Discussion: Dev Diary on Issue 19 Task Forces on Massively.com
Hey if im going to be more powerfull than the main characters, then i want to be the one on the loading screen when i load up the game !
Good read and looking forward to playing it on numerous different characters. The one part that did catch my eye was the part where it says it drains the powers of non incarnates. Possible hint at power supression castle hinted at a year or so ago? If so, good way to make it happen imo Unless the taskforce doesnt let you start it unless your all incarnates . . . . |
The diary makes it sound like you have to have the slot open, and definitely states that if you don't have something in it, you operate under some kind of debuff.
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I was kinda scared at first when he mentioned what to take from the Reichsman T/SF, so I was doubly glad to hear we won't have a fight that involves "boiling down to 10 minutes standing around and hitting an enemy".
I also like hearing that they want the new TFs to be challenging without encouraging cheap tactics. That's one thing that always bothered me about the LRSF, the way it seemingly forces the players to either embrace strategies that completely neuter all difficulty in that fight or fight 'fairly' but end up with a nigh-impossible fight.
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I like the way we have to help out both Paragon City and the Rogue Isles - that's one of my favorite parts of the RWZ arcs, the way we go to locations on both sides to help fight off the invaders.
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well personally I don't like having to have a special temp power to beat the bad guy(s).
we will see how this goes, and by the way on a LRSF,stalkers usally get the pity spot on the team, would really hate that certain powersets or ATs are either needed or excluded .while the TF may be fun, failing it is not, and all teams will want to have chars and such to give them the most possibilty of success.
so if this TF will take about 1 hour to do so it will only give about 12-15 merits?
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well personally I don't like having to have a special temp power to beat the bad guy(s).
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If you're a swordsman, you're not beating the badguys by virtue of your superior melee abilities and swordsmanship; it's because of whatever magical or technological MacGuffin the TF or SF requires.
For most characters, the Incarnate powers shown don't really build on your character's theme, unless in the case of Judgement you happen to be using an elemental themed powerset like fire, ice, electriciticy or darkness.
I don't really see the difference, besides one being permanent and other other not. Neither is really going to feel like a power or ability intrinsic to your character, depending on what your character is supposed to be, and will be just as alien and arbitrary as someone handing your time-transposed bone club wielding caveman a blinking ray gun and telling them they'll be using it to defeat whatever the threat of the day is.
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well personally I don't like having to have a special temp power to beat the bad guy(s).
we will see how this goes, and by the way on a LRSF,stalkers usally get the pity spot on the team, would really hate that certain powersets or ATs are either needed or excluded .while the TF may be fun, failing it is not, and all teams will want to have chars and such to give them the most possibilty of success. so if this TF will take about 1 hour to do so it will only give about 12-15 merits? |
The thing is the diary said he wanted the aspect of coordination and didn't specifically say that would be down to temp powers. Also it made clear they didn't want to go the route of needing x AT to start.
The thing about coordination is that it can come in many different ways. For example there is some team coordination on the cysts mission of the ITF, do you stay and fight the ambushes or do you leg it! Its happened a number of times where a team has split because, of no fault of anyones, it just hasn't been discussed and coordinated. Some people may be used to speed runs where you would leg it and others may be used to killing all the way through. Another example would be the Hero Respec Trial. There needs to be some sort of coordination about people intercepting the multiple waves and protecting the core. Its not one of the hardest trials out there but I have failed it once or twice because we just couldn't organise ourselves properly. And another example would be in the Khan TF blue side, there needs to be some coordination on how the team deals with the released AVs while fighting Reich.
Anyway, my point is that coordination can come in many different ways. I am kind of hoping it won't involve overuse of temp powers but still will require the team to work together smoothly and have the same plan in mind.
Im kind of on the fence about Temp powers in TFs. I quite like them in the Hero Respec Trial and the hero side Khan TF but thats because they aren't overused.
