I16: Super-Sidekicking Explained
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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The fact that they are broadening the teaming abilities is a great win here.
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".
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. |
I am truly pleased!
and round up everyone that knows more than they do"-Dylan
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?
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Would be great if they either made it the same level for both heroes and villains, or just removed the requirements.
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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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.
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. |

In fact, I'm probably going to resent the current build every time I play it.
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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. |
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]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
Quote:
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. |
/t @Flame Enchantress, /em sends tell
ERROR: CANNOT FIND MOCKINGLAUGHTER.TXT
getting sidekicked doesn't give you more powers, for one thing. So there's that.
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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.
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
Since Super-Sidekicking makes manipulating the levels more difficult, were going to re-examine the requirements on some badges, and lower them where appropriate.
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- 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?)

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

@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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. |
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 ♀
Genius I say. Now you may see far less AE spam in Atlas.

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.
I feel silly for asking, but what is QoL?
/t @Flame Enchantress, /em sends tell
ERROR: CANNOT FIND MOCKINGLAUGHTER.TXT
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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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.
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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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 ♀
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. |
Lewis
Random AT Generation!
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SadysCHICK ALL the Badges! (I can get. 1396)
Full image by David Nakayama
Arc ID 1435: Performing without Annette
Arc ID 7206: Sadystic Tendencies
Arc ID 3864: The Chronicles of (In)FERNIA!