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The only real way you could do it for now is to hand them some cash or a check with a note attached to it that says "For Paragon Points. Happy Holidays!"
Unfortunately, I don't know anyone in real life who plays this game (most of my gamer friends are console gamers, always looking towards the next release) so I have not use for this feature. However, I can see where it would be terrific for those who game with their real life friends. -
This is what's known as pulling a "Harold Camping."
I have no problem with posing hypothetical theories, but when someone does so with absolute conviction, to the point where they are basically saying, "You'll be sorry when I'm right," and they end up wrong? I can't help but think, "You set yourself up for that." -
I'm going to go out and a limb and say that the maintenance was postponed again...
Honestly, it makes little difference to me, I do not seem to be experiencing disruptive problems with the forums at the moment. But c'mon, 3 weeks in a row we've been notified about maintenance that hasn't happened? And I realize it is probably not folks at Paragon Studios to blame. So whoever IS to blame, make sure they get a swift kick in the hind parts for making you guys look bad. -
Grats Steelclaw! 'Bout damn time. Today is a day of days.
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The Clockwork King's creation is born...
(the character on which I ran this is not related to the king in any way, shape, or form, but I had the idea of the image in the moment and went for it) -
Quote:C'mon man, I was totally behind virtually everything you said in your post above this one! I happen to like my Mac computer, y'know... ($10 coffee and carbon credits is still bull though)Yeah. Some schmucks will buy Macs, pay $10 for a cup of coffee and think that purchasing carbon credits helps the environment.
There's a sucker born every minute.
--Commonly mis-attributed to Phineas Taylor Barnum
I'll still second the objective statements you gave, but layoff us Mac guys
Oh, and as for Ramiel's arc, I run it at -1. Never had a problem -
Nice job last night, Pinnacle! Great turn-out, as always. I apologize for the early formation of the league, I know some people missed out because they figured they had more time than they did (according to the schedule). We will be more adherent to the posted times in the future.
The original post has been updated for the coming week.
Also, it should be noted, it is unlikely there will be a raid on the evening of the 25th, as many people will most likely be spending the time elsewhere. It is TBD whether this will also hold true for New Years Day. -
Quote:True enough, the "willingness/ability to follow instructions" by the rest of the league is paramount. Playing on Pinnacle, I rarely run into more than 1 player who refuses and/or is incapable of following instructions, so in terms of leadership I may be spoiled in that sense. However, while I COMPLETELY understand your friend's reasoning, I refuse to make requirements other than those in the game inherently. I simply request at the beginning that, if a player is bringing a less-complete incarnate along, they remember that fact for the duration, take caution, and follow instructions to the letter. Usually, their want for the Incarnate rewards outweighs any desire they may have to "do their own thing" haha.Sometimes I don't think leadership is lacking, more the people who are willing to listein and follow instructions by the leaders are.
I am in a very very fortunate position that I have as a Global Friend a very accomplished leader, we acquired both MOTPN and MOMOM within 2 days of it going live, now in that time she has a few rules which she abides by, one is at least half the league will be from her channel and trusted friends that she can rely with the other half consisting of PUG's, her other rule is to bring the best toon you got 50+3 unless you got a good reason not bring it.
Now the torrent of abuse (including death threats) she recieved from certain parties over this made me wonder why she would bother running them at all (heaven forbid she ever stops), so If this was the way she was treated for running her attempts this way, why would anyone want to run a league, so if anything it's because of the player base that there are a lack of leaders, people need to respect the person that is putting a league together, they don't have to run them. -
I have absolutely no problems losing data, as long as I have the options with which to recreate that data after changes have been implemented. In other words, if I have to lose my entire base in order for the system to be streamlined, made more functional, and improved overall, so be it. But I would expect to have the same amount of gross prestige available (perhaps even a bonus since rebuilding would take time), as well as all of the existing item options and perhaps more.
Similarly, as you (Oz) said about the costume creator: I would be annoyed by having all my costumes reset on me. But if it meant improving the system for moving forward (layers, asymmetry, more anchors, fingers, etc.), and all of the current costume parts were going to be available at (or within a couple weeks) of launch, I could stomach it. -
Quote:Well, here's a sentence I wasn't expecting to write today: I agree with J_B.
