Multi-group content is not the way.
It was clear that to add an end game system they would have abandon the rest of the game. And that is what has happened thus far, and may happen in the near future.
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We've been getting arcs at lower levels, TF/SFs, and all kinds of QoL fixes that have nothing to do with Incarnates. Just because you don't like it doesn't make that stuff imaginary.
Stop listening to all the Dooom-criers that paint the future as Incarnate-only. No red name has ever said that would be the case, and they never will.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
I disagree when you say that 12 successful runs per character is not a big number. That's probably more than I have run any single Task Force on a single character throughout my entire stay in this game. In my opinion, that's a lot of times to run one set of content just to slot the most basic set of boosts.
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Even six runs each might be too much for you, but I didn't say 12 runs would be acceptable to everyone. I said it wasn't a large number of runs to expect players to run to unlock all four slots *and* slot common powers in all four slots. Its only 50% higher than the absolute minimal floor of eight runs to perform the eight tasks of unlocking four slots and slotting four common powers. Below that level would be objectively degenerate game design, which is another way of saying objectively stupid without margin for subjective interpretation. 50% higher than the level of effort which would make the devs provably idiots is about as low as you can comfortably go as a game designer.
I like variety. We had it with the Alpha slot - literally any endgame TFs or missions offered significant progress toward it, and I found myself progressing just by playing my Alpha-unlocked characters. I found myself progressing a lot if I went out of my way to run the WST once in a while. |
Understand this: if you don't like or want an end game system, that's a personal preference choice, and that's fine. But if you are saying you wouldn't mind the end game system if it would allow you to play the standard level 50 content and still make the same progress, you're actually asking for something that is contradictory on a fundamental design level with the notion of actually adding a distinct end game system. The end game system you want, we already had, and still have, which was just more of the same. The current end game system is for players who wanted more than just more of the same.
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The end game system you want, we already had, and still have, which was just more of the same. The current end game system is for players who wanted more than just more of the same.
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I understand that the system is just that. Incarnate abilities, incarnate salvage, and incarnate trials are linked in the devs design guide. I think they need to unlink them (or more appropriately link more into the system). While I totally agree that in the short term (4 to 6 weeks from I20 launch) they are likely best to remain linked, I think that quickly they need to bring online an implementation for linking some of the older content into the system
If they could create content faster, I would not mind having new advancement totally in the realm of new content. Since they cannot, I would like them to not abandon the variety of content they have. I am pretty hardcore. The new trials have pleased me greatly, while in the past I have been turned off of all the big team content (CoP, Hami, and Rikti MSR are all unappealing to me). I am surprised at how well I enjoy playing this content as often as I have been playing it (I usually get bored much faster than this). All of that says to me the new trials are full of win (the variety of tasks within each trial is likely what works for me personally).
Still, I know I will soon grow weary. But I will regret that weariness because I will be lacking reasonable methods of advancement anywhere else. I want to run the trials. I also want to run other high end content and get something Incarnatey for it. I truly hope it can happen and happen sooner, rather than later.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
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Alpha was intended to be a bridge to the new end game, which is why you can make progress in it with any level 50 content. But the new end game was going to be different than all the other level 50 content. If all the devs wanted to do was to make more rewards for players to earn while playing *any* of the end game content, there would be no need for a new end game system. The moment the devs said they were working on a new end game system, the one thing that everyone was supposed to be absolutely certain of was that it wasn't going to be indistinguishable from the current level 50 content, which is not really an end game system so much as it is the highest level standard content that happens to exist.
Understand this: if you don't like or want an end game system, that's a personal preference choice, and that's fine. But if you are saying you wouldn't mind the end game system if it would allow you to play the standard level 50 content and still make the same progress, you're actually asking for something that is contradictory on a fundamental design level with the notion of actually adding a distinct end game system. The end game system you want, we already had, and still have, which was just more of the same. The current end game system is for players who wanted more than just more of the same. |
The Ballad of Iron Percy
@Golden Girl
City of Heroes comics and artwork
The Coming Storm will also mostly an Incarnates thing, as it's the next step up after we've defeated Tyrant - although I'm sure there'll be some non-Incarnate tie-in missions too.
@Golden Girl
City of Heroes comics and artwork
It's a temporary situation. If the endgame system came with Issue 1, we'd have exactly one TF(I think...My memory ain't what it used to be, and I was drunk a lot 7 years ago ) to run for shards.
