Originally Posted by Diggis
And since when did this game become YOUR game? It's as much mine as it is yours so my desires are every bit as important as yours.
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Soloability and End Game
I wish I could use the words that truly describe my feelings about this. It's hard to express such outrage I feel with polite and politic words. |
I may not like the self-espoused "PvP Community" in CoH either, but I generally don't try to insinuate they don't have the right to play the game; the devs generally tend to make sure they do that on their own :P
TL;DR version; Please. Your hystronics aren't going to get you anywhere, and the attention-grabbing isn't going to work on most. Past this one post on the issue, it's not working on *me* either.
"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."
I agree that, for strongly committed solo players, the Incarnate system as it stands is weighed in favour of TFs -- one arc v. two TFs -- and seems like to continue with a TF/Trial bias. However, it's also early days.
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Would you be satisfied if all Incarnate content, from now until forever, was team content? Would you be satisfied with Apex and Tin Mage being the "easy" version of Incarnate content, and not examples of the apex (pun intended) of Incarnate content?
Just because this one step wasn't a step too far for you doesn't mean they're not still headed in a direction that won't be acceptable to you in the future. They've taken steps towards making this game's "end game" very much like the end game of other MMOs (in particular, the granddaddy of them all and the 800-pound gorilla); while they're not there yet, do you want to encourage the development of this game to ultimately end up there? |
I'm a casual player. It's just a game. If I were going to get all hopped up about it then I'm not sure I would be a casual player.
And frankly, I'm sick of having to bow to extroverts and challenge seekers. There's worlds and worlds of things out there for extroverts and challenge seekers already. One of the main points (not the main point, not the only main point, but one of a handful) that draws me to this game and keeps me with this game is the fact that it was unlike the rest, that it actually catered to ease and solo-play (solo play doesn't have to be easy, and easy doesn't have to be solo; these are separate things). I've seen franchises, companies, and genres I love morph, "evolve", and die many, many times, and of late the trend in the video game world has been towards conformity, towards making everything the same.
City of isn't there yet, but the steps they've taken in development of the Incarnate system have, thus far, seemed quite clearly to be steps towards that. I'm open to being pleasantly surprised by i20 content, and I'll be the first to praise Paragon if I'm wrong about it, but what I've heard and seen so far has not given me cause for hope.
I do not want to see this game's end-game be like every other game's end-game, where the idea is "tactics", "challenge", and "teams/raids". City of has, thus far, avoided that path, and I will not "suck it up and deal with" yet another game I love going down that same old path everyone else has trod before.
I've had quite enough of having to "suck it up and deal with it", thank you.
I've been "sucking it up and dealing with it" for twenty years (as a gamer) or forty years (personally), whichever way you meant this. I "suck it up and deal with" living in an extroverted world every single day. I've "sucked it up and dealt" with games becoming more and more focused on "challenge" (as well as "realism" and "shooting") for the past twenty years.
And frankly, I'm sick of having to bow to extroverts and challenge seekers. There's worlds and worlds of things out there for extroverts and challenge seekers already. One of the main points (not the main point, not the only main point, but one of a handful) that draws me to this game and keeps me with this game is the fact that it was unlike the rest, that it actually catered to ease and solo-play (solo play doesn't have to be easy, and easy doesn't have to be solo; these are separate things). I've seen franchises, companies, and genres I love morph, "evolve", and die many, many times, and of late the trend in the video game world has been towards conformity, towards making everything the same. City of isn't there yet, but the steps they've taken in development of the Incarnate system have, thus far, seemed quite clearly to be steps towards that. I'm open to being pleasantly surprised by i20 content, and I'll be the first to praise Paragon if I'm wrong about it, but what I've heard and seen so far has not given me cause for hope. I do not want to see this game's end-game be like every other game's end-game, where the idea is "tactics", "challenge", and "teams/raids". City of has, thus far, avoided that path, and I will not "suck it up and deal with" yet another game I love going down that same old path everyone else has trod before. I've had quite enough of having to "suck it up and deal with it", thank you. |
I disagree about the Incarnate system. I don't know how they could have made it much more solo friendly without simply handing out shards. Perhaps the shards could drop more often when solo, but I don't think the rate is bad now. I have an uncommon on one character and a common on another, that's it, and that's been fine for me. I can run tip missions to get hero points to make my characters much stronger with IO's I couldn't get before (what a crazy great boon for solo characters, or at least mine, that has been) and while I'm running tips I get shards. No biggie.
I don't know how they could have made it much more solo friendly without simply handing out shards.
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Victor Ross's story arc is actually a really good example of something that should have been an Incarnate arc (balanced, ideally, so that the final showdown mission doesn't require a "cheat" power to work). A new Incarnate contact, one who does not require a Task Force, would be the ideal.
