I16: Super-Sidekicking Explained


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Originally Posted by SilentZoe View Post
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?
getting sidekicked doesn't give you more powers, for one thing. So there's that. I'm convinced this is the best thing ever.


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Posted

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Originally Posted by SilentZoe View Post
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?
You still won't earn your powers until you level; a level one character running a level 50 mission will still be incredibly gimped and a level 50 character running a level 1 mission will still be overpowered based on that alone.

The fact that they are broadening the teaming abilities is a great win here.


 

Posted

Hahaha! I am so very happy to hear/read about these changes!

Beautiful job, Team! Simply great!


No more having to run into that wall of... heh, I like your term "Mentor Tetris".


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Originally Posted by Dark_Quill View Post
I'd like to say how very nice this system will make non-AE teams for my RP SGs. We've got a lot of characters of a lot of different levels. And until AE, it was always a challenge to find something for us to do together (if we didn't have half the team in the right level range), and mostly we ended up Flashbacking down to an arc that the very lowest level could do.

When AE came along, that problem was solved by AE missions with limited level ranges. And with i15, it got even better because the designers didn't have to play tricks to limit the range. But now, with i16, we'll all be able to do non-AE arcs with anyone, get xp with anyone, and rp with anyone while still 'playing the game.'

Thank you so much.
Yes indeed!!!

I am truly pleased!


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and round up everyone that knows more than they do"
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Originally Posted by Nights_Eclipse View Post
Another quick question. . .Hazard zones no longer have Level requirements, so. . .will this apply to Cimerora? I ask because you can't get the mission to get into the zone until level 30+ (vilalins side at least), but the zone doesn't have that level req on it anymore?
For heroes, it's lvl15 (might be 14.) Something that i found extremely frustrating last night when i decided i'd get my villains into the midnighter club, too, and discovered yet one more evidence that Devs have villains. (Yes, that's tongue in cheek. At least the part about Dev hate.)

Would be great if they either made it the same level for both heroes and villains, or just removed the requirements.


 

Posted

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Originally Posted by SilentZoe View Post
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?
1) This will slow down levelling for the worst of the powerlevelling strategies. While you will still be able to powerlevel, it will be at the same rate you would level if you were on a similar team of your own level, engaged in the same strategies.

2) The sidekicking system has always allowed you to ignore level. Again, you only level at the rate that would be normal for a team of your level. There will now be some options open that weren't open before, but there were always options for teams of mixed level in this game. And with Going Rogue coming up, opening up RWZ to lower levels is likely a preview of what the new Praetorian zones are going to be like.

3) You are still encouraged to level in order to gain powers, Enhancement slots, and the ability to slot higher level Enhancements. Although a SK can participate in a mission with a much higher mentor, he is still much weaker in comparison to him. So teams of equal or higher level than the mission owner will still be more effective.

4) Kind of a combination of 2 and 3, high level zones will still be dangerous to newbies. They will be safer if they are in a team with a team leader the same level as the zone (or higher) but they will have to be teamed to have such access. The same with missions that are required to access a zone or content in the zone, you will be able to access that content if you can get on a team, but otherwise you will have to level to that point if you wish to take it solo.


 

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Originally Posted by Perfect_Pain View Post
You are not forced to do anything in this game that you personally dont want to do. No one is going to twist your arm and force you at lvl 5 to go to RWZ. You could just as easily play the way you did in Issue 13 as you can now.

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.
How will this effect me? I think I'll be teaming with just my friends instead of everyone else. AE was already doing that, this will just push it more. I used to like to PUG.. met new people, some bad sure, but a few good people that have become my friends. But now pugging becomes and argument because everyone wants to do everything as fast as possible, or AEAEAE. (I swear if anymore people call me stupid because I don't like to do AE...) And I think this will just make that moreso because a team will be all over the place. "Let's go to RWZ!" "No let's do this!" "No let's do this!" Ugh. Yeah.. I'll be falling into the pit I always hated before. But it's better than arguing all the time.


