Originally Posted by Arcanaville
I had come up with an alternative reward mechanism to do that:
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Want a Notice of the Well solo? That'll be...
I always believed that one intent of the WST was to reach the people on the sidelines: people who would be willing to team if encouraged, but reluctant to team because they aren't competent at running task forces or executing teamed tactics in general. I assumed the WST was intended to make them more comfortable with teaming, because they would be teaming with experienced players who, not to put too fine a point on it, didn't really need much from them. What I'm noticing is that not only is the WST encouraging players to team that clearly don't team often (given how many people I've seen that have never run any of these task forces before or even know what's in them) its also creating a generation of more experienced task force runners that are going from total ignorance to people who can actually explain the tactics of the TF to newer players after enough runs. What that does to teaming in the long run if it persists is something difficult to predict.
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It doesn't even have to be a blaster if you prefer scrappers. I'm mostly curious if there's any time:shard differences between x8 (which is essentially equivalent to a TF capable team short of the componet end reward) and those that play on a theoretical "average intended use" meaning someone with average builds playing average difficulty with whatever radio/tip/contact mission they come across. Of course assuming farmers/min maxers aren't the majority of the current playerbase.
And yes with accumulated incarnate boosts, it will get better. But seeing a baseline helps and we can always just take that baseline and assume we can shave off time because of increased capabilities. |
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Just make it cost four hero/villain merits and there you go, balanced time wise easily.
Brawling Cactus from a distant planet.
Yeah I saw that when you originally posted it (although I had forgotten about it), I think that would also work although it doesn't really address the difficulty issue. If the intent was doing a hard, but soloable arc as an alternative to TFs then simply reducing the rewards for teams solves the reward/time issue but not the reward/difficulty.
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Forcing people to solo is no different from forcing them to team. And the important target from a size of demographic perspective is not pure soloers but rather casual players. Casual players often, but not exclusively solo. We would, to be frank, never notice the loss of pure exclusive soloers. We would not survive the complete loss of the casual players. So any solution that purports to help soloers has to be able to work with more casual (but not necessarily arbitrarily time-limited) players as well. It cannot be targeted at pure soloers and no one else in my opinion. We need to address soloers as a non-exclusive subset of casual players, so that the overlapping class of mostly but not exclusively solo players of average performance work reasonably well, for some definition of reasonably.
** Two, in fact. The first one is mostly mine: it involves creating a structured mission arc that allows for randomizing the mission maps and foes but with a consistent theme, with the in-game story justification that the Well was testing the player in a variety of situations of increasing difficulty. The randomization would be done in a very specific and structured way to prevent mission burn-out, and would have side-tasks designed to assist the player with the escalating difficulty within the mission. The second was inspired by a counter-suggestion by EvilGeko where we use carefully selected Ouroboros arcs to complement the WSTs, but with heightened "challenge settings" and a similar way to earn temporary boosts to counter the increased challenge.
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It's certainly true that the more mobs you fight at once, the faster you can collect shards. Thus, +0/x8 is better than +4/x1.
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So it would be nice to see an Arcana estimation on that to get some perspective.
That's likely, but since this thread is mostly about the reasonable requirements of the conversion method versus through TFs/trials, i'd like to see an Arcana estimation on the time:shard with something other than activity comparable to a full TF capable team which is what x8 represents...(in terms of shard drops, not the end of TF reward).
So it would be nice to see an Arcana estimation on that to get some perspective. |
I was going to do some badge catchup tonight before the next WST, but I think I can squeeze these tests in. I was on a team this weekend where I had the *lowest* badge count on the team. That's never happened to me before while on my badge hunting main. At the time, my badge count was 796. With the new explore accolades and side switching, apparently eight hundred badges is like having two veteran badges. Its cute, in a minimalistic sort of way.
Unfortunately, I'm currently farming alignment merits to try to complete my I19 build updates, so I can't side switch and pick up the bulk of the red side badges on that character yet. Oh well.
Anyway, why 0x2 instead of 0x1? Because I want to see the difference bosses make, and I'm afraid if I go all the way down to 0x1 I'll stop seeing bosses altogether (except at mission end). I'll be satisfied extrapolating downward from 0x2 to 0x1 for now.
