I16: Super-Sidekicking Explained
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. |
Also, the options have been re-organized a bit and confusing logic tests have been cleaned up.
"We all lose in the end, that is the intention" --Emanuel Lasker
"We all lose in the end, that is the intention" --Emanuel Lasker
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
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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If they want to be treated as a team of 8, even when solo, they can.
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Eco.
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This is so so so so so so so awesome.
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?
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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. |

Edit: to add Castle post on it. but that post is somewhat old so it could be different now.
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.
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Sounds like good stuff.
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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.
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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.
Can't wait for i16 now, this should make teaming so much easier.
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I'm not evil.
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. |
It's no different than level 1 toons walking into Grandville or Peregrine.
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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?
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It actually slows PLers down because they can't play the level difference games with SKs anymore.
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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. |
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.
Holy Guacamole. Nice ones, Devs!
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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.
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.
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.
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Oh heck yeah!
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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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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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