Holy Incarnate Costs, Batman!
There is a long running thread on this very subject over in the development forums. I believe it is entitled "incarnate rewards." It's a conversation worth checking out and joining. Pretty sure Zwillinger and company have been monitoring that thread in particular and writing up summaries to brief the dev team with anecdotal player feedback regarding how the system is or isn't functioning.
Edit: oh and yes, I have one character in particular that has never gotten anything above an uncommon drop (not including her MoBAF free rare salvage). I gave up counting at 75+ trials. Each of my four other incarnates have been able to get at least 2 if not 3 rare drop tables and 3 of them have gotten at least 1 very rare running a mere fraction of the number of trials. The system is still quite flawed IMO and I've pretty much given up on iTrials and returned to developing my mid level alts and lowbie Praetorians out of disappointment and frustration with the inequities of how the reward system currently works. I do every so often still do a trial now and then, if only for giggles and a smug "yup, yet another uncommon drop--system's still broken" feeling. Oh well...
So what can we do to alleviate the irritation of people like me, who really don't want to spend all of their ingame time running trials in the hopes of getting a Rare or Very Rare drop and having one less piece of salvage to pay for crafting?
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Some things in this game are specifically meant to be chased, and the chase is meant to take a long time. Tier 4 incarnate powers are explicitly designed to be pursuit targets. Players that do not enjoy long term pursuits are actually supposed to stop at tier 3.
Put it this way: if tier 4 was easily accessible, the devs would add a tier 5 that wasn't. Get that reduced to being easily accessible, and they would add a tier 6. The last tier is always going to be the one many people can't get without a ton of work, because in the end game system there is always going to be some fraction of it specifically intended for the players that want to pursue a long term reward and are fast at it. By making it have only a relatively small incremental benefit, they make it an unnecessary pursuit for those that don't want to pursue it.
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There's lots of things that could be done, but the problem is that the devs created the tier 4 powers specifically to be long term targets to reach for. That's why their costs are set *massively* higher than the tier 3 powers, but have only very small extra benefits in most cases (ironically, Lore has the best jump from tier 3 to tier 4, a power many people skip).
Some things in this game are specifically meant to be chased, and the chase is meant to take a long time. Tier 4 incarnate powers are explicitly designed to be pursuit targets. Players that do not enjoy long term pursuits are actually supposed to stop at tier 3. Put it this way: if tier 4 was easily accessible, the devs would add a tier 5 that wasn't. Get that reduced to being easily accessible, and they would add a tier 6. The last tier is always going to be the one many people can't get without a ton of work, because in the end game system there is always going to be some fraction of it specifically intended for the players that want to pursue a long term reward and are fast at it. By making it have only a relatively small incremental benefit, they make it an unnecessary pursuit for those that don't want to pursue it. |
At first, I'll admit that I was leery about all the bemoaning I thought was coming from the boards about the trials and the Rares/Very Rares and the Inf costs. I figured that it couldn't really be that bad, and went on my way.
I started running these trials the day the Issue went live, and have been running them on and off since. Some days I ran 3 or 4 of each, some days I didn't run any. I had fun with them, believe it or not, and made a lot of new friends on Protector with the trials.
Then I reached the stalling point, where you have all the lower salvage you need, but no Very Rare drops and not enough Inf to craft them from salvage. As it turns out, the costs and requirements are that bad if they can take a system about continued character progression to a complete halt.
/signed. Not asking to take the costs out completely, just make them more manageable.
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How big is the jump for lore? I was considering going tier 4 for rebirth +regen, the only tier 4 I have is Barrier which I will admit is very satisfactory but I wanted to try rebirth.
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The buff for Lore is +25% damage (Core) or a boss pet (Radial)
EDIT: And yes, I see no problem with it. As Arcana pointed out, these are meant for the obsessive completists who are willing to put in a lot of time to get them, the extra benefit they bring is in no way commensurate with the effort required, and that's entirely deliberate.*
* I do have a character with full T4's, 3 random drops and one crafted from rares. But my alts I just get to T3 and only to T4 if I get a lucky Very Rare somewhere.
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There's lots of things that could be done, but the problem is that the devs created the tier 4 powers specifically to be long term targets to reach for. That's why their costs are set *massively* higher than the tier 3 powers, but have only very small extra benefits in most cases (ironically, Lore has the best jump from tier 3 to tier 4, a power many people skip).