 

Posted

In fact, I'm probably going to resent the current build every time I play it.


SadysCHICK ALL the Badges! (I can get. 1396)
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Posted

Quote:
Originally Posted by SilentZoe View Post
It's more that levels won't matter. It won't matter if you're 10 or 35 of 50. You can go do everything anyhow. Your level doesn't matter toward anything but your powers.. So what will people complain about next?

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.
As I understand it you'll be able to physically go most anywhere you want but you're still going to have to team up to fight high level critters wherever you go.

At this point in the aftermath of AE anything that encourages people to go to different places around the game and team up with each to do it is probably a good thing all things considered.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
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Originally Posted by Rodion View Post
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Originally Posted by Tealeaf View Post
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.
They'll be bannable, but I doubt it will significantly reduce their numbers. My guess is that they're using accounts paid for by stolen credit cards, which means they don't care if they're banned.

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.
What they need to do is ban the spammers by IP address. It seems like an obvious solution to me? Just take the IP addresses that are repeatedly reported as spammers and ban them from accessing the servers at all.


/t @Flame Enchantress, /em sends tell

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Originally Posted by CaptainMoodswing View Post
getting sidekicked doesn't give you more powers, for one thing. So there's that. I'm convinced this is the best thing ever.
I KNEW you would :P

Meh. Just gonne get out of the convo now, because everyone is so "ZOMG THIS IS SOOPERAWZOM" that no one is going to understand what I'm saying.


 

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I16 is shaping up to be a really great issue for QoL updates - more challenge settings, power colour customisation, updated character creator and now the super-sidekicking - keep it coming! Though while QoL is great I do hope there will be some actual gameplay content to move the game's story forward too - though if GR releases within a month of I16 going live I could probably forgive a lack of story/mission content in I16

Quote:
Originally Posted by Positron View Post
Since Super-Sidekicking makes manipulating the levels more difficult, we’re going to re-examine the requirements on some badges, and lower them where appropriate.
I'm not into badge-hunting for its own sake, but there are several badges needed for in-game accolade powers that just invite farming - I rarely feel the need to farm, but these 3 in particular just push me towards farming - so I would be grateful if you could look at them:
  • Hero-Slayer (parity with Villain Disruptor would be nice, i.e. 25 instead of 100 - please think of Infernal's poor Behemoths!)
  • Illusionist (why decoys? That just invites tediously farming the same MI's decoys over and over - maybe change the badge to needing 50 Master Illusionist bosses or 200 Illusionist lieutenants instead)
  • Unbreakable (not a defeat badge, but seriously how are you supposed to get this badge without farming it?)


 

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Originally Posted by Xanatos_NA View Post
So will the auto-SK feature override it or will it be removed from the game completely?
It will override the current MA sk system.


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Originally Posted by Weatherwoman View Post
What they need to do is ban the spammers by IP address. It seems like an obvious solution to me? Just take the IP addresses that are repeatedly reported as spammers and ban them from accessing the servers at all.
IP adresses are completely worthless for bans, you can change em with zero effort whatsoever and there is allready programs out there that will change it automaticly every few mins.



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I told this to everyone I was talking to on Ventrilo at the moment and we were all having nerd-gasms!


 

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As for low level characters missing out on accelerated leveling speeds, we are increasing the rewards they earn from level 1 to 20 (about 20% across the board) so that every player can get through the lower levels faster, not just those that know “the tricks”.
Really! dont already level FAR too fast as it is. Its not supposed to take mere hours to get to level 20. Days at minimum a week pref. Its supposed to be fun and ROLE PLAYING not as abridged as the harry potter movies.


