reiella

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  1. I wonder if Power of Freemdom is taken.
  2. reiella

    Alignment Merits

    Quote:
    Originally Posted by warden_de_dios View Post
    I'm used to the time-gate on the Amerits so it doesn't bother me that much, but I feel sorry for anyone who builds up a double digit pile of Amerits and then learns that spending them is time gated. It's super harsh to learn that rule like that.
    Very annoying . It does make the inventory limits more 'practical' but still it's annoying.
  3. Quote:
    Originally Posted by Void_Huntress View Post
    See, this reminds me of conversations I've had with ITF pugs.

    "Aren't we going to clear the area first?"
    "Why? We'll just take him out."
    "... Well, what if something happens and the fight ends up drifting into the spawns?"
    "That won't happen."

    ... one wipe later...
    It's even more fun when you're the MM that will most likely cause the drift .
  4. Quote:
    Originally Posted by Atomic_Woman View Post
    I find that setting up custom keybinds for inspirations helps with this a lot. Instead of pasting all mine here, I'll just link to a thread that has very similar binds:

    http://boards.cityofheroes.com/showt...aker%27s+guide

    I have mine set up so that F1 uses Accuracy inspirations (smaller first), F2 is Damage, then Defense, Resistance, Endurance, Health down to F6. I should probably add break frees to F7 and mebbe even wakes to F8 for completeness.

    "Oh crap, they're shooting at me! F3 F3 F3 F3 F3!!!"
    Not really on topic, but, just curious here. Is there a way to keybind popping an inspiration to a pet?
  5. Quote:
    Originally Posted by Bosstone View Post
    It was not until this post that I finally realized you guys haven't been talking about EvilGeko.
    Hah, maybe we should all PM EvilGeko and asking him he nerfed accuracy again.
  6. Quote:
    Originally Posted by Ice_Ember View Post
    does adding more slots to Superior Conditioning actually raise it or is it a static 5 which is non enhanceable? (search fu is weak today)
    Slots do increase it. One slot will get you about 2 more end [how I currently have mine slotted].

    Now the value of that 2 end, I dunno.
  7. Quote:
    Originally Posted by EvilGeko View Post
    If it makes you feel any better, EVERY game that I've seen that has an avoidance mechanic has incredible problems balancing it to the satisfaction of the players. Usually, the avoidance characters wind up weaker than characters that rely on damage reduction or healing.
    The other solution is to lengthen the fights and increase health pools. I don't think that would really work for this game though. Would hit too hard on the theme.
  8. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah, you've never played Praetoria thats on live at the moment... Because something must have broken a while back to make the above no longer true.
    I think you can simulate the same issue with AE though, if you set the 2nd ambush to occur at say, 3/4 health, or whatnot instead of defeat. Of course, I think that actually requires named entities for AE to handle it.
  9. Quote:
    Originally Posted by Djeannie View Post
    Which doesn't do the soloist any good. People have issues with lag at mothership raids and lately there have been a lot of complaints of lag on these WTFs. How are people going to do these queued events with this kind of lag when you can have upwards of 48 players?

    People who have a lot of lag and may not be able to participate in these events, or people who have real life commitments that may call them away from the keyboard frequently, or just hate grouping in uncontrollable envornments (read other players) should have viable paths in a similar time frame as the powergamer / hard core grouper.

    Their subscription money is just as good as anyone elses and keeps the City Of franchise running.
    Actually, from a technical standpoint these events appear to handle the lag better. And that lag issue is a big part of why they want to stress test those systems [hence the sneak peak for BAF].

    I will disagree completely that they should have pathes that have a similar time frame as a powergamer /hard core 'anything' though. But that's most likely just a difference of interpretation of terms, which is prolly ok in the end. A character that is optimized/well played should perform better. For terms of absurd, should the rate be similar for a blaster who forgoes almost all their primary and secondary in light of power pool abilities? It should be a goal range, the problem, I feel, is that the range on (shard) generation for characters is far too broad, so it creates this ugly mess where something looks very intimidating at the low and mid-range.

    My bulk of problem with a time gate [on the combine] is that it doesn't change the time commitment to acquisition, it just encourages the character to log in on every cooldown. A time gate on acquisition [WST, or some of Arcana's theorycrafted ideas] is a different matter, at least then you're logging in to do something more than hit combine on your cooldown .
  10. Quote:
    Originally Posted by CactusBrawler View Post
    You are mistaking Game design with Game programming, they are not the same thing. Programming is the maths side of thing, it deals with making a game actually work.

