have an option to run tf/sf with fewer than minimum team size
UNSIGNED
Seriously.
This is a Multi-Player Game. It is a Massive Multi-player ONLINE Game
Somethings are going to have requirements to have... you know... Multiple Players.
Not everything has to be soloed.
Not everything has to be duoed.
Sometimes, it's okay to have limitations to make starting some events more difficult.
Sometimes, yes, it's going to be hard to get things going because of the server pop.
That being said, this game does not need to be turned into solo-city where everything can be done without ever interacting with another player or getting outside your own personal comfort field and actually... you know...interacting with other players beyond saying hi at the auction house.
This game does not need to account for every single instance where a player wants to do something and there is nobody else on their server.
If nobody's on your server when you play, go to a different server. If you don't want to transfer, you can always make a new character.
Okay, in all fairness, EU players do get a bit of leeway here since they only have two servers and a really low server pop... But I'm not NCSoft Europe and I don't know what clue-by-four it's going to take for them to do something positive in relation to the game.
Here's the dirty secret behind forced teaming and a lot of other time-sink activities in the game:
Instanced maps
Every instanced map the server generates, along with the spawns that go on it and all the activities happening in it, eats server resources. Accordingly, it is far more efficient a use of resources if the game maximizes the number of players per instance and spreads out the number of instances generated simultaneously.
This is why the devs want us to team, the larger the better. This is why the game originally had things like delayed travel powers, return-to-contact, fedex missions, defeat X missions and so forth, to keep players in the public zones. It probably also had a hand in encouraging the devs to develop zone-based events as new content.
Of course, over the years, Moore's Law has worked its magic and the game's population per server has decreased. The devs are no longer bound by the considerations of 2004. Accordingly, we've seen changes over time like newspaper/radio missions, earlier contact call buttons and the like.
However, I'm willing to bet that the game still hasn't reached the level where the devs would consider it a good idea to have thousands of players running solo-spawned TF maps all over the place. If one 8-man ITF causes server lag, imagine what eight ITFs solo-spawned at x8 would do.
I feel fairly certain that the devs track this utilization curve and when it becomes economical to do so, low-entry TFs will become a QoL improvement.
All task forces should be able to be started by a solo player. I have yet to see a good reason why not.
I also feel they should spawn for the normal task force minimum. Meaning if I want to do a solo ITF, I need to deal with spawns set for 6, including AVs. It would be a shame if the option was added but they were dumbed down to make them easy. |
If you do it with just one person, it is no longer a Task Force and becomes a story arc.
If they ever allow us to run them solo, without padders, I would fully expect them to apply the story arc time/reward ratio to it. Want to solo an ITF? Sure, but now you get 9 merits for it, because it is shorter than a lot of story arcs in the game. Same goes for any of the shorter TFs. Things like Synapse would be worth maybe 20 merits. Just look how much the merit reward of old Posi was reduced when they added it to Ouro and let us solo it, if you want an example. It went from 64 merits to 26 or so. The term "Task Force" itself defines it as inolving multiple people. Look at any real world example of something called a task force, do you ever see a task force that is ONE guy? The most I'll ever expect is the old version added to Ouro after a revamp, just like what happened with Posi. |
for example an LRSF is impossible to solo or duo without a perma mind dom, and a standard run for avg team is maybe 1-1.5 hours, duo or solo it takes around 3-5 hours
if you actually READ the above posts i stated that i do not mind running the tfs in a team but there are times when i want an extra challenge or i simple cannot find enough poeple interested in the same task and would like a way around the current system

On one hand, I can see where you're coming from. Say your build is awesome, you can solo just about anything with ease, tf's most definitely included. And there is nobody responding to your broadcasts in the badge/tf channels, and thus you are forced to either run normal content, change servers and try again, or log off for a couple hours. It can be disappointing. I've done that in the past, and without doubt (being on a low population server and all), it will happen in the future.
