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Quote:An occasional tough boss or spawn is part of the game.I shouldn't even have to tell you why this isn't a solution. But apparently I do, so here it is: I want to play the game, not hit a button to not play the game.
So no, you don't want to "play the game", you want the game changed to accommodate your inability to deal with the small amount of actual challenge & adversity it presents.
Quote:Are we even playing the same game? Because where I come from, finding a team is an investment of at least a half hour.
That's the work of a few minutes- in my experience others are happy to lend a hand when someone is stuck.
Quote:Well shoot, why not just drop Shivans and Warburgs on it while we're at it.
All my suggestions work fine for players who're looking for solutions rather than excuses to complain. -
I've been playing these things since the first console game showed up in the local arcade, which had previously hosted only pinball, foosball and air hockey machines. I played games on an Apple II's tape drive. Having surveyed the history of the industry firsthand, I have an excellent idea of what works and what doesn't.
In this particular instance actual game devs actually worked on a system very like the one you describe before chucking it as a bad job.
But by all means carry on bloviating over something that will never happen in an MMO setting because its very structure is inimical to how MMOs function- these are forums, after all, and where would they be without hollow posturing. -
Quote:Very true.I think the main difference is that in older missions, all the story telling takes place in contact dialogue. The contact tells you something, you go and beat up some guys, go back to contact, then go beat up some guys, then go to contact, go beat up some guys... So basically, if you ignore or forget what your contact said, you're just beating dudes up for no reason.
Several of the better story story arcs are moderately to extremely tedious to actually play through because that story is basically recited to you by the contact in between interminable strings of generic warehouse clearings & street hunts.
The newer content does a generally strong job of making each mission "count" in a story sense, so although they're functionally very similar to the old ones (there's still a lot of going hither and yon to clear out sewers and warehouses) they feel a lot fresher and more involving. -
Quote:Not having fun, which is why I deleted that MM.To be blunt, whenever I hear someone say they are having a rough time leveling X-character, I always have to ask what exactly it is you are doing?
I have a ton of fun characters to play (including a couple of other MMs), I'd rather not waste time on trying to keep a bunch of ridiculously fragile, brain dead ninjas alive.
I'm sure some enjoy that "challenge"....I'm not one of them.
Quote:I am no pro and don't claim to be. But, I have leveled a Ninja/X Mastermind to 50 twice.
The game's forgiving enough that anyone can level anything to 50. And even the lamest MM (which I'd say ninjas are, by a fair margin) are still 'easy mode' compared to playing a blaster.
But I judge characters by how fun they are to play....and I had less fun with ninjas than pretty much anything else I've tried over the years. -
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Quote:Again, you're talking about things that work great for single player games and simply are not practicable for MMOs.That depends on how gaining xp is delivered. If there were a skill system where you could still fight your way to named boss and beat them up to get your info, or hack security systems that allow you to sneak in, set off alarms to call the attention of guards away from key passages you need to take, and finally, coerce the named boss into giving up the goods.
Where each of those acts awarded xp that would equal to clearing your way via combat. Provide multiple ways for a mission to be completed, with equal amounts of efficiency and awards.
If a single player RPG is like a speedboat, an agile and flexible vehicle built to carry a single person, an MMO is a giant cruise liner, built to carry thousands, ponderous and relatively unstoppable once set on its course.
If any MMO designer out there thought such a system would be a good idea, they'd have done it. Not only haven't they done it, this game tried it and junked it as a waste of time.
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Quote:If your table top RPG players had options at hand to largely nullify/avoid/defeat a troublesome encounter and they *kept wiping anyway*, that's not the fault of the GM and altering your scenario to cater to a group of incompetents would serve neither the GM nor the players best interests. It's like your dungeon party had in their possession a satchel full of mighty potions to augment both their damage and their survivability, plus the ability to call on a Hero of the Realm to aid them in their quest AND a Sigil of Power with the ability to overcome any encounter and whos potency was renewed every few days.If I run a table-top RPG game for a group and after the first couple of encounters they as a whole keep wiping, I modify the adventure. Not that I think or don't think that it's too easy (my opinion really doesn't matter at that point), but because my player base is playing at a different level, and I want them to keep playing.
