Fritzy

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  1. Fritzy

    In-N-Out Burger

    I live close to both Frisco and Allen. Wait time was about 2.5 hours at lunch time. Don't really understand the rush to get there TODAY - it's not like they're going away anytime soon. Several mon and pop burger joints serving fresh in this area (i.e. Square Burger in McKinney) that are probably just as good - if not better.
  2. Quote:
    Originally Posted by baron_inferno View Post
    I disagree. I'm sure by now, the cut scenes have been firmly etched into the memory banks of every player who has participated in the trials. Especially Mother Mayhem's assets.
    LOL. Right that.
  3. The puzzle concept was only one of what could be many suggestions for mission concepts. Recently, I've been running GW(Factions;Nightfall) content and am very impressed with many of the challenges and most not involving mega bosses to be difficult. GW missions are more varied and challenging than most of the solo content in CoX and highly repeatable in a virtually lag free setting. When I take time out to do some CoX stuff, the difference between the two games becomes even more startling. I can barely stand to run the CoX stuff before becoming very bored with the content and irritated with the lag and long load times.

    Imagine how much better and inclusive the CoX end game could have been if they had chosen to put their time, money and resources into content with depth and imagination rather than taking the easy way out and creating dozens of trials with nothing but increasingly less imaginative bosses and 20 minute situations to 'challenge' the players. Admit it, few players do these TF's repeatedly because they admire the content - most simply want the rewards and they are willing to put up with any old crap to get them.

    I want an end game created with Elegance, Class and Style in it's progression to a phenomenal finale. What we are getting instead is a laggy patchwork of loosely related Trials and Tf's that yield substantial rewards but are not very memorable beyond that.
  4. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Currently none of it is and that is part of the problem.

    One of the reason that top level content in MMOs (not just this one) tends to be team focused is that it is a lot easier to balance content around a large team than for a single person (or even a single person).

    Content that is challenging for a veteran player on an IO'd Scrapper is going to be almost impossible for someone on a weaker Character (say a SO'd Defender using one of the less solo friendly sets). Conversely content that is challenging for lower power level characters is going to be trivial for someone on a high end character.

    Now to some degree it can be done but it takes effort. Trapdoor is a good example, by favoring ranged attacks over melee he helps balance out the ATs a bit (since melee characters are, on average, stronger soloers than ranged characters).

    This gets even more complicated when you start talking about small teams. An Elite Boss that is balanced to present a challenge for 1 player will become trivial for a small team of 2 or 3 players. Good solo/small team content would need some way to scale boss encounters to a much finer degree than is needed in the trials.
    All true. But challenging solo content doesn't necessarily need to involve mega tough bosses. It can include long arcs with varying types of difficult problems to solve. CoX is sorely lacking in "puzzle" challenges, so that is one area they could develop for that's scarsely been touched. They just need to expand their creative thinking beyond the "how many newer, tougher AV's can we throw at the userbase" hacked to death reasoning.
  5. Quote:
    Originally Posted by paynesgrey View Post
    I've pretty much gotten bored with my alts and don't feel like grindgrindgrinding on my 50's. And I'm never, ever, going to be desperate enough to play any game to suddenly LRN2TEEM and embrace Pick Up Task...er, Groups. So I'll probably unplug my account for a while. Not some righteous rage quit full of wrath and foot stomping, I'll leave that to Jeste when solo players "ruin" his game be being allowed to, well, accomplish something efficiently solo again. I've taken breaks from CoX before when it got stale and always come back when the issues that bugged me were fixed or when interesting new content came out. But in the meantime, why pay money for something that's currently catering to other parts of the fanbase and leaving my plate empty? It gives me a sad, because Incarnate has a lot of potential, but it's not going to ruin my life to play other games for a few months.
    That's exactly what I am doing now (moving on to other games) and for the same reasons. The Incarnate Trials and TF's are just not my cup o' tea and I refuse to continually bang my head against the wall trying to squeeze shards out of normal missions.

    BTW: MMORPG does not mean every quest or mission or progression style is limited to group content. Multiplayer simply means that many people are online simultaneously sharing a common gaming experience. How gaming goals are accomplished can be multi-faceted to meet the player desires/needs. Guild Wars, for example, has created an excellent, customizable henchman system that allows solo players and/or groups to perform missions/quests without the need to rescale the content.

