Soloability and End Game
If you're going to discuss whether or not you're getting 'enough' of the rewards, you need to be tracking the source of those rewards. It's no different than saying "I've been playing for months and I'm not getting enough XP." "Well, how many enemies are you defeating?"
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While we are on this subject, how are drops awarded?
Earlier this week I started two new toons. A MA/Fire and then a MA/Dark.
I took them both through the Snaptooth mission. Killed everything on the way to finding the Ice Key, and I killed everything on the way back.
My MA/Fire received more candy canes than the Ma/Dark.
I then proceeded to do the open 200 present badge on each. The Ma/Fire received a lot of mystery gifts, and the Ma/Dark maybe got 2.
Is my MA/Dark going to be cursed this way her entire life?
Are there Lucky and Unlucky toons?
Lisa-Wondering
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
No, I do not need to do any datamining. I do data analysis for a living. After 8+ hours of it 5 days a week I'm certainly not going to do so in a game. And I certainly do not need to justify my right to give feedback when it's asked for. And attempting to make my perspective look foolish was completely uncalled for.
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There's no need for you to put in a great deal of effort when tools will do the important effort for you. No extensive analysis is needed in this case, just a simple tally: How many things were killed of each type, and how many shards came out.
No, I do not need to do any datamining. I do data analysis for a living. After 8+ hours of it 5 days a week I'm certainly not going to do so in a game. And I certainly do not need to justify my right to give feedback when it's asked for. And attempting to make my perspective look foolish was completely uncalled for.
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I pointed out that if you wanted to complain about something like a drop rate being too low, simply saying that the drop rate of something is "too low" might be feedback, but is completely unhelpful to the point of uselessness unless it's backed up with details of what you have been doing, and what you think you SHOULD have to do, in order to get the drop you're looking for.
Concerning your perspective... as a Data Analyser by trade, I would expect you to know how unhelpful a [bias opinion based on no data] is when trying to troubleshoot the cause of a supposed fault. If my pointing out that there is a certain obligation on a complaining party to make sure that they are not overlooking something very obvious offends you, then I apologise. It is the result of my doing Tech Support (for a living, 8+ hours a day of it 5 days a week...) and dealing with some very stubborn and misinformed users.
As an example, just this afternoon, over the course of a 30 minute phone call, I discerned the following facts from a very irate woman in our Operations Department:
(i) She had diverted calls from a Director's Phone to her desk Phone
(ii) She had left the office
(iii) A Colleague in the same open plan office tried to transfer a call to the Director's phone.
(iv) Her phone had rung.
My Dept is partially responsible for IT Support, which does not include phones. However I know from experience how the system works, and that this woman has been employed in the Operations department as a senior secretary for over ten years, and has received training for the phone system on at least three occasions.
After thirty minutes of patiently explaining to her that this, in fact, is precisely the way that call diversion is intended to operate, she finally accepted that if she did not want the Directors phone to be diverted to her desk when she was not there, then she should take the phone diversion OFF before she left the office.
Just before hometime, on a whim, I phoned the Director's line. It reached the woman's voicemail. She had left for the day and not taken the divert off.
Some people are convinced they are always right, will happily argue from a bias viewpoint without any data to back them up, and simply refuse to back down when confronted with evidence that they are, in fact, wrong. And do it AGAIN tomorrow...
I'm not saying the above is true for you. But I am asking you shoulder a little of the "burden of proof" to show that you have a valid cause for complaint.
Wow, it's amazing how determined to prove me wrong you all are, when all I've done is state an opinion based upon my personal experience. Answer this one question, if any of you dare: what is wrong with the disparity between teaming and soloing (in reference to the Incarnate system only) being less than it is now? How will it hurt anyone?
I will NOT sit here and justify my right to provide feedback. I simply won't. The very fact you all expect me to is ludicrous to me. Feedback itself is a data point, whether you all choose to believe it or not. Get enough users saying the same thing and you have a trend that might just bear looking into. So answer my question and return to the topic at hand, please. The last several posts are a derail of the thread's real topic, after all.
