Soloability and End Game
First of all, thank you to the developers for asking for our opinions on this subject. As you can see, a lot of people feel strongly about teaming vs soloing.
I am a teamer. I became hooked on CoH for reasons that are exactly the opposite of some comments I see here: because the teaming here beats any other game. I get bored very quickly when playing solo. My entertainment comes from grouping with random people, and finding that our abilities, combined in any number of different ways, make it easy to beat down huge numbers of foes. I like being able to do this in as varied a context as possible; running the ITF 100 times is not appealing to me. I also don't play for, or particularly want, a difficult "challenge." I prefer "thrills." These concepts overlap, but are not the same to me. For example, I do not usually enjoy AV fights in this game, because while they are sometimes challenging, I do not find them thrilling. From my perspective perhaps the most positive change this game has ever made was the addition of "super side kicking" to facilitate earning experience at any level with any team. This change was genius, and is not only the best thing in CoH to me, it's one of the most progressive changes in the history of MMOs.
However, recent changes to the game have pushed me much more in the direction of playing a soloist. I don't feel "forced" per se, but I feel heavily pushed in that direction in order to advance. Making money as a team player is a challenge unless you run a few pieces of content over and over. But the biggest change has come from Praetoria, which split the playerbase, and, ironically, the Apex and Tin Mage Task Forces, which require you to recruit within a very narrow band of characters. These changes to some extent essentially undo the progress that super side kicking made. The other factor is alignment missions, which have further split groups.
It is important to note that in addition to what is explicit about a teaming system, what is implicit is also important. The explicit facts about teaming are there are large numbers of people who want to do it. What is implicit is that finding these people is often more challenging than it could be, that "a team" a person could join is not the same as there being multiple freely available groups running, and that the infrastructure surrounding teaming is simultaneously top notch and frustrating.
Perhaps the most obvious, but often ignored, implication of teaming is that the greater the number of people who want to do it, and the more their goals overlap, the bigger the feedback loop and the better the experience for all people who like to team. The alignment system and Praetoria drove a distinctive wedge through the core of the teaming game. By adding more options, ironically the system became less useful to teamers, because the game previously made no assumptions about motivations.
It may seem strange to some people that I would rather not play than solo, but that is essentially the case. To the extent that I do solo content, it is mostly because a team is not available. You might think that I would have developed an extensive list of contacts who also like to team, but that is really not the case. The reason is that, strangely, the thrill for me comes from meeting up with a bunch of new people over and over. There is something about playing with the same team all the time that feels like I'm retrogressed to soloing stuff. But the other factor there is implicit again: if you end up in a duo or trio, the way mechanics work make it harder rather than easier to be recruited to a larger team.
Of course, you can recruit people yourself. But I don't like to do that either. At this point some may think I'm a hypocrite, but there's more to it. I am a follower. I do not like playing leader, and anecdotal evidence from teams I've been on indicates the same is true for a lot of people. I like being in an environment where there are so many open calls for teams that I can join anyone and not have to think about leading one.
To further lump on the contradictions, I'm not particularly interested in an incredibly difficult end game. I like cooperative play where essentially the challenges validate the usefulness of every powerset choice. For example, content that is not so easy that Defenders and Controllers become useless to Scrappers, but not so dependant on bringing a Defender or Controller that the melees become useless. This is a very difficult design to achieve, but IMO this game comes as close to it as any I've played. The only ATs I have reservations about are Stalkers, mostly because I feel that as "assassins" they don't bring the debuffs they should to single target AV fights.
I do like that people who like to solo have their own content, but I also think they implicitly own a lot more of the game than they think they do. I would like for them to have the ability to achieve end-game goals, but the method in which that is done needs to be careful. If it results in something like the alignment missions, I'm very wary of it just because I already feel pushed with a heavy hand to do those solo. I don't know if its possible to please everyone here--especially not wavering, likes-to-team-but-not-lead-wants-thrilling-but-not-difficult people like me. But given the successes this development team has had in the past, I think that if any group is up to the challenge, it's this one.