Only having 2 trials to do can get a bit grindy, but only if you let it. There's more coming, so I'm not worried about that aspect. |
EDIT: I'm not feeling the grind myself, but I'm not going hog-wild on my endgame play, either. I'm comfortable with dawdling around, playing my lower level characters and dabbling with the trials when it suits me. So far, only 1 of my characters has any of the stuff unlocked, and she has three entry-tier and one 'incarnate shift"
Are you saying that we're likely to just get more of the same in the future - more choreographed multi-team trials, repeated a dozen or more times to unlock and slot new boosts? Is this sort of thing all I can expect from the future Incarnate content?
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Similarly I would expect each new tier of slots to have it's own salvage. The practical reason for this is to move people into newer and more challenging content. When the next tier of slots are released the new content will almost certainly assume a certain level of access to the old slots (at the very least I imagine it'll assume a +3 level shift) and be balanced accordingly. A new salvage type means you have to do the content balanced around the existing slots to unlock the new ones rather than using the existing slots to faceroll through the existing content.
I'd be somewhat surprised if there wasn't an upconvert from threads to whatever much like shards to threads.
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
I will admit I may be reacting prematurely. I was not the least bit amused that I20 was "CoH: Get Your Raid On". But I also realize I'm hypersensitive to the subject due to my personal history. So I'm trying to be patient, really I am.
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These Incarnate trials are orders of magnitude more accessible. I've found people running leagues on Pinnacle to be accessible and willing to take a chance on players they didn't know. I've found the trials to be quick and enjoyable to play, and recently I took part in a successful 8-man Lambda that comprised of the few players still in the league at the tail end of the day.
Some of this will depend a bit on the community on your server; I've found the members of the Pinnbadges channel to be friendly and accessible, with open leagues frequently advertised in channel. I have no idea what it's like where you are.
I did a lot of raiding in EQ1 during the time of 72 person raids, and I burned out quite badly on that. I still shudder at memory of the all-night session I took part in when the guild I was in finally completed the Rathe Council for the first time. Since those days I've barely raided at all in other MMOs I've played. A little in EQ2, sure, but none at all in WoW.
These Incarnate trials are orders of magnitude more accessible. I've found people running leagues on Pinnacle to be accessible and willing to take a chance on players they didn't know. I've found the trials to be quick and enjoyable to play, and recently I took part in a successful 8-man Lambda that comprised of the few players still in the league at the tail end of the day. Some of this will depend a bit on the community on your server; I've found the members of the Pinnbadges channel to be friendly and accessible, with open leagues frequently advertised in channel. I have no idea what it's like where you are. |
In the end I guess I just don't understand how this style of play can be fun for anyone. I don't think of that as a failing on my part or anyone else's. It's just the way I'm wired, so to speak.
I appreciate you taking the time to offer some encouragement. I still doubt I will give the trials a try any time in the foreseeable future though. I learned the hard way that my personality does not mix well with this type of content. (Raiding for hours 5 nights a week, oh the terrible memories I have of that. I still wonder why I did it.) I get far too frustrated (at both the game and the other players) for it to be something I'd be willing to even attempt. And to actually grind it out over and over like so many people are doing? <shudder>
In the end I guess I just don't understand how this style of play can be fun for anyone. I don't think of that as a failing on my part or anyone else's. It's just the way I'm wired, so to speak. |
If you're avoiding anything to do with the Incarnate system/end game with such revulsion in my opinion it's more to do with your own prejudices than anything that actually exists in the game. i certainly have not been compelled to endlessly run trials. Hell, i haven't even bothered with most of the WTF the last couple of weeks on my incarnates since they all have at least one tier 3. Although some of my lowbies have gotten nice bonuses from them.
The only thing i plan to make a priority in the next week or so is running the new SF. i've already done the new TF a couple times and enjoyed it.
Boycotting the new trials just because you didn't like raids in some other game from years ago is a little... uh... inflexible and prejudicial. But that's just my opinion.
Mind you, overlooking anything that doesn't fit a predetermined opinion and seizing on the slimmest scraps that support it is a very common tendency in all people. Look at G2099... Okay, that's one of the more absurdly extreme examples, but it's a common tendency for everyone.
Dr. Todt's theme.
i make stuff...
Are you saying that we're likely to just get more of the same in the future - more choreographed multi-team trials, repeated a dozen or more times to unlock and slot new boosts? Is this sort of thing all I can expect from the future Incarnate content?
