Soloability and End Game
Team and solo, yes.
But teaming should always allow you to earn rewards faster.
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Why are the Team Only Camp, so against us Solo/Small Teamers getting a little love on this?
I don't want the drop rates to increase for shard pieces (though that would be nice), I want some type of non-random method for people who prefer solo play.
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It seems that a repeatable, soloable mission arc which awards X shards at the end and is able to be run every Y hours would alleviate, if not eliminate, most of the complaints. I would suggest that the TF awards 1-2 shards and be 8-10 missions long, mainly to prevent it from becoming "another ITF".
At the very least this would put a "minimum cap" on the number of shards a soloist can get over a period of time without impacting upon other methods of earning shards.
Quote:
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Task Forces give an average of 1 merit every 3 minutes of average time (20 merits an hour), Trials give an average of 1 merit every 2.5 minutes (24 merits an hour), and Story Arcs give an average of 1 merit every 7.5 minutes (8 merits an hour). The reason for this major difference is due to the considerable time and effort Task/Strike Forces can take to set up and complete, so naturally these tasks grant a much greater reward. |
Q: Why change merits at all? A: We want our players to be getting appropriate rewards for the tasks they're doing. |
In practice, this is not often the case as there are only a limited number of ways to handle "loot". Take recipe drops: It's more efficient to solo for these because there is a set chance to get one drop on each enemy, so an 8-man team would need to get 8 times as many drops as a 1-man "farming" toon to draw even. Shards are different because every toon on the team gets an independent chance to get one on every kill: on an 8-man team if you kill one enemy, drops are limited to one recipe, but 8 shards.
Why are the Team Only Camp, so against us Solo/Small Teamers getting a little love on this?
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In order to team, the teamers need folks to team.
If the players are soloing, they are not teaming.
This alarms the teamers big time as less fish in the pot means less a lower chance to find teams.
That is why they are soo vocal, and using simply horrible terms to describe "Team Solo"
"Team Solo" is bad news for "Team Team."
Lisa-Sad Panda
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I support this idea.
It seems that a repeatable, soloable mission arc which awards X shards at the end and is able to be run every Y hours would alleviate, if not eliminate, most of the complaints. I would suggest that the TF awards 1-2 shards and be 8-10 missions long, mainly to prevent it from becoming "another ITF". At the very least this would put a "minimum cap" on the number of shards a soloist can get over a period of time without impacting upon other methods of earning shards. |
Lisa.
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
Anyway, I came to this thread to announce that I finally got a shard drop. I was in the lady Winter Map on my Spines/Elc. Difficulty was not set as difficult as yesterday. I went only 1/2 with Bosses today.
Within 10 minutes, I snagged me a shard!!!!
That made my morning
Lisa.
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
I support this idea.
It seems that a repeatable, soloable mission arc which awards X shards at the end and is able to be run every Y hours would alleviate, if not eliminate, most of the complaints. I would suggest that the TF awards 1-2 shards and be 8-10 missions long, mainly to prevent it from becoming "another ITF". At the very least this would put a "minimum cap" on the number of shards a soloist can get over a period of time without impacting upon other methods of earning shards. |
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I support this idea.
It seems that a repeatable, soloable mission arc which awards X shards at the end and is able to be run every Y hours would alleviate, if not eliminate, most of the complaints. I would suggest that the TF awards 1-2 shards and be 8-10 missions long, mainly to prevent it from becoming "another ITF". At the very least this would put a "minimum cap" on the number of shards a soloist can get over a period of time without impacting upon other methods of earning shards. |
Some system by which the soloist can depend on at least a certain amount of progress over time would go quite a long way toward making me not be so sour about the whole thing.
On the topic of a suggestion that:
A) Addresses the principle, if not the facts, of the problem of "I haven't gotten a shard drop in a month"
B) Does so without violating the requirements that Arcana laid out for any shard drop system.
Theoretically speaking, drop rates are set so that players earn, on average, X drops for every Y kills. That is the design intent of random drops. The amount of variation from this average that exists is intentional too, because, let's face it, breaking the average on the positive side, getting more drops than you "expect to", is a good feeling and creates cool moments. For example: Getting 5 purple drops on a TF. Getting one of every possible drop type off of the same mob. Etcetera, and so on.
Deviation on the negative side is a neccessary evil, because it's inherent to a system that deviates. There is no way for everyone to do "average or better", someone is on the low side of that average, weighing it down. That poor sap. Of course, that's how averages work.
