Challenge done right!


Adeon Hawkwood

 

Posted

I wouldn't call Tin mage boring, but Apex does beat it by a mile on pure fun factor. Apex is a fast paced continuous stream of combat, and you need to stay on your toes for the final battle. Best thing in game imo.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

Posted

Quote:
Originally Posted by Ice_Wall View Post
The Sewer Trial is one of the few in the game that really requires team work, requires the team to communicate, work together, plan and adapt together
Just like the Battle Maiden fight


@Golden Girl

City of Heroes comics and artwork

 

Posted

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Originally Posted by Rikis View Post
I have a question Sam, have you tried the Apex TF? I may not share your views on Tin Mage, but I do find it incredibly boring. The Apex on the other hand, I find to be a lot of fun. If you have people who have never done it before and you don't communicate beforehand what to expect during the Battle Maiden fight, you'll find that the new people will die, a lot.
No, and after that HORRID Tin Mage run I had a while ago, I swore off end-game TFs. However, considering how many people always recommend that over Tin Mage, I'll probably have to give it a shot if and when I find one forming. If it's that lauded, it ought to at least not be boring

---

Also, the +4 enemies may not have actually been +4. I could be wrong. I saw a lot of purple enemies, so I sort of assumed, but I may have been wrong on what level we were auto-locked at.


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

 

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Originally Posted by Samuel_Tow View Post
At the very least, you can't always predict if you'll get a worthless Thermite cannon or a very useful Particle Cannon.
Actually, you can. Stand far enough back from the crate that you don't get the blue hand pointer and click on it. You'll target it and your target window will tell you what the crate contains.


Paragon City Search And Rescue
The Mentor Project

 

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Originally Posted by Ironblade View Post
Actually, you can. Stand far enough back from the crate that you don't get the blue hand pointer and click on it. You'll target it and your target window will tell you what the crate contains.
We did this last night on Infinity. The first time that some had done it at all, and the first time that any had done it since the revamp, and this was the one trick that I knew that still worked.

Oh, and I took a Thermite, just to see if it was still as useless as ever, and it was.


"I wish my life was a non-stop Hollywood movie show,
A fantasy world of celluloid villains and heroes."

 

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Originally Posted by Ms. Mesmer View Post
Oh, and I took a Thermite, just to see if it was still as useless as ever, and it was.
I wish you at least kept the Thermite temp after the TF. The power is complete ***, but the gun is really cool


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

 

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Quote:
Originally Posted by Ironblade View Post
Actually, you can. Stand far enough back from the crate that you don't get the blue hand pointer and click on it. You'll target it and your target window will tell you what the crate contains.
They are also colour coded aren't they? Green and yellow crates.

I did my first run with a team of Vets the other day and enjoyed it. And yeah, Battle Maiden encourages communication and movement to a certain degree. I also feel that if people ran the AST as much as the ITF if would pretty quickly become as routine.


 

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Originally Posted by Diggis View Post
They are also colour coded aren't they? Green and yellow crates.
That just shows you how much it gets run if a bunch of old farts of us here can't figure out which way is up

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I also feel that if people ran the AST as much as the ITF if would pretty quickly become as routine.
To a point, yes, but you still need some degree of coordination and synchronisation, lest you go with a HELL OF A LOT OF PLANNING, the latter of which is usually more likely to fail. It's a complex Trial without much in the way of bull-rush content, so people still need to be on the ball to win it. A lot of people I've run ITFs with have approached from a "don't think, smash" angle, which works for the most part, at least there.


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

 

Posted

I actually agree that the Sewer Trial is quite challenging, given the "peer" content it was created alongside at the time we got it. I would actually like to run it more often.

But therein is the problem. Everyone I know hates it. There's something about the style of challenge it represents that they consider a slog, and don't want to deal with.

In contrast, things like the Apex and Tin Mage TFs are basically becoming nightly occurrences. (Which I don't mind at all, I like them also, but I'm not the one forming them.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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Quote:
Originally Posted by Adeon Hawkwood View Post
Tin Mage is (IMHO) boring, the Director 11 fight is mildly interesting but the rest is just a slog through hordes of +4 clockwork with humongous -recharge debuffs (which I think are auto-hit as well).
An aside, but they're definitely not auto-hit. The difference in jumping in the midst of them with near-softcapped defenses and around 25% is the difference in being debuffed, say, 40-80%, and being debuffed, say, 400%.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Slight thread jack so i apologize, but a small question on the challenge deal and end game TF's

What's the real difference between tin mage, where yes it's basically hit 1234repeat on the hotbar to pummel giant bags of hp, and deal with the forced challenge of +4 and super bobcat.

