Stargazer

Ebil-o FTL July-12 & May-3-2010
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  1. Stargazer

    Goodbyes suck

    Pepsi, you are - quite seriously - my hero. Don't ever change.
    (well, maybe a *little* less pooting, but I suppose I shouldn't ask for too much...)


    I actually picked up a copy of SWTOR a few days ago. Haven't tried it yet, but I'm likely to give it a whirl in the near future.
  2. Stargazer

    Make a wish

    Sorry, haven't seen one of those in hours. How about a *squeee* from Pepsi? I think I have one in a jar somewhere...
  3. Stargazer

    Make a wish

    Many of us have some long term goals that we would like to achieve before the game goes dark. For me, the most pressing of those goals are unfortunately time-limited, and I'm having to come to terms with the fact that I simply will not be able to finish many of them in time.

    However, others might have goals that are limited by other things. For instance, one might like to purple out a favorite char, or finally get the build one has wanted. In those cases, there are still things that could be done.

    It seems to me that if possible, we should try to help each other finish such goals.

    So, if anyone has any goals that require Inf, send me a message explaining what you would like to do, and I'll see if I can help. I also seem to have about a dozen Gladiator's Armor: +Def lying around for respecs that will never happen, so if you happen to need one of those...
  4. Stargazer

    Last Dance

    Quote:
    Originally Posted by UberGuy View Post
    I rarely posted truly original thoughts or analysis of my own here on these forums. When I posted helpful things, I was almost always posting information gleaned from others, Arcanaville included.
    For whatever it's worth, you're one of the posters on these forums I've had the most respect for. You've always seemed to manage to remain level-headed, with a genuine interest in learning, while being friendly and helpful to those that needed it. Those are attributes I value highly, and I believe that your presence has made these forums a better place. Thank you.


    Quote:
    I lost a bunch of time I meant to spend in CoH working on last goals, and now I am cramming to fit them in this week.
    I know the feeling. I haven't had as much available time as I would have preferred for the last couple of months, and now that The End approaches, I find myself rapidly having to cut goal after goal from my list of long term goals. I hope to still manage a few more though, including one that's been planned for about 8 years now.
  5. Stargazer

    Last Dance

    It's been a genuine pleasure.

    Learning about the game mechanics, and discussing them on the forums, has been a huge part of this game for me. I'm normally fairly analytical, even when I game, but nowhere has this gone to such extremes as in CoH (and I doubt it will ever do so for any other game again, but who knows - when I got CoH I certainly never expected to be around for this long). I attribute much of this to the sheer scope of things to learn (seriously, sometimes it's felt like we've been exploring laws of nature), and to the nature of the community. Starting (for me) with the Scrapper forum, and to a degree the Tanker forum, there's always been a large number of players interested in discussing the game mechanics, learning from each other, and encouraging each other to learn more. Without that kind of community, I don't think we would have known half as much about the game as we now do. For almost as long as I can remember, you have stood out among that community. You're the one I've learned the most about the game from, and I've enjoyed our discussions. You have my utmost respect.

    For the past few years, I have not been very active on the forums. For various reasons I had to cut down on the time I spent here. I have a thing about wanting to be relatively certain of the things I post about, and since I have not had the same amount of time to do proper "research", "keep current", and "verify my data", I've chosen to step back rather than continuing to post with a lower degree of certainty. I never lost interest in the game mechanics though, and instead reverted back to my natural lurker state, keeping track of you and others discussing such things as time permitted.

    And now it seems like time is running out for all of us, and that it's time to say goodbye. So, I would like to thank you, and all the others that have helped out with learning about how the game works. You've helped make this game (and meta-game) very enjoyable for me, and I wish you all the best in the future - wherever you may end up. Until we meet again, be well.

    'Nuff said
  6. Wow. Just... wow.

    I almost can't believe that it's been over 8 years, and I'm saddened that it will end this way.

    The Guardian community has been *awesome*, and it's been both an honor and a privilege to be part of it. I've met a lot of fantastic people, some of whom have become very close friends. I feel like I know many of you, after talking to you regularly all these years.

