Originally Posted by Samuel_Tow
I have to disagree here. Not completely mind you, but disagree nonetheless. To boil down missions to "go kill" or "go click" is, in my opinion, to miss an easy half of what makes City of Heroes a great game - the story. I've played quite a few games in my time and seen quite a few fictional universes. This one is BY FAR the most interesting, for the simple fact that it's somewhat unusual for a game. I haven't read many comics, so those might be even more interesting (though Linkara makes it clear that they aren't always), but the point remains - the story matters.
|
Multi-group content is not the way.
Just out of interest, what interesting mechanics are you talking about? As far as I can tell, other than the league UI thing, pretty much everything in the iTrials is from other missions in the game (which have been around for years). Maybe I've missed something though.
|
Ok...then YOU make a suggestion then.
I get really steamed when players gripe about something but have NO input as to how to fix it. I don't mean technically, most of us aren't programmers, but with overall theme.
We have several different mechanics with trying to defeat two AVs within seconds of each other. We have Lts who cannot be mezzed and escapees who don't attack at all. Adds who grow stronger if not defeated is very new AFAIK. The Grenade mechanics behind Lamda are pretty challenging too.
There are only so many ways to play checkers. The more complex the game the more ways there are to play. Someone posted a 'Dev for a Day' thread elsewhere on the Forum with some cool ideas on it.
So if you dislike the new Trials so much what would YOU do given the opportunity?
"Comics, you're not a Mastermind...you're an Overlord!"
It's a matter of personal preference. The stories in the game are interesting but at this point I've read them all, either from doing the arc or simply reading the story on the wiki (and for me at least the two methods are equally enjoyable methods of enjoying story). Therefore at this point the story is pretty much irrelevant to me playing and enjoying the game. I like to know it's there but repeating 1 story 20 times isn't really any different from repeating 10 stories 2 times each.
|
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
Okay, come up with an AV fight that is not a tank and spank in any way, shape or form, and NOT incredibly frustrating to anyone trying it for the first time.
|
By the way, I never stated the Tank and Spank(s) were bad, and I've stated dozens of times that I really enjoy the trials. I just clarified the "Kill two Avs within 10s of each" mechanic is not some grand innovation but just another form of Tank and Spank. And there's nothing wrong with that.
AV fights will always invole some tanking and spanking, as AVs are designed to be a match for a whole team - if the AV is replaced with 8 Bosses/EBs, the team won't engage in an epic brawl of 8 one-on-one fights, they'll just gank the bossses one at a time.
Even with multiple AVs, like in the 3rd and 4th ITF missions, teams just concentrate their combined firepower on one, while weakening the others with AoEs - a team will always be strongest when it's focusing on one target.
Making AV fights more complex would start forcing teams to have certain ATs to be successful.
@Golden Girl
City of Heroes comics and artwork
Except in this case, the objective is not to defeat them as quickly as possible but to synchronize your efforts with another team.
Also, the term "tank and spank" has connotations, particularly that both tasks are trivial and achievable through brute force. If you attempt to blindly tank Siege while 9CUs keep coming inbound, hoping random AoE damage will just vaporize them automatically, you'll discover its impossible to tank that encounter in that fashion. Siege will get you, or the 9CUs will get you, no matter how strong you are, if you let them have a free shot at you. In the standard content, people generally focus on the AV knowing they can bring it down fast and knowing any reinforcements the AV calls will pale in comparison and be no threat: if you can tank the AV, its minions are usually not significant. Not in BAF.
Also: sequestration.
Combat is combat: kill them before they kill you. But if you reduce all of combat to those terms and claim its all the same, you've eliminated the possibility for discussing MMOs in an interesting fashion, or at least all combat in MMOs.
The question is the intended level of innovation. An innovative sauce on a steak is still a steak dinner. But that might have been the intent. A steak salad is a different kind of innovative way to serve a steak, and its definitely no longer the normal steak dinner. But its still recognizable steak. Turning it into a granulated powder and mixed into ice cream is a radical innovation in steak dining, in that there's no obvious recognizable steak anymore. But its still just meat on a plate.