Vs Apex where to me the BM fight is just hit 12dodge34dodge, make the mistake of using any attack that takes more then 2 seconds to animate die.

People say the BM fight takes thinking, but to me it's still just another giant bag of HP with a gimmick that takes longer and is more annoying because of it.

So what exactly is it about apex that people find so fun? To me it's even more tedious then tin mage, which for some reason I find fun, go figure =p

Back on topic though I do wish more TF's were like sewer, but also Eden as well. I've done over this month two edens, gotten my TF commander finally, and last night two back to back ITF's

Eden tromps them hands down. It's actually unique in terms of layout, atmosphere, the timer aspect like the sewer one. The sheer number of mobs and pitfalls that demand a greater level of coordination. Knowing your task when it comes to beating down the walls, making sure everyone has enough ambrosia, and of course the final room which is just an epic amount of DE to clean out, or if you feel insane bum rush the titan and watch the swarm that attacks.

All in all five tons of fun and a trial i wish had it's cap bumped to 50. Beats the pants off a horrible Numina Pug, where the teams idea of working together was "Brute runs ahead and ignores rest of team, squishies mill about or wait behind mobs as the scrapper runs off too, no one works together till brute ports everyone, kill final mobs. Course I think my hate of speed TF's may have had a hand in this.

Same with the ITF's I did last night, auto pilot is an apt term, all i had to do as a blaster was keep targeting, keep firing, and just slog through it all with a steamroller team. The second only had one hairy moment on the 3rd mission when the lone tank decided to go running off from the rest of the team, and I was glad I had devices and purples to play pseudo tank to bunch up mobs for the rest of the team.

His answer? "The canyon kills my puter, I thought it was a speed TF anyway?"

Yeah, anyway, much as I love Tin mage and despise Apex the new TF's don't hold a candle to classic content, enforced +4 ambush waves plus gimmicks aren't challenge, it's dev powergaming against their players, and shows they didn't learn a single lesson about why a lot of players refuse to touch praetoria anymore.

It's totally challenge done wrong.


 

Posted

Here's the thing. None of this stuff is hard. Fundamentally, what people are arguing about are their preferences, which vary from person to person, and to some extent, from group of people to group of people. What's important to remember is that people who tend to play the game together regularly tend to share the same playstyle preferences, or to at least tolerate some playstyle common to the group.

A number of people have expressed satisfaction with the idea that Battle Maiden explicitly disallows traditional "tank & spank", because you can't simply pig-pile the team on her and beat her down, which is a common tactic for teams operating under high-order buffs. It's not important that it's actually meaningfully harder, what matters is that it s conceptually different. (Of course, a number of other people despise it for that very difference.)

I don't find any of these things hard in the absolute sense. The only one I find somewhat challenging in an absolute sense is the Sewer Trial, because you can't actually directly buff the amount of damage you do the Hydra head, and the timer is not actually terribly long compared to the best times you can pull off - one of the only cases of that anywhere in the game.

"Challenge" for most of these tasks is defined almost entirely in terms of elapsed time, with the only risk of "failure" being that the task takes so long that the team gives up, or individual people quit and the team ends up too small to ever succeed. There's usually no true risk of failure except for this kind of essentially self-imposed failure. Trails are unique in that they actually impose a time limit. I find that the time limit is extremely gracious on all of them except for the Sewer Trial.

The problem in my experience is that people don't like a real risk of true failure, because that means they can spend however long doing something and, from their perspective, the time is wasted. I see this regularly with pre-I19 "Master of" badges - most people don't want to do them unless they're all badgers looking for the badge, because the "Master" approach is slower and the time can be "wasted" if the attempt fails.

(It's an aside, but I find the Eden Trial is one of the most trivial fights in the game. Ambroisa is a magic bullet - if you don't have it you're (probably) screwed, but if you have it the Titan is no harder than any other big sack of HP in the game.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Diggis View Post
I also feel that if people ran the AST as much as the ITF if would pretty quickly become as routine.
I think it definitely would too. I've only done this trial two times and both times it was completed pretty fast. Just did it yesterday actually in about 25 minutes for 29 merits, not bad.

