Soloability and End Game
Way to be insulting, dung rat. I don't care enough about this issue any more to scan the boards for every post related to it, and I hadn't seen whatever post that quote came from. Yes, I guess they are going to allow us to craft the rare pieces now. But honestly, I find that I don't care anymore. It's clear that the Incarnate system isn't meant for me. So I'm done with it. I might unlock the Alpha slot on my other level 50. If I do, maybe in a few years I'll have accumulated the hundreds of shards it'll take to craft my way up to the Very Rare. And maybe not. It doesn't matter anymore. You, and everyone like you, wins. I give up.
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Whoo, I guess I do win.
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast
You can't have it both ways. Soloers, since the idea of end game raids have started, have cried for a way, any way, to progress without having to team.
Now you have that. Will it be slower than teaming? Darn right it will be. But you also get to go at your own pace, don't have to put up with other people, etc. There's never going to be a world where a solo player can achieve all possible incarnate abilities as fast as a team player, just like how a solo player will level up slower than a person who runs constantly in an 8 person team doing all TFs and trials available to them. The solo community asked for a way, no matter how slow, to progress their character. They now have that. If it's too slow for any solo player, might I recommend one of the lovely trials they have put so much time and resources into? It's as easy to join as clicking a button to join a queue, no global channels or SG teammates needed. Even the most casual of players can do that. |
"A way no matter how slow, to progress their character.." Was there a poll on that I missed, where soloers voted overwhelmingly to ask be permitted to spend 60 hours killing moss snakes to get what a team can in 2 hours doing a raid? Most I know are willing to compromise some, but not to the point of being treated like 3rd class subscribers, being treated not like paying customers but like stage props for lazy or cheap developers to use to enhance the gameplay of team players.
Please correct me if I'm wrong, but it sounds almost like you resent the idea of solo players getting the same reward for the same risk/time investment of a group. (Did soloers start paying a lower monthly fee than team players, and nobody told me?)
Now, the more I think of it, the less I like the idea of having to spend more time to get the same rewards as when teamed. After all, why should solo players have to play longer to enjoy the same rewards?
Would knowing that a solo player spent the same number of hours playing and got the same rewards in some way have a negative impact on your gaming experience? Do you have trouble getting people to team with you unless a developer strongarms them into it? Unless one of those two conditions applies, then you're not losing anything by solo players getting the same rewards for the same time/risk investment. If those conditions don't apply to you, then you've got nothing to lose.
Now, the more I think of it, the less I like the idea of having to spend more time to get the same rewards as when teamed. After all, why should solo players have to play longer to enjoy the same rewards? |
If you really have to ask why teaming should net better rewards than soloers, then you really shouldn't be playing an MMO. Might I recommend a nice single player console game for you?
Please correct me if I'm wrong, but it sounds almost like you resent the idea of solo players getting the same reward for the same risk/time investment of a group. (Did soloers start paying a lower monthly fee than team players, and nobody told me?) |
I resent solo players thinking this entire game can and should be based around them. There are only so many encounters the developers can program for solo players and they pretty much consist of the standard EB/AV fight. You can't do same-time defeats or glowie clicks if everything is solo orientated. You can't have a fight with actual strategy because every fight has to be just as balanced for one AT as it is for all of them if everything is geared towards soloers.
I'd rather the devs be given to actually, you know, develop something other than your standard "target Purple thing, queue attacks until dead" encounter. Gearing the entire game towards soloers gives the developers an unnecessary crutch that just can't be overcome in a multiplayer game. And when I say multiplayer game, I mean a game where there are multiple ways to play, not forced teaming.
If you want to keep paying the same amount of money as I do for the same AV encounter over and over and over again with no growth and no depth and no challenge added, I can only pity you.
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast
Because you are solo. You don't have the risk of a trial falling apart because your teammates quit or don't have the right AT/Powersets or just suck at the game. You can go at your own pace. You don't have to worry about your tank deciding he needs to walk the dog and leaving your team standing around for 15 minutes doing nothing.
If you really have to ask why teaming should net better rewards than soloers, then you really shouldn't be playing an MMO. Might I recommend a nice single player console game for you? |
A solo player has nobody else to rely upon to compensate for their mistakes, and dies just like a teamed player when they screw up. If anything, a solo player has to be more precise in their build, planning, and power use because they're on their own. The claim that team players somehow "risk" more than solo players is bogus.
