I16: Super-Sidekicking Explained


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Posted

Quote:
Originally Posted by slaveteri View Post
Quick question. Will the ONLY way to get the badges for SKing now be to be a team leader? i HATE leading teams with a passion (i'll up and quit a team if someone hands me the star.) Am i now going to be FORCED to lead a team to get those badges?
The person with the start doesn't have to lead the team. The person of the star just has the ability to add or delete people from the team.


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Posted

Quote:
Originally Posted by Ironblade View Post
This needs to be made simpler. Also, since people often exemp with the INTENT of not receiving XP, turning off XP earning should also be made easier (i.e. easier to FIND).

Having to drill down through a huge list of menu items is too time-consuming.

Simple solution: I know we can switch in and out of SG mode from the command line. I believe we can do the same to turn XP earning on and off. If the old/new exemp choice can be done at the command line also, it will be easily accessible for the people that actually care about it without cluttering up the interface.
Nearly everything in the options window can be changed via the option_set and option_toggle slash command, /option_list will give you a list of the option names.

Also, the options have been re-organized a bit and confusing logic tests have been cleaned up.


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Posted

Quote:
Originally Posted by slaveteri View Post
Quick question. Will the ONLY way to get the badges for SKing now be to be a team leader? i HATE leading teams with a passion (i'll up and quit a team if someone hands me the star.) Am i now going to be FORCED to lead a team to get those badges?
You don't have to be the leader, just the owner of the current mission.


"We all lose in the end, that is the intention" --Emanuel Lasker

 

Posted

That's great. I am really looking forward to this now. Although I was excited prior to hearing this. Come on, who doesn't want to be able to color their powers?

First first after red name


 

Posted

Again, this sounds awesome. Not much more to add. It also looks like you're searching for a solution to a problem I've come to notice more and more recently.

I enjoy melee characters, tankers and scrappers, best; and I've recently been exploring those sets to move beyond my favorites (like Willpower) into new ones (like Super Reflexes). And it's become quite obvious that the defensive sets do not scale down well. The layered ones (Willpower, Invulnerability, to some extent Shields) and the regeneration ones (WP, Regen) do better. Defensive sets use defense as their chief, sometimes only, sort of mitigation; and need to keep the base figures high against multiple damage types or positions for the performance they've come to expect. Layered sets have more fallbacks: defense, resistance, regeneration, click heals.

I don't think I've ever run the Positron TF on my Dark/Reflexes level 50 scrapper - and I don't want to, either. Every defensive power you lose access to means a hole in your defenses, and so anything below Numina is going to be a problem - especially since your defenses are secondary and come in at higher levels.

The current setup strongly favors certain survival power sets over others for the "milk runs" for merits and cash. This comes between players and the sets they want to explore or the concepts they want to create. That ain't right.

Edit: Two redname posts in a row. Does that mean I get a second first?



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Posted

Quote:
Originally Posted by Positron View Post
If they want to be treated as a team of 8, even when solo, they can.
Apologies if this has been answered already, but does this mean I can set my virtual team size to 8 and then start any TF when solo?

Eco.


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Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

This is so so so so so so so awesome.


 

Posted

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Originally Posted by GadgetDon View Post
One last thing, what about TFs, who is the "mission owner"? If it's the team captain, what happens in this case: Hero A is 15th level and forms a team. First person he invites is Hero B, 10th level, and adds a couple more 15th levels. Halfway through the first mission, captain disconnects and Hero B becomes new captain. Is the team all exemplered to level 10?
Aren't the signature TFs automatically set to the max level? I remember running Positron with two friends at level 10. We walked into the first mission and saw a bunch of purple level 15 zombies. "Well, let's go make a few levels first," I said. And we all left.


 

Posted

Quote:
Originally Posted by MrCaptainMan_NA View Post
Apologies if this has been answered already, but does this mean I can set my virtual team size to 8 and then start any TF when solo?

Eco.
No

Edit: to add Castle post on it. but that post is somewhat old so it could be different now.


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Originally Posted by Beef_Cake View Post
Glad to see this will effect the AE, maybe, just maybe we can get people to run real ingame content with the new Super Sidekicking feature and the new difficulty system. And hopefully it will help the market some.
Unlikely. The AE is just so darned convenient. It is a vat of goodies (missions, xp, tickets, money) from which you dont have to even move. It is like a Ryans buffet. Pile on some more steak and blueberry cobbler!



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Posted

Sounds like good stuff.


 

Posted

Quote:
Originally Posted by MrCaptainMan_NA View Post
Apologies if this has been answered already, but does this mean I can set my virtual team size to 8 and then start any TF when solo?

Eco.
There are several TF/SFs you couldn't solo anyway because you'd need multiple people to simul-click clickies anyway. *shrugs*


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Originally Posted by Rush_Bolt View Post
Task Forces have always required characters to be of the minimum. We've never been able to SK into them. I see no reason why that would change.
There have been a couple of changes to the way TFs are set up (like the team not automatically disbanding after the TF finishes). I know Poshyb talked about experimenting with "lighter" or "relaxed" TF rules (in i14 beta), one example of which was inviting people to the TF after it had been started (the way AE arcs are set up now).

