Does anyone enjoy TFs anymore? I haven't lately.
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That's cool. There is one question I have though that you didn't address in your post..... are you having fun? Seriously, you with all you typed, you never once said if you actually have fun.
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I wouldn't be playing the game if I wasn't having fun. You can check out my Forum Registration Date to see how long I've been playing.
[/ QUOTE ] That doesn't prove in any way how long you've been playing. Just throwing that out there.
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* Polishes his nifty City Traveler badge.
Fair enough
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And now for the now intellectual rewards. The end result character was created during the closed beta that Pain Domination came into being. The character was literally just random choices that I made from costume to Patron Power Pool. I took the Mako Patron Pool. The spirits sharks and the chum spray are just plain cool looking. And the Shark Skin aura's color complemented the character's costume. So a character concept began to gell around that throw-away test character. I just had to recreate that character on the live servers. Now I'm nearing my rewards as the character is just about level 41. That will the down payment of my hard earned reward.
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As usual, different people play for different things. One thing I learned a long time ago playing RTS games may be relevant. I suck at RTS games, and this is crucial to this story. I suck at RTS games, but I love the building and unit designs, and I can kind of handle the infrastructure. So one of my favourite past times was to create a map without enemies and just build a base on it. In fact, I'd start with a single peon (or one of each race) and build up to full from there, amassing a huge army of the best units because... Well, there was nothing to stop me. I did that with a lot of games, and it was amusing, but always ultimately unsatisfying. Why were the better units better than the weaker ones? Which combination of troops was the best? I wouldn't know.
The truth of the matter is that RTS armies are made to fight, and they are only ever meaningful in battle. Building an army that is never going to see action is as unsatisfying as building a ship in a basement, or building a car without an engine. Or, as I later found out, as building a max-level character in a trainer/editor and never actually taking him into the game he was cheated into. I could literally have the very best of everything, but if all that was going to do was adorn a character who would spend his life in a bottle to be looked at... What was the point?
The true "worth" of rewards is found in using them. An army or a character, even when they are not the absolute best, are still a lot more satisfying when actually used. The point of being strong is to fight better, yet many people grow strong yet STILL avoid fighting. Yes, some rewards are so slow to obtain you really NEED to avoid actually PLAYING the game for a while to get them. This is where the question of practical worth comes into play. A reward may be worth a lot in and of itself, but after factoring in the "cost" associated with obtaining it, it isn't quite as worth it. This becomes really meaningful when you realise what kind of vicious circle the game can become - you choose to not play the game to make getting a reward easier and faster. But when you get this reward, it makes not playing the game to get the next reward over easier and faster still, until... You're no longer playing the game, you're just engaged in the rat race up the chain of rewards.
Personally, my own level of tolerance for grind can be expressed as two linear functions. My patience for boring gameplay is an ever-decreasing function while the tedium from boring gameplay is an ever increasing one. Where the two lines meet is the point where I say "Screw this!" and go play something else. Rewards are only worth the actual entertainment they bring from being used, and the sense of accomplishment from merely HAVING the reward (but not ever using it) is hollow and fleeting. When the grab for the next milestone overshadows the "joyride" of the previous one, this is when things hit rock bottom.
In a perfect world, there would be no grind for rewards. Gameplay itself would be fun, and each milestone would come JUST as the fun joyriding the previous one is starting to wane. In essence, the "work" that goes into earning each new reward wouldn't feel like work, because it would be the actual gameplay, and the rewards would come not as the result of unpleasant effort, but as a natural extension of the game's progress. I've made it a personal mission of mine to take a laid-back attitude and observe the game just like that. Whenever I start feeling that I'm not enjoying what I'm doing over the span of several days and catch myself thinking that getting the next milestone justifies it... I play someone else. Or something else entirely. The satisfaction of attaining a reward isn't enough to pad the days, sometimes weeks until the next highly-desired reward if I'm not enjoying the act of working for them, and if I don't enjoy the game before the reward, experience has shown me that I won't magically start enjoying it after the reward.
