Remove the timers from the powers on the LRSF and STF


Adeon Hawkwood

 

Posted

You heard me right. 5 hours might seem like a lot to some people, but to others it's a race, and an unnecessary one at that. It really makes these challenges seem more of a sit down, which can be very, very annoying. If you have people DC and begin to stagger on time, you're in big trouble. Also, some people are short on time and enjoy running TFs/SFs over a couple of days with some friends. This is impossible to do with Statesman's Task Force and the LRSF.

Now I realize these challenges have become mighty easy as of late, what with Incarnate powers and all, but not everyone who runs these are going to be using their Incarnate characters for Every. Single. Run. Take that into account, especially when considering unforseen complications.


Also, as an added bonus: GIVE EVERYONE ON THE TEAM THE TEMPORARY POWER

If the person who has this ability crashes, has to leave, goes afk for too long, or is struck with some unforseen complication, then the entire Task Foce/Strike Force is botched. It's over. Your team is done. You will have to reform, and for some people this is both a rage-inducing experience and a big fat waste of time.


 

Posted

Ummmmmmm, what?

I don't even know where to begin. I think I will just sum it all up with this....

/jranger

Trials/TFs/SFs were designed to take up a "considerable" amount of time. It was done to make them feel like an epic encounter. Granted, that is nowhere near the case, but that was the design. If you want to take a few days to run a single TF/SF/Trial with friends, that is all well and good. But changing the temps on the RSF/STF to accomodate a very small subset of players, no. If you are worried about the person that gets the temp DCing, then make sure you get the temp, or even the team lead.

Both the STF and RSF are just fine as they are.



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Posted

Quote:
Originally Posted by Bookkeeper_Jay View Post
Also, some people are short on time and enjoy running TFs/SFs over a couple of days with some friends..
...people actually do this?


@Demobot

Also on Steam

 

Posted

I tend to agree with this suggestion. Sure, it's not something many people will care about but similarly there is no real purpose to the temps having an expiry time on them. Chances are either you will complete the TF in time or you'll fail it for other reasons. The timer just causes problems for those few who, for whatever reason, don't want to do it all in a similar setting.

I'll also point to the Khan TF as an example of a TF where the "better" option is applied. Each team member gets a Dimensional Grounding Ray with 10 charges despite the fact that you only need 1 charge, total, to complete the TF (baring the occasional bug).


 

Posted

Quote:
Originally Posted by St0n3y View Post
Ummmmmmm, what?

I don't even know where to begin. I think I will just sum it all up with this....

/jranger

Trials/TFs/SFs were designed to take up a "considerable" amount of time. It was done to make them feel like an epic encounter. Granted, that is nowhere near the case, but that was the design. If you want to take a few days to run a single TF/SF/Trial with friends, that is all well and good. But changing the temps on the RSF/STF to accomodate a very small subset of players, no. If you are worried about the person that gets the temp DCing, then make sure you get the temp, or even the team lead.

Both the STF and RSF are just fine as they are.

Thanks for being "civil". Yes, I realize that those pieces of content take a lot of time, there's no need to tell me why. What I disagree with, is the 5 hour limit imposed on the team and the chance of someone who has the temp quitting or DCing for the night. "Making sure you get the temp" is an unacceptable answer. What if I run the risk of DCing? The temp should be spread across the team to remove the headache that follows with this. At least in Lambda you have a chance to actually acquire any temps you missed rather than being completely penalized if someone with acids or grenades DCs and is unable to rejoin.

Quote:
Originally Posted by Demobot View Post
...people actually do this?
Harr-harr.


 

Posted

The STF and LRSF are supposed to be hard. Yes, they're pre-Incarnate content and incarnate powers tend to trivialize them. Yes, they're not balanced around IOs, like all PvE content, so fancy IO builds also tend to trivialize them.

