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  1. Quote:
    Originally Posted by Friggin_Taser View Post
    I think the problem isn't the game in this situation.

    Other people seem to be able to find a group of regular teammates (be it a SG, a coalition, or even a global channel) just easily. It's not that hard to join a single server's Badges or TF global channel, answer one call for a TF looking for a person or two, and make some new friends.

    I've also been part of a group of about 8 people who have played this game since launch. We've done every TF repeatedly. We used to run Moonfire and Hess back to back for fun pre-Inventions and we certainly weren't getting a drop for it. We team because we're friends and we enjoy teaming with each other. And even this week with people clamoring for the WTF, we've done ITFs and Renault SFs simply because one of us asked or put forth the idea to do so.

    Because we're players who enjoy each others company. Not because the Eye of the Leviathan drops fat loot or we desperately needed that Coral Hammer temp power.

    My situation, judging by the SG forums and the Server forums on this very board and global channels in game, seems to be the majority. Your situation seems to be one where you don't want to put any work into changing.

    The fact that you seem to generalize anyone who does TFs and SFs regularly as a person who has to force his family members to join him against their will or dual box to be able to do so says way more about you than it does about the game.
    Wow. Coming from the guy who judges soloers as people who want everything for free, that's pretty funny.

    I don't judge most people who like to raid or do TF's or just group all the time as needy or pushy. I don't really think about them, I'm perfectly happy to leave them to their own happy devices generally, and maybe join in once in a while when I know some of the people involved, or just have the hankering. I've clearly advocated content for both, rather than superiority for one faction or the other. I've also recognized that most players like to do both.

    The people I'm being critical of are those who are opposed to letting solo players enjoy and advance as much as team players do. The people who are so very, very threatened by solo players that can't tolerate solo's having fun and leveling. The people who cry out for the devs to "make them come teeeeeeaaaammmm! Make them play like I do, or I can't have no fun! Don't let them have fun alone, or it'll ruin my game! Make someone come dance with me, because nobody wants to othwise..."
  2. Quote:
    Originally Posted by Friggin_Taser View Post
    Yet I have never attempted to clutter up a feedback thread for the devs with a shameless rebellion plea.

    Eiko-chan is a predictable and broken record at this time and I'm kindly inserting my two cents to balance out her posts for the sanity of the force that is this forum. If we allow her and the 2-3 other fanatical solo posters to control the dialogue, it will never end because they will never get what they want.

    We're playing a game that hasn't had a major system-wide nerf that affected all in issues. We're getting something a lot of people have asked for. And it's not enough. And it will never be enough until everyone gets the best rewards for doing next to nothing and no one has any reason to actually challenge themselves and play to the ends of their own skills and limits.

    And then when everyone is super, no one will be.

    That's the future making everything solo will bring. That's the future every Eiko-chan post brings us one step closer to: a City of Completely Arbitrary, Palette Swapped EB Fights With No Real Risk And A Far Too Great Reward So Everyone Can Feel Special For Minimal Work.
    Reminds me of the broken record of alarmist rhetoric of the Pure Groupers, the people who flipped out over increased solo content, over the difficulty slider.... "If they don't have to fight elite bosses, if they can drop missions, then they'll never team! Nobody will play with me! The game will die forever! WAAAAGH! SOLO WILL KILL THE GAME BEFORE THE SECOND...errr... THIRD...ummm...Fourth...Er... fifth? aniversery!"

    The game has been providing solo friendly content for years, and has yet to catch fire, fall over and sink into a swamp, all souls feared lost.

    Still usually just translates to "I can't have fun if'n I can't make people play the way I like to, they shouldn't oughta be allowed to play different frum how I like."
  3. Quote:
    Originally Posted by Blue_Mourning View Post
    Having taught students and being, in some fashion, a professional writer, I have to say this: When you're expressing complex ideas in a clear fashion you need a lot of text. What Arcana (and given that she's probably one of the most articulate posters I've seen on any forum on the internet, even if I don't always agree with her) said was about complex design philosophy and any time you're going to boil it down to what you said you're going to lose a lot of resolution, to the extent that the image that she was trying to paint with her words wouldn't even be the same image anymore.

    The school of thought that you are espousing is the proverbial ten word answer when things are rarely simple enough to express using ten words or less without losing a lot of resolution of concept.

