Anyone else getting annoyed with Masters of runs?
First off, I'll point to this thread on the forums that runs a similar parallel to this thread entitled...
"Why so much hate about the Mo Badges?"
http://boards.cityofheroes.com/showthread.php?t=222348
But there can be annoyances associated with master runs. I agree with the OP that it should be explicitly stated as a master run so that all are in complete understanding of the goal of the team. (Which usually is to obtain that master of badge). It will give folks a chance to bow out or be talked into staying.
I can honestly say that I will feel more comfortable even in a PuG master run if someone takes charge when it comes to instructions and getting everybody on the same page. Its one of the reasons why I still PuG at times because there's plenty of folks I haven't grouped with and I may learn something new. I like to expand my global list of friends (or rather have more resources available to me when I choose to put my own master tfs together )
In all honesty, the more I run master tfs the more I begin to see a melding of caution and speed. Folks will get more proficient if they regularly run. Now I know it doesn't help those who don't have nearly as much time as others. This is where a tf leader can differentiate him/herself from average joe tf leader....by providing instructions/guidance in the flow of the tf as to what will happen and what to expect. Not every tf leader is the same as I have found out heh heh.
Deaths do happen even with experienced teams but the merits are still good. Hopefully, as part of the process, the tf leader will keep positive and just maybe, continue to run the rest of the tf as a master run 'for practice'. In this way, anybody on the team continues to get exposure to tried/true methods for 'winning' on a Master of run. This of course, is dependent on the rest of the teams agreement. Just have to get it next time.
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None of my characters have been on a 'Master of...' run. My Kin/ is an aggro-magnet and I'm usually shocked when she doesn't die. My Ill/Emp has better survivability. But any time I get on a TF with SG members or people I know, that I don't normally team with, and I know that they are TF machines, I ASK if it's a 'Mo...'.
I'm pretty sure they'd mention it before hand, but that's not something I like to assume, as I definitely would want to be the cause of a failed 'Mo...'.
In the future, when my top character's have better survivability, then I'd like to be in on some 'Masters of...' action, but not until they are ready.
Kudos to the people that can do it without breaking a sweat, and to the folks that for them it truly is a trial yet they persevere and succeed.
I've done spare of the moment Master Of runs, with PuGs, I just make the following clear...
If someone dies the plan is to just keep going (now if it happens ont he first mission, we've started over, but once it hits the second we've just kept rolling along)
You don't need temp powers to beat any of the TFs. So the lose of those temp powers you crafted/earned isn't a big deal. Save them for the next TF.
And dying on purpose is just poor, sad, pitiful playing on the players part when they do that.
Of course it's poor, sad, pitiful playing on the players part who just quits the TF because the attempt wasn't successful.
It failed. So what? Keep going and finish and collect those merits.
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None of my characters have been on a 'Master of...' run. My Kin/ is an aggro-magnet and I'm usually shocked when she doesn't die. My Ill/Emp has better survivability. But any time I get on a TF with SG members or people I know, that I don't normally team with, and I know that they are TF machines, I ASK if it's a 'Mo...'.
I'm pretty sure they'd mention it before hand, but that's not something I like to assume, as I definitely would want to be the cause of a failed 'Mo...'. In the future, when my top character's have better survivability, then I'd like to be in on some 'Masters of...' action, but not until they are ready. Kudos to the people that can do it without breaking a sweat, and to the folks that for them it truly is a trial yet they persevere and succeed. |
Sure no one wants to be the first to die on a MO attempt, but it's not that bad of a thing if you're running with a team of decent players. If they ridicule the player for dying on accident, then it's not a decent team.
Of course, like I said in the previous post, if the player died on purpose, then they're just a poor player to begin with.
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Would love to attempt one but i feel that the only one of my toons who would stand a chance is my ill/rad controller, however when on a support type of character i have always had the game style of helping the others survive before my own well being, which would result me in dying and being the one kicked
Thus, i have never even attempted one
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Would love to attempt one but i feel that the only one of my toons who would stand a chance is my ill/rad controller, however when on a support type of character i have always had the game style of helping the others survive before my own well being, which would result me in dying and being the one kicked
Thus, i have never even attempted one |
If you play through every TF you do, whether Mo or not, with the goal of not dying, yet contributing and not just standing there, the pressure to play a different way to avoid being the first one to die is lessened greatly. You're already playing the way you normally do, just without temps.
Play within your chosen character's abilities and avoid the obvious situations where you know you'll probably die, and chances are very good that some other poor schmuck will be the first one to faceplant.