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That's likely, but since this thread is mostly about the reasonable requirements of the conversion method versus through TFs/trials, i'd like to see an Arcana estimation on the time:shard with something other than activity comparable to a full TF capable team which is what x8 represents...(in terms of shard drops, not the end of TF reward).
So it would be nice to see an Arcana estimation on that to get some perspective. |
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Erm, don't forget you can swap out the Alphas...
So you could build up to all 8 v-rare Alphas or even all 4 complete Alpha trees, and thats just one of the Incarnate slots, Judgement ETC.
IMO the shard rate needs to be upped a little, probably half way between a Purple Recipe drop and a Vanguard Merit...
Ok, ok, an Orange Recipe drop-ish then.
Shard drop rate will force all of us with altitis onto single characters for the endgame content at this rate.
That will mean less players making alts and buying new slots!
A tweaked shard drop rate may help both situations.
Just my 2 inf.
P.S. I don't mind the inf/shard cost if solo, just give us (all) a fair chance to get the shards needed.
I have a minor point of contention there. While the mission rate [ie, per mission] should be effectively the same, the rate at which the mission is cleared should also be faster with a real team, as opposed to be a solo-diff 0/x8. Since, I'm pretty sure that Shards don't get split amongst the party like other loot drops. If that's wrong, then I hope I do get corrected so I know better .
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A full team steamrolling 0x8 would probably also be bored out of their minds. Solo, I could (and occasionally do) die, so there's real risk and tactics involved. I don't fall asleep in those missions.
(Also, I don't care how strongly you build: no solo build can *completely* ignore *all* the threats in random tip missions. Hand-picked opponents, yes. But I don't think the solo build exists that can *completely* ignore the threats from sappers, quartz eminators, stacked vengeance, master illusionists, DRMs, arachnos assassin's strikes, and the fruit cocktail of powers from Longbow bosses equally well. *Something* will eventually get you, even if you are the world's best stone tank. Maybe only once in a hundred missions, but they will get you.)
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(Also, I don't care how strongly you build: no solo build can *completely* ignore *all* the threats in random tip missions. Hand-picked opponents, yes. But I don't think the solo build exists that can *completely* ignore the threats from sappers, quartz eminators, stacked vengeance, master illusionists, DRMs, arachnos assassin's strikes, and the fruit cocktail of powers from Longbow bosses equally well. *Something* will eventually get you, even if you are the world's best stone tank. Maybe only once in a hundred missions, but they will get you.) |
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Erm, don't forget you can swap out the Alphas...
So you could build up to all 8 v-rare Alphas or even all 4 complete Alpha trees, and thats just one of the Incarnate slots, Judgement ETC. |
Deep progress is orthogonal to alts. For each player there is only so far their efforts will be able to go upward and outward. That's deliberate: each player will have to choose the appropriate balance point for themselves.
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I would prefer a lower cost with a cooldown. Maybe 24 incarnate salvage + 100 million inf on a 1 week cooldown.
As is, this will be more useful to those who run TFs than those who don't.
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There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"
A full team steamrolling 0x8 would probably also be bored out of their minds. Solo, I could (and occasionally do) die, so there's real risk and tactics involved. I don't fall asleep in those missions.
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(This was supposed to be posted an hour and some ago, but real life intervened)
You are correct. It is a carrot. It just happens to be a moldy carrot that had been left in the compost for 6 months. But, it is still a carrot.
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The reason why this was not pursued was because, as Positron stated through Castle, any benefit while doing something will be seen as a penalty when not doing that thing. They didn't feel that fight was worth fighting. The only action for which that was a difficult assertion was actually attacking. Because obviously no one needs a damage buff when not actually attacking.
This psychological trap that associates any circumstantial benefit with a converse penalty is a pox on all game development. Its irrational, and as a result it has only one remedy: psychological trickery. Personally, I'm not fond of that, because it doesn't treat players like adults. But I find its also absolutely necessary because, to use the logic against itself, the devs are always penalized for not practicing it.
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Anecdote. I see a LOT of full teams steamrolling +0/x8 in the communities and PUGs I've been with over the years. It's been pretty common in my experience on Virtue.
