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Posts
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Quote:There's already quite a lot of content that is team focused. All task/strike forces, for instance. You can't start one without a team, and if you want to solo it, you would have to bend the system quite a lot and make an effort.the Incarate system is team focused because in an MMO, there will be some things that are team focused.
So the incarnate system would still be team focused if there were task forces added instead of trials. Then they wouldn't have had to develop an entirely new raid system for the incarnate content, and the programmers could focus on other cool stuff.
One possible reason that Incarnate content is almost exclusively trials is that trials are the fad of the day among the devs. They do them simply because they like them.
Another possible reason is that the devs are convinced that raid-like trials are necessary as end game content because all other big MMOs have them. This becomes even more important now that CoH is going F2P/subscription hybrid: they feel that it's necessary to be more like the other big MMOs in order to attract new customers. If the game wasn't going F2P, it wouldn't be as important, because then the incarnate system would just have to cater for old customers that are accustomed to the old ways the game was played.
In neither possibility, teams have anything to do with the reason for incarnate content being trials.
In fact, the regular instanced mission system is one of the best pieces of evidence for the game being team oriented. In almost every other MMORPG out there, there's a single player quest system, with a few add-ons that let you share quests (start another instance of this quest at the other player) provided you both are at the exact same spot in the quest chain. The only exceptions are the raids and few instanced missions there are.
This makes CoH stand out even more: its mission system isn't a regular MMO single-player quest system with raids tacked on as an afterthought. It's made for teams! Here, the leader (or for that matter, anyone) sees the team's members' missions, select one of them, and the entire team clearly sees what is going to be done next and can read up on the story if they want.
Hence, trials doesn't give or take anything from the game's team orientedness. It already IS team oriented, from the ground up. -
Quote:Yep. It takes about a year just to convert the necessary shards to threads, and that's provided you already have them. Compared to the few weeks it takes to unlock the similar amount of stuff using the trials, that would be at least 10x slower, probably more like 20x. And we haven't mentioned the stuff that you need Empyrean Merits for, that you simply can't get.Why is it not viable? You still get the same stuff, it just takes longer.
Hence, the other path is at least on an order of magnitude slower, and you can't get the same stuff from it. I think it's reasonable to say that it's not viable.
Quote:You can't paint a house at the same speed solo as a group of people painting the same house at the same time.
Quote:TLDR: If you want Incarnate powers, you gona have to do trials for it.
It still doesn't convince me. -
Quote:We're not complaining that they're too hard. At least, I'm not. I'm complaining that it's a) trial only, b) grind only, and c) that regular non-incarnate content is locked behind it.Having said this, I'm not going to join the mobs screaming for the Incarnates to be dumbed down or removed outright or complain they are too hard.
And I don't mention the alternative path, because it's simply not a viable path. -
Quote:It's a term describing a specific game design feature. There's a wikipedia article about it.I'm not sure what you mean by "quicktime events" but I'm sure it's just something being lost in translation.
Quote:But I am not seeing how being formulaic is bad: you have a challenge, you know the formula, apply that formula to the problem, and it's solved.
Quote:As for your suggestions, you said even yourself you would want them to be in regular missions and TFs, so they kind of go beyond the scope of the trials.
So if there are new mechanics added to the trials, why not add them to the rest of the game? For instance, I would love to have the branching mechanism in Ghost Widow's patron arc. You know, when Arbiter Daos wants you to give her the finger? That's where. I almost stopped playing the arc, because I didn't want to, and not playing the rest of the arc was the only way to not do it.
So how about a branching mechanism? At that point, you get a choice. You choose to do as Daos says, and the arc progresses as it does now. You choose to not to, and the arc progresses in another way.
Then, there are these gazillions of failable missions where the only thing that happens if you fail is that you don't get the bonus XP reward and there's a silly dialogue brushing your failure under the carpet so that the arc can progress to the next mission. -
Quote:Why does incarnate content has to be incarnate trials?No - I'd prefer them to do what they're going to do - add tougher and tougher Trials, until we're challenged even with 10 slots open
Incarnates leave the current 50 content behind, just like 50s leave the level 40 stuff behind.
So far, the only answer I've heard is "because the devs like them". -
I would like a "hole to another universe" effect. Not just a hovering bitmap showing an image from Atlas Park or Anti-Matter's space station, but a window into another three-dimensional space, so that when you look at it from different angles, you see different views of that other space.
