Thoughts on making Incarnate Access more accessible to single teams.
Certain parts of the Trials do scale down to the minimum and up to the maximum player count and Lambda can already be run with only 8 players.
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Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I'd like to see Threads drop from all 45+ TFs/SFs. Not at the Trial rate mind you, but if you got say 3-5 or more Threads for doing a ITF or a RSF, that would go a long way towards opening up the Incarnate abilities for more players. Seriously, if Tin Mage and Apex award 2 threads at the end, why can;t they award them all the way through?
I like the idea of Astral/Emphyral Merits being added to a reward table at the end, the worry is it would create farming even with a timer limit.

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Have AVs and GMs drop threads for any player with a slot open.
Lose shards entirely and have threads drop instead. Make Alpha junk cost threads now. Still allow conversion of old shards.
In wow as the devs wanted the endgame to progress they had to help push the slow earners to make it so they could experience the end game content.
It went like this:
Round 1: Raids for the hardcore. non hardcore could grind heroics to gear up.
(for us we have i19.5 alpha for non hardcore, and i20 for hardcore) You can do BAF and Lamb with unalphaed+ 50s right now, but its pretty hard.
Round 2: Raids from round 1 are too easy for the hardcore. New level of raids added for hardcore. New currency converstions added for non hardcore to assist in gearing up.
(maybe a i21 that makes a new 10 hour shard to thread conversion of 4 shards to 20 threads? so you can buy commons at the same rate)
There has also been a very intersting idea to add an incarnate mode to all of the current level 45+ TFs. The idea is:
- all mobs spawn level 54
- no temp powers
- threads drop instead of shards from mobs
- random common i20 salvage instead of i19.5 specific salvage
- ixp is earned for alpha/judge/reactive in that order but at a reduced rate relative to trials.
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Alpha already does use threads.
Honestly, I think the devs should just just close their eyes, ignore the consequences to their precious intentions, and make reward merits convertible into astral merits (20 to 1).
Also, allow Astral merits to be convertible into either a single shard or 4 threads.
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True. But it's damned difficult unless those 8 players are already Incarnates with all 3 level shifts.
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Results not typical for a PUG, I'll grant...
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I posted this in one of the other solo/teamed argument threads but it kinda got lost in the whole argument so I figure I'll repost. It's talking about the solo path more than small team path but most of the comments would apply to both.
Originally Posted by Me
As for the solo route, I do think they screwed up there but I think the screw-up was in adding it at all (or at least adding it in the current state). The following is pure conjecture on my part but here goes. I think that the original plan for the Incarnate system was to have no solo path at all beyond the T2 Alpha (or possibly, up to T2 for all the slots but no T3s/T4s). When the WST was released the huge uproar about it changed the plans to include the need for a solo option. However developing an actual solo option would require a lot of developer resources which were not available in the time frame for inclusion in I20 (and indeed adding it in the future would require cutting back on other content). The solution was to add a "buy it" path for soloers but do so in a way that made it unattractive to people doing the trials. Hence we end up with the lol-costs for rare and very-rare components/boosts.
I think that was a poor choice on the part of the devs. Adding the current method is (IMHO) rather insulting to solo players. It basically implies that the devs don't care about giving them a solo path but at the same time want them to shut up about it. IMHO not having a solo path at all would have been... nicer. It would essentially say that the incarnate system is not for solo players rather than the current "sure you can solo the incarnate path" followed by maniacal laughter. Now what if I were in charge of it? I think I would take a middle road. First add in a few repeatable story arcs or missions (of Mender Ramiel style difficulty) which either provide Incarnate XP or even unlock the slots outright (I don't mind the IXP thing but I also don't think it really adds anything to the system). Next change the shard to thread conversion rate a bit (say 10 shards for 20 threads once a day). Finally I'd remove the ability to craft rare/very rare components from shards/threads. The idea would be to make it so that people who solo primarily or exclusively can get their slots opened much more easily (raiders get thier's unlocked essentially for free, I don't see why soloers should not). They can them get them slotted with T2 boosts in a moderately reasonable time frame (you'd need 320 shards which means it'll take some time but isn't completely unreasonable). Getting the T3 and T4 boosts however would require doing team content (either the WST for the Alpha or the Trials for the other slots). Would that be unfair to soloers? Somewhat, after all it's capping their advancement below what non-soloers get. On the other hand the advancement they can get becomes a lot easier. |
Honestly, I think the devs should just just close their eyes, ignore the consequences to their precious intentions, and make reward merits convertible into astral merits (20 to 1).
Also, allow Astral merits to be convertible into either a single shard or 4 threads. |
Though frankly, I'd rather just have all-new, all-brutal solo or small team Incarnate content. And a pony.
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Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
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My opinion, once you have any Incarnate power slotted you should earn iXP, in whatever you are doing. You're 50, you don't get XP anymore and you're an Incarnate so you should be getting iXP.