Some things in this game are specifically meant to be chased, and the chase is meant to take a long time. Tier 4 incarnate powers are explicitly designed to be pursuit targets. Players that do not enjoy long term pursuits are actually supposed to stop at tier 3. Put it this way: if tier 4 was easily accessible, the devs would add a tier 5 that wasn't. Get that reduced to being easily accessible, and they would add a tier 6. The last tier is always going to be the one many people can't get without a ton of work, because in the end game system there is always going to be some fraction of it specifically intended for the players that want to pursue a long term reward and are fast at it. By making it have only a relatively small incremental benefit, they make it an unnecessary pursuit for those that don't want to pursue it. |
And I agree with it!
Want to get them quick, one can always run many an itrial to get the needed components.
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If they're truly meant to be a "long term goal" then they shouldn't be part of the random reward table at all, or at least limited to very successful trials, such as full Master runs. Either they're a long-term goal or they're a lottery win. Pick one.
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You don't have to pick only one. I wouldn't. Lottery wins matter most when they offer the potential for dramatic rewards. Winning a two dollar lottery is meaningless. Lotteries where people only win things everyone can get whenever they want quickly is equally meaningless.
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Or similarly, the lotto tickets, where there's a plethora of low-value instant win prizes that aren't that great or worthwhile, but give you a sense of 'winning'.
I will say though, I do think the merit system works really well to facilitate that.
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Well, I'd argue something there in terms of game theory. Look at electronic slots, and you'll see that you never lose. It's just incredibly rare to win more than you spent.
Or similarly, the lotto tickets, where there's a plethora of low-value instant win prizes that aren't that great or worthwhile, but give you a sense of 'winning'. |
In other words, lotteries have a really big prize and a ton of tiny prizes to confuse monkey brains not evolved to properly evaluate the return on investment in such a situation.
I will say though, I do think the merit system works really well to facilitate that. |
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So, if I'm getting the overall reaction, a lot of folks are happy that this casual-friendly game is essentially telling the folks who would like to continue to play casually will never have the penultimate capabilities advertised. Casual players won't get the money required by these things. Casual players won't be hitting both Incarnate Trials (soon to be all three) every day, multiple times a day, to get the Empyrean Merits and different Randomly Rolled Reward Tables.
Frankly, I'm getting to the point where playing these Incarnate Trials over and over and over and over and over and over again is far beyond ludicrous. I keep losing my patience with them, especially when I get punted from the server because I decided to check my Incarnate Trees to see what salvage I need for my next recipe.
I'm hoping that the future has more options available to players to unlock these things (namely, would it really be so wrong to have Shard recipes made for them?), because the current "Lottery" system is hair-rippingly aggravating.
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I think you mean ameliorates that. The merits don't assist the random rewards, they parallel them to provide a constant reward path that contrasts the random one.
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And I agree with it!
Want to get them quick, one can always run many an itrial to get the needed components. |
And 'many an ITrial', eh? Weren't you the one harping on about 'don't grind' or 'it's not a grind' or some such utter guff?
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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When it comes to the Incarnate Trials, it IS a grind if you want to get the top tier stuff, no matter what you do. It's a grind.
And I'm sorry, but this game is starting to turn into work, it seems to me. Five tip missions and two Incarnate Trials per day, plus the alignment mission every other day, plus the WST once a week...just for one toon, just to keep up with the current "stuff" in City of Heroes. I've given up on tip missions and A-merits almost entirely, and I'm about to go the same way with Incarnate Trials.
Yay. Another Trial to grind with vast likelihood of failure and frustration...
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So, if I'm getting the overall reaction, a lot of folks are happy that this casual-friendly game is essentially telling the folks who would like to continue to play casually will never have the penultimate capabilities advertised.
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And as Arcanaville notes, the difference between the T3 and T4 powers is almost negligible. I have several Incarnate characters with T3 powers, and see no reason to bother with T4 for all but one character, and I'd only bother with T4 on one power.
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When it comes to the Incarnate Trials, it IS a grind if you want to get the top tier stuff, no matter what you do. It's a grind.