In the meantime, one specific thing you could do that would make people like me insanely happy would be a server-wide teaming chat channel. I'm not sure if you're aware that we've all been piling onto "global channels" that only people in the know access, and which fills up eventually. The first time I unsubscribed to this game, it was because I spent 3 weeks standing on a hill in Talos Island looking for a team and being unable to find one, because I didn't know about this chat system.
I log on and do some soloing... twice a week maybe? I team every chance I get, but it's like 4 people on my SG a few times a month if I'm lucky. I recently got enough shards to just craft an uncommon with nothing but. I ran maybe a single TF since I19 started.
I think your luck is just terrible. |
Though yes, i'm sure it's bad luck and i've said before for this particular implementation of the incarnate system, circumstances such as mine should not exist because it just helps to discourage further participation which it already did.
[Background: I rarely solo...most of my play sessions are spent duoing with a friend and both of us have the same bad luck]
But since it looks like the incarnate system at the moment is more analogous to invention system 2.0 then i'm out of this controversy. Right now i consider that activity as loot farming which i was never interested in so my friend and i are back to altism and leveling new praetorians.
Unless something changes which i still hope for.
First: I did not read anywhere, where I did offend you, because I never wrote to you. So please, calm down.
|
2nd: You did not say anything about my proposal, you just directly started to annoy me with "most of your argument is now deflated". That looks for me like a troll is talking to me (somehow your answer is very arrogant).
|
3th: Thanks for your suggestion, I was trying this, it was not working. I'm a german player and playing on Zukunft. My char with that problem is on villain side, there is not much people playing villains there. But I will try again today, maybe something changed with last patch (did not try since), this is possible, so I must check first and let you know.
|
It is very difficult to find a team, because: empty. It might be different on US server (the only one with yellow button shown if you login), but it is always the same thing, that people who answers, do not think about the fact, that others are not telling things because they have enought time for nothing or want to write a senseless story or are just idiots.
Just answer me the question how to find a party or fill it up for the endgame content, if there is nobody online (ah ehr, ok, 2-3 level 10-30). Thank you! |
"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."
This is my problem with the current Incarnate progression set up. My playing time is strictly limited. I can play one hour per day, period. That's from the time I log on to the time I HAVE to log off. I have nothing against teaming or TFs, it's I simply don't have the time to do them.
I've joined several "speed" ITFs in the past and have always had to leave before completion. This is not only disappointing for me, but it let's the other players down, and I prefer not to do that.
The Incarnate system was presented as a "leveling" system, not just optional enhancements, like IOs, which aren't necessary to advance your character. Even playing one hour per day, I'm able to -slowly- improve my character's levels. I'm fine with this, but placing a "you have to run TFs if you want these virtual levels" restriction completely locks me out.
Of course, whenever I have something nice to say, the forums take an hour to load so as not to let me...
In the meantime, one specific thing you could do that would make people like me insanely happy would be a server-wide teaming chat channel. I'm not sure if you're aware that we've all been piling onto "global channels" that only people in the know access, and which fills up eventually. The first time I unsubscribed to this game, it was because I spent 3 weeks standing on a hill in Talos Island looking for a team and being unable to find one, because I didn't know about this chat system.
|
This is similar to the "Quick Match" option in every FPS made in the last ten years, only without the worry that you'll get stuffed in a server with ridiculously high ping. I've always felt this is a good idea, even if I'm not a fan of teaming, random teaming least of all. It's that good of an idea.
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.
|
Of course, whenever I have something nice to say, the forums take an hour to load so as not to let me...
I'd say the solution to that is auto-team-making of some sort, similar to what online games have had for years. WoW, for instance, lets you flag for whichever instances you want to do and keeps you flagged until enough people are flagged for that instance, then it just auto-teams them together. No need for anyone to go out and send tells, beg over global channels or anything like that. The system does all the leg work. This is similar to the "Quick Match" option in every FPS made in the last ten years, only without the worry that you'll get stuffed in a server with ridiculously high ping. I've always felt this is a good idea, even if I'm not a fan of teaming, random teaming least of all. It's that good of an idea. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
This is my problem with the current Incarnate progression set up. My playing time is strictly limited. I can play one hour per day, period. That's from the time I log on to the time I HAVE to log off. I have nothing against teaming or TFs, it's I simply don't have the time to do them.
