How to do an 10 hour, 21 minute Posi (and a QOL change to help us not do that anymore)


Alpha-One

 

Posted

Today I ran a 10 hour, 20 minute Posi task force. I would say it was “successful”, but it was soooooooo slow that I'm not certain it was. The “success” (ie: finishing it) was really a matter of being extremely stubborn, mixed together with an initial misunderstanding about how spawns are set and poor luck in PUG teammates.

We began with a full team for Posi in the morning. Four teammates quit fairly soon into the task force, for different reasons. Two who left were fairly skilled, but they eventually gave up because of problems caused by our two unskilled soloists. The two soloists also eventually logged out. But, ... some or perhaps all of those who logged out didn't quit the task force first.

For a while we were down to four of us. Still, having the two soloists leave was so helpful that the larger spawn size couldn't prevent us from progressing more quickly than before. Missions went quite smoothly with the four of us, even if a bit slowly overall because of the oversized spawns. We continued that way for a while, until two of the four remaining players needed to leave.

For the last several hours, there were two of us; my ice/fire blaster and a new person playing a claws / super reflexes scrapper. He seemed like an experienced gamer, but brand new to COH. His build was that of a newer player (no stamina), although he had a good eye for picking a balance of offense and defense in his powers. He had either no enhancements at all, or very few. He did, thankfully, have practiced brawler. Even more helpful, he was willing to listen.

And so, we worked our way through the last several missions one oversized spawn at a time; 2 bosses, 3 lieutenants, and many minions were the norm. There were also, of course, special spawns with other combinations. The good news is that my partner went from level 11 to 21 during the task force, and I made it from 15 to 22. The bad news is, well, you read the threat title already.

QOL suggestion ...

If the devs would put a 'Task Force Members” splashscreen into the GUI, usable for task forces, so that team leaders could access the list whether somebody was online or offline, and kick whoever had left, it would *really* be a nice QOL feature for task forces.


 

Posted

Possible alternative that might be a little simpler to implement:

Team members who disconnect/log off don't drop from the team window. Their name just changes to indicate they are offline.

Leader can then still kick them if desired/needed.


 

Posted

Quote:
Originally Posted by ShoeTattoo View Post

We began with a full team for Posi in the morning.

Well there's your problem. Never Run Posi with a full team.


I also like Tripps suggestion for TF/SF teams.


 

Posted

Quote:
Originally Posted by Tripp Hazzard View Post
Possible alternative that might be a little simpler to implement:

Team members who disconnect/log off don't drop from the team window. Their name just changes to indicate they are offline.

Leader can then still kick them if desired/needed.
/This. It's very nice.


 

Posted

Quote:
Originally Posted by Tripp Hazzard View Post
Possible alternative that might be a little simpler to implement:

Team members who disconnect/log off don't drop from the team window. Their name just changes to indicate they are offline.

Leader can then still kick them if desired/needed.
I also like Tripp's alternative better. Not only would it probably be easier to implement, its probably also easier for players to use.

/signed


 

Posted

Quote:
Originally Posted by Tripp Hazzard View Post
Possible alternative that might be a little simpler to implement:

Team members who disconnect/log off don't drop from the team window. Their name just changes to indicate they are offline.

Leader can then still kick them if desired/needed.
I love this idea!

/SIGNED!

A few times, I've accidently kicked a member when things where going bad, and I saw the numbers counting down over their head, to think they were just quitting instead of DCing.

I mean...really...they were complaining the whole time. It was a PuG. How was I suppossed to know?


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Posted

I support the suggestion.

As a workaround you can use “/kick playername”.


 

Posted

Never run Positron on a full team. Last time I had 8 players, we split in two teams of 4. Some people (probably not experienced in Positron) complained, but we gave deaf ears and started it anyway. My team had an ill/rad troller (me), two blasters and a scrapper. We finished in 1hr 36 mins. The other team had a kin troller, two scrappers, and I forget what else. They finished in 2hrs 10 mins.


