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Quote:Ah, optimistic by my view [then again, RNG hates charactes with my global handleSolo, one shard a mission seems to be a pretty standard average across most reports.
, seriously, a STF with only 1 shard drop
], but it is an easy workable number
. Going to respond on two points.
Doing just tip missions, that comes out to 5/day with 35/week. So about 18 days, let's just say 3 weeks for one. Contrasted to 1/week for WSF.
Other aspect do have to consider, the rate needs to be considered against farm groups not necessarily solists. That it benefits solists should be seen as a side-effect, at least in my view. Someone with a better understanding on the numbers could probably provide the metrics, as I really don't even know if the shard rate increases geometrically with team size [as I've seen claims but *shrug*]. But there needs to be restrain on that end.
Now I will admit that there is a difference between 2 hr/week [WSF] commitment and the 1hr/day commitments theoretical, and that's largely an awkwardness of the time-gate constraint, and I'd really prefer to make those comparisons against the Incarnate Trial reward table instead. I really prefer to think of the WSF as a supplementary method [even though currently, it is not], but I can't really do that comparison now.
I will say, though, I think your shard generation rate is overly generous. Or is that rate typically coming from /x8 missions? -
Quote:They could just cheat them like other MMOs do. Give them a ridiculous level of AE evasion if they aren't being specifically targetted with them. It's suboptimal [and would seriously change the mechanics of Tankerminding], and I think the specific mechanics of this game would make it far too much of a bullet buff, but it is an 'easy' solution [that just carries a lot of baggage]. Still wouldn't solve the "WRAA MELEE SLAM TIME", but may help.The Devs have been metaphorically bashing their heads against brick walls for years trying to improve pet AI. They've had some incremental (and slightly more than incremental) successes doing so over the years, but i don't expect a dramatic increase in pet AI "intelligence" any time in the near future.
Maybe they'll come up with some other way of making pets more effective against higher conning enemies. At least the pets already inherit the level shift. That's a nice start. -
Quote:They're also mocapping him for new idle animations at Up Up and Away Burger.
I'm not sure but it looks like this guy is warming up to eat his burger by practicing the burger to mouth motion over and over. Sort of like stretching before you do your pilates.
[ edit ]
Hey, look it's an Android widget. That means they're working on an android app! [No it doesn't] -
Quote:There are also people who cannot complete a single traditional mission due to time constraints. Should they be relegated to only progressing on a story arc once every 3 days? Mostly trying to state, there comes a point where it should reasonable be acceptable to acknowledge some folks aren't going to be able to complete some content.Erm, what about those who CANNOT do it due to time constraints, illness, computer, etc?
The tolerance for that may be different for different people, and that's fine, but it should be realized that there is generally a minimum level of interaction actually necessary to play parts of a game.
Quote:Unless they focus more on gimmick fights.
You know fights where you must keep away from the boss, keep the boss away from an area, avoid certain areas yourself.
These hardships are normalized in a group, so it becomes more doable [although I will say the Ghost Widow run were everyone but the tank was stuck using temp vet powers because we couldn't manage to avoid her drain sucked].
Quote:You bet you can solo that. There is NOTHING gating you and saying "You have to Team to do this."
Is it hard? For some ATs, yes! Is it a challenge over all? Pretty much.
Quote:I make that you and your GF probably aren't the people that should be the balance point for what can and cannot be a "soloable arc". The nice thing about story arcs is that you can get help when you need it, or try to tackle the challenge yourself if you don't.
I soloed the Ramiel arc with every single one of my 5 50s. Only problem I had was when I forgot to turn off AVs for the Honoree/Holtz fight with my Tanker (so I reset the mission, turned off AVs, and went and took them out as EBs.) I probably shouldn't be the balance point either; my solo ability is pretty far beyond the norm.
I think you'll be surprised to find people have differing opinions on different issues normally. But then again, I'm just a whiner. -
Quote:Well this seems to be for the die hard soloists that would rather not do TFs and teams etc. I'm not sure the soloists are the ones with the tons of currency, but maybe I'm wrong.
Replying from phone, so apologies.
It's not about depleting the resources only of the very rich, but providing an economic sink. Wealth is a generated in a bottom up method for this game. Further, it is important to realize that the crafting is not exclusive to solists, but also traditional farmers. And thanks to the changes in difficulty sliders, they don't need to pad.