More importantly, though, I do not like to make strangers fail through my actions. I haven't run UG more than once, and I haven't run anything past UG and don't intend to, because I have no interest in any situation where I can cause problems for others by not doing the right thing. I have no problem with difficulty, and I have no problem with consequences for myself if I do not do the right thing. But I'm not going to put the time and effort of 23 other people at risk. I don't need that kind of stress in my pretendy fun time game. I'll be soloing to Incarnate.Quote:Also my view. I'll gladly run BAF because I'm comfortable with it and know I can't adversely affect it. Pretty much the same goes for Lambda, though I still get frustrated with the collection maps (lag). I haven't run anything past that though. I'm fine knowing that I'm not really the gamer the devs are looking for for the trials though, and am happy to hear that there is a solo option coming. Honestly though, I think going forward on most of my characters the Alpha slot is really going to be the main focus.
How quickly we all have forgotten: there was a time when few of us knew how BAF and Lambda worked. The only way we learned was by giving it a shot under the leadership of someone who had run it before (or had at least read the guide) and was willing to explain how to handle each stage. Over time, the rest of us got the hang of it, and now the majority of the player base knows BAF and Lambda tactics in their sleep, and can very much just auto-pilot themselves through.
Unfortunately, Keyes's first incarnation was entirely dreadful, and the Underground was slightly less dreadful but much longer than most wanted. So people stopped running them, stopped learning them. Now, they have fixed Keyes to where it is as easy to auto-pilot through, and as I understand, are still considering ways to make the Underground more desirable.
On top of that, they have released TPN and MoM, both of which are short, and remarkably doable provided a leader is willing to take 5 minutes at the beginning and give a rundown of how things will work, in addtion to giving on-the-go reminders throughout the trial. By doing so, the leader is teaching the mechanics of the trial to new people, while also increasing their confidence and morale thus making it less likely that they will get frustrated, nervous, and do something they aren't supposed to do.
If all else fails, and in all seriousness, read the online trial guides. While some of them are (annoyingly) a tad out of date in terms of numbers, the stages and instructions on what to do are practically the same. You can go into the trial feeling confidant about what you are going to do, and might even be able to lead one and impart that knowledge to others. -
I fully agree that it the responsibility of the leader to teach those new to trials what to do. I am not saying hold someone's hand through the whole thing, but at least explain why something is being done. If you, as a leader, want to have the same select group of people handle all of the terminals, that's understandable. Just explain to the rest of the new people why it is more efficient that way
If it is a quicker trial, such as Keyes or TPN, I give a full rundown prior to the trial. I tell anyone who has run it before and doesn't need the instruction to use that time for a bio. On a trial such as the Underground, I try to give highlights of the particularly challenging parts (such as the Regenerating War Walker and his reincarnation), and then just ask for minimal chatter during the trial, so that instructions are clearly visible. -
Excellent to hear Amy, especially since that is the target audience! Most inexperienced leagues I have seen run this have gotten the hang of it after the 2-3 buildings of Phase 3, and after that it is just repetition, so a league doesn't have to worry about learning a new tactic every couple minutes and can get the hang of the trial quicker.
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Quote:First, I think Maelstrom is the most stereotypical "Tank&Spank" AV of all the trials yet. His gimmicks (i.e. Marked For Death and Whirlwind Fist) are even easier to avoid/survive than those of Siege and Night on the BAF.So, I just did my first TPN (got to the third Maelstrom fight)
THIS WAS ******* AWESOME! It wasn't tedious the way OldKeyes could be (where what you were doing mostly was waiting for AM to get taunted around) or drawn-out the way UG can be (where you spend an hour in easy mode only to be wiped by the final boss) But there was so much glorious, glorious chaos! Everyone had something to do that needed doing, and you really had to stay on your toes to complete it (we didn't because of civilian deaths)
My only beef is that I think the rewards might be slightly underwhelming, but as far as trial design goes this was the most fun yet.
People who complained about wanting something other than Tank&Spank bosses? This is it.
But also, while I myself do not really mind the chaotically fast pace of the TPN, most players do not appreciate it. Understandably so, considering it leaves you feeling like you are always one step behind. -
Lengthy post, but I read it all. Though I have a feeling most will come here and just say "TL;DR." Also, just a quick note: I suggest proof-reading a post like this. There are some worthwhile ideas there, but it gets muddied by some spelling and grammatical errors. Just constructive criticism...