But still, they're supposed to be hard tasks above and beyond a typical task force and they expect a certain level of commitment from players.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

On the other hand, it's not like the simple removal of a time limit on one single power is suddenly going to trivialise the entire taskforce. For those who don't take that long, or DC, or whatever it changes precisely nothing. It'd help a few people out, and not hurt anyone in the process so why not? Unless making the power not timed is harder than it sounds but I really don't see why it would be.


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Posted

I've never had this particular issue but I see no reason to change things to accomodate more players


 

Posted

Quote:
Originally Posted by Cheetatron View Post
I've never had this particular issue but I see no reason to change things to accomodate more players


I'm glad to hear you've never had this issue. Unfortunately people have had this issue, myself included.


 

Posted

Quote:
Originally Posted by Vanden View Post
The STF and LRSF are supposed to be hard. Yes, they're pre-Incarnate content and incarnate powers tend to trivialize them. Yes, they're not balanced around IOs, like all PvE content, so fancy IO builds also tend to trivialize them.

But still, they're supposed to be hard tasks above and beyond a typical task force and they expect a certain level of commitment from players.

I think you missed the point.

He's talking about the temp. powers that are needed to complete the TFs/SFs...not make it easier but actually need them. Like the one that makes Dr. Aeon vulnerable, etc...

I don't see why the timer couldn't be removed (standard code rant) and/or just give the power to all teammates like in the Khan TF.


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Posted

Some people would argue against releasing 20 new powersets if they were already completed and just required a bit change to enable.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Some people would argue against releasing 20 new powersets if they were already completed and just required a bit change to enable.

Explain to me what is wrong with removing a useless timer on a temp power that does not exist on either of the Reichsman TFs. Not to mention that EVERYONE get a grounding ray.


 

Posted

Quote:
Originally Posted by Bookkeeper_Jay View Post
Explain to me what is wrong with removing a useless timer on a temp power that does not exist on either of the Reichsman TFs. Not to mention that EVERYONE get a grounding ray.

Nothing. That's why I'm not arguing against it.


 

Posted

I'll /sign your suggestion, Jay. I mean these are probably rare things, but still, you say it's happened to you, and the fact that there is a timer in a game that requires online connection, times it in real time, and gives it to only one player is a good sign that something wrong was bound to happen one day.

Plus, I hate temp powers that are timed like that rather than based on use with few exceptions.

anyway though, I might suggestion reiterating your original post since a lot of people seem to be misreading it.

To everyone else: what Jay is asking for is to remove the real-time (rather than in-game time) timers from the Power of the Thorn temporary power from the Statesman's Task Force and the [/url=http://wiki.cohtitan.com/wiki/Orestes_Rifle]Orestes Rifle temporary power from the Lord Recluse Strike Force[/url] and replace them with charges, possibly also give them to every member of the TF/SF. The reason being that both of these are REQUIRED for completion, apparently such that no level of Incarnate power or IO speccing with help at all against their intended AVs. Therefore, if the one person who has the temp power needs to leave or is disconnected for any reason for any length of time, the entire task force and/or strike force are INCOMPLETABLE.


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Posted

Quote:
Originally Posted by Bookkeeper_Jay View Post
Explain to me what is wrong with removing a useless timer on a temp power that does not exist on either of the Reichsman TFs. Not to mention that EVERYONE get a grounding ray.
I believe what he is saying is that no matter how good of a suggestion is made; even if it only takes seconds of dev-time, and would have nothing but positive attributes attached to it, that some people would still feel the need to argue against it.


 

Posted

Quote:
Originally Posted by Primantiss View Post
I believe what he is saying is that no matter how good of a suggestion is made; even if it only takes seconds of dev-time, and would have nothing but positive attributes attached to it, that some people would still feel the need to argue against it.

I realize that and took it the wrong way. Headache made me irritable, and it's still going strong. I understand the gist of what he is saying now, but I flew off the handle.


 

Posted

I don't care how long you choose to take for the whole TF. I don't care how many parts you break it into. But in those two cases, the power is granted at the end of one mission and used in the very next one.