Hints that such is coming, however, have thus far been non-existent. The hints we've been given for forthcoming Incarnate content has been "Trials", which by precedent in the game is teamed content. I see no reason to believe that they are planning on adding anything else (the "Incarnate Trials" have been the central hype in every communique,) and shall not act on an assumption that they are without evidence.
I do not want to see this game's end-game be like every other game's end-game, where the idea is "tactics", "challenge", and "teams/raids". City of has, thus far, avoided that path, and I will not "suck it up and deal with" yet another game I love going down that same old path everyone else has trod before.
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However, the game has always had content that was intended to be designed beyond that level of difficulty, either to target players wanting higher difficulty or to gate certain rewards, or both. Task forces are one such type of content. Respec trial is another, as is all the trials. The Praetorian arc (Maria) is another. Just stepping into a hazard zone is yet another.
The "standard" end game is already established. Its either to roll an alt, or to play the standard content that exists at level 50. That is the end game for people who want to remain within the standard content boundaries. That has always been a part of the game design as well. So for people who want an end game but do not want to leave the standard difficultly model, you've had your end game since Issue 1.
"The" end game is actually the alternate end game: the end game for people who want to leave the standard difficulty model. This is the progressional end game that ratchets both player power and player difficulty. Those two have to go hand in hand: you're not going to get a standard difficulty end game where you get to be more powerful and the critters stay the same or only scale with you. Besides the point that that would be extremely difficult to do with something like the Incarnate system (its already difficult to do with the invention system, and even just with scaling to level 50) it would be a lot of development effort to put players right back at the same place, which is simply not worth it. We already have a standard model level 50, the devs are not going to make another one.
Eventually much of the technology developed for the end game will be backported to the standard game, maintaining more or less the standard model of difficulty. The standard model missions will get more interesting, without getting materially more difficult. And the devs are not going to stop making standard content: most of the content in Issue 19 is standard content, skewed counting notwithstanding. So the standard model end game will continue to grow and evolve. But the simple fact is, if you want a standard model end game, you've had one for eighteen issues. Level 50 content *is* the standard model end game, and its not going anywhere. Honestly, given that the standard model end game has had an eighteen issue head start over the advanced one, I don't see the justification for a complaint.
To the extent that there's been a trend its a trend that was started at launch. It was evident in the design of Peregrine Island and its snipers and quad boss spawns. It was evident in Maria's arc full of archvillains. It was evident in the respec trial that most players failed the first time or two. It was evident in the design of the Rularuu, and the Vanguard, and the Cimerorans. The fact that you've been able to, I assume, dodge all these things is a lucky happenstance, it is not a reflection of the devs going out of their way to make non-standard content invisible. Optional to an extent, but not invisible. Just as the Incarnate system and the end game content is similarly optional, but not invisible.
One last thing: I don't think the Incarnate system and the end game content represents CoX just rehashing other games. The Incarnate system has the potential to be something genuinely new: a transitional end game progression system that uses essentially a modified skills tree in an essentially level-less or near level-less end game. The end game task forces and content is I suppose more likely to look like what other games have done, simply because there are more limits to what a game designer can do in that setting. But you could say the same thing about the standard content as well. The real question is how the devs ease the majority of players into the new difficulty paths.
Difficulty is relative. The ITF was considered a difficult task force when it debued. Its now considered an ATM. The LRSF and STF were considered extremely difficult when they debued. Now they are considered just above average in difficulty. And even the normal task forces were considered difficult in the beginning, but now they are not considered all that difficult even by average players with average builds.
This game targets the average player. Not you or I, but its average subscriber. The average player has gotten better over time. Not massively so, but noticably so. The game's center of mass is going to shift as a result.
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Telling people that want casual stuff "You've had that for six years, now it's our turn" is completely missing the point. The point we casuals are making is "You have every other MMO in the world, leave ours alone."
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And NCSoft, of course
[/quote]I could use the words that truly describe my feelings about this. It's hard to express such outrage I feel with polite and politic words.[/QUOTE]
Outrage? About a supeerhero video game adding some stuff that you need to team up for? How do you react to genuine outrages in RL?
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The way the system advances (at least if it continues the current trend throughout) is fine. That all content designed to be tackled by Incarnates seems to be team- (and challenge-, and "tactic"-) gated is not. I'd like to see Incarnate story arcs, not just Task Forces. Something for our Incarnates to tackle by themselves, some threat that would have outclassed regular heroes (but without the cheap mechanic designed to create this in Apex and Tin Mage) but that is right up the alley of Incarnate characters.
