Soloability...The Movement Forward.
I'd actually argue that the TFs should not allow you to solo them at all. Certainly, this should not always be done with simul-clickes, as that hinders the ability of people to finish the TF if people get disconnected or try to grief TFs, but I'm sure that they can think of something. The problem is, it's not just about increasing the difficulty of the end mob. Bill's character might be able to stand up to a power-increased AV at the end, but a regular PUG might not. But there must be a way.
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If someone wants to solo a shadow shard tf, deity bless em, and make way for them to climb their mountain.
Bill, that is bullsh*t and you know it. Granted, some of the minimum team sizes are higher than they need to be, however, that does not mean that the only way to have those minimum team sizes not be arbitrary are when there are multiple simul-clickies. The Devs could very well have come together and decided that they wanted people to come together and team certain content (i.e., not individual discretion). They could have decided that the minimum team sizes were there so that even if some people did drop, there would be enough people left on the team to be able to finish (i.e., not a random choice). They knew at the time that the TFs came out, or at least after ED happened, for sure, that a large majority of people couldn't solo AVs, and that almost all of the TFs out there end in an AV, and they didn't want people getting to the end only to find out that they couldn't finish it (i.e., based on objective distinction). None of that sounds arbitrary to me.
Just because you don't agree with them, and have built your character to such a degree as to make team-oriented content capable of being soloed doesn't mean that those restrictions are arbitrary. Even if the Devs decided together that they wanted the TF to require a team size that was larger than they knew was enough to finish it, just in case people dropped or quit, then it was not an arbitrary number. |
Why 3 for Posi, 4 for Synapse, 5 for Psyche, 6 for Citadel, 7 for Manticore and 8 for the Shards?
Just to numerically show an increase not because you ever really needed more than 2 or 3 players to beat down the AVs at the end of them.
So that does seem more like they chose the minimum numbers based on progression not any inherent difficulty in the TFs. I would consider them arbitrary in that way.
The Hollows Trial requires 8. No two ways around it and you're right they could have done that same kind of thing to all of the TFs but they didn't. In fact if you look at the required minimums in Paragonwiki it sure seems arbitrary.
Then along came villains and they started getting more thoughtful on what they really wanted for a minimum start up. Recent additions have a lot more meaningful start up requirements in my opinion than the originals.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
I would love to run a TF/SF solo without having to tie up someone else for a week from playing their toon. That is asking alot of someone I dont know.
I would love to run one without having to drop the TF after two mish's and perhaps ruin the experience for teammates that expected me to be there for the whole TF/SF What is ludicrous about that? |
It's ludicrous to think that you have so little time but you still play a MMO.
Perhaps you can not run TF every night. Or even every week. However I just don't believe people when they say they never have time to run a TF. Those same people do not have time to play a MMO then and no adjustment of content will help them.
I coach two soccer teams, am a Den Mother, have two kids, and have worked while doing all this. While I am not a regular on TFs, I managed to get the accolade on every character I have. It's not that hard, not is it a barrier to entry. You are playing a game where time=progression. If you do not have time, then do not expect much in the way of enjoyment out of a MMO.
So you miss the farm spam? If you want to farm, I can run one for you, cant promise more than one run though. |
However, the same people farming in PI are the same people who are farming the TFs. To be honest I think there are few that are done for the enjoyment of the content. Perhaps with the exception of the ITF (i've not done the villain ones so can't comment there). They do them for the XP and the merits.
Those are the same people who given the opportunity, stopped teaming. Yes, they were lame teams. However, give someone the opportunity to easily solo something and they will take their IOed toons and do so. At least for TFs, while the people farming ran the teams there was very little requests for door sitting. So it was good teaming content. I bring this up only to point out history. Not that I want farm teams back in PI.
Unsure how allowing more players experience more content is a bad thing for the game. |
Having teaming content where those rewards can be earned in no other way = bad.
Having teaming content where soloists can get the same rewards in alternate methods = good.
Leave content that can only be teamed so that there is a part of your game that will always have and encourage teams. Just make sure the rewards aren't exclusive. They are not, and I think the devs have done a brilliant job setting it up this way.
I'm suggesting that promoting solo content would take a step in the wrong direction for an MMO. Taking a 6-player-minimum TF and opening it up to free-for-all sends a message of "You don't need help!" and therefore decreases the emphasis on teaming to achieve goals in the game.
