Samuel_Tow

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  1. Quote:
    Originally Posted by Kailure View Post
    I can respect that. What confuses me though is that people want the trials to be able to be done with 5 people when even the end game TFs we've had for a while now require at least 8 to start. If you're not fine with 8, then how are you even finished with your Alpha slot?
    This depends on your definition of "finished," though both definitions are fairly easy to answer for.

    If we see "finished" as "gotten a very rare boost," then the answer is easy - I haven't. I don't think I ever will. There ain't enough content in the game for that, and I abhor repeating content with the same character.

    If we see "finished" as "put anything in the Alpha slot," then the answer is easy - solo, running whatever content I had left over from the trip to 50. After having run Ramiel's arc, of course. A common is... I want to say "easy," but it's not. Let's go with "doable" solo. An uncommon... Possibly. Beyond that, though - no, thanks.

    ---

    More to point, I never agreed with "end game" TFs being locked at 8 people. I've never run a Statesman TF, and I don't intend to. I've always wanted to be able to run end-game TFs with smaller teams. Like I said - teams of three or at most four, with three being preferable. I don't need to the Apex and Tin Can TFs with three people, clearly, but I do believe we should have smaller-team content for the post-50 game just the same.

    And allow me to specify - I don't count content left over from I1 as part of the POST-50 game.
  2. Quote:
    Originally Posted by Clouded View Post
    AFAIK, the trials scale with based on the number of participants.

    Is that what you mean?
    Partially. Some of the older TFs - specifically Positron and Synapse - are startable with four people, and some of the newer ones have avoided the large team-mate requirements of the Shard TFs. Yet when it comes to level 50 content and I suggest TFs that can be run with as few as three people, I'm told that this can't be balanced for because it would make it far too easy for large teams.

    I don't know what to say to that. Maybe it will, I don't really know, but my point lies elsewhere: If this is a problem, it should be solved. If there were three-man TFs at level 50, I would run those. I would run those and I would put my own teams together, because three people is easy to get even on a bad day.
  3. Quote:
    Originally Posted by Anti_Proton View Post
    We seem to forget that there are other characters than 50. Now I would imagine the sky's the limit (Hopefully even space). Im sure there's still a lot to do after Cole.
    No, I mean in terms of Incarnate progression.

    I trust we can all agree that tying the entirety of the Incarnate system to Emperor Marcus Cole and nothing else ever would be a bad move. Sooner or later we'll have to grow past his threat, and so I ask what comes next.

    My point was more pragmatic, however - as we progress down the Incarnate slots and tiers, we become stronger. Intelligent game design would have to anticipate this and make the encounters harder to compensate, but the question is by how much? As the gulf between top-tier powers plus level shifts and bottom-tier powers or, worst still, empty slots is vast, where would balance fall? Where should it fall?

    I harken back to Inventions. Inventions, they said, would not change the existing game, meaning that the game would not be rebalanced to expect people to use them. No-one ever claimed that NEW content won't be made that assumed you had those, and Incarnate Trials strongly suggest that this time is coming, if it hasn't come already. Sooner or later we'll have to ask ourselves the question: Do we balance new content based on top-tier power? And considering what the overall point of the Incarnate system seems to be, I'm inclined to expect they'll tend towards a "yes," or at the very least "maybe."
  4. Quote:
    Originally Posted by Arbegla View Post
    The problem is high level characters multiply the difficulty bar. If the dev's design with 3 level 50s in mind, then with 8, its trivial, where if they design with 8 in mind, with 3 its a challenge.

    Its like playing at a handicap in just about any game that allows handicaps. You know your playing at a disadvantage, but forcing everyone else to play that way just isn't fair to everyone else.
    I'd personally look at that as a technical challenge to solve, rather than an excuse not to bother. Way back in the day, one of the game's selling points was that encounters scaled to the team size, so that both small teams and large teams would feel properly challenged, as opposed to other games where static content could prove too hard for smaller teams and too easy for larger teams.

    So what happened to that? Honest question here. What happened to content scaling with team size? Did we conclude that it wasn't working or that it was pointless or something? Because I've heard that same explanation practically since Incarnates began: "If you don't balance it for many people, then many people will trivialise it."

