Want a Notice of the Well solo? That'll be...
Also because it's a Task Force. That's Weekly.
Weekly Task Force. WTF. (plus it's funny ) |
Weekly Strike Target.
WST. There's even a thread of the same name.
I know it might be funny to some, but I will forever read WTF as "what the ****". It's hard to make the distinction when just casually reading Broadcast.
See my above response.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
I don't think I've seen anyone ask this yet, and I know the Dev's aren't letting anything out that they don't want leaked, but just how many Notice of the Wells will we conceivably need? I know there will be those who will want the Ultra Rare on everything, simply for completeness, and most will want at least the Rare on the abilities with a level shift - and we're not sure if all of them will give a level shift at this time. So, let's speculate.
At this time, the only use for a Notice is to get to Rare and above. Using Alpha as the model for the remainder of the nine, and we really have nothing else to go on right now, that will be 9 more Notices if you're only going to the Rare, and 36 for the Ultra Rare. That's not really an awful lot, and may be even less if only some of the abilities give level shifts. Now, they may increase the Notice requirements as you progress up the chain, which is possible, but only known to the Devs at this time.
Will Notices be needed for anything else? Will you need them to unlock further Incarnate abilities? Personally, I hope not. I'm hoping each ability will be unlocked via a mission arc, the same way we unlocked the Alpha. If further abilities only require X number of Notices to unlock, then the End Game will be nothing but a Notice of the Well "grindfest" and I can't think of anything more boring. I still have faith that the Devs are more creative than that.
He'll change his tune in 6 or 7 weeks. Once the playerbase has gotten used to a rotating WTF, and the devs drop Doc Quaterly on us for a week.
WTF indeed. |
And while I would love to see the Shard revamped/opened up to both sides, if it were to happen, I imagine Q would be 'updated' at the same time.
Will Notices be needed for anything else? Will you need them to unlock further Incarnate abilities? Personally, I hope not. I'm hoping each ability will be unlocked via a mission arc, the same way we unlocked the Alpha. If further abilities only require X number of Notices to unlock, then the End Game will be nothing but a Notice of the Well "grindfest" and I can't think of anything more boring. I still have faith that the Devs are more creative than that.
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Let's Dance!
While I doubt that this is an exhaustive list:
-Combining Titans (as indicated by Arcanaville) -Redcap LT upgrades to boss -Elite Boss doesn't downgrade to Lt, assumed to have Boss-like drop schedule. -Calystix the Shaper summons bosses (I think?) -Lord Recluse Boss summon |
I made an attempt to catch up on the thread, but it's moving swiftly, and I'm moving less than swiftly, so if someone else brought this up, my apologies.
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.
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For the first four factions, I faced 1 or 2 bosses per map. For three of them, I think the only boss entities were at the final objective. Enemy quantities varied a bit, of course, and I didn't actually tally the quantities. (I do have logs, so I can probably go back and pull them later)
Freakshow, I ended up with I think six bosses (a few of which respawned, giving me extra boss kills).
Has anyone else had experiences like this?
I know. And Hamidon Mitos have a huge chance to drop a Shard if you spit on them before they die, even if you're solo. The only reason I can think of that you'd raise this point is that you think I was trying to make a point about shard drop rates for soloists. I wasn't. I was responding to a mention of how fast some people can earn shards, and giving an example to reinforce the point. In that context, the means I used isn't as important as the result.
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Uh, I was putting a rebuttal to a suggestion that the crafting path had to be time-gated to a slower rate (once every three weeks, specifically) so that the WST would be the standard and so that no one could earn faster than the once-a-week method.
I was simply pointing out that "WST once a week" is not equal to "earning 40 shards in a week". I care about how fast I, as a soloer, get things. I really don't care how fast people who team get them. |
I also apologize if it seems that I'm calling you out. I don't intend for that, really. Originally, I disagreed with some particular or other and its kind of stuck with me. I'll be sure to let that drop as best I can.
The point was to make the system offer something for the fast players to pursue, while balancing that concern with allowing the slower players to gain the majority of the benefit of the system relatively quickly. It takes only one week to get the one notice it takes to craft a rare alpha, which gets you probably 80-90% of the full benefit of any alpha slot. It then takes more than twice the total resources plus three more notices which takes three more weeks of pursuit to get the very rare alpha, which only adds about 10-20% more strength.
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. |
The issue is gathering shards as a soloist and then having this price tag slapped on it which the hardcore player is going to have far less of an issue with then the soloist will, assuming the soloist isn't a powergamer/farmer.
I think your idea of some sort of single drop that is used to combine and is divided amongst team mates is also a viable solution to the issue of drop rates of shards solo vs grouped. How is a soloist supposed to gather 40 shards + 40 shards + 32 shards + 200mil + all other components just to make one of these very rares in any reasonable amount of time? It's just like a-merit costs on purple recipes where it will take you over half a year just to get 1 purple set doing 1 a-merit every 2 days. The costs are ridiculous, and no everyone shouldn't be kitting themselves out in purples in a week but they should be able to get a full set faster then half a year.
