Soloability and End Game


Adeon Hawkwood

 

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Originally Posted by Grouchybeast View Post
Before I19, there were already 32 TFs, SFs and Trials with minimum requirements for team size and levels.

It seems to me that CoX has always had a proportion of gated, team-limited content, and that the latest content has been spread over a full range of levels and primarily open to solo play. As someone who mostly solos myself, I'm not worried.
Actually this is not true, most of the TFs are in fact soloable, you just need to persuade people to help you start, but don't actually have to kill anything with them on the team.


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Originally Posted by Minotaur View Post
Actually this is not true, most of the TFs are in fact soloable, you just need to persuade people to help you start, but don't actually have to kill anything with them on the team.
Don't TF auto-disband as soon as you are down to 1 person in the TF? Could be wrong or old news, but that's what's prevented me from trying some of them with the above method.


 

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Originally Posted by Fiery_Redeemer View Post
Don't TF auto-disband as soon as you are down to 1 person in the TF? Could be wrong or old news, but that's what's prevented me from trying some of them with the above method.
I think it works so long as at least two players are left in the team. So all you need is one other player willing to park a toon as part of the TF team for as long as it takes you to solo it -- they can still log off and play with another toon, of course.

(Although regardless, players being able to finess the mechanics to allow them to solo TFs is utterly irrelevant to whether TFs are gated content in the first place.)


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Posted

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Originally Posted by Grouchybeast View Post
I think it works so long as at least two players are left in the team. So all you need is one other player willing to park a toon as part of the TF team for as long as it takes you to solo it -- they can still log off and play with another toon, of course.

(Although regardless, players being able to finess the mechanics to allow them to solo TFs is utterly irrelevant to whether TFs are gated content in the first place.)
Yes, that's true. I was just wondering for my own sake since it is rare (for my play times) to find when sub-50 TFs are played. And some, can't be solo-ed, period, like the Cavern of Transcendence where you have to hit 8 glowies at once. That was a side-note for my own benefit, thanks.


 

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Originally Posted by Golden Girl View Post
One big reason is because teaming is the main pupose of an MMO - there's no point in having players sharing a game world unless they're going to interact with each other.
Please don't drag out this argument in City of Heroes. There's tons of reasons to play an MMO that do not include grouping up.

If I see an new MMO on the market that looks interest, the first thing I look for is 'how much of it can I solo'. If I can't solo most of it, then I won't play it no matter what else it offers.
Does that mean I shouldn't play MMOs? Why not? I pay my money the same as anyone else, and I have fun soloing. It can't be right to just say 'go play something else' when I'm having fun playing here.

City of Heroes is the ONLY MMO that I know of that lets you get top tier loot without ever once grouping. That is freaking awesome to me! That is, by far, CoH's biggest selling point.


 

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Originally Posted by Golden Girl View Post
One big reason is because teaming is the main pupose of an MMO - there's no point in having players sharing a game world unless they're going to interact with each other.
I prefer teaming, but there is a point to playing solo: sometimes there's no one else to play with, even on high-pop servers.

Also, there are many activities that are better done solo on your own schedule: lots of badging activities, finishing up contacts that you've outleveled (I hate going through Tina McIntyre's level 45 arc at level 50 solo, it's even more tedious going through someone else's level 45 at 50 -- there's no chance of shards dropping, but slogging through it will get you a decent number of reward merits). Morality and radio missions are perfectly good solo activities, especially if you only have an odd half-hour here or there. I don't like getting on a team and ditching them after one mission.

If people are pressed for time -- say, you only have an hour to play -- running on a team can be ridiculously inefficient. That's why TFs give better rewards. It may only take 60 minutes to do a TF but all too often it takes 30 minutes to get everyone organized.

And the genre has many precedents for anti-social lone wolf types. There's no reason to make them team constantly. But, just like in the comics, there are certain things that lone wolves have to team up with other characters for.

So it's fine for there to be certain things you just can't do solo. And it's fine that some people want to solo most of the time. And it's fine that it takes soloers longer to get the cool stuff. Because, like in the real world, working together makes things a whole lot easier.

The shard drop rate is acceptable as is. If you can't solo at x8 you're obviously not a demigod yet, so it's gong to take you longer to achieve demigod status.


 

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Originally Posted by Starcloud View Post
Soloability is as important as teaming. Any content that is NOT a task force must be soloable for all characters, not just Arcanaville's scrappers. And there MUST be non task force content. in every issue.
I've soloed more task forces on my blaster than I have my scrapper. To eliminate what is apparently example out of context fodder, I'll state categorically that if I can solo it on my scrapper, odds are I can solo it on anything given sufficient effort. I don't judge "soloability" based on whether or not I can personally solo it, because that's not a design-relevant criteria. I am nowhere near the capabilities of the average player. But I do consider it to always be an appropriate counterexample to assertions that something is impossible to solo.