    So let's come up with a system that scales better, if the old one is insufficient. If it's a problem, then let's address that problem, instead of working around it. This is very much at the heart of why there's such a gulf between quote-unquote "solo" content and massive multi-team raids - because the only place where enemy spawn scaling to team size is even considered these days is solo via the mission difficulty slider, or on small teams of two and three. And it shouldn't be like that.
  5. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I20 has been out for 2 days, and I've unlocked my Interface, Judgement and Destiny slots. I've slotted them with commons. I get between 5-15 threads per run and I can make about 6 runs per day. How is this slow?
    I believe the point was that it's slow outside of the Trials, hence why they're not seen as an alternative.
  6. The new classic is also painful to read. Green text on an identical green background with only a vague dropshadow to separate them is horrid. It's also bugged and team-mate numbers are sub-microscopic.

    Welcome to Issue 20: Eye Strain.

    Fix this, please. I won't hold you to task for greenlighting such awful design in the first place, but at least fix it so it doesn't stab me in the eye every time I try to read the names of my team-mates.
  7. Quote:
    Originally Posted by Arbegla View Post
    http://paragonwiki.com/wiki/Task_Forces

    Small-Team content and Task Forces are 2 different things.

    Trials and Task Forces are also 2 different things.

    Please stop trying to make them all equal.
    When did I? I listed about five or six things with TF or SF appended, meaning they were all Task Forces, with "Strike Force" being a pointless renaming of the same basic system.

    I'm not convinced that TFs can't or shouldn't be small team content, however, especially considering they kind of already are. The Posi TF only requires three people, and I ran it with three people about a week ago. It did not present too much of a problem (bastardised narrative timeline notwithstanding).

    So why is it such a novel concept to have small-team TFs at the level cap?
  8. Quote:
    Originally Posted by Sardan View Post
    Good question. After all, the typical gear-oriented end game goes like this: you do a task to get better gear which enables you to do a tougher task to get better gear which enables you to.... you get the idea.

    So it's reasonable to expect that they will have to create content that is designed to be a challenge for players with all the then-available Incarnate slots unlocked. But having slots unlocked doesn't necessarily mean you have a specific tier within the slot equipped. Given that the Trials accept large numbers of players, I'd expect that a player would be able to perform just fine even if he didn't have the elite levels equipped.
    The reason I focus on level shifts specifically is because they make a very large difference, in part thanks to the purple patch and in part thanks to how large a role the level difference plays in creating challenge. Granted, level shifts aren't the only thing, but they are a major factor.

    Moreover, the real reason I bring them up is because they make a difference. The gulf of performance between those with just Common Incarnate powers and those with Very Rare Incarnate powers is very wide, and this is by design - those are big rewards that should make a difference. You end up with a situation that balancing content for the Commons makes it trivial for the Very Rares, and balancing content for the Very Rares makes it untenable for the Commons.

    The Incarnate system - whether it is "like" the raid grind of other games or not - seems mostly geared towards large time sinks with large rewards at the end, and said large rewards create a very steep power creep. I genuinely worry about what will become of these trials once the expectation is held that everyone will have at least a couple of level shifts. Sure, older Trials will not be made harder, but what of newer ones? What comes after Cole?
  9. Quote:
    Originally Posted by Eva Destruction View Post
    Maybe they should give us a badge for it so those of us who prefer smaller groups will have an easier time finding other people willing to try with a smaller group.
    That's something which never fails to get my nethergoat - people feel that you ain't teaming unless you're on a full team. I've run quite a few TFs which are easily startable with as few as four people, yet the team leader will refuse to start unless we have a full complement of eight. I've run on PUGs where the leader insists on replacing anyone who drops team as close to instantly as possible so we're never below eight people. And I've even read team-leading guides that proclaim that a team isn't a team if it's less than five people.

    To be perfectly honest, teaming is easy when it's with one or two other people. I can put teams like that together in my sleep and play with them to my heart's content. In fact, a lot of people are much more pleasant one-on-one than as a voice in the crowd. Even if we ignore solo content (yeah, yeah), we're still left with no small-team content post-50.

    And I'm not just talking about Lambada and BARF. Look at the other level 50 TFs we can run:

    *STF - 8 people
    *RSF - 8 people
    *Lady Grey - I don't know how many this requires to start, but I've never run one with less than 8 people
    *ITF - 6 people minumum, most run with 7 or 8
    *Tin Mage - 8 people
    *Apex - 8 people

    OK, credit where credit is due, the two Mender Silos TFs don't have a minimum team requirememnt, but look at everything else - six people and more. Feh!
  10. Well, it's almost 7 PM here, and I've been waiting since 4 PM