    What she was saying is more complex and goes back to design philosophy of reward structure of MMO design and, to me at least, it makes complete sense. There are very few dedicated soloers in this game and even fewer dedicated team players. At some point everyone but the most ridiculously team oriented defender will probably solo in this game. The idea that solo-ers need the same reward benefits that teamed players get means that players that both solo and team will see very little reason to put the time in to actually make a team, which is at least in some way shape or form a gated activity (gated by time/commitment/willingness). It takes *effort* to get on a team (and more effort to make a team), which is at the heart of the MMO experience. If the purpose isn't to create in some way shape or form a kind of shared reality then you may as well have created a solo console game, and that's not what the MMO is supposed to be. That's not even what CoH has ever been since I've played the game (I signed up in I9).


    I could be totally off base, and completely missing the whole point of this, in which case I apologize for the above paragraph. I just worked a fourteen hour day and right now I am dumb. Anyway, my whole point is, don't try and reduce a complicated and nuanced position into a much shorter statement. Shorter does not equal concise.
    We're going to have to agree to disagree on how much of Arcana's post was substance, and how much was window dressing. My point was that a complicated and nuanced position is often expressed to disguise an unpalatable, simple position like "We're going to make you team because we can't get enough people to team otherwise." See aforementioned smelly fat kid who can't get anyone to dance with him unless Teacher "volunteers" some poor girl.

    I know that content takes work, particularly balancing content between solo and team, PvP and PvE. When the rewards are different but not necessarily superior between styles, that's a balanced game serving all members. When people who have different preferences, fish or fowl or good red meat, can come to the same restaruant and feast, that's Good Stuff. Working to please both solo players and team players is one of the reasons CoX is still around, still so popular... so I see it as being counterproductive to encourage slanting the menu away from either faction. Giving everyone what they want keeps the most paying subscribers on board.

    We agree that few players are pure, exclusive, solo players or team players. Most people will team for no other reason than they just like teaming. Less downtime, companionship, witty banter, all that fun stuff.

    It's better to let people meet in the middle when and how they like, for their own reasons, out of their pure desire to do so rather than to use chokeholds to compel them.

    Which is more fun... a group of people teaming because they feel like it, because they like teaming with each other, or a group of people teaming "just long enough for me to get this gragfrfafsnaten stupid drop I need"?

    In this case, we're not talking cash or equipment, but the opportunity to advance a character. Leveling by any other name. And I have a problem with players of one play style being shoehorned into another playstyle to satisfy someone else's view of how the game should be expierenced. Remember the days of "Corpse runs, getting ganked, and hell levels are fun, really! You just don't know you like them, but you'd miss them if we got rid of them..."? Things like "encouraging teaming" by applying a leveling penalty to players who don't adopt a certain playstyle are the sign of developers who are cutting corners or rushing things.

    Make the team content interesting in it's own right, and people will come of their own free will.

    Make it good enough people rant about it, say "Dude! You gotta come do this TF with me! This thing Ghost Widow did was just AWESOME!" That's a good game development strategy. Not "Well, we can't get enough people to team, so we're gonna make it so you can either team, or just farm stuff for so you could have just found a mate, raise 5 children and taught them to play so you could team with them."
  4. Quote:
    Originally Posted by Arcanaville View Post
    Deal with it or go read something else.
    It's just that you used so many words to say, well, so very, very little.

    Quite impressive, actually. Reminds me of some politicians I've heard, as well as some causist activists trying desperately to keep people from recognizing the utter lack of substance behind their position. I mean, it's not like you'll use up all the words and not leave any for the rest of us.

    I just wish you'd actually said something meaningful and useful.

    For example, an explanation of how me getting my Incarnate goodies at a similar rate to team players actually infringes on other player's gaming experience. What does it take away from team players? Does the group content suck so badly they just can't get people to play? That's not been my experience, I've seen no flaws in the team stuff other than the fact I just don't like teaming with people I don't hang out with in real life.

    So how does it harm team players? I mean, I'm can see some howling fanbois sitting up at night chewing their toenails in bowel quivering nerdrage at the thought that somebody somewhere is having playing the game differently, but I don't think that represents most people who like teaming. Except maybe that other fellow who clearly gets upset when solo players get to have fun too.