In any event, your assertion that all content that is not a task force must be soloable for all characters is currently not true for this game, either in actual practice or in its design philosophy. The game has never promised that, and has never implied that in its design or implementation. The game has only stated that core mission content should be soloable by all reasonable characters built to solo for players of average skill or better.

The game does not promise that a player that builds a character in a way that makes it suboptimal to solo will be able to solo everything considered "soloable." The game does not promise that players of below average skill - as judged across the current playerbase - will be able to solo everything considered soloable. And the game does not promise that everything will be soloable that doesn't explicitly have a minimum team size.

Maria is not easy to solo for everyone: that's considered working as intended. Pither may be soloable in the sense of being completable, but maybe not be completable successfully by all solo players. That is also working as intended. Not all Rularuu missions may be soloable by all characters and all players. The game has always had exceptions for the general soloability of its content, both in terms of exceptions in content, and exceptions in the requirements on players wishing to solo. The degree to which this has been and will be true is debatable. The fact that it is true is not.


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Posted

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Originally Posted by Grouchybeast View Post
I think it works so long as at least two players are left in the team. So all you need is one other player willing to park a toon as part of the TF team for as long as it takes you to solo it -- they can still log off and play with another toon, of course.
Correct, and an awful lot of people who solo TFs have 2 or more accounts, so simply leave their other account logged on, and enter the last mish for double the merits.

There are a few that aren't soloable (Doc Q with a click 4 simultaneously, cavern trial) but most are if you have the toon and the inclination.

I don't do this other than the occasional old posi (which I did while it was still a TF) as I can't be bothered with AV soloing although I have several toons that could probably do it.


It's true. This game is NOT rocket surgery. - BillZBubba

 

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Originally Posted by Golden Girl View Post
I wonder why there hasn't been more rage about that?
Like if the solo types are so keen on "fairness" between their way and the normal play style, shouldn't they be campaigning for a big reduction in purple drops for soloers, or a major increse in purple drops for teams?
Because the drop rate of stuff compensates for the extra XP/inf/prestige you get from playing in a team due to the fact that you get 1/2 as much XP for each creature killed as you would solo rather than 1/8.

The complaint is not that you get less shards solo than you do teamed, it's by how much that is the case.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

I seem to have missed this thread for the longest time.

I see this thread keeps going into and out of statistics, drop rates, expected values and so forth. Personally, as a player rather than a mathematician, there's only one thing I want to say on the subject:

The "soloability" of the end game, if one can even use that term, does not exist, because all end game activities I'm aware of are team-only. That in itself rings major alarm bells for me, and future content does not seem to alleviate any of my concerns. I firmly believe that in ALL content, be it early game, late game or end game, solo CONTENT should exist, at the very least as a counterpoint to group content. When it comes to the Incarnate system, this is currently not true, as the only content which is written to take place after one acquires Incarnate abilities is restricted to the Tin Mage TF and the Apex TF, both of which are team-only as Task Forces tend to be. Making those soloable is a fool's dream and isn't the point, but providing counterpoint solo, or at least soloABLE content to add to those is definitely something that should be on the agenda, yet doesn't look like it is.

When it comes to Shard drop rates, I'm not going to discuss numbers. Instead, I'm going to give my impressions as a casual (in terms of character power and gameplay "zeal") solo player and say that the drop rate is terrible. Not only is the drop rate terrible, but having Shards be drops is a bad idea in general, as it fosters the feeling that any content you play through that, due to random number generator malice, does not drop a shard is time completely and utterly wasted. Going a full day without seeing a shard is going a full day while having made ZERO progress and pretty much equal to going a full day sleeping in bed, or going out with friends, or working an actual paying job. One of the things City of Heroes used to pride itself on was the fact that you could log in for half an hour, kill some stuff and leave feeling like you accomplished something. Not much, mind you, not much at all, but SOMETHING nonetheless. Logging on for half an hour to look for shards will, unless you are particularly lucky, result in no progress at all.

I don't want to get into the maths and mechanics of it all, since I'm not qualified to make these decisions, but I will say this - when I run mission after mission after mission and get nothing at all, I'm demotivated to keep trying. When it takes me weeks to achieve even the basic Boost when I can go from 49 to 50 in a couple of days with the same playstyle, and then thinking ahead at how EXPONENTIALLY more costly future Boosts will be is very demotivating. Then turning around and realising that if I'd just gotten on a kill-all ITF, I'd have gotten right around 15 Shards in an hour and a half makes me REALLY demotivated, because... I want to run missions by myself. What's the point of playing if the only meaningful progress to speak of is found in content I don't like?