So when you say "I wouldn't wave this sort of thing around as evidence of some new or innovative mechanic" I would. For this game these encounters are new and innovative game play mechanics. Sure, they aren't innovative in the sense that the combat is no longer even recognizable as MMO combat any more, but neither the devs nor I think most of the players wanted an unrecognizable encounter. They wanted innovation within the framework of the recognizable game and within that framework we can judge whether something is new and innovative or reused, and to what degree - because innovation is usually a matter of degrees, not absolutes.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
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
All defeat objectives can be characterized that way: take their damage and deal damage to kill them.
Except in this case, the objective is not to defeat them as quickly as possible but to synchronize your efforts with another team. |
Also, the term "tank and spank" has connotations, particularly that both tasks are trivial and achievable through brute force. If you attempt to blindly tank Siege while 9CUs keep coming inbound, hoping random AoE damage will just vaporize them automatically, you'll discover its impossible to tank that encounter in that fashion. Siege will get you, or the 9CUs will get you, no matter how strong you are, if you let them have a free shot at you. In the standard content, people generally focus on the AV knowing they can bring it down fast and knowing any reinforcements the AV calls will pale in comparison and be no threat: if you can tank the AV, its minions are usually not significant. Not in BAF.
|
Also: sequestration.
Combat is combat: kill them before they kill you. But if you reduce all of combat to those terms and claim its all the same, you've eliminated the possibility for discussing MMOs in an interesting fashion, or at least all combat in MMOs. So when you say "I wouldn't wave this sort of thing around as evidence of some new or innovative mechanic" I would. For this game these encounters are new and innovative game play mechanics. Sure, they aren't innovative in the sense that the combat is no longer even recognizable as MMO combat any more, but neither the devs nor I think most of the players wanted an unrecognizable encounter. They wanted innovation within the framework of the recognizable game and within that framework we can judge whether something is new and innovative or reused, and to what degree - because innovation is usually a matter of degrees, not absolutes. |
Sooooo, Tank and Spank 3.0?
Problem with that (as has been noted here and in other threads) is balancing it such that it is do-able by any combination of ATs and powersets. Late-game enemies have so many tricks/cheats/abilities that it's not a trivial task to find that line between "challenging for any 4 random ATs/powersets" and "impossible without resorting to mandatory AT/Powerset"
|
I disagree. Trials still attempt to beat them as quickly as possible but with one catch, kill them within 10s of each other. The speed is still there for sure.
|
Going to have to disagree here as well. I've been on numerous BAFs where we only focus on the AVs and the ambushes are ignored, only to be fodder for the AoEs. I will admit that all but 2 of these BAF examples have come in the past few days. I assume this is due to more players earning their level shifts, judgment and lore abilities. |
I don't think its a coincidence which AV gets which reinforcements.
I agree with the underlying principal about innovation, and, to be honest, I had forgotten about the sequestration mechanic. So, you are right in that this trial, BAF, offers more than the traditional Tank and Spank. |
Marauder's leaping also has a tactical manipulative element. If you can deal enough damage to him fast enough so he keeps leaping around, he will actually keep running away from his own reinforcements. On the other hand if you deal damage to him very slowly, even if you have plenty of time and grenades you will find yourself having to deal with more of his reinforcements as they arrive. That's a little different than your typical AV fight.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
I don't see how that isn't already true of the current incarnate content. The only difference is that it's statistically less likely not to have all your requirements filled with 16 people than with 4, but there are certain things you need in the content already.
|
You put a small max participant count on an encounter and you have a *much* harder task of balancing it without resorting to the mmo holy trinity, or whatever that would translate to here.
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
Going to have to disagree here as well. I've been on numerous BAFs where we only focus on the AVs and the ambushes are ignored, only to be fodder for the AoEs. I will admit that all but 2 of these BAF examples have come in the past few days. I assume this is due to more players earning their level shifts, judgment and lore abilities.
|
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Obviously, you are mischaracterizing this. People in your league are dealing with the adds, they are just doing so more efficiently than in the past. The adds do not just run into melee with the AVs, even when taunted and therefore in order to kill them you have to specifically stop targeting the AV and target the adds. Either you are unaware of people doing this for your league or you are overlooking that fact.
|
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
Farmville is more hardcore than CoH is. At least based on the number of people who seemingly spend all their time playing it.
|
However simplicity attracts...and so...oddly enough, this post is much more important than many would think...even if just being a jestful barb.
