City of Farming is a GO!
As long as this lets me solo TFs as well, I'll be more than happy.
Actually
*Sets self for Team Size 8 with seven others, clogs up The Hive*
(Not gonna happen but...)
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
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I'm not sure of the Devs' rationale for this as it SEEMS to discourage teaming, which is contrary to anything they've ever done before.
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Enabling solo play against stuff you couldn't obtain without a team is not discouraging teaming.
If I have a character that can tackle a bunch of stuff solo, getting me to team just so I can pad out my missions isn't doing the happily teaming members of the game community any favors.
On the flip side, people who are teaming because that's why they're playing an MMO are not going to stop just because they can now pad a map solo.
Like others, I am reserving judgment on this feature till I see what other changes it comes bundled with. I would not be in the least surprised to see some sort of limits, decay or other kind of control aspect intended to limit the overall speed of reward this feature will enable. This is in no small part because there's little reason for the devs not to enable this if they have some sort of reward governor in place. We shall see.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'm curious to see if the new flexibility will allow players to run solo missions exactly as they are now but without the boss at the end being downgraded to a lieutenant, the way missions were before the mission slider was introduced.
That was a tiny little thing that got lost in the shuffle back in the day. I have a lot of characters who can handle a boss fine with a few inspirations but don't do so well if the whole mission has been upped in difficulty.
qr
This should help the market quite a bit. You get a LOT of drops doing stuff spawned for multiple people when you run it solo.
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Screw the farmers - they'll just do what they've always done, only now they'll do it quietly.
Now I'll be able to populate standard missions with hazard zone sized spawns while soloing, and I'm hugely looking forward to that
My 46-47ish Spines/Dark is very much looking forward to this.
He'd already be 50, but I keep benching him because I already have two Scrappers at 50 and want to give some other AT's some love.
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I'm curious to see if the new flexibility will allow players to run solo missions exactly as they are now but without the boss at the end being downgraded to a lieutenant, the way missions were before the mission slider was introduced.
That was a tiny little thing that got lost in the shuffle back in the day. I have a lot of characters who can handle a boss fine with a few inspirations but don't do so well if the whole mission has been upped in difficulty.
[/ QUOTE ]I think that's implicit when the new difficulty features include setting the number of members on the team. The downgrading is a combination of difficulty and team size, so if you're playing at the correct team size (fictional or not) and the right difficulty, it would probably be considered a bug if Bosses stayed at Lt. level
My Going Rogue Trailer
Virtue (blue) - Wes The Mess
Virtue (red) - Jess The Best
@Razoras
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I'm not sure of the Devs' rationale for this as it SEEMS to discourage teaming, which is contrary to anything they've ever done before.
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Enabling solo play against stuff you couldn't obtain without a team is not discouraging teaming.
If I have a character that can tackle a bunch of stuff solo, getting me to team just so I can pad out my missions isn't doing the happily teaming members of the game community any favors.
On the flip side, people who are teaming because that's why they're playing an MMO are not going to stop just because they can now pad a map solo.
[/ QUOTE ] I agree completely. If anything, it will help some teams out. You'll be getting teammates that are teaming because they want to, not because they are 'forced' to for extra mobs. For example, on my DM/SR Scrapper MunkiLord, I'm a horrible teammate. I am constantly two to three mobs ahead of the team just so I can fight larger mobs by myself and get that extra challenge. Now instead of recruiting me, they can get somebody that will actually work with the team. And I can do what I want in mission and not have to worry about annoying everybody(not that I was really that worried about it anyways). It's a win-win.
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No, now people wont have to spam for fillers or HAVE to make an 8 man team. Hopefully, the amount of spamming will subside.
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People don't spam to get a large team going to farm, they spam to get a large team going to carry their hand into a farm.
They do both, actually.
My Going Rogue Trailer
Virtue (blue) - Wes The Mess
Virtue (red) - Jess The Best
@Razoras
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Now farmers can farm in silence... this is a good thing.
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Exactly. I've never had problems with people farming. I've had problems with broadcast spam and multiple tells from the same person asking for padders.
Arc# 92382 -- "The S.P.I.D.E.R. and the Tyrant" -- Ninjas! Robots! Praetorians! It's totally epic! Play it now!
Arc # 316340 -- "Husk" -- Azuria loses something, a young woman harbors a dark secret, and the fate of the world is in your hands.
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As long as this lets me solo TFs as well, I'll be more than happy.
Actually
*Sets self for Team Size 8 with seven others, clogs up The Hive*
(Not gonna happen but...)
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You joked, but that might potentially be an issue. Does this new feature only apply to missions themselves, or if we set ourselves to be seen as a team of 4, let's say, does our character count as 4 people in the zone itself? Imagine the nerdrage if you could kill a Hami Raid just by having a couple of people set as a team of 8 get in the zone and camp.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
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You joked, but that might potentially be an issue. Does this new feature only apply to missions themselves, or if we set ourselves to be seen as a team of 4, let's say, does our character count as 4 people in the zone itself? Imagine the nerdrage if you could kill a Hami Raid just by having a couple of people set as a team of 8 get in the zone and camp.