I've joined several "speed" ITFs in the past and have always had to leave before completion. This is not only disappointing for me, but it let's the other players down, and I prefer not to do that. The Incarnate system was presented as a "leveling" system, not just optional enhancements, like IOs, which aren't necessary to advance your character. Even playing one hour per day, I'm able to -slowly- improve my character's levels. I'm fine with this, but placing a "you have to run TFs if you want these virtual levels" restriction completely locks me out. |
Tier 2, 3 and 4 aren't needed to access the current Incarnate content - they're just optional bonuses.
And if you're on a good team who don't mind you having a reduced contribution, then you don't even need to slot the Tier 1 - simply run the Mender Ramiel arc, and you've unlocked the access to the Incarnate TFs.
The only thing the Alpha slot Incarnate content requires you to run a soloable story arc that can be completed in about 30 minutes.
@Golden Girl
City of Heroes comics and artwork
All you need is the Alpha slot, and the 1st Tier - that's just 12 Shards - or even less if you run a TF to get a ready-made component.
Tier 2, 3 and 4 aren't needed to access the current Incarnate content - they're just optional bonuses. And if you're on a good team who don't mind you having a reduced contribution, then you don't even need to slot the Tier 1 - simply run the Mender Ramiel arc, and you've unlocked the access to the Incarnate TFs. The only thing the Alpha slot Incarnate content requires you to run a soloable story arc that can be completed in about 30 minutes. |
Now this is only conjecture on my part, but the Devs seem to imply that unlocking further Incarnate abilities will require Trials of some sort. This would make sense. The question is how would these be balanced? If balanced around an Incarnate with only Tier 1 or 2, then characters with Tier 3's or higher will have a progressively easier time, since they will be gaining levels. If balanced around Incarnates with the "virtual" levels, then it will get harder and harder for those without Tier 3's, since they will be fixed at level 50 and the Trials will be balanced for "higher" level characters.
As things stand, the only way to get Tier 3's is to run TFs and as I said in my previous post, I simply don't have the time required.
I think they'll balance it like the Invention system - the game will be scaled with non-IOs/Tier 1/2s as the default, with IOs/Tier 3/4s being a bonus.
Don't forget that positron had a big hand in designing the Invention system, and so far, the Incarnate sytem seems to be shaping up along similar lines regarding balance and requirements.
For example, people have been running the new Incarnate TF with just the Tier 1 and 2 boosts, including smashing the Apex TF in around 20 minutes - so Tier 3 and 4 clearly aren't required to take on the new Incarnate content, but getting them would make things easier - just like IOs aren't required to take on things like the STF, but getting them makes it a bit easier.
@Golden Girl
City of Heroes comics and artwork
I've tried the auto teaming function in a few other games. That Fantasy Game has it, as does one of the others I've played recently. From my point of view though, it takes everything I hate about PUGs to start with (random immature and offensive idiots, largely) and mixes it with teams that either make no attempt at all to communicate, or where one or more are "professional raid guild" players who immediately set out to try to assume control and tell everyone else how they suck. In point of fact, I've actually been kicked from "dungeon finder" teams in That Fantasy Game because my level 64 character apparently didn't have a high enough gear score. I have *no* idea how they decided that - even at the time, that was still over fifteen levels from the cap, so spending money on gear at all is a complete waste. *Everyone* who doesn't have an entire raid guild bankrolling them just throws on whatever random junk the last giant spider horked up after they punched it in the face for a while.
In any case, it looks like I'm officially done with the Incarnate system. I scanned the dev posts, and it looks like rare slots and up are team only content. With a solid "we'll think about adding a solo option later, if we have time. And have nothing better to do." No thanks.