I will NOT sit here and justify my right to provide feedback. I simply won't. The very fact you all expect me to is ludicrous to me. Feedback itself is a data point, whether you all choose to believe it or not. Get enough users saying the same thing and you have a trend that might just bear looking into.
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After almost every issue, we get threads asking about accuracy being nerfed. It obviously hasn't been, but the "stuff is new and changed" of a new issue raises perception (and makes you notice those misses more.)
Does the fact that that's a common post-issue complaint mean that this perceived accuracy needs to be examined, even though nothing else has changed (in fact, with beginner's luck, it's better on new characters?)
I'm not going to say you can't say "it feels low and less rewarding" so far, but turning that into "that's a trend that needs to be examined," well - not any more than it already is. As a new system, I'm sure it IS being watched and, should the devs feel it needs it, adjustments will be made, regardless of what we say here.
Counter:
After almost every issue, we get threads asking about accuracy being nerfed. It obviously hasn't been, but the "stuff is new and changed" of a new issue raises perception (and makes you notice those misses more.) Does the fact that that's a common post-issue complaint mean that this perceived accuracy needs to be examined, even though nothing else has changed (in fact, with beginner's luck, it's better on new characters?) I'm not going to say you can't say "it feels low and less rewarding" so far, but turning that into "that's a trend that needs to be examined," well - not any more than it already is. As a new system, I'm sure it IS being watched and, should the devs feel it needs it, adjustments will be made, regardless of what we say here. |
I'm really not trying to be hostile. I just got frustrated when I got told repeatedly that I don't have the right to even have an opinion.
I'm really not trying to be hostile. I just got frustrated when I got told repeatedly that I don't have the right to even have an opinion.
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If you want to provide feedback to Paragon Studios without others responding, possibly critically, then that's what PMs are for.
I just got frustrated when I got told repeatedly that I don't have the right to even have an opinion.
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Not an unusual request to give more info on what your typical play session is like.
I think for my situation i gave enough info to get a ballpark figure to help them understand my situation better...any more than that is not necessary for feedback...the devs have more specific numbers.
EDIT:
On a personal note, i don't think my time spent in-game is unreasonably low and i definitely know that i'm not having fun with the incarnate system.
I disagree completely. Assembling statistics and performing analyses is the job of the Developers, not the players. The fact that some players have the time and inclination to do this themselves does not in any shape or form make it the responsibility of every player that wishes to provide feedback. The player is always free to give his or her personal feedback, especially when it is requested by the Developers, as they have done with the creation of this thread.
It is my opinion that the shard drop rate is far too heavily skewed toward teaming, leading to an "unfun" situation for people that solo or play on smaller teams. This complaint (coming from several people it would seem, based on the various threads I've read on the subject) should then prompt the Devs to do some data mining, which I imagine they have tools for that would make it far easier for them than the player. If that data mining does not support the complaints, so be it. We can each say "I disagree with you" but ultimately it's not our responsibility to figure out who's right. Neither of us has to prove anything to the other or even the Devs. All we should have to do is give our feedback. |
Also, its unlikely that the current drop rates are inconsistent with the design target, since they've already been verified by a number of player-testers. The devs don't have anything to datamine. What I'm suggesting is that a complaint about drop rates would be more interesting to the devs if it was quantified at all. If you say "I haven't gotten a drop in a month and that's not fun" that doesn't tell them if your activity level is so low there would be no expectation to have a drop in that month. And the devs cannot address the issue of players wanting to put in vastly lower levels of activity and still get a high frequency of drops for something intended to be difficult to acquire. If you say "I've run about a hundred missions at 0x1 and been trying to clear them all and I've still not gotten a shard" that is a much more meaningful complaint to the devs. It explains at least what you think the minimum activity level required to achieve a shard should be, and states that you are seeing a much lower level of drops. "I've only seen three in a month and a half" doesn't communicate meaningful information from a design perspective. We're not talking about datamining the game mechanics (technically, players rarely have access to data that they can legitimately "datamine" anyway - datamining is not the same thing as "collecting data"), just being more specific about your observations.
Its like saying "I die too often." Well, how often is too often? "Its not my job to count, its just unfun and the devs should fix it" is not a reasonable response to the question "how often is too often?"
