February Producer's Letter: Incarnates


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Originally Posted by Second Measure View Post
About those groups, you don’t need to pre-assemble a team to get in. We’ve added new functionality to the LFG window to let you get directly into the Incarnate Trials without creating a group first.
But I assume you can pre-assemble a team if you want to? I can foresee a lot of gripes about "Ugh, the Trial failed because the Turnstile threw me together with a bunch of idiots!"


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Posted

Quote:
Originally Posted by Second Measure View Post
About That Accessibility Thing
For our more casual players, we have added an option for you to continue to build your way up the Incarnate Tree by collecting Incarnate Shards without doing any Incarnate Trials--you will even get Incarnate Shards when you are exemplared down. It will take longer than it will take by participating in Incarnate Trials, and you’ll miss out on some epic storylines, but you will be able to claim your seat at the Incarnate table nevertheless.
Thank you, this satisfies me as a customer. I invest too much time and effort to be called
a "casual" player, but as a "task force hating" player, solo-small team options to advance
are important to me. Getting shards when exemplared is an especially nice bonus to this
news, as it adds variety to the number of things everybody can run to get those
shards.


 

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I wonder if "being more on the ball than usual" = Battle Maiden's bombs? I'm pretty sure we'll see a similar mechanic in at least one of the Trails - because the chance to see 48 players jumping around would be too good to miss


@Golden Girl

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Originally Posted by Golden Girl View Post
I wonder if "being more on the ball than usual" = Battle Maiden's bombs? I'm pretty sure we'll see a similar mechanic in at least one of the Trails - because the chance to see 48 players jumping around would be too good to miss
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Originally Posted by Second Measure View Post
In issue 20, you will be able to craft all abilities from the Incarnate trees that are available via Incarnate Trials using Incarnate Shards and some INF. It will take longer than it will take getting components via the trials, but you will be able collect the shards as you play everything(!) else in the game to offset that. If you mix in the occasional Incarnate Trial you will make more progress.
Sweet. That's all I wanted.

Now please, devs, make the inf cost more than just a token amount. We need more inf sinks in this game. 50s can earn inf hand over fist these days, and we have very little to actually spend it on.


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By the way, adding Incarnate Shards to exemplaring would seem to be a big hint that they've not got any specific soloable Incarnate content lined up right now - like if they had 5-10 Incarnate story arcs in the pipeline, I don't think they'd feel the need to extend the Shard drops to all levels of the current content, as the Incarnate story arcs would be the focus of Shard collecting for soloers.


@Golden Girl

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Posted

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Originally Posted by Golden Girl View Post
By the way, adding Incarnate Shards to exemplaring would seem to be a big hint that they've not got any specific soloable Incarnate content lined up right now - like if they had 5-10 Incarnate story arcs in the pipeline, I don't think they'd feel the need to extend the Shard drops to all levels of the current content, as the Incarnate story arcs would be the focus of Shard collecting for soloers.

Uhhh I kinda assumed that they did not have any specific soloable Incarnate content lined up anytime soon when Black Scorpion basically said the DIDN'T.

I was always confused by folks who thought him saying "we are investigating it" meant that the content was created and on it's way. LOL.


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" we have gone to the next level with the visual and audio effects for many abilities, as well as their effect in the game. As you wield higher and higher levels of power, you should stand out in a crowd"


This is what I have been waiting for! The visual effects of being more powerful. I hated the fact that AVs and Monsters in the first Mender mission just felt weak, instead of me feeling strong.


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I had been planning a very large script document for a large scale raid encounter with multiple teams and layers of objectives for level 50 players to experience.

Having read the first post, I've now binned said document as it seems the Dev team have opened a portal into my head, used all the great bits I had hoped to see in the game one day and dip them in pure awesomeness.

I CANNOT WAIT for I20 having read this, dev team, you have rounded my day off with a bang!



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Originally Posted by Anti_Proton View Post
" we have gone to the next level with the visual and audio effects for many abilities, as well as their effect in the game. As you wield higher and higher levels of power, you should stand out in a crowd"


This is what I have been waiting for! The visual effects of being more powerful. I hated the fact that AVs and Monsters in the first Mender mission just felt weak, instead of me feeling strong.
Maybe a screenshake for each step you make when using [Walk], and War Walkers do the NPC panic run animation whenever you're in their line of sight?


@Golden Girl

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or animated hair for you, impact craters from large jumps for the masses and much quicker katana animations for me? :P



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Originally Posted by Eva Destruction View Post
Sweet. That's all I wanted.

Now please, devs, make the inf cost more than just a token amount. We need more inf sinks in this game. 50s can earn inf hand over fist these days, and we have very little to actually spend it on.
This will inevitably cause people to complain they are forced, FORCED I TELL YOU, to resort to RMT to get their Incarnate powers.

Not saying it shouldn't be done, just pointing out the obvious.




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Originally Posted by Noyjitat View Post
Castle's recent 'balance' changes to to hit, accuracy and defense have created a big whopping problem for defense characters in some of the new content and npcs.

what?