Option 1: The edge of the window could be sharp, or a distortion of this space as if it was stretched around the hole, or a cloudy border.
Option 2: The other space could be hell, heaven, Praetoria, Atlas Park, Grandville, cyberspace, a nebula across the galaxy, a black hole, or beyond the stars where Hastur sleeps.
This could be cossie pieces, auras, or effects on Negative Energy attacks. And, of course, on any kind of portal, including those in Oranbega, PortalCorp and Grandville. -
Keyes Island is better to doing that, in having specific goals that require coordination to complete. Still, it's pretty formulaic: from the point where the trial was figured out (Wednesday morning here in Europe) it was pretty much following the instructions, and some of the mechanisms in the trials (disintegration, AM pulse) are still frustrating in the bad sense, not in the "challenging" sense, because they are quicktime events. Press X not to die.
So here are a few suggestions:
- Mini-games - codes to crack, wires to cut, locks to pick, that sort of things - which have to be solved by some members. These would be randomized genuine puzzles, like the safe-cracking in Mass Effect 2, so you actually have to figure them out every time.
- Dynamically spawned adds. Not just a fixed amount of ambushes, but reinforcements spawning if the engine notices somehow that the fight is going easy. Kind of an auto-adjust of rep inside the mission.
- More coordinated actions. Two people on either side of the map have to flip a switch at the same time, in order to turn off a force field in the middle of the map for five seconds. Or even, one switch is flipped for ten seconds. When both are on, the force field is off. The better the two players can coordinate themselves, the longer they can have the field open to allow passage. Add defenses that their team mates have to take care off, so that the switch-flipper is not interrupted while flipping.
- Branching missions. Currently, missions are mostly linear, and if you fail at one point, either the whole chain fails (in trials, for instance) or nothing happens and the failure is handwaved away and you get less rewards (most mission chains). What I would like to see is branching. If you succeed, then this happens; if not, something else happens. You manage to stop the goliath; good, now take the fight to Praetoria. You failed? Shucks, you have to rush to somewhere else to fend off the invasion.
In fact, I would like to see a lot of these in regular missions and task forces. -
Quote:In one way, yes; in another, no.Auras give your character the ability to alter the environment about themselves, so it is power.
Purely visually, yes, the environment changed. It now has little flies/gaseous tendrils/sparks/whatever in it that wasn't there before. However, visual stuff is just that: visual stuff. It doesn't affect the game in any other way.
Heck, even walking is more powerful. Not only are you visually at another position, so is your collision box. Anyone who previously tried to walk at your old position and failed will now succeed; anyone tho previously walked where you are now standing will now fail. Not only the visual appearance of the game world has changed, but also the virtual physical reality of it. And you did it!
Auras doesn't affect the game's physical reality in any way. It just looks cool, and it gives you bragging rights. But that's all. -
Quote:The argument from the trial lovers goes "you have to work for your reward". Also known as "you have to do X to get Y" or the "go to bed without dinner" argument.I'm not exactly sure what you're saying here. Especially the bites part.
What I'm trying to convey is that I don't mind having to work for the rewards, as long as it isn't grinding. I don't need the rewards now, but I need another way of getting them that doesn't involve grinding 3 x 30 minutes of trials. I want alternative paths. Other things to do that's not grinding trials, and still progress as incarnate.
And the "bites" part is probably swenglish. It means that I don't buy into his argument about "do X to get Y", and I suspect that he won't buy my argument that I want alternative paths.
Quote:But not everything in the game is challenging. Challenge makes people stronger, therefore, to get to an incarnate level of power, you need an incarnate level of challenge.
The only "challenge" is to not get bored of grinding it before you're done. That isn't a challenge that I would want in this game - or any game. Boring games are failed games. On top of that, it's a meta challenge, not an in-game challenge. -
Personally, I wouldn't want a solo option specifically. I would like something that plays just like the regular non-trial content. Some players would be able to solo it, sure, and they're welcome to it.
One option is to say that +4/+8 rep would count as Incarnate content, and add some of the rewards to the regular content's reward tables if those conditions are met. The Merits and possibly the Very Rare drops can be kept at the trials. This would be similar to Comicsluvr's proposal.