And I always love the standard old "You should go play a single player game if you don't want to team to get anywhere!" It's always an amusing, if tired fallback by people who just can't accept that there other players who enjoy a different playstyle, or who feel deep down that they need the developers to hang a pork chop around their neck to get the dog to play with them.
Again, how is your personal gameplay experience negatively affected by me playing the same hours and getting the same rewards? I pay the same money, I play the same number of hours, what do I take away from you if I get the same rewards? Is there a finite amount of fun in the Incarnate system, and you're afraid soloers will use it all up and not leave you any?
If therey's anyone who should be pitied, it's those players who resent that others can have fun and get the same rewards without being forced to come play with them, who say "I can't have fun if the devs don't make people team! make them have to play 10 times as long to get stuff if they don't play with me!!!!"
It's like this smelly fat kid I remember from high school who's parents tried to have the teachers make someone dance with him at Homecoming.
I don't begrudge group fans their content, I group myself when people I know and like are on. What I donot hold with is being strongarmed by an artificial scarcity into joining that content to advance at a comparable rate.
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If therey's anyone who should be pitied, it's those players who resent that others can have fun and get the same rewards without being forced to come play with them, who say "I can't have fun if the devs don't make people team! make them have to play 10 times as long to get stuff if they don't play with me!!!!"
It's like this smelly fat kid I remember from high school who's parents tried to have the teachers make someone dance with him at Homecoming. |
I'm pointing out the logical problem with developing a game with multiple powerset and AT combination for solo players. If something can only be solo'd by an IO'd out scrapper and a defender complains, should that piece of content be dumbed down even more so even the most gimped of powersets can beat it? And should the entire game stay mired in stagnant "point, click, die" gameplay because some people refuse to team... and they are the minority?
I have never said all players should be forced to team. But some solo players have said that they should be able to solo all content. Like it or not, if the devs listened to them, making all content solo friendly will lead to a game with absolutely no difficulty curve or variety to it, simply because of the needless limitations it puts on their resources.
A change to make everything 100% solo-friendly in this game would be the thing that kills it. Even more than ED or any nerf in the history of the game. Because we would have absolutely no reason to continue playing it.
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast
If a solo player is capable of doing what an entire team of players is capable of doing, they are not going to have any problems accumulating the resources necessary to craft Incarnate abilities at almost any cost.
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Now, just to play devil's advocate....
As for teams having increased capability, then since teams can accomplish more, then perhaps they should risk more? After all, even with the risk of getting stuck with an idiot in your group, it's generally safer than going out alone. Perhaps it would be more fair to have a lower exp/inf/drop reward for those who play in the safety of teams, who enjoy or, I daresay, ... rely... on having other players with them... rather than relying on their own skills...
That would be fair, wouldn't it?
Except the risk scales with team size.
So no, people shouldn't be penalized for teaming because no one is "relying" on each other in a negative way like you are trying to portray.
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast
You don't have to worry about your tank deciding he needs to walk the dog and leaving your team standing around for 15 minutes doing nothing.
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Overall, the reward/time became equal or less to what I could do on my own, so off I went. I've never really looked back either because I do have the characters now to take on practically anything the dev's can throw at me on a +0x8 up to +4x8 difficulty.
They could make the conversion rate of shards/NoTW at 100:1, and I'd have it in a few days. I could live with that. I'm farming stuff anyways - either for xp for my alts, normal shards, or purple drops.
I did do two Khan TFs the other day to get my level shift with two characters, and it wasn't a horrible experience like I remembered. Still though, I felt ridiculously out of place, since I'm used to never being on a team, and of course hadn't done that TF before. But if it was a choice between doing the TF and getting a notice in 32 mins for Khan, or farming for a few days for enough shard to convert, I would still choose farming. It's something I am good at. :P
Except I never said anywhere in this or any thread that the devs should force people to team. It doesn't stop people like from making that assumption, though, which only proves my initial assumption that the solo-friendly crowd will never ever be satisfied.