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Before they introduced gleemail you could still transfer funds to other toons, even accross servers, however, it was not as simple as it is today.
You can solo TF/SF's today, it is just a pain, and quite possibly inconvieniences someone else.
I'm suggesting that promoting solo content previously reserved as challenges for teams would take a step in the wrong direction for an MMO. Taking a 6-player-minimum TF and opening it up to free-for-all sends a message of "You don't need help!" and therefore decreases the emphasis on teaming to achieve difficult goals in the game.
I don't mind regular missions, arcs, and street sweeping (lol) being soloable at certain difficulties, but I wouldn't like seeing team-specific content done away with. |
I enjoy getting together with others to smack down invasions and GMs because it is fun. The old simultaneous blinkies missions on the other hand tick me off because the only value the others have is just to be warm bodies.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
I am going to agree with Bill's assessment at least as far as the original TFs are concerned.
Why 3 for Posi, 4 for Synapse, 5 for Psyche, 6 for Citadel, 7 for Manticore and 8 for the Shards? Just to numerically show an increase not because you ever really needed more than 2 or 3 players to beat down the AVs at the end of them. So that does seem more like they chose the minimum numbers based on progression not any inherent difficulty in the TFs. I would consider them arbitrary in that way. The Hollows Trial requires 8. No two ways around it and you're right they could have done that same kind of thing to all of the TFs but they didn't. In fact if you look at the required minimums in Paragonwiki it sure seems arbitrary. Then along came villains and they started getting more thoughtful on what they really wanted for a minimum start up. Recent additions have a lot more meaningful start up requirements in my opinion than the originals. |
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Bill, that is bullsh*t and you know it. Granted, some of the minimum team sizes are higher than they need to be, however, that does not mean that the only way to have those minimum team sizes not be arbitrary are when there are multiple simul-clickies. The Devs could very well have come together and decided that they wanted people to come together and team certain content (i.e., not individual discretion). They could have decided that the minimum team sizes were there so that even if some people did drop, there would be enough people left on the team to be able to finish (i.e., not a random choice). They knew at the time that the TFs came out, or at least after ED happened, for sure, that a large majority of people couldn't solo AVs, and that almost all of the TFs out there end in an AV, and they didn't want people getting to the end only to find out that they couldn't finish it (i.e., based on objective distinction). None of that sounds arbitrary to me.
Just because you don't agree with them, and have built your character to such a degree as to make team-oriented content capable of being soloed doesn't mean that those restrictions are arbitrary. Even if the Devs decided together that they wanted the TF to require a team size that was larger than they knew was enough to finish it, just in case people dropped or quit, then it was not an arbitrary number. |
Glad you brought up ED and the GDN considering how much of my opinion is based on changes like that.
When the min team size requirements were put into place, this game was an entirely different creature. Now we have temp powers, IOs, soon to have incarnate buffs (which will be functioning for any level 50 TF/SF we decide to run) versus how things were five+ years ago. ANY decision based on how things were back then are now moot. Glad you agree.
Basing it on "let's make it high enough that if people drop, there *might* still be enough to finish" is ridiculous. "We'll make it 6, maybe only two will drop." Oh yea? And if four drop? Guess you should have made the min size 8. Oh, but WAIT, this ALSO occurred back in the day when if you DCed during a TF you were kicked out of the TF completely. Another moot point with the current game.
The min size requirement is arbitrary NOW. It is useless NOW. Whatever decisions were made 5+ years ago mean absolutely nothing NOW.
and it seems like Bill wants to get rid of all of them, not just lower the ones that don't make as much sense. |
Be well, people of CoH.
It is ludicrous when we are talking about a 1-2 hour time commitment for most TF/SF's. There are some exceptions, but 2 hours is pretty much the norm for an average PUG.
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It's ludicrous to think that you have so little time but you still play a MMO. |
Perhaps you can not run TF every night. Or even every week. However I just don't believe people when they say they never have time to run a TF. Those same people do not have time to play a MMO then and no adjustment of content will help them. |
I coach two soccer teams, am a Den Mother, have two kids, and have worked while doing all this. While I am not a regular on TFs, I managed to get the accolade on every character I have. It's not that hard, not is it a barrier to entry. You are playing a game where time=progression. If you do not have time, then do not expect much in the way of enjoyment out of a MMO. |
Because the game lacks in variety in many instances. Having things to do where you need to step out of your box is good for the longevity of the game. |
Longevity? I dont see how you recommending people that dont have time for TF's to not play as good for the longevity for the game. Me? I will be here till the servers go dark.