 

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Originally Posted by slaveteri View Post

Would be great if they either made it the same level for both heroes and villains, or just removed the requirements.
The Midnight club is not 'level restricted' for either side. It requires a badge. Now your access to that badge 'naturally' is lower blueside than redside, but you can easily join a team for the final mission and get access at any level (the lowest I did it was 3)



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Originally Posted by SilentZoe View Post
I KNEW you would :P

Meh. Just gonne get out of the convo now, because everyone is so "ZOMG THIS IS SOOPERAWZOM" that no one is going to understand what I'm saying.
Well for what it's worth I believe I understand what you are saying.
I'm just not convinced the downside to this is as bad as the benefits.

I see these changes ultimately bringing a stabilizing influence to the excesses AE created.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Genius I say. Now you may see far less AE spam in Atlas.


 

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Originally Posted by _gohan661_ View Post
Really! dont already level FAR too fast as it is. Its not supposed to take mere hours to get to level 20. Days at minimum a week pref. Its supposed to be fun and ROLE PLAYING not as abridged as the harry potter movies.
=P honestly if you really want to stick around in your pre20 stage, take your time, solo, do regular teams or if you're really loving the early game, turn off your xp untill your tired of it.



D: Toss me a hai @DarkNat My Fify glory: Renzer Dark/Dark Corr., Renzro Dark/Dark Def., Amartasu Dark/Dark Scrap.Less important ones: Fire/Fire Blaster,Ice/Ice Blaster,Ele/Ele Brute, Mind/Storm Troll,Fire/Kin Corr.,Bots/FF MM., DB/Regen Scrap.

 

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Originally Posted by BitStyle View Post
It will override the current MA sk system.
Dammnit.

My prediction - everyone will farm level 54 Liutenants in AE. They will be +5 to the SK's level.

Fortunately this won't affect influence farmers at all.


 

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Originally Posted by Soulie View Post
Genius I say. Now you may see far less AE spam in Atlas.
Being in atlas park typically makes my IQ drop several points, I try to avoid it anyway. >_>

I feel silly for asking, but what is QoL?


/t @Flame Enchantress, /em sends tell

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Posted

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Originally Posted by SilentZoe View Post
Meh. Just gonne get out of the convo now, because everyone is so "ZOMG THIS IS SOOPERAWZOM" that no one is going to understand what I'm saying.
I understand what you're getting at. I agree there may be a problem with PUGs, but we won't really know for sure until we see the true effect. Maybe PUGs will assemble of random people who all want to do different things, but it's also possible PUGs will still use the current strategy of searching for members of close to the same level. After all, there is no ADVANTAGE to inviting a lowbie to your group. If anything, his lack of powers will drag your team down.

Keep in mind also that the Rogue Isles has always had open zones, and never had Hazard Zones. So if this is going to cause a problem with heroes being able to go anywhere they want to, we would have already seen evidence of it redside. From what I've seen, though, villains usually stick to the zones appropriate to their levels, unless they go to the AE in Cap.

This WILL make it much easier for you to group with friends or SG mates, as you won't have to juggle characters or make sacrifices about who you want to play. But given as you won't have to spend so much time putting together a team, either with friends or a PUG, you should have the extra time to spend with your friends.


 

Posted

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Originally Posted by _gohan661_ View Post
Really! dont already level FAR too fast as it is. Its not supposed to take mere hours to get to level 20. Days at minimum a week pref. Its supposed to be fun and ROLE PLAYING not as abridged as the harry potter movies.
As far as determining what the "appropriate" leveling speed is I would leave that to the Devs to decide.

Besides the Devs gave us the "earn no XP" option to allow us to level as fast or as slow as we want.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

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Originally Posted by Xanatos_NA View Post
Dammnit.

My prediction - everyone will farm level 54 Liutenants in AE. They will be +5 to the SK's level.

Fortunately this won't affect influence farmers at all.
Sounds about right.

Lewis


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Originally Posted by Weatherwoman View Post
I feel silly for asking, but what is QoL?
Don't feel silly, there's tons of strange acronyms flying around these parts.
QoL is Qality of Life.


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