You are right in that it's primary intent doesn't appear to be a currency sink, just being allowed that function.
I will say that me personally, I get more currency while solo than in TFs. RNG hates me on the rares. Others in the thread have described easy currency gains while solo. -
Quote:Well, we have to actually see the reward system to make that judgment. If it ends up being a 'ranking' system for rewards amongst the participants [ie, whoever scores the most 'participation points' get the 'big prize', everyone else gets consolation prizes, like open quests tend to behave], that's a different matter than simply having to reach a 'threshold' point for certain rewards.I think we should be fine because during the BAF you'd have to be asleep to not be participating in some major way.
Really, we need to know the metrics, but, I am hopefully that the Incarnate Trials do become the primary method [the setup makes them look like they are intended to be]. Time will tell.
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Quote:My perspective is someone remarked on the 100m, other's jump on saying it's not that hard now. And then the initial poster tries to respond to other side remarks in that post, thus prolonging the discussion about the 100m, when really, they've accepted that the 100M isn't really important [currently].Just cause it needs to be said again.
People are worried about the 100 million when it takes 88 shards? W . . . T . . . F?
Seriously, get some perspective people.
As for me I like the numbers, even if they are MOST LIKELY NOT FINAL.
People [like me!] just keep bringing it up. -
Quote:A fair point, however, something I would like to contest. The I20 Incarnate Trials also supposedly provide a method to obtain the Notice, that isn't time-gated. They might make a better immediate comparison. WSF method is still very relevant though, as it may turn out to be easier than the Incarnate Trials, and then become the de facto primary method.Yep, but I must point out again that the Notice is gated content. I think we're underestimating that fact too much in this thread.
Also, I kind of like that the combine up isn't time gated, in theory it may actually consume more Inf out of the system, but given the Shard #, I doubt it. Personally, I'd like to see the hard salvage count [not including the uncommon salvage and all that] get closer to maybe 20 or 30 instead of 40, just for progression consistency. It's really "weird" that the Notice -> Well takes 32, while Uncommon -> Notice takes 40. But that'll be what beta is for testing. -
Quote:Do you only solo? The numbers posted are likely accurate, however, the rate is not so accurate when you consider the geometric [I may be using wrong term here,I have nearly 500 shards on one toon, and am easily pushing 2k shards collected. I believe those numbers are likely inaccurate.
me sad] growth rate when you begin to team for them.
I imagine the later is probably more so the cause for the issue being what it is. They don't really want to have it be more optimal to run farm groups than TFs.
I don't really like the number where it is now, mostly as it's really odd to require more shards for Uncommon -> Rare than for Rare -> V. Rare, but I don't have the datamining supported projections of acquisition rate. -
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I think it's because support isn't as self-sufficient in the rest of the game. Sure they can compete, but it's different.
Back a long time ago, there was this interesting time frame where there were more Spines scrappers than any controllers in game [to be fair, I want to say that revelation came from Jack, so it was probably hyperbole], but scrappers had been typically the largest archetype. It broke up, quite a bit, with CoV and other changes, but that is what it is.
It may just happen to be part of the genre too with having more 'in your face' combat. I dunno. -
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Quote:I did mean I19. Although to be honest, I wouldn't classified CoP as a new tf either, it's actually turning on the old trial that was around I6 or I7? Same with Calvin Scott getting turned on (how did I miss that, doodz!).I guess that you mean I19, as I18 had one TF (CoP), 83 tip missions (each with two different sets of objectives), another dozen morality missions, and rewrites of Tina's and Maria's arcs. And Praetoria, of course, released at the same time.
Mind you, I19 had three new story arcs, another in flashback, new tips and morality missions, Praetorian zone events and a Praetorian repeatable mission contact, so that was far from predominantly team-only content, either.
I19 had three new story arcs? Hmm, I'll be honest, I only saw Ramiel, and while there is technically a hero and a villain version, they are practically identical. Ah Vincent Ross and Cooling, I see. My level bias blinded me to them. Which is unforunate on my part. Thank you.
You made a good point, and called me out when I factually inaccurate, I do appreciate that. It is, after all, the only way I'll learn.
