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Quote:See above. I expect it to still be slower, just without the ridiculous disparity that there was before.Sure, enemies in DA will drop threads and incarnate XP. Also, incarnate components upon story arc completion.
No. The solo option will be slower than the team option. This is by design.
To clarify, it's one thing to make teaming more exciting and rewarding... but the way Incarnate's solo progress was laid out it was "you can solo your way along, but we're going to work hard to make sure it sucks so bad you'll quit or start teaming." I like encouragement, I don't like strongarming. I know they just wanted to get people to try PuGs, but the approach was like trying to get solo/duo/trio players to try kissing sweaty fat man. I don't like sweaty fat man. I don't want to kiss him. And insisting that I might like it if I tried it, or I can only drink non-alcoholic beer all night is going to make me leave the club rather than pucker up for the PuG.
Depending on the drop/reward rates, I'm hopeful i22 will make playing my 50 worth my time once more. What people have told me about it is encouraging, but then again, they would have had to struggle to make the experience more unpleasant. CoX was always one of the better games for being friendly to people like me, who generally either solo or play with one or two friends.
So I'm very, very hopeful that Issue 22 and the new Dark Astoria will see a return to that mindset.
*Fingers crossed, credit card ready and waiting.* -
Just to be clear, I never expected or asked for solo progress to be better than team progress.
I just didn't like the absolutely, positively entarded disparity that existed then.
From what I'm hearing about the new Dark Astoria courtesy of Golden Girl and Agent White, Issue 22 sounds like it'll make it worthwhile for solo/duo/trio players to pursue Incarnate progress. Which gives me a big old happy. -
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Quote:I'm talking about the choice between PuG....errr.... Trials or quit your job to grind that was pitched as the "solo progress" last summer. (If it's improved since then and I didn't know, then that's just delightful.)Do you mean better than the Trial path or the current solo path?
A non-issue since you've already kindly answered my question about Dark Astoria's solo/duo-ability to progress, over in another thread. -
Golden Girl, Agent White, thanks a bunch for the information! I don't expect it to be fast as the Trials and such, just didn't want a grind which was merely slightly less unacceptable. I'll have to keep an eye out for when they release i22 then. Be nice to bust out my superheroes again.
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Quote:Thanks for the link, but I already checked that page out.
Though, kudos for using the search tool before posting something similar.
Paynesgray, I suggest checking out the Issue 22 Overview on the main site. Dark Astoria is being completely revamped into an Incarnate zone based around solo and small teams progress. The Devs listened, so this thread can stay dead.
Remember the "we have a path to solo-incarnate progress! You just have to do task forces to unlock it, then grind until your retarded from it." That announcement promised some love for solo/small team players looking to progress but worked out to "Oh, you don't need to sit in the back of the bus, you can stand in the aisle. In the back of the bus." So I'm a little cynical as to how useful/worthwhile it'll actually turn out to be. There's a limit to how many times I'll pick up the soap for the developers, no matter how much I like the game.
The new zone is a hopeful sign, but before I get my hopes up, I'll need to see
1) Is it a zone where you can actually accomplish anything worthwhile solo or in a duo/trio
2) Will drop rates/incarnate mission rewards be a significant improvement over the Incarnate: City of Farmville?
And if it is, then I fully expect the howls of the "the solo players ruined my game!" to crack the skys. Which is always funny. -
Quote:Preach it. I've not logged into CoX for nearly a year because I couldn't make any meaningful progress on my Incarnate solo or with a friend or two. The fact that I have friends, activities, and, yes, conjugal relations with a lady (a live, real, human, female one who doesn't make me pay her, unless you count taking out the trash and otherwise not pissing her off at me) mean I don't have time to be a Serious Proper Raiding Player or to grind like a hive drone.I have two neighbours on my floor in my apartment block. One is an old lady. I frequently chat to her about her day etc, sometimes walk her dog for her and whenever I'm taking the rubbish out I ringbher bell to see if she has any that I can take down with me. The other flat is occupied by a woman and her autistic daughter. I often meet her when I pop out for a quick *** on the balcony (I don't smoke in the flat), and have a brief natter. I know them all by name and they know me.
