Want a Notice of the Well solo? That'll be...
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 |
I believe its reasonable to have a balance between random rewards and predictable ones. I believe the original suggestion preserves that balance. You're free to disagree. But tell me this: is it ok if I refer to your preference as "this predictability bull-****?"
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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? |
You're looking at it from the perspective of, since its not that much more power, why not let everyone have it quickly, since its not game breaking? You're not seeing it from the flip side, which is that the devs have carved out a deliberately small benefit from the total and allowing the fast players to go chase after it, and that benefit is so small it minimally affects everyone else. To me, the Very Rare Alpha is actually representative of the extreme care the devs have taken not to exclude most players from the vast majority of the system given nominal effort.
Seriously: games are supposed to be fun, but different people have different ideas of fun. Some people like pursuing long term goals. Some people like making model ships in bottles. Its not work: its fun. This game has to address both kinds of fun, and a lot of variants in between. This much is true: the more kinds of things you find fun, the more of the game will be accessible to you. That's not just the way it is, that's the way I want it to be. Something for each player not everything for every player. The latter sounds laudable, but its extremely limiting. What I want is not what you want. Making the game be only the intersection between the two, plus everyone else, is not in the best interests of the game.
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Still, I think it's naive and impractical to think that it's really easy to simply do away with them.
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I thought I had caught them at doing so in other things (Side-switching and A-Merits, for instance; the implementation of Day Jobs; the Invention System in general) and am very surprised to see this not seeming to be so much the case with the Incarnate System.
I truly believe that trying to balance against holding back these top performers is actively detrimental to the MMO industry as a whole. Let them get to the top fast, and let them get bored. I think the game would be better for it; I don't think they're any more significant a potential player base than dabblers and other low-performing players.
Because, as I've said before, the developers don't want you sitting there three days after Issue 20 comes out saying, "Okay, what now?"
The simple fact is that there must be both short-term and long-term content in order for most players to be happy. The problem is that if the developers simply open all of the content up with a trivial amount of time or effort spent on it, the game gets really boring, really fast. That poses a much bigger threat to their long-term subscription numbers than anti-teamers ever could dream of. This is also part of the problem. Most players are focused on one thing: They want the rewards, they want them now, and anything that stands in the way of them getting said rewards must be bad. Game developers know that this is not in the best long-term interest of the game. There are basically two solutions: 1) develop new content as fast as players can consume it, or 2) take measures to slow down players so that you have time for development cycles before everyone gets bored and goes away. Only one of those options is practical. Also, here is an obligatory link to some of Positron's thoughts on timesinks, and also read his thoughts on cooldowns, which is arguably more informative in this context. He's not stupid, he knows that they can be frustrating. Still, I think it's naive and impractical to think that it's really easy to simply do away with them. |
If I take the time to amass 20 A-merits, I don't see a problem with spending them all on day 40(one every two days) compared to spending them as soon as I acquire them.
The problem is that if the developers simply open all of the content up with a trivial amount of time or effort spent on it, the game gets really boring, really fast.
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[ Until Arcana comes back with a better number, i'm going to use the 400 hours for a very rare as a basis for this post. ]
400 hours is not trivial. One of my 50s has 130ish hours on it so let's say getting a very rare is considered "completing" that incarnate level, that would mean completing 1 incarnate level is on par with leveling 3 characters from 1 to 50 in succession.
So if that 400 hour number holds true and the rest of the incarnate levels have the same requirements, that means to "complete" all 10 incarnate levels would be equal to making 30 level 50s and 4 billion inf (400mil per very rare x 10 levels) *from the OP.
Even if the actual number turns out to be half that (200 hours), that's still means 10 incarnate levels equates to getting 10 alts to 50.
If the gap between payouts is too long, that's also bad for the game, or at least for that part of the game. I mean the devs put in the XP smoothing curve because some levels "acted like brick walls" according to Positron in that interview. And i didn't have much of a problem with the XP level progression back then (or i was distracted by other things...not sure)
[Snippet from your link]
No game should ever have a timesink for timesinks sake. A good timesink has you interacting with the game on some level, earning some level of enjoyment or moving the story along. It might be realistic, but keep in mind that you are trying to entertain people here and useless timesinks tend to do the opposite of entertain. |
If it only cost 24 shards to convert to a Notice then I gaurantee you people are going to be doing that was well as the WTF, getting 2 shards per week. For high-activity players 24 shards is not a lot.
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Still takes a good 10+ times as long (in-game) to get a Notice from soloing the recipe (and about 4-5 times as long running random non-WTF tfs) so the WTF remains by far the easiest and fastest option for those willing to do it, and nobody is getting it faster than they do just now.
I thought I had caught them at doing so in other things (Side-switching and A-Merits, for instance; the implementation of Day Jobs; the Invention System in general) and am very surprised to see this not seeming to be so much the case with the Incarnate System.
