So now CoH is a "raiding" game.
Clouded & EvilGeko:
Ok, fair enough. Speaking for myself, I want Purple Sets for some of my characters, and playing the game for long enough for them to drop/getting enough H-V Merits/earning enough INF looks like it's going to take quite a while. Fortunately, I enjoy playing the game, so it's not a problem for me. (To forestall: I'm not saying the situations are analagous, nor am I putting down anyone who doesn't agree with my POV.) I just wasn't entirely sure what was being said - I was under the impression that an argument other than "They're cool, I want them," was being made. That is, of course, a perfectly good argument in and of itself. So, thanks! |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
What solo or small-team-based content in this game is difficult enough at base level to require Incarnate Abilities?
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One of the reason that top level content in MMOs (not just this one) tends to be team focused is that it is a lot easier to balance content around a large team than for a single person (or even a single person).
Content that is challenging for a veteran player on an IO'd Scrapper is going to be almost impossible for someone on a weaker Character (say a SO'd Defender using one of the less solo friendly sets). Conversely content that is challenging for lower power level characters is going to be trivial for someone on a high end character.
Now to some degree it can be done but it takes effort. Trapdoor is a good example, by favoring ranged attacks over melee he helps balance out the ATs a bit (since melee characters are, on average, stronger soloers than ranged characters).
This gets even more complicated when you start talking about small teams. An Elite Boss that is balanced to present a challenge for 1 player will become trivial for a small team of 2 or 3 players. Good solo/small team content would need some way to scale boss encounters to a much finer degree than is needed in the trials.
The thing is, save for a few select things, most of the things the Devs have said that they're looking into have been either fixed or changed. If you put the things on one hand that they haven't changed or fixed and put the rest of the things on another that they have you should be absolutely staggered.
Things that haven't changed that need it/or fixed: PvP, Base Raids, Bases, Stalkers, Shadow Shard Things that they've looked into and changed: Stalkers, Blasters, Dominators, Defenders (solo damage buff), Side switching, Power Customization, Weapon Customization, Redraw (on some sets), CoP (even if I don't like it), Market Merge, Huge numbers of QoL issues, Inherent Stamina, Bruising on Tankers (minor, but it was a bone that the Tanks had been asking for in some form for a while), Server List Merge There are some long standing issues, but the long standing issues do tend to get looked at, even if they don't get solved - PvP was actually looked at and changed (even if it was for the worse). Bases need love, and Stalkers need....something, but even Stalkers are on both lists for a reason - they've gotten an over haul even if it didn't completely fix the issue (since the issue appears to be systemic and conceptual, and therefore not easy to fix). When the devs declare they're going to look at something in the past few years they actually have a pretty good track record for being up front about stuff. It sometimes takes a while, but it does happen. I think claiming that you don't believe them when they say they're just looking at it is a bit ridiculous. Should you get excited? Probably not. But they're using non-specific language because that's how they talk, and that's how they're required to talk and if they're smart, that's how they have to talk. I wouldn't trust the dev team that speaks in absolutes because there's almost no way you can deliver on absolutes, until you absolutely know you can. The devs have said that they're looking into it. I think they've at least brought themselves enough time to look into it without claiming that they're not going to try to make a fix. |
Although honestly, I can see how some people would be suspicious on this topic given that the "solobility and end game thread" was hammered shut with a rather abrupt "We really appreciate feedback, now shut the hell up and stop providing feedback because we really don't want any more." Doesn't exactly generate a sense of "we're willing to listen." Still, despite that incident, I'd say that given CoX's history of improvement and new content as well as the efforts to maintain a solo-small group friendly system in the past, I do personally expect that they're being sincere with us.
(I suspect the fact that the devs actually do listen is why our more vehement "NAAAAAAOOOOOOO!!!!!!! Don't Let The Whiners get anything except how I like to play! NAOOOO! They're not entitled to have their fun like I am!" kids get so outraged at members expressing a desire for more solo or small group content. They seem to feel they're somehow losing something if another person gets something they want and are thus frigthened by customer feeback that the devs might act on to improve the game for people with other tastes.)