I think what it comes down to is that thoughs of us that do not like LARGE Teams or prefer a team no bigger than 2,3,4 people etc. Do not have a problem with people getting content like the Raids that enjoy that kind of thing, but at the same time where is the Incatnte content for those of us who dont. How can the Devs think that oh you can convert shards to get the Incarnate upgrades is an exceptible Solo/small team non-raid way of getting them. Yes it should be slower than Doing the Raid thing but not that slow. Why are we being penalized for our playstyle and not the other?
I say up the drop rate for shards to be inline with other Random drop items(like Vanguard Merits) Or add incarnate stuff to drop from all Level 50 content. That way those that like the Raids can raid and those who dont, do not get penalized for their playstyle, or those who get burned out on the raids can still get a reasonable way to progress in their incarnates.
Obviously, you are mischaracterizing this. People in your league are dealing with the adds, they are just doing so more efficiently than in the past. The adds do not just run into melee with the AVs, even when taunted and therefore in order to kill them you have to specifically stop targeting the AV and target the adds. Either you are unaware of people doing this for your league or you are overlooking that fact.
|
We ignore the adds. They pulled both AVs to the courts, the adds followed and are mopped up accordingly. Got it?
I like when people tell me what I experience.
We ignore the adds. They pulled both AVs to the courts, the adds followed and are mopped up accordingly. Got it? |
The vickies tend to get within melee range, so they'd be hit by the AoE's. The 9cus tend to stay to far out for PBAoE's to hit them (unless they aggro on someone on the FAR SIDE of the group and wade into the mob to get closer... but that usually takes someone taking the time to target and attack them, something you swear isn't happening).
I know from my past experience, MANY of the people (particularly the tanks and melee archetypes) were more-or-less oblivious of the actions others were taking at the periphery. They may never notice the squishies at range getting hammered by those NPC's, or apparently realize that many of these higher-damage AT's are spending their valuable attacks on the NPC's to make up for the lack of situational awareness of the low-dps tankers.
It doesn't take MANY people to manage these NPC mobs, when done right. A tank's taunt (or squishie aoe attack-and-prayer/rez), then pull back to the opposite side of the AV. The NPCs will persue-- crossing into the PBAOE space of everyone fighting the AV's. That's how they meet that fate. Maybe you just weren't aware it was going on?
If you say so.
The vickies tend to get within melee range, so they'd be hit by the AoE's. The 9cus tend to stay to far out for PBAoE's to hit them (unless they aggro on someone on the FAR SIDE of the group and wade into the mob to get closer... but that usually takes someone taking the time to target and attack them, something you swear isn't happening). I know from my past experience, MANY of the people (particularly the tanks and melee archetypes) were more-or-less oblivious of the actions others were taking at the periphery. They may never notice the squishies at range getting hammered by those NPC's, or apparently realize that many of these higher-damage AT's are spending their valuable attacks on the NPC's to make up for the lack of situational awareness of the low-dps tankers. It doesn't take MANY people to manage these NPC mobs, when done right. A tank's taunt (or squishie aoe attack-and-prayer/rez), then pull back to the opposite side of the AV. The NPCs will persue-- crossing into the PBAOE space of everyone fighting the AV's. That's how they meet that fate. Maybe you just weren't aware it was going on? |
I play a Dark/Sonic Defender. I pay attention to green bars...mainly so I can see them hit red and get vengeance and my rez off.
|
Could it be that a few of your tanks were doing a better job than mine at drawing the baddies into the AOE fields of everyone else?