The min size requirement is arbitrary NOW. It is useless NOW. Whatever decisions were made 5+ years ago mean absolutely nothing NOW.
<snip> You are correct. I see no sense in any of them. If I want to smash my head against constant failure as I would if I attempted to solo the STF I see no reason why some completely arbitrary minimum team size requirement should be placed in my way. |
Unless you have been in their meetings you can not tell if this was arbitrary or not. They could very well have sided with people who like teaming and reasoned that there are ways around their caps, but they want to encourage teaming. In that case, it is not arbitrary, it's just a decision you did not agree with.
While I agree that decisions made 5 years ago have little bearing on the state of the game today. That does not mean they are necessarily arbitrary. They could very easily have looked at the content, decided they wanted to have a required teaming aspect in their solo friendly game and kept it the same.
Unless you have been in their meetings you can not tell if this was arbitrary or not. They could very well have sided with people who like teaming and reasoned that there are ways around their caps, but they want to encourage teaming. In that case, it is not arbitrary, it's just a decision you did not agree with. |
Be well, people of CoH.
While I agree that decisions made 5 years ago have little bearing on the state of the game today. That does not mean they are necessarily arbitrary. They could very easily have looked at the content, decided they wanted to have a required teaming aspect in their solo friendly game and kept it the same.
Unless you have been in their meetings you can not tell if this was arbitrary or not. They could very well have sided with people who like teaming and reasoned that there are ways around their caps, but they want to encourage teaming. In that case, it is not arbitrary, it's just a decision you did not agree with. |
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
1-2 hours? How long does it take you to run a mish? I said one or 2 mish's at a time, not hours.
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Its ludicrous to think that an adult would tell another adult where and how one should spend their free time. I propose opening doors. You propose keeping them shut. I have heard of people that maintain their fees just so they can post on the forums. ****, least I play the game. |
Perhaps people have less time than even you! |
I work from 5 am to 8pm, I have 2 kids, and a wife who likes to schedule random things for me to do. I would rather spend time with my wife and kids than join a TF anytime. That does not mean that I don't enjoy my time spent playing, and there is enough progression to keep me here. Glad you can teach me what to expect out of the game though! |
This might be paraphrasing, but that sounds like, "You step out of your box, because I dont want to" |
Longevity? Been here since release, will be here till the servers go black. |
Also, I should note, I run about 1 TF a week. So I'm not some kind of hard core TF person. Which is exactly why I like seeing that team requirement. If those teams dry up, my guess is that I'll just stop joining them. Which is a shame, because that's the part where I get my team groove on.
People that want to team would still be able to team, thus making forced teaming arbitrary. By the definition of arbitrary. There are ways to encourage teaming, some already in place within this game. Forced teaming is not encouraging it.
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If they did this without considering the consequences, then I would agree with you. However, they likely have a reason, and my guess is that they want teaming for some aspect of their game enforced. That is not arbitrary, it's just a decision they made based on what they think will make their game succeed.
If you want the strictest definition of arbitrary than any decision they make is arbitrary since there is little reasoning for anything in their game other than they say so.
I'd say I am not a fan of forced teaming or forced soloing.
There should be a way for both teamers and soloers to access content. It should probably take longer to solo, so convience comes at a price.
Speaking of solo. Since i18 came out, I noticed a drop in TFs/SFs being run. I'm wondering if people soloing tips missions has something to do with this. 10 tips missions + 1 morality mission = 1 a-merit = 5 random rare rolls = 100 merits.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
Which is exactly why I like seeing that team requirement. If those teams dry up, my guess is that I'll just stop joining them. Which is a shame, because that's the part where I get my team groove on. |
This game is also full of nothing but Drizzt and Neo clones because we have dual blades and trenchcoats.
That may seem a non sequitur, but it isn't. You have a fear that you won't be able to find teams running TFs if they are changed so that they can be started with any number on a team between 1 and 8.
I find this fear just as valid as the fears people had that the game would turn into City of the Matrix when we got trenchcoats. And again when we got dual pistols.