Mo's really aren't that hard when you play smart. You just have to go a bit slower and know your team.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
To me the temp powers are not a huge issue just a minor annoyance. I carry around a bunch and have regular missions or TFs where I barely touch them. Some that do hinder a bit include Assemble the team (VET reward) since now a team with nothing but us "old" vets just lost the ability to TP. If the Leader didn't manage to grab someone with recall friend no one is teleporting anywhere. Mission Teleporter (Pack) is another and for very similar reasons now I'm zoning to that ONE mission that may be in another zone. On the Lady Grey I mentioned the first words out of our Brutes mouth once we started were 'Hey I lost Ninja Run" /em sighs deeply .. apparently to maximize his build he hadn't take any travel power and just used that to get around quickly.
I think the big thing is the LACK of communication. Some of these leaders have done So many MO runs now that they automatically assume that EVERYONE knows how to do one and never reveal any strategy or the reason behind it. I did a LRSF like this and couldn't help but wonder why my 50 level Crab, with IOS in every slot and all sort of defense, was hiding away while 2 Brutes did all the work. I did a MoSTF a long time ago that was the same way. I'm sure the LEADER knew why we were doing this or that but never bothered to let anyone on the team know what to do or the reason behind it. I don't need a 20 minutes detailed explanation but at least tell me what your plan is and why it works! lol
My Crab is my Badger on COV and At this point she needs a Sucessful LRSF and one more Respec trial to have pretty much every available Accomplishment badge aside from master of runs.. and YES I know respec badges show up under Accolades not Accomplishments(hehe). All I want is a normal LRSF which itself is pretty challenging but it seems like more and more all of the attempts are Masters runs. I don't feel comfortable enough with that SF yet to try and build a team of my own since I have never been on a successful one YET! I WILL keep trying though till I get that badge LOL
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Master of runs are fine. The problem is that the TF teaming mechanism sucks. Trying just in case is fine, but after a fail you have to restart just to do it normally.
What it needs to work better in this case is a way to turn temp powers back on without restarting.
In addition, there should be a way to add teammates (for no rewards) if somebody quits (not if they log or are kicked from team), and restart without rerecruiting the teams. The reason that is important is that the TF mechanism is now used for things dramatically different than its purpose. Specifically, this is key to solving RSF ragequits, making ouro viable for teaming rather than just solo, and MA accessibility.
A game is not supposed to be some kind of... place where people enjoy themselves!
Master of runs are fine. The problem is that the TF teaming mechanism sucks. Trying just in case is fine, but after a fail you have to restart just to do it normally.
What it needs to work better in this case is a way to turn temp powers back on without restarting. In addition, there should be a way to add teammates (for no rewards) if somebody quits (not if they log or are kicked from team), and restart without rerecruiting the teams. The reason that is important is that the TF mechanism is now used for things dramatically different than its purpose. Specifically, this is key to solving RSF ragequits, making ouro viable for teaming rather than just solo, and MA accessibility. |
Nothing in the game needs temp powers, they just make things easier.
Lack of ninja run can hurt depending on the MO you're doing. I've done it on toons that rely on Ninja Run as a travel power. It's not that bad.
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The only thing irritating about Master runs is when some fathead noob fill on the team decides to start spamming team chat about how he thinks it should be a Master run when the call for players clearly stated the intent was speed or whatever else.
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Actually I prefer Mo runs to speed runs. Seems there is a bigger since of accomplishment of doing a TF/SF with no temp powers and no deaths.
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I've never done a Master Of... run. The idea just isn't interesting to me. (Much like multi-billion IO builds for the "perfect untouchable 5000% recharge etc" character isn't.) If they're your thing, go nuts. Just let me know ahead of time on the MO run so I can bow out.
Speed runs... I'll do on occasion. If nothing else to see what's being done on them for a specific TF. But I find them equally dull, generally. Not much talking, banter or screwing around on them - takes a good chunk of the *fun* out of it for me. |
I tend to use Task Forces for other reasons entirely. I have a few characters that have TFed their way to 50 level so I'm generally looking for all the XP, INF, Prestige, along with salvage and recipe drops I can get. I'm not opposed to moving things along using stealth and teleport when possible but anytime I see someone on the VirtueTF channel posting times of 30 0r 40 minutes for a TF I know even using stealth would normally take 90 I assume a LARGE amount of allI I just mentioned got skipped. Everyone has their reasons for however they chose to play and if Speed runs are their thing fine but I prefer a slightly slower pace. I think my BEST example of the opposite would be a LGTF I did a while back. The team leader specified in the global "This is not a speed run we will kill everything!" She was not joking and on the first mission we even stuck around after the Clockwork King was defeated and took out all of the ambushes before moving on. My character started out about 5 bars short of 46 on that run and emerged a 48 level. I had close to 100 more Vanguard Merits than I did before it began, my enhancement tray, salvage and recipes were all full and I forget exactly how much more Influence I had but it was quite a bit. That total went up even more after I sold off the rare salvage and the PURPLE recipe that dropped during that run.. and the time for that TF was 1:47.
