free (link in my sig). Seems like a logical place for them.*
    Hey there! They would be a great addition and easy enough for folks to add as another flyout menu anywhere they'd want in the list.

    I'll probably be adding them myself but I rarely ever play buffers (hate buffing people), but my very few buffers could use it for sure!
  18. Quote:
    Originally Posted by Zombie Man View Post
    The feather Costume Changes look great because of the physics of the falling feathers. The fur Costume Changes, however, look mushy grey, more like a dirty water splat. The falling fur is just an animation which doesn't look that good. I realize the physics engine can't do hundreds of falling individual hairs, but maybe clumps of hair, like the ones when getting a hair cut? If it remains just an animation, then it need better animation... have the fur fly up a bit before drifting down.

    The fur spin emote will be great for sand themed characters. Reminds me of the dust devils that scirocco uses so if they do want to add a more clumpy fur one that's fine, just don't replace the one thats there. They can call it heavy fur spin / burst or something.
  19. Quote:
    Originally Posted by Alexander_Drako View Post
    Its not the face itself... is the color pattern The shades are even there, we just need to be able to control one of the layers better I think? A pattern of two colors on the grey wolf head would be the easiest way to deal with people that want fox-ish heads.
    foxes have longer snouts. I don't recall being able to stretch the snout with the sliders at all, only overall head size and it wasn't by much via the very top sliders
  20. I'd like to see tail feathers as a tail option for the bird folk.
  21. I'd like to see tail feathers as a tail option for the bird folk.
  22. Feedback:

    Beast run: Looks good. Any way we can get this and ninja run to not toggle off combat jumping? Doesn't really fit the minotaur who really needs a more lumbering run/gait, but the idle pose fits the minotaur great.

    Emotes: look fine. They don't work with shield defense at all.

    Costume Change: look great!

    Patterns: look good. Not in tops with skin.

    Animal Heads: Are not in a single category. Shouldn't these all be in with mostrous? or at least their own single Animals category? We have a lot of things like this that should be reorganized for easier sorting of lists and finding parts.

    Animal Heads: Grey wolf & Eagle have no real size options. looks weird on a normal body, unlike big cats.

    Minotaur looks fab! Needs more horn options from the standard categories for more varied looks. Could use some ear ring options under nose ring. NO face patterns....needs them


    Not really happy with the inability to add standard options (multiple horns and stuff) to the animal heads. Can't make a chicken themed hero due to not being able to add the horn thats like a comb/crest etc... This i find disappointing. Also the height slider....at 8' i'm barely taller then tsoo which really makes my female minotaur look small...can we get this boosted to 9'?

    Also wish that we had options for hats/hoods for animal heads. How is Robin Hen supposed to rob from the rich and give to herself in rogue islands without a proper hood and cape to go with her bow hehehe


    NEED: Skirt/Kilt options for monster legs. How is the minotaur supposed to wear the Cimeroran armored skirt over his legs?





    found some bugs. reported them in other thread. all in all great job!
  23. Bugs:

    Tops: Armored pads has no texture option. It's armored pads or nothing. Don't think it's this way on live and doesn't match the other tops.

    Tops: Plant. Acts like a tops with skin. There are no options to choose but plant and the skin color shows through. Doesn't belong in the tops category unless you can change the top color and plant/pattern colors and add patterns over it. Reptilian for example works fine in Tops.

    Tops: Insect Hybrid also belongs in tops with skin as there is a cutout that shows skin and nothing can be put over the armor pattern wise with the skin cutout.

    Patterns seem to work fine on all other tops/chest selections (in robes, shirts, jackets etc..)

    Faces: Are missing corresponding body patterns. Only an old Tiger one exists. No cheetah, no Leopard, no new tiger. The old tiger one doesn't blend into the body either.

    Animal Heads: Are not in a single category. Shouldn't these all be in with mostrous? or at least their own single Animals category? We have a lot of things like this that should be reorganized for easier sorting of lists and finding parts.

    Animal Heads: Grey wolf & Eagle have no real size options. looks weird on a normal body, unlike big cats.

    Animal Heads: Lion Mane/Tiger Sideburns: only has tiger strips as an option and no other cat type. (eg leopard, cheetah) The ears DO have these options.

    Animal Heads: ALL: Have no standard Mask patterns for the faces.

    Costume Sets: None of the animals are in here. Werewolf is still using a monster head.

    Monstrous Gloves: Don't have options like justice, or justice with pads for many glove types where the knobby clawed hands would look great.

    Background Light/Dark Controls: are broken again.

    Beastly Rage Aura: No body/breath combo. Glowing eyes are a bit too far from the eyes, a few of the newer auras are like this.

    NEED: Skirt/Kilt options for monster legs. How is the minotaur supposed to wear the Cimeroran armored skirt over his legs?
  24. We need more costume proliferation!
    PLEASE DEVS FOR ISSUE 20
    Magic Pack
    -- Baron/Occult Outfit parts (boots, cape, gloves, robe, hat) for females
    -- Renegade hat & Skull mask for females
    -- Witch hats & boots for men
    -- Magic bolero for men

    Martial Arts Pack
    -- Quin Dynasty hair for females
    -- Warrior belt in other tops

    Mutant Pack
    -- Organic Armor parts added to "with skin" (tops, bottoms, gloves, boots)
    -- Bioluminescent parts added to non with skin categories (tops, bottoms, gloves, boots)

    Others
    -- Cigars for females (from male category)
    -- Cornrows for females (from male category)
    -- Tattoos on shoulders/arms (from male category)
    -- Bridal top added to non "with skins" category
    -- Villain Epic Archtypes customization (widow claws & powers)

    with apologies to geko for stealing his format
  25. Quote:
    Originally Posted by New Dawn View Post
    Do an attack chain eps workout, include toggles on for a roughly average fight duration, allow a few secs of recovery between attacking mobs and see where ya end up. To conserve energy I would use a cone attack on 2 targets+ and aoes on 4 targets+ to get the dam per end equal to a ST attack.

    Build up should save endurance because you do more dpe and so attack less particularly vs numbers imo, so with aoes. Against tohit debuffs or +def, useful.

    Air sup is good for -fly and kd. I'd swap pulverize for it, never thought about jawbreaker for it. Sometimes -fly can help. Lets say a flying sniper badly pulls GW and Scirroco. They might attack whilst being in mid air. Someone should ground them. I like tanks to pull anyway but you should find your own reasons.
    heh

    Ok is there a good tool to work out an attack chain? Never really bothered with that before....