To Boldly Go....


CaptainMoodswing

 

Posted

Yeah, it's about marketing and promotions, so I do find it interesting that they'll toss out these many to a site and not to someone that already knows about the game! Eh, I'm sure they have some funky process that I don't know about, or even hope that someone who knows enough to apply on their site will pre-order instead. Just grousing for no good reason.

800 or so are still left if anyone wants to grab this.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

I have to wonder...

How difficult with GR be and how will fans react to that difficulty? There was mention a while back of new, more challenging level 50 content but there were various complaints about the past two holiday events.


 

Posted

Quote:
Originally Posted by Zamuel View Post
I have to wonder...

How difficult with GR be and how will fans react to that difficulty? There was mention a while back of new, more challenging level 50 content but there were various complaints about the past two holiday events.
Personally, I don't mind it if some of the material is very challenging. I think that if it is done right, challenging content can be its own reward.

However, if I have to depend on gathering a large number of people at a moment's notice - as with the winter event - that might make me a bit cranky. It's better if any challenges I face can be met by myself and a few friends, and on our own time.


 

Posted

Quote:
Originally Posted by Zamuel View Post
I have to wonder...

How difficult with GR be and how will fans react to that difficulty? There was mention a while back of new, more challenging level 50 content but there were various complaints about the past two holiday events.
It will really depend on the flavor / design of the challenge. If you have enemies that are obnoxious to fight (like the Vanguard), then I may be a bit annoyed. If they're well designed (I really liked the new Winter event), then I can see myself enjoying them. I want the content to be about something more than big numbers (dmg/debuffs/etc) and more unique.

Another thing to keep in mind is that they're planning a system to allow our lvl50s to become more powerful, too. So harder content with stronger characters may be a wash.

I'm really curious about that system. As in, I don't really want to make any big investments only to go back to the drawing board when taking the new system into account.


 

Posted

Quote:
Originally Posted by Sarrate View Post
It will really depend on the flavor / design of the challenge. If you have enemies that are obnoxious to fight (like the Vanguard), then I may be a bit annoyed. If they're well designed (I really liked the new Winter event), then I can see myself enjoying them. I want the content to be about something more than big numbers (dmg/debuffs/etc) and more unique.
The thing that would make new enemies unique and could even make older enemies harder is better AI. Dumb enemies has been bugging me recently with an AE mission I've been working on and specific enemies like snipers really do stand out.


 

Posted

Quote:
Originally Posted by Zamuel View Post
The thing that would make new enemies unique and could even make older enemies harder is better AI. Dumb enemies has been bugging me recently with an AE mission I've been working on and specific enemies like snipers really do stand out.
Heh, we could change the AI to make foes act more realistically - and I'd be all for it - but can you imagine the outcry from all the players who like it easy and predictable?

I mean ... I've even heard some people complain about patrols.

Believe me, there are players who depend upon those predictably placed fist-smacking mobs who have their backs to the door.

So if I was a dev who was developing a new AI, I'd be sure it was used only in a few segregated missions at first, to test the reaction, and even if it did prove popular, I would probably try to leave the AI for older missions in the original state.


 

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Quote:
I mean ... I've even heard some people complain about patrols.
Open map + Defeat all + Patrols (that start AFTER a certain amount of time) should equal guaranteed purple.

Regardless of level


I've already forgotten about most of you

 

Posted

Quote:
Originally Posted by Zamuel View Post
The thing that would make new enemies unique and could even make older enemies harder is better AI. Dumb enemies has been bugging me recently with an AE mission I've been working on and specific enemies like snipers really do stand out.
There is one main thing that scares me about new AI - instead of being challenging, it's annoying (or both). Simple example: Suppose there are a group of enemies that prefer range attacks and will run out of melee range. If you had to fight that group a lot, it would get old really fast. (Kind of like the Croatoa witches, come to think of it.)

That's not to say there isn't room for imrpovement, though. There are some quirks to the current AI that makes no sense to me. Certain powers seem to require the AI to not be under attack for a couple seconds in order to use. For example, Black Scorpion won't use Rage, Lord Recluse won't summon Banes with a debuff anchored on him, AE Regens won't use MoG, IH, DP, etc.

Quote:
Originally Posted by konshu View Post
So if I was a dev who was developing a new AI, I'd be sure it was used only in a few segregated missions at first, to test the reaction, and even if it did prove popular, I would probably try to leave the AI for older missions in the original state.
I'd probably end up doing the same thing. Try the AI in a few specfic cases and see how that goes. If it turns out to be fun rather than annoying, maybe start incorporating it into more (new) content.


 

Posted

Tricky thing with AI is that they might potentially need to change how spawns work... and power difficulty, too. If one mob can alert another mob to your presence, that can make things a lot more sticky.

I was playing that space MMO that's in beta right now, and thought how hilarious it was that some... angry alien types across the room didn't hear me shooting up their buddies. But that's kind of par for the course. If they didn't have some limitations on AI, they'd have to give us a lot more tools, make maps bigger so we didn't aggro every mob right away, etc.

Might work just to use certain things they have more. With some of the newer story arcs, defeating a patrol can cause ambushes, etc. Little things like that can add some variety without making the maps or enemies completely annoying.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by VoodooCompany View Post
Open map + Defeat all + Patrols (that start AFTER a certain amount of time) should equal guaranteed purple.

Regardless of level
Haha ... yeah, a designer could abuse patrols like that.

I just mean a troop of foes coming down a hallway, though. Some players complain about it.