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Quote:I actually rather like that idea, perhaps not inf cap, but at a sufficiently high price to introduce another downward force of the economy of the game. Something I feel that Inf->A. Merit is meant to be, but that is simple 'too little' at it's current rate. Or perhaps more like what the Inf->Prestige conversion was supposed to do. Hmm, not getting the best record of inf-sink efficacyFor the record, personally I believe HOs are team-gated rewards, and do not qualify as having a solo path. I believe if a similar path was put in for NotWs, that would also not be a valid solo path. If someone wants to claim that a solo path is fine even if its at the mercy of the teamed players selling discretion, have a ball with that. To me that is illogical outside of incredibly liquid exchanges. I have a feeling NotWs are unlikely to be a frictionless exchange item. I doubt strongly you would be able to buy them below the inf cap, simply because even players that can earn many of them would first deploy them to alts less able to earn them, then exchange them with friends unable to earn them, and then *finally* try to sell them. And at the moment, at one per week maximum per alt, and needing four to craft one very rare Alpha, it would probably be easier to buy a Gladiator proc for months.
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I do hope that the time-gate gets mitigated a bit [be it through integration with other Incarnate ability fabrication or what-not] however. But time will tell.
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Quote:http://tomax.cohtitan.com/story_arcs/You know..... you keep throwing around numbers like 97% soloable and, given the number of task forces, strike forces and trials, that number sounds like total BS to me. I don't dispute that MOST (meaning more than half) of the game is solable, but that 97% is a complete load.
690/721 or so, I'm sure I miscounted a little bit there in deciding what to include/exclude. I did exclude the pvp mission counts though, and the intros. *shrug*, comes off a bit closer to 96% though.
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Point of clarity however. The problem is more so in reference to the development of new/additional content. With I18, for instance, there was one new story arcs and two TFs being perhaps the most blatant. As opposed to in the past where we've had multiple story-arcs (Croatoa, RWZ, and Cimerora) and a TF. -
Quote:I've personally have had better luck with STF over LRSF. I like LRSF mind you, it's a fun setup. It feels like it requires far more clockwork alignment of fortune than STF [the 8-AV fight versus the pull/Ghost Widow cheese].These TFs are funny.
I've been on some PuG STFs in the past week that have been brutal, LRSF runs have been much better an easier. I've found that STF is generally much more taxing because the first few missions are fairly easy. GW tends to break up teams fairly quickly. On the last PUG we tried pulling, several came and we retreated until we go Mako to the boat; at that point we had Mako down to 1/3rd and Scirocco and GW showed up and people dropped team.
On the other hand, the LRSFs have been just steamrolled; our teams have had several VEATs, Corrs, Scrappers and Brutes and stuff has just MELTED. We have had a few aborted LRSFs from wipes, but generally it's been swimmingly fun. -
Quote:Not just that, but also keep some information to be exclusive to certain media outlets so that it can generate more buzz about the product.Because they're *are* different departments, with different priorities and skill sets. Sure, same overall goal, but they have different jobs and responsibilities.
Jack used to get *tons* of flack pretty much every time he opened his mouth here, because he wasn't all that great in communicating his thoughts...people would twist things he said, things he left unsaid, etc etc. Devs, in general, are excited about what they have planned down the road and would *love* to talk about it. Marketing's job (in part) is to reign in that excitement so that the Devs don't end up over promising...or saying something that could be interpreted that way.
That said, the bulk of the reason for lack of discourse with a product is going to typically be, as you say, not to release information that may not be valid when it actually does come to pass. More so when you are talking about an 'older' game such as CoH, since there's not a whole lot of media interest in your title anymore. I imagine some of it still becomes habit, but in general, it's different.
Also, it's kind of awkward to expect a business to be as candid with it's plans as an open-source or hobby driven project. Some reasons on that as well, some justified, some not so much, but it's part of the reality of being a business. SecondLife does an ok job with that perspective, that said, I feel it does well because many of the players fill the role of developer as well. -
Quote:Quite, and agreed. There's no point in playing if you don't enjoy it. I'd suggest giving the grouping a try if you are capable of it, and if lacking the perks of the Rare level shift causes you not to have fun, move on [and certainly, cite the reasons in your exit surveyIssue 20 will offer non-Task Force options to gain Notices of the Well. We have no reason to believe, and a few reasons to disbelieve, that these options will be solo options.
].
