The Cathedral of Pain and basses


Adeon Hawkwood

 

Posted

Please make it so that when a member of a super group is a lead of a team that everyone in a league can enter the base and not just the individual team there on. Also please make it that all players can enter and not just limit it to a particular morality. This way small sg's can run The Cathedral of Pain trial.



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Posted

I agree - equality for musical instruments in all trials!

Kidding aside, I'm surprised that didn't happen. Makes sense for it to.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
I agree - equality for musical instruments in all trials!

Kidding aside, I'm surprised that didn't happen. Makes sense for it to.
I think that since they where so busy trying to get this and the other aspect of the issue done little things like this kind of got looked over



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Posted

/signed

I have the prestige and the space to set my base up to host a COP and would love to but its a small SG with 2 active members.... SO why bother?

I've enjoyed joining COP trials and think its a shame more people can't be exposed to it do to the limitations. On Virtue we have a couple of SGs now that try to host them on a regular basis but you can't expect those people to miss out on all the new content, and powers, just to give other players a chance to run the trial.


If I may I'd add another suggestion. As I said I enjoy the trial but you folks have this set up to award an imcarnate component but all the times I have done it I have never gotten a single shard. Not 100% certain but I am guessing this has something to do with the fact that none of the Rularuu we battle award INF, XP or drop salvage or recipes. Now the huge end bonus we get for a sucessful run more than compensates but I honestly think more people would be interested if the trial gave them a chance for rewards they can use to increase their incarnate powers. above the Penumbra of Rularuu it awards at the end. This would also make players feel better if they wind up on a failed attempt.

Now personally I have been on a total of 2 that didn't succeed and one was a direct result of the leaders being new to the trial and no one neiong sure WHAT to do. I have been on a lot more that were a success and finished in well under 30 minutes (more like 17 or 18). But the trial allows players as low as 10 level to join and at time it can take 30-40 minutes to recruit 3 full teams. So if a trial fails a player that may have a limited amount of time to play just spent 30 minutes standing around while the trial was formed and then an HOUR trying to complete it and the end result when it fails is ... absolutely nothing to show for their time and efforts.


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
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Posted

Quote:
Originally Posted by Wicked_Wendy View Post
/signed

I have the prestige and the space to set my base up to host a COP and would love to but its a small SG with 2 active members.... SO why bother?

I've enjoyed joining COP trials and think its a shame more people can't be exposed to it do to the limitations. On Virtue we have a couple of SGs now that try to host them on a regular basis but you can't expect those people to miss out on all the new content, and powers, just to give other players a chance to run the trial.


If I may I'd add another suggestion. As I said I enjoy the trial but you folks have this set up to award an imcarnate component but all the times I have done it I have never gotten a single shard. Not 100% certain but I am guessing this has something to do with the fact that none of the Rularuu we battle award INF, XP or drop salvage or recipes. Now the huge end bonus we get for a sucessful run more than compensates but I honestly think more people would be interested if the trial gave them a chance for rewards they can use to increase their incarnate powers. above the Penumbra of Rularuu it awards at the end. This would also make players feel better if they wind up on a failed attempt.

Now personally I have been on a total of 2 that didn't succeed and one was a direct result of the leaders being new to the trial and no one neiong sure WHAT to do. I have been on a lot more that were a success and finished in well under 30 minutes (more like 17 or 18). But the trial allows players as low as 10 level to join and at time it can take 30-40 minutes to recruit 3 full teams. So if a trial fails a player that may have a limited amount of time to play just spent 30 minutes standing around while the trial was formed and then an HOUR trying to complete it and the end result when it fails is ... absolutely nothing to show for their time and efforts.
Well for me the reason is that if i get a item of power i might be able to use that as a recruitment angle since like you there just rely 2 active members. As for the rest i could like to see that too.



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Power corrupts.
Study Hard. Be evil.

 

Posted

Quote:
Originally Posted by Malin0001 View Post
Well for me the reason is that if i get a item of power i might be able to use that as a recruitment angle since like you there just rely 2 active members. As for the rest i could like to see that too.
Er...

The CoP no longer gives an Item of Power.

Wiki entry here - specifically:

Quote:
Items of Power are powerful relics that Supergroups may acquire by completing the Cathedral of Pain Trial. (The Trial was made unavailable on October 11, 2006 due to an exp exploit. It returned in Issue 18, but no longer gives Items of Power.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Er...

