I've read this and here's my take on it. Take it as just an
opinion:
"In the short term:
We will roll back the Boss changes. "
Yes I agree. When a 41 tank has to make a concerted effort
to take out a 33 boss, something isn't right.
" Team up XP bonuses will be increased."
Also a good idea.
"... Mission difficulty slider."
I haven't used this but I think it is a good way to give player
what they want without changing the fundementals for
everyone.
"In the mid-term:
There are... We will be making it so that a Boss will NEVER
show up on the mission for a solo player at the lowest
Reputation level (Hard-Boiled, though were changing that to
Hero). Instead, any named villain will be a Lieutenant. That
Lieutenant will have the same name, powers and costume as
the Boss; his villain rank will simply be lessened. In this way,
solo players wont miss out on the flavor of the missions
story. If a team or a player with a Reputation at Tenacious or
higher enters that mission, the Lieutenant will become a
Boss."
This I disagree with. Before the 'Boss change' when I soloed
a mission and saw a Boss I knew this was the fight I was
looking for. It would be tough and I might not win but that's
the risk I took when I put on my leather jacket and
sunglasses and became a hero. Also I felt challenged in
trying to find a way to get that victory over a 'superior'
opponent. Now while this could be addressed with the MDS
(Mission Difficulty Slider) that means everything will be
tougher and with some groups, its tough enough as is without
upward adjustment. For solo players, you could consider boss
placement so that he doesn't aggro when you take the
minions out around him, limit bosses to missions you don't
have to fight him to complete, or make him the max on
equal or one level lower than the solo hero he's up against.
depending on the importance of the mission. Note that this
doesn't apply to badge missions which should always be
tough, even if you solo it.
" Contacts give out another series of missions story
arcs...."
The problem I see with this solution is that I usually mix
story arc missions between soloing and teams. I start by
soloing then when it starts getting tougher I call in a few
friends and SG teammates then go from there. With this
I'd have to go from square one either one way or another.
My suggestion would be to leave it as is but be clearer which
missions need a team and which don't. Also you might want
to consider adding story arcs that don't requite team to do or
even adding a whole set of contacts dedicated to 'solo'
heroes.
"Arch Villains, Elite Bosses and Giant Monsters will remain as
they are; but, for the early and mid-levels, players will not
need to defeat these foes to complete the mission. In the high
levels, this is not the case."
I see the logic behind this but I don't really like it. To me,
having my back against the wall with the only way out
being through the AV is the way a story arc should end.
Giving an 'easy out' is too tempting. However, you could
assign the lesser goal to accomplish and have it be worth
a lesser xp bonus then give them a choice as to whether to
go ahead after the AV and get a bigger bonus or quit with
what you have. Once the choice is set though you have to
go through with it. You quit and the missions completely
resets.
"In the long term:
A system will allow players to drop unwanted missions or
do old missions that have been passed over (the
infamous flashback)."
This would be awesome! With picking your own missions you
could even choose to only do certain groups alltogether and
create a 'vendetta' type feud against said group.
Well good luck with the changes and I hope this helped some.
Fido1
Pinnacle =S.Thug: 41 tank invul/ss
" Another envoy mission? *whimper*.