 

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Doesnt the arena use a similar system? Where you are teleported to the arena when you "join" a match? I know i've been in galaxy before [at babs] and got teleported to the arena when it started. Though i could be mistaken.


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Originally Posted by Silver Gale View Post
This will inevitably cause people to complain they are forced, FORCED I TELL YOU, to resort to RMT to get their Incarnate powers.

Not saying it shouldn't be done, just pointing out the obvious.
So? There are tons of ways to make inf in the game, including killing stuff, which you'll need to do to get your shards anyway. It's a stupid argument and I'll be happy to point anyone who makes it in the direction of the market forum where they will be torn to shreds by people who can refute that argument in their sleep. I don't expect the inf amount to be so high that only the most dedicated marketeers will be able to afford it. I just want it to be significant. More like A-merits, less like temp powers.


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Posted

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Originally Posted by EU_Damz View Post
Doesnt the arena use a similar system? Where you are teleported to the arena when you "join" a match? I know i've been in galaxy before [at babs] and got teleported to the arena when it started. Though i could be mistaken.
I think the intention is more of an active queue, similar to how the actual game login queue works. We'll know more as the annoucements come in! I'm actually almost giddy at the thought of mass carnage with my fellow Unionites of this nature! It seems now that CoP's are just going to be a warmup!!!



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Originally Posted by Zombie Man View Post
What?! In addition to the handful of 'solo-only!' people who make every thread about the Incarnate system into a whine-fest about non-solo content, we're now going to be hit by a group of 'small-handful-only!' lobbyists doing the same thing?
This is not new. I at least have been saying all along that my friends are a comparatively small SG on a low-pop server. We tend to avoid TFs that require a full 8-man team of 45+ players already, because it is a major hassle, reduction in flexibility, and reduction in accessibility from other available content. We *have* tried the new Apex and Tin Mage TFs, and the vast majority of players were of the opinion that it was a major hassle and LESS FUN.

Things that we do NOT want:

* Completely arbitrary rules that make it harder to assemble a team based on who we have and who they want to play tonight. One of the greatest strengths of CoH is that a level 35 and a level 50 can play together on, say, an ITF... they are both contributing, both earning rewards, and both having fun. Every time you limit the range of people who can play together on content, you REDUCE THE FUN.

It's bad enough now that we're having to say "We need to do the WST, and therefore you can't play with us tonight" to folks, or to not have 8 people on with high-level characters available and be forbidden to even *attempt* the WST. (Having Dr. Kahn this week is a lot better than last week, and we've got people looking forward to the end of the month when the WST will allow a far greater number of folks to enjoy playing together.)

Given that the general theory seems to be not wanting more than a factor of two in size... we would want a lot of content for 4-8 players, some for 6-12 players, a little for 1-2 players, and possibly a smidgen for 8-16.

* Content that enforces specific ATs, powersets, or small subsets. No content should *require* a tanker, a healer, a debuffer, or anything else; there should be a wide variety of approaches to a problem. The X-Men do not handle problems the same way the Superfriends do, or the Hellfire Squad. Strength in diversity, fun in repeat play value that is different each time.

* Content that has hardcoded time limits. Most of our meta-SG are adults; they have jobs, kids, elderly relatives, and/or a wide variety of other obligations. If we need to take a 10-minute pause because someone's kid has woken up and is being fussy, or needs help with their homework, or their server has emailed them with an overtemp alarm they need to check out, none of us have a problem with that... we don't want a game system that will artificially penalize us for having real lives.

* Content that harshly limits people dropping in and out, or unduly penalizes people with bad connections. One of the big problems with TFs is that you cannot rearrange once it's underway; if someone has to work late, either the entire rest of the TF has to sit around and wait for them to get home, or they miss out completely, because they can't join it in progress. We also have various people that don't have perfect computers or connections; if CoH crashes they need to be able to reboot and get back in without having penalized the team on time or being locked out.

* Content that places a strong focus on player reflexes and low-latency connections. We're playing a MMORPG (where your dodge chance is supposed to be based on the powers, abilities, and gear on your character sheet, not the player's twitch reflexes and net connection) on purpose. There are plenty of RTSs and FPSs out there for those that want that sort of thing.

* Content that gates the *story* of the game behind increasingly difficult *gameplay*. The last time the Earth was invaded, part of the whole *point* was that everyone mattered; whatever level or powers you had, there was something useful you could be doing. To this day, the Riki raids are a great opportunity for folks from all walks and levels to have a good time together. This time, the devs seem to have gone to an enormous amount of effort to develop entirely new technology for the specific purpose of throwing one of CoH's greatest strengths out the window and limiting the number of people who can enjoy the story to the smallest amount possible; this continues to baffle me.

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The only ones causing a ruckus are the ones who absolutely refuse to play in teams and regard a Raid System a deprivation though 99% of the game is still soloable.
Absolutely false, and you're a better person than to use such a lame strawman. In our case, the average team size on a non-preplanned event night would be 3-5, and on a preplanned event night 6-8. One of the reasons we're playing CoH and not other games is that CoH is the industry leader in scaling content to the size and desired difficulty of a variable small to medium sized group; and it is really looking like the devs are chucking that out the window.