    Thank you members of Guardian for all the fun, the silliness, the memories, and all the cookies. (there's been a lot of all 4)
    *You* are what has made City of Heroes the bestest game ever, and I can't thank you enough for that. I wish you all the best in the future, and maybe we'll meet again sometime.


    If anyone wants to reach me, you can do so through email.stargazer@gmail.com
  7. Quote:
    Originally Posted by Arcanaville View Post
    That's why I said "depends on how they scale down." A literal rank scaler would retain the purple triangles, but there are game mechanical ways to scale AVs down to EBs in a way that removes the purple triangles if the devs wished to pursue that.

    I think the fact that AVs generally retain purple triangles when scaled down in normal content is intentional for a variety of reasons. Moreover the purple triangles are not a special AV power, that protection is generally baked into the defensive powers of the critter, and stripping the purple triangle power literally would also remove other defenses the critter is actually supposed to have.

    Even *that* is addressable by altering the way the defensive powers are created to allow just the AV-specific protection to disappear under scale down in theory, but now you're talking about hand editing the defensive powers of all the critters being discussed in DA.
    And this is for critters that are designed as AVs and then scaled down to EBs. In this case we're talking about critters that have already been designed as EBs (and thus never been given power(s) responsible for PToD or any special "AV resistances"), and then retroactively given the *rank* of AV.

    We *could* solve this by making these special powers treat different ranks differently, but in this case it's much simpler to just not give them the powers in question in the first place, because the design goal would be to not let them have them.
  8. Quote:
    Originally Posted by Reiska View Post
    Quote:
    Originally Posted by Stargazer View Post
    Regardless, other posters have expressly mentioned a concern that making the bosses AVs that scale down might make it harder for them to handle the missions solo/on small teams, and I see no reason for why this should be true. Feel free to disregard the "including Dr. Aeon" part above, and the point of my previous post still stands.
    Something else here Arcanaville didn't point out as best I can see: making these foes AVs that scale down would give them the PToD, which would make these arcs substantially more difficult for a soloist of any AT that relies on mez. Being "native" EBs means that they don't get the purple triangles.
    This is actually exactly what I was talking about.

    There is a concern that "promoting" mobs to AVs would somehow impact solo/small-team players (e.g. give the newly promoted AVs PToD), even though that would not be the case unless you expressly want them to get it.

    PToD is not something that is automagically granted to mobs simply by virtue of being AVs; it's part of powers that have to be given to them. Most AVs get such a power, but it is not mandatory, and there are AVs that do not have them.

    In this situation, it would be a design imperative to *not* change the difficulty for solo/small-team players (assuming they do no have the "prefer to fight AVs" flag set), so the "promoted" AVs would *not* get such a power (or any new powers whatsoever). We *want* them to stay the same (as EBs).

    (all of this has been mentioned a number of times in this thread)


    When you face them as AVs, they would have the benefits that are actually inherent to AVs; basically (and somewhat simplified) higher HP and increased "AT modifiers" (pretty much higher damage on their attacks). When you face them as EBs they would not be changed from now. At all.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Yes and no. "The devs" can choose to do anything they want in theory, but in practice "the devs" are a collection of individuals each with a different set of priorities and perspectives. Every significant design decision that happens is the result of a dynamic consensus of a number of different people. Almost *nothing* happens with unanimous consent: in particular no decision I'm personally aware of did not have a number of dissenting voices against it.

    The equation for doing anything is often tenuous, and removing a promoting factor can shift the equation from likely to unlikely in a very permanent way, by altering the dynamics of how different developers evaluate the priority of an item. It has happened before several times to my knowledge.


    Well, from a timeframe expectation perspective, even if the devs decided to implement AV scaling today, it would likely be weeks to months before we saw it implemented. A non-critical change like that which made changes to many different things in many different places would almost certainly require internal QA and balancing passes, and mandatory beta server testing.
    And this is for a change that is limited in scope, has known balance implications (we've fought AVs before. Sometimes these AVs), does not require any particular UI changes (if things are to be *unchanged* for those solo/small-team players that wish, then many other potential solutions will require some way to opt-in/out), uses existing tech, and doesn't really do anything "new".