But what the developers CAN do, is limit how far down that deviation can fall.
How so? The same way they did for hit-rolls against enemy targets: The developers could introduce a drop streakbreaker
Your % chance of drop creates an "average number of kills to get X drop".
Your streakbreaker can define "After X number of kills without a drop, a player deserves a break."
One requirement of this number is that it would still have to be quite a ways below the "intended average", or it would skew the "actual average" a signifigant amount above the "intended average". How far below? I honestly don't know, but it would be a lot. 2 times as many kills? 5 times? Maybe less, but my gut says that's unlikely. But, getting a drop of a certain kind no longer is a "near statistical certainty", it becomes a "absolute eventuality".
Someone, out there, is the unluckiest player in City of X. SOMEONE, though we'll never know who, is clocking the lowest drop rates out of anyone in the game.
This suggestion goes out to that guy.
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I can see the content becoming less solo and small team friendly and I think that's a bad thing.
The reason I am still here after nearly three years and long after the people who introduced me to this game are gone is because of the community it has. That community is directly effected by the type of gameplay that this game has and has fostered over the course of the game.
Unlike Blizzard's monster I never felt that I HAD to have X gear or be involved in Y Guild or play for Z amount of hours to be a worthwhile contributer to a team.
This game has variety and fosters ALL of the options
- teams lowbie and high levels
- taskforces (although some need a spruce up and redside needs more)
- costume making
- base editing
- badging
- altitus
That variety and the feeling that you never have to 'keep up' made me stay in this game after I tried and gave up on other MMOs.
My concern is that someone in NC is trying to clone WoW and that to me is NOT what this game is. If I wanted to play *o* or anything else team-forced, gear-focused, Raid-focused, grind-fest then I would. I don't.
Examples of that:
Team forced - Praetoria sucks if you're a squishy. It's City of Ambushes and I never make chars there now. Well-written but far too irritating on anything other than a tank/scrapper/stalker.
Gear focused - The necessity of Apex/Tin having the Alpha slotted (or be useless) isn't a welcome one but at least the shards will drop when solo. Very slowly. Level-restricted TFs/content is one thing but gear restricted is an unwelcome change.
Raid-focused/forced - I'm looking right at you Cathedral of Pain. This is EXACTLY what I would hate CoX's end game content to become. Bigger isn't necessarily better. Of all the TFs in the game I will run this last. Is it hard? Not always? Is it a gigantic pain in the rear? Yes and that is why I won't run it. I do not want to sit around for an hour coordinating three teams. It's a waste of my (paying playing) time. This Trial stinks of other MMO's and I hope it is the absolutely the last time we see something like that. We have three Raids which exclude a good number of people who either don't have large SGs or whose computers can't handle them (CoP, Hami and Mothership), that's enough. All other content should be one team/solo friendly.
Grind-fest - Just looking at the start of the Incarnate and doing a bit of guesswork makes me think I'm not going to be getting very rare on all of my 50s. That's bad.
The community I've met in this game generally play whatever alt the team needs and not their main. You force X gear to play Y content and that goes out of the window. That isn't what this game is, that isn't who these players are in my experience.
I can understand that somethings cannot be solo'd. GMs for instance but it seems like the current focus is shifting from casual to hardcore players/grinders and that's bad.
I really want more TFs/SFs which I can run with my small group of friends. But I also want to be able to solo practically everything if they aren't online or don't fancy something. You take that away from me and that is not the game I want.
EDIT:
Special note to the increased difficulty which started with Praet and continues through Tip missions. If Tips can tear my setted out MM apart (who is fine on content at +1 x8 but can't handle Tips with the diff down) then I don't fancy the chances of a solo'er. That's a bad thing. You spent years encouraging odd builds and altitus and now you change to must have x gear. There's a definite shift in focus and it is off putting to those who have played this game for years. Unless you think getting other MMO players here replaces those of us who will get irritated and tired of this new direction.