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More sophisticated content will also filter down to lower levels: things like the two new task/strike forces for example. And as they add more trials there will be more opportunities to do different things to unlock the same slots and the higher slots. But fundamentally, level 41 through 50 was the same as level 31 through 40, but with different critters. If you didn't like 31-40, 41-50 was going to be more of the same. Interface through Lore is not going to be identical to the rest of the slots up through Omega, but on the other hand if you don't like the end game so far, I'm not the one to blow sunshine up your skirt and say the other slots will suddenly become magically totally different, because I don't believe that to be a true statement.
If you like and prefer the standard game, its still there and will still be added to, just like they still add level 20 content and level 40 content. They will still add level 50 content that is not an incarnate trial periodically. But level 50 has to share time and resources with the incarnate system now.
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@Golden Girl
City of Heroes comics and artwork
I have no doubt there will also be some Incarnate-only TF's as well. But other than that, yeah that's pretty much what I personally expect from it.
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The Incarnate system is Trial-based - it's co-op multi-team content.
... The Coming Storm will also mostly an Incarnates thing, as it's the next step up after we've defeated Tyrant - although I'm sure there'll be some non-Incarnate tie-in missions too. |
Realistically yes. There might be a few TFs inserted here and there but unless something radically changes I would expect the incarnate content to be trial focused....
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We're extremely likely to get more of the same. I don't think we're likely to get just more of the same, although the tendency will likely be for high-end end game content to be teamed, as it has always been in the past with trials, task forces, and zone events.
More sophisticated content will also filter down to lower levels: things like the two new task/strike forces for example. And as they add more trials there will be more opportunities to do different things to unlock the same slots and the higher slots. But fundamentally, level 41 through 50 was the same as level 31 through 40, but with different critters. If you didn't like 31-40, 41-50 was going to be more of the same. Interface through Lore is not going to be identical to the rest of the slots up through Omega, but on the other hand if you don't like the end game so far, I'm not the one to blow sunshine up your skirt and say the other slots will suddenly become magically totally different, because I don't believe that to be a true statement. If you like and prefer the standard game, its still there and will still be added to, just like they still add level 20 content and level 40 content. They will still add level 50 content that is not an incarnate trial periodically. But level 50 has to share time and resources with the incarnate system now. |
I don't understand why the system needs to be as repetitive as it is, but then, I'm not a game developer. I believe you when you say that it isn't likely to change much.
I'd hoped that this was just the beginning, and that it might have become more accessible and varied over time, but I have a sneaking suspicion that every new issue with Incarnate content is going to be like this, isn't it? We get stronger, only to participate in slightly tougher trials so we can collect rebranded Incarnate Salvage along with newer, better merits, all so we can one day be a part of a swarm of heroes that Tyrant can brag to his cronies about soloing.
Sorry if I'm reading too much into it, but I can't help but feel a little bit bummed. I really want to like the system, but I find little to recommend it as it currently exists. The simple answer is to opt out if I really don't enjoy it, but then I will be opting out of all the future stories this game has to tell, at least as far as the endgame is concerned.
The Ballad of Iron Percy
Always remember, we were Heroes.
I don't understand why the system needs to be as repetitive as it is
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Although I should mention, however, that there is actually a technical reason for the system being at least *somewhat* repetitive. For raids to work, there has to be enough participation to create critical density of players wanting to do the content. So actually, if I20 released with fifty trials, we couldn't actually be doing fifty different trials because there's not enough players to do that. Instead leagues would form that would do a bunch in sequence, from one to the next. If you logged in and joined a team in the middle of such a progress, you would have little choice or opportunity in doing something other than what that team was running along doing. That diffuses the players across a lot of content, creating other problems.
*Some* minimum amount of player-density is required for the end game. And while it probably could have been lower with four trials, or maybe even six, at some point the players would have been spread too thinly. And when you concentrate the players into a smaller amount of content, you will always create some theoretical repetitiveness.
Its actually the reason we don't just keep increasing the level cap. Among other reasons, more levels scatters the players across larger combat level ranges. You actually need a certain number of players to have a certain amount of levels, because the number of high level characters has to exceed a certain amount. Part of the technical reason why CoX end game is what it is, is because the devs have the challenge of adding higher "levels" to the game while still keeping everyone close to level 50 combat performance in at least some sense. We don't have the twelve million players it takes to have an 85 level cap. And even Blizzard was judicious in adding more levels. They have over a hundred times our playerbase and only 70% more levels.