And I'm sorry, but this game is starting to turn into work, it seems to me. Five tip missions and two Incarnate Trials per day, plus the alignment mission every other day, plus the WST once a week...just for one toon, just to keep up with the current "stuff" in City of Heroes. I've given up on tip missions and A-merits almost entirely, and I'm about to go the same way with Incarnate Trials. |
Just don't.
WHenever something in the game becomes a grind for me I find somthing else to do. It is true that I only have 1 Tier 3 on one of my heroes but that is enough for me.
Currently I am learning how to lead TF teams and that is fun for me. And no grinding either.
Eventually I might get a Tier 4. Or maybe not but I am in no rush to get there.
Enjoy your day please.
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You mean the "ultimate" capabilities. Penultimate means the next to last.
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Regardless of the fact, even the Tier 3's are difficult to acquire with the system as-is. The lottery system is... Suffice it to say, it's aggravating. There are players who are STILL complaining that they have yet to get a Very Rare table, and these are folks who complete the Trials regularly.
And, yes, there are still folks who don't know how to do a Trial properly, so failing them is still a possibility.
Now that's just plain rude.
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EDIT: Yes, I know the title says "Incatnate". I have typo-itis. Sorry. "Incarnate". Fixed! :-) ~Moderator 13
So I've been working on Incarnating my Electric/Storm controller, whom I love dearly. She's got two of each third tier (except Lore, which I'm quite frankly ignoring completely) and I have been running trial after trial praying for a Very Rare table to drop with no luck (despite one of my scrappers getting it twice in the two trials I've done with her).
So I decided to look up how much it would, ultimately, cost me to make the Very Rares so I can finally get my Tier Fours slotted in Interface, Destiny, and Judgement. Mind, the ONLY salvage I still need for these three slots is a Forbidden Technique, a Thaumic Resonator, and a Living Relic. Everything else, I've either gotten off of the reward tables or managed to create using Threads.
To craft 3 Very Rare salvage pieces, you need four Rares for each one. To craft a Rare, you need four Uncommons.
So, for the first step (Uncommons to Rares) I'd need:
1,200,000,000 influence (that's 100,000,000 x 12)
12 Cytolic Infusions
12 Dimensional Pockets
12 Gluon Compounds
12 Worn Spellbooks
Then, for the second step (Rares to Very Rares) I'd need:
Another 1,200,000,000 influence (that's 400,000,000 x3)
3 Ancient Texts (crafted in the last step)
3 Exotic Isotopes (crafted in the last step)
3 Semi-Conscious Energys (crafted in the last step)
3 Superconductive Membranes (crafted in the last step)
So, either I need to run a grand total of 90 Incarnate Trials to get 90 Empyrean Merits to craft the Very Rares, or I need to shell out 2,400,000,000 influence and (again) spend a lot of time running Incarnate Trials. I hate to say it, but those trials get boring after a while. When you run them over and over and over again every day, eventually, you never want to see another War Walker ever again.
So what can we do to alleviate the irritation of people like me, who really don't want to spend all of their ingame time running trials in the hopes of getting a Rare or Very Rare drop and having one less piece of salvage to pay for crafting?
Here are a few ideas.
1.) Make the influence crafting costs a little lower. It shouldn't cost as much to make the Rare materials for the Very Rares as it costs to make the Very Rares themselves. That's a grand total of 2,400,000,000 influence-and if you're crafting for all four slots, the price jumps up to 3,200,000,000 influence. How many players really see that much inf pass through their hands and are willing to spend it all on one character? Obviously, I am, but I'm having to funnel all the influence my other characters make onto that character to do it.
2.) Make Astral Merits useful! So you're getting around 6-8 Astral merits per Trial run. You can break them down into Threads...and that's all. What if you could upgrade, say, 20 Astral merits into an Empyrean merit? That's at least 3 Trials worth of Astral merits, for one Empyrean merit. That would definitely make things go a little faster when it comes to working on the Very Rares!
3.) Increase the drop rate for Rares and Very Rares. I know it'll never happen, but I figured I'd add it to the bottom of the list anyhow. It's the long-shot idea.
Anyone else having a frustratingly difficult time getting all of your Tier Fours slotted on a character? Would you ever consider just crafting them all instead of waiting for them to drop? And do these costs seem ridiculously high and time-consuming to anyone else?