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a few side issues, First while having incarnate teams for the end is fine if you are on one of the more populated servers, My home server(Pinnacle) is a bit of a ghost town,other than 2 ship raids a week, not much is done large group wise, can not remember the last Hami that was done.
second on the battle maiden, it seems to me that certain power sets make it much easier than others. A MM has a bit of a problem keeping pets in line, a stalker our most powerful attack is a bit slow to do,making the hit and run to keep getting blasted from space sometimes hard to do,a willpower toon, if you can't stand next to the mobs has a harder time getting healing to kick in.
also introducing the incarnate at lvl 50 has re-enforced the power leveling to get the char to 50 to unlock it, almost as bad as when the epics were added,and yes some teams only want incarnates to do the tf(itf/lg/statesman/lr)
also the running of lower tfs by 50s have slowed down,due to everyone salvage/shard hunting.
the adding of large raid type events, also has the problem of people getting locked out, zone full messages are a pain. and if the event is needed to get the XYZZY salvage to make a ultra rare, more disappointment will follow(yes i know you MIGHT be able to make it with shards,but has any RED name said that you could?)
just a few thoughts
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Teamed content makes you fight more mobs, at higher ranks and levels. The Devs consider it to be "Harder", and therefore should be more rewarding.
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Task Forces often have arrangements where the challenge rises above what a "standard" eight-person team would normally face, and this is rewarded by Merits, Components and other such rewards. But outside of Task Forces, I am tackling, by myself, the exact same challenge and difficulty as an eight-person team.
Why should that team be getting more rewards for overcoming the same challenge, simply because they are teamed?
As a hardcore soloist, I find that the Shard drop rate is just fine. Keeping my difficulty settings to +0 for level and x4-8 players gives me a drop rate that I find more than sufficient. I find the drop rates to be a bit too generous, in fact, given the extreme amount of power you can get out of the Incarnate system.
I don't view it as the only avenue of my characters' progression though. I see Shards in the overall context of many rewards I'm generating in my playtime: Inf, recipes, Alignment Merits, etc. So I keep Shards in perspective and if none drop in a particular play session, it doesn't frustrate me because my character is still getting stronger with all the other rewards.
I absolutely agree the Incarnate system should be kept solo-friendly, and soloable Incarnate content should absolutely be added in the near future (heck, I think there should be solo-friendly versions of all the TFs in the game, just with storyarc-level rewards). But the Shards are dropping at a rate that is commensurate, maybe even too generously so, with the level of power you can gain from them. IMHO it's well-balanced.
P.S. Heck, I've even been temped to play the Apex TF. Not for the components but just because it sounds like something so completely different. And I've been wanting to see Apex in the game for a long time. Too bad they messed up his costume, though.
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First, what do you think the difference should be between a slow soloer and a reasonably fast one.
Next, independent of kill speed, do you think a team of two should get a bonus in terms of earning faster than the two would separately? Now the question is do you think its reasonable for high end task forces to award components, something single player arcs will not do? That is an additional four shard bonus, in effect. And when all of this is done, we then have to place a limit on the rate at which a reasonably fast team of eight will earn stuff, and set that to be the upper limit of the shard drop rate. And then we have to come up with a lower limit for the single slow player case. And these two numbers have to be in the same rough ballpark or there's no way to make the drops work. So you have to compromise on both ends. But if we calculate a very high spread above for what is fair, and we end up with a number that is a factor of ten or more, its unlikely that no matter how you design the system, random or deterministic, you won't either make it too trivial for teamed players (which is bad) or too slow for solo players (which is problematic). You will have to pick your poison. |
Now, i have been participating in that system for over a month with i would think is not an unreasonably low amount of in-game time to expect progress. As i stand now, i haven't progressed or not much. If incarnate levels are to be considered a proxy to the normal character level progression then my situation is akin to creating a new character, doing missions for about 6 weeks and the xp bar hasn't moved since i left the costume editor.
That is not a good thing. It serves to discourage further particaption. In fact, it already has...i started playing a new praetorian last night instead of continuing with my incarnate.
[ Disclaimer: Shards should NEVER be tradeable ]
Second: Since (right now) incarnate progression is tied to the RNG, let's look at it as loot instead of leveling.
Let's say things like SOs, insp and invention recipes and salvage are all non-tradeable with no other means of acquisition (no vendors or wentworths)...how do you think people's progression through the levels would go when most of your enhancement slots is not filled because it didn't drop for you yet? Would most people be invested in slotting IOs in that environment? I would wager that for most, they would just as well give up on the invention system and at the least be frustrated with the level up process without a properly filled enhancements.
Now those things are countered because while SOs, insp etc are random drops...there's something that is not random...inf...and they can go to npc vendors or the market where progression (accumulating loot) is more stable.
Saying all of that, i don't know what the answer would be...will leave that for the creative minds of the devs but i do know that the RNG is not working as a reasonable delivery method and we need some out-of-the-box thinking here.