    An as-of-yet undecided potential alternate solution that would involve doing something previously untested, might require some sort of UI changes (or might impact solo/small-team players) and might require new tech would presumably take significantly longer.

    At such a time, it would seem quite likely that it would instead be incorporated into some *new* content instead, especially if you could write a story around this new mechanic.

    In such a case, the situation in DA would still not have been addressed.
  10. Quote:
    Originally Posted by Arcanaville View Post
    I tend to note EBs per mission, not EBs per arc, because the unit of content in City of Heroes is the mission, not the story arc.
    I considered that possibility, but it didn't seem to match with your previous response to UberGuy in which you said that Tina and Unai have a high concentration of EBs/AVs. Tina isn't really all that remarkable in this sense, and Unai has a remarkably *low* AV-concentration if you count all his missions (few AVs, a ton of missions).

    In general, the initial Hero-side 45-50 contacts (Maria being an exception) have a low AV concentration. They have a large number of non-arc missions, and the arcs tend to be long, with one or a few AVs in them. In contrast, newer 45-50 contacts tend to have a higher concentration. Villain-side high-level contacts tend to have several short arcs (around 3 missions per arc is common), and a low number of non-arc missions.

    So, it really depends on what content you're looking at. For EB/AV concentration per mission, Hero-side content tends to lie lower than Villain-side content.

    It also depends on what you're comparing to. "standard 45-50 content" doesn't have EBs+ all that often compared to what?
  11. Quote:
    Originally Posted by Arcanaville View Post
    I don't see it as a significant issue now. If the devs want to use this opportunity to investigate a method of scaling mission content without scaling individual critters, that's likely to be far more palatable to everyone and I think that's the better option to take. The problem with quick fixes is that they preempt the requirement to create better fixes.
    I'm getting the impression that any solutions that might pop up in that other thread would be more likely to show up in future content rather in the current DA content (if nothing else, a "complex" fix would be more likely to have an unintended adverse effect on the intended target for DA).

    In any case, while making a "quick fix" now would remove the requirement (or at least "reduce the incentive". I wouldn't say that a "requirement" exists) for a "better" fix, it also wouldn't *preclude* such a better fix. The devs could easily implement the easy fix now, and still opt to go for a better fix at some later point if they so choose. I'm pretty sure that the discussion won't die down just because they add the option to get AVs (if nothing else, the people who are still discussing after a couple of weeks probably won't be deterred). The devs certainly won't stop thinking about it.


    Basically, there's a chance that a quick fix is the only kind of fix DA is going to get, and even if a better fix shows up at some point in the future, such a fix could replace the quick fix.

    I would certainly be willing to wait a couple of weeks/months to see if a better fix could be implemented in DA, but at what point does it become better to just go for the quick(/easy/safe) fix instead of waiting for a potential better fix that might never arrive?
  12. Quote:
    Originally Posted by Arcanaville View Post
    That would depend on the mechanics of the scale down. There are lots of potential ways to do that which generate different results. I can say, however, that statistically speaking EBs tend on average, to be scaled up Bosses but Archvillains are not scaled up Bosses. Normalized for modifiers AVs have on average a significantly higher level of offensive output. Had the developers been told *originally* to make the NPCs AVs that would then scale down to EBs, the net difficulty would almost certainly be higher than it is now.
    Yes, but they were not originally designed that way, and there's no point in looking at the alternatives that won't give the desired behavior (no change for solo/small team players).

    We do however have the option of *now* turning them into AVs *without changing their powers at all*. This would give players the option of facing foes with higher HP/damage, while still leaving them unchanged for "small" teams that do not wish to see them improved.


    This would give easier-than-normal AVs, which would make it somewhat easier to get the AV rewards, but given that we're talking about missions where players can be +3 and AoE huge spawns left and right, is that really a significant issue?
  13. Quote:
    Originally Posted by Arcanaville View Post
    I would suggest that since Aeon elaborated upon what he meant by that phrase implicitly by stating what was done to target them, that deconstructing that term is unlikely to be particularly fruitful. Unlike players, who can be goaded into semantic arguments, the developers are actually (at least as I understand it) explicitly warned not to engage in them.