A variant would be to have Incarnate Stuff as an optional setting to task/strike forces. It could play pretty much by the same rules as above. It would still be several times as much content as the current trials, and some of it would actually have incarnates in it (as opposed to the incarnate trials which don't, but have a minion to a incarnate in two of them, and the robots made by an incarnate in one). -
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Quote:Of course you don't. You like the trials, so you don't see it my way.I like the analogy. In fact it is one of the best laid-out analogies I've seen, but I do not agree that is like that.
Which is why you have to modify the analogy to make it reflect your point of view. That point of view is not my point of view, so from my point of view, your analogy don't hold.
However, your analogy shows how you feel about the whole business, and I will respect that point of view. But, and here's the big but, it doesn't show how I feel about the "do X to get Y" arguments or "learn to like it, because more is coming" arguments, and it certainly doesn't show what I feel about grinding trials.
Please, continue to enjoy spinach. -
The "eat your spinach or go to bed early" argument still won't convince me. Nor make me any happier.
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Quote:And do you know why? It's because that's a chore. Games are supposed to be fun, not a chore.CLEARLY having something set up where you perform X task to gain Y reward is not good enough.
If it had been that I had to do X1, X2, X3, X4, X5, X6, X7, X8, X9 or X10, or a combination of those involving similar amount of play, then I could possibly accept doing that to get Y.
If you think it's fun, then by all means, enjoy it, but don't expect me to. And don't expect that the "do X to get Y" argument bites on me anymore than the "can't we at least have an option to do X2, X3, X4, X5, X6, X7, X8, X9 or X10 instead?" bites on you. -
Quote:The earlier raids was not the only means of progression. Well, Hamidon was to a certain extent, if you regard the Hamidon Origin Enhancements as progress. Rikti Mothership was a source for Vanguard Merits, but not the only source (you could get them for simply slaying Rikti anywhere). And Cathedral of Pain could give your supergroup an Item of Power for a few days, until the trial was shut down for a few years until it returned without the Item of Power. The trials also could give you a badge, but aside from that, squat progression.We've had raid-type content since the beginning of this game, you probably heard of this guy called Hamidon.
So now, we have 6 different raids.
Hamidon, Cathedral of Pain, Rikti Mothership, BAF, Lambda, and Keyes Island.
Yes these are all high level raids, but these are far from making CoH a "raiding game."
You can progress in several ways for the last ten levels. You can raid. You can do task forces. You can do story missions. You can do paper or radio missions. You can do MA missions. You can run around aimlessly killing stuff in zones.
The only viable way to progress post 50 (I don't think that spending on the order of a year to just convert the thousands of needed shards, provided you have them, as a viable way) is Incarnate Trials.
Hence, post-50 progression is a raiding game. -
We don't know yet if these shiny non-incarnate stuff will be available for Paragon Points. On the contrary, it has been said that the content was gated as an incentive for non-trial-grinders to grind the trials. Until a redname confirms it, I regard the prospect of shinies in the Paragon Store as wishful thinking.
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I am not an Incarnate. I'm just a very angry cat fused with a post-grad student through an accident with a super-collider and a thunderstorm.
Unn the Thrown At could be. She died in battle and was taken by the Valkyries to go to Valhalla, where the brave live forever, where she spent the last millennium training for the last battle and having axes thrown at her blond braids by drunk dead vikings.
Fimbulwinter should be. She is after all the embodiment of the Great Winter preceeding Ragnarök, the World-Fire at the End of Time. -
Quote:It's possible, yes. It's also possible that the devs would make a moon base map some time in the future.Has anyone thought that perhaps the more mundane of the costume/aura items (anything not Incarnate Armor) might be available for purchase through the new (as yet to see first hand) Paragon Store?
But I wouldn't rely on that possibility. Until a redname confirms the costume/aura items in the Paragon Store, or the moonbase map, I will consider them wishful thinking.
Quote:When I'm actually in-game, I don't see people arguing over this. I don't see drama, strife, misery, or anything else I see reflected on the forums here. Minor irritation sometimes? Of course, just like it's always been. But on the whole, people are happy and having fun.
Here these two groups meet. Here these two groups have a sense of reaching the devs with their opinions. So here you get the complaints.
I don't mind people liking trials. Heck, for all I care, they can play their trials until their eyes bleed. Please do! I mean it, trial to your heart's content! Do it! Love, man, and peace!
