PLEASE Have a look at the Hero Respec Trial


Catwhoorg

 

Posted

I can't think of anything more boring than spending 45 min in a small room waiting for mobs to spawn. You're forced to make a Trial last longer than it should for no good reason. It was fine in 2004 when things needed a lot more tweaking, but now its a snore fest and just plain unrewarding.

I don't care what is done honestly. Anything is better than just standing around for upwards of 10 minutes doing absolutely nothing.

Thanks.


 

Posted

Agreed.

I love how the villain respecs are designed.


 

Posted

/signed sorta.

I'd like the spawns to come directly after another, sure, but not all at once, or whenever someone presses a button, or something.



 

Posted

The villain Respec is a lot more fun IMHO. I agree that standing around in the reactor room is incredibly boring, and takes the fun out of it all.

Maybe Hero respecs could be a bit more like villain respecs. For example, make the reactor room a whole lot bigger, like the tree room for villains, put an Arch-Villain in the middle guarding the reactor, and take away the never-ending wave attacks.


Arc ID: 348998 - Becoming a villain
Arc ID: 373341 - To Save a Hero

Got Inf?

 

Posted

In my impatience, I wish the trials started with four simultaneous spawns of Sky Raiders with a split team[1] so it doesn't take two hours to find out if we've got a chance. (Or the contact tell you that its easier at a higher level. Don't open that can of worms!)

Respec recipes exist; thus, I have no complaints.

[1] substitute, where appropriate, three simultaneous spawns of Circle of Thorns after closing on an Archvillain with a snipe.


Meben, 38 Kat/SR NPK Stalker (Defiant)

 

Posted

I... want to do something other than save the reactors.. every. damn. time.

That's what's always bugged me about the respec trial >.>


 

Posted

Funny, some friends and I were talking about this the other night - about how irritating the villain respec trial (and the unlockable contact tied to it) are, and how nice, generally, the hero respec is - especially since you can't speed it, and you get halfway decent merits for it as well.

Though I'd agree, on *both* sides, about having something different to do for each trial.


 

Posted

Quote:
Originally Posted by Crobar View Post
I don't care what is done honestly. Anything is better than just standing around for upwards of 10 minutes doing absolutely nothing.
That should only ever happen if something escapes the reactor room and no one notices. The downtime between waves is only 30-60 seconds, but it doesn't start until the entire wave is dead. If even one minion runs off, the wave is still considered alive and thus the next one won't spawn.

I certainly wouldn't mind seeing something to prevent runners. It is annoying.


We'll always have Paragon.

 

Posted

I would love to see this Trial sped up. I agree that the last room is boring. Perhaps if the waves came in on a set timer so that teams that could clear each wave quickly would have an easier time... but of course, that also means non-ideal teams (the kind that may really need respecs) would fail too often. Not sure where the balance lies there.


There are no hard iTrials, only hard peo-... er... wait.

 

Posted

Make the next wave spawn as soon as the previous one is defeated. Nerf the merits accordingly. Problem solved.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
Make the next wave spawn as soon as the previous one is defeated. Nerf the merits accordingly. Problem solved.
... except, of course, that it's good to have that pause to go in, refresh the bubbles, have a few moments as a breather in case you need to heal up/rest/etc, and of course it gives enough time that most of your powers are probably recharged (barring tier 9s) so you can handle the next wave...

Sorry, speeding it up sounds more like "Problem caused" to me.


 

Posted

Quote:
Originally Posted by NeverDark View Post
The downtime between waves is only 30-60 seconds, but it doesn't start until the entire wave is dead.
This has not been my observation. Many times several minutes pass between waves (with no one defeating anything).


 

Posted

Wave 1 - Upon opening the door to the reactor
Wave 2 - 1 minute mark
Wave 3 - 3 minute mark
Wave 4 - 6 minute mark
Wave 5 - 8.5 minute mark (Comes 30 seconds early)
Wave 6 - 12 minute mark
Wave 7 - 15 minute mark
Wave 8 - 18 minute mark
Wave 9 - 20 minute mark (Comes 1 minute early)
Wave 10 - 24 minute mark
Wave 11 - 30 minute mark

Thos timing are per the wiki page.