The thing is the diary said he wanted the aspect of coordination and didn't specifically say that would be down to temp powers. Also it made clear they didn't want to go the route of needing x AT to start. The thing about coordination is that it can come in many different ways. For example there is some team coordination on the cysts mission of the ITF, do you stay and fight the ambushes or do you leg it! Its happened a number of times where a team has split because, of no fault of anyones, it just hasn't been discussed and coordinated. Some people may be used to speed runs where you would leg it and others may be used to killing all the way through. Another example would be the Hero Respec Trial. There needs to be some sort of coordination about people intercepting the multiple waves and protecting the core. Its not one of the hardest trials out there but I have failed it once or twice because we just couldn't organise ourselves properly. And another example would be in the Khan TF blue side, there needs to be some coordination on how the team deals with the released AVs while fighting Reich. Anyway, my point is that coordination can come in many different ways. I am kind of hoping it won't involve overuse of temp powers but still will require the team to work together smoothly and have the same plan in mind. |
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Arc ID 3864: The Chronicles of (In)FERNIA!
I was kinda scared at first when he mentioned what to take from the Reichsman T/SF, so I was doubly glad to hear we won't have a fight that involves "boiling down to 10 minutes standing around and hitting an enemy".
I also like hearing that they want the new TFs to be challenging without encouraging cheap tactics. That's one thing that always bothered me about the LRSF, the way it seemingly forces the players to either embrace strategies that completely neuter all difficulty in that fight or fight 'fairly' but end up with a nigh-impossible fight. |
I am a bit skeptical of this. Practically every end game encounter is the same, tank and spank. To prevent us from debuffing the critters into uselessness cheating tactics are added. Such as Statesman/M.Bison/Hero-1 perma unstoppable or the 100 mag hold GW has, if the devs truely mean what they say on this then we better have no cheating of NPCs abilities. Make up for it with better AI instead. Like how about having the mobs go after the healers/debuffers/buffers for once instead of being glued to the tank.
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Thank You Devs for Merits!!!!
well personally I don't like having to have a special temp power to beat the bad guy(s).
we will see how this goes, and by the way on a LRSF,stalkers usally get the pity spot on the team, would really hate that certain powersets or ATs are either needed or excluded .while the TF may be fun, failing it is not, and all teams will want to have chars and such to give them the most possibilty of success. so if this TF will take about 1 hour to do so it will only give about 12-15 merits? |
2. Good stalkers are always welcome when I do LRSF. It's the ones that suck who get the pity spot.
3. I regularly run the silver mantis SF. A good team can run it in about 45 minutes and it gives the most merits you can get on red side 42. I run LGTF in about the same amount of time for 37 merits. Itf gives out 26 merits and can be run in less than 30 minutes.
Pretty good article overall. It really tells us nothing about the Strike/Task Forces but still serves to get people excited. I found the comments below the article to be almost as illuminating as the article itself though. I hope the Dev's read those, since that is likely what new players will be doing to check out this game before deciding to buy it.
I am a bit skeptical of this. Practically every end game encounter is the same, tank and spank. To prevent us from debuffing the critters into uselessness cheating tactics are added. Such as Statesman/M.Bison/Hero-1 perma unstoppable or the 100 mag hold GW has, if the devs truely mean what they say on this then we better have no cheating of NPCs abilities. Make up for it with better AI instead. Like how about having the mobs go after the healers/debuffers/buffers for once instead of being glued to the tank.
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Is there a taunt resis power ingame? Cant log in so cant really check.
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Is the article posted anywhere else? Can't get to Massively through work..
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"We don't want players to be overshadowed by iconic figures like Statesman or Lord Recluse. In the Incarnate system, players will embark on the path that will end with them being seen as more powerful than the current iconic figures in the game"
Oh nice. However from a story/role playing standpoint I can't see Recluse standing idly by while someone surpasses his power levels. |
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Practically every end game encounter is the same, tank and spank.