You assume things that are absolutely wrong. Extrapolating RL behaviour from in-game preferences is foolish. I could assume that everyone who loves huge leagues is an ADD 12-yr old who nover bothers with bios, smack-talks over vent and just wants loot like he gets in WoW, but I'm sure that's foolish too. Nobody in the 'solo-friendly please' camp is trying to eradicate large-team raids from the game-we just want the minimums lowered. It's a shame that some players have such hatred for those who don't like to play the same way as them that they object to alterations that would have no effect on their game.
Eco
So I play games where I can solo at will, or team with a friend or two. Of course, the City of Farmville adherents will get their knickers in a twist and get to shrieking that "I just want to get everything for easy free, solo," or, my favorite, 'What part of 'MULTI' don't you understand," etc... their usual scat spitting.
I don't want everything free, and I do team with friends, frequently. It's just that I'm usually teaming with one to three other people. I just don't want to rely on PuGs, preferring the company of a few people who I actually know and like, who may or may not be available to play when I am. I team with people I'd be willing to have over to my house for a beer, not people who need the developers to strongarm me into grouping with them. -
So do we know if the new Dark Astoria will actually provide meaningful Incarnate progress for solo/duo/trio players like myself? Or will it be "Well, you can go in to the wonderful new zone solo, solo, but you really can't accomplish much in the way of Incarnate progress without a team" ?
As far as Incarnate goes, after that "You can solo it now, by teaming!" B.S. we got, I'm not feeling optimistic. But I love the game and I'm hoping for a reason to come back. And Grind A Teeny Bit Faster won't be it.
(One thing I am expecting should they improve solo/small team incarnate progress will be the standard and regular shrieks of "YOU WANTS IT ALL FOR FREE! MMO IS FOR MULTI-PLAYER! YOU GO PLAY SKYRIM! YOU RUIN MY GAME BY WHINING AND NOT PLAYING WHAT I LIKE!" from those people outraged and frightened that someone with different tastes can enjoy the game again.) -
Quote:The fact that this is a game where the Devs have learned to respond to player wishes (contrasted with EQ1 back in the old days of We'll Tell You What You Like) is one of the reasons I keep coming back to CoX. It's also the reason I even bother with feedback or posting on issues like this. Wouldnt' waste my time if I thought they were routinely going to ignore community feedback. The Devs do actually listen, and that's something I appreciate and recognize. I'm certainly not claiming Incarnate Solo/small team content isn't coming. I'm just saying I'm not going to be impressed and grateful with it until I can actually use it.The thing is, save for a few select things, most of the things the Devs have said that they're looking into have been either fixed or changed. If you put the things on one hand that they haven't changed or fixed and put the rest of the things on another that they have you should be absolutely staggered.
Things that haven't changed that need it/or fixed: PvP, Base Raids, Bases, Stalkers, Shadow Shard
Things that they've looked into and changed: Stalkers, Blasters, Dominators, Defenders (solo damage buff), Side switching, Power Customization, Weapon Customization, Redraw (on some sets), CoP (even if I don't like it), Market Merge, Huge numbers of QoL issues, Inherent Stamina, Bruising on Tankers (minor, but it was a bone that the Tanks had been asking for in some form for a while), Server List Merge
There are some long standing issues, but the long standing issues do tend to get looked at, even if they don't get solved - PvP was actually looked at and changed (even if it was for the worse). Bases need love, and Stalkers need....something, but even Stalkers are on both lists for a reason - they've gotten an over haul even if it didn't completely fix the issue (since the issue appears to be systemic and conceptual, and therefore not easy to fix). When the devs declare they're going to look at something in the past few years they actually have a pretty good track record for being up front about stuff. It sometimes takes a while, but it does happen. I think claiming that you don't believe them when they say they're just looking at it is a bit ridiculous. Should you get excited? Probably not. But they're using non-specific language because that's how they talk, and that's how they're required to talk and if they're smart, that's how they have to talk. I wouldn't trust the dev team that speaks in absolutes because there's almost no way you can deliver on absolutes, until you absolutely know you can.