What I don't like is the gating and the grinding. I don't like obviously non-incarnate content (swooning emote?) being locked behind incarnate trials. I'm not particularly fond of the idea of grinding at all, for whatever the reason. Hence, grinding to unlock gated content is something I really really really don't like.
There are two arguments against this point of view. One is the "go to bed without dinner" argument: you have to do the trials to get the reward and it's your choice to do it or not. And here is the problem with that argument: it isn't a particularly good choice.
I like cake, I want to have some cake for dessert. If I am to have that cake, I have to eat my dinner. That's not the problem: the problem is that the dinner is spinach, and I hate spinach. I'm never forced to eat the spinach, but if I don't eat it I have to go to bed hungry, grumpy and angry at my parents who serve the food I hate on purpose to cater for my dieting older darling sister - who, by the way, cares nothing of the cake, because she's on a diet.
If there was any other option to spinach, even carrots, I wouldn't have a problem. But now there isn't. There are only two choices: eat the spinach and get the cake, or go to bed hungry.
But it is my choice, I give you that.
So I choose to go to bed hungry, grumpy and angry.
The second choice is the "shut up and eat it" argument. It goes like this: trials are fun and the devs like them, so you better get used to it and learn to like it as well.
Spinach is good for you, and your sister likes it, so shut up and eat it.
Yay. That makes me so much more happy. Combined with the "go to bed without dinner" argument, it seriously makes me consider to run away from home to Auntie May, who at least knows the benefit of a varied diet.
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And there you have my beef. I don't like gated content, and I don't like grind. And the "go to bed without dinner" argument and the "shut up and eat it" argument really doesn't make me like gated content or grinds. At best it makes me angry. -
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I see it this way:
The Global Server Access probably had to happen.
There is not much won by doing it compared to not doing it considering how the game stands right now. Sure, we get a few things, but the game is largely unaffected. The servers and development would probably cost just as much without server list merge as with.
So I think the difference is something in the future. Some nifty coming feature that requires all servers to be in the same list. Maybe a cross-server teaming feature, perhaps? If that is the reason, well, then it had to happen.
If it isn't... well, even if I wasn't affected, I think this was completely unnecessary. I would rather have seen the development time spent on this to be spent on, for instance, removing the SG member limit, or just increase the possible number of slots on each server. Because I won't have much use for the 132 extra character slots on the servers that I will not visit. Heck, I haven't even filled Union yet! I'm happier about the Animal Pack and the Vanguard Pack than I am about the server list merge, and I'm still one of those lucky not affected.
Then consider those that were affected and lost a global that they've had for years in return for 132 slots they will not use because their home is Defiant.
So no, I'm not celebrating. Not yet. When the future feature that requires a Global Server Access arrives and it proves awesome, then I will celebrate. -
Still @Shadow Kitty.
Only Ceiling Cat knows how, or why. -
Quote:If any Euros would like to take part in ze big splat, that's 23:00 UTC, or Sat May 28th 00:00 BST, or Sat May 28th 01:00 CEST.Friday, May 27th, 2011
Time: 4:00 p.m. - 7:00 p.m. Pacific Time (6:00 p.m. - 9:00 p.m. Central Time)
Server: Freedom
Rednames, you should really look into an automatic time zone conversion feature for the forum. It makes event thingies like these SOOOOO much easier to communicate now that we're supposed to play with people on the other side of the pond. -
Yet another sad story from the real life of stupid security measures: an old member of our supergroup was considering to get back online after a few years' hiatus. As he tried to get into his master account in order to pay to renew his subscriptions, he was promptly thrown out by the new security measures. The words he used to describe his frustrations are not to be quoted here.
Oh, and the other supergroup mate is still battling support and trying to convince them that he is not his brother. -
I can understand why they want to do it first thing in the morning, so that they have all day to fix stuff if something goes wrong. I can even understand that they don't want to wait until after lunch, as it's Friday and they have to get the kids to drive to wherever Grandma lives. And since it is a hotfix, I assume that it is so important that it couldn't wait til Monday.
I can only make a sad face because their "first thing in the morning" is our prime time. And I can look back with longing eyes at the times when we had an office in the UK that did maintenance to the servers in Frankfurt at European office hours and not at prime time.
Those were the days.