Currently none of it is and that is part of the problem.
One of the reason that top level content in MMOs (not just this one) tends to be team focused is that it is a lot easier to balance content around a large team than for a single person (or even a single person). Content that is challenging for a veteran player on an IO'd Scrapper is going to be almost impossible for someone on a weaker Character (say a SO'd Defender using one of the less solo friendly sets). Conversely content that is challenging for lower power level characters is going to be trivial for someone on a high end character. Now to some degree it can be done but it takes effort. Trapdoor is a good example, by favoring ranged attacks over melee he helps balance out the ATs a bit (since melee characters are, on average, stronger soloers than ranged characters). This gets even more complicated when you start talking about small teams. An Elite Boss that is balanced to present a challenge for 1 player will become trivial for a small team of 2 or 3 players. Good solo/small team content would need some way to scale boss encounters to a much finer degree than is needed in the trials. |
All true. But challenging solo content doesn't necessarily need to involve mega tough bosses. It can include long arcs with varying types of difficult problems to solve. CoX is sorely lacking in "puzzle" challenges, so that is one area they could develop for that's scarsely been touched. They just need to expand their creative thinking beyond the "how many newer, tougher AV's can we throw at the userbase" hacked to death reasoning.
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The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Here is my experience without hyperbole or anything, just where I am at. I am bouncing between CoH and WoW atm, and the problem I am having with both, and why I won't likely be subscribed to either soon, is that most of my play time is expended sitting in a LFG queue. In WoW, its LFG queues for heroics dungeons and the new ZA/ZG, and I am looking at 45-1hr since I am neither a healer nor a tank.
Here, in COH, on Guardian server, I am looking at 30mins on average (despite that the queue says the average wait time is 4-5mins, it isn't), to run an incarnate TF, where i feel not so super as me and my team smash our faces on the content, and I won't even go into how much it sucks as a MM. This is just too much, and what's worse on the COH side of things is you can't run anything else mission-wise while you wait either. I get logged out for going afk about half the time because all you can really do while in the LFG queue is sit tight.
This design model doesn't work for me in either of these games, so there you have it. That's the similarity I see between the two, and its a crappy one that makes both unappealing to me. My 2 cents.
All true. But challenging solo content doesn't necessarily need to involve mega tough bosses. It can include long arcs with varying types of difficult problems to solve. CoX is sorely lacking in "puzzle" challenges, so that is one area they could develop for that's scarsely been touched. They just need to expand their creative thinking beyond the "how many newer, tougher AV's can we throw at the userbase" hacked to death reasoning.
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If a player can only do the puzzle challenge once this isn't to bad since even if they "cheat" and look up the solution online they only get one set of rewards. The problem is a solo/small-team incarnate path needs to be repeatable which conflicts with making good puzzles.
The devs could try and make randomly generated puzzles but the options there are pretty limited and tricky to do in a way that fits with the rest of the game. You'd probably end up with "City of Mini-Games" where the solo-incarnate path involved "boss fights" that had nothing to do with your character and instead involved external things such as a game of chess, a randomized block puzzle or similar contrived scenarios. Now while this would appeal to some people I don't think it's what people want when discussing a solo/small team incarnate path (although actually a chess-themed villain with chess piece minions could be kind-off fun).
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
It can include long arcs with varying types of difficult problems to solve. CoX is sorely lacking in "puzzle" challenges, so that is one area they could develop for that's scarsely been touched.
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While the puzzles can be challenging and interesting initially, it becomes llittle more than a time sink in subsequent attempts once you figure it out. In fact, after about 5-10 runs of the same quest/raid, it becomes rather tedious. So, what ended up happening was that 1 or 2 people would just solo the puzzles while the rest of the raid party isn't even in the zone yet (or fully formed for that matter). It's a nice concept but unless the puzzle is randomized each time, the whole process is just one giant waste of time if you run the mission more than once.