Victor Ross's story arc is actually a really good example of something that should have been an Incarnate arc (balanced, ideally, so that the final showdown mission doesn't require a "cheat" power to work). A new Incarnate contact, one who does not require a Task Force, would be the ideal. Hints that such is coming, however, have thus far been non-existent. The hints we've been given for forthcoming Incarnate content has been "Trials", which by precedent in the game is teamed content. I see no reason to believe that they are planning on adding anything else (the "Incarnate Trials" have been the central hype in every communique,) and shall not act on an assumption that they are without evidence. |
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It was evident in the design of the Rularuu, and the Vanguard, and the Cimerorans.
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I'm not really sure how much Vanguard and Cimerorans exist beyond standard difficulty, except inasmuch as Vanguard Wizards and their cheat power. I suppose Cimerorans might to the extent that not many other groups have as many debuffs as they do.
The way the system advances (at least if it continues the current trend throughout) is fine. That all content designed to be tackled by Incarnates seems to be team- (and challenge-, and "tactic"-) gated is not. I'd like to see Incarnate story arcs, not just Task Forces. Something for our Incarnates to tackle by themselves, some threat that would have outclassed regular heroes (but without the cheap mechanic designed to create this in Apex and Tin Mage) but that is right up the alley of Incarnate characters.
Victor Ross's story arc is actually a really good example of something that should have been an Incarnate arc (balanced, ideally, so that the final showdown mission doesn't require a "cheat" power to work). A new Incarnate contact, one who does not require a Task Force, would be the ideal. Hints that such is coming, however, have thus far been non-existent. The hints we've been given for forthcoming Incarnate content has been "Trials", which by precedent in the game is teamed content. I see no reason to believe that they are planning on adding anything else (the "Incarnate Trials" have been the central hype in every communique,) and shall not act on an assumption that they are without evidence. |
As mentioned above I've had a great time running tip missions, which is new content. I still like running radio missions. Pretty much as long as I can log in and beat the stuffing out of a small horde of bad guys I don't care how repetitive the tileset or mission plot is. I'm simple (and casual) that way. If my Incarnate slot allows me to go into that Council radio mission and slap around a higher number of bad guys quicker then it's doing it's job as far as I'm concerned.
It'd be cool if there was an Incarnate contact/arc. I would think there probably will be at some point, but even if there isn't I don't think I'd miss it much. If I really wanted to progress my character's story in that way that badly I'd probably just look at doing it in AE so that I happens when and how I want it to.
I've been solo the last several play sessions and I almost have enough for my uncommon Alpha enhancement on one character, and have the common slotted on 2 more. That is playing solo, no more than 2 hours at a stretch.
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If the predominant content in the next 2 issues needs that alpha slotted, then looks like i would be missing out for the next half a year maybe?
Not an amusing thought for me at all.
When i see this, my first thought is to call shenanigans but it might just be towards the RNG. I have similar play sessions you have described yet i only have 3 shards dropped for me since i19's launch.
If the predominant content in the next 2 issues needs that alpha slotted, then looks like i would be missing out for the next half a year maybe? Not an amusing thought for me at all. |
It does have to do with the number of foes you're fighting though. When I run my Tanker at +0/x8 I have a much better chance of getting shards than when I run my Dominator at +2/x2. I think quantity helps, not quality. But I like quantity better anyway.
Maybe that's something you could adjust? Just trying to help.
I've been "sucking it up and dealing with it" for twenty years (as a gamer) or forty years (personally), whichever way you meant this. I "suck it up and deal with" living in an extroverted world every single day. I've "sucked it up and dealt" with games becoming more and more focused on "challenge" (as well as "realism" and "shooting") for the past twenty years.
And frankly, I'm sick of having to bow to extroverts and challenge seekers. There's worlds and worlds of things out there for extroverts and challenge seekers already. One of the main points (not the main point, not the only main point, but one of a handful) that draws me to this game and keeps me with this game is the fact that it was unlike the rest, that it actually catered to ease and solo-play (solo play doesn't have to be easy, and easy doesn't have to be solo; these are separate things). I've seen franchises, companies, and genres I love morph, "evolve", and die many, many times, and of late the trend in the video game world has been towards conformity, towards making everything the same. City of isn't there yet, but the steps they've taken in development of the Incarnate system have, thus far, seemed quite clearly to be steps towards that. I'm open to being pleasantly surprised by i20 content, and I'll be the first to praise Paragon if I'm wrong about it, but what I've heard and seen so far has not given me cause for hope. I do not want to see this game's end-game be like every other game's end-game, where the idea is "tactics", "challenge", and "teams/raids". City of has, thus far, avoided that path, and I will not "suck it up and deal with" yet another game I love going down that same old path everyone else has trod before. I've had quite enough of having to "suck it up and deal with it", thank you. |
It's not about what Grouchybeast, Golden Girl, Arcanaville, Bill Z Bubba, Werner, or ClawsandEffect want it to be either.