    If the Incarnate system was simply another form of loot that had an equivalent counterpart (like PvE vs PvP loot in some games), I wouldn't care. But the Incarnate system is not loot, it is the only means of advancement beyond 50. So if you care to attempt to justify forcing me to team to develop my toons anything resembling an efficient manner, then say so rather than just blowing so much hot air around while pretending to communicate.
  5. Quote:
    Originally Posted by Friggin_Taser View Post
    That's an awful lot of words for "Waaaaah, I want everything to be given to me easily on a silver platter because people find it irritating to team with me for some reason."
    Aww, listen to the fanboi. It's a pity I'm not the one who needs the dev's to force people to team with me. If I were, then maybe you'd have a point there. Thing is, it's more likely that it's the irritating, childish and obnoxious players who can't find a team without relying on the developers to strip other player's choices away. I'm not the smelly kid at the dance trying to justify forcing other people to interact with me. That's the players who need teaming to be forced on others.

    As for your bunkus silver platter claim, I've said quite clearly I don't want stuff for free, I just don't want to have to team to get it and I want to be able to get it without having to do some Everquest style grind. If you couldn't grasp that, then I can see why you need other people to help you play the game and feel threatened that they don't need you to play with them.
  6. Quote:
    Originally Posted by Grouchybeast View Post
    Measured as Shards per player per enemy defeated, the drop rate is identical between teams and solo. (The Shard drop mechanics are different to normal salvage drop mechanics, in that instead of checking for a drop and then assigning it to a random player, it checks for every player individually.)

    So, if you defeat ten thousand enemies, you'll on average end up with exactly as many shards as someone who defeated ten thousand enemies while playing in a team of eight -- they're just likely to have done it rather more quickly.
    Thanks for that.
  7. Quote:
    Originally Posted by Gearsinger View Post
    It was on +0/x2/With bosses
    Thanks for the info there. I appreciate it.
  8. Quote:
    Originally Posted by Arcanaville View Post
    If I wanted to tell you to deal with it or go play something else, I would do so. The fact that I didn't do that should tell you that I wasn't thinking that.

    Also, I embrace all attempted insults that accuse me of being more than minimally functionally literate. I use words. And I string them into complete sentences. Those sentences express complex thoughts. I freely admit this. I don't specifically do it to impress people, but if it seems like a lot of work to you, well, it just takes practice.
    There's something to be said for communicating in a clear, concise fashion rather than typing primarily to hear oneself type. "Brevity is the soul of wit." There comes a point where the exercise is clearly no longer intended to inform with precision and accuracy, or to express an opinion with eloquence... but simply to provide fluff and noise.

    Sometimes it's merely someone who dearly loves to hear themselves type or who needs to show off their vocabulary in a form of linquistic self-bongering, but in debate it's a popular method distraction and evasion. Of blowing smoke in an attempt to pass off things like the cat barfing in the salad at an elaborate dinner party as something noble and enlightened rather than simple and ugly as well, a cat barfing in the salad.

    Or that a devoper's decision to strongarm more players into things like team play or PvP is some sort of deeply philosophical and and esoteric process rather than an attempt to plaster over cracks in content that perhaps isn't strong enough on it's own merit to draw enough players without using some sort of advancement chokehold.

    The "if you don't like it, go play something else" is taken as implied by the wall of text which you required to say "We reward team play and discourage solo play because we just want people to team rather than solo."
  9. Quote:
    Originally Posted by Gearsinger View Post
    I got enough shards for my first Alpha ability (8 shards plus 150 Vanguard merits) in about 4 hours of solo play. Random number generator is random.
    Do you happen to recall what difficulty/ X Heroes setting you were playing at?
  10. Quote:
    Originally Posted by Golden Girl View Post
    I'm not sure - Leandro gave the figures on the Beta Testers channel - it's 88 Shards for each Notice fo the Well, + 32 for the Favor of the Well, and 100 million Inf per NotW.
    Thanks for providing what info you've got there. I realize these numbers are going to be subject to change as things get tweaked too. I guess now it comes down to the shard drop rate solo vs. grouped. (Good thing I've got about whompteen gigillion alt's to hopefully keep me amused for a while.)
  11. Quote:
    Originally Posted by Golden Girl View Post
    From the Beta Server, the current requirements to get Tier 4 Alpha with only Shards and no TF/Trial component drops is 384 Shards, plus 400 million inf.
    Any idea what that boils down time-wise?
  12. Quote:
    Originally Posted by Gearsinger View Post
    I've said this in another thread, but I'll repeat myself here.