And yet Portal is viewed as one of the greatest games ever made. It's not like MMOs are unique in having access to the internet.
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Single Player Games have different constraints from MMOs.
In detail:
I touched on this in my post but since you bought it up I'll go into more detail. Unless a game uses randomly generated content the ability of a player to consume content far outpaces the developers ability to create it. What this means is that if the player wishes to keep consuming the content they have to repeat content that they've done before.
In a single player game this isn't really a problem, a person will play through the game and then either shelve it or play the same content again for their personal enjoyment. In an MMO however this becomes a problem. Content in MMOs is pretty mcuh required to be repeatable and has rewards attached to it which are balanced based on the time and challenge/skill required to complete the content. Repeating a puzzle that you've done before presents zero challenge to the player (and requires no skill beyond the ability to look up the solution online) so if you're just rewarding based solely on time you might as well have a button that says "push this button 100 times for a reward".
The "solution" would of course be to make randomly generated puzzles. The problem here is how to do it within the context of the game? Portal style world-interaction puzzles are VERY difficult to randomly generate and would require the devs to first make a random map generator (a challenging problem on it's own). A mini-game based puzzle system is a lot more viable, you can design a rule set that allows you to generate lots of variations of the same basic puzzle (Sudoku is a good example of that) but that has it's own set of problems. The obvious one is that it is still subject to automatic solution generators, after all if a computer can create the puzzle then another computer can solve it (this can be mitigated by making the puzzle something that is difficult to transfer to an external system). The second (and more serious) problem is that mini-gmaes throw people out of the system. If you could fully incarnate a character by playing, say, 300 games of Sudoku would you consider that a viable solo path?
About half the people I've seen looking to join the new Trials just called them TFs - which is understandable - they're instanced maps, you gather in one zone to start them, and you're recruited by a leader.
The only 2 raids we have are open zone events that are triggered by the players performing an action in the zone, with anyone able to drop in and out of the raid at any time.
There's also the fact that the Alpha slot was linked to 2 new TFs, plus had the older TFs linked to it with the WST - so it's natural for a lot of players to assume that the 4 new slots are linked to TFs too - plus, the non-Incarnate Trials are also similar to the Incarnate Trials, using a similar design to TFs.
The length and team size of the Incarnate Trials also blurs the difference between them and TFs as well - 8 people doing Lambda Sector in 30 minutes on one map compared to 8 people doing the LGTF in 60 minutes on 5 maps makes the LGTF seem like a more complex and hardcore task.
@Golden Girl
City of Heroes comics and artwork
@Golden Girl
City of Heroes comics and artwork
The Incarnate System has rewards beyond just moving on to the next level (of Incarnate Abilities)?
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From my point of view, the "reward" of the Incarnate system is that your character gets more powerful. For the Alpha slot, you get a little faster, or a little stronger, or a little more durable. The other slots add additional abilities that your character didn't previously posses: pets for melee classes, shields and powerful AoE attacks or debuffs, and the ability to alter the basic nature of many of your other powers. (IE, adding a proc to you attacks to boost damage or debuff the target.)
This is really nothing like Portal, where solving a puzzle results in being rewarded with... another puzzle. Possibly a puzzle with a slightly different set of available tools, but those are built into the design of the puzzle itself. The only upgrades Chell gets in the entire game are being given a gun to allow her to open one portal, and then getting it upgraded to create two linked portals. That's it. That's the sum total of her powers for the entire game.
Trying to continue to make some kind of comparison between CoH and Portal is silly. First, it's like comparing apples and pantyhose. Second, it's a good way to get the thread auto-killed, or at best pruned to the point that it doesn't make any sense.
The fact remains that "Portal-like puzzles" don't work as well in a multiplayer game, and especially not in a situation where you're going to need to run the content repeatedly. Trying to make a "random puzzle generator" is a HUGE undertaking. For one thing, the puzzle generator would probably have to be built to not only design the puzzle, but to solve it - unless you're willing to deal with it randomly generating puzzles that can't be beaten.