The devs have said that they're looking into it. I think they've at least brought themselves enough time to look into it without claiming that they're not going to try to make a fix.
Although honestly, I can see how some people would be suspicious on this topic given that the "solobility and end game thread" was hammered shut with a rather abrupt "We really appreciate feedback, now shut the hell up and stop providing feedback because we really don't want any more." Doesn't exactly generate a sense of "we're willing to listen." Still, despite that incident, I'd say that given CoX's history of improvement and new content as well as the efforts to maintain a solo-small group friendly system in the past, I do personally expect that they're being sincere with us.
(I suspect the fact that the devs actually do listen is why our more vehement "NAAAAAAOOOOOOO!!!!!!! Don't Let The Whiners get anything except how I like to play! NAOOOO! They're not entitled to have their fun like I am!" kids get so outraged at members expressing a desire for more solo or small group content. They seem to feel they're somehow losing something if another person gets something they want and are thus frigthened by customer feeback that the devs might act on to improve the game for people with other tastes.) -
Quote:I know. Radical, non-forum standard thinking. Instead of having a fit if other people aren't forced to adapt to my preferred playstyle or feeling threatened and offended that others have different tastes and then raging because they shouldn't oughta be allowed to want things other than what the Devs provide... I get begin to lose interest in a game when I personally can't play in the fashion I enjoy. I mean, I could stay up nights losing sleep and chewing my toenails in geek rage at the thought of other people getting what they want even when it's not at my expense, but just can't work up the rage. I'm content to just say "eh, this isn't doing it for me any more, hopefully they'll bring the stuff I like up to par sooner rather than later, because I'd really like to get into this Incarnate thing."The first hand, because I'm not sticking my hand in a litterbox.
I'm intrigued that you're taking the aggressive form of the other side of this argument. While some of the forums say "You should leave the game if you don't like it", you're saying "We might as well leave the game if we don't like it". Interesting.
They'll take my internet arguementation license away, won't they?
I've pretty much gotten bored with my alts and don't feel like grindgrindgrinding on my 50's. And I'm never, ever, going to be desperate enough to play any game to suddenly LRN2TEEM and embrace Pick Up Task...er, Groups. So I'll probably unplug my account for a while. Not some righteous rage quit full of wrath and foot stomping, I'll leave that to Jeste when solo players "ruin" his game be being allowed to, well, accomplish something efficiently solo again. I've taken breaks from CoX before when it got stale and always come back when the issues that bugged me were fixed or when interesting new content came out. But in the meantime, why pay money for something that's currently catering to other parts of the fanbase and leaving my plate empty? It gives me a sad, because Incarnate has a lot of potential, but it's not going to ruin my life to play other games for a few months. -
Quote:When, *if* solo/small group Incarnate content gets here, then I'll be happy. Thrilled. Delighted even. Until then, well, if you hold what's "being considered for implementation" in one hand, and rummage in the litter box with the other, guess which one fills up first?Thing is, Je_saist has a point.
People are whining, when the devs have already stated there are plans to add what they're whining about.
They just aren't implemented yet. However, this is of course not good enough for them.
As of now, anything one needs the Incarnate Abilities for, is team required content, so the fact that it's slow to obtain, shouldn't really be that big of a problem.
You don't need Tier 4 Destiny/Lore (or even Tier 1) for non incarnate level 50 game play.
You don't even need Tier 1 Alpha!
It's all obtainable however for the solo player, it's just slower.
For those who don't want to raid, but are okay with teaming, then run level 50 content TFs (ITF, LGTF, Apex, Tin Mage, LRSF...ect) and you can obtain at least the level 1 Incarnate abilities easy enough.