The CoP no longer gives an Item of Power.

Wiki entry here - specifically:
yeah, this was the one someone could door sit and be 50 in minutes? or am i thinking another exploit?


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Er...

The CoP no longer gives an Item of Power.

Wiki entry here - specifically:
Thats interesting because according to http://paragonwiki.com/wiki/Cathedra...rial#The_Trial it displays the info like it dose. Looking closer i found that the reason was they put your quoit in the history section rather then the active section. That with what seem to be a reward section saying Alternately, players may select an Item of Power as their reward, which will also reward them with the Power Liberator/Master Thief badge. Then what is the reward for completing this??

Quote:
Originally Posted by Blue_Centurion View Post
yeah, this was the one someone could door sit and be 50 in minutes? or am i thinking another exploit?
No your correct here is the bug from http://paragonwiki.com/wiki/Cathedra...rial#The_Trial

Original Version Exploit

The exploit that led to the original Trial's removal enabled any member of the SG running the trial to run a delivery mission or "fedex" type mission and upon clicking the end contact, the mission would not complete but the character and team would still receive the mission completion bonus. This resulted in several people clicking their way from level 1 to level 50 in a matter of hours, and also allowed the accumulation of large amounts of prestige and influence for various SGs and players.



Knowledge is power.
Power corrupts.
Study Hard. Be evil.

 

Posted

Quote:
Originally Posted by Wicked_Wendy View Post
If I may I'd add another suggestion. As I said I enjoy the trial but you folks have this set up to award an imcarnate component but all the times I have done it I have never gotten a single shard. Not 100% certain but I am guessing this has something to do with the fact that none of the Rularuu we battle award INF, XP or drop salvage or recipes. Now the huge end bonus we get for a sucessful run more than compensates but I honestly think more people would be interested if the trial gave them a chance for rewards they can use to increase their incarnate powers. above the Penumbra of Rularuu it awards at the end. This would also make players feel better if they wind up on a failed attempt.
this is main reason why i do not like CoP much, you get 0 rewards unless you complete it and your fighting +2 rularuu the entire time

i think i mentioned in another thread somewhere that the CoP should be given "incarnate" treatment, as such make it basically an incarnate trial which gives empyrean or astral merit on completion like current, and astral merit for getting to the inner chamber. then make the baddies actually drop rewards and can stay at 52 or be lvl 54 since the AV is already lvl 54 it wouldnt be too much of a problem. the reward table can remain as is but also include incarnate components


as per the OP, i completely agree and as said in other posts, it would make sense to have done this


 

Posted

Quote:
Originally Posted by Malin0001 View Post
Thats interesting because according to http://paragonwiki.com/wiki/Cathedra...rial#The_Trial it displays the info like it dose. Looking closer i found that the reason was they put your quoit in the history section rather then the active section. That with what seem to be a reward section saying Alternately, players may select an Item of Power as their reward, which will also reward them with the Power Liberator/Master Thief badge. Then what is the reward for completing this??
The "Item of Power" you get from running the trial is actually just a small buff that persists for a week. The IoP base item is no longer obtainable.


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
this is main reason why i do not like CoP much, you get 0 rewards unless you complete it and your fighting +2 rularuu the entire time

i think i mentioned in another thread somewhere that the CoP should be given "incarnate" treatment, as such make it basically an incarnate trial which gives empyrean or astral merit on completion like current, and astral merit for getting to the inner chamber. then make the baddies actually drop rewards and can stay at 52 or be lvl 54 since the AV is already lvl 54 it wouldnt be too much of a problem. the reward table can remain as is but also include incarnate components


as per the OP, i completely agree and as said in other posts, it would make sense to have done this
With all the incarnate abilities it's really not that challenging, and the 1 week buff is well worth it.


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Posted

Why not make CoP something you can que for just like Lambda and BAF? that way if you wanted to make items for it you could just do it from your groups own Base... just make it that one member of the formed league (no matter how ya do it) has to belong to a SG with access


 

Posted

Quote:
Originally Posted by Xenophage View Post
Why not make CoP something you can que for just like Lambda and BAF? that way if you wanted to make items for it you could just do it from your groups own Base... just make it that one member of the formed league (no matter how ya do it) has to belong to a SG with access
Getting the team together isn't the problem. I don't mind spending the half an hour to get the 3 teams. The problem is once we do I need to get them in my base since the entrance to CoP is the Raid Teleportal in my base. So if they cant enter my base then they cant do the trial anyway.