    The design side of things isn't maths based, there was never a time where some one at Nintendo said "This new Mario isn't fun enough, add ten more turtles.". There is no mathamatical equation that gives the correct ratio of how many bips to boops will give a good game.
    Ten more turtles would be awesome. That pretty sums up Mario Strikers though I think.

    I think you are mistaking System Design with Game Programming. And System Design most certainly involves math. They're all interlinked, so it's very disingenuous to claim they are not involved.

    That said, it looks like the argument is going to devolve into definition quabble, which is silly .
  11. Quote:
    Originally Posted by AzureSkyCiel View Post
    The irony becomes big when you consider that Tyrant had ultimately proved to be a joke, and that this new version of Tyrant who apparently makes all other Incarnates his b@#$% and Reichsman being stupidly powerful were all things that came AFTER JACK EMMERT LEFT.

    I'll admit, I'm tired of it too (though not for the same reasons), and frankly it would be nice if the next batch of Incarnate content had to do with Rularuu. You know, that dimension eating monstrosity who we couldn't fight for the longest time because he was THAT FREAKIN' MASSIVE?
    Nevermind the various parts of the Shadow Shard and aspects of Rularuu we haven't fought yet, like Uuralur the Mirror in his Garden of Memories.

    Other things we can look into are maybe a reborn/renewed Hamidon assault, revisting the Rikti (again, but this time we update the old mission arcs dealing with the Rikti too!), looking into that alien race that the Rikti feared (The Battlion), Circle of Thorns, Banished Pantheon, or maybe have a faction of the Tsoo and/or Warriors begin unlocking the potential of the Incarnate. (given that, as the battle nuts they are, they'd always be looking for some new, magical means of getting stronger), etc. etc.
    Dude, The Battalion wants to steal our inventions. Don't let them come back!

    I so want the Shard redone. I doubt it'll happen, but it would be really nice.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Now just think how much time would have been spared and how much better and funner the powersets might be today if the design bible had forced Powers and Animation to work together on DPA balance specifically starting from the beginning of time. Think how much funner Energy Transfer might be now if there had been a proper balancing rule in place to handle that power when it was adjusted back then.
    Erm, I think that was more a case of unintentional consequences. I mean, Powers thought activation time was X, and it wasn't. Probably would have been better handled by better unit-tests of the systems in question before heading to productive. Most likely, the differences fell within their acceptable tolerances, so even if the discrepancy was observed, it wasn't considered significant. And perhaps unforunately, there's a very wide range of performance in this game, so I suspect acceptable tolerances are higher than perhaps they should be.

    Of course, that's all conjecture. Math is certainly important though . Checking your math is even more important [ie, Statesman's Super Scrapper].

    But there are going to be aspects that the math by itself can't convey too well. Defiance and Vigilance come to mind here [mostly the emotional outcry issues]. Then there is the 'creative aspect' of establishing the weights for various powers in their critters power budget.

    Anycase, not really disagreeing with you [especially on specifics ]. Math doesn't lie, that is true, what has been put into the math may obfuscate actual issues [creative assigned weights, player perception, special synergies].
  13. Quote:
    Originally Posted by Atomic_Woman View Post
    He'll change his tune in 6 or 7 weeks. Once the playerbase has gotten used to a rotating WTF, and the devs drop Doc Quaterly on us for a week.

    WTF indeed.
    Hehe, I doubt Doc Q will happen anytime soon, simply as there is nothing comparable Redside.

    And while I would love to see the Shard revamped/opened up to both sides, if it were to happen, I imagine Q would be 'updated' at the same time.

    Quote:
    Originally Posted by HellsPixie View Post
    Will Notices be needed for anything else? Will you need them to unlock further Incarnate abilities? Personally, I hope not. I'm hoping each ability will be unlocked via a mission arc, the same way we unlocked the Alpha. If further abilities only require X number of Notices to unlock, then the End Game will be nothing but a Notice of the Well "grindfest" and I can't think of anything more boring. I still have faith that the Devs are more creative than that.
    Time will tell, although, supposedly you will be able to unlock your Alpha [and I believe the other two slots] via the Incarnate Trials in I20. We don't have much information on that though. I'm guessing it may be related to those % numbers we see on the interface though.
  14. Quote:
    Originally Posted by Korith View Post
    While I doubt that this is an exhaustive list:
    -Combining Titans (as indicated by Arcanaville)
    -Redcap LT upgrades to boss
    -Elite Boss doesn't downgrade to Lt, assumed to have Boss-like drop schedule.
    -Calystix the Shaper summons bosses (I think?)
    -Lord Recluse Boss summon
    Don't some Rularuu combine up too? Or is that only to Lt?
  15. Quote:
    Originally Posted by EU_Damz View Post
    This leaves us with the mid level, the 20 - 35 range where players are just starting to flesh out in their powers. Now currently there arent that many ambush missions in this range [red caps missions and the titan class EB ambush aside] so would people agree that this is the best place to have the Praetoria level of ambushes? Or would you have them removed from the game entirely?
    Two different responses.