By a similar note, I don't think it's pointed to discuss future content [caveat, I don't consider the alpha slot itself to be content, but instead, Apex, Tin Mage, and Ramiel as content, this difference may not be the same as others] being gated to require [directly or indirectly] the rare alpha slot to perform. -
Quote:It comes off more to be as being a response to the exit surveys. I don't have that information, mind you, and this is simply anecdotal, but I know many people who quit CoH over the lack of an end-game. And it is a bit of a fallacy to argue that they know what they are doing, I do concede that.I still believe that this has the fingerprints of "Game Design by Business Suits" all over it
Top-down, uncompromising, and defended to the stubborn teeth. All bad game designing decisions
However, I do question the 'defended to the stubborn teeth', since, that's not coming from 'corporate' in this case, but instead, from some of the customers. Also, we only see the dissent from the side of the customers. It's an unfair statement to blame faceless 'suits', since frankly the information isn't there. Blame the entity as a whole, sure, fine. That's fairly reasonable, especially for a decision from the entity affecting the gameplay.
If it does drive you to quit though, please, fill out the exit survey and state that's why. At least then there's a chance the 'suits' will take notice.
Quote:I quoted the 25% in reply to a poster saying that we "cannot expect developers to cater to introverted interests". I did not quote it in reference to the game at all, but to the hypothetical version of the game White Hot Flash favours that does not consider introverted interests at all. -
Quote:Just to state something I think I said before, the extent to which you are taking introverted behavior feels a bit more like the abnormal/excessive side of the scale.*Foot note! Introverts can and do engage in extroverted activities (all the time - we really have no choice, what with extroverts more-or-less calling the shots), they just feel differently about them. A typical extrovert, after finishing an exciting and action-packed task force, is likely feeling charged and peppy, ready to take on new challenges. A typical introvert, after the same task force, is likely feeling drained and ready for a break. Next week, that introvert might run the task force again - after they've had some time to recharge and prepare for it away from people and distractions.
Sub note: This took me half an hour to compose. The fact that I can take half an hour to write a post is a large part of why it's so easy for me to engage on the forums.
Introverted people engage in 'extroverted' activities not just because the extroverts force them to, but because we are social creatures. There are some real extreme introverts that do manage to forgo interaction entirely, but they are far fewer than the 25% of folks who test as introverts on a Myers-Briggs.
I personally test out as introverted (intj/intp depending on the test but that really shouldn't matter). And I actually do tend to enjoy group activities [raiding and teaming]. What determines if I am 'drained' after a raid is how well the raid went, and how long the raid went. My own personal experience may well be atypical, but your description of a typical introvert seems a bit off to me.
One note though, as many here can prolly agree, internet actions are also semi-anonymous and distant. As such, the extroverted activities aren't as extroverted as they would be in the 'real world'.
Not too sure what I'm really trying to get at here either.
Fun sidenote, video gamers do actually tend to be more extroverted than introverted, against the stereotype. [ http://www.marketingcharts.com/inter...n-gamers-6560/ ]
There are some neat studies about video gamers though, and mmos that are cropping up in the universities which should [hopefully] give some insight on the changing culture. -
Quote:I'd contend there have been other forms of character advancement in this game that have required teaming, however, I will also concede that they didn't present themselves as thoroughly as a 'level'. There is a difference in perception there for most, I knowIt's not insanity. It's good game design to allow people the same opportunities for soloers as team players. Up until now, team play would definitely bring you serious advantages over soloing in terms of greater rewards for shorter time, but soloing would still get you there. Also, isn't it a bit anti-social to call people crazy just because they're anti-social?
Soloing isn't antithetical to an MMO. At least not one that wants to cater to a wide audience.
There again, this doesn't match current COH experience, only your very limited interpretation. Just because you WANT this genre to require teaming, it hasn't, for the most part.
I'd suggest venturing out of your comfort zone and wrapping your head around the idea that soloing is a viable playstyle option for a superhero MMO, no matter what color you make the MM part
I find it more than a little ironic that you, who are in favor of forced teaming, rather than those dirty soloers, come across as so horribly obnoxious. "Suck it up?" People who say things like that must love forced teaming, because otherwise, no one would want anything to do with them. I prefer to team for fun, and not because I have to "suck it up" or "take one for the team" or "go outside my comfort zone" or any of the other silly catch phrases people use to describe being forced to do something you dislike. Please understand--NO ONE IS SAYING THEY WANT THE TF OPTION REMOVED. THEY ARE JUST ASKING FOR ANOTHER ROUTE. That's it. That's all.