The only real coordination this trial takes is making sure people are at the different generators and to take them down at the same time along with coordinating the temp powers.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Doctor Aeon said that because of its popularity, the ITF was the template they looked at for the new TFs - which is why they have fewer missions, but bigger maps with large numbers of enemies - like the battle in Kings Row is similar to the battle at Vespillos Pass, and Battle Maiden as an AV with extras attached is similar to Romulus and his Nictus friends.

There are only 5 missions in total for the 2 new TFs, but they're packed with enough enemies and spearate mission objectives to give about an hour of playtime for each TF.


@Golden Girl

City of Heroes comics and artwork

 

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Originally Posted by Samuel_Tow View Post
One of the single greatest accusations I can level against most City of Heroes content, the "challenging" type more than anything else, is that it teaches people that they don't have to think. If you've run one ITF, you've run them all. Just blitz through the whole thing, blitz through Romulus, bada bing bada boom. Until you find out that you CAN'T blitz through Romulus, and then half the team turns into petulant children who rage-quit the moment everything isn't going great instead of trying something else or communicating with other people.
This really really ticks me off like you wouldn't believe. I ran an RSF recently that almost turned into this. Had a nice private moment of "I told you so" when we ended up succeeding.

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Yes, it comes down to micromanagement and yes, it comes down to finding agreeable, communicative, responsible people. Zamuel pulled those people from team search and channels, and I have it on good authority we were all perfect strangers at the start. Hell, one player didn't even know where the Abandoned Sewers were, and he still did perfectly fine on the Trial.

If "find non-brain-dead players" is the prerequisite for a decent challenge, then that's a prerequisite I can respect. This isn't a question of doing math, of min-maxing or even of being a great player. It's a question of being willing and able to read, and if that's too much of a challenge for people, then I feel sorry for the world.
This, a thousand times this. Just for the record, I know a guy who regularly runs the sewer trial with the first eight people who want to join. I've been on some teams with him with really weird mixes of ATs. They've all gone better than the one I did with a static team that had coordinated our AT and powerset choices.

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Originally Posted by Zamuel View Post
May I call issue to the +4 assertion? More of just a nitpick since I thought they were mostly +2 or +3 since I did see some red and even orange con enemies. Granted, the base concept of fighting things above your level is to be acknowledged.
Yes, what a novel concept, that a team would be forced to take on things tailored to be a challenge for a team.

If I had my way, all the end-game TFs would be full of +2s at least. It would solve a lot of the problems I have with TF teams, most notably people bringing their farm builds and playing like they're solo farming and melees running off and leaving squishies to die.

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Originally Posted by Dragonkat View Post
People say the BM fight takes thinking, but to me it's still just another giant bag of HP with a gimmick that takes longer and is more annoying because of it.
The "gimmick" eliminates the need to turn Battle Maiden into another Reichsman in the name of "challenge." At the same time, it penalizes (nearly) everyone equally, so having a sub-obtimal AT and powerset loadout won't guarantee failure, but having a team full of idiots or just people who insist on using the same tactic over and over regardless of effectiveness will.
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All in all five tons of fun and a trial i wish had it's cap bumped to 50. Beats the pants off a horrible Numina Pug, where the teams idea of working together was "Brute runs ahead and ignores rest of team, squishies mill about or wait behind mobs as the scrapper runs off too, no one works together till brute ports everyone, kill final mobs. Course I think my hate of speed TF's may have had a hand in this.
That's why I like + cons. Most Brutes and Scrappers can't do that with + cons, and the ones who can survive still need help to kill the mobs in a reasonable amount of time. This includes my Brutes and Scrappers, by the way. I also hate speed runs.

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Yeah, anyway, much as I love Tin mage and despise Apex the new TF's don't hold a candle to classic content, enforced +4 ambush waves plus gimmicks aren't challenge, it's dev powergaming against their players, and shows they didn't learn a single lesson about why a lot of players refuse to touch praetoria anymore.
They're supposed to powergame against us in the end game, just like we're supposed to powergame against them. It would be kinda pointless to give us more power just to have us stomp even-cons until the end of time. There IS such a thing as overkill you know....well ok not really, but if you give me a tac nuke I'm not going to use it to take out an anthill.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
If I had my way, all the end-game TFs would be full of +2s at least. It would solve a lot of the problems I have with TF teams, most notably people bringing their farm builds and playing like they're solo farming and melees running off and leaving squishies to die.
This I actually agree with to a point. You're quite right that it is stupid for us to be stomping on even cons as incarnates Eva, seems overkill indeed. Yet as you say here.

