February Producer's Letter: Incarnates


Andora

 

Posted

These new systems and content sound FABULOUS!

Can't wait, want now!

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Originally Posted by Eiko-chan View Post
Can this thread please not be full of people saying "I told you so" and being snide and rude to people?
After all of the comments and wild, wrong, speculation doom crying from you and others, you have a lot of chutzpah to post this.


"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
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Posted

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Originally Posted by Goblin_Queen View Post
...cross server queue...
What?


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

Posted

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Originally Posted by Mega_Jamie View Post
I think Incarnancy should be used as much as possible.
Incarnage is the correct term for a very successful Trial.


@Golden Girl

City of Heroes comics and artwork

 

Posted

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Originally Posted by MajorPrankster View Post
you have a lot of chutzpah
My chutzpah is a 6!


 

Posted

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Originally Posted by Golden Girl View Post
One of the Trails can be started with just 8 people - they really can't make them any smaller than that
Why not? There's no mechanical reason that they couldn't design something balanced like, say, Dr. Kahn (built for 4-8), with the expectation that instead of 45-50, folks were 50 to 50(+1). We've got several existing examples of TFs where the PCs take on Incarnate foes with less than a team of 8, and they are some of the most popular.

To look at it another way, they've already said that the early content will eventually become easier with increasing Incarnate-ness (as it would nearly have to). If the content is intended to be playable with 8 level 50(+0) characters, with only Commons in their Alpha, why wouldn't you be able to go through it with say 6 level 50(+2) characters Incarnated out the wazoo? In the existing game, you're free to show up to Dr. Kahn with 4 level 45 characters with SOs, or 8 level 50(+1) characters full of purples; the first group will have a significantly harder time than the baseline and the second significantly easier, but it is *left up to the players*, not some arbitrary limit; and there is no fundamental mechanical reason that Incarnate content could not be designed in the same fashion.

On yet another angle, a significant fraction of the setting basis for the game is focused around soloers and small teams. What fraction of the most iconic and popular comics usually feature less than 8 protagonists? Superman. Batman and Robin. Birds of Prey. Fantastic Four. The X-Men... particularly relevant because when they threatened to get too large, they split into sub-teams. Are there really that many popular and long-lasting comics that have 12-24 protagonists regularly participating on the same mission?

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"Have" to?
Of course, no one is forced to do anything. But we've got a wide variety of folks; some have been around since beta, have hundreds of characters and dozens of 50s; others have only had an account for about a year and a CoH-capable computer to allow them to play regularly for less than a month. The old-timers are understandably mostly interested in new stuff, and even the mid-range players want their signature characters to advance the plotline. If we can bring a level 35 character along to fight Romulus, and a level 45 character along to fight Statesman, Lord Recluse, or Reichsman, why can't we bring even a level 50 character to fight Neuron if they're not Incarnated... especially one that's already taken him down at level 40 and again at level 45?

The devs are certainly capable of crafting new stories with new mechanics and interesting twists that are approachable by a wide range of levels, builds, and playstyles; and even have user-adjustable difficulty on top of the usual team size auto-scaling; the Leonard "Army of Me" arc is a great example, and once some of the bugs got shaken out the Dr. Kahn TF is a welcome addition to the TF lineup. But every person-hour spent developing content for an increasingly exclusionary sliver of top players is a person-hour not spent developing content everyone can enjoy together.

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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.
Hence my wanting to make it clear that it's not a good thing. Arbitrary timers benefit few or no people, and significantly hinder gameplay for adults with real lives. There are plenty of things out there more important than computer games, and one of the great things about CoH up to now is that in the vast majority of the content, the game was perfectly capable of accommodating RL concerns.