    I was one of the folks clamoring for a solo-friendly option last week. I've teamed once in the past year.*

    We got exactly what we wanted. All last week there was a chorus of, "Give me a solo option. I'm aware that it will take longer, but at least I will be able to make some progress on my own, and I'll get there eventually.

    They gave us that. They're even going to allow exemplared content to create shards. You can hit any mission in Ouroboros and make progress toward your incarnate abilities. Literally everything you were going to do anyway is going to advance you toward Incarnacy.

    Anyone still complaining has entitlement issues.



    *Why do I play an MMO if I don't like to team? I love player economies, single players games do not have the level of depth and frequent updates of MMOs, and I like to have the option to team in the rare instance that I feel like it.
    The question is "how much longer." If anyone has some solid data on comparative drop rates, comparative time for a solo player to slot XYZ compared to a teaming player, I would be delighted to chew on it and decide if I think it's fair. Spending somewhat longer I can tolerate. Hours and hours of grinding to progress at 1/16th the rate of team players I won't. I don't want an "I Win Button." Or a Shard Dispensing Clickey. But I don't want to spend whole weekends killing moss snakes to collect enough goblin toenails to equal what a team player got in one mission.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Not really. We don't reward voluntary risk that doesn't parallel the game's reward system thresholds. Nor do we reward perceived risk. Its more correct to say that we base rewards partially on threat not risk. Threat is how strong the foes are, risk is how well we can mitigate that risk. Blasters don't get more rewards than Scrappers do per kill. Solo players do not get a bonus for not having help.

    Most of the "risk/reward" arguments proceed from a false assumption: namely that rewards should always be proportional to the perceived threat of failure, and that proper game design always includes this as a rule. In fact, both beliefs are false. Its not a rule that this game does or has ever followed, and its not a good design practice in any case. When game designers talk about "risk/reward" they are using extreme short hand to refer to an extremely complex subject, almost none of which deals in an actual direct relationship between "risk" and "reward."

    The simple truth is that teaming generally has rewards because its a promoted activity. Combat has rewards because this game promotes combat. Travel generally has no rewards associated with it (exploration, on the other hand, does - to a very small degree) because the devs have no interest or desire to promote travel in and of itself. Teaming bonuses nevertheless influence the upper limit of acceptable reward earning, and the higher the teaming bonus, the lower non-teamed reward earning ends up automatically being.

    You could argue that makes all teaming bonuses also soloing penalties. However, that semantic argument goes nowhere. It doesn't change the functional reason for their existence, which means calling it that doesn't change whether it will happen or not. We don't do things or avoid doing things just because someone can figure out how to call it something bad. We can do that for everything. We can say, and someone actually did not long ago, that improving the graphics in the game is a deliberate penalty levied on players with weaker computer systems. For everything, there is a way to give it a bad name.

    Incidentally, the argument "what other people see or do shouldn't matter if it doesn't affect you" is a null argument in MMO design. Its a design axiom that everyone has to follow the same set of global rules, particularly when it comes to rewards. You can't say since soloers don't interact with anyone else, they can have whatever they want. They're bound by the combined constraints of the interrelationships between all reward earning by all players collectively. I say this is a design axiom to say this: you can argue against this rule, but all such arguments will fall on deaf ears, not just for the developers of this game, but for all MMOs. People have all sorts of reasons for playing MMOs, but there's only one reason anyone decides to make one: to make consistent collective shared realities. That's why this axiom is written in ink on page one of everyone's design manual, and why its one of the few rules no one, not even our development team, ever breaks, or ever contemplates breaking.
    This is an awfully extensive and wordy way to say "We want to promote team play at the expense of solo players rather than embrace and support both play styles equally, deal with it or go play something else."
  14. Quote:
    Originally Posted by Friggin_Taser View Post
    Except I never said anywhere in this or any thread that the devs should force people to team. It doesn't stop people like from making that assumption, though, which only proves my initial assumption that the solo-friendly crowd will never ever be satisfied.