    Praetoria's starting area is the new recruiting land, it's the shiniest, and it should be the best foot forward to recruit. Now it may be that we're trying to 'recruit' challenge players, but I think that effort will fail will the massive drop off in difficulty as you leave Praetoria.

    10x ambushes is excessive. Unless you're talking about Katie, it's just plain excessive. Chain ambushes are just really frustrating. Endurance runs are fine, when that's really the extent of the mission [Katie is a good example I feel actually], but they really feel overplayed in Praetoria.
  16. Quote:
    Originally Posted by UberGuy View Post
    They aren't. They're balanced around median completion times. There's a difference in balancing around speed runs and actually accounting for the fact that they exist. When you list a piece of content's completion times and sort them in descending order, and enough people are running fast times that they displace the slow times down to the bottom half of the list, the devs feel that enough people are running the content fast enough to warrant the reward being lower. I think they could use different methods to calculate this, but the principle is sound.

    Whether they balanced the Shard cost Notices around the high end or not is unclear at this time. Those numbers may simply be a S.W.A.G., given that they represent pre-open-beta values.
    Median? Hmm, ah CoP was the odd ball, that pretty much you either finish fast, or you don't finish. Ah, I think I was misinterpreting the issue with LGTF. Not positive, but regardless I was wrong . Thank you.

    That or I didn't really pay too much attention to Castle's defending the merit awards for TF. Both quite likely . Median does make sense though, especially if accounting for the reality that as time increases, the likelihood of completion decreases, so it would skew slightly towards the faster rate, but not likely at anything that matters.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    Not true for what is mean to be a new starting zone, one that was touted as being better than the others and also supposed to be the starting zone for trail accounts and new players. New players who will NOT have your or my level of experience, will be getting to grips with basic things like simply moving around, learning why aggro hurts and how to slot things. I'm a frankly quite skilled player who knows very much how to slot powers and which powers to take, and how to manage aggro and deal with most situations. And, despite all of that, through sheer biased numbers Praetoria takes me and smacks the ever loving snot out of me. One Syndicate LT and one minion = facedeath for my Kin/SR scrapper at level 18 unless I make liberal use of insps. I think the first time kinetics in NPCs shows up red of Blueside is Tsoo, in the mid 20s or 30s? NOT ay level 16-20.

    I'm not adverse to challenge. I'm adverse to it where it doesnt belong, however. And Praetoria has more than it's fair share, that detracts from enjoying the story and, for new players, getting to grips with the game.
    I think there are few rather grumpy problems at play, specifically with Sam's situation.

    Stalkers + Ambush = Fail. This is just frustrating and annoying for them. I just wish they would do more of the Ambush to Location Of, instead of Ambush Player. Would still be difficult, and maybe a bit of metagaming solution to allow Stalkers to still kind of benefit from being stalkers. But this mechanic will always suck for stalkers.

    The other being just too many ambush waves, too frequently. The diff slider, as said, may be able to help with clearing a group before wave 2 arrives, but even that feels bleh. 10 Waves in a story-arc mission is excessive. About the only time I think 10 waves is reasonable is Katie though.

    As you said, the Praetorian groups feel far more like mid 30s mob groups in terms of their abilities than 1-20. It does a good thing in trying to get people in the habit of using their inspirations, sure, but it's a bit too harsh.
  18. Quote:
    Originally Posted by Arcanaville View Post
    5. The difference between my best measured rate (MA/SR in 0x8) and my worst (En/En in 0x2 no bosses) is a factor of over three to one, and that's not the widest possible range in performance for solo players by far. My guess is that the best solo performance is at least twice as fast as my MA. Balancing just the solo earning rate around a performance spread of six to one or better is non-trivial.