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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
Some people may find it interesting and exciting; probably on average younger folks without physical handicaps, and with good computers and network connections. That's certainly nowhere near everyone who plays and enjoys CoH. Personally, I've got adequate reflexes and a decent computer and network, and merely found it annoying; others were quite blunt in saying it was a nightmare of un-fun and they have no intention of doing that again if at all possible. A MMORPG should be about the *character's* stats, not the *player's*. (And remember, everyone gets old and slow eventually, unless you plan on dying young

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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 against as Incarnates are simply too powerful for non-Incarnates to handle.
Show, don't tell. Shouldn't that be up to the players? I've got several low-level characters that simply cannot destroy a Bomb on their own, but the game doesn't keep me from trying. I've also got characters *lower* than that that can destroy a Bomb without difficulty; the difference between characters is greater than the difference between levels. Are you seriously suggesting that some random person's 50(+0) character, with a mix of Common IOs and a few cheap sets and a Common in their Alpha is that much better than a multi-billion-inf build optimized by one of the leaders of the Scrapper challenges, before they Incarnate? There are people out there that solo Lusca, for crying out loud... it's going to be a long time before Incarnate content has gotten so hard that a team of that grade of character wouldn't have a chance if they were allowed to take it. Isn't one of the most classic superhero moments of all when the bystanders gasp and say "No one could have survived that!", and yet somehow the hero pulls through? Aren't some of the more memorable moments in comic (and CoH) history when heroes know they are outclassed, but step up to the challenge anyway, because that's the difference between merely being superpowered, and being a hero? ("We're sorry, the Omega Team isn't large or powerful enough to have a reasonable chance of surviving, you're not allowed to click on the portal" would have led to a very different world...)

From another viewpoint... the Incarnate system is "what we're getting instead of levels 51-60". If we actually *had* gotten level 51-55 and an appropriate set of Arcs in Issue 19, there's no reason that the super-sidekick system would have stopped working; and presumably characters of a range of levels would be able to enjoy playing together the new content. What we're getting seems to be *by design* more exclusionary, and that's pretty much by definition intending to keep people from having fun together.


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Posted

For the most part, I'm quite happy with this particular announcement. The Incarnate trials seem to be quite accessible and the fact that there's a solo option means people should be happy. However, I AM a little concerned about this part.

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Rewarding
We also want you to feel rewarded for participation, and want everyone to have an equal chance at getting a reward, whether you are healing or buffing or debuffing or using pointy things to make moving things fall down. We also don’t want to heavily reward people who don’t contribute to the team effort. So when you help your team, you will get the good stuff. The more you help, the cooler the stuff will be, and/or the faster you will climb the Incarnate Abilities tree. But we also know everyone has a different level of investment, and persistence will pay off in the long run.
I hope that this uses a different participation system than the one that's currently in place for Praetoria's events, since that system seems to discriminate against Masterminds because kills that pets make aren't attributed to their owner (though this might have changed since I last did them). Considering my main character is a Mastermind and I've been robbed of the Praetorian participation badges numerous times despite being an active participant, I don't want something even more important, like Incarnate progress, to be taken away because my pets provide most of my damage while I utilize my traps (Which may also count as pets) to assist them.

Other than that concern, the future for Incarnates looks great! I'm looking forward to what's to come!


My arcs:

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Arc ID: 278757

 

Posted

As someone who suffers from a debilitating curse which makes it nigh impossible for me to get on teams, this new "add yourself to queue" mechanic is just fantastic. The ability to continue getting Incarnate progress while doing solo content is also great.

I can't help but notice, however, that he very clearly used the wording "everything(!)" when talking about it, and it makes me wonder if perhaps maybe AE content will start dropping shards too. That would have the potential to be either fantastic or disastrous.


 

Posted

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Originally Posted by Yosomono View Post
I can't help but notice, however, that he very clearly used the wording "everything(!)" when talking about it, and it makes me wonder if perhaps maybe AE content will start dropping shards too. That would have the potential to be either fantastic or disastrous.
Oh Lordy, iShard farms.


