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Posts
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This really came out of nowhere, it must be terrible for his family and friends. They can be proud of the work and legacy he's left behind.
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Yeah, I'd even be happy with that.
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Or keep them separate zones. Just take the War Walls down because the city skyline looks much better without them.
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Wait, you mean players don't like being debuffed by their teammate??
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Yeah, but what the heck. For something labelled "Very Rare", it's not very hard to get.
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Quote:I think Watson liked to choose categories that have already been started. The categories sometimes confused him at first, but he would figure it out after a couple questions. That's why Ken Jennings kept going for the harder questions first, to get them before Watson could catch on.What I was curious about was how Watson handled the more strategic aspects of the game -- choosing where to go next on the board, or how much to wager in the Daily Doubles. What formula or criteria was it following?
I have no idea how Watson chose his wagers, though. He made some weird ones. -
It was fun to watch, and I liked the bar at the bottom that showed Watson's top three answers and his confidence level in them. It was interesting to see what questions threw him off, especially in the first game's Final Jeopardy. Toronto is not a U.S. city, Watson.
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I don't skip any. There's so few tip missions already, I don't need to make them even more repetitive.
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Quote:It totally worked on me. I rarely teamed much anymore, but after running a Kahn TF, I actually joined a Hamidon raid. Seven years, first time.I always believed that one intent of the WST was to reach the people on the sidelines: people who would be willing to team if encouraged, but reluctant to team because they aren't competent at running task forces or executing teamed tactics in general. I assumed the WST was intended to make them more comfortable with teaming, because they would be teaming with experienced players who, not to put too fine a point on it, didn't really need much from them. What I'm noticing is that not only is the WST encouraging players to team that clearly don't team often (given how many people I've seen that have never run any of these task forces before or even know what's in them) its also creating a generation of more experienced task force runners that are going from total ignorance to people who can actually explain the tactics of the TF to newer players after enough runs. What that does to teaming in the long run if it persists is something difficult to predict.
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Quote:I wasn't referring to the Notice buying option on test, tangents tend to get crossed on these long threads. I was discussing the difficulty in creating content that is easy enough to be soloed but tough enough to be considered Incarnate-worthy. The answers I've got so far pretty much come down to "Make it easy enough for me to solo, but others have to team", which isn't very helpful.Getting a rare is not a challenge. A Kahn, LGTF, or Psyche TF is incredibly easy to complete, it just takes awhile. Getting 88 shards isn't "hard", it'll just take you several years.
The word you're looking for is "tedium". Some people hate tedium.
As for buying a Notice with shards, I'll stick with my first post in this thread- it's better to start high and adjust down if needed. -
As far as complaint threads like these are concerned, they are equal. Some people hate a challenge.
But like I said earlier about Very Rare items- there should be some people complaining, otherwise they're probably too easy to get. -
Quote:That arc just unlocks the Alpha Slot. Content for Incarnate-powered characters should be even tougher. That's the whole point of the system. Once you get to those levels, "solo-friendly" goes out the window.Bull.
The Ramiel RWZ mission. Hell, the Ramiel arc.
You bet you can solo that. There is NOTHING gating you and saying "You have to Team to do this."
Is it hard? For some ATs, yes! Is it a challenge over all? Pretty much.
So why go from something that works to forced (I don't buy 'encouraging' when the alternative is a Korean-esque grindfest) teaming? Thats just moronic. -
Quote:My point is, "challenging" and "solo" don't really mix.This is why I don't like taking snippets.
I also said "challenging" please don't overlook that.
thanks.
If it's a tough challenge, most players are going to need a team, which brings us back to the same "forced teaming" discussion. And the Incarnate content should be a tough challenge.
Incarnate-worthy solo content is easier said than done. -
Incarnate content is supposed to be high-end, difficult challenges. Solo content has to be pretty easy, so any Archetype/power combination can complete it without needing a team. The two concepts don't really mix.
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If no one is complaining about Very Rare/Purple items, they're too easy to get.
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It's smarter to start with a high number of shards and lower it as deemed necessary. Then everyone will cheer the wisdom of the devs. If they started low, then decided they need to bump the number up, the boards would throw a fit.
Same result, opposite reactions. We're pretty simple. -
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This is probably what it comes down to. We can increase enemies levels to challenge ourselves personally, but the devs are going to keep on assuming we're fighting level 50s.
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I also gave in and dropped down to +0 enemies to speed up my Shard drops. It's definitely strange that I'm getting more rewards for less risk.
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Here's the closest way I can think of to getting vehicles into the game: You get to design them, but they don't move. Instead, vehicles would work as an alternative to the city transit system.
Copies of your vehicles would be parked in various spots around each zone. Other players would see it as just another vehicle, or their own. Clicking on your vehicle would bring up a menu to choose what zone you want to travel to, and what part of the zone (some zones would give more options than others). You then show up in the new zone, next to another copy of your vehicle.
I doubt this would be a very popular idea, though. -
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I did the STF yesterday with zero support (six melee and two Blasters), and a fairly inexperienced team (including myself, I haven't done it in years). The Recluse fight was ugly but we pulled it off, and Unstoppable was a definite factor.
It's a nice power to have, even if you don't use it very often.