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Posted

Quote:
Originally Posted by panthera View Post
I support the suggestion.

As a workaround you can use “/kick playername”.
Even when they're logged off/disconnected? Cool!

Making a note of that.


 

Posted

I disagree with the notion that all 8-man Posi TFs are slow. My fastest Posi was with an 8 man team, and a PUG as well. The time was 1:45. And that was back when powers were capped at level 15 (so no Stamina).

My experience with Posi and other TFs leads me to believe that the time to complete has more to do with how experienced the players are with TFs as opposed to how large/small the team is, or how it is composed.

Players who don't know what they're doing, who don't cooperate, who don't fight and travel efficiently, who tend to go afk or obsessively shop or whatever ... these players are the ones who make TFs longer than they need to be, much more than any other factor.


 

Posted

Quote:
Originally Posted by konshu View Post
My experience with Posi and other TFs leads me to believe that the time to complete has more to do with how experienced the players are with TFs as opposed to how large/small the team is, or how it is composed.
I'm going to disagree with you this time. Positron has two of the most painful mobs to face at that level: COT and Vahz. And the Clockwork's endurance drain doesn't help. By playing with a team of 8, you'll get a lot of bosses in every mission, and both COT bosses and Vahz bosses are pretty brutal at that level.

I think you got extremely lucky with that 8-man PUG Posi. An 8-person PUG is more likely to have at least a couple of players that "don't know what they're doing, don't cooperate, don't fight and travel efficiently, tend to go AFK or obsessively shop". Keeping it small means that if one of the four is not pulling their weight, you only have to face 4-man spawns, and not 8-man spawns, with a smaller team.

Also, the fastest Positron time we ever had was 1hr 16min, with a 4-man team. I don't remember the team right now, other than my sonic/rad defender.


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Posted

Quote:
Originally Posted by Tripp Hazzard View Post
Even when they're logged off/disconnected? Cool!

Making a note of that.
I think it is "/team_kick_internal playername" that allows to kick offline teammate from TF.


 

Posted

The last two Posi runs I was on, both of them 8-man teams, one ran 3:01 the other 2:36.

Can't quite say that there were PuGs, everyone pretty much knew each other, but we brought along whatever character needed the badge, on both of them.

If the OP was having issues with two solo'ers, I would have given them the heave-ho, and reformed the team with two more players.

But an easier way to boot AWOL teammates would be nice.


 

Posted

Quote:
Originally Posted by ShoeTattoo View Post
Today I ran a 10 hour, 20 minute Posi task force. I would say it was “successful”, but it was soooooooo slow that I'm not certain it was. The “success” (ie: finishing it) was really a matter of being extremely stubborn, mixed together with an initial misunderstanding about how spawns are set and poor luck in PUG teammates.

We began with a full team for Posi in the morning. Four teammates quit fairly soon into the task force, for different reasons. Two who left were fairly skilled, but they eventually gave up because of problems caused by our two unskilled soloists. The two soloists also eventually logged out. But, ... some or perhaps all of those who logged out didn't quit the task force first.

For a while we were down to four of us. Still, having the two soloists leave was so helpful that the larger spawn size couldn't prevent us from progressing more quickly than before. Missions went quite smoothly with the four of us, even if a bit slowly overall because of the oversized spawns. We continued that way for a while, until two of the four remaining players needed to leave.

For the last several hours, there were two of us; my ice/fire blaster and a new person playing a claws / super reflexes scrapper. He seemed like an experienced gamer, but brand new to COH. His build was that of a newer player (no stamina), although he had a good eye for picking a balance of offense and defense in his powers. He had either no enhancements at all, or very few. He did, thankfully, have practiced brawler. Even more helpful, he was willing to listen.

And so, we worked our way through the last several missions one oversized spawn at a time; 2 bosses, 3 lieutenants, and many minions were the norm. There were also, of course, special spawns with other combinations. The good news is that my partner went from level 11 to 21 during the task force, and I made it from 15 to 22. The bad news is, well, you read the threat title already.