It's made me last 5 years with nary a day without at least a couple of hours of game time
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I'm just glad that I had a string of bad luck as opposed to this being the standard way everyone plays now.
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Well, I think that this actually IS the standard way that "everyone" plays now, "everyone" in this case meaning "most if not all pickup groups".
When someone invites you to a TF and you join, you really SHOULD assume that they are going to stealth/rush it. It wasn't "bad luck" that you got a pickup group that was only interested in the reward. There ARE people out there who want to really immerse themselves, take their time, and have fun experiencing the whole thing, but I believe they are the exception. It would take pretty GOOD luck to just stumble into a pickup TF that wanted to take it slow.
The best solution is to simply not do pickup TFs. Do organized TFs instead, either leading or not, with people who share your mindset (we are out there ... statistically significant ... but NOT on every street corner).
I have found great success organizing "smell the roses" TFs in the appropriate server forums. Look around, find people who want to do it the "right" way, and either join their efforts or lead them yourself.
Hope this helps. Z
I dunno, I know a guy who builds boats in his basement for a hobby.
( Not replying to anyone in particular )
When i log on into the game it is because i am here to play. I do not feel any rush or need to hurry when playing. If i play it means i have free time on hand and willing to have a good time doing whatever i will do. I see no need in piling rewards fast because these are limitless ressources. The game will still be there when ill come back tomorrow. Might as well have a good time and enjoy playing my characters. All my characters are built and were meant to fight. That is just what i intend to do with them. Simply put, stealthing and avoiding battles bore me.
I may disagree with what you say, but I will defend to the death your right to say it.
Voltaire
The problem with Task and Strike Forces is that they have some of the best content in the game but since they require you to team and most teams are driven to complete the arc as fast as possible, you never get to slow down and actually enjoy the content. Even if they don't Stealth it teams will still mostly steamroll over everything and it can seemingly never go as slowly as it could solo.
I'll add to what other people have already said that if you're mid-level for the task force or strike force, clearing (or very nearly clearing) each mission is the most rewarding way to play: maximum XP, maximum loot. For all but the longest TFs, and for all villain SFs, that's what I'd actually prefer: to join the TF or SF that is my level, and play it as designed, fighting our way to the objectives.
But since task forces and strike forces give only merit rewards to people above their level, and since running the TFs and SFs their own level more than once per day gives diminishing rewards, your average TF or SF has at least half of the players getting no reward for anything but the end of the mission. So, by definition, half or more of the players on the team want to get to that end-of-mission as soon as possible.
(What? Inf? Yeah, as if there's anything left in this game that can be bought with the amount of inf you'd get from clearing a TF. You get inf in this game by grinding out merits, using merits to buy reward rolls, and selling your unwanted random rewards to people who got their inf from gold farmers.)
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You get inf in this game by grinding out merits, using merits to buy reward rolls, and selling your unwanted random rewards to people who got their inf from gold farmers.
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only if you like doing things the hard way.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
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I'll add to what other people have already said that if you're mid-level for the task force or strike force, clearing (or very nearly clearing) each mission is the most rewarding way to play: maximum XP, maximum loot. For all but the longest TFs, and for all villain SFs, that's what I'd actually prefer: to join the TF or SF that is my level, and play it as designed, fighting our way to the objectives.
But since task forces and strike forces give only merit rewards to people above their level, and since running the TFs and SFs their own level more than once per day gives diminishing rewards, your average TF or SF has at least half of the players getting no reward for anything but the end of the mission. So, by definition, half or more of the players on the team want to get to that end-of-mission as soon as possible.
(What? Inf? Yeah, as if there's anything left in this game that can be bought with the amount of inf you'd get from clearing a TF. You get inf in this game by grinding out merits, using merits to buy reward rolls, and selling your unwanted random rewards to people who got their inf from gold farmers.)