    6. Assuming the critical target is Rare for a casual player that doesn't team and only solos at low difficulty, 128 shards at these rates comes out to about 150 hours. That's actually probably within a factor of two of the correct number in my opinion, considering we're talking about the absolute worst case scenario of someone that doesn't convert Vanguard merits, doesn't run the WST, doesn't run task forces that drop components, doesn't team, solos exclusively, and while solo cannot run at higher difficulty. This is the limiting case of someone that has by circumstance or design eliminated every possible way to gain heightened rewards and can do nothing except essentially kill targets one at a time.


    I'm guessing this will provide some ammo for both sides of this debate, but its a data point regardless. I think its fair to say that the range of solo shard earning (on average) is likely to be somewhere between 0.75 shards per hour at the low end and 8 shards per hour at the high end, discounting people that are unusually slow in combat.
    To me, #5 is the one that really showcases the problem. There is a tendency to balance around the high end. The same with reward merits being balanced around what a speed run generates rather than a casual run.

    The other big aspect [I believe you mentioned it, I dunno, I'm just waking up] I think, is that there is a difference between solo and casual. There is a some overlap, yes, but it is a different matter. It looks like we're getting closer to the point of contention being casual soloists. Which is still a legitimate concern [and hopefully provides to be a less charged term than 'anti-teamer'].

    There is another bit of trouble with balancing a grind solution with this metric, since a team's rate of generation scales (roughly, I think it's closer to geometric than a special logarithmic, but it's far too varied from party structure to party structure I imagine ) geometrically to the team size. And again, there is a tendency to balance towards the high end.

    Balancing around the low end, still results in the high end achieving it at the same disproportionate rate faster. The imbalance still exists.

    As a sidenote, I have a suspicion [that will most likely be proven wrong], that the Incarnate Trials will simply award a bucket of Incarnate Shards, weighted by your contribution ranking.
  19. Quote:
    Originally Posted by Pebblebrook View Post
    That's likely, but since this thread is mostly about the reasonable requirements of the conversion method versus through TFs/trials, i'd like to see an Arcana estimation on the time:shard with something other than activity comparable to a full TF capable team which is what x8 represents...(in terms of shard drops, not the end of TF reward).

    So it would be nice to see an Arcana estimation on that to get some perspective.
    I have a minor point of contention there. While the mission rate [ie, per mission] should be effectively the same, the rate at which the mission is cleared should also be faster with a real team, as opposed to be a solo-diff 0/x8. Since, I'm pretty sure that Shards don't get split amongst the party like other loot drops. If that's wrong, then I hope I do get corrected so I know better .
  20. Quote:
    Originally Posted by Toony View Post
    I think it's just an amount of how many people would find it tedious.

    I question the sanity of anyone who thinks grinding for 400 hours for ONE Notice isn't tedious.

    400 hours is more time than I have on ANY of my characters.
    I believe the 400 hour # came about for the Very Rare [480] from scratch, not the Notice. Which adjusting for that comes out ~ 74hr. Still an exceptional amount of time. And a closer number to the 1 shard/hr rate cited elsewhere in this thread.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    1 shard/mission was based off older missions, not tips. Tips are shorter (less groups to fight); I'm getting a shard every 2-3 missions on tips. It comes out to about 1 shard an hour, no matter which metric you look at.

    Because of the way shard drops work, this rate should be approximately the same whether you solo or team (teams probably are slightly higher simply because teams clear missions faster). I'm also willing to concede that, if you are not taking the WST/Trial path to Incarnates, that x8 is a reasonable balance point - whether you prefer smaller teams or soloing, running against full 8-person content should probably be the expected norm when balancing shard generation.
    Ah, thank you that rate is a bit less generous, and more probable. One side remark however, there is a distinction between a team doing a TF and a team doing paper/radio/farm missions. And that is part of the difficulty in creating a 'soloist' method that does not remove the value of the TF method [for those who are teaming].

    Back to my earlier point, however. Let's consider a play time of 2hr/day, 5d/week. That'll generate roughly 10 shards a week, so we come out to 9 weeks. That is a significant time difference. Both in terms of /week, and in /hour. And it certainly feels grindy .

    However, consider if we change the parameters a bit, and consider what that rate does to the 8 man farming team. They're going to still generate about the same base rate, but clear faster, at least in theory. Let's consider a Brute farm. 8 Brutes, one mission, much death. In theory, if they split up [optimally and efficiently, which is prolly far less likely than the aforementioned 8 Brute Squad happening ], they'll clear the mission in 1/8th the time. Again, this is a comical min/max scenario . So with that, we approach the situation, that for those 8 Brutes it's near equitable with doing the WST every week instead. Of course, it's still a 2 hr commitment per day/5 days a week. Which is a significant increase in time. For normality, I'd suggest that the clear rate would probably approach triple or quadruple that solo. It is hard to judge though, and while I think the numbers exist in the Market forum, I'm too lazy .