Anyone with enough foresight to plan for a 2 night run can plan to stop before they get the power or after they use it, and not in essence put their own foot in the bear trap by stopping the run right at that point.

Every TF/SF added since Striga (which now means the majority of them), is designed to be run in under 2 hours when the team is the recommended size. I'm really not seeing why they need to account for statistical outliers in this case.


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Posted

Quote:
Originally Posted by Lemur Lad View Post
I don't care how long you choose to take for the whole TF. I don't care how many parts you break it into. But in those two cases, the power is granted at the end of one mission and used in the very next one.

Anyone with enough foresight to plan for a 2 night run can plan to stop before they get the power or after they use it, and not in essence put their own foot in the bear trap by stopping the run right at that point.

Every TF/SF added since Striga (which now means the majority of them), is designed to be run in under 2 hours when the team is the recommended size. I'm really not seeing why they need to account for statistical outliers in this case.

The point is though that maybe something comes up unexpected and/or maybe the person who got the temp. loses power from a storm and doesn't come back online.

Sure it may not happen more than 5% of the total times the TF/SF has been run but...if only takes a few hours of dev time (insert Standard Code Rant here), why not?

It'd be nice to have the temp. powers be given to all teammates and/or just remove the timer if it's faster/easier.


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Posted

Quote:
Originally Posted by Energizing_Ion View Post
The point is though that maybe something comes up unexpected and/or maybe the person who got the temp. loses power from a storm and doesn't come back online.

Sure it may not happen more than 5% of the total times the TF/SF has been run but...if only takes a few hours of dev time (insert Standard Code Rant here), why not?

It'd be nice to have the temp. powers be given to all teammates and/or just remove the timer if it's faster/easier.

Exactly. It can create completely unnecessary and unavoidable situations.


 

Posted

Actually he makes an interesting argument but TF's are suppose to be done in a manner of a few hours. What they should do is something more along the line of story arcs almost as TF's. Something you and a group can do over a few days and once finished, can come back and do again and again without having to do Ouro or whatnot and still get the rewards at the end.


 

Posted

Quote:
Originally Posted by Gavistuul View Post
Actually he makes an interesting argument but TF's are suppose to be done in a manner of a few hours.
Actually the original design intent for Task Forces was for a group of friends to do them over the course of a few days. The idea of running them in a few hours came once the game was released.


 

Posted

Quote:
Originally Posted by Gavistuul View Post
Actually he makes an interesting argument but TF's are suppose to be done in a manner of a few hours.
(Goes into a rant about how back in my day, the positron and synapse tf's took several hours to complete, and the Quarterhell was a weekend tf--as in, it ate your Saturday AND your Sunday. And we walked up the hill both ways, in snow. And liked it. )


I see absolutely no reason to not remove an arbitrary timer from a temp power needed to finish a task force.


 

Posted

Quote:
Originally Posted by Energizing_Ion View Post
I think you missed the point.

He's talking about the temp. powers that are needed to complete the TFs/SFs...not make it easier but actually need them. Like the one that makes Dr. Aeon vulnerable, etc...

I don't see why the timer couldn't be removed (standard code rant) and/or just give the power to all teammates like in the Khan TF.
No, I didn't miss the point. The STF and LRSF are supposed to be harder than the Kahn TF. When I say it expects a certain level of commitment, that includes making sure that whoever takes the temp powers needed to win will be there to use them.

Yes, if you lose that person or take too long you can be unable to win. And having to avoid that situation is an intentional part of the difficulty of the TFs.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

I'd have no problem with the change. I don't actually see a downside to it, it's a simple QOL change, it doesn't suddenly make the TF a cakewalk but does remove a potential source of irritation.

/signed.


 

Posted

I don't think a TF should be impossible to complete in the event of one player DCing, no matter how unlikely they will not be able to get back online, so also /signed