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Originally Posted by Arcanaville
Its a question of degree. We didn't used to have loot in any significant form, standard enhancements notwithstanding. But I think its fair to say the invention system was a good addition to the game. Sure, as with all loot systems it can encourage bad behavior in some, but it doesn't *require* players to expend huge amounts of inf making builds that everyone else now considers mandatory in performance. Heck, one of my strongest builds is one of the cheapest in my Kat/Invuln. No purples, no PvP, and at the moment maybe one LotG (more coming eventually, but I keep forgetting to go back and buy them). The build is still the same build I put in at I9 release in fact.
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Regarding the market/loot system, everyone can play. There are no barriers to entry. Whatever your play style, if you defeat enemies you'll get junk to sell or equip. You can choose to engage the market itself as casually or intensely as you like, there are no artificial hurdles.
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We also did not have non-tradeable items, or bind on pickup/bind on equip logic. But I don't think things like Candy Canes, Vanguard Merits, or even Shards (in and of themselves) have significantly hurt the game. They've been subsumed into the culture of the game without significantly damaging it.
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Philosophically I'd prefer everything be marketable and I dislike BOP and BOE for the same reasons I dislike gated content- they carry the taint of orthodoxy. I don't like the proliferation of multifarious currencies (vanguard merits, amerits, tickets, etc) either.
But these are just my personal preferences- for the most part they've been handled well enough that I can mostly ignore them and carry on as I always have with minor adjustments.
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In a sense, what the devs are doing now isn't just a change that can be argued to be "like other MMOs" in terms of the details which we are discussing now, but even in terms of existence. One way this game was "different" was in literally not having an end game at all. I'm sure some people interpreted that absence as both deliberate (rather than a lack of resources) and beneficial. No matter how solo-friendly, no matter at what difficulty, and no matter with what benefits, there are actual players that think the lack of an endgame itself was a way we were better than other MMOs.
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I had a massive argument with someone back before they added the market, don't remember who anymore. But they were disappointed that the game was adding something as pedestrian as loot and wished for some kind of outside the box solution. My take was they tried something outside the box (Statesy's famous SSOOCS), it didn't do what they wanted so they fell back on a known quantity.
I get the same impression here. A gated 'end game' is a known quantity with no real risk involved- it's an easy sell, to most players and to the money men.
Of course this time I'm on the other side, wishing they'd taken a less orthodox approach.
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Do we want to be different in always having a solo path introduced simultaneously with all teamed paths to all rewards within the end game? Why not go all the way and decide to be different by never adding any further progress to the game? That's not a rhetorical question. There's at least one player that makes the argument that the existence of an end game in and of itself detracts from the game's simplicity. And in the past there were many other players who, prior to the devs actually announcing they were going to make an end game, would have agreed with him that this was a strength of the game.
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I don't think we need an 'end game' in the traditional sense, we just need more stuff to do. But it makes dramatic sense to stick it at the end of the progress tree.
I jousted with Statesy one time over one of his more ridiculous ideas, front-loaded missions.
The one that pushed me over the edge was a Lost mission in Skyway which had a hot door- Unlucky Pete was the boss, I think. This was a long time ago, and a substantial spawn with a few red Headsman Swordsmen (who could and would one-shot you) was a massive challenge to new players who's characters were kitted out with a patchwork of training enhancers in various states of decay.
We eventually beat down the resistance, after multiple team wipes and trips back from the hospital. We'd figured out some tactics, and our blood was up- we stormed down the hallway and were somewhat surprised to find that subsequent spawns were much less challenging- by the time we found Unlucky Pete, he was
gray. The whole thing was profoundly unsatisfying and left a bad taste in my mouth.
His argument was it's good to mix things up, and while I agree to some extent it ISN'T good to mix them up in a way that upends archetypal structure and expectations. Or rather, if you DO mix them up in that way it had better be a carefully considered act within a larger framework, not something you do "just because".
Sort of a long winded way of saying it makes sense to put most of your added content at the end of your game, whether or not you format it as some sort of traditional 'end game'.
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Its so easy to say just make sure that whatever you add to the game is something no one will object to, because a lot of people implicitly assume that while different people want different things, they all want more things. Not everyone does.
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It's impossible to make a wholly uncontroversial system.
As the saying goes, give people free gold ingots and they'll complain about how heavy they are.
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Because its not a question of deserving. We don't decide who's deserving of attention when we update a game. We decide what will be in the best interests of the game overall, knowing we can't please everyone.
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I agree entirely.
But in this case I find myself aligning with my long-ago sparring partner, who wished they'd been able to create an original system instead of just plugging in a proven workhorse like loot/economy.
I'm not antithetical to an 'end game', but I'd like it to be in the iconoclastic spirit of the game. As it is still largely unwritten, perhaps my concerns are unfounded. But I don't like the scent on the breeze.
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MMOs are a diverse set of games. No matter what the devs do, unless they never add anything new to the game ever again it will always be possible to point to another MMO and claim Paragon Studios is "just" copying them. I think, however, the Incarnate system itself is unique (so far as I know) in terms of what its going to ultimately do, and the end game constellation as a whole is unique in many ways. The fact that it contains raids can't be just dismissed as genre copying: MMOs have only so many kinds of content in terms of cooperative play: there's solo content, teamed content, multi-teamed cooperative content, general cooperative content, faction play, server-wide cooperative content, and player vs player content. And every single one of those existed in some form prior to City of Heroes even launching. No matter what we do, we will be using mechanical elements that have already been invented.
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All true, and I will defer to you from this point on as I am veering perilously close to debating something I know very little about- I have had minimal experience with the Incarnate system so far.
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And dimensionally speaking, at some point when you add more challenging content, it has to be balanced around teams. The reason is fundamental, particularly in City of Heroes: every archetype and every powerset combination has weaknesses. Once content gets beyond a certain level of complexity, it begins to target too many of them for a single player to be able to overcome. The only way to make content harder without making it more complex is to simply scale the numbers bigger, which is what the difficulty sliders do. But that's not the sort of challenge many players find attractive.
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Teaming definitely opens up a lot of design possibilities. Hearkening back to my pen and paper gaming days, you had a lot more flexibility with your encounters when six people made it to the session than when two made it.
I'm just against it being the ONLY way to progress through the 'end game'.
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None of this precludes a solo path alternative. But its not easy to build for a number of reasons.
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I understand this, and I'm hoping they come up with a compelling alternate route for those who can't/won't/prefer not to team.