In the meantime, solo and small group players are graciously permitted to farm Moss Snakes or learn to change their playstyle to City of Farmville. -
Oh... and power armor. Because sometimes you just want a minigun and shoulder rockets.
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A more interactive environment. Champions never really got me all enthusiastic, but it was really cool to be able to pick up a car, dumpster, or main battle tank and heave it at somebody. Like I was a superhero or something.
More mix-n-match in powers would be nice too. I do a lot of concept characters, and was always frustrated with having to take A,B,C, and Q just to get Power X, which I wanted to mate up with Power 4, but had to take powers 3,2,0,183, to get. -
Yet solo-friendly is something so many MMO's... including CoX... have found to be an attractive feature that makes them money, lets them keep a larger player base. I think it's fair to say that more people would quit an MMO because they couldn't solo when they felt like it than would quit because they knew that somewhere out there, other players were soloing and having fun instead of playing in a group all the time. I mean, how many people ragequit and leave with a post along the lines of "I saw this level 50 guy today in Wentworths, and I don't think he hardly ever teamed or did a raid! People shouldn't oughta be allowed to solo too much! I quit!!!"
I've read the devs might possibly, if they get around to it, maybe perhaps consider expanding Incarnate to make it more useful for solo and small group players like myself, my wife and our friends, if that's the case then I'll be quite thrilled. Do a happy dance. Get that feeling of anticipation and excitement like when Going Rogue came out. So yeah, I'll credit it when it happens. But in the meantime, it's like paying for a cable subscription for XYZ months before the installers arrive to actually hook you up. "It'll have a whole big buncha channels if we ever get your neighborhood connected...." -
Quote:Wow. We're so fortunate to have an official spokesman from The Fun Police here to tell us what we are and are not allowed to desire in recreation. All these years, I thought I was paying subscriptions to play what and how I liked, I had no idea I was paying to be permitted to enjoy only those things you deem Acceptable Gaming Activities.We don't have to put words into your mouth.
You are complaining that there is no solo-progression. Fine.
This is Massive Multiplayer Online Role Playing Game.
The developers do not have to provide a solo option for anything.
The developers SHOULD not have to provide a solo option for everything.
The developers SHOULD not have to rework their development plans to accommodate whiny and obnoxious players.
Let me be clear. The developers have already stated, very explicitly, that methods are in development to enable additional methods of incarnate progression
You, and many other players, are whining like weedwackers because those methods are not yet implemented.
You, and many other players, are for some reason hung up on the idea that the Trails are all there is, and there ever will be.
You, and many other players, are for some reason hung up on the idea that you are entitled to play the game your way, and how you like.
Let me clue you in. You. Are Not.
Now do the rest of the forums and the game a favor, knock the whining off.
Do you have any helpful instruction on what I should desire in books, music, or movies? I'd hate to hope for something and learn it's an item on your Forbidden List. -
Does 2 months count as Threadomancy? Dunno. Just stumbled across this one.
I've got a problem with games that want to force me out of my comfort zone. I'm here to play. Not better myself. Give me to the opportunity to explore things, that's fine. But I don't pay a subscription to be told what I *WILL* learn to like. Trying to force me to "explore and embrace" PvP or PuGs is like trying to force me to go make out with a dirty, sweaty fat guy. It might make Dirty Sweaty Fat Guy happy, but I'm not paying a subscription to make him happy. It's just not going to happen.