    I'm pointing out the logical problem with developing a game with multiple powerset and AT combination for solo players. If something can only be solo'd by an IO'd out scrapper and a defender complains, should that piece of content be dumbed down even more so even the most gimped of powersets can beat it? And should the entire game stay mired in stagnant "point, click, die" gameplay because some people refuse to team... and they are the minority?

    I have never said all players should be forced to team. But some solo players have said that they should be able to solo all content. Like it or not, if the devs listened to them, making all content solo friendly will lead to a game with absolutely no difficulty curve or variety to it, simply because of the needless limitations it puts on their resources.

    A change to make everything 100% solo-friendly in this game would be the thing that kills it. Even more than ED or any nerf in the history of the game. Because we would have absolutely no reason to continue playing it.
    No, you didn't say you wanted them to not be able to advance, but I got them impression you wanted them only to be able to do so at a much slower rate than those who team. Which still boils down to developers coercing players into grouping when it's character advancement and not, say, an alternate but equivalent reward arrangement.

    I don't expect or want to be able to solo all critters and content. I simply want to be able to advance at a comparable rate to players who do group content, to have comparable solo friendly content to enjoy. Since the Incarnate system is the only way to advance at lvl 50, I want to be able to be able to advance in that in a similar rate to group players, not have to spend 15 times the hours farming things. I hate grinding at least as much as I hate PuGs.

    Frankly, I think developers should consistantly provide both group and solo content, keeping each faction of players fat and happy while providing a veritable banquet for that majority of players who like to do both. I want them to make more content and make it better rather than cut the legs out of something else to lower the common denominator. I'm not into the "give me mine and screw them other guys." I'm more a "give me mine, and go give them what they want to." (Unless what they want screws with my own personal gameplay, like nonconsentual PvP or forcing me to group with them.)

    For example, they have an AV scrappers can solo? Cool! Don't dumb it down for defenders... make another AV that defenders can solo. Made some Epic Content for groups to get their Incarnate on? I'm cool with that, just make some Epic Content for solo players too.

    I get mine. You get yours. And the people who like both solo and team play are just rolling around giggling.
  15. Quote:
    Originally Posted by Arcanaville View Post
    If a solo player is capable of doing what an entire team of players is capable of doing, they are not going to have any problems accumulating the resources necessary to craft Incarnate abilities at almost any cost.
    From what I understand the current setting by design is that the Incarnate bits drop at a more favorable rate when grouped. (I'd like to see some actual data comparing how long it takes to slot XYZ solo versus teamed. Maybe I just had some bad rolls last weekend, but so far it seems that the time/drop ratio solo is pretty wretched. Actually, come to think of it I got absolutely nothing Incarnate killing 50's and higher last time I played my 50 solo.)

    Now, just to play devil's advocate....

    As for teams having increased capability, then since teams can accomplish more, then perhaps they should risk more? After all, even with the risk of getting stuck with an idiot in your group, it's generally safer than going out alone. Perhaps it would be more fair to have a lower exp/inf/drop reward for those who play in the safety of teams, who enjoy or, I daresay, ... rely... on having other players with them... rather than relying on their own skills...

    That would be fair, wouldn't it?
  16. Quote:
    Originally Posted by Friggin_Taser View Post
    Because you are solo. You don't have the risk of a trial falling apart because your teammates quit or don't have the right AT/Powersets or just suck at the game. You can go at your own pace. You don't have to worry about your tank deciding he needs to walk the dog and leaving your team standing around for 15 minutes doing nothing.

    If you really have to ask why teaming should net better rewards than soloers, then you really shouldn't be playing an MMO. Might I recommend a nice single player console game for you?
    There's more leeway for a sub-optimum build or mistakes when you're grouped. A solo player without the right AT/Powerset, or who just sucks, dies, do they not? There's more leeway for mistakes or bad luck when you're grouped with others, in that you have someone else there who can save your butt, buff you, debuff your enemies, etc.

    A solo player has nobody else to rely upon to compensate for their mistakes, and dies just like a teamed player when they screw up. If anything, a solo player has to be more precise in their build, planning, and power use because they're on their own. The claim that team players somehow "risk" more than solo players is bogus.

    And I always love the standard old "You should go play a single player game if you don't want to team to get anywhere!" It's always an amusing, if tired fallback by people who just can't accept that there other players who enjoy a different playstyle, or who feel deep down that they need the developers to hang a pork chop around their neck to get the dog to play with them.