In any case, it looks like I'm officially done with the Incarnate system. I scanned the dev posts, and it looks like rare slots and up are team only content. With a solid "we'll think about adding a solo option later, if we have time. And have nothing better to do." No thanks.
|
@Golden Girl
City of Heroes comics and artwork
I think they'll balance it like the Invention system - the game will be scaled with non-IOs/Tier 1/2s as the default, with IOs/Tier 3/4s being a bonus.
Don't forget that positron had a big hand in designing the Invention system, and so far, the Incarnate sytem seems to be shaping up along similar lines regarding balance and requirements. For example, people have been running the new Incarnate TF with just the Tier 1 and 2 boosts, including smashing the Apex TF in around 20 minutes - so Tier 3 and 4 clearly aren't required to take on the new Incarnate content, but getting them would make things easier - just like IOs aren't required to take on things like the STF, but getting them makes it a bit easier. |
When planning for the second half of the alpha slot and beyond, please keep in mind that there are players for whom teaming is difficult due to physical limitations. I realize that these are the minority. However, hearing that they don't deserve the rewards of the end game because of their disabilities is very hurtful.
When planning for the second half of the alpha slot and beyond, please keep in mind that there are players for whom teaming is difficult due to physical limitations. I realize that these are the minority. However, hearing that they don't deserve the rewards of the end game because of their disabilities is very hurtful.
|
@Golden Girl
City of Heroes comics and artwork
What sort of disability would make soloing ok, but teaming impossible? Wouldn't the extra people sharing the work make it easier than doing the mission on your own?
|
There's the possibility that the disability requires the person take multiple breaks, perhaps even without notice. Not that big of a deal when solo, but in a group, it's kind of a jerky thing to do.
The other aspect may simply be the 'real' difficulty of the content. If their reaction time is hindered for instance. Again it may not make a big deal of difference with solo content, but when trying to take down 8 +4 AVs simultaneously, it may be a bit more impactful.
All that said, I am sorry for any disabilities that others may suffer, and I don't think it's a matter of deserve or not. However, it's a matter of being able to play the content. As a hyperbolic example, I would not expect a video game to be necessarily playable if someone completely lacked a sense of sight. It's really unfortunate, and it's not an issue of if they deserve to be able to play or not. It's an issue of being able to.
Let's Dance!
When planning for the second half of the alpha slot and beyond, please keep in mind that there are players for whom teaming is difficult due to physical limitations. I realize that these are the minority. However, hearing that they don't deserve the rewards of the end game because of their disabilities is very hurtful.
|
There are, however, people claiming that being shy or being an introvert (I was very introverted, but I got over it to a large degree. It's not permanent unless you allow it to be) is some sort of hindrance to getting what they want, and are trying to garner pity for themselves. If they can manage to post on a forum regularly (and be quite vocal and verbose while doing so), they can deal with teaming with strangers for as long as it takes to gain a reward. Many of them seem to have found a Super Group, so they've already taken steps to get out of their self-imposed shell.
No one is asking them to quit soloing and switch exclusively to teaming, but it sure seems that way based on some of the comments that have been made. End game content, however that's defined for you, does not necessarily change the rest of the game on the journey to that content. All those story arcs are still there, and will still be there, waiting for you to solo through them at your leisure. This game will still be as casual or as hardcore as you want it to be. Having to wait for content to be catered to your desires is not a bad thing, and if it never comes, that's not a bad thing either. It's just a decision. They're not passing judgment on how you choose to play. They're not telling you to either get with the program or leave. They just decided to put in content of a particular variety, with a particular way to play through it. Either play it or don't.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
There are, however, people claiming that being shy or being an introvert (I was very introverted, but I got over it to a large degree. It's not permanent unless you allow it to be) is some sort of hindrance to getting what they want, and are trying to garner pity for themselves. If they can manage to post on a forum regularly (and be quite vocal and verbose while doing so), they can deal with teaming with strangers for as long as it takes to gain a reward. Many of them seem to have found a Super Group, so they've already taken steps to get out of their self-imposed shell.