I'm pointing out the logical problem with developing a game with multiple powerset and AT combination for solo players. If something can only be solo'd by an IO'd out scrapper and a defender complains, should that piece of content be dumbed down even more so even the most gimped of powersets can beat it? And should the entire game stay mired in stagnant "point, click, die" gameplay because some people refuse to team... and they are the minority? I have never said all players should be forced to team. But some solo players have said that they should be able to solo all content. Like it or not, if the devs listened to them, making all content solo friendly will lead to a game with absolutely no difficulty curve or variety to it, simply because of the needless limitations it puts on their resources. A change to make everything 100% solo-friendly in this game would be the thing that kills it. Even more than ED or any nerf in the history of the game. Because we would have absolutely no reason to continue playing it. |
I don't expect or want to be able to solo all critters and content. I simply want to be able to advance at a comparable rate to players who do group content, to have comparable solo friendly content to enjoy. Since the Incarnate system is the only way to advance at lvl 50, I want to be able to be able to advance in that in a similar rate to group players, not have to spend 15 times the hours farming things. I hate grinding at least as much as I hate PuGs.
Frankly, I think developers should consistantly provide both group and solo content, keeping each faction of players fat and happy while providing a veritable banquet for that majority of players who like to do both. I want them to make more content and make it better rather than cut the legs out of something else to lower the common denominator. I'm not into the "give me mine and screw them other guys." I'm more a "give me mine, and go give them what they want to." (Unless what they want screws with my own personal gameplay, like nonconsentual PvP or forcing me to group with them.)
For example, they have an AV scrappers can solo? Cool! Don't dumb it down for defenders... make another AV that defenders can solo. Made some Epic Content for groups to get their Incarnate on? I'm cool with that, just make some Epic Content for solo players too.
I get mine. You get yours. And the people who like both solo and team play are just rolling around giggling.
If you want to keep paying the same amount of money as I do for the same AV encounter over and over and over again with no growth and no depth and no challenge added, I can only pity you.
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The game play is what keeps me coming back for more, and the ever-changing story that drives it is what keeps it from getting stale. That's why I'm playing an MMO and not a single-player game, that's why I pay my subscription fee. And getting tools so there are more "same old AV" fights that I can actually overcome (because a tweak of a few numbers here and there on an AV make a big difference, regardless of what you espouse) is why I want Incarnate powers.
Your pity is misplaced, and I refuse to be talked down to by you because I like something different from you.
Most of the "risk/reward" arguments proceed from a false assumption: namely that rewards should always be proportional to the perceived threat of failure, and that proper game design always includes this as a rule. In fact, both beliefs are false. Its not a rule that this game does or has ever followed, and its not a good design practice in any case. When game designers talk about "risk/reward" they are using extreme short hand to refer to an extremely complex subject, almost none of which deals in an actual direct relationship between "risk" and "reward."
The simple truth is that teaming generally has rewards because its a promoted activity. Combat has rewards because this game promotes combat. Travel generally has no rewards associated with it (exploration, on the other hand, does - to a very small degree) because the devs have no interest or desire to promote travel in and of itself. Teaming bonuses nevertheless influence the upper limit of acceptable reward earning, and the higher the teaming bonus, the lower non-teamed reward earning ends up automatically being.
You could argue that makes all teaming bonuses also soloing penalties. However, that semantic argument goes nowhere. It doesn't change the functional reason for their existence, which means calling it that doesn't change whether it will happen or not. We don't do things or avoid doing things just because someone can figure out how to call it something bad. We can do that for everything. We can say, and someone actually did not long ago, that improving the graphics in the game is a deliberate penalty levied on players with weaker computer systems. For everything, there is a way to give it a bad name.
Incidentally, the argument "what other people see or do shouldn't matter if it doesn't affect you" is a null argument in MMO design. Its a design axiom that everyone has to follow the same set of global rules, particularly when it comes to rewards. You can't say since soloers don't interact with anyone else, they can have whatever they want. They're bound by the combined constraints of the interrelationships between all reward earning by all players collectively. I say this is a design axiom to say this: you can argue against this rule, but all such arguments will fall on deaf ears, not just for the developers of this game, but for all MMOs. People have all sorts of reasons for playing MMOs, but there's only one reason anyone decides to make one: to make consistent collective shared realities. That's why this axiom is written in ink on page one of everyone's design manual, and why its one of the few rules no one, not even our development team, ever breaks, or ever contemplates breaking.
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I've said this in another thread, but I'll repeat myself here.