    Again, how is your personal gameplay experience negatively affected by me playing the same hours and getting the same rewards? I pay the same money, I play the same number of hours, what do I take away from you if I get the same rewards? Is there a finite amount of fun in the Incarnate system, and you're afraid soloers will use it all up and not leave you any?

    If therey's anyone who should be pitied, it's those players who resent that others can have fun and get the same rewards without being forced to come play with them, who say "I can't have fun if the devs don't make people team! make them have to play 10 times as long to get stuff if they don't play with me!!!!"

    It's like this smelly fat kid I remember from high school who's parents tried to have the teachers make someone dance with him at Homecoming.

    I don't begrudge group fans their content, I group myself when people I know and like are on. What I donot hold with is being strongarmed by an artificial scarcity into joining that content to advance at a comparable rate.
  17. Quote:
    Originally Posted by Friggin_Taser View Post
    You can't have it both ways. Soloers, since the idea of end game raids have started, have cried for a way, any way, to progress without having to team.

    Now you have that.

    Will it be slower than teaming? Darn right it will be. But you also get to go at your own pace, don't have to put up with other people, etc.

    There's never going to be a world where a solo player can achieve all possible incarnate abilities as fast as a team player, just like how a solo player will level up slower than a person who runs constantly in an 8 person team doing all TFs and trials available to them.

    The solo community asked for a way, no matter how slow, to progress their character. They now have that. If it's too slow for any solo player, might I recommend one of the lovely trials they have put so much time and resources into? It's as easy to join as clicking a button to join a queue, no global channels or SG teammates needed. Even the most casual of players can do that.

    "A way no matter how slow, to progress their character.." Was there a poll on that I missed, where soloers voted overwhelmingly to ask be permitted to spend 60 hours killing moss snakes to get what a team can in 2 hours doing a raid? Most I know are willing to compromise some, but not to the point of being treated like 3rd class subscribers, being treated not like paying customers but like stage props for lazy or cheap developers to use to enhance the gameplay of team players.

    Please correct me if I'm wrong, but it sounds almost like you resent the idea of solo players getting the same reward for the same risk/time investment of a group. (Did soloers start paying a lower monthly fee than team players, and nobody told me?)

    Now, the more I think of it, the less I like the idea of having to spend more time to get the same rewards as when teamed. After all, why should solo players have to play longer to enjoy the same rewards?

    Would knowing that a solo player spent the same number of hours playing and got the same rewards in some way have a negative impact on your gaming experience? Do you have trouble getting people to team with you unless a developer strongarms them into it? Unless one of those two conditions applies, then you're not losing anything by solo players getting the same rewards for the same time/risk investment. If those conditions don't apply to you, then you've got nothing to lose.
  18. Quote:
    Originally Posted by Friggin_Taser View Post
    I'm just going to leave this here...
    I think we all pretty much realize that Incarnate slotting is "do-able" solo. The question is will it be require such an entardment causing grind that it will bring back not so fond memories of grinding those wretched Hill Giants in the Rathe Mountains to scrounge enough money for my next spell. (I've not done enough "serious" playing with my 50 to really have a strong opinion of the drop rate yet, but what I did do last weekend hasn't left me optimistic. I'm not raging here, just peering suspiciously at the expiration date on the carton.)

    To me it seems that grouping and task forces are plenty popular, but this has an initial whiff that suggests that the devs are making Incarnate system a choke point where soloer's hit a wall of grind to progress in any recognizable. I'm having trouble not seeing this less as "exciting new end game content!" and more as "Exciting new end game raids, and we'll let the solo and casual players lick the bowl when we're done."

    Again, I've not done a heavy enough block of dedicate lvl 50 soloing lately to really have a strong opinion of the drop rate, and I recognize it's a new system so it will take some licking, kicking, and tickling before they get it settled to a balanced state. I'm willing to wait around a bit and see. (Well, at least until my latest crop of alts loses my attention.)
  19. Quote:
    Originally Posted by Optimus_Dex View Post
    Intresting , I have made it past Trapdoor once witn a Mastermind but can't get him past the next mission with the Honoree. I guess I should be hesitant to say I've failed Trapdoor using a Widow and a Scrapper. But at 57 with arthritis maybe I just don't have the operating speed .
    Honoree was a nightmare, involving lots of purple pills and kiting for what seemed like forever. Best to get a friend for that boy. He pretty much mopped the floor with me if I let him get close enough to melee.