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And that point that we bring up is that merits and influence and drops and all those rewards are only good for one thing..... enhancing your character for combat. To solely focus on the reward and toss aside the combat is silly. It devalues the reward. What good are all the merits and recipes and IOs and bonuses if all you do is race past all of the mobs. It's like saying "I like going to the movies. I time them so that I can catch the last 20 minutes of all the movies. I can fit 20 movies into a weekend!"
Sure the climax is at the end of the movie, but what's the point? The same with this game. What's the point of collecting all of these rewards and having a pimped out character if you don't want to actually play? To just see the cool bonuses listed?
Arc ID#30821, A Clean Break
The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens
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I'll add to what other people have already said that if you're mid-level for the task force or strike force, clearing (or very nearly clearing) each mission is the most rewarding way to play: maximum XP, maximum loot. For all but the longest TFs, and for all villain SFs, that's what I'd actually prefer: to join the TF or SF that is my level, and play it as designed, fighting our way to the objectives.
But since task forces and strike forces give only merit rewards to people above their level, and since running the TFs and SFs their own level more than once per day gives diminishing rewards, your average TF or SF has at least half of the players getting no reward for anything but the end of the mission. So, by definition, half or more of the players on the team want to get to that end-of-mission as soon as possible.
(What? Inf? Yeah, as if there's anything left in this game that can be bought with the amount of inf you'd get from clearing a TF. You get inf in this game by grinding out merits, using merits to buy reward rolls, and selling your unwanted random rewards to people who got their inf from gold farmers.)
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And that point that we bring up is that merits and influence and drops and all those rewards are only good for one thing..... enhancing your character for combat. To solely focus on the reward and toss aside the combat is silly. It devalues the reward. What good are all the merits and recipes and IOs and bonuses if all you do is race past all of the mobs. It's like saying "I like going to the movies. I time them so that I can catch the last 20 minutes of all the movies. I can fit 20 movies into a weekend!"
Sure the climax is at the end of the movie, but what's the point? The same with this game. What's the point of collecting all of these rewards and having a pimped out character if you don't want to actually play? To just see the cool bonuses listed?
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Except how many times can you go see the same movie, before you stop giving a [censored]?
After doing the ITF about 30+ times, I really couldn't care less about the story. I know it by heart. And it's not as if the combat is all that compelling. This game is still pretty much, beat stuff down till it's dead before it kills you, in it's basic form.
The AI in dev content is still dumb as rocks.
I can see some folks loving the reward and yeah just pimping out a character IS in fact the point for many. If not many folks would have stopped playing by now.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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The problem with Task and Strike Forces is that they have some of the best content in the game but since they require you to team and most teams are driven to complete the arc as fast as possible, you never get to slow down and actually enjoy the content. Even if they don't Stealth it teams will still mostly steamroll over everything and it can seemingly never go as slowly as it could solo.
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SOME of the tfs and sfs have some of the best content. I most definitely would NOT say most of them do.
I'd argue most are poorly written nonsense that I know a few AE writers have done better.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
To be honest, I'm not big on the story of most Task Forces. I don't think most people are.
The reason I love them anyway? They have unique maps, amazing bosses, basically the kind of stuff you don't see anywhere else. The Eden Trial is an epic journey to what feels like the centre of the earth. The ITF has you basically fighting entire armies, and one of the most challenging and unique boss battles in the game. Statesman and Lord Recluse have you beating down the A-listers of the game world. In a good TF, you should have an idea of the story just from the missions.
And sometimes, playing the TF is a story in itself.
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I run Task Forces to blow **** up.
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Where no difference is made between friend or foe Which is why they are so much fun.
[/ QUOTE ]Nothing like getting group teleported into Rommie and Requiem, *living*, and stomping a mudhole in them, then walking it dry.
Also, saying "kickass" about ending a TF with 137 deaths.
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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I'll add to what other people have already said that if you're mid-level for the task force or strike force, clearing (or very nearly clearing) each mission is the most rewarding way to play: maximum XP, maximum loot. For all but the longest TFs, and for all villain SFs, that's what I'd actually prefer: to join the TF or SF that is my level, and play it as designed, fighting our way to the objectives.