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I, and my Rad defender, and my Ill/Rad controller, and my sonic/pain Corruptor, and my elec/rad controller... we are all totally against this concept, as it is eevil and totally AT-ist.
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The idea of making the toons with the least amount of HP and resistance/defense also the one gaining the most aggro is very, well, it won't be fun at all for people playing those toons.
Maybe debuff-heavy Defenders and Corruptors might be able to deal with that, but most buffers buff, you know, the rest of the party, not themselves. So we have an AT with powersets that are meant to make others more resilient and more capable at taking and dishing out damage, and then make it all useless because the enemies will focus on you anyway?
It may be smart or realistic or what-have-you for enemies to focus on the team's buffers and debuffers first, but it will make those ATs a lot less fun to play. Of course one might say this simply requires a change in tactics, like killing the entire mob immediately before the Defender dies, but who really likes fights that last five seconds? Or instead of a Tanker we just get two or three Controllers and lock down those mobs, but then we're at the same position where enemies cannot do any reasonable damage against the team, it just changed from only attacking a nigh-invincible AT to not being able to attack at all.
So what do we do know? We can just make every enemy a lot more mez-resistant and make Controllers and Dominators another priority target, but then we just neutered another couple of ATs to make things realistic and intelligent or whatever. More useless ATs to make the game more challenging, brilliant design.
Now don't misconstrue this as me saying that challenge is bad. Far from it. It's just that this idea of challenge isn't fun. Instead of making Tankers useless by having enemies ignore them and making Defenders useless by having them get killed immediately, why don't we give enemies more AoEs? Many buff-sets have PBAoE buffs and buff-toggles requiring them to be close to their melee compatriots. It could make it so that position becomes more strategic, like say, this enemy group has lots of cone attacks, so it's best to buff your buddies from behind enemy lines, whereas the other group uses PBAoEs so now the Defender wants to stand as far as possible from the enemies while still being close enough to sufficiently buff their buddies.
Of course even that would have several flaws, but I'm just throwing out ideas here. What I'm trying to say is that challenge is good, but challenge should promote proper team-synergy, rather than by changing combat mechanics in such a way that several ATs get neutered and we're left with the bare-minimum to defend ourselves.
Put differently, you can make the game more challenging by giving us tougher foes, so that we feel more powerful ourselves for toppling them, or you can cripple the players, at which point we'd just feel frustratingly weak and derive significantly less joy from the challenge.
The key world there is "being seen as". As opposed them actaully being more powerful. Meaning it's more of a story thing.
There's nothing that's been shown of the first five levels of the Incarnate system that suggests to me that all Incarnate players will be able to go toe to toe with Statesman and Recluse in RV, or solo them in their native form as level 54 AVs. Unless of course, the other 9 slots come with a level shift like the Alpha's ultimate menifestation, but there's nothing contrete to suggest they will. That being said, they could save a lot of time and just make the entire Incarnate system a simple text box that pops up every once and a while that says "You are now more powerful than Statesman and Lord Recluse!" and call it a day. The bottom line for me is if the game mechanics, mission design and power design still enforce that you're not their peer, then it really doesn't matter what the flavour text says. Heck, you can already pretend to be more powerful than them in AE, so you don't have to wait for the Incarnate system to pretend in the rest of the game . |
Having said that, if you're correct in your guess that this is just wordplay, and that the incarnate system won't actually allow characters to eclipse game characters in terms of actual gameplay ability, then the dev was being incredibly deceitful and it's a lame *** move and cheesy marketing gimmick that will lose them customers.
Playing devil's advocate: How is that really any different than needing to be an Incarnate to beat the badguys?