However, on the other hand, say everyone everywhere no longer needs to bother looking for members--save for those that can't solo, or an arbitrary "I'm about to start this thing, this is your first and last chance to join me" statement over the channel. All those on characters that want a tf but can't solo are suddenly out of luck, and those that just invite 2-3 people to run the tf instead of a minimum of 6/8? They would have missed out on that if they were just a couple minutes late because the guy stopped looking.
There is some merit to the reduced reward angle, though. Maybe take out the badge reward too? I could get behind that.
If somebody is able to solo a TF, including AV(s) and normal spawn sizes, I don't see a reason to take out the badge or lower the merit reward.
So if the TF requires you to have 8 folks, and you lacking a Rad for the TF, then instead of asking players to switch alts or wait for another hour for a Rad to volunteer, just pick-up the mercenary that fits your group needs.
|
Why not just grab a player and go? Reading your post gives me the impression you are limited to a certain style of play and can't think outside of the box.
Anyhow, for the OP and my 2 inf, I support reducing the TF size. I have a few friends that we would like to duo/trio some of the S/TFs and trials. However, I still believe task forces should be teamed events since they were set up by design for teams. I am aware they can be solo'd, but those are extremes IMO. We don't know if other TFs will get the Posi treatment and redone, balanced for teams. There is a tremendous amount of content that does not require teaming and any player can access.
So change the warning labels.
Hey, this TF should be done with 8 people. You can start it with 4 but it will probably be a pain in the backside and you have a higher chance of failure.
Please stop protecting us from our own stupidity. If we want to run a duo and fail, let us.
UNSIGNED
Seriously. This is a Multi-Player Game. It is a Massive Multi-player ONLINE Game Somethings are going to have requirements to have... you know... Multiple Players. Not everything has to be soloed. Not everything has to be duoed. Sometimes, it's okay to have limitations to make starting some events more difficult. Sometimes, yes, it's going to be hard to get things going because of the server pop. That being said, this game does not need to be turned into solo-city where everything can be done without ever interacting with another player or getting outside your own personal comfort field and actually... you know...interacting with other players beyond saying hi at the auction house. This game does not need to account for every single instance where a player wants to do something and there is nobody else on their server. If nobody's on your server when you play, go to a different server. If you don't want to transfer, you can always make a new character. Okay, in all fairness, EU players do get a bit of leeway here since they only have two servers and a really low server pop... But I'm not NCSoft Europe and I don't know what clue-by-four it's going to take for them to do something positive in relation to the game. |
I spammed every channel I could think of and could not find another to fill that last spot for half an hour. We could have done it with 3, brute, MM and corruptor, but we were unable to start because we could not find another to do the SF.
So your suggested solution to my problem in this case would be to change to a lower population server? Yea that will certainly increase my odds.
Totally disagree. If you have trouble, why not suggest an improvement to the functionality of /search as my latest suggestion thread is about?
Totally disagree. If you have trouble, why not suggest an improvement to the functionality of /search as my latest suggestion thread is about?
|
if a person doesnt want to pad, doesnt matter how good the search button is

Here's the dirty secret behind forced teaming and a lot of other time-sink activities in the game:
Instanced maps Every instanced map the server generates, along with the spawns that go on it and all the activities happening in it, eats server resources. Accordingly, it is far more efficient a use of resources if the game maximizes the number of players per instance and spreads out the number of instances generated simultaneously. This is why the devs want us to team, the larger the better. This is why the game originally had things like delayed travel powers, return-to-contact, fedex missions, defeat X missions and so forth, to keep players in the public zones. It probably also had a hand in encouraging the devs to develop zone-based events as new content. Of course, over the years, Moore's Law has worked its magic and the game's population per server has decreased. The devs are no longer bound by the considerations of 2004. Accordingly, we've seen changes over time like newspaper/radio missions, earlier contact call buttons and the like. However, I'm willing to bet that the game still hasn't reached the level where the devs would consider it a good idea to have thousands of players running solo-spawned TF maps all over the place. If one 8-man ITF causes server lag, imagine what eight ITFs solo-spawned at x8 would do. I feel fairly certain that the devs track this utilization curve and when it becomes economical to do so, low-entry TFs will become a QoL improvement. |
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You...would...wait...an...ANOTHER hour...for a rad??? /BOGGLED!!!