Now, I'm only suggesting a way to make feedback more effective. Posters are still free to provide feedback in any way they see fit. Keeping in mind that this right comes concurrent with the right of other posters to either disagree with that feedback or question its foundations.
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Not necessarily taking sides but i haven't read that into the last few replies to you. It read to me like they just want to verify that, when you mentioned you play "3 hours on weeknights" that that doesn't break down to 30min a day or 3 hours a day but 2 of that is playing the market at wentworths.
Not an unusual request to give more info on what your typical play session is like. I think for my situation i gave enough info to get a ballpark figure to help them understand my situation better...any more than that is not necessary for feedback...the devs have more specific numbers. |
I don't play the market, so any time spent at Wentworth's is minimal. I don't PvP. I run missions either solo or with 1-3 friends. On any new characters I create I do run task forces until I get all the badges/accolades I want from them, then I stop running TF's on that character. If I happen to make a repeat run of a TF on a particular character, it's either because a friend talked me into it or I just got bored one night. My difficulty on my two characters with the Alpha slot unlocked is set to even level (0/0). I think one has bosses turned on, but I think the other has them turned off. I gave up on soloing for shards and stopped playing my 50's so I can't recall for sure to be honest.
[QUOTE=McCharraigin;3428857]
The simple truth is that the Alpha is fully solo-able it'll just take longer to do solo. Just like anything else.
Though If you find your completely incapable of running a few missions with a team. I worry about you. I mean why even play a MMO. I used to almost exclusively solo. Didn't like teaming. I got over it. I think it happened whin I got a toon to 50 in a month teaming where as my original that I worked on for several years is still st around 30. If you have some specific resin why you don't like to solo I'd love to here it. Hello Hydrofoil_Zero. I unlocked the alpha slot on all my 50s so I know that part is indeed fully solo-able, the filling of it though is another story. I took one of my level 50s on Tip missions this morning. I cranked up both the difficulty and number of villains When I finished, I had lots of recipes, SOs, large inspirations, and made a fair amount of influence....what was missing was shards. I got not one. And I have not received shards on any of my unlocked 50s that I have played...so I am not truly convinced about it being possible to fill one solo. Completely not capable of teaming? Reason for not teaming? I am capable, just not coordinated. Solo, I do well, but when teamed my deficiencies are obvious to me... crashing into walls which results in my losing the team, sometimes not being able to lock on to my target, I am a slow typist which got me accused of being stuck up. Oh, I forgot one of your questions...I play this game because my better half dragged me kicking and screaming into it. When when I settled down to a mild wimper I found that beating up bad guys is serious stress therapy, and this game is something He and I can do together...didn't work out that way, we are often on different servers, but we have lively discussions Lisa. |
Quote:
Hello Hydrofoil_Zero. I unlocked the alpha slot on all my 50s so I know that part is indeed fully solo-able, the filling of it though is another story. I took one of my level 50s on Tip missions this morning. I cranked up both the difficulty and number of villains When I finished, I had lots of recipes, SOs, large inspirations, and made a fair amount of influence....what was missing was shards. I got not one. And I have not received shards on any of my unlocked 50s that I have played...so I am not truly convinced about it being possible to fill one solo. Lisa. |
Wow, it's amazing how determined to prove me wrong you all are, when all I've done is state an opinion based upon my personal experience. Answer this one question, if any of you dare: what is wrong with the disparity between teaming and soloing (in reference to the Incarnate system only) being less than it is now? How will it hurt anyone?
I will NOT sit here and justify my right to provide feedback. I simply won't. The very fact you all expect me to is ludicrous to me. Feedback itself is a data point, whether you all choose to believe it or not. Get enough users saying the same thing and you have a trend that might just bear looking into. So answer my question and return to the topic at hand, please. The last several posts are a derail of the thread's real topic, after all. |
1. They cannot drop so quickly that the least efficient methods of acquiring them are still so fast that there is no legitimate way to incentivize incarnate activities.
2. They cannot drop so quickly that the teamed rate is too fast to be a legitimate progression system.
3. They cannot drop so slowly that it is impossible for players to earn on time scales comparable to earning the combat level from 49 to 50.