If it's just one guy, then we work together to find out why the one player's having an issue.
How, given those tools, would they KEEP FAILING?
And how would any GM intervention on their behalf be anything but divine hand-holding and coddling?
The game provides ample tools to deal with problem encounters, and in any case such encounters are rare as hen's teeth considering the breadth of content available to the soloist.
The game is generally speaking really easy.
I disagree with allowing players to opt out of what minimal difficulty it does possess. -
Not relevant to the point I'm making.
Players seek efficiency, and if you give them an efficient route through content, be it TFs or story arcs or newspaper missions, they're going to take it.
Which means energy spent on 'alternate' ways to complete missions is largely wasted- players will find out what's efficient, they'll run that and they'll ignore everything else.
Quote:There's a whole plethora of ways to add to regular missions, from adding extra objectives to evading pesky objectives or in some cases making other objectives easier. None have to be required...
Players will find the most efficient set of actions and that's what they'll do.
The kind of story-driven mechanic you're talking about works fine and has a place in single player RPGs.
It simply doesn't fly in MMOs.
/edit
and it occurs to me you don't even have to take my word on this- the devs for *this game* spent a whole lot of time and energy on such a system before abandoning it as unworkable. -
Quote:Unfortunately none of that would work in an MMO.Have you ever played the KotOR games?
Well, in those games there were objectives where you needed a skill to actually progress but usually they weren't required (i.e. you just wouldn't complete some stuff). That and there was various ways to progress using other paths.
You didn't need security skills to take over suchandsuch base, but it'd let you get through the back door where otherwise you'd have to go through the front and most likely to some guards and lots of ambushes.
Some players would actually want to charge straight in and fight lots of foes (because it may be their character's style or they just might want the xp) but other players might feel it more their character's style to sneak in through the back or maybe they don't want to get in a long snobberknocker fight.
I see it as fun because I can better emulate my characters as smart, resourceful, cunning and/or knowledgeable characters. Right now, the only useful skill is fighting and that's only 1/4 of what goes on in the comics.
Everyone would quickly figure out which method of completion was most efficient and that's what everyone would do henceforth.
Direct correlation- at CoV release you could stealth newspaper missions, complete the objective (kill boss, get X) and collect your mission exp. I/E, choose whether to beat up a bunch of guys or sneak in the back door.
It was so efficient pretty soon everyone was doing it and the objectives were changed from 'kill boss' to 'clear final room' & collection missions also began requiring clearing the final room. This was *still* too efficient and maps were changed around so that the 'final room' was usually something huge like the layer cake cave room or a great huge warehouse.
Mechanisms that work well in single player games don't generally translate well to MMOs. -
The only time I've had problems was on a REALLY old computer I had back in the early days- it had trouble loading stuff & every map change was a heroic struggle against being mapserved. That went away when I got some better hardware.
And a few years back I had some graphics issues with a Radeon card, which I resolved by switching back to GeForce.
My guess, like some other folks here, would be a driver issue with Open GL. -
Quote:Everyone in the game has options to overcome these "impossible" missions- there's only so much hand-holding the devs should be doing.You're right. but the standard difficulty (0/0) should be set with the average player in mind.
In a balanced RPG, this means that the average player at the baseline setting should feel challenged but not overwhelmed, and should be able to complete any given goal with a minimum of frustration so that they can enjoy the experience of the game and (here's the most important point) continue playing.
Option One:
Recruit help.
This is what we did back in the day when an AV popped up in our story arcs- "any 50's want to help me clear an AV mish?"
People were generally happy to help, as they remain today.