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Diddn't read all of the responses and I'm sure page 5 is already too deep for anyone to care but the reward system will be exploited. You don't need a crystal ball to see that.


 

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Originally Posted by Zombie Man View Post
The ones who will only play solo have been screaming. And they need to be separated from the ones who *prefer* solo, but can live with occasional team play.
You also need to segregate out those who play solo for good reason.

Like myself. When I'm at work, I can still manage to get on and beat the occasional face in. However, I get called away to do "stuff" at irregular intervals.

As such, it's patently not fair for me to join teams or TFs. I hate being forced to AFK in a mission (that isn't just me soloing) like poison. Moreover, while the company owners don't mind me pulling on the spandex at work, they WOULD object (and rightfully so) if I let it interfere with my job.

While I don't begrudge others AFK'ing in my missions on occasion, it CAN be problematic when we're held up because the mission is complete and the person is AFK for half an hour after.



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Posted

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Originally Posted by Zombie Man View Post
This is a Raid System. Going by the Hami Raid and the raids of other MMOs, 8 is indeed a very small group for a Raid. Raids are part of what makes the game Massively Multiplayer, for it is a MMORPG.

Another reason why, relatively, as far as Raids go, this is shaping up to be a very casual-friendly, low-server-population friendly system.
I just hope they've learned from the mistake of the CoP and don't make the raids an all or nothing affair the way the CoP is.



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Posted

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Originally Posted by Miuramir View Post
* Completely arbitrary rules that make it harder to assemble a team based on who we have and who they want to play tonight. One of the greatest strengths of CoH is that a level 35 and a level 50 can play together on, say, an ITF... they are both contributing, both earning rewards, and both having fun. Every time you limit the range of people who can play together on content, you REDUCE THE FUN.
One of the Trias can be started with just 8 people - they really can't make them any smaller than that

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It's bad enough now that we're having to say "We need to do the WST, and therefore you can't play with us tonight" to folks
"Have" to?

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* Content that has hardcoded time limits.
I think we'll be getting some of that - it's quite likely that one or more of the Trials will have a countdown on it, or that stages of the Trial will have a timer.

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* Content that harshly limits people dropping in and out, or unduly penalizes people with bad connections. One of the big problems with TFs is that you cannot rearrange once it's underway; if someone has to work late, either the entire rest of the TF has to sit around and wait for them to get home, or they miss out completely, because they can't join it in progress. We also have various people that don't have perfect computers or connections; if CoH crashes they need to be able to reboot and get back in without having penalized the team on time or being locked out.
Any timers on a Trial will mean that there'll be a risk of that happening.

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Content that places a strong focus on player reflexes and low-latency connections. We're playing a MMORPG (where your dodge chance is supposed to be based on the powers, abilities, and gear on your character sheet, not the player's twitch reflexes and net connection) on purpose. There are plenty of RTSs and FPSs out there for those that want that sort of thing.
The Battle Maiden bomb mechanic will make a return in some form or another in one or more of the Trials - it's too interesting and exciting to only be a one-off

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Content that gates the *story* of the game behind increasingly difficult *gameplay*. The last time the Earth was invaded, part of the whole *point* was that everyone mattered; whatever level or powers you had, there was something useful you could be doing. To this day, the Riki raids are a great opportunity for folks from all walks and levels to have a good time together. This time, the devs seem to have gone to an enormous amount of effort to develop entirely new technology for the specific purpose of throwing one of CoH's greatest strengths out the window and limiting the number of people who can enjoy the story to the smallest amount possible; this continues to baffle me.
But then that makes the Incarnate powers pointless - if we're getting mroe powerful, and fighting more powerful enemeis, then there's going to come a point where low level avatars simply would be effective at all - a Rikti or zombie invasion is fine, as the enemies are not excessively challenging for lower level avatars - but the kind of things we'e going up againsta sIncarnates are simply too powerful for non-Incarnates to handle.


@Golden Girl

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Posted

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Originally Posted by Noyjitat View Post
Challenge is good I am looking forward to it. But I hope you aren't going to go overboard to make certain powersets feel utter useless on the trials. Castle's recent 'balance' changes to to hit, accuracy and defense have created a big whopping problem for defense characters in some of the new content and npcs.
Care to point out the recent changes to To-hit, Accuracy, and Defense?


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It's bad enough now that we're having to say "We need to do the WST, and therefore you can't play with us tonight" to folks, or to not have 8 people on with high-level characters available and be forbidden to even *attempt* the WST.
You keep saying "need" but there is no need. Incarnate content is completely optional to enjoy everything you've been doing together up to now. WSTs are even completely optional, once I20 comes out, to gain Notices.

How you play, and who you chose to play with, is entirely a player decision. If you wanted more people to play with, you'd be playing on a higher pop server. If you wanted to team with people that could run TFs with less than a full team and still enjoy themselves, you'd go find them. If the end game content hems you in, it's only because you chose to let it do so.


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