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That's why I like + cons. Most Brutes and Scrappers can't do that with + cons, and the ones who can survive still need help to kill the mobs in a reasonable amount of time. This includes my Brutes and Scrappers, by the way. I also hate speed runs.
Is kinda where part of me disagrees, and ties into apex and tin mage too. +cons are 80% of the time merely dangerous to the melee classes, yet if you pull too much aggro or get picked by the ambush as a target it can easily be insta death for a squishie, and heck on MM's with pet level issues. Apex is really bad about this as you're dealing with +4's that pack tons of attacks along with tons of aoe during the KR fight. Granted this is me being a newbie on the TF and my first run at it, but when I'm being killed before i even can see the clock that's doing it, wee bit irritating. (As i said in another thread I found this more annoying then the BM fight)

You can see the same thing during the ITF if the low hp classes make the mistake of standing on the phalanx computer when the bots all activate and start raining aoe's down on it. And 5th bots have a lot less damage and debuff ability then +4 clocks. Apex makes the problem ten times worse.

Same problem would be what'd you see on other TF's if you did it, it wouldn't stop speed runs in the slightest, it's a human nature thing, you'll just up the increase of people looking for stealthers, or you'd have in my opinion people just gravitate to the high survival builds and you'd still see squishes left in the dust against even harder mobs.

But then we hit it's way too easy if we don't do something, and a slider while an option would probably not be used by many. So if apex and tin mage was simply +2 would that you think maybe put it at a level that would lessen some complaints, or then we have people saying it's too easy?

Regarding BM too, I disagree that everyone is penalized equally, melee's are hurt a lot more by puddles of doom by their duration if nothing else, and the fact it's hard for an AT to do it's job when you have not only the need for melee range plus long animation attacks able to easily trap you in a puddle. As for MM's, there's no way I would ever take one into that TF given pet AI.

What if instead of insta death dot the puddles were like the orbital lance super juked? A shot that would be an unresitable wide area aoe kaboom, thinking blaster nuke levels of damage like the old nova nightstar pulled, or the old anti matter atomic blast. Not insta death, but getting hit by a second one without heals would drop people. And it would let melee's get right back into a fight after the dodge since their wouldn't be the puddle still sitting there, would prevent airborne ones along with door deaths too hopefully? Can't exactly huddle round the def casting healing aura either. Or still dogpile on BM

Agree we need harder fights, and I'd love to see better ways of doing things then giant bags of hp (tricky though given how coh works under the hood) but the way devs are going about it still ranks more as annoying then actual challenge.


 

Posted

The original intent was for TF's to be more "standard" challenges wiht more/tougher enmies, while Trials required more specialized tactics, no?

Personally I don't mind that kind of challenge, but in order to be fun they pretty much require you at least be on vent or some other voice-chat. These challenges tends to be become restricted to people you know. It's just not fun trying to PUG.

EDIT: Also, I don't think every AT neccessarily needs to be equally useful in every circumstance. BM is the time for ranged damage dealers to shine.

EDIT2: And To some extent, I play COH for the casualness of it, I don't want to have to spend as much effort doing the new Incarnate TF's as I would spend on trying to beat the Vulture Lord.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Quote:
Originally Posted by Golden Girl View Post
Doctor Aeon said that because of its popularity, the ITF was the template they looked at for the new TFs - which is why they have fewer missions, but bigger maps with large numbers of enemies - like the battle in Kings Row is similar to the battle at Vespillos Pass, and Battle Maiden as an AV with extras attached is similar to Romulus and his Nictus friends.

There are only 5 missions in total for the 2 new TFs, but they're packed with enough enemies and spearate mission objectives to give about an hour of playtime for each TF.
I commend the devs for their insight in this matter. ATF and ITF are my two favourite TFs in game.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

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Originally Posted by Eva Destruction View Post
*snip* long post *snip*
Wow, it's like you went inside my head and put everything I was thinking in a single post.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

Posted

Quote:
Originally Posted by Dragonkat View Post
Is kinda where part of me disagrees, and ties into apex and tin mage too. +cons are 80% of the time merely dangerous to the melee classes, yet if you pull too much aggro or get picked by the ambush as a target it can easily be insta death for a squishie, and heck on MM's with pet level issues.
Surviving the spawn is only half the battle. When it's more efficient to clear a path for the squishies so they can help you than to just run past everything to clear the objectives, that eliminates a huge chunk of why I hate speed runs.