It's a fear based on the assumption that the only people forming teams for TFs are those that want to solo them but can't. Does this fear make any sense at all when those that actually WANT to solo TFs can do so NOW if they jump through the hoops currently in place? What makes you think that those that DON'T want to solo TFs will suddenly begin doing so because of one change that people can get around anyway?
All we're asking for is the ability NOT to bug other people for pads. It's the same reason I want offline SG invites.
Be well, people of CoH.
I'd say I am not a fan of forced teaming or forced soloing.
There should be a way for both teamers and soloers to access content. It should probably take longer to solo, so convience comes at a price. Speaking of solo. Since i18 came out, I noticed a drop in TFs/SFs being run. I'm wondering if people soloing tips missions has something to do with this. 10 tips missions + 1 morality mission = 1 a-merit = 5 random rare rolls = 100 merits. |
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
<qr>
The majority of the game is soloable. That's fine. I don't want to see the TFs soloable on the way up. I don't agree that they need to be.
HOWEVER.
If, as a "reward" for hitting 50 - since you should, in theory, be able to kit yourself out well enough to deal with higher challenges - they were unlocked in Ouro, with warnings, so that you could attempt to do them solo or with smaller teams? I'm fine with that.
(And yes, some of the "require 6-8 people" TFs should have that requirement lowered. For most, 4 people max as a limit.)
Yes, it would make sense that you would stop joining the teams that run TFs because they like teaming because someone out there might be able to solo it. Got it.
This game is also full of nothing but Drizzt and Neo clones because we have dual blades and trenchcoats. That may seem a non sequitur, but it isn't. You have a fear that you won't be able to find teams running TFs if they are changed so that they can be started with any number on a team between 1 and 8. I find this fear just as valid as the fears people had that the game would turn into City of the Matrix when we got trenchcoats. And again when we got dual pistols. It's a fear based on the assumption that the only people forming teams for TFs are those that want to solo them but can't. Does this fear make any sense at all when those that actually WANT to solo TFs can do so NOW if they jump through the hoops currently in place? What makes you think that those that DON'T want to solo TFs will suddenly begin doing so because of one change that people can get around anyway? All we're asking for is the ability NOT to bug other people for pads. It's the same reason I want offline SG invites. |
Still it's a fear that is based on what happened after the introduction of the difficulty sliders. High level teams dried up since those people didn't need their mostly useless team mates. That already happened. It's not speculation.
Is this guaranteed to happen to TFs? I think so, but I can only look back to what happened when you gave farmers the ability to solo before. It might be different since TFs grant an accolade so there might be people still teaming it. However, I would be willing to lay money there would be much less of them.
I understand what you want, and why you want it. However, I would hope that you could also see the historical precedent that happened and realize that some of us like teams and that is the one place where it's guaranteed to get one.
You have the ability to solo it, even with the very cumbersome methods of doing it. So it's not like that ability doesn't exist. However, it is a method which insures that it's just easier to get a team together and do the content.
So you can only play for more than 10-15 minutes at a time while on vacation? Seriously?
No, I'm simply pointing out that you are playing a game where time=advancement. If you are complaining about very minimal time barriers, then you are playing the wrong thing. If you are playing it and having fun given YOUR limitations, then have fun. However, you are proposing to change an element of the game I enjoy, in a way that I think will negatively impact that aspect. All of this because you are playing a time based game and have no time to play it. So yes, that's why I'm going to point out how you should spend your free time. If you like the game enough to play it and all of the content in 10-15 minute chunks that's awesome. However, if you are mad that you can't do a small subset because of your time issues, then perhaps another hobby is in order. I am sure there are. However, I would never recommend playing a MMO to them. Nor would I expect them to complain about that game because of their life choices. That's fine, and something I would applaud anyway. I play from 9-12pm when the kids are in bed. You can get all of the rewards playing that way. You are demanding that the game be changed due to your desire to play only in 10-15 minute chunks, even though you can get everything that people running TFs can get by playing at your own pace. So enjoy the game, play in your constraints, but let us have pieces that we enjoy as well. Perhaps, but my box is also the way that the designers wanted it. For whatever reason they place value on having team required content. I happen to agree with that. You have many many many avenues for soloing. The only content that I can be assured that will result in a team is Hami and TFs. Good. I hope you stay a long time as well. I hope that people accept that diversity is good. Is that just my opinion. Yes. Also, I should note, I run about 1 TF a week. So I'm not some kind of hard core TF person. Which is exactly why I like seeing that team requirement. If those teams dry up, my guess is that I'll just stop joining them. Which is a shame, because that's the part where I get my team groove on. |
Experiencing the content is in no way shape of form necessary for advancement. they are two separate things. You dont need to run the TF/SF's to hit 50, cap your infl. and IO out your build. I can hit 50 in whatever increments of time I have.