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Let's just not forget to test for that (whoever gets in Beta) and I'm sure they won't let that one fly for long if it works that way.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I think this could be a good change. The farmers can still farm and the broadcast spam should more or less go away. That means news players won't be getting roped into AE farms by mistake and farmers can continue to farm.
I think this is a good solution.
qr
I hope it allows us to start at least some of the TF's solo.
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qr
I hope it allows us to start at least some of the TF's solo.
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Castle said it won't.
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Well, at least it will get people out of the AE... I doubt the expanded difficulty settings will work in there.
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Even better - I hope if a character goes into an AE mission as an eight-man team it locks that character for a week, strips them of goods, and makes them level 1.
Setting yourself up as a "larger teams" is so obviously an abuse of AE that there would be no debate or not if they player was trying to abuse it or not.
Like it.
Cut to the quick!
I think, in as long as I can remember.. more solo players and non-farmers have been asking for this than farmers have been. At least in my perception. "Filling/Padding" or whatever you want to call it isn't something that just farmers ask for. There are a lot of legit players that want more of a challenge and the Dev's are now giving them that all the while eliminating the "spamming for filling" that people have complanted and fitted about for years. And STILL people complain.. Oi.
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I'm not sure of the Devs' rationale for this as it SEEMS to discourage teaming, which is contrary to anything they've ever done before.
[/ QUOTE ]Well, to be honest, one big change under Posi's tenure from States is the approach to teaming.
Yeah, a lot of this game is about forcing you to team. Most of that came from Statesman, who had an approach to "encourage" teaming by creating those gosh darn SUPER FUN "3 team members must click these bombs at the same time" missions.
Statesman's approach to encouraging a gameplay behavior was always basically murdering Timmy's parents and then threatening to do the same to little Timmy unless he joined a team and started playing the "Right way" immediately.
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I think Statesman's a traitor, but wouldn't go this far about teaming.
There are plenty of people that solo.
You don't "have to" complete those "multiple-simultaneous" missions to "win" the game. In fact, they are few and far between.
The game is designed to promote and reward teaming.
It in no way, "forces" you to team.
It definitely doesn't involve anyone being killed or you being threatened if you don't team.
What you say is simply untrue.
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Well, at least it will get people out of the AE... I doubt the expanded difficulty settings will work in there.
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Even better - I hope if a character goes into an AE mission as an eight-man team it locks that character for a week, strips them of goods, and makes them level 1.
Setting yourself up as a "larger teams" is so obviously an abuse of AE that there would be no debate or not if they player was trying to abuse it or not.
Like it.
Cut to the quick!
[/ QUOTE ] That post is absent of any semblance of logic. Alt, do you ever get tired of being so out of touch with reality?
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Well, at least it will get people out of the AE... I doubt the expanded difficulty settings will work in there.
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Even better - I hope if a character goes into an AE mission as an eight-man team it locks that character for a week, strips them of goods, and makes them level 1.
Setting yourself up as a "larger teams" is so obviously an abuse of AE that there would be no debate or not if they player was trying to abuse it or not.
Like it.
Cut to the quick!
[/ QUOTE ]Uhm... you do realize that AE is the best source for challenge maps, and is capable of making some of the most challenging encounters in the game, right? It's pretty easy to imagine how people looking for a true challenge might want to use this system with AE...
Or are you just assuming that people only use AE for farms?
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lol on the floor...
Ohhh... the tantrums...
soooo funny...
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Change the record love, your posts are getting tediously boring.
The issues I've had with the practice of 'farming' have been:
* broadcast / request / tell spam - with no need to pad a team, this should abate fairly fast
* AE mission catalogue filled up with a thousand copies of the same mission created by different people - because dev content also offers purple drops, there shouldn't be as many engineered farm missions within the AE anymore, as people will gravitate toward missions that give them more potential 'stuff'.
* new-and-clueless players on level 50's and epics - again, with no need to pad or fill, there won't be the impetus to rope anyone who's standing around into your AE missions, and the new players will have a chance to learn more about the game's scope, lore, mechanics, et cetera. Veteran players on new characters will of course do what they know how to do to PL past levels they find boring (and I have absolutely no issue with that at all.)
So yah... the fallout from the Great AE Farming Rush of 2009 should subside, and most of the anti-farm crowd (who in my estimation were more against the EFFECTS rather than the PRACTICE) should have much less reason to cry 'foul'.
I am NOT optimistic about the market rates, because there's two sides to the supply and demand equation. Just as more valuable stuff will drop and get sold, so will more inf be earned, and people with more cash will pay more for stuff they absolutely want NAO... which in turn keeps the prices higher.
"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."
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On another good note, I can see purples going down in price thanks to this change.
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Hopefully. But that depends on how they implement this. They could very well be planning on putting in some type of limit on drops.
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I was thinking the same thing. Making the drop rate adjust by some ratio based on real vs 'fake' teammates.
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Well, it is risk vs reward correct? Upping the spawn size adds a substantial risk in my books. More risk = more reward.
Hopefully they see it the way I do
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Personally I (and probably others) would still use it anyway. The ability to challenge some of your best toons in this way will be interesting. And you don't have to rely on others to set it up.
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!