For sure the final wave is a longish wait (6 mins) and alwasy comes spot on the 30 min mark for us.


I certainly have no issues finishing this trial sucessfully, I haven't failed it in over 4 years. However thats running with experienced players usually with the core of the team from a single SG.

I see people, fairly frequently complaining in game that this trial is 'too hard'.

I knwo a long time ago (pre-buyout) the Devs stated a target 70% sucess rate for the trial was thir goal. I have no idea what the current rate is, but I am wary of increasing the difficulty of it based upon the ability of well oiled teams to get through with little or no issues.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

I second the "press button to spawn ambush" idea.

Make it a simulclicky to prevent griefers - maybe four separate clickies, the minimum number of teammates to start the trial.


 

Posted

Quote:
Originally Posted by Catwhoorg View Post
I certainly have no issues finishing this trial sucessfully, I haven't failed it in over 4 years. However thats running with experienced players usually with the core of the team from a single SG.

I see people, fairly frequently complaining in game that this trial is 'too hard'.
I'm not complaining that the trial is "too hard", because in my opinion it isn't. It's only hard when the team leader decides to raise the difficulty to absurd numbers for an average team. (Which happens way too often)

I'm only complaining about how booooring the trial is. Sitting in a reactor room for 30+ minutes fighting wave after wave of enemies, and sitting there twiddling your thumbs while waiting for the next wave is not my idea of fun.


Arc ID: 348998 - Becoming a villain
Arc ID: 373341 - To Save a Hero

Got Inf?

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Funny, some friends and I were talking about this the other night - about how irritating the villain respec trial (and the unlockable contact tied to it) are, and how nice, generally, the hero respec is - especially since you can't speed it, and you get halfway decent merits for it as well.

Though I'd agree, on *both* sides, about having something different to do for each trial.
But you get halfway decent merits solely based on the time equation, and that is artificially inflated because of the dead time. I don't think rewarding players for the poorly designed trial is the way to go.

Here's my solution- Turn all the doors into something like Side Missions. Cut the total number of waves to 8 (one for each door). Defeat the wave, get the key. Go in the door, complete a small map similar to the Radar Station missions in the Hess TF, and the next wave spawns. The wave will spawn on it's own, but your team can choose to speed things up if they want. At the very least completing the Side will give them something to do.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Smash_Zone View Post
I'm only complaining about how booooring the trial is. Sitting in a reactor room for 30+ minutes fighting wave after wave of enemies, and sitting there twiddling your thumbs while waiting for the next wave is not my idea of fun.
The trial has to cover a wide range of abilities. What is too boring for you (and generally I agree) is already too hard for others.

Without dev input on the pass rate though, we have no idea if the general experience is towards the too easy/boring end or the too hard end.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by NeverDark View Post
The downtime between waves is only 30-60 seconds, but it doesn't start until the entire wave is dead.
Reactor room waves have absolutely nothing to do with how fast you defeat things. If you take too long to defeat a wave, the next one joins before you're finished. If you defeat a wave too fast, you sit around twiddling your thumbs while you wait.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

I have talked about this with others while sitting board in the reactor room and we thought that the level 50 respec should be non stop waves. Keep the other 2 how they are but for level 50's at least give us a challenge.


 

Posted

Remember, all I'm looking for is something to make it less boring if you are doing well. I don't want it easier, I don't want it harder, I just want less boring. I know merits are based on how long a trial takes, but I can't think of any other event that requires you to sit around doing nothing until a certain time passes.

I am not suggesting a fix, I'm sure others have plenty in mind. I just think this particular situation needs a new look.

I remember when this Trial first came out. And I must have failed it at least 10 times. With the way powers worked then, and the way balance was, it was insanely hard. It's more than 4 years later. Just have a look at it, see if something can be done. Hell I'll even settle for commercials running on a projection between spawns...