    That's my excuse for why I'm here on the forums and not playing the game I claim to love - because I can't.
  11. I flagged myself as Helper because I feel I know a fair bit about the game, its lore, its mechanics and its community, so I should be equipped to answer a lot of the questions that come up. I hope this doesn't saddle me with responsibilities I'm not expecting.
  12. Quote:
    Originally Posted by Sardan View Post
    It's the same with all the new Incarnate slots. Without exception all the top tier unlocks require crazy amounts of time investment. Some people will pursue them and will be rewarded. Most people will simply ignore them and still end up with perfectly fine Incarnate builds.
    Question: What happens when/if newer Incarnate Trials expect you to have level shifts?
  13. Quote:
    Originally Posted by BrandX View Post
    Then don't raid. Convert shards into the needed threads.
    That then skips over another topic entirely, in that all new post-50 content we've seen is in the form of large-team or multi-team encounters, but I don't want to get into that again.

    Suffice it to say that I'll be collecting... Shards, Threads, whatever drops off level 50 enemies, up until I run out of content to do.
  14. Quote:
    Originally Posted by Nalrok_AthZim View Post
    But... if I say I enjoyed something, I'm saying that because I enjoyed it. I'm in no way trying to label anyone as anything. It is what it is; I played the trials and I enjoyed them.

    o_o;
    I don't mean you, specifically, but I put a fair few people on ignore over this specific issue. If I say I dislike their new favourite toy, then it MUST be because I'm doing something wrong, or because I was raised wrong or whatever. It's not just Incarnates, either. I talked about my refusal to get into Inventions Sets recently, and was called "idiotic" and "moronic" for it, and in those exact words.

    What I despise is that there is a crowd of people who claim they've had it up to here, and will use that as an excuse to belittle those who are vocal in their dislikes. The "if you don't like what I like, then there's something wrong with you" is where the problem originates.

    Hell, just look at people telling Moo how much he's wrong by re-interpreting things he never said, but were rather "evident" from reading between the lines.

    That's not fun.
  15. Quote:
    Originally Posted by Haterade View Post
    Ramiel's arc was the most fun I've ever had in CoH, in particular the Ouroboros mission where you're in the future and max incarnatededed out. No chance of losing, but the most fun I've ever had.. and I've been here about as long as anyone's been able to be here.
    I have to agree with this... For the most part. For all the kvetching about how hard the Ramiel arc was when it first came out, it was and still is one of my favourites, Trapdoor or no Trapdoor. Sure, it's cheap in terms of difficulty, it's chock-full of gimmicks and actually a little short, but I still love it to bits.

    Even if I'm not interested in Raids, I'll still do that arc every time, for the fun of it if nothing else. Plus, at least the Common Alpha should be reasonably easy to get without raiding.

    ---

    I do not like the first mission, however. It's blatant fanservice and that comes off more as patronising than anything else. "We can't show you boobies, but we can show you lots of cleavage and upskirt shots..." I mean: "We can't let you beat up all those signature characters, but we can let you beat up their reflections. That's cool, right?" It's a lot of spectacle with no substance. Beating up Lord Recluse or the Statesman in person is far more satisfying than defeating their astral projections or whatever those are while you cheat shamelessly.
  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    You're implying that the minority of people going "this issue is terrible" (and yes, those people are a minority whether you like it or not) are more correct than the majority, who are people who just walked out of a trial and said "I loved it!"
    I believe the intention was to call a stop to the hostilities. What the "I like raids" people are guilt of, if anything, is presenting me and people like me as social pariahs who are wrong for not liking raids no matter the reasons presented.
  17. Quote:
    Originally Posted by Friggin_Taser View Post
    Got to love the anti-raid crowd constantly quoting and "me, too-ing" every post to make it seem like there are more people in their vocal minority than there are.
    Ah, it's great to get the old Friggin Taser back. How I have missed you.
  18. Quote:
    Originally Posted by Aura_Familia View Post
    Unlike other content these trials ARE REALLY NOT the place for inane banter. Especially since they just came out. Maybe in 2-5 months once everyone is suped up with +3s and knows them like the back of their hand then. Right now, no, not really. Everyone is too busy learning and making sure not to clog up the League channel with stupidity, so that we can all listen to and understand the one raid leader (or one or two people) who seem to know what they are doing.
    No, no, I agree with you completely. Trials and heavy action are not the place for banter. I do, however, remember that argument being tossed around with the OOOLD Hamidon encounter. I would complain that I spent four hours on the clock sitting on my hands, and people would cut me off saying how great of a community mingling spot that was, and how they didn't really care for the Hamidon and just went there for the banter... Banter which consisted of childish ad-hominem insults, intentional idiocy and people acting like complete jerks, but that's besides the point.