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I've had a blast leading raids on Pinn. Yeah its a little frustrating trying to herd cats when I want to experiment or do something new but by the end of the first week we were knocking out 13 min Lambda runs and getting folks the MoBAF at will. I dunno if I want to try and manage anything bigger yet but keep this kind of content coming.
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If you're avoiding anything to do with the Incarnate system/end game with such revulsion in my opinion it's more to do with your own prejudices than anything that actually exists in the game. i certainly have not been compelled to endlessly run trials. Hell, i haven't even bothered with most of the WTF the last couple of weeks on my incarnates since they all have at least one tier 3. Although some of my lowbies have gotten nice bonuses from them.
The only thing i plan to make a priority in the next week or so is running the new SF. i've already done the new TF a couple times and enjoyed it. Boycotting the new trials just because you didn't like raids in some other game from years ago is a little... uh... inflexible and prejudicial. But that's just my opinion. |
1) Instant death mechanics. Honestly this sort of thing just feels like a cheap shot when it happens.
2) Extremely large team sizes. I've yet to play a game that can handle large numbers of people without lag. I also find these sorts of battles very confusing and find it difficult to operate effectively at all.
3) Necessary to run the exact same content multiple times to achieve real progress. My tolerance for grinding is fairly high, but not that high.
4) Very unforgiving boss mechanics that can lead to a full team wipe in a hurry. (Similar to #1, but I feel it's different enough to merit its own mention.)
5) Extremely pet unfriendly environmental/AoE damage spikes. My favorite characters all have pets (MM's, Dom's, Controllers, my beloved Warshade).
So yeah, from my perspective there's a lot to not like there. I absolutely detest content that has the above characteristics. Others find it challenging and fun, and I accept that. I really don't begrudge them their fun.
I suppose what has really gotten my hackles raised regarding the Incarnate system is both my own history with other games and the player reactions I've seen on these boards. When it first became apparent the Incarnate content was not meant to be solo friendly at all (at least not the definition of solo friendly I personally would use) I participated in a lot of debates centering around that here on the boards. The basic vibe I saw time and again from the opposing viewpoint was very hostile and downright insulting at times. It caused me to revise my opinion of several of the more prolific forum posters from "nice folks" to "absolute jerks" in very short order. A few of them even went on ignore, something I haven't done to anyone in the entire seven years I've played this game.
There's also the looming doubt I have regarding the nature of future updates. I've seen it said many times the Devs won't JUST be developing Incarnate content. However as we all know our Dev team has historically struggled with resource allocation and it often takes them quite a while to get content done. While I have no doubt they will eventually produce non-Incarnate content again, the frequency with which they do so is of concern to me. If I can only realistically expect a content release with something I want to do in it once a year (just an example), why am I continuing to play? It certainly can't be for the companionship. Most everyone I know has either moved to newer games or are busily grinding away at the Incarnate system. One can only solo for so long before it gets boring.
Ah well, just some thoughts I have on the matter. I guess I'm just trying to get people to understand there are valid reasons to not like the system yet still like the game. Not everyone who speaks out against it is a doomcryer, and not all of us are anti-teaming either. The Incarnate system just isn't a good fit for some of us and we're a little concerned how often we'll get content we enjoy going forward. Combine that with the flak we get for speaking out sometimes and well, it leads to all sorts of "fun".
In the end I guess I just don't understand how this style of play can be fun for anyone. I don't think of that as a failing on my part or anyone else's. It's just the way I'm wired, so to speak.
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For me, it's been good to dip my toes back into larger scale encounters without having to deal with guild politics and enormous time sinks. Plus the background to them is entertaining, too.
While i respect your opinion, I just want to break this down a little for ya, as reading something, and actually running it are far different things.
1) Instant death mechanics. Honestly this sort of thing just feels like a cheap shot when it happens.
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Plus, speaking of the towers, they also target pets (renewable) and masterminds (which can soak the damage all day long due to bodyguard mode) If your going for an achievement, having a mastermind in the line of sight of a tower pretty much doubles the possible targets the towers can hit, and allows a lot of its damage to be wasted on renewable targets.