Why not just grab a player and go? Reading your post gives me the impression you are limited to a certain style of play and can't think outside of the box. . |
Some folks would like to finish off Reichman in about 15 min, not a few hours of never ending button grinding...
Some times team composition can make a difference from a TF being enjoyable as opposed to boring and painful or failure.
And once again, thank you for your astute observations of my play style, your insights are so enlightning...
Maybe I should start rendering unbased opinions of yours...
So how is this for return of courtesies:
Looking at your statement, just pick a player and go, it seems you have no capacity to evaluate the repercusions of bad AT compositions in a group for a particular TF, prefering recruiting expedience over TF execution success. Perhaps your thinking out of the box is to play for a mission failure.
I can't help but to wonder, have you ever lead a team in a TF?
Let me share with you an insight into group leadership responsibility:
When you are the group leader and you are putting together a team to do a TF:
1. The players in that group are looking "up to you" to lead them to success.
2. The players are looking "up to you" to balance the team so they can do the TF and get the end reward.
3. The players are looking "up to you" to form a team where "team wipe outs" do not occur, at least not often.
4. The players are looking "up to you" to lead the team to an enjoyable experience.
5. New players are looking "up t you" to explain the why you did what you did, so one day, your investment in time on them, will result with their being able to become a leader of that TF and for a group for you to participate in and be able to relax and enjoy the TF to its fullest.
In short putting a team together and leading it, is not just a send a bunch of invites, take whatever you get, and go with the flow. Well I guess "you" could, but you will not catch me doing that.
I often put teams together in Champions, and do enjoy a very good reputation for successfuly completing those TFs I organized, in a timely and enjoyable manner. Of the hundreds of TFs I had organized, I had only met with failure twice, those were long ago and valuable lessons were learned from those mistakes. Those two failures were a Kahn and ITF, I remember them, for I felt very bad for the other 7 players and felt great embarrassement for my failure in leadership. But perhaps, its just me, but I feel an obligation to my fellow players when they are "looking up" to me to lead them to a successful TF.
Stormy
/signed!
^
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat

Penny...
Some folks would like to finish off Reichman in about 15 min, not a few hours of never ending button grinding... Some times team composition can make a difference from a TF being enjoyable as opposed to boring and painful or failure. And once again, thank you for your astute observations of my play style, your insights are so enlightning... Maybe I should start rendering unbased opinions of yours... So how is this for return of courtesies: Looking at your statement, just pick a player and go, it seems you have no capacity to evaluate the repercusions of bad AT compositions in a group for a particular TF, prefering recruiting expedience over TF execution success. Perhaps your thinking out of the box is to play for a mission failure. I can't help but to wonder, have you ever lead a team in a TF? Let me share with you an insight into group leadership responsibility: When you are the group leader and you are putting together a team to do a TF: 1. The players in that group are looking "up to you" to lead them to success. 2. The players are looking "up to you" to balance the team so they can do the TF and get the end reward. 3. The players are looking "up to you" to form a team where "team wipe outs" do not occur, at least not often. 4. The players are looking "up to you" to lead the team to an enjoyable experience. 5. New players are looking "up t you" to explain the why you did what you did, so one day, your investment in time on them, will result with their being able to become a leader of that TF and for a group for you to participate in and be able to relax and enjoy the TF to its fullest. In short putting a team together and leading it, is not just a send a bunch of invites, take whatever you get, and go with the flow. Well I guess "you" could, but you will not catch me doing that. I often put teams together in Champions, and do enjoy a very good reputation for successfuly completing those TFs I organized, in a timely and enjoyable manner. Of the hundreds of TFs I had organized, I had only met with failure twice, those were long ago and valuable lessons were learned from those mistakes. Those two failures were a Kahn and ITF, I remember them, for I felt very bad for the other 7 players and felt great embarrassement for my failure in leadership. But perhaps, its just me, but I feel an obligation to my fellow players when they are "looking up" to me to lead them to a successful TF. Stormy |
Picking the first seven people that want in and going is a perfectly viable way to run task forces.