Yes the situation is a bit different with the changes to sidekicking, but even so a fully kitted 50 should be able to make short work of any lower level EB in the game.
Option Two:
As I noted earlier, fill your tray with giant inspirations. I dimly recall in-game advice to the effect that inspirations can help you past difficult situations. It's true! They're great! It's amazing what short work*any* character can make of an elite boss after popping five or six big Reds backed up by a steady stream of big purples, along with break frees as needed for the squishier ATs.
Option Three:
Autocomplete Mission.
The ultimate in frustration avoidance.
I generally burn them on annoying fedex's to distant zones & ridiculous Hunt mishs, but if you really, really, really hate tough fights, save them for that.
All three are reasonable responses to a mission you feel is beyond the scope of your character. All three are simple to impliment. One of the three should work for pretty much anyone who finds themselves facing a too-tough boss. -
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Quote:Hey, I've got nothing against getting snark for snark.Yes. Every similar system is the exact same, and that sameness always spreads to the rest of the game. We are Legion, we are many.
Don't like snotty responses, don't make snotty comments.
As you apparently do, the answer is 'NO'.
It was scrapped for being not fun (unsurprising, as it was Jack's baby) and replaced by the IO system. -
Quote:the only blasters I've played to the level cap is my fire/ice & ar/dev- my fire/ice was by far the more fun of the pair.Ive been playing for a while and i only have one level 39 blaster fire/nrgy, strong on ranged offensive but extremly squishy. I want to make another blaster but im not sure of what powers to take for primary and secondary. I want to be able to solo arch villains and stuff so any help or tips on IO's, slotting and stuff? thanks guys
Great damage from fire, superior survivability from ice- Ice Patch corner, pull spawn, blow up while they flop....or if there are any particularly tough enemies, hit them with Shiver to keep them at a safe remove while you blast away.
And while /devices has a lot of problems, it also has Caltrops, a terrific power for keeping the enemy at a safe remove. Pair it with anything other than AR and it would be a solid choice.
Generally speaking your best performance/survivability strategy with IO's is to stock up on ranged defense bonuses in search of the elusive Soft Cap for defense. Combine high ranged defense with either a mitigating power like Caltrops or Ice patch, or take Hover to create some vertical space. -
best secondary for ninjas is some other primary + any secondary.
Yes this is snark, but born from the throbbing aggravation of having attempted to level a ninja MM until I couldn't take it any more.
One of the few characters I've ever really liked conceptually but deleted anyway because they drove me so crazy. -
yeah, it's called Champions Online.
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Quote:plus, a big INCARNATE, SO WHAT from everyone playing a blaster 1-49.Not sure why you are factoring either of these in. Free players get neither as do some premium players and no premium player gets incarnate powers. They should not even be part of your thought process since these players CAN access blasters.
Also, I have two 50 blasters, one because he was fun to play (my fire/ice) one because I was determined to see if I could make him suck less with a max level IO uber-build (my ar/dev).
Neither of them has a lick of Incarnate-ness slotted, although my fire/ice has unlocked the alpha & is running the DA stuff, so he'll eventually get a taste.
But it's no answer to any of the issues plaguing blasters. -
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here's a tip:
I have yet to run into an obstacle presented by the solo game that can't be overcome with enough giant inspirations.
Before anyone whines about how EXPENSIVE those purples and reds are, here's another tip:
You can buy as many oranges and blues as you have market slots for 10-30k each, all it takes is a day or two of lead time. And the more patience you exhibit, the cheaper they get. Combine the cheap ones to make whatever you want.
If you find your inspiration tray to be too small, email the appropriate # of insps to yourself for defense/damage cap on tap. -
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I ended up with nearly 1k in merits from buying super packs chasing the Elemental Order costume bits. I'm slowly converting them to Hero/Villain merits via characters parked at Ft Trident/The Crucible.
Not a fast turnaround, but I expect to reap a mighty payoff when I finally do cash them in.