Just thought that maybe the new super-sidekicking system might bring with it another "relaxed" rule for TFs. I know the STs I've run that rely almost entirely on TF content would LOVE that.



 

Posted

Can't wait for i16 now, this should make teaming so much easier.


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Posted

Quote:
Originally Posted by jwbullfrog View Post
Another thought, If the auto SK applies to RWZ and other similar zones that currently have level requirements, and you are in one of those zones when the team leader selects a mission that is owned by a player that is not that minimum level, are you all dumped from the zone?

This might sound trivial but it is something to think about.
Hazard Zone restrictions are going bye-bye. Level 1s are getting into the RWZ not because they're super-sk'd up, but because the level requirement is gone.

It's no different than level 1 toons walking into Grandville or Peregrine.


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Posted

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Originally Posted by SnoBahr View Post
So, how is this helpful to folks who aren't into powerlevelling? Who want to enjoy the game content because it's... oh... game content?
It's helpful because you don't have to worry about SKs and Mentors and levels anymore. You just invite whoever you want, to whatever mission you have, and everyone gets XP. It's a drastic simplification.

It actually slows PLers down because they can't play the level difference games with SKs anymore.


 

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Originally Posted by Vanden View Post
Not really, you'll still need to be high enough to get Levantera's missions to earn the Vanguard Recruit badge before you can earn Vanguard Merits.
When the Mission Transporter allowed access to the RWZ (that ability is currently removed on Live) lowbies were still barred from joining the LGTF and they weren't high enough level to start the Levantera arc. And even if they were SK'd into the Levatera arc, it didn't allow them to get the Vanguard badge (which lets one get the Vanguard Merits) since only the mission holder got the badge.


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Posted

Quote:
Originally Posted by random_person View Post
hmmm, i really liked the fact that getting to lvl 35 was an accomplishment to EARN to get to co-op zones this just throws it out the window.

also, sometimes you get an annoying mish youre tryin to finish real quick and grab a lvl 50 to finish it for you. it sounds like this new super sk feature gets rid of that. any luck on more auto complete mishs to make up for it? theres times when you just need to finish a mish fast, like when its the midnighters arch and u have one mish to go and just want to blow through it with a lvl 50 so u can do the ITF (happened to alot of friends with alts that are rushin to finish up to get access to chimera).

unsure if this new system allows u early passage to chimera too without having to complete the midnighters arch.
Give the 50 the star.

Edit: Strike that. The 50 will have quit the team but stay in the mission, because it's "to the mission owner" when you're in a mission.


 

Posted

Quote:
Originally Posted by Positron View Post
Super-sidekicking applies to Mission Architect as well.
Does Super Sidekicking apply to SF's and TF's as well?



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Posted

Holy Guacamole. Nice ones, Devs!


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Posted

In the future will it be possible to join two team of 8 together? And make super ultimate massive teams?

To fight even bigger foes? I would imagine that a team of 16 heroes/villains could eventually take down a lvl 55 Bad/Super Bad guy... or handle some other unique type of Raid?


I would also like to see you make the team size go from 8 to 10, sometime in the neer future.


 

Posted

Add me to the list of people who want to be able to use the Global friends list for the email! On average, I might have 2 or 3 people listed in my character friends list. Global friends NEEDS to be an option.

And wow, I'm loving what I'm seeing for I16 so far.


 

Posted

Quote:
Originally Posted by Ironblade View Post
Simple solution: I know we can switch in and out of SG mode from the command line. I believe we can do the same to turn XP earning on and off. If the old/new exemp choice can be done at the command line also, it will be easily accessible for the people that actually care about it without cluttering up the interface.

Oh heck yeah!


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Posted

Quote:
Originally Posted by Vega View Post
Does Super Sidekicking apply to SF's and TF's as well?
Presumably, everyone will Super-SK to the leader of the TF. It is unknown if you can use Super-SK to bypass the TF minimum. You can't use SKing now to do it, so, probably unlikely.

I'm not sure I want seven Level-1 toons Super-SK'd to a 50 and attempt a Recluse or Statesman TF.

I'd even begrudge just one member of the team being level 1 and Super-SK'd into a level 50 TF. What are they going to do v. a +2 AV with just Brawl and a level 1 attack?


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Posted

Quote:
Originally Posted by Zombie_Man View Post
Hazard Zone restrictions are going bye-bye. Level 1s are getting into the RWZ not because they're super-sk'd up, but because the level requirement is gone.

It's no different than level 1 villains walking into Grandville or Peregrine.

Ok, thanks for clearing this up. I missed that somewhere.

It think it kind of devalues those zones a bit. I know that I considered it an accomplishment the get my character who hates Rikti up to lv 35 so that she can get into the RWZ and start dishing out some payback.
Cimmeroa- meh, not so special anymore now that anyone who can complete the first Midnighters arc (approx lv 10) can get in.
Dark Astoria?- so what? If you can get from the train station in talos out over the water...ok.


I don't really object to any of these ideas, it just feels like we're losing something distinct in these parts of the game.


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