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This game has to address both kinds of fun, and a lot of variants in between. This much is true: the more kinds of things you find fun, the more of the game will be accessible to you. That's not just the way it is, that's the way I want it to be. Something for each player not everything for every player. The latter sounds laudable, but its extremely limiting. What I want is not what you want. Making the game be only the intersection between the two, plus everyone else, is not in the best interests of the game.
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De minimis non curat Lex Luthor.
If it only cost 24 shards to convert to a Notice then I gaurantee you people are going to be doing that was well as the WTF, getting 2 shards per week. For high-activity players 24 shards is not a lot.
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Originally Posted by Biowraith
While I'd personally put it to nearer 30-40 shards, one solution to the above is put it on a shared cooldown with the WTF - you can get a Notice from the WTF *or* the recipe each week, but not both.
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As examples: You can buy an Alignment Merit the same day you get one from a Morality Mission. You can buy a Gr`ai Matter with Vanguard Merits the same day you can buy one with Shards. The STF and the RSF are on independent Hamidon Enhancer timers, even though both offer you the same type of HO. All TFs and trials are on independent Reward Merit timers. (I actually wonder if the Abyss and Hive Hamidon instances are on different timers - it wouldn't surprise me.)
Just because they can't do it now doesn't mean they can't add it, but adding it may not take trivial time. If it did, I bet we'd have it already.
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
Just because they can't do it now doesn't mean they can't add it, but adding it may not take trivial time. If it did, I bet we'd have it already.
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But as with all suggestions I'm just throwing it out there without worrying about what's involved to implement as that's not something any of us can really judge with accuracy - if it requires too much work/resources then fair enough, if not it seems a good solution to me.
As an anecdotal example, on one character alone, I got 17 shards tonight. I attended a Hamidon raid, went on both the Apex and Tin Mage TFs, and ran a Kahn TF. (Total time for all those activities, around 180 minutes, including time taken to form the Hamidon raid, but not including time taken to form the TFs. That was probably another 15-ish minutes for all three.) I took Reward Merits as my reward from Hamidon, so I also earned something like 133 Reward Merits, a Notice, and a Dimensional Keystone.
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Did a Kahn and ITF myself tonight, 30 merits, 7 shards and a Ancient Nictus Fragment, took a little over a hour (not counting the time it took to form teams for both considering it was Valentines Day). 25 shards and two Notices to go for my Very Rare
Yeah, I have no problem with the suggestion, and I'm not trying to say that not having it now is any sort of reason not to add it. It was asked (perhaps rhetorically) why the devs wouldn't use a solution like this right now, and I wanted to point out that one possible answer is that they currently can't.
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
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
That's 400 hours, or 4 times longer than it takes to level to 50.
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btw it took me 400 hours to level my first 50, referenced in my sig.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
That actually sounds rather painfull. And how did they get in there in the first palce...
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As to my lower end test numbers, I tested my Energy Blaster at 0x2 with bosses off, and my Illusion/Radiation controller at 0x2 with bosses on, and in both cases I completely deslotted my Alpha. I then normalized the kills to one hour and carefully counted them up in herostats.
Blaster kills per hour at 0x2 with bosses off (rounded to nearest whole number)
Minions: 214
Lts: 86
Bosses: 2
Estimated shards per hour given Paragonwiki drop rates: 0.83 shards/hour
Controller kills per hour at 0x2 with bosses (rounded to nearest whole number)
Minions: 232
Lts: 63
Bosses: 12
Estimated shards per hour given Paragonwiki drop rates: 0.89 shards/hour
A couple of notes.
1. That's not a misprint on the Blaster boss numbers. Even with bosses off, there are lots of odd ways to actually get a boss in a mission anyway. In fact, it would be a good trivia question and test of game mechanics to figure out how many there are (I can think of four). In this case, the boss came from a merging Herc
2. In both cases, the number of shards per hour is less than one. That would be pretty slow to get 480 of them, assuming you had to literally get everything with shards, and could not solo above 0x2.
3. 0x2 is not a good setting to get bosses. The boss ratio is 1:5 Bosses to Lts. At 0x8 its much better. Somewhere between the two bosses start to gain in ratio, which improves the shard rate substantially. If you can defeat them without dying. My guess is that you have to solo at or above 0x4 to have a decent shard drop rate.
4. The blaster number actually includes two deaths. Factoring that in, the Blaster and Controller had almost exactly the same kill rate. Which is what you'd expect, actually, at such low numbers. Illusion is not a good AoE damage controller, its not high damage in general, and 0x2 is too low a target count to efficiently deploy radiation debuffs. And when you are averaging only three or four targets, deceive has nothing to work with.
5. The difference between my best measured rate (MA/SR in 0x8) and my worst (En/En in 0x2 no bosses) is a factor of over three to one, and that's not the widest possible range in performance for solo players by far. My guess is that the best solo performance is at least twice as fast as my MA. Balancing just the solo earning rate around a performance spread of six to one or better is non-trivial.