But since task forces and strike forces give only merit rewards to people above their level, and since running the TFs and SFs their own level more than once per day gives diminishing rewards, your average TF or SF has at least half of the players getting no reward for anything but the end of the mission. So, by definition, half or more of the players on the team want to get to that end-of-mission as soon as possible.
(What? Inf? Yeah, as if there's anything left in this game that can be bought with the amount of inf you'd get from clearing a TF. You get inf in this game by grinding out merits, using merits to buy reward rolls, and selling your unwanted random rewards to people who got their inf from gold farmers.)
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And that point that we bring up is that merits and influence and drops and all those rewards are only good for one thing..... enhancing your character for combat. To solely focus on the reward and toss aside the combat is silly. It devalues the reward. What good are all the merits and recipes and IOs and bonuses if all you do is race past all of the mobs. It's like saying "I like going to the movies. I time them so that I can catch the last 20 minutes of all the movies. I can fit 20 movies into a weekend!"
Sure the climax is at the end of the movie, but what's the point? The same with this game. What's the point of collecting all of these rewards and having a pimped out character if you don't want to actually play? To just see the cool bonuses listed?
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Except how many times can you go see the same movie, before you stop giving a [censored]?
After doing the ITF about 30+ times, I really couldn't care less about the story. I know it by heart. And it's not as if the combat is all that compelling. This game is still pretty much, beat stuff down till it's dead before it kills you, in it's basic form.
The AI in dev content is still dumb as rocks.
I can see some folks loving the reward and yeah just pimping out a character IS in fact the point for many. If not many folks would have stopped playing by now.
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That's my point. Why are they playing if they find the content boring? I may not have said it, but if actually playing the game is boring, then why are they doing it? To pimp out a character so they can not play the game?
Using my movie analogy, it's like saying "I hate going to the movies, but I go anyway so I get coupons to save money on movie tickets." Great. You've got coupons for doing something you don't like doing, and had to force yourself to do it to get the coupons.
You've got great enhancements for a character, but don't like playing him.
It's burnout. The old phrase "familiarity breeds contempt" comes to mind. Some people don't like the content because they've done it all before, so they concentrate on the rewards, forgetting that the rewards are only good for enhancing the content, which they claim they don't like anymore. So what do they do after they get the rewards? Stand around and show off their set bonuses? I wish! Instead they put together TFs and SFs, speed through the content so they don't have to play, and deny everyone else on their team who actually enjoys beating the bad guys the ability to do so.
Arc ID#30821, A Clean Break
The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens
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I'll add to what other people have already said that if you're mid-level for the task force or strike force, clearing (or very nearly clearing) each mission is the most rewarding way to play: maximum XP, maximum loot. For all but the longest TFs, and for all villain SFs, that's what I'd actually prefer: to join the TF or SF that is my level, and play it as designed, fighting our way to the objectives.
But since task forces and strike forces give only merit rewards to people above their level, and since running the TFs and SFs their own level more than once per day gives diminishing rewards, your average TF or SF has at least half of the players getting no reward for anything but the end of the mission. So, by definition, half or more of the players on the team want to get to that end-of-mission as soon as possible.
(What? Inf? Yeah, as if there's anything left in this game that can be bought with the amount of inf you'd get from clearing a TF. You get inf in this game by grinding out merits, using merits to buy reward rolls, and selling your unwanted random rewards to people who got their inf from gold farmers.)
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And that point that we bring up is that merits and influence and drops and all those rewards are only good for one thing..... enhancing your character for combat. To solely focus on the reward and toss aside the combat is silly. It devalues the reward. What good are all the merits and recipes and IOs and bonuses if all you do is race past all of the mobs. It's like saying "I like going to the movies. I time them so that I can catch the last 20 minutes of all the movies. I can fit 20 movies into a weekend!"