I would by far rather see incarnate trials be trapdoor-ish missions (story arc) for the soloist that would award components or some sort of weekly story arc from oro that's similar to the weekly task force and you'd get flagged for doing either one to keep notices at the weekly gained rate. Forget all this crafting with shards crap for the soloist. Give them the same style option as the grouper to keep it fun.
There is nothing fun about excessive grinds. There was nothing fun about 10,000 monkies and 1,000 is still a lot but doable. Whenever a game mechanic is introduced that makes a majority of players want to avoid it or gouge their eyes out with rusty spoons due to the excessive repetitiveness then it needs to be reexamined and changed. With the current costs in shards and the low drop rate that's this mechanic.
Shard drops are a catch 22. Groupers will accrue them faster due to mass destruction of piles of foes and soloists, who are not farmers, won't. Thus they need to be awarded for completed tasks and not just more random crap drop rates.
Any system introduced into a game should have as many potential viable paths for the greater playerbase and lesser playerbase if possible. Some want raids, that's coming with these new trials. Some want to continue to enhance their characters through small group or solo play in a reasonable time frame. That's not happened yet and with the current proposed system isn't going to happen. Shame too because there are some good ideas in this thread.
In short something like the WTF for Oro missions using the same flag upon completion (so that the wtf'er can't go get 2x the drops) would be a viable alternative to gaining notices for the soloist instead of extreme rare drops and crafting costs that are punitive to the non farming soloist. That way the powergamer can't abuse the system.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
He'll change his tune in 6 or 7 weeks. Once the playerbase has gotten used to a rotating WTF, and the devs drop Doc Quaterly on us for a week.
WTF indeed. |
Personally, I intend to use WTF because I choose to. I don't hound people for using the term "IOs" even though there is no such thing as Inventions Origin, and that Dual and Single Origin enhancements are called that because they affect two or one origins, with no such thing as Training Origin enhancements since "Training" is not an origin. It's like taking the term "dual wield weapons" for a class of weapons which can be dual-wielded, and extrapolating this to "Onyxia Wield" weapons for single weapons dropped by Onyxia, or "Crafting Wield" weapons for weapons which can be crafted by players. It doesn't work that way.
But you don't see me getting indignant when people use the ******* of a term that is iiO, do you?
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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Team of three = 2.66666666666666666666666666666666 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-****?" |
Team of 7-8 = 1 drop each
Team of 5-6 = 2 drops each
Team of 3-4 = 3 drops each
Team of 1-2 = 4 drops each
So 4 drops for the soloist and 1 drop for the people who group all the time, combine to taste for whatever is needed.
Yeah it's predictable but at least no one is getting screwed by the range which I see happen far too often. Oh look billy got 3 purples on this TF run and joey, mack, and janey got zero. Yeah that's fun.
You could even interject some random into it as long as there was a base minimum. Chance that a person at the end would get a single extra drop at 5-8 or 2 at 1-4.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
Guild Wars 2 has some very interesting mechanics that the developers are adding to stop excessive grinding, allow progression solo and grouped, prevent griefers and take some of the sting out of the rng. Looks to be a fantastic game that will cater to the raider and the casual player.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
In my opinion, in some respects its a bit too high, but its not a totally outrageous first cut at it. There's a wide range of soloers, and that is not out of the reach of all of them. Probably most of them in the case of Very Rare, but its not clear that Very Rare needs a quick achievable path for all slots. In the case of Alpha, its Rare that is arguably the "core" peak achievement, and Very Rare is a long term pursuit item. If there are diminishing returns in the other slots, a similar calculus may apply: the compromise between giving fast players something to gun for and giving slower players access to the system is usually to front load: the first 20% of the effort gets 80% of the value, and the last 80% of the effort gets the remaining 20%. To make the system reasonable for the widest possible set of player capabilities, both side will likely have to compromise in some fashion like this.
Moreover, the problem with making a solo path that is embedded in the normal teaming path is that its exploitable (lower case e, not upper case E) by teamed players. They can run task forces and trials for components, and also simultaneously hoover up shards far faster than solo players can. The net result is that the "solo path" is also a teamed path accelerator. If its too quick, the teamed people can do both and go faster than intended. That's one of the many gotchas in trying to do things the "quick and easy" way. A more dedicated solo path would be easier to tweak, so that the disparity between earning can be more moderate. But at the moment, its no small irony that the solo path is bounded in part by the speed of the fastest team. And that's why I don't generally approve of the quick and easy way. The slow and proper way tests people's patience, but the quick and easy way tends to test people's nerves more. |
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
Because the half-a-year player can also get it in a few days?