Yes, I could bring a melee who participates in the running past things and clearing, except that running into a spawn and NOT killing it runs counter to the reason I play melee in the first place.

I realize MMs have problems with +cons, which need to be addressed, but I don't play MMs so I'll leave it to those who do to suggest solutions.

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Apex is really bad about this as you're dealing with +4's that pack tons of attacks along with tons of aoe during the KR fight. Granted this is me being a newbie on the TF and my first run at it, but when I'm being killed before i even can see the clock that's doing it, wee bit irritating. (As i said in another thread I found this more annoying then the BM fight)
AoE can be avoided. Ambushes....well I've made my feelings about the overuse of ambushes known in other threads. Knowing what to expect does help in dealing with them. It makes having more melee useful as well, whereas the standard tank and spank "challenge" doesn't encourage bringing more than one melee, unless the other melee is a Scrapper of the Stupid Scrapper Tricks variety.
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You can see the same thing during the ITF if the low hp classes make the mistake of standing on the phalanx computer when the bots all activate and start raining aoe's down on it. And 5th bots have a lot less damage and debuff ability then +4 clocks. Apex makes the problem ten times worse.
I used to see the same thing all the time during Nemesis missions when squishies stand too close to the tank. To quote Butthead: "Uh, could you like, not stand there?"

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Same problem would be what'd you see on other TF's if you did it, it wouldn't stop speed runs in the slightest, it's a human nature thing, you'll just up the increase of people looking for stealthers, or you'd have in my opinion people just gravitate to the high survival builds and you'd still see squishes left in the dust against even harder mobs.
Maybe. You'd also have a higher incidence of people trying to "tanker stealth" and dying horribly, or trying to solo spawns and taking longer, and I'd get to laugh at them as I'm running around with my Brute rounding up Romans for my squishies to annihilate.

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But then we hit it's way too easy if we don't do something, and a slider while an option would probably not be used by many. So if apex and tin mage was simply +2 would that you think maybe put it at a level that would lessen some complaints, or then we have people saying it's too easy?
It would be too easy. +2s are still a joke to many teams. Heck, I've been on teams that tear through the majority of the +4s on that TF. A team of 8 Scrappers is a wonderful, horrific thing.

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Regarding BM too, I disagree that everyone is penalized equally, melee's are hurt a lot more by puddles of doom by their duration if nothing else, and the fact it's hard for an AT to do it's job when you have not only the need for melee range plus long animation attacks able to easily trap you in a puddle. As for MM's, there's no way I would ever take one into that TF given pet AI.
If you can use Full Auto without dying to a puddle, you can use KO Blow or Total Focus without dying to a puddle. Yes, a melee character's damage output does suffer when they can't just stand there and mash buttons. On the other hand, melee has the advantage of not dying from a floating sword in the back.

MMs again, have problems. I acknowledge the problems but since I don't play them I have no idea what could be done to alleviate them.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by Arilou View Post
The original intent was for TF's to be more "standard" challenges wiht more/tougher enmies, while Trials required more specialized tactics, no?
Once upon a time when Trials actually existed, perhaps. Then again, back then Trials were just a single very tough missions without any special teaming modes. These days, there's no such thing as a "Trial." They're all Task Forces by different names. You can argue that there's a difference in design, but even that's not always the case. One of the Villain Respec Trials is three missions long, whereas the the ITF is four missions long, and I think the Reichsman TF may actually itself be three missions, as well.

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Personally I don't mind that kind of challenge, but in order to be fun they pretty much require you at least be on vent or some other voice-chat. These challenges tends to be become restricted to people you know. It's just not fun trying to PUG.
That depends on what you mean by "that kind of challenge." If you're referring to the Sewers Trial, then Zamuel and I did it on a pick-up team of people I'd never met before in my life with only the communication that the Team channel permits, and we did it without even all that much of a prologue lecture. People don't really need to chat all that much, they just need to be willing to read. All it takes is a leader who types fast and that's good enough.


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

 

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Originally Posted by Samuel_Tow View Post
That depends on what you mean by "that kind of challenge." If you're referring to the Sewers Trial, then Zamuel and I did it on a pick-up team of people I'd never met before in my life with only the communication that the Team channel permits, and we did it without even all that much of a prologue lecture. People don't really need to chat all that much, they just need to be willing to read. All it takes is a leader who types fast and that's good enough.
I agree with this. I've never used voice chat, it really annoys me that people think you need it, since as soon as people start using it they stop typing, even when they know they have teammates who aren't using it.