As far as I'm concerned, the gap between solo and team gains is far too great, at least concerning shards. I'm of the opinion that both a cap and a floor need to exist. A cap so as to let team events still have vastly better rewards without letting their rewards spiral out of control and a floor so that slower, weaker and above all MORE UNLUCKY players are never shafted going day sand days never even seeing a shard at all. I know it's not based on time but on kills, but even so - people are going to measure their gaming experience based on the time they spent playing, and if it feels like they're taking ages and getting no progress, they will give up.

As far as the rest of the game goes, I'd say content is soloable enough, if for no reason other than because content which can be soloed exists. It can't be soloed by everybody, granted, but I consider that a weakness of AT balance and a different story for a different day. Point is, if a person chooses and builds for solo play, then almost everything which isn't a TF is soloable, and there's enough of that to bring a person from level 1 to level 50 without forcing that person to re-grind the same content over and over again. On the grand scheme of things, I can't ask for more than that.

*edit*
Just for reference, I created (rather, recreated) a character around New Years, and she's level 40 right now. I checked with an M-name citizen, and I'm told she's been "on patrol" for 114 hours. Everyone on my global is constantly congratulating me on my swift progress, though I don't know how "fast" this is considered. But that's my "speed," more or less.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Originally Posted by Samuel_Tow View Post
I seem to have missed this thread for the longest time.

IWhen it comes to Shard drop rates, I'm not going to discuss numbers. Instead, I'm going to give my impressions as a casual (in terms of character power and gameplay "zeal") solo player and say that the drop rate is terrible. Not only is the drop rate terrible, but having Shards be drops is a bad idea in general, as it fosters the feeling that any content you play through that, due to random number generator malice, does not drop a shard is time completely and utterly wasted. Going a full day without seeing a shard is going a full day while having made ZERO progress and pretty much equal to going a full day sleeping in bed, or going out with friends, or working an actual paying job. One of the things City of Heroes used to pride itself on was the fact that you could log in for half an hour, kill some stuff and leave feeling like you accomplished something. Not much, mind you, not much at all, but SOMETHING nonetheless. Logging on for half an hour to look for shards will, unless you are particularly lucky, result in no progress at all.

I don't want to get into the maths and mechanics of it all, since I'm not qualified to make these decisions, but I will say this - when I run mission after mission after mission and get nothing at all, I'm demotivated to keep trying. When it takes me weeks to achieve even the basic Boost when I can go from 49 to 50 in a couple of days with the same playstyle, and then thinking ahead at how EXPONENTIALLY more costly future Boosts will be is very demotivating. Then turning around and realising that if I'd just gotten on a kill-all ITF, I'd have gotten right around 15 Shards in an hour and a half makes me REALLY demotivated, because... I want to run missions by myself. What's the point of playing if the only meaningful progress to speak of is found in content I don't like?
This also represents my feelings on the subject.


 

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Originally Posted by Samuel_Tow View Post
Then turning around and realising that if I'd just gotten on a kill-all ITF, I'd have gotten right around 15 Shards in an hour and a half makes me REALLY demotivated, because... I want to run missions by myself.
It doesn't motivate you to risk contact with human beings for 60 minutes to do an ITF?


@Golden Girl

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Posted

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Originally Posted by Golden Girl View Post
I wonder why there hasn't been more rage about that?
Like if the solo types are so keen on "fairness" between their way and the normal play style-
Comment: Nonsensicle
'Normal' Playstyle: Different Per Player
Ergo: Normal: Nonexistent entity


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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Originally Posted by Golden Girl View Post
It doesn't motivate you to risk contact with human beings for 60 minutes to do an ITF?
Human Contact: Through electronic medium
Extrovert Nature!=Introvert Nature
Lines of thought: Noncompatible
Reaffirmation: Normal: Non-existent/Non-reasonable entity.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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Originally Posted by Techbot Alpha View Post
Quote:
Originally Posted by Golden Girl View Post
It doesn't motivate you to risk contact with human beings for 60 minutes to do an ITF?
Human Contact: Through electronic medium
Extrovert Nature!=Introvert Nature
Lines of thought: Noncompatible
Reaffirmation: Normal: Non-existent/Non-reasonable entity.
Unconvinced: Poster: Original: Human Being.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Human Contact: Through electronic medium
Extrovert Nature!=Introvert Nature
Lines of thought: Noncompatible
Reaffirmation: Normal: Non-existent/Non-reasonable entity.
Tech, I'd really appreciate it if you just stopped quoting her. The forums will ignore her posts, but not your quotes.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
Tech, I'd really appreciate it if you just stopped quoting her. The forums will ignore her posts, but not your quotes.
It makes communicating ideas extremely difficult, doesn't it?