    Quote:
    Originally Posted by Dr. Aeon View Post
    The goal of Dark Astoria was to provide challenging content for solo players and small teams; upgrading these EB’s to be AV’s that scale down, at this point in development, has the risk of causing a number issues that could hamper this experience, which is something we want to avoid.

    I don't see the first part (the goal being to provide challenging content for solo players and small teams) precluding the option for AVs, and he doesn't elaborate on what the potential issues might be, so I'd be reluctant to conclude what he feels they might be.


    Regardless, other posters have expressly mentioned a concern that making the bosses AVs that scale down might make it harder for them to handle the missions solo/on small teams, and I see no reason for why this should be true. Feel free to disregard the "including Dr. Aeon" part above, and the point of my previous post still stands.
  14. Quote:
    Originally Posted by Arcanaville View Post
    standard content even in the 45-50 range doesn't actually have even EBs all that often.
    Going by Paragon Wiki's list of 45-50 story arcs:

    The Final Darkness: 2 AVs
    Future Threat: no AVs/EBs
    A Hero's Hero: 15 AVs
    The Horror of War: 5 AVs
    Project: World Wide Red: 1 AV (and one optional Giant Monster outside the mission)
    The Red and the Black: 1 AV, 1 EB (PW says 2 AVs, but unless it's been fixed "recently", Sefu is just mislabeled)
    To Save a Thousand Worlds: 1 AV
    Upon the Psychic Plane: 2 AVs
    Alone in the Darque: 1 EB
    Ancient History: 1 AV
    Brainpower: 1 AV
    The Code Merlin: 1 AV
    The Conference of Evil: 9 AVs
    Crimson Hunt: 1 AV
    The Destiny Raids: No AVs/EBs
    Escaped!: No AVs/EBs
    The Great Grun Gathering: No AVs/EBs
    Indigo Hunt: 1 AV, 1 EB
    Iron Fist: No AVs/EBs
    Light and Darkness: 1 AV
    Politics, Cimeroran Style: 2 EBs
    Snake Fest: 1 AV
    The Spirit City of Hequat: 1 AV
    Time After Time: 1 AV, 1 EB
    The TV Invasion: No AVs/EBs
    The TV Report: No AVs/EBs
    Video Killed the Radio: 1 AV
    Vigilante Justice: 2 AVs
    Vindication: 4 AVs
    Von Grun's Lament: 1 AV
    Von Grun's Redemption: 1 AV
    Von Grun's Science: 1 AV


    Out of 32 arcs, 23 have AVs (25 have EBs or AVs (78%)). There's an average of 1.9 EBs/AVs per arc (though that's obviously inflated by a few arcs with an exceptional number of AVs).

    I'd say that EBs/AVs are fairly common in the high-level *story arcs* at least.


    If you look at stand-alone missions, the ratio will go down a bit. Maria's one-off missions are shock-full of AVs, and most of the high level Villain contacts don't even *have* any stand-alone missions (Pither has 5, Grillo has 5, and TV has 4. Out of those 14 missions, only 1 has an EB in it), but most of the high-level Hero contacts have a fairly low AV ratio in their one-off missions.
  15. Quote:
    Originally Posted by Arcanaville View Post
    Preferential reasons, as I mentioned earlier, are not necessarily rationally founded. Preferences are not something people logically conclude they have, they simply have.
    I acknowledge that there are reasons for why people might want to feel that they are playing at the maximum possible difficulty (that no one else can play at a higher difficulty). I also agree that there is a value in accommodating these people (it could be debated how large that value is, and how it compares to the value of other alternatives, but that is a subjective call).


    However, it seems to me that two separate issues are being conflated in this thread.