    Then there's also the possibility of simply increasing the rate, jumping up to 3 hours, 7 days, for instance, and you're looking at a little over a month.

    Again though, I do much prefer the hour rate, it's a bit more effective at conveying the big problem with comparing the rate with the time-gated WST. Especially when you're looking at something that's such a grind solution. And it introduces the incredible awkwardness of deciding if it's the solution is 'solo unfriendly' or 'casual unfriendly'.

    With Toony, for instance, with my presumed 2 hr/5day format, you're looking at 30 shards [total] to make a Notice. Which, unless you introduce another time-gate (which was suggested), will make it something you could farm through in a few days with a team, and then have to question the value of the WST. Whether it impacts will, of course, vary from individual to individual.

    On the matter of time-gating combines, that works a bit different. There's an 18hr time-gate on Vanguard Merits to Gr'ai Matter, that doesn't mean I have to run a Mothership raid every day to get a Gr'ai Matter, just run it once, and log in on subsequent days to pick up the rest that was already earned. It becomes a 'login game'. WST is much the same, but at least, it's login and do something more substantive than click combine.

    Personally, I do feel a 30 shard count total would be low, but that's my view . Somewhere in the middle may be a better point, or perhaps even a non-grindy method, but I have no suggestions for a non-grindy method that really work.


    Quote:
    Originally Posted by MunkiLord View Post
    Well for me personally it has been an issue. Being able to start a TF solo would be a great thing that I really really want.
    Not you alone, a lot of the lower level TFs have that. In fact, I knew a few folks who got folks to pad a team just to start one solo [and oddly enough, that tended to make old-Positron easier iirc].
  22. Quote:
    Originally Posted by Toony View Post
    3 Weeks or so.


    Current rate is between 52-200+ weeks.
    The proposed rate for the discussion was 3 weeks actually.

    If you were soloing at 0/x8 getting 1 shard/mission, it comes out between 2 and 3 weeks simply doing tips [closer to 2 weeks if you add in the morality mission].

    I can certainly sympathize with the idea that not everyone can solo 0/x8. The problem being that if you use 0/x1 as the baseline with 3 weeks, you'll have the optimal performing at a much faster rate [I'd like to say less than 1 week, but someone else can better chart the rate difference in shard rate for 0/x1 and 0/x8], and that can create a potential problem with the WSF serving it's function.

    As both Eiko and myself have said though, it's really awkward to compare against the time-gated method. I'd much prefer to compare against the Incarnate Trial method to be honest, but we don't know that reward structure, so we have to make due with what we have.

    [ edit / add ]
    There is also the alternative perspective to compare, and that's the time investment, but the time-gate on WST makes that a different beast as well.
  23. Quote:
    Originally Posted by Eiko-chan View Post
    I have no idea what you're asking about.
    What rate of generation for the Notice of the Well for a soloist is practical in your view?

    In terms of /week since we kind of have to contrast it against the WST currently.
  24. Quote:
    Originally Posted by Eiko-chan View Post
    It is coming from x8 missions.
    Fair enough, so I pose this as a question. What sort of 'rate' advantage do you think would be fair, at least in terms of /week [since, we can really only work with the WST method currently].

    I can see the merit behind the idea of 1/week, WSTs would have a far reduced time investment [30m to 3 hr a week as opposed to missions every day], personally, I dislike that avenue myself, but I can see the logic behind it.

    Perhaps closer to 0.5/week, to appease folks like me who would like there to a be of difference in the weekly obtain rate?

    Also, as an aside, adding in the morality mission every two [5.5 missions/day I guess], you're looking at ~16 days, which is a bit closer to the 0.5/week rate. So, I dunno *shrug*.
  25. reiella

    2010 4Q earnings

    Quote:
    Originally Posted by bAss_ackwards View Post
    /Agree

    1 every year!

    ... okay, well how about 1 every 2 years then?
    Given that we don't have a scaling level progression, it'd be difficult . And the cries would be harsh if they split the Incarnate System into different expansion parcels.

    Quote:
    Originally Posted by The_Coming_Storm View Post
    Nah, he is just looking for teams the wrong way if he is talking about VIRTUE redside.
    What is the right way? Please, since I struggle there too .