I think I speak for a great number of soloers when I say--I have absolutely no intention of quitting over this. All I'll do is just ask the devs for more options, and pray they come through the way they did for earlier content, including pre-i19.5 Alpha. This game is wonderful, and even if they never add an alternate path, the game is great. However, if you choose to ridicule people for asking for that option, or tell them to "suck it up", I think that says a lot more about your intolerance than their supposed lack of genre understanding.
Soloing is certainly not against the premise of a MMO, in fact, it has become a lynchpin. Especially in games with 'end-game' content that is raid/team based. You need a way to get to the end-level and be able to enter the end-game as a new character. Leveling specifically is very important for that. So it does remain to be seen how the level shift actually applies in that context. I do feel that an EQ style AA-gate [Mistmoore, forgot the expansion] would not be a good fit for this game, but will remain to see how it presents itself.
One comment I would like to make though, kind of the opposite of the 'quit if you don't like it'. This is a bald assertion, and I have no metrics to support it, just personal experience. A lot of players quit due to the lack of an end game. I don't think this is quite 'there' yet [frankly, more varied content than just tank + spank is needed imo]. But it is an attempt to address that concern. Not saying it'll work or not, but it did get me back to subscribing. -
Quote:Just to clarify something that I feel may have gotten missed.Depends how you define "demon." If you define them as denizens of a demon-dimension, then nope, it's entirely possible to access it through other means. The game never says they're specifically "magic."
I was baiting a question initially. It wasn't a fair tactic, I'll admit. I like Demons as an open choice. I like robots as an open choice too. There's no real problem from utilizing either in your characters how you want. You can usually fit system mechanics to fit your character somehow, maybe with a bit of fudging [consider : Manticore with teleport before the comic changed the rules], but it's workable.
The part I see of being troubling is Ramiel's arc, there is the path on rails aspect, but it's a mission arc, they tend to have that problem in general, they put words/actions/motivations in your path. The arc did a good job of varying up the 'Incarnate' device for the origin. Sure it may not be varied or generic enough for some, but it's a good step in that direction. Personally, it feels far less 'forced origin typing' than the Invention system, but even that is still manageable.
I don't personally have a problem with the 'Well' being a meta-origin. I accept that the interpretations of it were subjective. I actually did kind of like that Recluse initially thought of it in terms of some sort of special radiation that improved him. I'll also be honest and state I never really finished reading the book, just started it and got bored with it, so I'm not too sure when/how that attitude changed. -
Quote:They all regenerate to prevent them from being zerged in missions. Of course, STF kinda goes against that slightly.This thread has been around the world and back, but I might as well put in my 2 cents.
My concerns have less to do with forced teaming and more with pressure being put on game systems that IMO really do not handle it well. Up to this point this game has basically been pretty easy, which has allowed a greater variety in powersets to proliferate, because ultimately it doesn't really matter which one is "best."
Crunching the existing powersets up against these particular late game encounters reveals massive imbalances in archetypes and powersets that IMO this game is not prepared to handle. My hope is that this is what Issue 20 attempts to address, although how it might do so I'm not sure.
Foremost of the broken mechanics are fights with archvillains. How these mechanics have been in play for so long is a mystery to me. Why does every Archvillain have Regeneration armor? Why do they have over 85% + 52% immunity to most debuffs but no immunity at all to a few specific ones? These problems imbalance AV fights to such a degree that the only way to keep powersets balanced is to not have AV fights be the end-all of the game. But what is happening is we are being pushed into these battles and told this is the "ultimate" encounter we should prepare for.
In short, it's not going to work long term if the emphasis is not just on teaming, but only teaming with the handful of archetypes and builds who are best able to beat the unbalanced mechanics found in late game actitivies.
Anyway rather than freak out, I'm waiting to see with I20 brings.
They have near immunity to most debuffs because if they weren't immune to those debuffs, they wouldn't be a challenge/fun encounter [specifically there, the purple Triangles come to mind].
It's frustrating and annoying, but that's also baggage because the game has until fairly recently only utilized tank and spank encounters instead of the more 'gimmicky' options used to create difficulty.