...Mainly a Kinetics controller here. I kinda stay focused on the AV's since that's where the melee guys are clustered near enough to the enemy (for the enemy-targeted heals and buff). I've tried to come to the rescue of the outliers when they get NPC aggro, but they're never close enough to their target to get a heal off em... and then my pets agrro on those NPCs... and then my pets die and they aggro on ME... and then I'm running to the other side of the AV's, hoping to draw the baddies into the middle before I faceplant and become vengeance-bait for others. There were a few times that I felt that "Vengeance" was the most valuable buff I contributed to the team. ;P
I say up the drop rate for shards to be inline with other Random drop items(like Vanguard Merits) Or add incarnate stuff to drop from all Level 50 content. That way those that like the Raids can raid and those who dont, do not get penalized for their playstyle, or those who get burned out on the raids can still get a reasonable way to progress in their incarnates.
|
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
Ok...then YOU make a suggestion then.
I get really steamed when players gripe about something but have NO input as to how to fix it. I don't mean technically, most of us aren't programmers, but with overall theme. We have several different mechanics with trying to defeat two AVs within seconds of each other. We have Lts who cannot be mezzed and escapees who don't attack at all. Adds who grow stronger if not defeated is very new AFAIK. The Grenade mechanics behind Lamda are pretty challenging too. There are only so many ways to play checkers. The more complex the game the more ways there are to play. Someone posted a 'Dev for a Day' thread elsewhere on the Forum with some cool ideas on it. So if you dislike the new Trials so much what would YOU do given the opportunity? |
Secondly, I don't think they need new mechanics, just that someone said the main attraction of them was all the new interesting mechanics and i wondered which ones they meant. The escapees bit are from that fir bolg mission, we already have several 'get the special temp power to hurt the boss/take down his shield' ones (not to mention the destroy the portals to , we have had super attacks with warnings since Proaten (or maybe Reichsman), co-ordinations of teams from the Deadly Apocalypse/Cathedral of Pain/Hollows Trial, Defeating enemies within a certain time of each other harks back to the Thorn Tree respec trial. Badguys who get more powerful the longer they are alive is new, but I don't think its particularly interesting as it can lead you into an unwinable situation. You forgot to mention the new mechanic of auto-failing if you lead Marauder out of the courtyard. Because that one is great!
But, I'm not saying any of that is a bad thing. I like CoH and a nice big mashup of the best bits of other missions into one big multi-team trial sounds pretty good.
My problem with the trials is that they are repeatable content that isn't designed to be repeatable content. I'm making the distinction between contant that can be repeated multiple times on the same character and contant that is specifically designed to be completed multiple times on the same character. The storylines for both Trials make no sense from the point of view of something that one hero or villain would have to do over and over. Compared to the story of Hamidon or the Mothership raid, where we are fighting back threats that will return. We can't stop them but we are preventing them from becoming more of a threat. (Note: not saying the storys are great, just that they attempt to be suitable for that kind of content)
Instead the iTrials story is in a weird twilight zone of too specific (They try that same 'brainwashed resistance plot' every night? with the same length cutscenes to boot) but not continuing or progressing any story or even of being very epic. To me, in terms of storyline they feel like they should be the last mission in a story arc or TF.
So, since you asked, how would I improve the trials? I'd fix the stories so they made sense for someone to do over and over. i.e. Instead of attacking the Lambda Sector, you attack one of many military bases (all can have the same design, since hey, its the military) Cole has set up. If you win, you cripple it but who knows how many he as out there in the multiverse? So, go destroy another one and another and another.
Secondly, I'd add some randomness to them. Maybe this time the guard loadout is a little different, its not Warworks its Seers. Maybe a different AV comes to help stop the problem, maybe different reinforcements are called in, Maybe the experimental serum Marauder takes has a different effect this time. A few aspects of each trial that have a few different variations would mean that each run feels slightly different. Would be more work and harder to balance probably, but make for more engaging repeatable content, in my opinion.
Always remember, we were Heroes.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
(They try that same 'brainwashed resistance plot' every night? with the same length cutscenes to boot)
|
"The same thing we do every night, my dears..."
My characters at Virtueverse
Faces of the City
Just wanted to say that I've also been on one or two BAFs where we completely ignored the adds. Not pulled AVs to spawn, no reinforcement teams, no switching to kill them then back to the AVs. If they happened to wander near enough to the AVs to get hit by splash damage, fine, but nobody was going after them otherwise. The AVs were dying silly fast on those leagues though, so there weren't many ambush waves and the 9CUs didn't really get enough time to power up and become a problem.