I16: Super-Sidekicking Explained
A superb change! I've wanted full team side-kicking for ages, because it would make TFs/SFs far easier to set-up and quicker to start.
The first of this is the fact that you lose access to powers, especially the most-recently earned ones, when you Exemplar down. We are looking into some sort of fix for this.
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If you manage to solve this issue (please do!) then please also make it apply when exemping down to do lower level TFs/SFs - I always avoid those on my L50 characters because I hate losing powers and set bonuses I have gained, but I'd love to have a wider variety of TFs I could do with my L50s without voluntarily "gimping" them.
So that means I have to worry about the hollows mobs if I"m exed to lvl 5 by the auto ex? Gah!
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You can kick from a TF/SF, what I want is to be able to kick them when they are *offline* so that when someone ditches you can boot them and the spawn size won't remain larger.
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I think team leader should lose the star if they are AFK longer than 5 minutes.
We did a Synapse TF awhile back, and the (insert many cuzz words here) Damn Leader KEPT going AFK in the second to last mission for like 10-20 minutes at a time. AND THEN after all that, AFTER ALL THAT, they left for 45 minutes at the end of that mission.
This is what they said, I have to go to the bathroom. Brb.
45 MINUTES later they go, Oh wow thought you guys would have quit by now, I just wanted to solo the last mission to see if Icould do it.
I was SO MAD. SO MAD.
So, if they had a QOL feature where you could KICK the leader if they are AFK longer than 5 or 10 minutes it would be awesome.
So, the same goes... I have had the star for a SF before... everything was fine til we lost power here


I'm.. unsure about this. I'll reserve full judgment until I see how it is implemented and how it effects the game.. but I have to wonder.. what is the point in having levels at all anymore? Isn't the Insta50 button the next step?
(Which reminds me, weve added new features to the in-game Email system to either shut it off entirely, or only receive emails from people on your friends list and/or people in your Supergroup. Another step in the battle against annoying in-game spam.)
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This is now my second favorite bit of news about I16, after the changes to Electric Armor.
The rest, well, as a player who already runs solo 99% of the time, I wasn't too excited... until I realised how much easier this will make forming Strike Forces, especially the ITF. And for that 1% of the time that I am feeling social, this'll likely make it that much easier to lure other players out of AE.
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So I16 is going to be the Quality of Life Issue? A lot of little things to make the game more enjoyable and remove some old annoyances? Sweet, I was hoping we'd get one of those. And power colors, of course.
I like it. It's going to be nice to be able to not care about levels as much, and if three people want to play together, they can.
This does make me wonder. If Power Customization and Super-Sidekicking are features that the Devs were willing to reveal in advance of Open Beta then... What are they hiding? There might be more surprises in store for us.
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EDIT: Everything Posi posted in there is win.
Now the farmers and plers can go about their business and you never have to worry about being bothered by them. The anti-plers and anti-farmers can also go about theirs.
And the RMTers, I got two words for ya: SUCK IT!
muahahhaha.
Pure win, Posi!

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Yes, it makes a hash of the whole exemping conceit, especially when applied to Ouroboros. For that reason the best compromise is to retain the current exemp system for Ouroboros TFs (where the conceit is that you're going back to a previous you) and PvP zones (where there's a question of fairness), and allow power retention in all other content.
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Posi's actual words were "especially the most recently earned [powers]", and I think those are the ones he's specifically talking about. He doesn't want to force you to lose those powers. If you exemp down from 50 to 1, though, I think you probably shouldn't keep everything.