Sure the climax is at the end of the movie, but what's the point? The same with this game. What's the point of collecting all of these rewards and having a pimped out character if you don't want to actually play? To just see the cool bonuses listed?
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Except how many times can you go see the same movie, before you stop giving a [censored]?
After doing the ITF about 30+ times, I really couldn't care less about the story. I know it by heart. And it's not as if the combat is all that compelling. This game is still pretty much, beat stuff down till it's dead before it kills you, in it's basic form.
The AI in dev content is still dumb as rocks.
I can see some folks loving the reward and yeah just pimping out a character IS in fact the point for many. If not many folks would have stopped playing by now.
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That's my point. Why are they playing if they find the content boring? I may not have said it, but if actually playing the game is boring, then why are they doing it? To pimp out a character so they can not play the game?
Using my movie analogy, it's like saying "I hate going to the movies, but I go anyway so I get coupons to save money on movie tickets." Great. You've got coupons for doing something you don't like doing, and had to force yourself to do it to get the coupons.
You've got great enhancements for a character, but don't like playing him.
It's burnout. The old phrase "familiarity breeds contempt" comes to mind. Some people don't like the content because they've done it all before, so they concentrate on the rewards, forgetting that the rewards are only good for enhancing the content, which they claim they don't like anymore. So what do they do after they get the rewards? Stand around and show off their set bonuses? I wish! Instead they put together TFs and SFs, speed through the content so they don't have to play, and deny everyone else on their team who actually enjoys beating the bad guys the ability to do so.
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I tend to agree with what you've written here.
I may disagree with what you say, but I will defend to the death your right to say it.
Voltaire
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I can easily see skipping lots of the early task force missions (like Posi's) because it's brutally long and very repetitious. They were designed with a certain playstyle in mind that nobody really engages in (supergroups spreading the task force out over a couple days).
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A note on this; for the first year or two early in the game if you logged or DCed, that was it, you were off the TF. So no spreading things out over several days, the model was more the kind of "end game raids" they have in some other games where you had *better* have a group of people all committed to spending several hours together. Oh, also no autoexemping, if you were exemped down and your mentor DCed, you were off the TF because you were above the allowable level.
I understand your complaint, though, about the only way now to get a TF to go through the "normal" way is to do it mostly with folks who are actually getting XPs, so they want to fight everything. Putting it together yourself can work, even on your 50; recruit people a level or two below the cap.
But to your point about "why avoid the content when you'll be playing missions anyway", the person on their 50 may well log over to a different sub 50 character, possibly even a different server, when they want to level. They are running a 50 on a TF because its the most efficient way to get merits. When they want drops, they solo; thats most efficient for drops. Some people get most of their enjoyment from combat, some from efficiency.
Me, I like actually fighting stuff on a team, to see how the people and powers interact is a lot more interesting to me then soloing. If I wanted to solo, or watch someone else play for me, I'd get a console game.
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The true "worth" of rewards is found in using them.
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Well, using your rewards to crush things more efficiently IS a form of using them. If it so happens that skipping past 80% of the TF is more efficient, so be it, but when you get to the 20% you cant skip, your rewards let you USE your abilities that much faster.
You just dont happen to like that reward.
However, there is another "worth" in rewards you may not have considered. That is the junkie / random / gambling aspect of the game. People made 100 bazillion boss runs in Diablo 2 against Hell Baal or Hell Mephisto SIMPLY because of that magic feeling where you roll the dice, stuff drops, and "YAY! What did I win?! CRAP AGAIN!!! But next time ....". People actually find that fun. I find that fun.
City of Heroes is no different. Task forces, Merits, and the random rare tables is exactly the same thing. a Junkie desire to roll the dice and see what you'll get. Using what you get is absolutely secondary if you have fun in this way, and when you do use it, the purpose is to make the frequency of your Junkie Fix happen more often. When you roll the random gold reward 20 times and 1 of them is a "good one" ... that is FUN. That kind of "man I keep getting crap" but with the feel of the occasional payout a small percentage of the time ... thats pure primate glee, boys and girls.