I also find that a lot of people just tend to assume everyone knows what they're supposed to do. Is it that hard to ask if everyone has done this before? By the same token, is it that hard to pipe up and say "I've never done this before so I have no idea what I'm supposed to do" before starting? And if someone does say this, is it so hard to explain to them what they're supposed to do? Even on the sewer trial, which has a timer, you can take a minute to pause and coordinate. It saves time in the end.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
I also find that a lot of people just tend to assume everyone knows what they're supposed to do. Is it that hard to ask if everyone has done this before? By the same token, is it that hard to pipe up and say "I've never done this before so I have no idea what I'm supposed to do" before starting? And if someone does say this, is it so hard to explain to them what they're supposed to do? Even on the sewer trial, which has a timer, you can take a minute to pause and coordinate. It saves time in the end.
That's pretty much what we did. Even though, when it comes to the Sewers Trial, I'm EXTREMELY paranoid about running out of time, I figured it was better if we were all on the same page, in the same location and thinking the same thing, even if it took a few minutes here and there to explain, and if necessary repeat things. What actually really bothers me is people who, when you try to explain how something goes, reply with "I know! Do you think I'm stupid?" Damned if you do, damned if you don't, as it were, even if I feel that people who already know should just keep their mouth shut and let other people hear it anyway.

The other serious problem is that, as you say, a lot of people assume you not only know how a task "should" be done, but you also know exactly which of the numerous recognised approaches that particular team is using. Every ITF I have to ask if we're going up the cliff or taking the road, if we're fighting the ambushes or rushing Sister Solaris to the altar, if we're killing each Cyst one by one or damaging them and killing them at the same time, if we're pulling things before the bridge or fighting on the hill, if we're killing the robots first or the computer first, if we're fighting Romulus head on or pulling the Nictus away... And half the time I have to ask three times before I get an answer, which is only actually informative about half the time.

Communication is vital, and since our game really isn't equipped with a "quick command" system like some others, it means people have to take the time to speak, explain and listen. This cannot be taken as an unusual achievement.


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

 

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Originally Posted by Samuel_Tow View Post
Let me put it this way: I have never before had to ask a team-mate where he is right now, what he is doing and when he will be done. Having to have that kind of situational awareness and being able to get other people to communicate their status so everyone knows what everyone else is doing even though you're scattered all over the map is, in my opinion, a true test of the player and indeed a true challenge. This beats the fight with Reichsman hands down. This beats a fight with a buffed-up Bobcat so hard it's not even funny. This one TF beats practically every other piece of content I have ever attempted, for the simple fact that its challenge does not stem from just throwing big numbers at you, and indeed from not throwing what is effectively quick-time events into a fight, such as Protean's power syphon.
Question for you, Samuel. Have you done a CoP before? A Hami raid? I see both of these tasks as requiring the communication and co-ordination that you describe. In fact, the first part of the CoP is remarkably similar to the Abandoned Sewer Trial, IMO. Instead of sending players to generators, you're sending teams to obelisks at different locations and clearing mobs. Then there's that "OK attack now!" factor involved.

However, both the CoP and Hami have been described (by some, not everyone) as requiring 'too much co-ordination' to be worth it, despite requiring similar factors to be successful, such as directing teams to different locations, checking on team/player status, etc. Is it simply because there are more people involved in these tasks? Perhaps it is the perception that more specific ATs are required? If so, at what point is this style of challenge too much?

It's obviously subjective to an extent. I'm just curious as to what people think.



Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial

 

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Originally Posted by Amygdala View Post
Question for you, Samuel. Have you done a CoP before? A Hami raid? I see both of these tasks as requiring the communication and co-ordination that you describe. In fact, the first part of the CoP is remarkably similar to the Abandoned Sewer Trial, IMO. Instead of sending players to generators, you're sending teams to obelisks at different locations and clearing mobs. Then there's that "OK attack now!" factor involved.
I've only done one real Hamidon raid, back against the old-style Hamidon, and I spent almost the entire time either sitting on my hands or auto-follow on someone attacking things I couldn't see. Not fun.

I've "kind of" done the newer style raid, as presented in the Lady Grey TF, and the hallmark of that is I still spend most of my time sitting on my hands because the remaining mitos aren't killable by my AT.


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