    CoX devs could have done the same or something similar to make ALL content available to ALL players of every play style, but they chose to not do so. 'Tis a pity because they will have a net loss in subscribers over this issue. Time off from CoX will be good - maybe I will appreciate the game again many moons from now after all the Incarnate mess is fixed and available for ALL to enjoy.
  6. Quote:
    Originally Posted by Infernus_Hades View Post
    This is EXACTLY my thought. You will not allow me to advance doing what "I" want to do - like you have for 7 years? This in my mind is what I always feared would happen and the direction the game would take.

    If this continues, ok have fun.
    Ditto those sentiments. While other popular MMO's are making it a point of emphasis that their paths to maximum level can be done solo or small team, CoX has taken the exact opposite stance and made their max stuff attainable only via the larger groupie stuff.

    Everytimre I take my Alphas out for a couple hours of 50 solo play but return yet again with Zero shards, it all makes me very, very angry and upset with this dev team. I've gotten exactly 3 shards in my last 12 hours of game play - just enough to be aware of the total disrespect and contempt this dev group has for their solo content paying fan base.

    But, however angry I may be, I am not quitting. I will continue to give the majority of my time to all my lower level characters in the hope that within a couple of years the devs will return to their senses and get this game back to its roots of providing its entire paying player base with content and advancement that is reasonably doable for every play style.
  7. Quote:
    Originally Posted by Schismatrix View Post
    Ouch. Sorry to hear that.
    Personally i got a bit tired of the assorted Incarnate runs and have been playing lowbies most of the time for the last couple weeks.

    Personally i don't care if i have every power. Only one of my Incarnates bothered with the Tier 4 Alpha. The rest get enough use out of the Tier 3.
    I'm with you on that. I have 2 Incarnates out of 8 50's. I am in absolutely no hurry to get any of the new shineys. If they can be gotten within a week or so, then what is the point? Where is the challenge? I look to this game as a long term entertainment investment and not simply for short term gratification.

    The Incarnate systerm is so shallowly developed right now, I see no point in getting involved any more than I am already.

    The non-Incarnate worlds are fully developed game environments that offer almost unlimited possibilites for playing. By contrast, the Incarnate world consists only of the 2 TF's and 2 Trials run over and over and over and over and over. Whoop de doo. Hardly unlimited possibilites for playing and certainly not world class, impressive game development.
  8. Quote:
    Originally Posted by MrLiberty View Post
    10 Shards gets you 5-10 threads.

    12 shards gets you 3 common or 1 uncommon piece of salvage.

    10 threads get you nothing.
    20 Threads gets you 1 common piece of salvage.
    60 Threads gets you an uncommon.
    340 Threads + 100 Mil influence gets you 1 rare.
    1360 Threads + 800 Mil influence gets you 1 very rare

    GL getting 1,360 shards over 5 ish months (Assuming you can earn 10 shards a day every day) And that is just for the piece of rare salvage required for it. If you want to break down what you need total to get a tier 4.

    You are looking at 15 Commons 2 uncommons, 2 Rares and 1 Very rare orrrrrr 2,460 shards to reach 1 tier 4 incarnate ability. (Plus 1.6 Billion influence). Of course this will take you a little over 8 months of playing 1 character every day. To slot out 1 of your incarnate slots.

    Whats that? You want all four. I hope you didn't have any plans for the next 3 years if you are a solo player.
    Which is exactly why I'm essentially ignoring the 50+ content until the devs realize their mistake and do something to correct the situation. For consistency with the rest of the game, the difference for a solo player to achieve the higher end slots should be in proportion to the amount of time it takes a teamer vs. a solo player to level from 1 - 50.

    For example: If a consistent team player can do it in 100 hrs of play time and a solo'er in 170 hrs. then the time it takes to fill all the Incarnate slots should be scaled to a similar ratio. The way it is setup now if way out of proportion, so far out of balance to the rest of the game, it could easily be construed as punishment/harrassment towards solo/small team players.

    In time, I think the devs will come to their senses and scale the Incarnate costs down to be more fair to everyone regardless of their preferred style of play.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    I believe the point was that it's slow outside of the Trials, hence why they're not seen as an alternative.
    I, for one, like slow and steady progress towards goals and will not do the trials. I've just finished getting 30 Alignment Merits on each of 3 characters so am very comfortable with the alternative solo method.
  10. Oh, no, please don't 'reward' us for the downtime with another 4 days of Halloween.
  11. Quote:
    Originally Posted by Golden Girl View Post
    What was the last TF you did? I'm sure there are several that don't go wild with the amount of enemies they send at us.
    Hmmm.. it was the WTF Sister Psyche a few weeks ago. I hadn't even made it to the AV room when the reward screen came up. When I say I play slow, I mean........sssslooooowwww.