I'm not sure if this is correct or not, but I heard a rumor that all high level TFs give you a component at the end, so you save on having to make them from Shards. |
People who have a lot of lag and may not be able to participate in these events, or people who have real life commitments that may call them away from the keyboard frequently, or just hate grouping in uncontrollable envornments (read other players) should have viable paths in a similar time frame as the powergamer / hard core grouper.
Their subscription money is just as good as anyone elses and keeps the City Of franchise running.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
He'll change his tune in 6 or 7 weeks. Once the playerbase has gotten used to a rotating WTF, and the devs drop Doc Quaterly on us for a week.
WTF indeed. |
Personally, I intend to use WTF because I choose to. I don't hound people for using the term "IOs" even though there is no such thing as Inventions Origin, and that Dual and Single Origin enhancements are called that because they affect two or one origins, with no such thing as Training Origin enhancements since "Training" is not an origin. It's like taking the term "dual wield weapons" for a class of weapons which can be dual-wielded, and extrapolating this to "Onyxia Wield" weapons for single weapons dropped by Onyxia, or "Crafting Wield" weapons for weapons which can be crafted by players. It doesn't work that way.
But you don't see me getting indignant when people use that kludge of a term that is iiO, do you?
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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Invention Origin is the official name for them Sam.
It makes more sense if you consider the name as the origin of the enhancement itself, rather than the origin of the player/power it affects.
Brawling Cactus from a distant planet.
It's just like a-merit costs on purple recipes where it will take you over half a year just to get 1 purple set doing 1 a-merit every 2 days. The costs are ridiculous, and no everyone shouldn't be kitting themselves out in purples in a week but they should be able to get a full set faster then half a year.
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Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
Which doesn't do the soloist any good. People have issues with lag at mothership raids and lately there have been a lot of complaints of lag on these WTFs. How are people going to do these queued events with this kind of lag when you can have upwards of 48 players?
People who have a lot of lag and may not be able to participate in these events, or people who have real life commitments that may call them away from the keyboard frequently, or just hate grouping in uncontrollable envornments (read other players) should have viable paths in a similar time frame as the powergamer / hard core grouper. Their subscription money is just as good as anyone elses and keeps the City Of franchise running. |
I will disagree completely that they should have pathes that have a similar time frame as a powergamer /hard core 'anything' though. But that's most likely just a difference of interpretation of terms, which is prolly ok in the end. A character that is optimized/well played should perform better. For terms of absurd, should the rate be similar for a blaster who forgoes almost all their primary and secondary in light of power pool abilities? It should be a goal range, the problem, I feel, is that the range on (shard) generation for characters is far too broad, so it creates this ugly mess where something looks very intimidating at the low and mid-range.
My bulk of problem with a time gate [on the combine] is that it doesn't change the time commitment to acquisition, it just encourages the character to log in on every cooldown. A time gate on acquisition [WST, or some of Arcana's theorycrafted ideas] is a different matter, at least then you're logging in to do something more than hit combine on your cooldown .
Let's Dance!
I remember Yahtzee saying something along the lines of "I stopped snickering at Spotted Dick by the time I was 9" when talking about how people will see profanities where others have gotten past the profane meaning of a word or a term.
Personally, I intend to use WTF because I choose to. I don't hound people for using the term "IOs" even though there is no such thing as Inventions Origin, and that Dual and Single Origin enhancements are called that because they affect two or one origins, with no such thing as Training Origin enhancements since "Training" is not an origin. It's like taking the term "dual wield weapons" for a class of weapons which can be dual-wielded, and extrapolating this to "Onyxia Wield" weapons for single weapons dropped by Onyxia, or "Crafting Wield" weapons for weapons which can be crafted by players. It doesn't work that way. But you don't see me getting indignant when people use that kludge of a term that is iiO, do you? |
The enhancement numbers of TOs originate from Training. And the enhancement numbers of IOs come from the new invention you just made. Same as HOs coming from Hamidon.
So...yes, there very much is such a thing if even the Devs say it
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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1 shard. You can only get 1 shard from the end component.
And I have yet to see a 30 minute ITF, despite running with some very good players with some honestly obscene builds. If by 30 minutes you mean 'Ghost absolutely everything you can', well...myeah. Doesn't contribute much to shard earnings, I know that much. |
Too many alts to list.
I'm certainly not of the opinion that speed TFs produce a maximal shard drop rate, but I do see somewhere in the usual range of 0-3 per TF, and I don't have much recollection of getting 0. Even if you ghost a lot of objectives, you still have to defeat multiple boss-laden spawns and often several EBs and/or AVs.
More recent TFs also have some decent defeat requirements, like the defeat counts in the ITF or the spawn clearing required in Tin Mage, or put you in situations where you probably can't avoid needing to defeat lots of "extra" foes, like the end battle in the LGTF. These "required" battles provide pretty high odds of getting at least one shard, even if you blow off most everything else.
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
We're not in high school.