I was one of the folks clamoring for a solo-friendly option last week. I've teamed once in the past year.*
We got exactly what we wanted. All last week there was a chorus of, "Give me a solo option. I'm aware that it will take longer, but at least I will be able to make some progress on my own, and I'll get there eventually.
They gave us that. They're even going to allow exemplared content to create shards. You can hit any mission in Ouroboros and make progress toward your incarnate abilities. Literally everything you were going to do anyway is going to advance you toward Incarnacy.
Anyone still complaining has entitlement issues.
*Why do I play an MMO if I don't like to team? I love player economies, single players games do not have the level of depth and frequent updates of MMOs, and I like to have the option to team in the rare instance that I feel like it.
Not really. We don't reward voluntary risk that doesn't parallel the game's reward system thresholds. Nor do we reward perceived risk. Its more correct to say that we base rewards partially on threat not risk. Threat is how strong the foes are, risk is how well we can mitigate that risk. Blasters don't get more rewards than Scrappers do per kill. Solo players do not get a bonus for not having help.
Most of the "risk/reward" arguments proceed from a false assumption: namely that rewards should always be proportional to the perceived threat of failure, and that proper game design always includes this as a rule. In fact, both beliefs are false. Its not a rule that this game does or has ever followed, and its not a good design practice in any case. When game designers talk about "risk/reward" they are using extreme short hand to refer to an extremely complex subject, almost none of which deals in an actual direct relationship between "risk" and "reward." The simple truth is that teaming generally has rewards because its a promoted activity. Combat has rewards because this game promotes combat. Travel generally has no rewards associated with it (exploration, on the other hand, does - to a very small degree) because the devs have no interest or desire to promote travel in and of itself. Teaming bonuses nevertheless influence the upper limit of acceptable reward earning, and the higher the teaming bonus, the lower non-teamed reward earning ends up automatically being. You could argue that makes all teaming bonuses also soloing penalties. However, that semantic argument goes nowhere. It doesn't change the functional reason for their existence, which means calling it that doesn't change whether it will happen or not. We don't do things or avoid doing things just because someone can figure out how to call it something bad. We can do that for everything. We can say, and someone actually did not long ago, that improving the graphics in the game is a deliberate penalty levied on players with weaker computer systems. For everything, there is a way to give it a bad name. Incidentally, the argument "what other people see or do shouldn't matter if it doesn't affect you" is a null argument in MMO design. Its a design axiom that everyone has to follow the same set of global rules, particularly when it comes to rewards. You can't say since soloers don't interact with anyone else, they can have whatever they want. They're bound by the combined constraints of the interrelationships between all reward earning by all players collectively. I say this is a design axiom to say this: you can argue against this rule, but all such arguments will fall on deaf ears, not just for the developers of this game, but for all MMOs. People have all sorts of reasons for playing MMOs, but there's only one reason anyone decides to make one: to make consistent collective shared realities. That's why this axiom is written in ink on page one of everyone's design manual, and why its one of the few rules no one, not even our development team, ever breaks, or ever contemplates breaking. |
I've said this in another thread, but I'll repeat myself here.
I was one of the folks clamoring for a solo-friendly option last week. I've teamed once in the past year.* We got exactly what we wanted. All last week there was a chorus of, "Give me a solo option. I'm aware that it will take longer, but at least I will be able to make some progress on my own, and I'll get there eventually. They gave us that. They're even going to allow exemplared content to create shards. You can hit any mission in Ouroboros and make progress toward your incarnate abilities. Literally everything you were going to do anyway is going to advance you toward Incarnacy. Anyone still complaining has entitlement issues. *Why do I play an MMO if I don't like to team? I love player economies, single players games do not have the level of depth and frequent updates of MMOs, and I like to have the option to team in the rare instance that I feel like it. |
From the Beta Server, the current requirements to get Tier 4 Alpha with only Shards and no TF/Trial component drops is 384 Shards, plus 400 million inf.
@Golden Girl
City of Heroes comics and artwork
I'm not sure - Leandro gave the figures on the Beta Testers channel - it's 88 Shards for each Notice fo the Well, + 32 for the Favor of the Well, and 100 million Inf per NotW.
@Golden Girl
City of Heroes comics and artwork
Maybe need to have an opinion of others that are more persistent than i heh.
Note that I am booked solid and will not be at my desk much for the rest of the day, Black Scorpion and Positron may answer a couple questions if I am not available.
Just sayin'
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.