I'm paying to enjoy what I enjoy, not be forced to somehow "broaden my horizons" and achieve spiritual enlearnment or some server village embracement. I'll buy a self help book or go to a team building exercise if I ever decide I want to do that. -
Quote:First off, On a personal note, I'd like to apologize for the tone I took with you earlier. I honestly did have the impression you were just trying to blow smoke over what I view as a Dev decision to choke solo players into submission. I quite frankly irritated at the "Solo players is crybabies who want everything for free mentality some here display", and I was reading your posts as simply a more eloquent version of "LRN 2TEEM OR U SUX GO AWAY." That was unfair of me, and I apologize.No, I'm saying very specifically, in answer to your specific question, that in any game that answers the normally rhetorical question "why should anyone else care what someone else gets, so why can't everyone get whatever rewards they want" with a "why not" everyone will eventually quit. The thing about inequity aversion is that even when people explicitly state they don't care, and even when the inequity breaks in their favor most people know something is intuitively wrong.
Why then doesn't the entire world of MMO players reject the notion that teams typically earn rewards faster, on an normalized adjusted basis, than players working solo? Its because the vast majority of players don't see that as an inequity, even those that prefer to solo. Intuitively, they know that regardless of their preferences, teaming is a separate activity that can be rewarded, provided the reward isn't too extremely high.
When we talk about playstyles soloing and teaming can be seen as two distinct and equal subclasses of playstyle (albeit "teaming" is a far more broad term than soloing). However, when we are talking about activity teaming is not just the lack of soloing and vice versa. Teaming is a separate, distinct activity over and above soloing. Combat is an activity. Not fighting is not an activity: its a choice. But its not the act of not fighting that has the same right to rewards. If it is rewarded, it will be by special case only. In the same way, teaming is an action: it can be rewarded in an MMO. Not teaming is a choice, but its not a rewardable action. The devs of many MMOs honor the choice to choose to team, or choose not to team, in the design of content. However, all to my knowledge decide that participation on a team is an action, while avoiding teams is not for the purposes of deciding which actions to reward. The perspective that the lack of an action is itself an action is frankly ludicrous: it begs the question why reward defeating things more than not defeating things.
And if you're going to keep presenting strawmen, I'm going to start attacking the construction of the strawmen directly. And I'm going to pre-empt one starting now. This covers the general topic of soloing as it pertains to the reward system, but it is addressing the meta-topic of whether what I was saying in the first place is relevant, and not reducible to trivial sound bites. Its a justification for why any differences in reward rates exist at all. If you're going to segue into railing on me for being prejudiced against soloers or arguing against the existence of solo options for the end game, I would suggest you go look up my stated opinions on both first. I will not look kindly on ignorant assumptions about either.
Back to the argueing.
Inequity Aversion works both ways. How do you expect someone who mainly solos to look at Extra More Bigger Super Bonus Reward Just For Being A Joiner?
The solo player sees that the simple act joining a team is now what devs are seeking to reward, that Joining is now the primary focus of content design. Team members earn extra awards in the form of increased drop rates, lucrative content accessible only through joining a team, on top of that extra, more favorable team bonuses to experience and loot. Preferential rewards that go above and beyond the increased synergy found when teaming, the increased efficiency that cooperation naturally brings. At this point, the game is no longer about fighting this or that, completing stories and missions, it's about Joining.
Missions, stories, fights, all become little more than means of facilitating the preferred, encouraged action of Joining a team. Not "Let's make a game for people to fight monsters and experience these stories" but "Let's make a game where people Join!"
Farmville with better graphics.
I dispute the claim that there is some inherent "inequity" in a solo player getting slot XYZ after playing a similar number of hours that a team player does, outside the general increase in efficiency team players create for themselves. He didn't diminish the fun they have teaming, he didn't make their team less efficient. He didn't gobble up drops that they would have gotten instead or otherwise use resources they needed. The player who looks over and realizes someone else played all weekend solo and made similar progress but is upset by that is really just going Dog In Manger. I would say the same of a soloer who is upset that teams are by their very nature more efficient, or when it comes to things like Raid Loot in the form of gear, rather than Advancement capability as it is in the Incarnate system.