    What I'm mostly saying is that I don't see raids or TFs or even Pocket D as great socialisation opportunities. Then again, I'm also not the kind of guy who goes to bars and chats up strangers. I prefer my socialising to be done in private with just a couple of other people, both in-game and out.
  19. Quote:
    Originally Posted by AmazingMOO View Post
    Really, Vanden? Are you maybe confusing me with someone else?
    I have to stand with Moo here. This reading between the lines is... Wait a minute... What is that?



    Can you see it? There's something there, I'm sure of it. Let's look a little closer.



    There is! There is something there! What is that? It looks like text. Let's see...



    Is that? No... You can't mean that... It's too small to read.



    Oh, man, yes, it is. I can't believe this. That can't be right. It must be...



    Oh, come on, now! Moo! I'm ashamed of you, man. I'm ashamed of you. I never thought to read between the lines of your posts, but who would have thought THAT was there?

    Well, I am sickened and disgusted!
  20. Or how about some patch notes?
  21. Quote:
    Originally Posted by Energizing_Ion View Post
    I know what you are saying in regards to the whole "guys with guns." Like any "hero/action" movie if the 'hero' is going up against 1 'evil guy' with a gun/sword/whatever you know it's going to be a good fight; but if there are 1 vs 100 then you know the hero will win because they are just 'minions'.
    Otherwise known as the law of conservation of ninjutsu Something like that, yes. The more the characters in any given story, the less face time they get and the less memorable and awesome they are in the end. To wax anime for a moment:

    Take Naruto, for example. That show has loads and loads of characters. I haven't counted, but there are probably over 50 named ones. They almost never show up together at the same time for anything other than epilogue greetings. Most of the time it's a team of four (standard for the show's canon laws) or several teams of four scattered across several different events. And even then loads of those characters spend months with no screen time at all.

    In fact, the show had a couple of jokes about that. One was when Garra and his friends were shown in the script that they wouldn't be appearing in the next few story arcs, much to their disappointment. And indeed, we didn't see them for around a year. The other was a few characters joking about renaming the show into "Shikamaru Shippuuden" or "Asuma Shippuuden" because the titular protagonist was about to spend two full story arcs training and having not much of any plot to him. You know, like the last 200 episodes, but I digress.

    Another good example is Shaman King. This show has a main cast of over a dozen, plus quite a fat supporting cast, plus a whole cadre of villains and a whole host of cameo characters. However, it manages to make all characters personable by leading them through each character's personal story arc one by one, highlighting that particular character as the story's main protagonist, with the rest acting like supporting cast and combat team-mates. I don't recall a single encounter in 64 episodes that wasn't focused on one specific character, up to and including the final battle that highlighted the show's de-facto protagonist.

    What I'm saying is that, at least for some people, what feels "epic" isn't the number of warm bodies tossed at a problem like one might dispense bird seed for the pigeons in a public park, but rather a story which highlights a specific character or two or three and focuses on them. In fact, I just got done writing an essay on why stories should make us care and what stories should make us care about, and "characters" was and is central to that, in my eyes. And you really can't design any sort of gameplay which lets everyone shine in his own way when you're dealing with more people than you can fit on a bus.

    That's not to say there isn't a kind of "epic" feel to a large-scale war where everyone in the show thus far goes all out. But it's a specific kind of "epic" that doesn't work for everybody.

    Quote:
    Originally Posted by Energizing_Ion View Post
    If you don't like the trials don't do them...however I'm trying to say that even in a group of 24 you can do your part and be successful. You can be the healer or scrapper or whatever it is you usually play. Just look to your team that you are with and don't try to "save the world" or in this case "save the league" by doing what you'd normally do in a duo/small team (jump into the 20+ mobs and expect to live/etc...).
    I'm not so sure about that, myself. One of the reasons I've stuck with this game for so long can be summed up in the old 2001 trailer tagline: "City of Heroes, where YOU are the hero!" For the most part, this game does a great job of making me feel like THE hero. Not always on a team, no, but I'm careful about who I team with and what I team for. For the most part, I try to be on a team that specifically needs what I bring, and that goes some way towards fulfilling that specification. But when the team just needs "more" of what I have, it starts feeling faceless. I'm not a named hero, I'm "a Scrapper" or, more commonly, I'm just "DPS."