    We agree that there are people who do not wish others to be able to play at a higher difficulty, but that is not what most people in this thread appear to actually be talking about. Most people, including Dr. Aeon, talk about the content being targeted at "solo and small team" players. I would argue that those two groups are not the same, and that the "no higher than me" group is no more representative of the "solo and small team" group than the "I solo AVs for breakfast" group is. Yes, there are people belonging to the "solo and small team" group that are also part of the "no higher than me" group, but there are also those that are members of the "I solo AVs for breakfast" group, and it is my belief that *neither* of those two groups are representative of the "solo and small team" group as a whole.


    It is my belief that most people who play solo and on small teams do not have an easy time handling AVs.
    It is also my belief that most of the people who play solo and on small teams do not care at all if *others* have the ability to fight AVs even if they themselves prefer not to.
    I believe that most of the people who prefer to play solo and on small teams simply want content that they can play at their own pace, without running into opposition that they are not able to handle on their own.



    My impression of the posts in these thread are also that most of the people who express concerns about making it possible to get AVs in these missions do so out of a worry that it will impact their ability to handle the missions on their own, not out of a worry that *others* will be able to fight harder foes than they themselves prefer to fight.

    In my opinion, such a worry is unfounded.


    I consider it to be axiomatic that it is possible to give the *option* of fighting AVs, without making the foes *any harder whatsoever* for the solo and small team players who do not elect to fight those bosses as AVs.

    Since such a change would thus not present a problem specific to the "solo and small team" group as a whole (or a representative part of it), I do not consider it appropriate to say that the reason to not implement such a change is because of that very group.


    Sure, the "no higher than me" group would prefer the status quo, but if *they* are the reason for not implementing the change (a valid reason), then *that* should be the stated reason, not some vague "we're doing it for the solo and small team players" statement.
  16. Quote:
    Originally Posted by tanstaafl View Post
    Quote:
    Originally Posted by Mirai View Post
    I for one appreciate the support for the solo and small team play. Considering that the whole point to the DA remod was to give us a place for solo and small team Incarnate play, I'd hate to see that messed up.
    I agree 100%
    I also agree. It would be a shame if things were messed up for solo and small-team play.

    It is however not clear to me how changing it so that teams of 6 or more players would face AVs, with *no changes whatsoever* for teams with 5 players or less, would be able to have this effect.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Not if the overall experience is tainted by players recognizing that they are only succeeding at the mission because it was executed at a diminished difficulty.

    I have no interest in rationalizing that opinion: its not even an opinion I share. But I know it exists, and its already been expressed directly. The fact that it exists makes it problematic when the intent is to avoid that.
    That's the "But eating meat is eeeeevil!" reason I meant before.

    Are there any other reasons?


    Quote:
    The statistical likelihood that the majority of solo players entering DA could or would want more than a moderatly higher difficulty than the standard difficulty of this game is extremely low.
    The standard high-level game is already packed with AVs that convert down to EBs. In this sense, having regular AVs would be *the same* as the standard difficulty of the game. Making the DA bosses AVs with EB powers would still be *easier* than the standard difficulty of the game.


    Since the players that do not wish to fight AVs are presumably already running with downgraded AVs (either that, or they must be extremely frustrated), it is also quite possible that a large number of them wouldn't even notice a change that made these bosses "upgraded (to AVs) EBs". Of those that do notice, it is also likely that many of them will not care one bit that an option for higher difficulty exists.


    Quote:
    <snip> so that players attempting to progress in incarnate ability don't feel they are experiencing watered down content relative to vastly more powerful players.
    Isn't that still the case with the AVs that still exist in these arcs though? If the design goal is to avoid that situation, shouldn't those AVs also be demoted to "pure" EBs? It seems a tad inconsistent to leave *some* of them (including one that's arguably the toughest of them all to beat) as AVs.


    Quote:
    Across the entire game, that perspective would be impractical. DA is a special case, and one where I have no problem with letting that perspective live. Because if not there, then where?
    Leaving aside the topic of if one should specifically cater to the "If I can't have it then no one should!"-perspective or not for now, there are still a few potential issues here.