However you adjust the drop rate, minmaxed soloers, people who constantly farm TFs or play over 60 hours a week will ALWAYS be on good graces with the RNG. But that shouldn't mean to leave out (i would define average but not sure) users, those who play with SOs only, uses the DEFAULT difficulty of +0/x0, play reasonable times and either solo or in small (3 or less) teams and expect them to just keep plugging away with what could quite possibly amount to years for a single character...assuming all 10 incarnate levels are done like the alpha except with more shard requirements.
Tin-foil hat time: Regarding the extra bonus in TFs (component)...i don't know if the devs purposely or unintentionally done this but this gave me the impression this might be some passive-aggressive method of "forcing" people into doing team-required content like TFs without actually "forcing" them.
Sort of reminiscent of what they did with door missions when they didn't want people streetsweeping all the time. Instead of removing street mob xp, which is a direct way to do it...they instead made door missions MUCH more appealing by increasing its rewards. End result is the same but they didn't technically remove options.
If the devs truly want the game to go in this direction, i'll have to accept that but it still wouldn't make me like it and will have to re-evaluate my options.
If it's not their intended direction, then something other than the RNG is needed.
I have nothing against the Task Force component awards (which is, essentially, four free shards for those participating in TFs, independent of drops). It's the inherent "teaming bonus" that bothers me. If I can (and I can) solo the same content as eight players, why should I be rewarded less than them for doing so?
Task Forces often have arrangements where the challenge rises above what a "standard" eight-person team would normally face, and this is rewarded by Merits, Components and other such rewards. But outside of Task Forces, I am tackling, by myself, the exact same challenge and difficulty as an eight-person team. Why should that team be getting more rewards for overcoming the same challenge, simply because they are teamed? |
If you're talking about "gated" content e.g. preventing you from soloing something by way of linked glowies or a set minimum team size... well that's another topic entirely. And one that has been debated at great, great length before: Just ask BillZBubba...
Hah..I just jumped into the thread here but I can answer this one.
In order to team, the teamers need folks to team. If the players are soloing, they are not teaming. This alarms the teamers big time as less fish in the pot means less a lower chance to find teams. That is why they are soo vocal, and using simply horrible terms to describe "Team Solo" "Team Solo" is bad news for "Team Team." Lisa-Sad Panda |
First, lets start with a made up fantasy example. If, rewards wise, solo = team = TF, then, people would still Team and TF because that’s how they like to play. Doesn’t matter that they would have (in this made up example) the same rewards solo-ing, they’d team. They’d TF.
So, presumably, here in the real CoH, Devs put carrots and sticks to push SOME people to team (or TF, but I’ll only say team from now on), people that kind of really wouldn’t have wanted to, but “bite the bullet” in order to get the carrot. I fit in that category, and I’ll show you why this can be bad for “Team Team”.
You have a guy, like me, who Teams only when he HAS to, has no real skill at teaming, only is there for the Badge, Drop, Merits, and then when I can’t “hold my breath in this hostile for me environment anymore”, I run gasping back to my solo environment. I have the wrong skills (I get lost easily, I like to read the text, take my time), the wrong “gear” (I don’t have Taunt as a tanker, my ENH selection is whatever I “feel like”, my power selection is the “That looks cool” type), and attitude (I really don’t want to be there, I want to be done with it, and it shows, though I try be best to just keep my mouth shut).
Sure, you get your “warm body” to start your Team’s minimum requirement, but, quite bluntly, you’d be better off without me, I’d be happier solo-ing without you (nothing personal, I just prefer to team with IRL family and friends, who understand why I’m AFK for 20 min heaving cuz of hepatic hemangiomas) and that would be best. Instead we’re “stuck” with each other because you need me and I need you. Again, nothing personal, but it’s no fun for me to team, and it’s likely no fun to play (remember, it’s not a job, it’s play) next to someone that doesn’t want to be there. If this was work… I’d suck it up. Many of us have jobs we don’t like. This is what we do to unwind. Why invite someone to the ballgame who hates sports kind of deal…
“Team Team” may not realize that I have no vested interest in getting team skills, because I do teaming as rarely as I can, I have no interest in wasting valuable INF doing “team builds” since I’m far from getting the ENH / Recipes I need for my solo build, and I’m ok with making do with a non-team character. The fact is… I’m no leader, and I’m a Tanker because I like to take my time, and look around, and a Tanker can afford to be hit for 20+ seconds while I scroll back and read what the bad guy said before engaging… really is to the detriment to any peers that legitimately can expect a certain skill set and skill level to team.