I honestly hope I'm reading all of this wrong.
Once again, you've missed the OBVIOUS solution: Disable In-Game E-Mail For Trial Accounts.
If a Trial Account can't send me e-mail, I no longer have to worry about setting who can and can't send it to me. K.I.S.S. - Keep It Simple, Silly. |
EDIT: *shakes fist at Kong Fuu
"The Hamidon is a what what of what?" - Brian the mission guy.
I'm.. unsure about this. I'll reserve full judgment until I see how it is implemented and how it effects the game.. but I have to wonder.. what is the point in having levels at all anymore? Isn't the Insta50 button the next step?
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Yes some of these changes make general leveling easier, but it also slows down the "bad" ways as well so the net effect seems to be a polishing of the whole game mechanic to me. *shrugs*
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Wow, this is awesome.
Does this mean that the auto-sk feature in the Mission Architect is going to be removed?
So, the same goes... I have had the star for a SF before... everything was fine til we lost power here
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a) The ability to pass the star on SFs/TFs, like you can in normal teams.
b) Allow players to "mutiny" and trigger a vote for passing the star to someone else. Allow each player to (anonymously) request a mutiny vote once every 30mins of logged-in time. Have that mutiny tag last for 30mins (unless the team breaks up sooner, then it is reset) then as soon as 3 players all have their mutiny tag up it triggers the vote window to pop up to the side of everyone's screen. This has all team members' names in it as clickable buttons to register your vote for who you want to take over as leader, and a decreasing 1 minute timer until the voting ends. A simple majority gets the star.
Thus if the leader had gone afk the players could all agree in groupchat to trigger the mutiny and all vote for the same person to ensure they get the star. Or the leader could arrange to pass the star to someone else beforehand, if they were considerate.
The button to trigger a mutiny could replace the SK/Exemp button in the team window, seeing as we won't need that anymore.
But why bother leveling? I mean.. half the fun to me was unlocking content. Moving up to new Zones. Yes, even the hazard zones.. and now.. you don't have to? And if they take out losing powers to exing.. then wow. A lvl 4 mission with a whopping 12 mobs in it is gonna be really easy if you just bring a higher buddy along.. No waiting for powers to recharge, no worrying about stamina.. just let your buddy deal with it.
I honestly hope I'm reading all of this wrong. |
I can't honestly see where you are coming from at all.
Are you talking about how this will effect you?
or
Are you talking about how this will effect other people?
Because if its about how other people play, it wont be a problem for you.
I agree we'll have to see how this all shakes out. But I'm not quite sure how this is leading to an "insta-50" button when the net effect of these changes will ultimately slow down the most abusive exploit-ish method of PLing in the game.
Yes some of these changes make general leveling easier, but it also slows down the "bad" ways as well so the net effect seems to be a polishing of the whole game mechanic to me. *shrugs* |
This game is too easy as it is. Juggling teams gave it some illusion of difficulty. Making a good team was something of a skill. And now it won't matter.
Again, I hope I'm wrong. And I'll just wait and see how it turns out. I love this game, but I feel like they are changing the whole mechanic of the game.
Loving the email change too. I think that if the RMT'er start using paid accounts to send advertising /tells, they'll risk losing them since we can report those accounts as spammers. With the paid accounts now identifiable, they are now bannable. I'm not seeing a downside here.
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But these changes will democratize the whole leveling process to a certain extent. People with two or three accounts won't be able to use perma-46s to level characters any faster than players with single accounts playing with friends. Which means RMTers will lose an important advantage.
This along with the ability to set team sizes will encourage players to run regular missions instead of AE, which will increase the supply of salvage and purple recipes. The removal of exploitative influence rewards from AE should also ease inflation on the market.

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This is exciting. No more worrying over having enough mentors for people.
Also no more worrying over the dreaded "Lackey Leash" |

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How does this address the fact that Task forces require team members to be minimum level, if they auto sk up to team leader while mission is not selected? Kind of seems like the progression of a lot of content will become out of whack if this has not been addressed?
Will they still not be allowed to join in content designated above their level? will they be able to enter zones, they previously weren't allowed in? If they can get in, what happens if they are kicked from team, or quit team in a hazard zone?
Believe it or not, this will not curb powerleveling as much as one may think, and thats not a bad thing. with complete control, you can still set a mission for higher level foes set for 6 or 8. The SK will still get a large enough amount of XP if there are only a couple of people in the door. Then, there is AE where powerleveling has been more prevelant. Level 49 auto'd heroes and villains can still participate in defeating 53 and 54 bosses. Their xp will still be accelarated. So, i guess changes look good. I'm curious though as to what happens in the first part of my post.