When the discrepency is great as it is in the Incarnate system, why should solo players stick around once they're bored with alts? "Ah, another one at 50. Yay. None of my friends are going to be on this weekend, so I can grind all day or roll another alt. I wonder if anybody else has a new game out..." Personally, I've got enough alts that I'll have plenty to do until my friends are on and I feel like teaming... but I really, really dislike knowing that I can't make any meaningful progress on my 50 outside Joining or doing a tardhaus grind. It's meet the New Content, Same As The Old Content as far as soloability goes, just with some new stickers on the box.
There is an inherent "Inequity" because the game is now simply about Joining rather than playing. I'm happy to allow for the fact that groups kill things faster, except when the cost of advancing is artificially increased for the sole purpose of making grouping the only efficient way to do it. When I join a team, it's because I know and like those particular people, not because the Devs want me to team or feel that the simple act of Joining should get extra reward. -
Quote:I differentiate between "rewards" and "ability to advance."See, this right here, is the problem. Inclusive, of equal pleasure (which I don't even know how to balance for...) does absolutely not equal "just as fast". Making a solo option slower (and the problem here is that a solo option isn't JUST a solo option, but another teamed option as well) doesn't make it exclusionary.
It's almost ludicrous to hear that "casual" players (again whatever that means, but let's say for our purposes, people who do not want to engage in difficult teamed content for whatever reason) want the same rewards AS FAST as those who are engaging in content that's explicitly teamed content. The developers have decided that teamed content - specifically larger scale (teams of 8 or more (sister P will be an outlier here, but I can only infer that the WSF will not be the best way to gain the notice as it will be designed) teamed content - should be the fastest way to achieve those drops. Everything else - including that mythical solo option - is ALSO teamed content but with different initial requirements. It is patently impossible to balance a "solo" or "casual" option that is equal to the "hardcore" (whatever that means, but for this game that apparently means a TF lasting 30 minutes - 2 hours) because the initial conditions are not equal. And they're not because the "hardcore" players are also doing "casual" content. Create a "solo" option that is "casual-friendly" but also difficult, and people will still complain. See Trapdoor. See Protean. Both of which can be solo, and possibly casual friendly (unless you're an MM for Protean), but people still complain that they're incredibly difficult.
Which, to my mind least, the devs cannot think to create content that is "casual friendly" that is equal in any way to "difficult teamed content" (which, by the way, is not necessarily more difficult in terms of game difficulty, but certainly less forgiving of failure, which puts a whole new thing into the argument but whatever). The only way to truly balance the different content is to specifically make the one that is less forgiving drop rewards the push progression more quickly for those who engage with it.
Whether the "solo" or "casual" option is, right now, the proper distance apart is something else. As I said, right now I don't think it is, but it's still fairly early in the process. And even if it goes live the way it is, I can imagine many situations that the devs would change it according to where they want that sweet spot to eventually end up.
When the reward is prestige uber prplz leet gear or heaps of money, I expect there to be a disparity between casual and hardcore. I don't expect to play for 20 minutes and have a Goblin Fart Slave to drop the Glorious Death Hammer of I Win and 3 Helmet's Of Lazer Eye Deathbeams. But I'm not interested in having to play 40 hours to advance my character as far as a teamed player could in 4 hours.
The Incarnate system is supposed to be new content for character advancement, what really works out to be a new, if branched, level cap. If you're a 50, there's nothing else to do but raid or TF. Incarnate could make 50's worth playing again, instead of just being a pile of More Raids and TFs For People Who Group Anyway. -
Quote:See, this I can live with. Advancement being comparable to the rate for teamers. Not "easier" or "faster", not "handed to me on a silver platter" as taser likes to pretend. I want the Incarnate system to be inclusive, of equal pleasure and benefit to both team players and solo players, not exclusionary favoring one over the other.Actually the hardest part would be balancing out the cost for time spent, effort put in, and "difficulty" of the task.
The ITF is one of the most commonly run (if not the most commonly run) TF right now, due to how fast it can be done (last run took me just over an hour and that was as a "kill most"), and that it provides fairly decent rewards for the effort (between 5 and 11 shards per run, merits/choice of incarnate salvage)
Of course, if you make it (as a solo player) possible to achieve the same aim as a someone who runs TF's.
