Golden Girl

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  1. The entire game rewards challenges based on difficulty and time - the Incarnate system is no different.
  2. Quote:
    Originally Posted by Darth_Khasei View Post
    I think EVERYONE here that has played the game for as long as I have (5yrs) understands the solo path is going to be slower than the larger trials and I don't think that is at issue with anyone posting here. Soloing 1-50 is slower than teaming 1-50 and nobody has stated they expect it to be different, so you repeating its going to be slower is superfluous.
    Not when some people still seem to be wanting it to be just as fast as the Trial path
  3. Quote:
    Originally Posted by Darth_Khasei View Post
    I have not seen a red letter person state what their goal is with the incarnate solo path
    They've said it will be slower than the Trial path.
  4. Quote:
    Originally Posted by Darth_Khasei View Post
    Yes, this is "one" way to do it, not the only way and far far from ideal for the majority of players in the game overall.

    One thing is for sure, when it hits beta/closed is when we will "all" actually know what the devs real ideas are and we can provide proper feedback as we did for the 15 EM gating mess.
    Basic design goals don't change in beta - the 15 Empyrean idea was to reach the goal of getting more than just BAF and Lambda run on a regular basis - based on player feedback, they changed it to giving more rewards for the other Trials - the goal was the same, it was only the method that was changed.
    Dark Astoria is already done - the design goal is for a solo Incarnate path that's slower than the Trial path - that goal won't change - all we can do is affect the methods used by the devs to reach their goal, not the goal itself.
    By the time any beta comes around, it's already far too late to make any changes to the basic ideas behind the new content - a good recent example would be the CoT revamp or the superpacks - we managed to get both of them tweaked, but the design goals behind them didn't change at all.
    The basic design goal of Dark Astoria is already in place - the zone, story arcs, enemies and rewards have all been based around it, and that can't be changed - we'll be able to tweak the zone, story arcs, enemies and rewards with our feedback - but we won't be able to change the baisic idea behind the zone - a solo Incarnate path that's easier and slower than the Trials
  5. Quote:
    Originally Posted by Anti_Proton View Post
    I have no problem with this dynamic as some villains are powerful enough to take on a whole team, but as the mission where you fight your clones, a team of 8 can have a good fight against 8 costumed NPCs. All I am saying is that, like the option to select your mission difficulties, this should be an option as well.
    The clones are easy because they have no personality or motivation - costumed villains have their own personalities and motivations, and they need to show them, otherwise they just become normal goons.
    In the Protean example I mentioned, Vandal, Nosferatu and Requiem have their own personalities and motivations, so those would need to be written into the story arc - there needs to be a reason why they're there, and they need to express themselves, even if it's only with 1 or 2 text bubbles.
    But because they'd have to be written into the story, that means they'd have to be there in the end fight, which wouldn't work if were are less than 4 heroes running the arc.
  6. Quote:
    Originally Posted by MrCaptainMan View Post
    I don't see why small team/solo Incarnate progress should have to have less rewards than trials.
    Because it takes longer to form leagues, and they have tougher challenges on them - the DA enemies are 50-54, and the Trial enemies are 54+ - solo content also doesn't requie the amount of co-ordination and teamwork that group content does, and because it's less complex and difficult, there's less chance of solo challenges being failable.
    Leagues take longer to set up, require teamwork and co-ordination, fight the toughest enemies in the game, have the most complex mechanics - that's why they give the best and fastest rewards in the game.
  7. The 3rd way to Incanrate power might come form the Battallion destroying the Well, which could cause our powers to dip for a bit until we find the new path.
  8. Quote:
    Originally Posted by Venture View Post
    Anyone genuinely working outside the law in Paragon City won't have access to Medicom
    Rogues have access to it
  9. He might overdose on tiger blood.
  10. As the new Diabolique Trial in I22 sems to be separate from the current Praetorian war storyline of the other Trials, and mightn't involve the Well of the Furies, that could mean that it's going to be a bit smaller - like 6-12, instead 0f 8-16 or 12-24.
  11. Although Manticore probably doesn't have a secret ID now, it's very likely that other vigilantes would use them, as they're already working outside the law, so not only would they find it useful to hide who they were from the criminals, bit also from the authorities - like if you blow up a whole city block to get rid of a gang leader, then as well as the gang going after you, the PPD might also like to speak to you.
    It'd being morally wrong, and also be a PR disaster for the authorities to hold the registrations and identities of vigilantes, but not do anything to stop them.
  12. Quote:
    Originally Posted by Haetron View Post
    Praetoria cannot be accessed via Ouroboros, I suspect due to the nature of Loyalist and Resistance acting as a 5th and 6th alignment, and there being damage done to a character data wise if they were to go back and shift to either of these two alignments.
    Ouroboros already being split between blue and red probably doesn't help either.
  13. Quote:
    Originally Posted by Celestial_Lord View Post
    That's sad, but I have the feeling that my home server of Exalted will be joining you. We've been running weekly Hamidon raids almost since the server opened, but all but three of the experienced raid crew have already canceled their City of Heroes subscriptions for a galaxy far, far away.
    They'll be back soon
  14. Quote:
    Originally Posted by Hyperstrike View Post
    I'd say leave it this way and let the players construct/buy their own salvage, rather than getting possible Incarnate salvage drops, and we can lose all the ******** and moaning about "I get nothing but craptastic salvage drops from the RNG".
    I think that there'll have to be random Incarnate salvage drops on the solo path to mirror the Trial path - it'll be much easier for the devs to balance the 2 paths it they're both using the same reward mechanics.
    For example, right now, the Trials give 1-2 Empyreans at the end, plus up to 4 Astrals for completing certain in-Trial objectives, and a random salvage roll at the end, with some Trials having a guranteeed rare or very rare at the end - so one story arc could = 1 Trial, but with a longer completion time, fewer special objectives to reduce the amount of Astrals from it, and no guranatee of a rare or very rare at the end, as well as a slower drop rate for Threads from the enemies on the arc - and depending on how many arcs DA will have, and how long it'll take to complete each one, there could also be an Empyrean at the end of each arc.