    A poster recently said "Screw concept." in those exact words. This, to my eyes, is what these Trials are leading us to. I don't question whether the gameplay is fun or not. I'm sure it is for those that like that sort of thing. But it comes at the cost of fracturing my suspension of disbelief like a mirror by rubbing my face in the fact that I really am just another brick in the wall, just another face in the crowd, just another hero in a city that already has far too many. I know that to be true, but I try to ignore it as much as I can, and indeed pretend that the game is, in fact, all about me. I can do that solo just fine. I can do that on a small team. I can... Sort of do that on a large team. I can't do that in a league. Just can't.

    So, no, I don't intend to work the Trials, and I don't intend to try and stop people from working them. To each their own. I just want to do what I can to cull the misconception that people like me are somehow callous or deficient or wrong in their preferences. No more, no less.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    And if you had interacted with any of those people beyond just being on the same map....you probably would have a better memory of who they were.
    That's really not true.

    For one, part of my job is teaching university classes, and being that I teach "computers," this requires rather a lot more personal interaction with students than just reading off a powerpoint presentation. I have yet to remember a single student's name.

    For another, I team with a lot of people in-game, when I feel like it. I ran an Admiral Stutter TF the other day, and I couldn't tell you the name of a single person on that, or what characters they were playing. I remember... I think one was a giant robot, though I forget the inspiration, and another was I think a zombie lady, whom I remember because she had the same Bolero my own character used. That's from an hour-and-a-half TF in which over half the chat was mine. There were just too many people to keep track of, and the only person who stood out was one who kept getting lost, whose name and costume I don't remember.

    I'm perfectly capable of chatting with complete strangers, and have developed a speech pattern where I never have to address any person by name, or address any person directly almost ever. I can interact with people just fine without knowing who they are, what they're called, where they're from or what they do for a living. And most of the time, I have to deal with so many strangers I don't pay much attention anyway. The only way I remember people well enough for them to stick with me between play sessions is if I get to interact with them one-on-one or in small groups, or at the very least be with another talkative person on an otherwise silent team. But all that does is let me remember ONE person and forget the other six.
  23. Quote:
    Originally Posted by Energizing_Ion View Post
    I love to talk when teamed and doing stuff (obviously during some situations it's good/fine not to talk but...in general)...when no one talks but me...man it's booooring...
    This is a common misconception, in that it mixes up two distinct concepts: 1) likes socialising with other people and 2) likes crowds. I am the former and am not the latter.

    Personally, I like socialising. With one other person, two at most. A third other person is already a crowd, eight is unpleasant and 24 is a chicken coop. Just because I like hanging out with a couple people, this doesn't always translate into liking to hang out with a couple dozen people.

    If given the choice, I will always pick a duo over solo. If given the choice, I will always pick solo over a full team. You can't "chat" with a large group of people. The most you can do is perform in front of the them as on a stage, and take turns with others who do the same. Pay attention to that when you're in a party, in a club or out with a large group of friends sometimes - whenever someone "talks," he's talking to the whole group, and attitudes and personalities change under those circumstances.

    I've been on large teams. I've been to Hamidon raids. I'm a member of several very large global channels. I occasionally get suckered onto voice chat. Every time it's the same thing - once you get more than two or three other people on board, communication is no longer personal and instead becomes a public broadcast to the whole group. This isn't impossible to manage, it's just a chore and rarely if ever fun.

    Please, don't try to paint people who don't like to join forces with 23 others and "banter" with them as reclusive. We're not. We just prefer smaller groups, and there's nothing wrong with that.

    ---

    More to point, I find any story, game or movie which requires multiples of anything ends up turning said thing faceless. If you need and have, say, one person with a gun, that person is memorable, because he's "the guy with the gun." If you have two, they may be memorable, say "the guy with the gun" and "the girl with the gun." If you have 12, they're just people with guns and no longer memorable.

    I don't play games to be another brick in the wall, and I don't appreciate gameplay which requires me to be that.
  24. Samuel_Tow

    Omg ze colours!

    As a general rule of thumb, I feel that having to resort to different shades of the same colour to differentiate between different concepts is a sign of shoddy UI design. And after seeing both the new and "classic" team screens, "shoddy" is the only way I can describe them that's at least printable.
  25. Quote:
    Originally Posted by ClawsandEffect View Post
    This kinda mystifies me when I see it.

    Mostly because most people I've seen say something like this mean it along the lines of: I'm not super unless I can crush any opposition to me with no effort at all.
    Typically when my response is "I don't feel super," it's not because I can't juggle planets, but rather because I get lost in the crowd. I could say a lot on the subject, but I feel Z says it best.

    Personally, I find an individual's achievement against the odds in situations where there is no-one left to help and nothing to rely on but yourself. Large mash pit wars don't feel "epic" to me. They just feel messy, impersonal and uninteresting.