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Adeon Hawkwood

 

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Originally Posted by Amygdala View Post
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.
The CoP definitely has that "bring debuffs, lots of debuffs, and DPS, lots of DPS, or you will fail" aspect to it. Due to the the Aspect's "untouchable" cycles, it would be failable even if there was no timer. If you took the timers off these trials, a coordinated sewer trial would not be failable. A coordinated CoP would still be.

I think it also induces a certain feeling of being lost in the mass of people in a lot of players. As do Hami raids and Mothership raids. Each person is part of an enormous whole, so you can't see your contribution as readily. If you, specifically, DC or have to answer the phone or die, the rest of the raid won't really notice. On a single-team trial, they'll notice.

I'm pretty useless on large-scale raids due to my crappy computers, and yet I've still participated in successful CoPs, Hami raids, and Mothership raids. My contribution mostly consisted of firing wildly at the nearest available target. No coordination or thinking was required, or indeed even possible, on my part.

I will agree though, in a sense they require too much coordination. However, most of this takes place in the planning stages. You need enough ranged damage, enough melee damage, enough holds, enough healing for a Hami raid. It makes for a pretty boring half-hour for those who actually show up on time.


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Arc ID#161629 Freaks, Geeks, and Men in Black
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Posted

While you are asking that the Sewer Trial be end game content now, wasn't it included in Issue 1 and therefore endgame material for the top level 40s at the time? I too, think they could update this to be an end-game level 50+ experience.

Edit: Level 50 for vanguard merits/shard drops.


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Posted

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Originally Posted by Eva Destruction View Post
I think it also induces a certain feeling of being lost in the mass of people in a lot of players. As do Hami raids and Mothership raids. Each person is part of an enormous whole, so you can't see your contribution as readily. If you, specifically, DC or have to answer the phone or die, the rest of the raid won't really notice. On a single-team trial, they'll notice.
I hadn't really thought about it from that angle. I can see why something with an organizational flavoured challenge to it would be more enjoyable if your contribution as an individual was more recognizable.



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Amygdala's Guide to the Cathedral of Pain Trial

 

Posted

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Originally Posted by Eva Destruction View Post
I think it also induces a certain feeling of being lost in the mass of people in a lot of players. As do Hami raids and Mothership raids. Each person is part of an enormous whole, so you can't see your contribution as readily. If you, specifically, DC or have to answer the phone or die, the rest of the raid won't really notice. On a single-team trial, they'll notice.
This is the primary reason I don't do multi-team content. I've actually coined a term for this: a "soup." That's exactly what experience in large-scale, many-people action resembles: Staring into a swirly bowl of soup, a homogeneous mass of matter and colour where occasionally you can see things moving around at random. Maybe such events are fun for the leaders and coordinators, but for be as one more pixel in the effects soup, it makes me feel like Z from AntZ.


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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.

 

Posted

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Originally Posted by Psylenz View Post
While you are asking that the Sewer Trial be end game content now, wasn't it included in Issue 1 and therefore endgame material for the top level 40s at the time? I too, think they could update this to be an end-game level 50+ experience.
No. The original Sewers Trial was added in I1, yes, but even then it was 38-41, whereas the same Issue brought the level cap all the way up to 50 and shifted the Hamidon raid to being a level 50 encounter dropping level 50 rewards.


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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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
This is the primary reason I don't do multi-team content. I've actually coined a term for this: a "soup." That's exactly what experience in large-scale, many-people action resembles: Staring into a swirly bowl of soup, a homogeneous mass of matter and colour where occasionally you can see things moving around at random. Maybe such events are fun for the leaders and coordinators, but for be as one more pixel in the effects soup, it makes me feel like Z from AntZ.
By the same token, perhaps some people enjoy raids because it is neat to see that "soup" overcome a challenge. But yeah, I can see why different people would enjoy different aspects of multi-team content and why it is not for everyone.



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Amygdala's Guide to the Cathedral of Pain Trial

 

Posted

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Originally Posted by Amygdala View Post
I hadn't really thought about it from that angle. I can see why something with an organizational flavoured challenge to it would be more enjoyable if your contribution as an individual was more recognizable.
It's also the fact that on a single-team task, anyone can step up and be an "organizer." The OP provided an example of this. I have my own pet example, of a poorly thought-out MoLGTF attempt. We really hadn't thought of how we were going to tackle Hami, we were having enough trouble finding someone to tank the damn thing. When we got to Hami, EVERYONE threw out suggestions on how to win, and everyone was listened to. We won, by the way, not by using pre-established strategies, but because every individual was recognized and expected to contribute to the team's success.