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

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Originally Posted by DragonTiger View Post
This also represents my feelings on the subject.
/signed

I have a disabled wife and three small children to take care of. I seldom have an hour of uninterrupted game time to play even the shortest of TFs. If I solo, I can park my character someplace safe on the mission map and take care of what I have to do, then come back and resume the mission. I can't do that as part of a group.

Having to work for several days to get one shard while seeing others who are able to group get several in an hour is really disheartening.

Please fix this!



Thanks!



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Posted

Okay... Samuel and Power_Play have hit the subject right on target with my feelings.

If all the content for my 'end game' characters requires either 'grinding' or 'teaming'... I am likely not going to be seeing it until most players have it all figured out, mapped out, published walk-throughs, etc.

I loved Going Rogue! 20 levels of NEW content. I could finish my latest 49 off to 50, and then put them on the shelf and go play new characters. And with all the arcs to play, I have had a blast. Those 20 levels seem throughly geared to the solo player. Play them in a team and you will see that for sure. The spawn groups are almost overwealming, even on +0x1 for the owner. 8 Players means HOARDS of mobs, many with overlapping area effects, secondary effects, end drains, resistance debuffs, etc... For a solo, they seem just about right (though, of course, the people that regularly are bored when playing the old content at +0x8 or +2x1 or even +2x6 will still get bored with +0x1 in Praetoria).

If we had another 30 levels of Praetorian grade non-incarnate content, I would be completely willing to let the TF-Players and Raid-Players play their incarnate end game stuff to their joy. And I would play it, too. On team nights. With friends.

As it stands right now... I am grinding shards. And playing less of the game when it is not team night. And I have yet to play an Apex TF or Tin Mage II TF... but then, I have not played the Statesman TF, or Cathedral of Pain, or Lord Recluse Strike Force... not onces in all the time I've played the game. Lady Grey's TF and our team night team didn't get along. We really didn't like being KO'd that much. I have never done Hamidon. We did do the ITF once... and finally beat it on our second night of trying to complete the final mission.

I left that other War-filled World of Blizzard's because I couldn't find people to team with in order to play their end game (before they raised the level caps) that I was WILLING to play with. I do NOT do well on Pick-Up Groups.

So, if the City of Heroes End Game becomes all raids and team play OR all slow grinding I am likely to participate in said end game only in a minor way. Will it mean I will stop playing the game at all and rage-quit or the like? No. But I might stop playing the game as much as I do, and try other games out, or read a book. Or go back to routinely watching TV (something I have not done as much of since CoH came into existance and my wife found out she liked playing, too).

Please, Devs... Yes, an end game is important. But don't forget to throw us Solo-game fans some more bones. We're almost done digesting the last one (Going Rogue - the T-Bone steak of solo content).


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Originally Posted by Thrillseeker View Post
But I might stop playing the game as much as I do, and try other games out, or read a book.
City of Heroes: fighting the war against literacy since 2004.

For the record, I've tried out lots of MMOs since starting to play CoH, and read a few (dozen) books also. I don't think these are bad things for CoH players to do. Which probably explains why I don't work for NCSoft's marketing division.


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Posted

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Originally Posted by Arcanaville View Post
City of Heroes: fighting the war against literacy since 2004.
A visit to the PvP zones shows how successful that's been too


@Golden Girl

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Posted

Quote:
Originally Posted by Arcanaville View Post
City of Heroes: fighting the war against literacy since 2004.
More like 2006 or '7, before that the amount of downtime promoted reading


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Posted

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Originally Posted by Arcanaville View Post
Which probably explains why I don't work for NCSoft's marketing division.
Neither does anyone else, I'd say, all misleading comments to the contrary notwithstanding.


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Posted

Quote:
Originally Posted by Arcanaville View Post
City of Heroes: fighting the war against literacy since 2004.

For the record, I've tried out lots of MMOs since starting to play CoH, and read a few (dozen) books also. I don't think these are bad things for CoH players to do. Which probably explains why I don't work for NCSoft's marketing division.
To be honest, sometimes I wonder how much of this game's success is due to how good it is and how much is due to the fact that basically the sum total of our competition is complete garbage and consists of essentially a completely different type of game.

Because, yes, I have tried the competition, and if ever I had gripes about soloability here, those pale in comparison to those same gripes in every other MMO ever made in history.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.