4. They cannot drop so slowly that they force people to use only the most optimal methods of acquiring them, in the game design sense (and not in whatever arbitrary meaning someone chooses for the word "force")
5. They must drop faster on teams than solo, scaling based on team size.
6. They must drop at a rate that does not make the pursuit of actual components redundant.
7. They must drop at a rate that is consistent with future requirements of the system.
8. They must drop at a rate that allows for the fact that shard acquisition rates will likely improve over time as players become better overall at earning them, as has been true for most rewards.
9. The target rate must meet certain reasonable requirements for the average player, based on statistical average play. This means the player that solos as much as the playerbase does on average, teams as much as the average player does on average, and earns rewards at about the average player rate.
My estimate is that the current drop rates are within a binary order of magnitude of the necessary rate to satisfy the likely requirements of the system. Meaning: what gets hurt if the system was more than twice as fast or twice as slow is the ability for the system to function properly. How much latitude the devs have within that target area is something difficult to judge. But there is a point beyond which the system becomes trivialized, and thus a waste of time, and a waste of an opportunity to develop this particular direction of the game. That ultimately hurts all players of the game at least indirectly. The designers of the game must be cognizant of this fact, and they must understand that this is not one of the areas they will get very many chances to get it right. There are real risks to setting the drop rate too high or too low.
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1. They cannot drop so quickly that the least efficient methods of acquiring them are still so fast that there is no legitimate way to incentivize incarnate activities.
Looks like no chance of that from where i'm standing.
2. They cannot drop so quickly that the teamed rate is too fast to be a legitimate progression system.
Don't know the whole story and circumstances but i've seen people say they're already stockpiling extra shards for future incarnate levels.
3. They cannot drop so slowly that it is impossible for players to earn on time scales comparable to earning the combat level from 49 to 50.
Already way past that, it doesn't take me a month to go 49-50
4. They cannot drop so slowly that they force people to use only the most optimal methods of acquiring them, in the game design sense (and not in whatever arbitrary meaning someone chooses for the word "force")
Already getting that impression, but there's really nothing that can force me to do something that's not friendly to my enjoyment.
5. They must drop faster on teams than solo, scaling based on team size.
Check
6. They must drop at a rate that does not make the pursuit of actual components redundant.
See previous answer about people stockpiling shards.
7. They must drop at a rate that is consistent with future requirements of the system.
Inconclusive: Don't know future requirements. But if it's more than the current requirements then i'm scared.
8. They must drop at a rate that allows for the fact that shard acquisition rates will likely improve over time as players become better overall at earning them, as has been true for most rewards.
Not sure solely relying on RNG will help with this since the more/faster you go through mobs the higher chance you have for drops obviously. Which is already apparent but still not helping those in my situation.
9. The target rate must meet certain reasonable requirements for the average player, based on statistical average play. This means the player that solos as much as the playerbase does on average, teams as much as the average player does on average, and earns rewards at about the average player rate.
I would hope my in-game activities is considered average...but if the average playerbase activity is currently towards tf teaming, then i'll have to accept that i might be playing the wrong game.
Yes i do concede that your criteria is for the whole playerbase on average and not just me, but therein lies a problem if situations like mine exists alongside those shard stockpilers when also considering the upcoming content for the year is geared to this.
I think something needs to be looked and not just the RNG.
Gosh that is sweet of you...this is the Golden Girl I perceive you as being
Actually, I was on Protecter during a Halloween Costume contest and was thrilled to see you in , err, "person" so to speak. Grin, color me odd, but I enjoy seeing forum regulars in game I play my Heroes on Victory and Infinity and my Villians on Protector. As far as playtime goes, I am usually, not always but usually, on at very early morning hours--most probably way too early for you...but...thanks for the offer |
@Golden Girl
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1. They cannot drop so quickly that the least efficient methods of acquiring them are still so fast that there is no legitimate way to incentivize incarnate activities.
Looks like no chance of that from where i'm standing. 2. They cannot drop so quickly that the teamed rate is too fast to be a legitimate progression system. Don't know the whole story and circumstances but i've seen people say they're already stockpiling extra shards for future incarnate levels. |
Lets leave both precise mechanics and practicality aside, and just talk about what the drop rate should be, but lets break it up into stages.