QOL suggestion ...

If the devs would put a 'Task Force Members” splashscreen into the GUI, usable for task forces, so that team leaders could access the list whether somebody was online or offline, and kick whoever had left, it would *really* be a nice QOL feature for task forces.
Reminds me of an article I read this weekend about "Escalation of Commitment"


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Reminds me of an article I read this weekend about "Escalation of Commitment"
So I not only enjoy this awesome community, but I get to learn stuff too? Nice!

Thanks for some perspective BAB.


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Posted

Quote:
Originally Posted by konshu View Post
I disagree with the notion that all 8-man Posi TFs are slow. My fastest Posi was with an 8 man team, and a PUG as well. The time was 1:45. And that was back when powers were capped at level 15 (so no Stamina).

My experience with Posi and other TFs leads me to believe that the time to complete has more to do with how experienced the players are with TFs as opposed to how large/small the team is, or how it is composed.

Players who don't know what they're doing, who don't cooperate, who don't fight and travel efficiently, who tend to go afk or obsessively shop or whatever ... these players are the ones who make TFs longer than they need to be, much more than any other factor.
I've done posis between 1:10 and 1:20 with 2, 3, 4 and 5 man teams, and I'm not the fastest around, people with purpled out 50s can solo it set for 2 in under an hour.

1:45 is not fast.

I like tripp's suggestion too.

The other one is to allow change of leader during a TF for the situation where the leader goes AFK without logging. (There was an old thread about this a while back)


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Reminds me of an article I read this weekend about "Escalation of Commitment"
Wow, if you only knew the irony of quoting that article to me.

Quite a few people (Staw included, of course) have done fine empirical work documenting the escalation of commitment. It happens in *lots* of different settings. Nobody is immune, and those who think they are tend to be especially vulnerable to it.

If you'd like something more "meaty", pick up just about anything by Karl Weick concerning "sensemaking" or "enactment." And if you'd like a logical follow-up to Staw's article and Weick's work, you can read one of Jeffrey Pfeffer's articles about "Evidence-based management" (he has multiple articles that say much the same thing, so one is enough).

That's enough to kill your spare time for a little while. It would be time well spent, though.


 

Posted

I kinda wish people wouldn't post how fast they can do this TF, because that really isn't a help to new players. Out of all the TF/SFs in this game that one is definitely a "your experience may vary" situation.

The QoL suggestions are ok, but I would be pissed off if I disconnected or crashed and was kicked because of it. Maybe a timer could be added so that if the aforementioned happens, a player could have a chance to rejoin the TF/SF before an over zealous team leader kicks them.


 

Posted

Quote:
Originally Posted by Minotaur View Post
I've done posis between 1:10 and 1:20 with 2, 3, 4 and 5 man teams, and I'm not the fastest around, people with purpled out 50s can solo it set for 2 in under an hour.

1:45 is not fast.

I like tripp's suggestion too.

The other one is to allow change of leader during a TF for the situation where the leader goes AFK without logging. (There was an old thread about this a while back)
The Positron Task Force contains 17 missions. Estimating 30 seconds in between missions to take into consideration the time it takes to get from mission to mission means you will be spending 8 minutes on travel time. Assuming that you had 1 hour to complete it and 52 minutes after traveling that would allow you about 3:00 per mission. Regardless of soloing the minimal spawn size will be set for 3 people. There are 4 defeat all mission spawned for 3 people which will consume the bulk of the time and an Elite Boss at in the last mission. Most of the other missions are easily sprinted except for rescuing the FEMA workers which can be stealthed but the hostages must still be brought back though the mobs to the door. Additionally, the gold challenge time requirements for a Posi is 2 hours or less. They have yet to add a platinum challenge for 1 hour or less.

What I would like to know is what purple out 50 can solo this in under an hour?