Re: League Mechanics: It think this will become moot by the time i22 is released. I believe the made mention of allowing the Teleporter to work from within an instance, which I think well do wonders for the league mechanic. If someone can queue up for a "First Available" trial upon logging in, and then run their 5 tip mission for the day (knowing that they could be TP'd away from one in the middle), a lot of people would be a lot less frustrated by the "recruitment period."
Re: Leadership: I agree 100% that this is a problem. And who can blame them? Leading trials isn't the same as stepping up to lead a mission team, or even a task force (which is really just a string of missions). Trials are too fast paced for a player to just "step up and give it a shot." You need someone who actually has run it and/or read up on it, who knows what they are doing. The instructions of a trial either come as walls of texts (stuck behind the big objective window) or blaring red and orange prompts in the middle of your screen, neither of which you have much time to read because you are busy fighting for your life against a lvl 54 boss. This, in my opinion, encompasses that "lack of accessibility" to which you were referencing.
The trials have a lot of high stakes (someone constantly in danger, a time limit, etc.). And, by conceptual design, that is as it should be. But it really is out of place when compared to the rest of the game. It is inaccessible because they are different from anything offered at lvl 1-50. (Even the DFB trial is just a straight-through, kill-all trial, with some different orders if you want the badges.) The i22 revamp of Dark Astoria will be accessible, by the very nature of it being a continuation of the playstyle offered throughout the rest of the game. If the Devs hope for the trials to continue being run at least as often as the DA stuff, if not more so, some major shifts will have to be implemented. -
They are Sunday nights, Mike, not Fridays. The date on the main post is set for December 11th.
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I understand the justification. Maelstrom loses one pistol at a time, so if you are lucky enough to get the drop, you get one pistol. I also understand the rarity since it is a signature character's piece.
That all being said, I would still rather the recipe drop have a chance to drop at the end of the trial, and have the recipe work for both the left and right pistol. -
Quote:(We have both repeatedly used the word "blitz" to aptly describe this strategy. Looking at the title of i21.5, I have to wonder if the Devs' original intention was to make it fast-paced like that. Not trying to make a point, just wondering if that was conscious on their part to call the update "Media Blitz.")The problem I have is that the strategy can work with the right league, however I seldom see the "right" league. Your strategy is good for those that can consistently get enough of the right mix to blitz the trial. I don't see this as expanding the amount of people willing to do the trial so much as to get the speed runners doing the trial even more efficiently. That is a disconnect that I don't think either the developers or the hard-core trial runners are taking into account.
Last night, someone on the league remarked in the middle, "Man, these things just keep getting faster and faster." And that player is right, nearly all the trials are fast-paced due to the constant presence of a countdown-to-defeat and/or someone/something (whose survival is vital to the success of the trial) is in danger. Since TPN has both of those, it is quite possibly the fastest-paced Incarnate trial to date.
Personally, I don't see the need for so many time-sensitive objectives in TPN, or any trial for that matter. It is almost counter-intuitive: the Devs spend a lot of time hard at work designing maps and enemies for these trials, yet do not give us the option to stop and take in the surroundings. Gamers typically want the most power and the shiniest stuff as the fastest pace, so why enforce that? The ITF is one of the most oft run TFs in the game for the very reason that it can be breezed through in 20 minutes (or less for some) for a team of Reward seekers, or it can take over an hour for those seeking inf./shards/prestige/experience. The players have the choice there, but not with the Trials.
Personally, I am not necessarily against the "blitz" tactics that the TPN trial nigh-requires. It gives the trial a high-stakes, intense atmosphere, which leaves you with a sense of relief once it is over. However, I hope it does not become the norm, as I do like to "take it all in" every now and again. -
Quote:Ah, got it. That's entirely plausible. I do not (nor did not) mean to imply that the strategy posted above is THE way to do it and will/should become the norm. In fact, I expect the "2 teams inside, 1 team outside" approach to end up the preferred method. But having gone 3 for 3 with this method, and after hearing/reading about how other servers were having trouble consistently completing the trial, I figured I would share what we found.The point is this: your method is basically a blitz attack. It is a speed ITF taken to an extreme level. Most leagues I've had, and a lot of TFs and trials I've been on for that matter, CAN NOT match that level of combat. I've been on some supposed "Speed-ITFs" that have taken 40-50 minutes. We both know that doesn't qualify as a speed run.