Shards should be replaced by Threads or vice versa, either way one of them should go.
As far as Astral/Empyrean merits go, I'm fine with them staying in the Incarnate trails only.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
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Locking soloists out of the top-tiers of the system is a bad idea. Very bad.
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The compromise I suggested is to make the solo path as easy (or possibly even easier) than the team path but limit how far it can take you to prevent the situation where running the solo path on a team is the best option.
I agree that the current solo path is a joke. The problem is that if you decrease the costs (I'm talking shard/thread costs, the inf costs I think were a bad idea anyway) enough to make it less of a joke for soloers it would significantly devalue the team path to the point where farming level 50 content on a team of 8 is likely to be faster and easier than doing the trials.
I agree that the current solo path is a joke. The problem is that if you decrease the costs (I'm talking shard/thread costs, the inf costs I think were a bad idea anyway) enough to make it less of a joke for soloers it would significantly devalue the team path to the point where farming level 50 content on a team of 8 is likely to be faster and easier than doing the trials.
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There are people with t4s in all their new abilities already. I don't see how the raid path could be devalued any more than that.
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As for the people already getting T4s, the system the devs implemented bases progression solely on the number of runs with real time gates being very limited. Empyrean Merits (the only time gated reward) are essentially a catch up mechanism for those who run trials less frequently rather than being the primary gate for the system. Now, it's possible to argue about whether the devs should have put more time gates into the team progression system but it cannot be argued that the team progress system is succeeding in it's goal of being the most efficient way for a team to progress.
Locking soloists out of the top-tiers of the system is a bad idea. Very bad.
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And you're going to get a couple of people writing paragraphs long answers about how it's a good idea to alienate a large set of loyal players (those who RP a lot and don't team a lot) in order to make this WoW in Tights. Never mind that the people who play WoW aren't going to leave it; we should still be more like them... apparently. Less like what we are, and more like the unstoppable competition. Yeah, that's worked out REALLY well for all the other games that have tried it and ended up going F2P.
*Grabs more popcorn*
I am not opposed to F2P....
The problem with having a thread on "how" is that it assumes that the question of "why" is already settled.
Wanna play pure solo? Try Champions Online. It is languishing in solo-land now. I stopped playing that to come back here.
The problem with having a thread on "how" is that it assumes that the question of "why" is already settled.
Wanna play pure solo? Try Champions Online. It is languishing in solo-land now. I stopped playing that to come back here. |
Another thought would be that the Devs could change Apex/Tin Mage as 6 person incarnate trials with non-trivial thread/astral merit rewards. Perhaps the current versions could hop over to Ouro.
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The other thread seemed primarily about the 'Should/Shouldn't' argument rather than what steps should be taken to make Incarnate content more accessible to single-group teams.
First of all, I'm going to take for granted that the devs want to reward players for playing in the largest groups they can. Bearing that in mind,I have a few suggestions to tweak the current rates so that players who don't partake of the Lambda Sector and Behavoiral Adjustment Facility trials still have a reasonable way to progress.
First I suggest that the shard to thread conversion be tweaked. Rather than a straight 1-1 conversion, shards should trade 1-2. Add a five to ten conversion that can only take place once every 20 hours. The 10 to 10 conversion should be the 'often as you want' conversion.
It costs about 94 threads to completely unlock a slot and put a t1 enhancer in it. If a player completes both trials in one evening and meets all the objectives to get Astral Merits, and is willing to break up his Empyreans for threads, there's a good chance he can earn 94 threads worth in that time.
By comparison, a player who runs a taskforce (or equivalent) a night might see between 5-7 shard drop each time. It'd not be unreasonable to think he'd have five each day. If he converted 5 each day, then he'd be able to unlock the slot of his choice and put a t1 in it while depending solely on Shard drops after 9-10 days.
The second suggestion I have it to place Astral Merits and Empyrean Merits on the reward table for level 50 TFs at a 50% appearance rate as well as being subject to diminishing returns -- They should only be able to win 1 of each on existing level 50 TFs. Thus, if a player runs four 50 TFs a day, he'll have a pretty good shot for earning the equivalent of 24 threads, but only once a day. That'd shorten the time it takes to unlock and slot a t1 to about 3-4 days.
The last and most important suggestion is a design suggest for future incarnate trial content.
Attempt to include in the mix of content released at least one trial for which the max number of players is 8. Additionally work on changes to existing content so that if you enter them with fewer members, the encounter's mechanics also scale. Say if you only have 8 league members, there will only be five active doors in Lambda facility.
I am certain that others have better ideas than I do, and I'd like to hear them.
Also, please use this thread to discuss the 'how' rather than the 'Why' or 'Should/Should Not' issues.
And moderators, please feel free to merge the two if necessary.