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Posted

Quote:
Originally Posted by Zombie Man View Post
Time for Carp Melee!
I have this picture in my head of an Overseer with a "Gone Fishin'" sign hanging off one spike and a fishing pole wedged between a couple more "strolling" off to one of the ponds.

Man I need to lay off the drugs...



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Posted

Quote:
Originally Posted by Malin0001 View Post
Getting the team together isn't the problem. I don't mind spending the half an hour to get the 3 teams. The problem is once we do I need to get them in my base since the entrance to CoP is the Raid Teleportal in my base. So if they cant enter my base then they cant do the trial anyway.
hence my point... it should Que like BAF, so you get the team to gether the leader clicks the portal and a "enter" button comes up for all members like it does when you got to enter BAF or Lambada so basically you get the team together you enter your base click the portal and every one gets an enter button causing them to enter the trial


 

Posted

Quote:
Originally Posted by Xenophage View Post
hence my point... it should Que like BAF, so you get the team to gether the leader clicks the portal and a "enter" button comes up for all members like it does when you got to enter BAF or Lambada so basically you get the team together you enter your base click the portal and every one gets an enter button causing them to enter the trial
The only way this would work is if the was a hospital in the mis and if I'm reading my info right there isn't. Without this players would be tp'ed out of the mis.



Knowledge is power.
Power corrupts.
Study Hard. Be evil.

 

Posted

Quote:
Originally Posted by Malin0001 View Post
Getting the team together isn't the problem. I don't mind spending the half an hour to get the 3 teams. The problem is once we do I need to get them in my base since the entrance to CoP is the Raid Teleportal in my base. So if they cant enter my base then they cant do the trial anyway.

Yeah this is another issue with the whole Base oriented mission start thing. Hero side you lose the ability to recruit Rogues and of course Villan side vigilantes. Now for me this isn't a huge issue I run the trials with a couple of SGs that enjoy hosting and I simply switch to a character that can get in but I've seen a number of trials where someone joined and then discovered that they could not access the base. That caused another delay as we had to stop and re-recruit to replace that member.

I see two solutions to that.. Change the format slightly and allow Rogues to enter Hero bases/Vigilantes ...Villian bases OR as someone suggested switch the trial to a Q based mission like the BAF and LAMBDA. No special mission computer or teleporter required just sign up and log into the system. Of course I know that second would upset a lot of SG bases that spent the prestige to set their bases up but it would make accessing the trial a lot easier and adds addition players to build teams .. heck form up in a coop zone and villains and heroes both can be on the same trial!

/em runs and hides as the SG leaders throw stuff at my head lol


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

Posted

Quote:
Originally Posted by Malin0001 View Post
The only way this would work is if the was a hospital in the mis and if I'm reading my info right there isn't. Without this players would be tp'ed out of the mis.
in the LFG there is the rejoin button :P or they could make something similar for CoP


 

Posted

Quote:
Originally Posted by Xenophage View Post
in the LFG there is the rejoin button :P or they could make something similar for CoP
Anything that keeps people from having to use the mission transporter in base would work even if they made a con in some co-op area



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Power corrupts.
Study Hard. Be evil.

 

Posted

Quote:
Originally Posted by Malin0001 View Post
Anything that keeps people from having to use the mission transporter in base would work even if they made a con in some co-op area
Or just set it up so that the only one who has to hit the Raid Teleporter is the League leader.

That way the SG builders don't get mad (even though stuff sells for the same Prestige cost you bought it for) because the goodies still work.


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Posted

Quote:
Originally Posted by Atilla_The_Pun View Post
Or just set it up so that the only one who has to hit the Raid Teleporter is the League leader.

That way the SG builders don't get mad (even though stuff sells for the same Prestige cost you bought it for) because the goodies still work.
Out side of a raid anything in the base cant be attacked. So even if i did bring in 31 hero's to a vill side base they couldn't damage anything anyway. Beyond that while this would fix people getting in originally it wouldn't if someone died and hit the hospital button.



Knowledge is power.
Power corrupts.
Study Hard. Be evil.