One *distinct* advantage that the "soloers" have is that they can call in for extra help when the going gets tough, whilst on a TF you dont have that option to call up/replace people at a moments notice without starting again from scratch.
I am *not* against solo options, what I AM against though is solo play being the easier route to *exactly* the same rewards that team players get.
Note: I do find the initial costs being a bit high (especially considering that to craft a NOTW you need incarnate components as well as 40 shards). I *personally* would have gone for 40 shards total + "some random inf cost".
(Although in some people's minds, if a system is inclusive to other playstyles, they feel somehow they've been cheated themselves.) -
Quote:Then are you saying that the TF content just isn't good enough to draw teamers? That team play missions just aren't able to compete with solo'ers? They've made solo-friendly adjustments on a number of occassions, and people said it would kill the game because nobody would team any more. The defender solo bonus, difficulty slider, and ability to drop missions all come to mind. Mission Architect was denounced as a Team Killer too, because people could design and play solo oriented missions.No.
But the problem is that players in general will go via the easiest/fastest method possible to get their stuff.
Why run a TF when you can spend time by yourself and possibly blitz the *arc* faster than the time it gets for players to do a non speed run of a TF...
Isnt this punishing the teamers as a result?
"We just can't get enough people to team and do a TF if we allow solo'ers their route."
I was under the impression most people liked teaming to some extent or other, and weren't so wrapped up in charging the level cap as quickly as possible. If that's the only reason people are teaming, then the problem is the quality of the team content. Of course, from a dev standpoint it is easier to throw extra rewards at teamers, and penalties at soloers, than it is to really hammer out more good content for both. -
Quote:So you're basically saying that the Devs must ensure team players have preferential treatment, or they'll all rage quit if they see solo players getting comparable Incarnate drops through additional solo-friendly incarnate arcs. That the knowledge of solo players adavancing at the same rate will drive away everyone who likes to team. (Even though most players will actually bounce back and forth between the two depending on their mood or how much time they have that particular day.)If you had actually read it, and understood it, I addressed that specifically. I said its irrelevant. People are always saying "why should it matter what I get in an MMO if it doesn't affect anyone else?" And the answer is: nobody cares. Find a dev team that does, then come back. MMOs are not single player games connected by chat. They don't offer customized gameplay experiences disconnected from everyone elses. You don't get to decide what rewards you deserve to have. You get the rewards that the content you play awards. Those rewards will vary based on circumstance to a degree, but they will ultimately be based on a reward system that applies to everyone, and is systematically consistent across the entire game given the precise methodology that the reward system was constructed under. No exceptions for people who don't want to spend the time learning why.
Don't like it, don't play MMOs. All MMOs follow the same rules. All MMOs are likely to continue to follow those same rules indefinitely. It would be idiotic to do anything else. Tamper with the global expectations that on average groups of people have that the rules apply to everyone, and you play with fire. Put simply, since apparently you need it put simply, if a team of eight runs the LRSF and ends up getting the same reward that a single player gets running Smoke and Mirrors, just pack up the servers and put them on ebay now, while they still have resale value. No MMO can survive that sort of screwed up reward system.
See: Inequity Aversion.
"What? They made a story arc that someone can solo and get Incarnate salvage? I... I can't.... I have to cancel now! NOAAAAW! I can't play this game if they can just play different content geared towards they're play style! This Slot is dead to me if a solo player can get it a week like me, instead of a month! I'm going to go play Farmville, where the developers undertand that social interactions are what MMO's are for, not a customizable individual experience where people can solo or team as they wish and still progress...I feel so used and dirty...solo... got slots..."