    Really, I dont mind repetitive grinding when I know there is a good reward at the end. right now, I'm in a mode where all I do are Tip missions on all my eligible characters or working to get other chars up to Tip eligibility.

    All the devs would need to do to make me extremely happy and content would be to create 10-12 Incarnate only Tip missions that drop Shards, Threads, Notices, Ashes, Dust, Dirt or Lint (or whatever other silly Incarnate currency they devise) and I would have more than enough endgame content to last me for a long, long time.
  12. Seriously, I baked 2 batches of lemon poppyseed muffins from a packaged mix that had been sitting on the kitchen for 2 weeks waiting for me to get off this lame game long enough to make them.
  13. Quote:
    Originally Posted by Golden Girl View Post
    Should I:

    A - Offer to team with you on a slower paced TF?

    B - Get off your lawn?
    Thank you, sweetie, for the offer but I am quite content with my existence in my isolated little hero world. If my last TF is a guide, even a slower paced TF would probably freeze my 'puter if not my brain.

    Feel free to camp out on the lawn just don't crush the Bluebonnets when you do.
  14. Quote:
    Originally Posted by Golden Girl View Post
    Don't worry - there'll still be plenty of non-Incanrate stuff to keep you occupied
    Oh, I'm not in the least worried about stuff to do. I have 7 50's (2 Incarnate) and 6 other lovely characters in various stages of development I play daily.

    I play solo 99.9% of the time (1 team since August 2010 for a Notice of the Well). As to why I do not team more? I am an old person who is slow and on a slow computer thus not blend well into the group/team scene. The fast paced action of trials and TF's are well beyond my ability to comprehend and comfortably handle them now.

    I would love to be able to take several of my characters deeper into the Incarnate experience but, alas, it just isn't being developed with someone like me in mind. No bad words only sad words that the Incarnate development direction is what it is.

    So, I'll just plod along doing my thing until they give me some Incarnate stuff to do that I can do on my own and at my own pace.
  15. Quote:
    Originally Posted by Golden Girl View Post
    The Incarnate system is open-ended - there's no "finish" to it.
    Good to know. And once they've created a bucket load of solo content for the endgame then and only then will I get interested in participating in it beyond alpha.
  16. Since the Incarnate system is in its infancy and is still a long ways from being fully realized and I don't want to burn out on it so soon in its development, I've purposely delayed devoting much play time or thought to it. 2 of my 6 50's have opened and filled the alpha slot with one of those going to 50+1. I refuse to grind for shards but if any drop during the course of my normal play (TIPS only) with those 2 50's, so be it. This constitutes about 1/2 of my play time.

    The other half is dedicated to the quite a few AT's and character concepts I want to try out and develop. The game for me must always stay fresh and interesting so not spending too much time on any one thing is essential to maintaining my motivation.
  17. I like the idea.

    What bothers me is that many posters seem to view soloable content as stuff for a 'niche market' and the team/trial/TF stuff as 'mainstream' content. Lest we forget, soloable content can be played by EVERYONE. The new Incarnate content will NOT be played by everyone, perhaps not even by the majority of paid subscribers. It's like the devs decided to build the penthouse before erecting the foundation. The more 50+ content that EVERYONE can do, the better the devs will be serving their whole loyal paid user base.
  18. In case you missed the main point of my OP, I think something as important to the future of the game should be based on principles more profound than those relying on the RNG and Luck. Ramiel's Arc to open the Alpha Slot was a foundation that should be built upon instead of becoming an important but isolated mission.

    In real life, I am the father of two grown kids and the proud grandfather of two wonderful children. I raised my kids with purpose and direction and they are succeed in life and the work place.

    Imagine how those kids would have turned out if, at every important point in their life, I rolled the dice and solely allowed RNG processes to determine their fate. Progressing in the Incarnate System is no less important to this game than how the rearing of children is to their futures. We want those future Incarnates to be skilled, tested and proven worthy to claim the title and the huge reliance on RNG processes that is in place now is NOT the way to achieve that goal.
  19. Quote:
    Originally Posted by Olympus_NA View Post
    As I was reading the thread I was visualizing Fritzy running around in-game screaming "YOU ARE UNWORTHY!!!" in a british accent
    Well, almost right, not with a British accent but Texan. ;-)

    Really, are you not running around screaming "YOU ARE UNWORTHY" to all those mass produced, monkey birthed, RNG blessed AE 50's? There are some players not worthy to become Incarnates. Think of the Lore and I'll bet you'll agree with me.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Wow.