2) Extremely large team sizes. I've yet to play a game that can handle large numbers of people without lag. I also find these sorts of battles very confusing and find it difficult to operate effectively at all. |
BAF as a minimal requirement of 12 players, and a maximum of 24. This is where the league UI comes in handy, and if you really want you can just turn league chat on, and keep your team window open (as most AOE buffs are team wide) and just listen to the league leader.
While the lag can be an issue, i find Lambda and BAF to have much less lag then a Hami raid, or even a mothership raid, so if you can run either one of those without lag you can handle the Lambda and Baf.
3) Necessary to run the exact same content multiple times to achieve real progress. My tolerance for grinding is fairly high, but not that high. |
4) Very unforgiving boss mechanics that can lead to a full team wipe in a hurry. (Similar to #1, but I feel it's different enough to merit its own mention.) |
5) Extremely pet unfriendly environmental/AoE damage spikes. My favorite characters all have pets (MM's, Dom's, Controllers, my beloved Warshade). |
Doms, controllers and warshades, while they do have pets, have a much easier time controlling them due to the pets usually focusing on the target the player is working on as well, and most of the dom and controller pets have some pretty nice resistance/def base, which stack with the destiny buffs making them survive the entire fight.
Another thing you want to consider is that most of the AoEs being thrown around at cones. Almost all the IDF (Imperial Defense Force) is single target, with a few AOE debuffs thrown in. Vickys, the warworks bosses are PURE single target, with the minions and LTs have AOE debuffs, and cone attacks. Also, with most everyone having a t1 judgement power, the additional mobs that spawn usually don't last very long past the alpha, so your pets end up surviving the entire fight.
Again, i can understand where you are coming from, i just wanted to add some insight into the way the fights are actually set up. Paragonwiki and the guides make things out to be much harder then they really are sometimes.
Well, you're entitled to your opinion but if you're curious here's my thoughts on the subject.
1) Instant death mechanics. Honestly this sort of thing just feels like a cheap shot when it happens.
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2) Extremely large team sizes. I've yet to play a game that can handle large numbers of people without lag. I also find these sorts of battles very confusing and find it difficult to operate effectively at all. |
3) Necessary to run the exact same content multiple times to achieve real progress. My tolerance for grinding is fairly high, but not that high. |
1. Locate a point somewhere in the map and kill/click on something there
2. Kill everything on the map.
The only variance is the aesthetics of the mission which also repeat frequently enough that I lose interest. With that in mind the variation in teams is primarily limited to my teammates, what power combinations they have and how they play.
The trials provide the same teammate variation as normal missions and are a lot more interesting than normal missions. Sure, it basically comes down to the same two objectives but they are presented in a more interesting way than with normal missions.
Now in complete honesty, if it wasn't for the powers I probably wouldn't run them as much. This isn't so much an issue with the trials but more about me. When I play I like enjoyable content but I also like to increase in power. Without enjoyable content I wouldn't have any interest in the incarnate system but without the incarnate system I wouldn't have much interest in the trials either since I'd rather play a character that can increase in power. The rate at which I increase in power and the content I run to do so is essentially immaterial as long as I feel liek I'm progressing and the content is reasonably enjoyable.
4) Very unforgiving boss mechanics that can lead to a full team wipe in a hurry. (Similar to #1, but I feel it's different enough to merit its own mention.) |
5) Extremely pet unfriendly environmental/AoE damage spikes. My favorite characters all have pets (MM's, Dom's, Controllers, my beloved Warshade). |
To Adeon and Arbegla: we're just going to have to agree to disagree. I do not think you really understand where I'm coming from. Maybe I'm just not doing a good enough job of explaining myself.
That really long post I made can be boiled down to this: I do not like this type of content design at all. It gives me a headache to play it. However most people seem to thrive on it. I've always known I was a bit of an oddball. It took playing MMO's and seeing the type of content most people find fun to make me realize how far out in left field my point of view apparently is.
To Yarrdware: Love the name.
I hear ya about guild politics. That was part of what drove me away from the raiding scene. I'll never forget the time a guild officer literally ordered me to switch characters and attend a raid because another healer hadn't shown up. It was the last time anyone in that guild spoke to me in game. Thankfully CoH's devs haven't gone with the kind of end game content that leads to THAT sort of behavior. If they had I doubt we'd be having this discussion because I would have already cancelled.
For two issues? (one of which came with a pretty honking big early-game update too)
Of what, twenty?
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."