It is about appealing to the largest amount of people possible. There are things that will thrill some players that others will despise. There are things that will increase difficulty, just as there are things that will decrease it (if getting Stamina at level 2 isn't a difficulty decrease, I don't know what is).
You do not have sole possession of the game, and neither does anyone else. If you don't like part of the game, you have the option of ignoring it and doing the stuff you do like.
They will continue to release soloable content, because the devs are well aware that there is a significant number of players who enjoy soloing. In fact, I will be very surprised if there isn't some kind of normal mission content taking place in Praetoria for Primal Earth characters to do, probably in the 30-40 and 40-50 range. Releasing it with i20 would make sense. They very seldom release details about new mission arcs months in advance, so it doesn't surprise me that we haven't heard anything about any yet.
Saying that the game should remain casual, and not cater to people who want a challenge AT ALL is just plain ridiculous. There have been 18 issues of "casual", and now there is content that is more challenging, and is also completely optional.
Since I started playing this game over 5 years ago, I have NEVER seen anything in it that was absolutely required in order to advance. Everything in the game, from badges and task forces to IOs, PvP, and marketeering is optional.
Name ONE thing that you absolutely MUST do to advance in the game, that you absolutely can't do by yourself. I can't think of anything at all that fits that criteria, can you?
You're outraged that they are changing YOUR game into something you don't like. Since when are we playing City of Eiko_chan? Yeah, I just looked at the header at the top of my forums, it still says "City of Heroes". It's not YOUR game, it is the game of anyone who chooses to play it, and you do NOT get to dictate that "this is a casual game, go take you challenge seeking and play something else"
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Oh, I don't know, sometimes I suspect it is at least a little bit about what Arcanaville wants it to be.
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How DARE she?
Thinking that Arcanaville has slightly more input on the direction of particular aspects of the game than most other players is realistic evaluation of presented facts.
You completely and utterly missed the point. If the game spent the next two years adding nothing but 'high end raiding', it would spell a clear and decisive path for the future that was casual-unfriendly. It really doesn't matter what the game has done in the past; we're talking about the game's future.
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But, I hope you enjoyed beating the stuffing out of that straw man.
You know, I'm basically introverted, too. About 97% of my play time is solo. But I've found that if I'm able to get into Internet arguments in a forum, I have the capability to occasionally stand to deal with people in PuGs. Maybe you can find that same resource within yourself since your Introversion is not apparent in the forums.
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In both I18 and I19 beta, some requests were made to increase the shard drop rate while also increasing the shards required. Giving the same statistical rate of advancement, but making it less subject to random grouping.
I still think this would be helpful, but the Powers That Be seem to disagree. |
At this point, only datamining showing an actual and significant horrific drop rate for soloers will change the rate. I doubt that's the case. But, unless one has access to the data, it's very much subject to subjective perception.
And unless one uses HeroStats to actual document playing X hours solo at level 50 and only getting a paltry few shards will the Devs probably be willing to check that data. But I do know this: If someone actually does present that data, they will indeed datamine to verify and adjust accordingly.
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You know, I'm basically introverted, too. About 97% of my play time is solo. But I've found that if I'm able to get into Internet arguments in a forum, I have the capability to occasionally stand to deal with people in PuGs. Maybe you can find that same resource within yourself since your Introversion is not apparent in the forums.
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De minimis non curat Lex Luthor.
I PuG, occasionally. Did a PuG LGTF that led to a TMTF with my main character, actually (the LGTF was how she got her slot filled). That was the only time I've done Tin Mage; Director 11 ruined any desire I have to do it again (a feat so far unmatched, despite the fact that we defeated Director 11 and that I have oft failed against Romulus and Reichsman, yet neither of those encounters made me desire to not face it again; success against Director 11 accomplished what failure never has.)
I also have a VG full of both casual players that have trouble getting past Trapdoor and high-scale players that solo +4x8. I know, for a fact (as I have been told so in game), that when I speak of such things, I do not speak only for myself. I speak for introverts that do have more problems engaging than I do. I speak for soloers that do avoid teams habitually. Assuming that my complaints are all solely personal is a bad policy (and I do not assume such with any of you, save perhaps for Golden Girl's recommendations on how people should behave.)
I speak a point of view that is rarely expressed on the forums. It's (highly) likely that I speak for a minority. Trying to make me feel like I am alone, however, will never make me cease to speak.