First, what do you think the difference should be between a slow soloer and a reasonably fast one. Do you think it should be possible for a fast soloer to earn shards at least twice as fast? Three times as fast? Five times as fast? Do you think there should be some enforced limit, such that no matter how slow a person solos, within some reasonable boundary, he or she will still earn no less than half the average rate? A quarter the rate?
Next, independent of kill speed, do you think a team of two should get a bonus in terms of earning faster than the two would separately? The current system implements that. How much faster should a team of two be than a team of one. And should a team of four be that much better than two teams of two? And how about two teams of four?
We now have a computable value for what you think is a reasonable spread between a fast eight player team and a slow soloer. Now the question is do you think its reasonable for high end task forces to award components, something single player arcs will not do? That is an additional four shard bonus, in effect.
And when all of this is done, we then have to place a limit on the rate at which a reasonably fast team of eight will earn stuff, and set that to be the upper limit of the shard drop rate. And then we have to come up with a lower limit for the single slow player case. And these two numbers have to be in the same rough ballpark or there's no way to make the drops work. So you have to compromise on both ends. But if we calculate a very high spread above for what is fair, and we end up with a number that is a factor of ten or more, its unlikely that no matter how you design the system, random or deterministic, you won't either make it too trivial for teamed players (which is bad) or too slow for solo players (which is problematic). You will have to pick your poison.
Its worth the mental exercise, to see if what you want is numerically possible without violating one of your own constraints on fairness. If it is, then at least you have a suggestion you could make in theory. Its where I got the factor of two number from: I didn't pick that number randomly.
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I don't consider myself an introvert, but I do agree with much of what the OP has said. Nor do I consider myself a poor player (I have some builds that can solo missions set for 8), but I don't think I could solo many AVs (ridiculous regen, every one of them IMO).
I've played since launch and there are still some TF's I've never done. But except for some badges and the odd accolade, not doing them all is not much of a penalty.
I will say I just loathe seeing a quest giver say "you must have x friends"..... ugh. I have well over 50 characters and have grouped up many, many times. I'd say my good grouping experiences outweigh my bad ones, but not by a landslide. But I hate, HATE having to.
City of Heroes has always been my most beloved MMO, precisely for the reason that I can obtain top tier loot solo. I don't know of one (and I mean, not one) other MMO that allows for this. Bless CoH for having this.
Now, I don't know for sure the req's of the Incarnate system, but if some highly desirable items can now only be achieved through grouping then this is a serious concern for me. Whether some like it or not, it represents a shift in what has always be CoH's unique strength.
To Arcanaville: I understand what you're saying about drop rates. And the difficulties you list when it comes to adjusting them is exactly why I am proposing the Devs do something other than tie Incarnate progression to random chance.
For example: Imagine a solo only mission similar to how the moral choice missions in Praetoria are set up. This mission is repeatable, but only once per 20 hours and rewards a static number of shards upon completion. It could be made a kill all or have some other mechanic to make stealthing it a non-viable option.
I'm aware that a solution such as that would have its own problems, not the least of which is that people who run TF's would also run the solo mission to get shards even faster. And you know what? I don't really care. Let them. At this point I am so thoroughly frustrated and just generally put out with the Incarnate system that I honestly don't know why I'm even bothering to post. The idea that it will most likely be the majority of our content updates from now on just makes it worse. I feel like the game is evolving into something totally different and that its new form is just simply not a place I want to be. I'm desperately arguing these points in the hopes that if enough of us do the Devs will listen and figure something out to make us all happy.
I'm well aware there are reasons why the Devs have set the drop rates they have. And again, my personal opinion is they are leaving out soloists by doing it the way it has been done. Or at the very least, they are trying to force the soloist to abandon their playstyle and team. Perhaps this is intentional, perhaps not, but until one of them actually tells us we won't know that for sure.
I guess the point I'm trying to make by all that rambling is that there are other ways to meter out progression than random chance. I'm really hoping the Devs consider something different as an option for future updates.
I've thought about it and I think I know the crux of the problem. Well at least one of problems.
I don't have any problem with purple drops being super rare. If I don't one during play session it's no big deal. If I get one, it's a (very) nice bonus.