It's odd. I though CoX and another of other gamges had been succeeding by addressing the desires of both communities, by making sure solo players had plenty to do, plenty to advance with while also seeing to it that team and raid fans had their own material to work with. I thought More Content For Every Playstyle was an idea that had been working out well, I had no idea so many team players were quitting because solo'ers were doing their own thing. -
Quote:Agreed on both counts.Yes. And it's not out of line to think that the disparity between those two is a bit much and does not contribute in a healthy manner to a supposed "solo option."
It's just everything else in the last 10 pages of this thread that's become out of line. I'm with Leandro. -
Quote:Now this is something new I've learned. Maybe because I've not done a task force since The Bad Old Days, I still think of task forces as an hour spent waiting for a tank, then a healer, then stopping in the middle for an half hour to replace someone who had to leave, with a few hours of missioney stuff mixed in. I remember TFs being an all day nightmare of irritation. An hour and change fits into the time I can set aside for Uninterupted Gaming.A 45-60 minute average KTF this week would save you 88 Shards and 100 million Inf, plus give you bonus merits - and if you spent 60-90 minutes on one average WST once a week, you'd get the 4th Tier Alpha in less than a month, and all for only 5-6 hours total playing time for the whole period.
Barring wife aggro and dog peeing. -
Quote:Twisting your words? You're the master of projection here, claiming we want the game to cater to us and only us, that we want things for free. Evading inconvenient points and racking up an impressive phalanx of straw men. We're perfectly happy to let you get your incarate however you like, you're the one having a hissyfit at solo players "ruining the game."Okay then: Put up or shut up.
Instead of twisting my words around or trying to match wits with Acana, why don't you tell me how the developers can make an Incarnate System that's solo friendly and quick to advance but doesn't make earning the awards trivial?
So far, the only other suggestion in this thread other than "Make Incarnate Salvage craftable from shards" (which they did, whether you like it or not) has been Eiko-chan saying they should add the same Incarnate salvage to mid-game story arcs as one gets from doing task forces. Since these story arcs are both incredibly easy and repeatable, this is not an answer. And since not everyone can solo every story arc (especially ones with EBs or AVs in them), that doesn't make Incarnate salvage and powers available for all.
You tell me how you'd fix it. You've already shown that you are a prodigy at making friends and influencing people, let's see if you have a natural flare for game system design, too.
Solo-friendly arcs dropping incarnate salvage is a fine answer, it's just one you don't like because solo players could then advance at a comparable pace which somehow diminishes your enjoyment of the game. More work for the devs, writing more missions and the like, but that's what we pay subscriptions for.
Make the drops available without requiring an EB or AV fight. It's not like people can sell them in the auction house, so even if someone is farming them via repeat grindhouse it won't "screw up the economy." It'll just mean somebody else got their incarnate stuff in a way you don't like. I don't like the repeat mission grind, but it's no skin off my nose if someone else does. I'm not going to see someone incarnate slotted walk past and then encrappen my trousers in rage shrieking "He just grinded for that! He didn't play like I do!" I'm going to say "eh, whatever, he didn't take anyone else's opportunities away, didn't screw with anybody's game, it's his business." -
Quote:Depends on how much shorter. Bent maybe. But I'd have to know the ratio to really give you an opinion.Right now - right at this moment - the leveling process from 1 - 50 is shorter if all you do is team from 1 - 50. Is that broken?
Group, you have less downtime and can get some pretty impressive synergy between complementary builds and classes. Missions completed faster, monsters killed faster, etc. Relying on that to make leveling faster I have no problem with. Scrapper playing Knockup Skeet with the Blaster is always great fun. Dovetailing powers, powers that are more effective hen your teamed are fine too. (I can always pick other powers, after all, for a solo build, and have those in my team build.) That is what should encourage grouping, not reliance on Bonus Extry Experience and Loot Just Plain For Grouping. Make grouping more rewarding because groups are more effective is fine, not by just throwing more experience, loot, and influence at people just because they group.
I'm willing to compromise to an extent, just not the extent that those holding the "Solo Will Kill The Game" crowd demands.