    If, say, somewhere like First Ward was an Incarnate zone, that'd mean players could earn 8-16 Astrals, 8 Empyreans and 8 random salvage rolls during one full play through of all 8 story arcs in the zone.

    Quote:
    This way, solo/small-team players can afford to purchase a rare in 3-7 days and a VR in 10-30 days. This is slower than raiding, especially for players on the sunny side of the RNG drops. But the progress is still steady and not "Build your T4's for everything by going the Shards-to-Threads-And-Build-Everything-From-Threads route slow.
    I22 also means that the Trial path reward progress will be faster, as there won't be the total drop off in rewards in between Trials like there is now - instead of going Trial/wait/Trial/wait/Trial, we'll now be able to go Trial/DA street sweep/Trial/Incarnate mission/Trial.
  15. It's similar to Superman, only instead of putting on glasses as a disguise, taking them off means that they can go un-noticed among normal people.
  16. Quote:
    Originally Posted by Schismatrix View Post
    Well, unless 'clean up' is a euphemism for 'conquer, pillage, and raze'...
    Too many Heroes there to stop your evil plans
  17. We might see some new enemies in DA
  18. Quote:
    Originally Posted by Black Zot View Post
    nothing but steaming manure piles
    I already said that the Rogue Isles were ok
  19. Quote:
    Originally Posted by Hopeling View Post
    I've always interpreted buying insps from contacts as seeking out their help/advice - maybe they can provide me some Insight, or wish me Luck, or even just tell me about how horrible my enemies are, helping me work up an indignant Rage. This works fine for normal contacts, but does kinda break down with the nurses.
    The nurses are giving you a progress report on some of the injured people you recently saved from violent situations like muggings or kidnappings.
  20. Quote:
    Originally Posted by Anti_Proton View Post
    Costumed Hero and Villain NPC battles should be the bread and butter of the game.
    That can be difficult when team sizes can be between 1-8 - there could only be one "real" costumed villain for us to fight, and 1-7 "fillers", depending on the team size.
    For example, when we fight Protean on Jenni Adiar's arc, the game adds "filler" 5th Column with him, based on the size of the team - having more or fewer of them with him doesn't really change the story, because it's all about fighting him.
    But if there were costumed villains instead of the 5th Column, then they'd have to be very generic, and not have any impact on the story, as there's no guarantee they'd all always be there if the team wasn't a full 8.
    It works fine on, say, the KTF, where we fight 5 AVs in the final room, because there's a minimum team size, so the game knows there'll always be a certain number of heroes in that battle, so the story can be written to include all 5 AVs - but that can't be done very easily for normal story arcs, because every story arc needs to be soloable, so the game can only ever calculate encounters from the idea that there might only be one hero doing the arc.
    Like with the Protean fight, the game has to make it Protean plus x number of 5th Column because it has to balance it with there being 1-8 heroes - it can't make it, say, Protean, plus Vandal, Nosferatu and Requiem, because there's no guarnatee that there'll be at least 4 heroes on the team - which means it'd have to remove one or more of the named bosses if the team was smaller than 4, meaning that those named bosses couldn't be written into the story, just in case the team wasn't large enough to spawn them, which would totally remove the impact of going up against a group of individual costumed villains.
    All normal story arc boss encounters are based around 1 named boss plus x number of goons vs 1 hero plus 1-7 friends, which gives total flexibility for team sizes, with zero impact on the story.
  21. Quote:
    Originally Posted by Fritzy View Post
    Seriously, what is going to stop rampaging leagues from making DA unplayable and unbearable for the solo players it was intended to help???
    You could always play the story arcs and do the repeatable missions instead of just street sweeping
  22. Praetoria is one of the best things ever added to the game.
  23. Golden Girl

    Tpn

    Quote:
    Originally Posted by DreadShinobi View Post
    They do already. This is pretty much standard for any MMO dev team, they listen to whoever ******* and moans the loudest. And it shows *looks at the sad state of the keyes trial and the overall difficulty level of everything else in this game*
    Listening to constructive criticism is totally ok - but totally negative criticism can be ignored.