If we are to think of this incarnate system as a "51" level, then getting a shard component isn't "a nice bonus" it's a necessity. Now not getting them is frustrating experience.
An analogy: What if they just added a 51st level. And the experience you needed was progressively higher (that is, what it normally be, or "expect" it to be).
However, when you defeated a mob you don't necessarily get experience. There is a 1/1000 chance you will get experience. However if you do get experience from a mob it will 1001 times as much as you would have normally gotten.
Mathmatically, it works out the same in the long run (or even slightly better). However, it will feel frustratring for many, many players who might not make any progress during a mission.
Not add to this that a more deterministic method is available, but only for certain playstyles. Defenders, controllers, corruptors and dominators will get experience like normal. Seem unfair? Why? It's not like you can't A) play one of those ATs or B) get experience through the random system which is mathmatically the same.
I don't want the drop rates to increase for shard pieces (though that would be nice), I want some type of non-random method for people who prefer solo play.
I don't agree with the premise that teams - aside from the mechanic of getting components from Task Forces - should have any advantage in shard generation over soloers. There are plenty of other incentives to team - the ease of play, the increased success rate, and for those so inclined, the companionship of others - that "increased shard generation" does not need to be one of them.
I'm not suggesting removing the selection of a component from Task Force completion, but the inherent mechanic that makes shard drops for individuals on teams versus solo needs to be re-examined (I'd suggest adjusting rates such that soloers get current non-TF team rates, rather than lowering current team rates.)
First of all, Ill be the first to admit that Im not smart. I tried to have my wife explain to me my lowest common denominator mistake as explained by Arcanaville. She tried to explain his post to me. Many times. Failure. FYI Stop being stupid (which my wife lets slip occasionally) doesnt work on me cuz just saying that doesnt suddenly make me smarter. Believe me or dont about my intellect, thats up to you. My only high point in schooling was vocabulary, and that wasnt in English.
That being said, Ive said this in other threads, but Ive never truly understood what makes computer game discussions so different. If you dont like a certain pie in a restaurant, you dont like the pie. You dont have to know about baking, crusts, filling, what shortening was used, how many eggs, initial cooking time, simmering times, cooling times etc
(yeah, I love desserts, baking and eating them, Im French, comes with the territory).
All the customers need to say is I dont like this. If its only a few customers? No big deal. Cant please everyone. If its a lot, its up to the CHEF i.e. me in the old days to ask his clientele through interviews, slips at the table, mailouts, etc
to find out what to change. I did that, personally, both as a pastry chef and a sous-chef. Disclaimer = might be different in America.
Ive also said this anecdote before, but there are step nieces and nephews of mine that still wont try my sugar pie because they think its healthy, and dont want to risk a healthy dessert (its brown sugar based, heavy amounts, 6 egg yolks, and goes downhill from there, health wise, trust me, your arteries are hardening just hearing about it.) They dont do a statistical analysis. They have no idea about the process. They just dont like it, having never had a mouthful, Ive been married 14 years, and they STILL they wont try it as adults. Reality doesnt matter, they wont try it. If they tried it and didnt like it, thatd be one thing. But they never even had a mouthful. No diabetes, just I dont wanna.
(Being French, this insulted me badly enough, Ill hold it against them for the rest of their lives, and, well, only my wife, my best friend, and any inlaws that come visit gets pie or any dessert from me from now on and only when they visit. All the praises in the world wont get me to cook for the family again, despite how well the others say I cook. Hey, Im an over the top drama king thats very emotional. As I said
French.)
Back to games. Computer gamers, as customers, for me anyways, dont need to be logical, or provide information. Anecdotal does not necessarily mean wrong. I will admit, I sometimes make the mistake of trying to discuss with logical rational people that know computers and numbers, and all that, and I really shouldnt, due respect, because I neither understand what people want me to do to prove my assertions, nor do I have any intention to. If that makes me lazy, so be it. But, on any game Ive ever been in, for computer games, its been show me the numbers as opposed to baking, or cars, or desks, or anything Ive ever bought
ever. When I buy personally, it either feels right, or doesnt.