Yeah....running a successful TF isn't nearly as complicated as you make it out to be.
Picking the first seven people that want in and going is a perfectly viable way to run task forces. |
You are right that pulling a team together is not that difficult, at least in Champions, the server is blessed with many good players who often volunteer to switch alts to ensure the appropriate mix is there. So yes, you could go inviting blindly at first, and let the team adjust itself, it happens often. But at times, players have specific builds that needs the incarnate material drop for intance, and are reluctant to change (and I can't blame them). So I usually use the last slot, 8th, as a management reserve to ensure the right power pool availabilty is present for TF. In my experience its rare when I have to hold on to the 8th slot for the right "mix" to be present, usually I get what I need based on the emerging group composition by the 5th player, but like always there are exceptions and I try to prepare for them. So taking the first 7 players and go, statiscally at Champions, would be a good bet that the TF will be successfully completed, but I like to hedge my bets :<)
So its not too hard, yet I do take the responsibility of leading a group seriously, and I am not making any assertions of how hard or easy it is.
Stormy
Stormy,
What game are you playing? Seriously, it not this one since it is ridiculously easy. You o obviously think things like tanks/brutes are needed or that you have to have a healer, etc. I truly feel sorry for you with your limited scope of the game. There is so much in it and you are missing it.
And what is the point of your diatribes here? You are not making any as far as I can tell.
Stormy,
What game are you playing? Seriously, it not this one since it is ridiculously easy. You o obviously think things like tanks/brutes are needed or that you have to have a healer, etc. I truly feel sorry for you with your limited scope of the game. There is so much in it and you are missing it. ![]() And what is the point of your diatribes here? You are not making any as far as I can tell. |
/signed. I've asked for this before, and signed it every time it comes up.
If you do it with just one person, it is no longer a Task Force and becomes a story arc.
|
If they ever allow us to run them solo, without padders, I would fully expect them to apply the story arc time/reward ratio to it. |
My biggest problem with TFs/SFs - aside from how hard it is to get a team together for one if you're playing mostly off peak and on smaller pop servers, is that the way they work the story gets told really badly - unless you have the star. I couldn't care less if they gave 0 merits, I just want to be able to play through them, at least once, in my own time and at my own pace.
Especially those which are the culmination of an entire zone's worth of story arcs - Caverns of Transcendance in the Hollows being by far the worst offender, though Katie, the ITF and, I think, Hess, all fall under that category as well.
The "It's a massively MULTIPLAYER" crowd have the new Raids to keep them happy. Opening up the regular TFs and SFs would go a very long way to balance that out with the soloing crowd.
is that the way they work the story gets told really badly - unless you have the star. I couldn't care less if they gave 0 merits, I just want to be able to play through them, at least once, in my own time and at my own pace.
|
Though I do want at least some merits, heh.
Mmm...
Thinking a bit onthe wild side...
In a game also produced by Cryptic, Guild Wars, they did address this situation by letting you hire mercenaries. This way not only you could complete your group numbr wise, you could also provide for the variety of expertise that you would be lacking otherwise.
So in the same tone as Guild Wars does this, why not have the basic set of ATs represented: Generic Tankers, Gneric Blasters, Generic Controllers, Generic Buff Defenders, Generic Healing Defenders, etc.
So if the TF requires you to have 8 folks, and you lacking a Rad for the TF, then instead of asking players to switch alts or wait for another hour for a Rad to volunteer, just pick-up the mercenary that fits your group needs.
If you are alone, then hire 7 mercenaries and go have a ball!
Now I could see the need to develop a MM like control GUI for the mercenaries for the leader to control, it would be best if the leader could share the mercenary control among otehr players for ease of play and efficiency. For example 4 players hire 4 mercenaries, the leader could then set it where each player is responsibble for a mercenary as well as their own alt.
Any thoughts?
Stormy