    Apparently DA is supposed to simultaneously be the part of the game where we are significantly more powerful than in the rest of the non-trial (and 2 TFs?) game (the possibility for 2 extra level shifts), and in large parts one of the easiest high-level parts of the game (native EBs instead of downgraded AVs).

    This is of course great for those that want little in the way of difficulty (and specifically don't want others to have even an option of a higher challenge for the same content), but...

    Where does it leave the solo/small-team players that actually want some challenge from their end-game content?
    I'm quite sure that there are a lot of those.


    If there are more solo/small-team Incarnate zones on the way (and by Tielekku I hope there is, because as previously mentioned I feel that the new DA is awesome) I am absolutely fine with DA remaining an easier alternative (Incarnate-lite if you will). However, if this is the *only* (significant) solo/small-team Incarnate content we're going to get (for the foreseeable future), then does it really make sense to limit the solo/small-team players who want a challenge simply in order to appease the (hopefully smaller) number of people who consider it imperative that others may not have the option of getting a higher challenge than they themselves are able to handle?
  18. Quote:
    Originally Posted by Arcanaville View Post
    Quote:
    Originally Posted by Stargazer View Post
    The question is really this: Would giving the option of hamburgers spoil things for the vegetarians (other than on a "But eating meat is eeeeevil!"-basis)?
    Everywhere else, we just add the option and make the vegetarians prove the option spoils their eating experience. Here in DA, where the stated purpose is to serve vegetarians, the opposite should be true.
    This assumes that "vegetarian" is equal to "solo and small team".
    However, many of the people who would prefer the option of higher difficulty actually fall into that category themselves. We're thus not really catering to all "solo and small team" ("vegatarian") players, but rather a subset of them (vegans?). If those solo/small team players could be satisfied by adding an *option* for higher difficulty, wouldn't that make the zone better targeted to the larger group of solo/small team players?


    If the bosses in question were turned into AVs that scale down to EBs, but *not* given *any* extra powers or other kind of re-balancing, how would this affect teams of 5- members set to scale down AVs? Wouldn't this pretty much cover "solo and small team"?



    Also, even if they would count as "small team" (which could be debated), couldn't the majority of teams with 6+ members in an Incarnate zone be expected to handle a weaker-than-usual (no PTOD, debuff resistances or extra powers) AV?

    If these teams of 6+ *can't* handle a watered-down AV without any particular naughty tricks, how do they manage to get past a mandatory fully souped up AV version of the cowardly Diabolique (which I find to be one of the most troublesome AVs in the entire non-TF/trial game)?
  19. Quote:
    Originally Posted by UberGuy View Post
    Quote:
    Originally Posted by BellaStrega View Post
    Quote:
    Originally Posted by Stargazer View Post
    Fortunately they wouldn't need to be. There are already AVs without PTODs and special AV debuff resistances.
    Name some, as I don't recall ever seeing any.
    I already did, in this thread. Johnny Sonata's Soul.

    Not previously mentioned, Hopkins at the end of Manicore's TF. (Notably, Hopkins is absolutely pathetic, possibly one of the most anticlimactic AVs anywhere, especially given that the TF he appears in requires 7 characters to start.)
    Also, old Nightstar on the old PI arcs (she had the Resistance power, but it didn't give the customary mez protection (it's possible that it was only a gap to Stun. I don't fully recall at the moment)).

    And the point is really that they don't *have to* have the PTOD. These are typically implemented in a power called Resistance, and if you don't want the EB/AV to have PTOD, simply don't give them such a power.


    edit: Oh, right. Also Sunstorm and, I believe (it's been a while), Indigo in the high-level CoV arcs.
  20. Quote:
    Originally Posted by UberGuy View Post
    So if I want to experience what I consider challenging content on characters I am pursuing Incarnates with, I must seek it only on iTrials, which require me to join oversized teams, face an abundance of special mechanics, and operate under a time limit. I cannot experience what I consider challenging non-raid Incarnate content, even as an option. If I don't want a raid, am left facing content that is, by many if not most standards, easier than what I would have faced as a non-incarnate level 50.