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Reminds me of an article I read this weekend about "Escalation of Commitment"
Hmmm, and that would explain why I've playing this game for 5 years


 

Posted

Quote:
Originally Posted by Flash_JL View Post
Assuming that you had 1 hour to complete it and 52 minutes after traveling that would allow you about 3:00 per mission. Regardless of soloing the minimal spawn size will be set for 3 people. There are 4 defeat all mission spawned for 3 people which will consume the bulk of the time and an Elite Boss at in the last mission.
Minor correction: *TWO*
You need 3 to start. If one then QUITS the task force, it WILL downgrade to spawning for TWO people. Having TF's not downgrade below the minimum required to start was only in effect for a short time.


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Reminds me of an article I read this weekend about "Escalation of Commitment"
This in turn reminds me of "pot odds" in poker or as we used to say in the dot com age "throwing good money after bad."


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Posted

Quote:
Originally Posted by Slax View Post
This in turn reminds me of "pot odds" in poker
That's an excellent analogy. You get +1 shares of the internet.

And a 10-hour+ Posi? Ugh. The worst TF I've ever done was a 6+ hour Synapse (don't ask) and I thought that was nauseating enough.


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Posted

True story about Positron. One day back in early 2006 (I believe, it was a while ago) I joined a pick up Posi on my main - an energy blaster. Within the first mission the leader - a dictatorial and bad player (very bad combination) - quit when the rest of the team seemed less than willing to obey his odd directions. Two of his friends quit simultaneously. That left three, including me. The other two basically said it was now impossible to complete and were contemplating quiting as well. I, being mostly crazy, told them it wasn't impossible and I offered to solo the thing and let them get the badge at the end. One thanked me but said no and quit. The other offered to help but after the second mission decided to take me up on the offer and logged out. I basically soloed it from that point forward, at +1, in about three or four hours or so.

Honestly, it was one of the easier Positrons I had run up to that point (I hadn't run it with my SG at that point, or I'm sure it would have been a cruise). I promptly decided to arm myself with some nukes and shivans and proceeded to solo Synapse, Sister Psycho, and I believe Bastion/Citadel before I decided I had enough task force soloing for the time being. Since then, though, I've always tried to complete task forces when the team disbands, as long as they do so in a way that allows me to continue running it. Unfortunately, that didn't work out nearly as well when it was an STF, but otherwise I often finish them.

I don't think that counts as escalation of commitment, though. I think its mostly goofy.


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Posted

Quote:
Originally Posted by Slax View Post
This in turn reminds me of "pot odds" in poker or as we used to say in the dot com age "throwing good money after bad."
Actually, "pot odds" is a valid approach to betting strategy. It presumes that all bets to that point are sunk and cannot be recovered, and attempts to determine if the incremental cost of calling a bet is worth it given the odds of winning the hand.

The problem comes when you bet on a hand that is much less likely to win than the cost of calling: when you call an effectively worthless hand just because you have a lot of money on the table already.

The problem at 3DR wasn't throwing good money after bad. The problem was the more subtle problem of throwing money without knowing if it was good or bad money. It seems not one penny they spent had any assurances of being spent towards a deliverable product.

To be more specific, it seems that Broussard had two separate and incompatible goals. He wanted to use other people's technology to accelerate development, and he wanted to deliver a product better than anyone else could make. That only works if you are incredibly fast, because if you are using someone else's engine, the one thing that's guaranteed is someone else will release something of comparable capability relatively soon.

Ironic, because of this passage:

Quote:
game developers usually find a publisher to give them an advance in exchange for a big slice of the profits. But Broussard and Miller didn’t need to do this. 3D Realms was flush with cash; on top of the massive Duke Nukem 3D sales, they had other products that were selling briskly, including several add-on packs for Duke Nukem 3D that they’d outsourced to another developer. (They even licensed their Build engine for a dozen games, bringing in more dough.)
People were making money using the engine they wrote but didn't want to use. They were spending money licensing other people's engines to make a game better than those people could make. This could have been the plot to Brewster's Millions.


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