    Back to the solo-unfriendlyness of Shards. I don't have a problem with raids and TF's getting the pieces much faster, but I want to be able to solo them at a reasonable rate without having to revert to grind farms. After a while it becomes "How many moss snakes to get my next shard..." and that's really no longer "fun."
  20. Quote:
    Originally Posted by Optimus_Dex View Post
    I for one am having problem with the end game content . I play solo most of the time , but have tried to find a team to do the Trapdoor mission several times. This is on Triumph server at various times from Saturday at 2- 4 pm a Wesdneday evening from 6 to 8 pm . And other time as as late as Midnight. When this content went live I was still doing Praetorian missions. Lots of players were doing the Incarnates missions . Now finding anyone doing these on Triumph or Protector has been impossible for me. Others might say find a team , I have tried forming a teams or joining with no luck so far. So this content is inacceesible so far to me. Soloing a tleast gives you an option to move forwartd and explore content when teams are hard to find.
    Side note on Trapdoor: I've solo'd him w/ 2 blasters, a Fire/Fire and a AR/Dev. Main Trick 1 is to whack his clones when he bifurcates, quick as you can. 2nd thing is to knock him into the lava, at which point he's pretty easy.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    I just wanted to thank you for stating a reasonable expectation, rather than the hopeless optimism for i20 that has heretofore been espoused. If a solo option does come, it most certainly will be in a later issue or rushed out in a hot patch sort of fix like the WST (probably after i20, making it "i20.5", I guess.)
    That sounds likely. Hopefully, it'll be before I get bored with my Alt-Fu and auction house diddlement.

    Yet another reason to be grateful for the wider variety of MMO's available these days: With all the competition, Developers aren't so quick to say "We'll TELL you what you think is fun! You might not think it's fun, but I'm a Developer, and I'm the one who knows what you like to do! And you'll do it, because there's no other games of this theme out there!" (Yes, I'm still bitter about those EQ corpse runs...)
  22. I have trouble scheduling any extended block of time I know will be free of interuptions. I also dislike being shoehorned into PUG's, so I usually only group when some of my SG friends are on. Small but active group, but see issue 1, time for task forces.

    So when I hit a point in any game where I must group to make any meaningful progression, I'll tootle around with alts for a while, then just leave. I don't like being told "OK, you've had your solo fun, now you have to group to get anywhere." In fact, I have something of an attitude problem whenever I feel devs are trying to strongarm me into grouping or PvP.

    Right now, I'm rolling around with my assorted alts, but when that gets boring and I see shards are just coming too slowly solo, I'll take my money somewhere else for a while. Not a "rage quit", I've left CoX before and usually check the forums/news in 6 months or so to see if things changed. I've always come back to CoX, but how long the "breaks" where another game gets my money has usually depended on how long lasts the dry spell where the only thing with my 50 was TF's or raids.
  23. I wouldn't mind so much if my money hadn't already been taken. I'd be much more forgiving if I could get my money back, then later decide if I still wanted those 5 extra slots. It's not a huge amount of money, but it's the principle of the thing. You can't deliver the product, you give the money back and hope you can convince the person they still want the product when you actually can provide it.
  24. Quote:
    Originally Posted by Mega_Jamie View Post
    With Skin... please.

    Also having the bioluminescent as a secondary for all (or most) tops / bottoms would be nice.
    Oh, it would be just plain awesome to have as a secondary or aura. I'd be working it inot most of my character's Quick, Fast, And In A Hurry.

    Right now though it's House of Fail for me.
  25. Bioluminescence is a fine example of why I should have read the training room conversations before buying it. Silly me assumed it would be a pattern or aura I could put over armor or tights, not available only as a skin feature. My own fault.

    Looks like a gecko swallowed a christmas tree light, pretty much useless unless you want to be a lizardy thing. I really needed more Meh Sauce in my life.

    The organic armor is pretty sharp though, I like it. It's got componants that will be perfect for a number of my toons. But it's really not enough to consider this pack worth the cost for me personally..