 

Posted

I am ok with this so long as challenge does not = cheating npcs like the Apex/Tin Man TFs. Also the whole +4 enemies thing got really old fast. I dont care to fight mobs that are that high because its a complete waste in terms of reward over time. If we are doomed™ to a fate of fighting mobs that go up to +10 with all the future incarnate stuff then at least make the stuff worth fighting against in terms of drop rates not influence because its just always been faster to kill lower stuff for more inf/drops over time.


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Thank You Devs for Merits!!!!

 

Posted

Now for something completely different.

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Originally Posted by Fire_Away View Post
[In I20] "some powers that may have been overlooked/little used in the past may have new viability (I have no idea what this means... just note that a dev said words to that effect)."
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Originally Posted by Second Measure View Post
"As Positron has been saying, we want to give you reasons to use powers you haven’t clicked on in a while."
Still intrigued by this. Still clueless.


One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.

 

Posted

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"As Positron has been saying, we want to give you reasons to use powers you haven’t clicked on in a while."
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Still intrigued by this. Still clueless.
I think i have a slight idea. The powers which at the top of my head that dont get used as often are slows, sleeps, fears, stuns and knockbacks.

What im thinking is a mass escape [like the stop 30 fir blog escaping] and up to you to stop them.


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Posted

This all sounds great to me! I'm highly looking forward to it!

There is one thing I've mentioned before that I'd like to bring up though. Alongside everything mentioned (not in place of, alongside) there really does need to be some Incarnate-level Arcs created. Have a new contact pop up after you complete Ramiel, or even trigger by getting a badge as you elevate your Incarnate status. These would be "standard" arcs for 1-8 players, but balanced for people who have Incarnate abilities.

I suggest this for a few reasons. First of all, it would be a nice change of pace for those who are not in the mood for one of the Trials at any given moment. Second, it would give you excellent opportunities to extend the Lore of Incarnates, (or to introduce foes worthy of an incarnate). It would also be a good thing for solo/small-team/casual oriented players as well. These wouldn't need (or even deserve) the types of rewards that the Trials give, but could give something of interest and worthwhile.

I have one last reason to bring it up. There's a certain level of... well, not quite contradiction, but at least dissonance between the way that Incarnates are presented and the way gameplay is shaping up.

Ramiel's arc and in some ways the very idea of "incarnates" points one towards a given character attaining rare and epic levels of power... surpassing nearly everyone (including all the shades from the first mission). However, once that's done, the entire approach of the game is to start breaking down that individuality and pushing people towards teaming.

I honestly don't think this needs to be an either/or, but should be a both and. Think of the Justice League. At different times, pretty much all the A-List characters have been on the team, yet they retain their own books. Superman, Wonder Woman, Batman, they have their own enemies, their own stories, and pursue those thing. Yet, when the time and need comes, they join together as the Justice League. So far, what we've seen is the latter. We've got the "team book" forming up very nicely. However, I think the game would be better for having the "Solo Book" as well.

Now I recognize that you can only do so much per issue, and you may well have plans along this very line. I certainly hope so. I don't write this to take away from what has been outlined, as I think that sounds like an awesome system. I just wanted to bring out some ideas of what else should come along with it.


(All on Virtue)
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Too many others to consider.

 

Posted

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Originally Posted by Second Measure View Post
Incarnate Trials are not Task Forces and Strike Forces with a different name, they are an opportunity for players to come together in a new way to team up as they ascend to power and overcome tremendous challenges.
Yada, yada, yada. Still requires an excessive amount of people and coordination to work together for a long time.

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I doubt any complex feature we add to City of... will be the perfect fit for every single player’s preference (even a feature as straightforward as Day Jobs had its detractors), but every player with a level 50 character and who has Going Rogue can get into this endgame and profit by it if they so choose.
Choice, of course, has nothing to do with it.

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You don’t need a big group to play the Trials—the first two Incarnate Trials only require 8 players (Lambda Sector) or 12 players (Behavioral Adjustment Facility)—but you can also play them with up to double those numbers of players, each.
In other words, you need a big group - or a huge group.