Your method requires most/all the league to be able to throw as much DPS as possible to overwhelm any opposition before it becomes a problem. Most leagues I've seen can't do that. That isn't just ignoring instructions, that is not being able to get things done quick enough. -
...Okay, the pic is uncalled for, and does not represent my feelings towards your post. In all honesty, I saw this a couple weeks ago and have been waiting for a chance to pull it out
I completely agree. I am willing to bet Beam Rifle, Street Justice, and Titan Weapons have pulled in a nice amount of revenue for the studio because, as you said, they are all highly desirable power sets. We know Staff Melee (probably available to all 4 melee archetypes) is in the pipeline, while Dark Control will be available free to VIPs with Issue 22. I expect the majority of power sets that they release as "purchasable for everyone" will be ranged, buff/debuff, or melee, since those are used by the most number of archetypes.
Frankly, I am fine with this business model as it is a win/win from my perspective. The studio pulls in more revenue, which means they can release more stuff more often, which gives me a greater choice about what to buy. I did not buy Titan Weapons nor Street Justice because I don't play melee characters much, but I still love the rate at which they have been able to release these sets. -
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Quote:The one downfall it currently has is that it makes the "Fair and Balanced" badge (and thus the Master Of... badge) impossible to get.Quote:About the only downside to this strategy I can see is that it means you'd likely have no chance to get the Fair and Balanced badge.
But as long as that badge is not a priority then yes this would probably be a good way to get through the trial.Personally, I am indifferent towards badges, but I realized the above after the first successful run. I figured this strategy would be good for leagues full of people who have never done the trial, just so that they can get familiar with the trial as whole. Then, once most people have an idea of what the trial looks like and what to do, leagues can split up teams between the outside and inside without too much confusion.
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Quote:This is imperative to this strategy's success, I agree. Honestly, I have rarely played anything higher than level 29 on any other server but Pinnacle, so I have very little idea what kind of community other servers have (other than what is said on here, and who knows whether or not that is reliableOf course, you need a league that actually listens to what the leader says. Throughout beta, we had problems with new people doing the trial for the first time not listening about pulling the IDF away from the techs, which meant we had to spend extra time in the buildings.
). Pinnacle seems to be full of players who are willing to follow directions, or at least want to succeed enough that they are willing to follow directions as a means to that end, and that has undoubtedly aided in the success rate. I can only hope there are enough like-minded on other servers to do the same.
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Well played, Gob.
Definitely seen your global here and there, sorry to see that you're leaving! But hey, everyone has their time I suppose. Hope you'll come back and visit as a Premium member! Take care. -
Quote:I have never been hit by Maelstrom upon exiting the hospital, only upon entering/exiting a building during Phase 4. I did not hear any complaints to that effect from league members either. If that happened to you during Beta, they either fixed it so he wouldn't do that, or it was a rare occurrence.After repeated trips to the hospital due to this on the successful trial I did on beta, all I can say is:
There is no <CENSORED> way that I want to subject myself to this crap.
This should never have been allowed. The player exits the hospital with no recourse and instantly dies.
Quote:Arcanaville said this about the Avatar of Hamidon fight, but I think it is apt for the new trials:
For better or worse, the strategy Winterminal relies on cannot be done by a lot of leagues, and after a few goes, players will tune the trial out.
Quote:I just participated in a successful run of the trial using more or less this method, although we did leave some players outside to eliminate the Seers, and a small group to keep Maelstrom busy outside.
IMO what really makes the difference between this run and previous ones for me is pulling or repelling enemies away from Technicians instead of fighting where they stand.
One small thing I did note is that you don't actually need a Taunter to peal enemies away from the Technician. Any character can do it (especially a ranged character) by hitting one of the enemies and ducking for cover. My Ice/Fire Dominator pealed a couple of groups back by doing this when for some reason a Tanker or Brute wasn't there to do it...*snip* -
Thrice-Proven TPN Strategy
After three successful runs of the TPN Campus Trial (2 Wednesday night, 1 Thursday night), I feel I should share the effective strategy (mentioned in the above post), especially since I have read that some people are already getting frustrated enough to ignore it and return to BAF/Lambda grind. So here it is!