Check out Robert Sapolsky. He is a Professor of Neurology and Neurological Sciences at Stanford. I saw a video on youtube where he discussed that in primates, it isnt the reward that gets all your yummy brain chemicals pumping, it is the ANTICIPATION of the reward. Once you get the reward, those levels drop, and you need to start going towards the next chance at the reward to get the mental high again. IN FACT, the less likely the possibility you get a reward, the MORE EXCITED you get, neurologically. He used it to explain both the success of gambling houses and superstition.
Anyway, I personally LOVE to see what I get when I roll on RANDOM next. So, I can understand that people want to maximize that frequency. Of course, I like to do full crushing XP/Purple/Fireworks combat fests too, and I like story (once) for any given arc or TF, but its hard to deny the fun of that "what will I get next?!" vibe.
Good times!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
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Instead they put together TFs and SFs, speed through the content so they don't have to play, and deny everyone else on their team who actually enjoys beating the bad guys the ability to do so.
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If you want to run a TF a certain way, put your own team together and run it.
Nobodies "denying" you anything.
And rewards are the engine that drive MMOs- they put the addiction in formula.
The window dressing is an important element of the show, but the rewards are what keep the doors open.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
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A note on this; for the first year or two early in the game if you logged or DCed, that was it, you were off the TF. So no spreading things out over several days,
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Wrong, you have always been able to log off and come back without leaving the TF team or recover from a disconnect if you were in the correct level range to have started the TF. You're referring to the early attempts at exemplarling into a TF that you had outleveled and even then that problem only lasted a few months, not years.
The original TFs were designed for a group to play over a series of days, not all in one sitting. Positron said this a long, long time ago.
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I can see some folks loving the reward and yeah just pimping out a character IS in fact the point for many. If not many folks would have stopped playing by now.
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That's my point. Why are they playing if they find the content boring?
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I personally agree with what you're saying, Barata, but you're ignoring what Aura_Familia just told you. There IS a certain satisfaction in character building for its own sake. Is it the primary reason you or I play? No. A_F even implied that it's not the main reason he plays. But the drive to build is there, and it's not hard to believe that it IS primary for a lot of "Achiever"-type players.
I like to run TFs in a variety of ways. Sometimes we do speed runs. Sometimes we fight everything on the path to the objectives. On rare occasions we go out of our way to fight most of the enemies on the maps.
Normally we run "balanced' teams, 3 to 5 defenders/controllers/tankers and 3 to 5 scrappers/blasters/Khelds. Sometimes we run all one AT or a purposeful odd mix.
When I am a pickup (most TF I join outside of my SG have multiple members from the same SG or at least multiple people who play together somewhat regularly), I do my best to fall into whatever playstyle they are running (and I generally only join as a pickup when I am willing to play any type of playstyle).
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
I do TF´s. A lot. All the time.
I am training to be an expert on the Shadow Shard, so nowadays people on the server always send me a tell when they want to do one of those (I run at least two of then every weekend).
I also like doing the ITF. But not just a normal, speedy itf. I want flavor (Fly over mountain and rooftops is something I HAAAAAATE). Sometimes I do with an Single-AT team. Or with a theme... Last I did was the NSBUItf (Nothing Stand Before Us Imperious task force), an ITF treated like a series of defeat all missions. 2:41, and we had LOOOOTS of fun (after that, Rommie must increase payment for his henchmen).
Its all about getting people as crazy as you are to do those things... I am glad Guardian has lots of those...
** Guardian�s Crazy Catgirl **
************* 22 XxX 10 *************
Yes. I can get lost on a straight-line map.
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That's cool. There is one question I have though that you didn't address in your post..... are you having fun? Seriously, you with all you typed, you never once said if you actually have fun.
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I wouldn't be playing the game if I wasn't having fun. You can check out my Forum Registration Date to see how long I've been playing.
[/ QUOTE ] That doesn't prove in any way how long you've been playing. Just throwing that out there.