|
Introversion is not synonymous with social anxiety. An introvert is not necessarily shy, socially maladroit, a social outcast, or a shrinking violet. Introversion is a personality trait; by its very nature more likely to be "permanent" than not, since most personality traits are fixed by the age of three. An introvert is a person who tends to prefer solitary activities and introspection to group activities; in general, introverts tend to feel energized by reflection and drained by interaction. This does not mean that they cannot enjoy social interaction, nor does it mean that introverts are afraid of other people, or incapable of "teaming with strangers." It does mean that some introverts may find the prospect of teaming with strangers tiring, or even deeply unpleasant. If one plays a game as source of enjoyment, why do something one finds repugnant?
I find it baffling that you would think think that personality traits are something to "get over." I also find it unfortunate that you seem to think extroversion is always preferable to introversion. Most of the writers I know are introverts, and I'm quite happy that they're able to use their introspective thought processes to create beautiful and luminous fiction.
Most importantly, I think it's important to dispel the notion that introverts are people who really want to break out of their shell, and be the center of attention, and talk to everyone all the time. People who desire such a thing are most likely extroverts, albeit socially awkward ones. Just as socially adept introverts exist, so do socially inept extroverts. It's an important distinction that introversion/extroversion in no way quantifies ability; they're a matter of preference and comfort. Introverts tend to prefer and feel energized by solitary activities and tend to feel drained by social situations. Extroverts tend towards the exact opposite.
I apologize in advance for taking the thread slightly off-topic, but I feel it imperative that I correct some misconceptions that people have propagated in this thread. You are not nearly the only person doing so, but you are the most recent, and I find it easiest to address some problematic thinking by directly addressing you.
Introversion is not synonymous with social anxiety. An introvert is not necessarily shy, socially maladroit, a social outcast, or a shrinking violet. Introversion is a personality trait; by its very nature more likely to be "permanent" than not, since most personality traits are fixed by the age of three. An introvert is a person who tends to prefer solitary activities and introspection to group activities; in general, introverts tend to feel energized by reflection and drained by interaction. This does not mean that they cannot enjoy social interaction, nor does it mean that introverts are afraid of other people, or incapable of "teaming with strangers." It does mean that some introverts may find the prospect of teaming with strangers tiring, or even deeply unpleasant. If one plays a game as source of enjoyment, why do something one finds repugnant? I find it baffling that you would think think that personality traits are something to "get over." I also find it unfortunate that you seem to think extroversion is always preferable to introversion. Most of the writers I know are introverts, and I'm quite happy that they're able to use their introspective thought processes to create beautiful and luminous fiction. Most importantly, I think it's important to dispel the notion that introverts are people who really want to break out of their shell, and be the center of attention, and talk to everyone all the time. People who desire such a thing are most likely extroverts, albeit socially awkward ones. Just as socially adept introverts exist, so do socially inept extroverts. It's an important distinction that introversion/extroversion in no way quantifies ability; they're a matter of preference and comfort. Introverts tend to prefer and feel energized by solitary activities and tend to feel drained by social situations. Extroverts tend towards the exact opposite. |
It is important to realize differences in terms as well. However, if someone is finding it repugnant to interact with other people, I believe that goes a bit beyond the simple personality difference. At the very least, it doesn't seem like a game genre based on being massively multiplayer is the best idea for them. I imagine, however, that was more a case of hyperbole, and it's more an issue that the party in question finds it enjoyable to group in smaller amounts than they perceive the 'other' content requiring. It's pretty important to realize that both extreme ends of the scale have bad consequences, introvert is perhaps the easier to see since we are social creatures.
Let's Dance!