As a badger I also like certain TFs for the chance to add to my collection. Moonfire is great for getting Slayer and Silver Bullet, or at least getting very close, as you work on the Atlas Medallion. Manticore is the best way I know to get your Infiltrator badge taking out Paragon Protectors. Synapse and/or Posi pretty much guarentee you have Gearsmasher and Posi even helps out a lot with Embalmed Cadavers and COT Mages. Sister Psyche is a great way to get your Tank Buster badge out of the way.
Speed runs serve the purposes of those that do them but I tend to avoid them simply because I always wonder what I may have missed getting that would add to my wealth or what recipe MIGHT have dropped that would make me tougher because we skipped so much to get done FAST.
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2) The loss of temp powers drives me crazy. I have 20+ that I EARNED or CRAFTED not to mention vet rewards, ect and suddenly I lose access to all of them so someone can prove how macho they really are. |
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I'm more annoyed by the unadvertised Speed Runs, the TFs where the leader just assumes that everyone speeds TFs no matter what and then acts surprised when the team is trying to steamroll the first mission while he's running off to TP people to the end. Then he gets even more surprised that the sub-50's he invited actually want the XP that he's trying to make them skip and quit out of frustration.
Had a very similar experience on LGTF the other week, i was on a lvl 50 troller slotted with mid expense IO sets to get perma hasten and got an invite so i went along.
The tank was continually cursing at people and was annoyed when the hostage did not die on the 1st mission and he faceplanted with the clock king. The 2 starter members obviously had a plan yet did not bother to tell anyone else, just moaned a lot if thing did not go to their plan,then after the 1 st mission completes they decide to restart for some reason?. I left leaving their granite tank on go -slow mode |
i dont mind MO runs but i wish powers that listed as inherents are not counted in the temp powers
mish tp, base tp, pocket d tp, ninja run, vet attacks are ALL inherent powers according to where they are listed
if its not in the temporary section, then it shouldnt be counted as a temporary power
Speed runs serve the purposes of those that do them but I tend to avoid them simply because I always wonder what I may have missed getting that would add to my wealth or what recipe MIGHT have dropped that would make me tougher because we skipped so much to get done FAST.
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Speed runs really annoyed me back in the days of the random recipe at the end instead of merits. I had such horrible luck with that drop that I knew I would reliably make much more inf steamrolling the TF instead of hoping for some lucky drop at the end.
Speed runs serve the purposes of those that do them but I tend to avoid them simply because I always wonder what I may have missed getting that would add to my wealth or what recipe MIGHT have dropped that would make me tougher because we skipped so much to get done FAST.
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I have ONE travel power (occasionally two, if I took SS because there was nothing else I wanted at 49), and sometimes ONE Stealth power (if it does something useful besides stealth). And a whole bunch of other powers to kill things, keep me alive while I kill things, or help others kill things. I came to fight, not stand around and wait for a TP.
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What's even more annoying is when the leader informs the team "Everyone fights in this TF!" but then you all enter the first mission and are right away told to stand at the door while someone stealths the map. Yeah, we're all doing so much fighting...
It's even worse than the old days when the team isn't allowed to do anything, not even the scrappers, because the Tank has to go and herd up the every spawn in the entire room, and do that for EVERY room.
What's even more annoying is when the leader informs the team "Everyone fights in this TF!" but then you all enter the first mission and are right away told to stand at the door while someone stealths the map. Yeah, we're all doing so much fighting...
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I do understand the desire to skip things sometimes, especially in the older, more tedious TFs. But that is no reason to just stand by the door. While the stealther is stealthing, you could be fighting.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
That's why I've started bringing characters that can handle team-sized spawns to PuG TFs. I find that if somebody just starts fighting anyway, people will join in.
I do understand the desire to skip things sometimes, especially in the older, more tedious TFs. But that is no reason to just stand by the door. While the stealther is stealthing, you could be fighting. |
As long as they are ADVERTISED as such beforehand.
I usually ask before I ask to join just to make sure. For the very reason that some leaders just assume everyone likes to speed run.
I personally prefer speed running a lot of the tfs, since a lot of them are ridiculous kill alls after kill alls. Since I don't generally use tfs to level I just find quite a lot of the older tfs to be tedious dreck.
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Lazarus has that right: Every enemy you don't kill is one less chance at a purple drop. Speed runs really annoyed me back in the days of the random recipe at the end instead of merits. I had such horrible luck with that drop that I knew I would reliably make much more inf steamrolling the TF instead of hoping for some lucky drop at the end. |
Dec out.
I guess I've been lucky. All my MO attempts have been with people who realize that failure is a possibility, that even the best players screw up, and I've never had anyone jump down anyone's throat about dying.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World