I am still unclear how not allowing other options to experience the content is good for diversity.
I am still unclear how not allowing other options to experience the content is good for diversity.
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To me, teaming is a very important part of a MMO. While I have been pleased with how CoX has made soloing viable and competitive, there are times when I want to sit down with a team and play.
The only content that I can guarantee to get a team that will do content and stick together for more than 10-15 minutes is on a TF. This is a TF that is not required for advancement, but does accelerate it, so doesn't unfairly impact the solo player.
If the TFs go solo capable (beyond the cludge that you have now) I feel that those teams will mostly disappear much like that last time that solo players got a boon in an area where teaming was required; that was high level PI teams. Diversity is different ways of playing the game. Teaming and soloing are diverse methods of play. While there is no solo required content that I can think of, it is what many players do for significant portions of their time.
So by expanding TFs to easily solo, I feel that you will remove much of the teaming content that is the only thing guaranteed to generate a team that stays together for more than a mission or so.
I understand your desire to see everything. However, since it doesn't impede your character advancement, is not that much of a barrier (1-2 hour sessions), and can be ignored if desired, then it's not unreasonable to leave it as is. You can see it all, for you and your 10-15 minute scheduled sessions it might take planning further ahead. In the mean time you can continue to advance in whatever methods your schedule permits.
I understand your desire to see everything. However, since it doesn't impede your character advancement, is not that much of a barrier (1-2 hour sessions), and can be ignored if desired, then it's not unreasonable to leave it as is. You can see it all, for you and your 10-15 minute scheduled sessions it might take planning further ahead. In the mean time you can continue to advance in whatever methods your schedule permits. |
Ah but the option to solo does impede my ability to team in a big way. At least if history is to be believed.
The only way that I would be behind this is if they took merits away from soloing, or decreased them so far as to make them unattractive to farming. Then you would open content for those really interested in the story behind the 10+ missions of clockwork in Synapse while still keeping the farmers interested in running their daily merit grinds to help us pathetic players who can no solo at x8 or TFs.
Do you think the non-farming/PL community noticed the decrease in teams with the introduction of the diff slider? I don't.
And while I am sure, having read your posts, that there is a contingent of players that were put off by the lessened ease of getting on farm/PL teams, just as there were plenty of players annoyed when they could no longer PL to 50 in a day with AE, I don't think the devs give a damn about that part of the player population nor do I consider such reactions to be a strong basis for the fear that TF teams will dry up if players can start them solo.
That said, going back to Memphis_Bill's last post, I would find that to be a completely fair compromise. Leave the "live" TF/SFs alone and allow them to be soloed in Ouro only by those at level 50? Absolutely. Sounds great. Fantastic idea.
Be well, people of CoH.
Ah but the option to solo does impede my ability to team in a big way. At least if history is to be believed.
The only way that I would be behind this is if they took merits away from soloing, or decreased them so far as to make them unattractive to farming. Then you would open content for those really interested in the story behind the 10+ missions of clockwork in Synapse while still keeping the farmers interested in running their daily merit grinds to help us pathetic players who can no solo at x8 or TFs. |
As the rewards are based on time+risk=reward, I would possit that soloists should recieve an xp bonus, for more than likely taking longer than a full team, quite posible a few members who are buffers/debuffers. which brings us to risk. As the soloist is taking all the aggro, without the option of spreading it around to other teammates, there is higher risk for defeat, and indeed, total failure. I'm not suggesting that a soloist gets rewarded 8 times for completing a mission/TF set for 8, but I don't see how not rewarding them at all is fair.
I might as well suggest that teams get a reward penalty for trivializing the risk/reward ratio.
I get that its an MMO, I know teaming is very important for alot of people. However, the attitude of, "You have to team with me, its a MMO" is ridiculous. They have these crazy things called global channels that allow like minded people to connect, and well, team. Broadcasting in PI is so 2006
I don't mind regular missions, arcs, and street sweeping (lol) being soloable at certain difficulties, but I wouldn't like seeing team-specific content done away with.
Pinnacle
@Mr.Catastrophe