I will not learn because I choose not to, because that’s not how I have fun, but I’m stuck with you guys because I want the badge / carrot, and worse, you’re stuck with me because you need 8 people for a TF and I’m the only Tanker online.
How is that a win for “Team Team”?
Or, said in more meta- terms, if you have to put incentives in Team Play, that means Team Play NEEDS the incentives or people would avoid Teaming, or Raiding, because a significant portion (not necessarily majority, but significant) would avoid the activity if there were no reward. Wouldn’t “Team Team” want people that WANT to be there instead of HAVE to be there?
I’ve come from EverQuest, and I have to say, one of the most hated raids was the… I want to say Uqua (not sure, EQ vets can correct me) raid, where all 72 of us are in one torture chamber, and ONE member of the raid gets an emote (no-one else sees it) that s/he have to call out to the raid leader so the right button can be pressed, or we’re all gassed, and dead. That’s right, ONE bad afk, and the raid wipes, and it’s “evening is over” time. CoH is a far cry from that, but I see the Incarnate path as the first (baby) step towards that, and it scares me.
I’ll be curious as to “Team Team” ‘s perspective on what I wrote.
2 mentions also follow.
For Teeto_k, I LOVE the idea of a drop streakbreaker, or make Incarnate Shards buyable with Merits. Make the price ridiculous. I don’t care. But make it available. I LOVE the fact I can now buy PvP with A-Merits. 70-some days for some of them, but I can get it.
For Capa_Devans, absolutely great analysis. Thank you.
Actually, from a shard standpoint, they do get more rewards, because every time I get a chance to get one shard, they get a chance to get eight. Statistically, that's going to work out to eight times the rewards over time.
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Anything else would punish teaming on teams that don't "steamroll".
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It is something new that applies only to shards. It is a bonus for teaming. Not having it is not a punishment. Having it is a bonus. Removing a bonus isn't a punishment - it's removing a bonus.
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If so, I have a hard time understanding why. The bonus exists because, if shards followed the same drop logic as other drops, it would actively disincentivize teaming. People who wanted to get shards would be encouraged to avoid joining teams, because for any individual enemy defeat, they would only have a 1/n chance of getting any shard that dropped (where n=size of team). The change to the drop logic means that each individual has the same probability of getting a drop from each defeat that they would if they were solo.
What matters - perceptually and mechanically - is how many shard drops a given individual can expect to generate with his or her play time. You keep talking like the number of shards the team as a whole generates is meaningful, but it's not, because shards aren't tradeable. The only thing that matters to me is how many shards I get. As such, when you say,
every time I get a chance to get one shard, they get a chance to get eight. Statistically, that's going to work out to eight times the rewards over time. |
The teamed shard bonus keeps teaming from being strictly worse than not-teaming for folks who are working on their incarnate paths. If teams generate more shards/hour for the average player than a soloist can generate, the answer to your (somewhat earlier) question of why teams should provide greater rewards than solo is two-fold.
1. Teams are more efficient at doing the same thing than soloists are. Last I checked, despite all the discussions of risk vs. reward flying around, the prime mechanic being used in this game is still time vs. reward. If you can do the same thing in less time, the rewards are proportionally better. If teams defeat more enemies in the same amount of time, people on them will get more shard drops than if they'd been solo.
2. The longevity of any multiplayer game is based on people forming connections with other people. Systems that discourage teaming are antithetical to the health of such games. Systems that encourage teaming support its general well-being. It's not just a matter, as some have suggested, of putting a carrot on a stick to get people to play just-so. It's a matter of supporting and encouraging those behaviors which are demonstrably related to the long-term success of multiplayer games, while still providing advancement options for those who prefer not to engage in those activities.
It's not a matter of the devs not providing options for soloists. I prefer to solo. My main has his uncommon alpha and over 150 banked incarnate shards, plus various components. I've another with an uncommon alpha and a couple more with commons. There are options for soloists. We're not being left out in the cold. We're not being ignored. I highly doubt that we'll be ignored going forward.
But I have to agree with Arcanaville's assessment that what has to be prioritized is the team-based content first and foremost for balance reasons, as she noted. Secondly, from my perspective, because that is what helps to create and maintain the social element of the game. I fully anticipate more solo-friendly incarnate paths down the road, but as it stands I'm quite happy with what we've been given as a start.
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The tiny minority here really seems to be the "team only" folks, not the "solo only" folks. "Team and solo" is definitely the vast majority.