In CoH specifically, you'd also have to come up with some form of puzzle that makes any kind of sense in the game world, and that will remain challenging for characters with huge variety of skills, and no guarantee of having any *specific* skill needed by the puzzle. "Jump across the lava without touching it" would be pretty challenging for a "natural" character with only Ninja Leap, completely trivial for a flyer or teleporter, and either easy or really annoying for a Super Jumper, depending on how low the ceiling is. It'd probably be impossible for a character with just Sprint. Pretty much the only way to avoid that problem would be to introduce a randomly generated mini-game that has *nothing* to do with AT or powers at all. And at that point, you're awarding Incarnate Threads for playing Bejeweled, or Plants vs. Zombies.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
The puzzle concept was only one of what could be many suggestions for mission concepts. Recently, I've been running GW(Factions;Nightfall) content and am very impressed with many of the challenges and most not involving mega bosses to be difficult. GW missions are more varied and challenging than most of the solo content in CoX and highly repeatable in a virtually lag free setting. When I take time out to do some CoX stuff, the difference between the two games becomes even more startling. I can barely stand to run the CoX stuff before becoming very bored with the content and irritated with the lag and long load times.
Imagine how much better and inclusive the CoX end game could have been if they had chosen to put their time, money and resources into content with depth and imagination rather than taking the easy way out and creating dozens of trials with nothing but increasingly less imaginative bosses and 20 minute situations to 'challenge' the players. Admit it, few players do these TF's repeatedly because they admire the content - most simply want the rewards and they are willing to put up with any old crap to get them.
I want an end game created with Elegance, Class and Style in it's progression to a phenomenal finale. What we are getting instead is a laggy patchwork of loosely related Trials and Tf's that yield substantial rewards but are not very memorable beyond that.
Here is my experience without hyperbole or anything, just where I am at. I am bouncing between CoH and WoW atm, and the problem I am having with both, and why I won't likely be subscribed to either soon, is that most of my play time is expended sitting in a LFG queue. In WoW, its LFG queues for heroics dungeons and the new ZA/ZG, and I am looking at 45-1hr since I am neither a healer nor a tank.
Here, in COH, on Guardian server, I am looking at 30mins on average (despite that the queue says the average wait time is 4-5mins, it isn't), |
Paragon City Search And Rescue
The Mentor Project
Let me ask you this. Why did you read, "When you all get older you're understand," into my post?
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So I am used to people conveying meaning beyond the simple literal meaning of their words. I am used to doing it myself, and I probably spend much more time than the average person considering the exact words I will use to say something. (Despite this I am often mortified at how my own hurried, last second edits made between missions or some such mangle my careful intent.)
I didn't say that. I discussed how my personal views developed over time. It's simply a fact, that I used to get much more upset about this stuff, but age and experience mellowed me out. I know teenagers who have the same outlook. I know we all read things into other folks posts. I do it, everyone does. But I try (not always successful) to just read what people write and react to that. |
All that said, I am far beyond being a teenager, for better and worse, and while I don't consider myself impatient, I consider your patience unusually deep, based on not only my own sense of patience, but the patience of every MMO player I have ever known to any significant degree. I don't think it's reasonable of you to expect others to share your level of patience, even if we should expect them to have more than they actually exhibit on average.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Clouded & EvilGeko:
Ok, fair enough.
Speaking for myself, I want Purple Sets for some of my characters, and playing the game for long enough for them to drop/getting enough H-V Merits/earning enough INF looks like it's going to take quite a while.
Fortunately, I enjoy playing the game, so it's not a problem for me.
(To forestall: I'm not saying the situations are analagous, nor am I putting down anyone who doesn't agree with my POV.)
I just wasn't entirely sure what was being said - I was under the impression that an argument other than "They're cool, I want them," was being made. That is, of course, a perfectly good argument in and of itself.
So, thanks!
"Strength of numbers is the delight of the timid. The valiant in spirit glory in fighting alone."
- Mahatma Gandhi
Still CoHzy after all these years...