I apologize in advance for taking the thread slightly off-topic,
|
If they can manage to post on a forum regularly (and be quite vocal and verbose while doing so), they can deal with teaming with strangers for as long as it takes to gain a reward. Many of them seem to have found a Super Group, so they've already taken steps to get out of their self-imposed shell.
|
On a forum, you can muster up the energy to post something and then fade back into the background. Your post may or may not be responded to, and if it is you don't have to reply back to that immediately, or even at all. The old "I'll hang up and listen to your answer."
This is probably part of the reason I've never cultivated a friends list in-game. I have no problems posting here, I'm never put on the spot (heck, most of my posts are swiftly passed over and forgotten). With a friends list you log in and you invite interaction. Even if it's just pleasantries, you NEED to respond or else you look like a jerk, even if you don't really feel like interacting or chatting. And if you turn down invites from friends too often, there's really no reason for them to keep you on their friends list anyway.
There's also the group setting of a forum. Or a chat (and on a full team, this is actually less of an issue, at least for me). I'm part of an online community where we have a devoted chat room. I am very active in the chat; there's a lot of conversation going on and it is easy to play off of what others are saying. Like a forum, there are many voices. To chat one-on-one though? A lot tougher. Even with folks I've known for a while. Like talking on the phone (which I've never liked). It's all you. The conversation goes bad or is stilted, you're the one at fault. You're the one under the gun, you're the idiot. So, rather than risk looking like an idiot and tarnishing how folks feel about you, you avoid those situations.
(note: I am not professing to speak for all introverts here, this is just my strange brand of introversion)
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Is this thread for reals? I am all about making people complete tf/sf's or even raids to get certain alpha components. This is an MMO, why would everything be obtainable solo?
To create Rare and Very Rare Alpha abilities, you need a "Notice of the Well" and "Favor of the Well" respectively. Notice requires you (at least until i20, after that we do not know) to run the new "Weekly TF" to get one. Which means to get a Rare you must team at least once, and to get a Very Rare you must team at least three times (as a Favor takes 3 Notices). In that, no, it cannot all be done solo. Also, birdy told me it's 32 shards to convert "notice" into "favor" also. Though I would bet at the very least in i20 there will be ways to get Favors directly as well.
It won't actually affect me personally that badly, as I tend to participate in PUG TFs a fair bit and run content at level 50 a lot when I'm farming so I'll get decent levels of shards to drop for me in due course... but consider the following:
(i) a "common" costs [12 shards]
(ii) an "uncommon" costs [32 shards]
(iii) a "rare" costs a total of [1 Notice and 40 shards]
(iv) a "very rare" costs [4 Notices and 128 shards]
Salvage drops from end of certain TFs can be substituted in for shards in some of the above figures, but the only method we currently know of to attain notices is via the named "strike TFs", which will require team play.
You can appreciate that some of the more "hardcore solo" players (who on some other threads here have complained of only having recieved one or two shards in drops so far) will take a LONG time to achieve even the rare boost, which can probably be considered the 'minimum' endgame goal due to the level shift.
It gets much worse for those of us with altitis. I've around 20 level 50s, most of which already have uncommon boosts slotted, and even then it will probably take me a good number of months to outfit them all with "very rare" boosts... not an insanely long time for an 'endgame' endeavour, but remember that there are still another nine incarnate slots to come. It's not a massive leap to assume that it'll take roughly the same amount of effort to cap out each slot... so we could literally be playing for years and not 'complete' our toons...
Currently, my toon with the most shards 'banked' is one I use for level 50 PvP IO Farming. He has two uncommon boosts (64 shards) and another twenty-odd lying loose in his inventory - he's effectively been solo shard farming ever since the Alpha Slot was introduced and is still a good 44 short of being able to afford a "very rare". I can't imagine the tediousness of trying to complete ten such incarnate slots and then repeat that over another 19 level 50s... particularly since only level 50 content will drop shards, and some of the TFs at that level are not currently percieved as "fun" or "worth doing". It seems that it's usually only the ITF or the LGTF that I see invites advertised for these days - Khan, Barracuda, Tin Mage and Apex all seem to be avoided like the plague... and even STF/LRSF teams are a rarity unless they're going for the "Master of" badges...