(This was supposed to be posted an hour and some ago, but real life intervened) |
Since the Alpha slot, I've been on teams that actually get a chance to crank the difficulty up.
Running +4/x8 LGTFs and ITFs is my ideal vision of Incarnates come true. We can raise the threat we're facing to previously unused levels, and still stampede onwards. We faceplant occasionally and sometimes spectacularly (looking at you, Nictus Ambush) but it's still the most fun I've had with my 50s in ages.
It makes them feel like Incarnates!
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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The point wasn't whether it was possible or workable, but more whether it was reasonable to see such a feature in a "quick and dirty" solution. Even if the actual programming was straight-forward, tampering with the reward system would likely force a Q&A cycle for that change that would not be speedy. In fact, given the devs were just burned on a ginormous bug that made it to live due to insufficient testing, I would expect such changes to be even harder to make without extra vetting.
"Elsewhere" I suggested the possibility of adding a special reward that soloers could actually earn significantly faster than teamed players could, and which would then have a path to crafting Incarnate abilities that could be independently balanced from shard conversions. Is there such a way to create a reward that soloers could earn faster than teams, so that it could not be trivially exploited by teamed players? There is: make a drop that drops on mission complete that only one player can get. If you're solo, you'll get them all. If you're in a team of eight, you're only going to get one every eight missions on average. It won't matter, because the shards you earn will be so much better anyway. For psychological reasons, I suggested each mission drop sixteen of these. Why sixteen? Because in a team of one, you get all sixteen. In a team of two, rather than the RNG sometimes hating one player and having one player get three in a row while the other player gets none, you're far more likely to have each player getting *some* with each mission complete. By the time you get all the way up to eight players on the team, each player will average two, but some might get more and some might get less or none. For solo players, this would be a dependable reward. For teamed players, the bigger the team the more random and unpredictable that reward becomes. For people that both team and solo, the teamed drops become a "lucky/unlucky" lottery ticket, and the solo drops become the dependable path. The nice thing about this idea is that it automatically scales to small teams: its not a "solo vs teamed" solution. Its an autoscaling teamed solution where solo is just the special case of having one person on the team. Shards and this other reward become counter-balancing rewards based on the size of your team. Call these things "splinters." The smaller the team, the more splinters you'll get and the less shards. The larger the team the more shards you'll get and the less splinters. Now you can balance the crafting costs around splinters, without worrying that large teams can farm splinters. They can't. But they won't complain, because they will be swimming in shards, and the crafting costs for splinters will still be far higher than shards. Personally, I think even with the cost of introducing Yet Another Currency, this is a better solution than the quick and dirty one. But contrary to popular belief, the devs don't always do what I tell them to do. Also, while I've put a lot of thought into this idea over the last several weeks, I can only say I think its 90% certain there aren't balance complications lurking within it. I'm pretty sure its one of my more brilliant ideas. I'm not certain its not also one of my more unworkable ones. Edit: I need to add that when I formulated this idea originally, there were some caveats to address exploitability pointed out by myself or others. Its possible that splinters would have to be restricted to only certain mission arcs, ala the WST. Otherwise, it could be exploited by picking arbitrarily short missions. And it would likely need something like the ticket tracking system in the AE to make sure that you only earn all sixteen splinters if you do enough activity in the mission, rather than ghosting it in thirty seconds. If you only kill two LTs and the boss a the end, you might get only four splinters, for example, whereas if you defeat at least half the foes in the mission, you'll get the maximum sixteen. |
Kinda no thanks.
Soloists earning at a fair rate. Good
Random that can totally screw someone. Bad
we have enough random crap in this game already. You could always just make it so that teams got fewer of whatever drop due to more people, so that it's a balance vs task forces.
Team of 1 = 8 per person
Team of 8 = 1 per person
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Well to remove the randomness then the "splinters" could be awarded at the end of the mission equally...
*shrugs*
Also...
What IS the big deal with letting people craft a very rare ability in under a month? Solo or Grouped? Is the game suddenly going to implode because you crafted something in less then a months time? It's a small buff in many ways and not game breaking. If it were game breaking the developers would have changed it in beta.
Christ, games are supposed to be all about having fun and progressing yourself in a fun manner. When did everything get so bogged down in time spent to do x?
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