Quote:
Rewarding
We also want you to feel rewarded for participation, and want everyone to have an equal chance at getting a reward, whether you are healing or buffing or debuffing or using pointy things to make moving things fall down. We also don’t want to heavily reward people who don’t contribute to the team effort. So when you help your team, you will get the good stuff. The more you help, the cooler the stuff will be, and/or the faster you will climb the Incarnate Abilities tree. But we also know everyone has a different level of investment, and persistence will pay off in the long run.
Rewards based on how much you participated rather than on *if* you participated? Even worse for the more casual player who doesn't have the pimped out build to put up enough numbers. Or who, gods forbid, might need to go off at a moment's notice for 10 minutes to take care of their kid or some other real world issue.

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Powerful
We want you to feel powerful in City of Heroes.
So the Incarnate content is entirely based around you being just another body in the horde rushing through the Trial, making you feel weak and insignificant because you're not accomplishing anything on your own. Yay for contradiction.

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You will need to experience the fights a few times to get a handle on the mechanics and figure out the best powers and the best strategies. But once you triumph, you will realize you had the power the whole time to defeat some of the most challenging content ever in City of Heroes.
In other words, you will need a specific team composition working with specific strategies to beat the Trials, contrary to earlier in the post.

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Part of the power you experience will be in the Incarnate Abilities. You’ll be able to do some truly impressive things to help you and your team, and we have gone to the next level with the visual and audio effects for many abilities, as well as their effect in the game.
And likely no way to suppress them so that your mid-range computer doesn't slow to a crawl and to prevent griefing at the various spots that people tend to gather. Awesome.

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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.
Why should it take longer for those who solo or prefer small teams (for whatever reason)? They are already penalized too heavily with lesser rewards (Inf, XP, and drops) for more work as it is.

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For the long term, the Incarnate Trials will be part of every Issue release
In other words, focusing on those who love large teams and hordes. :/

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As I said last month, we love you, man, and we will continue to provide lots of great content with every issue just as we always have
But only for large teams, of course.


 

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Originally Posted by Golden Girl View Post
They mentioned using it for the Hamidon raid, so I think it's posisble they're planning to add it for all the exisiting raids too.
If they use the Turnstile mechanic for Hami raids I would probably do a Hami raid. Same for the Mother Ship raid in RWZ. That really could use the Turnstile.


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Quote:
Originally Posted by UberRod View Post
Same for the Mother Ship raid in RWZ. That really could use the Turnstile.
I don't think I've ever had a problem getting in on a Mothership raid.


De minimis non curat Lex Luthor.

 

Posted

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Originally Posted by Demon_Shell View Post
When people are in a queue in a game that has dailies, that's what they do while they're waiting. They do dailies. Dailies in this game are tip missions.

We need the ability to at least do solo missions while queued (or ideally while on a team with other people that are queued).
I agree with this concept completely. Starting a Task Force, Trial, Ouro arc, or an AE arc should boot you from a queue. Joining a team or running an instanced regular mission (normal contacts, newsies/scanners, or tips) should not boot you from the queue.

Once the queue is full and the system determines you can start, you should also not be INSTANTLY TPd to the location and teamed. Instead a pop-up with a countdown should come up. The countdown should likely be somewhere from 30 and 180 seconds.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
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Originally Posted by Ironblade View Post
This is 'end game / raid content'. In that context, 8 is most definitely a small group.
And before someone goes "This is not Particular Other Game", it's important to point out they've given us the ability to put together FORTY EIGHT PERSON groupings.

48. You don't set a limit that high unless you're prepared for people to hit it.


Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

Posted

Quote:
Originally Posted by UberRod View Post
If they use the Turnstile mechanic for Hami raids I would probably do a Hami raid. Same for the Mother Ship raid in RWZ. That really could use the Turnstile.
1. Someone announes a ship raid in a global channel.
2. You go to the RWZ.
3. You ask for an invite to the raid in said global channel or in Broadcast.
4. You get an invite.