If you're a swordsman, you're not beating the badguys by virtue of your superior melee abilities and swordsmanship; it's because of whatever magical or technological MacGuffin the TF or SF requires. For most characters, the Incarnate powers shown don't really build on your character's theme, unless in the case of Judgement you happen to be using an elemental themed powerset like fire, ice, electriciticy or darkness. I don't really see the difference, besides one being permanent and other other not. Neither is really going to feel like a power or ability intrinsic to your character, depending on what your character is supposed to be, and will be just as alien and arbitrary as someone handing your time-transposed bone club wielding caveman a blinking ray gun and telling them they'll be using it to defeat whatever the threat of the day is. . |
1. The alpha slot which is part of the incarnate system is not a temp power.
2. Good stalkers are always welcome when I do LRSF. It's the ones that suck who get the pity spot. 3. I regularly run the silver mantis SF. A good team can run it in about 45 minutes and it gives the most merits you can get on red side 42. I run LGTF in about the same amount of time for 37 merits. Itf gives out 26 merits and can be run in less than 30 minutes. |
I do not appreciate the theme that this phrase engenders. Or the visual.
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The idea of making the toons with the least amount of HP and resistance/defense also the one gaining the most aggro is very, well, it won't be fun at all for people playing those toons.
Maybe debuff-heavy Defenders and Corruptors might be able to deal with that, but most buffers buff, you know, the rest of the party, not themselves. So we have an AT with powersets that are meant to make others more resilient and more capable at taking and dishing out damage, and then make it all useless because the enemies will focus on you anyway? It may be smart or realistic or what-have-you for enemies to focus on the team's buffers and debuffers first, but it will make those ATs a lot less fun to play. Of course one might say this simply requires a change in tactics, like killing the entire mob immediately before the Defender dies, but who really likes fights that last five seconds? Or instead of a Tanker we just get two or three Controllers and lock down those mobs, but then we're at the same position where enemies cannot do any reasonable damage against the team, it just changed from only attacking a nigh-invincible AT to not being able to attack at all. So what do we do know? We can just make every enemy a lot more mez-resistant and make Controllers and Dominators another priority target, but then we just neutered another couple of ATs to make things realistic and intelligent or whatever. More useless ATs to make the game more challenging, brilliant design. Now don't misconstrue this as me saying that challenge is bad. Far from it. It's just that this idea of challenge isn't fun. Instead of making Tankers useless by having enemies ignore them and making Defenders useless by having them get killed immediately, why don't we give enemies more AoEs? Many buff-sets have PBAoE buffs and buff-toggles requiring them to be close to their melee compatriots. It could make it so that position becomes more strategic, like say, this enemy group has lots of cone attacks, so it's best to buff your buddies from behind enemy lines, whereas the other group uses PBAoEs so now the Defender wants to stand as far as possible from the enemies while still being close enough to sufficiently buff their buddies. Of course even that would have several flaws, but I'm just throwing out ideas here. What I'm trying to say is that challenge is good, but challenge should promote proper team-synergy, rather than by changing combat mechanics in such a way that several ATs get neutered and we're left with the bare-minimum to defend ourselves. Put differently, you can make the game more challenging by giving us tougher foes, so that we feel more powerful ourselves for toppling them, or you can cripple the players, at which point we'd just feel frustratingly weak and derive significantly less joy from the challenge. |
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Holy crap a dev who actually understands what the players want to be able to achieve. Bonus points for not making the task forces eight hours long or ridiculously hard to set up and coordinate (assuming what was said is correct). Bravo.
There's nothing that's been shown of the first five levels of the Incarnate system that suggests to me that all Incarnate players will be able to go toe to toe with Statesman and Recluse in RV, or solo them in their native form as level 54 AVs. Unless of course, the other 9 slots come with a level shift like the Alpha's ultimate menifestation, but there's nothing contrete to suggest they will.
That being said, they could save a lot of time and just make the entire Incarnate system a simple text box that pops up every once and a while that says "You are now more powerful than Statesman and Lord Recluse!" and call it a day.
The bottom line for me is if the game mechanics, mission design and power design still enforce that you're not their peer, then it really doesn't matter what the flavour text says. Heck, you can already pretend to be more powerful than them in AE, so you don't have to wait for the Incarnate system to pretend in the rest of the game
.