On a large-scale multi-team raid, there is no room for that. People flat out tell you "these are the leaders, you do what they say." At Hami raids, you're told to stay off Request unless you're a leader....which is just another way of saying "shut the hell up, nobody cares what you have to say." And the sad thing is, it's necessary. Everyone has to act as a cohesive unit, so you can't act unless you get a consensus from everyone, and that's much harder to establish with a large group than with a single team. At that point, talking in the "leader channel" and throwing out suggestions just confuses people.


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Originally Posted by Samuel_Tow View Post
The Abandoned Sewers Trial needs to be an end game TF, because it's more fun than anything I know of in the end game.
Caverns of Transcendence, Sewers, Eden trial and Hamidon are in essence the same thing. For me the caverns is a great progression step for the sewers and the sewers a great progression for the Eden trial and the Eden trial is a great progression for Hamidon. I don't care that the Devs didn't intend these to be progressions to eachother but I'd be damned if I didn't immediately see the pattern. The end content version "Hamidon" would be therefore in my mind be already there. Why make it later anyway? Earlier levels could do with fun stuff and what could be regarded as decent fun overload. Old Hamidon was pretty much sussed by a few players as to what was the right way but people, the majority, did it their way.


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Originally Posted by Samuel_Tow View Post
Once upon a time when Trials actually existed, perhaps. 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'm referring to the general coordination-type challenges (or combinations thereof) It's not that you can't do them by chat, neccessarily, it's just that it's way more unwieldy, and, more importantly, you can't trust people you don't know to do it.

If I can be pretty sure of having a competent team, sure I will, but if you're talking regular PUG's (where there's always a 50% chance of you being surrounded by idiots) then I'd rather just not do it, unless the rewards are absolutely spectacular (and even then I'm more likely to get a team of trustworthy people and do it instead)

"Stat Check" bosses are much less of a problem because you don't need to assume that your teammates aren't idiots, and you can usually at least check their stats. (IE: Does he have his alpha slot, does he have the right powers needed, etc. etc.)

Mind, i don't mind coordination-type challenges (BM is of the same type, although of course slightly different)


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

 

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Originally Posted by Arilou View Post
"Stat Check" bosses are much less of a problem because you don't need to assume that your teammates aren't idiots, and you can usually at least check their stats. (IE: Does he have his alpha slot, does he have the right powers needed, etc. etc.)
On the other hand, you do need to have these stats. Whereas a coordination-type challenge is equally open to a relatively new player, or a player who isn't concerned with IOs, or a Scrapper trio, because the minimum stats needed are lower.

Meanwhile, these "stat check" challenges are still not idiot proof. If your tank can't hold aggro, or your debuffer keeps standing in the wrong place and dying, or someone with all the "right" powers never uses them, you just spent all that time putting together the "perfect" team just to fail anyway.


Eva Destruction AR/Fire/Munitions Blaster
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Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

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Originally Posted by Eva Destruction View Post
On the other hand, you do need to have these stats. Whereas a coordination-type challenge is equally open to a relatively new player, or a player who isn't concerned with IOs, or a Scrapper trio, because the minimum stats needed are lower.

Meanwhile, these "stat check" challenges are still not idiot proof. If your tank can't hold aggro, or your debuffer keeps standing in the wrong place and dying, or someone with all the "right" powers never uses them, you just spent all that time putting together the "perfect" team just to fail anyway.
Oh agreed, nothing is idiot-proof, but it's a bit more reliable.

My point was that coordination challenges aren't neccessarily less "elitist" than stat-challenges (Note: most/all types of challenges have elements of both) If coordinating becomes required chances are the response would be for people to PUG less and start clustering together with people they know more.

One of the "things" about COH (not good, not bad, just different) is the very low threshold for doing content (and thus the easy pugging)


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

 

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Originally Posted by Arilou View Post
My point was that coordination challenges aren't neccessarily less "elitist" than stat-challenges
I'm not saying they're less elitist. Any challenge with a high chance of failure will have elitists bragging about it and rubbing it in people's faces. What I'm saying is that this is a challenge that's simultaneously more involving to the player and one which requires less of an investment to attempt.