6. Assuming the critical target is Rare for a casual player that doesn't team and only solos at low difficulty, 128 shards at these rates comes out to about 150 hours. That's actually probably within a factor of two of the correct number in my opinion, considering we're talking about the absolute worst case scenario of someone that doesn't convert Vanguard merits, doesn't run the WST, doesn't run task forces that drop components, doesn't team, solos exclusively, and while solo cannot run at higher difficulty. This is the limiting case of someone that has by circumstance or design eliminated every possible way to gain heightened rewards and can do nothing except essentially kill targets one at a time.
I'm guessing this will provide some ammo for both sides of this debate, but its a data point regardless. I think its fair to say that the range of solo shard earning (on average) is likely to be somewhere between 0.75 shards per hour at the low end and 8 shards per hour at the high end, discounting people that are unusually slow in combat.
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You know, this whole thread reminds me of something from not that long ago:
"What? A LotG costs 240 reward merits?! I get 10 merits for a story arc while a Positron TF grants 60?! That is SO UNFAIR TO SOLO PLAYERS!!! Why should I have to team to get reward merits faster, I should get the same number for the same amount of time spent. If a Sister Psyche takes 2 hours and grants 40 merits, I should get 40 merits for 2 stary arcs that take the same time to do."
Anyone else remember that argument that went round and round when merit rewards were introduced? This isn't the first time the devs have given players a more time consuming method of gaining rewards while solo to appease the players who refuse to team for whatever reason.
Bottom line: The devs did not HAVE to give solo players an option at all. But they did, and predictably enough, the complaints started immediately because it takes longer than running a single task force.
It's also no different than PvP IOs costing 35 A Merits. Yes, you have been given an option to avoid the activity that is supposed to reward them, but getting them without doing that activity is going to take a long time.
That says to me that the devs want people to earn their Notices though the WTF and Incarnate Trials, because they made the alternative incredibly time consuming. And looking at recent game history, it is not the first time it has been done like that.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
You know, this whole thread reminds me of something from not that long ago:
"What? A LotG costs 240 reward merits?! I get 10 merits for a story arc while a Positron TF grants 60?! That is SO UNFAIR TO SOLO PLAYERS!!! Why should I have to team to get reward merits faster, I should get the same number for the same amount of time spent. If a Sister Psyche takes 2 hours and grants 40 merits, I should get 40 merits for 2 stary arcs that take the same time to do." Anyone else remember that argument that went round and round when merit rewards were introduced? This isn't the first time the devs have given players a more time consuming method of gaining rewards while solo to appease the players who refuse to team for whatever reason. Bottom line: The devs did not HAVE to give solo players an option at all. But they did, and predictably enough, the complaints started immediately because it takes longer than running a single task force. It's also no different than PvP IOs costing 35 A Merits. Yes, you have been given an option to avoid the activity that is supposed to reward them, but getting them without doing that activity is going to take a long time. That says to me that the devs want people to earn their Notices though the WTF and Incarnate Trials, because they made the alternative incredibly time consuming. And looking at recent game history, it is not the first time it has been done like that. |
If the devs want us to do it that way, fine. I have no problem calling them out on a horrible decision that ignores a large portion of the playerbase in exchange for doing a reptitive task over and over again just like EVERY MMO END GAME EVER.
I think everything's been soloed in the game at least once - apart from the Hamidon
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I don't have pics.
I also don't remember if I got a Hami O....I have a vague recollection that I did, but that could be bogus.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
We're talking about the absolute worst case scenario of someone that doesn't convert Vanguard merits, doesn't run the WST, doesn't run task forces that drop components, doesn't team, solos exclusively, and while solo cannot run at higher difficulty.
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My general conclusion with the entirety of the Incarnate system for pretty much the entire year has been "Sod this! I'll do something else." Earning times and gates aside, until there's something entertaining to actually DO with these Incarnate powers, earning them is pointless. It's like working a job to make money that you never get to spend on anything other than job expenses.
I'm a patient man. I'll give this game a couple of years to see where it goes with it, and provided the rest of the game isn't kneecapped to account for Evil Geko's "greater challenge" mentality, it should all be good.
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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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?
The simple fact is that there must be both short-term and long-term content in order for most players to be happy. The problem is that if the developers simply open all of the content up with a trivial amount of time or effort spent on it, the game gets really boring, really fast. That poses a much bigger threat to their long-term subscription numbers than anti-teamers ever could dream of.
This is also part of the problem. Most players are focused on one thing: They want the rewards, they want them now, and anything that stands in the way of them getting said rewards must be bad. Game developers know that this is not in the best long-term interest of the game. There are basically two solutions: 1) develop new content as fast as players can consume it, or 2) take measures to slow down players so that you have time for development cycles before everyone gets bored and goes away. Only one of those options is practical.
Also, here is an obligatory link to some of Positron's thoughts on timesinks, and also read his thoughts on cooldowns, which is arguably more informative in this context. He's not stupid, he knows that they can be frustrating. Still, I think it's naive and impractical to think that it's really easy to simply do away with them.
We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)