    That's truly funny. :-)

    But, I've a point and you know it.
  21. There is a place in every game for RNG to be used. The distribution of TIP missions is a fine example of appropriate use of RNG application. Dumping items as important to the lore as Incarnate Shards into the same distribution category as Common Salvage is not.
  22. Quote:
    Originally Posted by Dr_Mechano View Post
    Wow someone is bitter the Random Number God took a disliking to him recently.
    Not so. During solo play only, I've Crafted my first Common and have 2 shards towards the uncommon; 2 Gr'ai Matter stored and 500 V-Merits towards whatever they need to be used for in the future. The fact is...I've been Lucky. And reliance on pure, dumb Luck is what I want to see reduced in the Incarnate system.
  23. Incarnate System: an insult to skilled players

    1. Using the RNG (Random Number Generator) to distribute Incarnate Shards puts them in the hands of undeserving players and can deny the shards to worthy players. Randomness should not be used to determine who obtains Incarnate boosts but should be rewarded to those who succesfully demonstrate mastery of their individual skills.

    Individual players need to have their skills tested before being rewarded with something as important as an Incarnate Shard. Using the same type RNG system as is used to determine the pick of real world lottery and slot machine numbers is an insult to the Incarnate System and the Incarnate characters. Skill, not luck, should determine who becomes an Incarnate.


    2. I am concerned about the lazy programming that we seem to be heading towards with the future of the Incarnate System. Indications are that the future holds nothing but Raids involving many players. This means that the programming staff only need to create a couple of new TF's for each Incarnate slot release and throw them out to the user base while letting the RNG determine who gets the good stuff and who doesn't. Skilled players not required.

    Look at the new content for Incarnates in issue 19. Two new difficult TF's...and that's it. Let the grind begin as these two TF's (and the others that give Incarnate rewards) are farmed over and over again by every type of PUG that can be assembled. Surely, the programming staff and management of this game can do better than that to weed out those deserving to be Incarnates from those not so worthy.


    3. The Incarnate System should be totally skill based throughout. There are multiple ways this could be implemented but I will suggest two:

    a. Create a huge arc wtih Ramiel as the primary contact where the rewards at the end of each mission is a Shard and the reward at the end of the arc is a Component. Each mission would fit with the Incarnate lore and would reveal more as the arc progresses. Missions could be done in teams or individually with equal rewards for a successful (not auto) completion. Arc could be repeated via Ourobouros.

    b. Create a large, related series of Shard missions that are offered randomly to level 50 players who have opened the Alpha slot. A similar system is already in game offering TIP missions and a Shard Mission system could be derived from that programming. Yes, it would take a lot of work to create quality missions but this game deserves to have that work done so that individual players have a fair chance to demonstrate their skills to the esteemed Incarnates like Statesman and Lord Recluse.

    4. RNG based rewards inevitably leads to incessant grinding which, most players will acknowledge, is the bane of any MMO game. Skilled players want content and massive amounts of meaningful content that provides them with a story line they can follow and be rewarded accordingly at the end for their diligence in completing it. Unskilled players just want the rewards without the thoughtful work and those players should not be Incarnates.

    5. The Incarnate System could and should be much more individually testing that what it is and seems to be headed for in future releases. As it is now, the laziest, most unskilled players can join a TF PUG and be rewarded richly while more highly skilled players receive far fewer rewards (or none at all). In the lore of comic super heroes, the lesser skilled pretenders fail while the more highly skilled ones succeed. Allowing the RNG to determine who moves forward and who lags behind runs counter to everthing super hero lore is based upon.

    Summary: Even with the first inteeration of the Incarnate System, the players deserve better and more than what has been done to this point. Allowing the RNG to control the system is an insult to the player base and to the Incarnate characters and lore. Change the thinking soon or risk the system crashing into disuse due its denial of skilled players the challenges and rewards they so richly deserve.
  24. Opened the Alpha slot on Tuesday afternoon and already had 525 V-Merits saved. Doing only solo TIP and Borea mishes with sporadic street fighting in RWZ, PI and Rikti Invasions, tonight, finally accumulated enough shards to craft a Spiritual Common with 2 shards left over to be used for the Uncommon.

    Solo'ers take heart. You can get there - maybe not as fast as the TF'ers - but it can be done.