What I *AM* hoping, is throwing my snowball down the hill, and when I complain about high end solo, or casual gaming, or whatever, that I generate a bunch of Me too Hey, Me too! Hey me too posts, causing that snowball to avalanche, and, despite the team based / TF framework, difficulty, drop rate being exactly ON PAR mathematically, that, financially, to listen to their playerbase and therefore make money, the devs have to change the game mathematically wrong, but financially right.
Or, said yet another way, if this thread had caused 1,000+ solo-ists, and challenge haters to post here overnight, that even though the devs may be design wise correct, if they want to keep their subscribers happy, they have to do the game wrong or they stay right but go out of business.
Now, the above didnt happen, so the snowball stayed
a snowball
so Im the 1-2 customer that doesnt like the pie, and everyone else does, so sucks to be me, and Im ok with that. But, I was hoping for a lot of Me too. I love solo too to inundate the threads and force the devs to mostly take that direction. Didnt happen, so thats that. But I wont apologise for throwing the snowball.
I just honestly hope theres still room for me as Im basically a button masher whose proudest mathematical moment in CoH, is to take the recipes that gives me the most Damage Resistance, despite likely missing a few You didnt take THAT? Recipe or Power. As I said, I dont have taunt, heh.
I will admit I can be confusing since, through normal reflex, I do try and explain myself to groupers, and challenge seekers, and, though not to exclude you, I should be directing my comments to others like myself. Challenge seekers and myself want different things out of the game, and Im sorry if I pointed at your enjoyment and said Hey, no. Thats wrong. I really meant its just unfun for me, which no-one else is responsible for nor can fix. I just hope theres still fun stuff for me in CoH in my future is all, hopefully, not at your expense. And I hope the devs can give you your fun, hopefully not at mine.
Ill leave you with this parting question. Its a moral, or understanding your point, kind of question. Its not meant to be realistic. If this thread, had been made about if Incarnate should be pure solo, instead of group / TF based, and 1,000+ posts said solo please. on day 1 of the post i.e. overwhelming solo support. The devs check the current system. Theres no flaw in it as a group-preferred system. They post again that, mathematically, logically, it SHOULD be TF > PUG non-TF group > solo, and, again, 1,000+ posts per day complaining
SHOULD the devs do the wrong thing and cave (if I have the expression right) and turn this MMO Incarnate part solo based? Or not, no matter the cost? Or, said another way, is reality > perception still applicable in a business, where the customer is always right because, even if fully wrong as per prior RL examples such as the phone support, theyll take their wrong self and wrong wallets elsewhere. Im not saying this is the case here, but are you saying being right + stats > anecdote + impression, period, the end? Or no? I hope I made my question clear. Not trying to be snarky, I really want to try and understand your viewpoint, thanks.
Thinking very conservatively, I'd expect a soloer running at base difficulty claering (or nearly clearing) missions such as newspaper or tip missions to be defeating 30-40 targets, plus some boss-type thing at the end (which could be scaled to an LT). Assuming an average of 35 minion targets only, and one LT on top, you should average one shard every 25 such missions. At a reasonable 15 minutes per mission, that's about 6 hours of play per shard. It takes 12 shard equivalents to craft a common alpha, and you're guaranteed one from Ramiel. Assuming you have enough vanguard merits to craft a Grai, that's 7 shards remaining or 42 hours of play. Assuming you start from zero, that's 11 shards remaining or 66 hours of play.
This is the floor. No one who teams will take this long. No one who plays at higher difficulty will take this long. No one whose missions actually spawn LTs will take this long. Only soloers who never team, never run at higher difficulty, never fight Lts in their missions except maybe at the end, don't have enough merits to craft a Grai, and average 15 minutes per standard mission will take this long on average.
Such a person would have also taken over ten hours to level from 49 to 50. And I should point out that if I make the more reasonable assumption that one in five targets is an LT, the time to level decreases by only a few percent, but the calculated shard rate more than doubles (cutting the earning times down to 17 to 26 hours).
I would be interested to see recorded statistics that imply a reasonable scenario generating a far lower shard drop rate than this.
I have never done a task force and I rarely team. So, not the optimal way to play and I can understand slower progression. However this is starting to feel hopeless.