A stat-check challenge may be simpler and thus available to more people theoretically, but it requires a certain level of preparation, which will both lock out more people for the simple fact that such preparation may constitute "work" inside of a game, as well as present an actually lower challenge once the right stats are met.

This is the fundamental difference between challenges for the character and challenges for the player. If we view our characters units in an RTS, then it makes sense we'll want challenges to basically constitute preparing said character and sending him in to do his best as a father might send his son to his first baseball game. I, however, happen to see City of Heroes as a more action-oriented game where character performance should depend more on the player's intervention than that, and as such challenges should test the player's ability to actually use said character's abilities as a driver might take his sports car to the race track.

Character-specific challenges take the game out of the player's hands, and as such don't constitute an actual challenge as I see it. They constitute a gate. "You must be this tall to ride." Player-specific challenges, that is to say events which challenge the player's actions and reactions, are both in keeping with the game and more proper challenges. City of Heroes really isn't "actiony" enough to actually constitute any challenge which requires extraordinary player skill, so the task falls to testing people's ability to interact with each other. And for a team encounter, it only makes sense.


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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 Dragonkat View Post
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'd like to point out that, with a lot of team compositions, hanging out next to the computer is the safest place to be. A significant number of ally buffs and heals are PBAoEs. Some of them are AoEs centered on foes. Despite the fact that being in the middle of a pile of foes with all the melee characters puts you in the location with the most emitted DPS, being close to your teammates often puts you in the location with the highest DPS mitigation, plus a variety of other extremely desirable buffs (+damage, +recharge, +recovery, +regen), some of which can make the fight end faster, and thus equate to less total damage directed at the team.

If you hang back far enough to be out of range of the concentrated fire aimed at your "harder" teammates, you are not applying any such buffs you have to them and possibly not applying them to other teammates. The Kinetics character is probably going to be in the pile with the melee characters, for example. Absolute best case in such a scenario, your "soft" ATs are off in a huddle buffing one another, and the melee ATs are getting none of the benefit of their PBAoE effects. Worst case, you're hanging back on your own and risk defeat from the fact that some of the Phalanx robots are probably going to shoot at you no matter what, just due to aggro caps, and you aren't as buff as you could be.

Now, some people doubtless get used to playing like that and don't pay enough attention to when there's not enough radial buffs to make hanging out in the scrum a reasonable proposition. Those aren't very bright players, or at very least they aren't paying enough attention to the game.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
I'm not saying they're less elitist. Any challenge with a high chance of failure will have elitists bragging about it and rubbing it in people's faces. What I'm saying is that this is a challenge that's simultaneously more involving to the player and one which requires less of an investment to attempt.

A stat-check challenge may be simpler and thus available to more people theoretically, but it requires a certain level of preparation, which will both lock out more people for the simple fact that such preparation may constitute "work" inside of a game, as well as present an actually lower challenge once the right stats are met.

This is the fundamental difference between challenges for the character and challenges for the player. If we view our characters units in an RTS, then it makes sense we'll want challenges to basically constitute preparing said character and sending him in to do his best as a father might send his son to his first baseball game. I, however, happen to see City of Heroes as a more action-oriented game where character performance should depend more on the player's intervention than that, and as such challenges should test the player's ability to actually use said character's abilities as a driver might take his sports car to the race track.

Character-specific challenges take the game out of the player's hands, and as such don't constitute an actual challenge as I see it. They constitute a gate. "You must be this tall to ride." Player-specific challenges, that is to say events which challenge the player's actions and reactions, are both in keeping with the game and more proper challenges. City of Heroes really isn't "actiony" enough to actually constitute any challenge which requires extraordinary player skill, so the task falls to testing people's ability to interact with each other. And for a team encounter, it only makes sense.
OTOH character-specific challenges is kind of what RPG's are all about: I can't throw a fireball, but my character can. Why shouldmy character be penalized because I happen to have impaired vision, for instance? And it i my experience that tougher coordination challenges tends to lead to MORE preparation: Rather than just checking the relevant power bars you are pretty much restricted to people you already know (or who are referred to you)

Mind, COH's challenges, stat OR character-based, are pretty trivial in the first place.


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