    So on a difficulty scale of 1-10, I have a choice between 1 and 11.
    This seems a bit weird to me too.
  21. Quote:
    Originally Posted by GlassGoblin View Post
    <food>
    There are lots of people who prefer a diet with both meat *and* vegetables. Such people would not be catered to by either the pure-meat feast or the all-vegetable meal. They could eat from both meals, but would not be satisfied by either.

    However, if the all-vegetable meal had the added *option* of being served a hamburger (or if you could get some salad with the pure-meat feast), those people would be able to get something that they enjoyed, while people could still eat pure-meat or all-vegetable if they so prefer.


    The question is really this: Would giving the option of hamburgers spoil things for the vegetarians (other than on a "But eating meat is eeeeevil!"-basis)?
  22. Quote:
    Originally Posted by BellaStrega View Post
    My problem would be if the EBs are then like other demoted EBs - that is, having AV resistances and purple triangles. I actually like the lack of such things in the DA arcs. Such a change could change things for everyone else.
    Fortunately they wouldn't need to be. There are already AVs without PTODs and special AV debuff resistances.
  23. Quote:
    Originally Posted by Mirai View Post
    Quote:
    Originally Posted by Lucky666 View Post
    Is this really such a huge request? I mean really most people that get incarnates get set bonuses and can solo AVs. Just give the people what they want paragon you've been so good about it in the past.
    No, most people can't. Don't project your mad l77t skilz on the rest of us, please.
    If people can solo AVs or not isn't really relevant though.
    The more interesting question is: Can you and 5 of your friends handle an AV?
  24. Quote:
    Originally Posted by Dr. Aeon View Post
    We have been reading people’s feedback regarding the EB’s in Dark Astoria. Right now, we’re planning on leaving them the same. The goal of Dark Astoria was to provide challenging content for solo players and small teams; upgrading these EB’s to be AV’s that scale down, at this point in development, has the risk of causing a number issues that could hamper this experience, which is something we want to avoid. However, we are taking the feedback into consideration for future arcs, so please continue to give us your opinions about this. Thanks!
    First of all, I really like the new DA zone, and feel that it (and the signature story arc) is some of the best new content I've seen in years. Things are actually *progressing*, and it makes the player feel really powerful.

    It is also nice to see Incarnate content that is not exclusively trial-based, and I *really* hope that you'll end up providing more similar content in the future. Solo/small team (and "big team" too for that matter) content is, to me, far more interesting than multi-team trials.


    However...
    I'm not sure I agree with you here.

    If you *only* upgrade these EBs to AVs without changing any of their powers, what would the possible issues that you mention be? If the difficulty is set to scale down AVs to EBs, teams up to 6(?) members would still fight them as EBs, and with the same powers as before.

    Do 6-member teams qualify as "small" (i.e. are those what you're targetting)? Maybe more importantly, how many teams of 6+ would have issues with these AVs, especially if some of those team members would be partially Incarnated?

    If the *only* impact of a change would be on teams of 6 and larger, it would seem to me that the benefit of giving other players the *option* of facing tougher opposition would be worth it. I know that I would have liked things to be a bit tougher when soloing, and I believe that many "small teams" would have also liked that option.


    Also, it should be kept in mind that these 6+ member teams are *already* hitting brick walls in these arcs. There are a few bosses that already *are* AVs that scale down, so they would already be facing them as AVs. (has that presented any issues so far?). Notably, Diabolique is one of these AVs, and with her constant phasing/running, she's actually one of the tougher AVs to beat. If 6+ member teams are already supposed to be able to handle an AV Diabolique with phasing and PTODs, isn't it reasonable that they would also be able to handle say an AV Requiem *without* PTODs and special AV debuff resistances?

    There seems to be a bit of a double standard there.



    So...
    Love what you've done with the place, but I'd like some more options.
    Also: More content like this please.
  25. Quote:
    Originally Posted by Ullikummis View Post
    *applied Sweedish to Ulli translator*

    Eat many cookies and wish Jack a happy birthday?
    Close, but not quite.

    Eat many cookies, and then... eat some more cookies!