It's really not that hard.

Also, I didn't see any mention of the Incarnate Trials providing the same rewards as the Weekly Strike Target or that the Judgement abilities would be craftable from only doing Trials, and Second Measure only promised that anything that could be earned in the Trials would be craftable from Shards. I wouldn't say it's been conclusively stated that you can get the purple Incarnate abilities solo.

Though if I'm right and Notices are not craftable in I20, I still think they should put one of the Ouroboros TFs as the WST - they have no minimum team size, so it's an option for soloists. Then again, craftable Notices would be a better one.


 

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Originally Posted by FitzSimmons View Post
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.
If they're using the same reward system that the Praetorian events are using, there's not a chance it will be exploited. You can only exploit a reward system if you can figure out how it works.


 

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Originally Posted by JD_Gumby View Post
Rewards based on how much you participated rather than on *if* you participated? Even worse for the more casual player who doesn't have the pimped out build to put up enough numbers. Or who, gods forbid, might need to go off at a moment's notice for 10 minutes to take care of their kid or some other real world issue.
Yeah. That seems to be a case of those needing the better rewards not getting them due to being under powered.

Quote:
Originally Posted by JD_Gumby View Post
So the Incarnate content is entirely based around you being just another body in the horde rushing through the Trial, making you feel weak and insignificant because you're not accomplishing anything on your own. Yay for contradiction.
Yeah, I'm surprised that the "path to true power" is to become a cog in the machine.

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Originally Posted by Goblin_Queen View Post
More specifically I am thrilled at a Battlegroup/Raid/League UI and the new features that go with it plus the cross server queue. That'll help the low pop servers immensely.
Where, exactly, have you read that the queue was going to be cross server? The last word I've read from a Red Name on the subject was that it wasn't possible. Nowhere in the letter did Second Measure say the LFG system was cross-server.

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Originally Posted by Eva Destruction View Post
No, the search button is for people who want to find teammates to invite to their teams. The "Turnstile" is for people who want to join a team but don't want to form one, or can't form one of sufficient size.
Yay for mandatory PUGs on small servers?




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

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Originally Posted by AnElfCalledMack View Post
Also, I didn't see any mention of the Incarnate Trials providing the same rewards as the Weekly Strike Target
Black Scorpion covered this:
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Originally Posted by Black Scorpion View Post
Running the Weekly Strike Target on an Incarnate-enabled character adds to your once-a-week bonus a “Notice of the Well” reward, which is a necessary component to craft the Rare tier abilities of the Incarnate Alpha Slot. Save them up, add a few Shards, and your “Notice of the Well” can be upgraded to a “Favor of the Well” which is necessary for crafting the Very Rare abilities in the Alpha Slot. Of course, once Issue 20 launches, you will be able to build these abilities with stuff found while completing Incarnate Trials as well.
Since we can build abilities from stuff that come from Trials, and can get everything in Trials from shards, we can get Notices from shards.


 

Posted

Quote:
Originally Posted by Katie V View Post
If they're using the same reward system that the Praetorian events are using, there's not a chance it will be exploited. You can only exploit a reward system if you can figure out how it works.
I've never attended one of these events where this reward system is implemented but one thing comes to mind right off the bat. Damage and heal farm inside one of these for rewards.

That's just one idea.


 

Posted

Awesome stuff all around.

The mini-trials and auto-teaming sound great and the shard drops while exemplared should help the soloists a great deal. Looks like a win-filled issue!


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
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Posted

Quote:
Originally Posted by Eiko-chan View Post
Can this thread please not be full of people saying "I told you so" and being snide and rude to people?
Well, you know Eiko-Chan, I hope you don't take offense, cause...shucks that would be awful, but

I TOLD YOU SO!!!

You never said anything about saying "I told you so," but being nice and apologetic about it.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.