Phase 1: Pretty simple. You have to clear out the IDF surrounding the buildings, without damaging the cameras disbursed by H.D. Simply make sure your team is not using AoE Damage attacks, and this phase should be cake.
Phase 2.1: Main Building. Enter through the black doors. The entire league blitzes through the hallways to the center room. Once there, any taunt-capable characters (mainly Tankers, Brutes, and some Scrappers) need to herd the IDF mobs away from the Technicians at the terminals. Once all IDF are about 30 ft. from the Technician, the Technician becomes vulnerable. Have a few characters (preferably high single-target damage dealers like Blasters and Stalkers) skim around the perimeter defeating the technicians and clicking the computers.
Phase 2.2: Once all 4 terminals have been clicked, Maelstrom will spawn, followed shortly by a re-spawn of the IDF and Technicians. Again, while the majority of the league keeps Maelstrom busy, have the Taunters pull the IDF away from the terminals towards Maelstrom, as there is probably enough AoE flying around to deal with both sets of enemies. The same small group of people should continue around the perimeter defeating technicians and accessing terminals until all 4 are complete. Then, converge on Maelstrom. You should be able to defeat him before, or within seconds of, the next spawn of Technicians, thus completing the phase.
Phase 3.1: In this phase, you will follow a similar pattern as Phase 2.1, except you have the added minor obstacle of having to protect H.D. You are going to ignore the telepathists and civilians outside. Make it crystal clear that AoE Damage attacks and uncontrollable pets are to be disengaged when transitioning from building to building. The first building you have to enter is usually TPN Today (the eastern building). Once inside, blitz to the center, and let the Taunters do their thing, pulling IDF to the center of the room. (This should also take care of the group currently attacking H.D., thus eliminating that threat.) Once again, the majority of the league deals with IDF in the center while a small group goes around the perimeter and takes care of the Technicians and terminals. Once all 4 terminals have been taken care of, the league will be teleported out of the building, and should move on to the next building. H.D. spawns in a repeating sequential building pattern from East to West. So the order will go: TPN Today (east)-->Main Building (center)-->VisualCorp (west), then back to TPN Today.
The telepaths' debuffs are negligible. As long as you move quickly and follow your specific role, you should be gaining more Public Opinion than you are losing (due to converted civilians outside).
Phase 3.2: Once you reach 500/500 of Public Opinion and keep it there for a certain amount of time (seems to be 10-15 seconds, contrary to the official site's guide), Maelstrom will respawn outside and the civilians will disperse. AoE attacks are fine here, simply dog-pile Maelstrom to defeat him. Beware of his Marked For Death attack: if a crosshairs icon appears above your character's head, get away from him until he executes his kill shot.
Phase 4.1:Once again, you will be following the same building pattern as in Phase 3.1, ignoring the outside threats. (Again, provided you follow the pattern, you should be gaining more Public Opinion than you are losing.) The one difference is that Maelstrom will be present and he likes to one-shot league members as they are exiting buildings with his version of Vorpal Judgement. Ignore him, and if you are unlucky and he hits you, simply hit the hospital and join the rest of the league in the current building as soon as possible. Follow the pattern and you should be at 500/500 Public Opinion after a couple building rotations.
Phase 4.2: Your final confrontation with Maelstrom. His Whirlwind Hands (for which you'll get a prompt much like you would Nova Fist in Lambda) is not overly deadly from what I've seen, but can do quite a bit of knockback. If you see he's about to do it, jumping away from him might save you a few seconds and a chunk of health. Just keep slugging away at him until he is defeated, thus achieving you victory once and for all over the trial.
All three times we have run this, there have been new people in the league. With a brief explanation prior to queuing up, as well as quick reminders throughout the trial, we achieved success using this exact strategy. The one downfall it currently has is that it makes the "Fair and Balanced" badge (and thus the Master Of... badge) impossible to get. However, this strategy should enable enough players to complete the trial successfully, and once enough people get the general hang of the trial's pattern, a strategy can be formed for getting badgers their badges.
Good luck! I wish you all success.