Ok, listen, this is starting to get to a critical mass
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It is indeed true that a fair number of people were not in the market for raids. However, many of the people not interested in raids were (and are) still interested in character advancement. I can only assume that a fair number of people left it be known that they desired raids and the devs decided to link that to character advancement. I am not sure they needed to be linked, but I do know it helps ensure that a large enough segment of the population lines up for the trials.
Well, I don't see a problem with alting either. I personally have only two 50s, and the rest are mid-range characters (yes, also some low lvls and some higher lvl). The incarnate trials, in my mind, are meant for people who wanted endgame content and have been asking for it for a long time. If you get bored of the trials after three runs, I am sorry to say you obviously were not int hat target market, as it were.
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So since they are linked, those interested in advancement but not raids feel a bit left out.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Keyes Island is better to doing that, in having specific goals that require coordination to complete. Still, it's pretty formulaic: from the point where the trial was figured out (Wednesday morning here in Europe) it was pretty much following the instructions, and some of the mechanisms in the trials (disintegration, AM pulse) are still frustrating in the bad sense, not in the "challenging" sense, because they are quicktime events. Press X not to die.
So here are a few suggestions:
In fact, I would like to see a lot of these in regular missions and task forces.
So here are a few suggestions:
- Mini-games - codes to crack, wires to cut, locks to pick, that sort of things - which have to be solved by some members. These would be randomized genuine puzzles, like the safe-cracking in Mass Effect 2, so you actually have to figure them out every time.
- Dynamically spawned adds. Not just a fixed amount of ambushes, but reinforcements spawning if the engine notices somehow that the fight is going easy. Kind of an auto-adjust of rep inside the mission.
- More coordinated actions. Two people on either side of the map have to flip a switch at the same time, in order to turn off a force field in the middle of the map for five seconds. Or even, one switch is flipped for ten seconds. When both are on, the force field is off. The better the two players can coordinate themselves, the longer they can have the field open to allow passage. Add defenses that their team mates have to take care off, so that the switch-flipper is not interrupted while flipping.
- Branching missions. Currently, missions are mostly linear, and if you fail at one point, either the whole chain fails (in trials, for instance) or nothing happens and the failure is handwaved away and you get less rewards (most mission chains). What I would like to see is branching. If you succeed, then this happens; if not, something else happens. You manage to stop the goliath; good, now take the fight to Praetoria. You failed? Shucks, you have to rush to somewhere else to fend off the invasion.
In fact, I would like to see a lot of these in regular missions and task forces.
Still @Shadow Kitty
"I became Archvillain before Statesman nerfed himself!"
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Game, set, match.
I can only assume that a fair number of people left it be known that they desired raids and the devs decided to link that to character advancement.
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Character progression and raid grind are not the same thing, and they aren't intrinsically linked. You can have character progressions sans raids, as the old Inventions system demonstrated, and you can have raiding without character progression, as the Hamidon and Rikti Shuttle raids demonstrated. Choosing to roll both concepts into one is not the natural state of things, it is a conscious design decision, and one I happen to disagree with.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I did and I still don't get why the incarnate system specifically. lol
I have tha auras now myself tho, still can't see anything epic about it.
Edit: The iAuras may be nicer looking than the normal auras, I admit. However that's a prolly because the normal auras came long time ago. Bit like old vs new in weapon models or for example if you compare the blockheaded Hellion models to the new Rikti or IDF.
Just cuz I think it is. If you ask someone else, they prolly have different opinion. lol
If u want to know why I think that way, then I can just say that I was turned off big time by the unavoidable pulses and having to drag an agroed AV around the map to complete objectives.
I have tha auras now myself tho, still can't see anything epic about it.
Edit: The iAuras may be nicer looking than the normal auras, I admit. However that's a prolly because the normal auras came long time ago. Bit like old vs new in weapon models or for example if you compare the blockheaded Hellion models to the new Rikti or IDF.
Just cuz I think it is. If you ask someone else, they prolly have different opinion. lol
If u want to know why I think that way, then I can just say that I was turned off big time by the unavoidable pulses and having to drag an agroed AV around the map to complete objectives.
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That's all well and good and fine, but then explain how having fire surrounding you is different than having slime or bubbles. How is one or the other more impressive that one goes "oh this person is an Incarnate".
Thank you for writing that. That pretty much explains how I define power, as I take context and game universe into account as well.
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You never explained that part.
That is my whole issue with the logical pretzel of saying this aura or that aura signifies Incarnate power. There is no difference in the aura you get at 1, 30, or 50. Which is why I don't think the CURRENT auras are justified in being locked behind being Incarnate content no matter how you justify power. It just doesn't jive with the other more visually impressive auras we can get at any other time BEFORE 50.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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Pretty much this. The devs aren't giving any justification from a lore or rp standpoint. Technically speaking they really can't. Because as Pacur alluded to the CURRENT trial-locked auras aren't that visually impressive when compared to some of the other ones we can get at level 1, or 30. And realistically (no matter how much some may not like it) they don't have to even give such a justification. They needed now powers-based rewards to add to the Incarnate system. That is all. I'm actually more fine that that, then trying to twist oneself into an rp stance that doesn't jive with the reality of the rest of the auras in the game.
Alas, I fear Lemur Lad is correct that the devs don't view it as these are incarnate auras and incarnate emotes, they just view it as new assets and so they're dropping them into the new system. What frustrates is that in the past they've usually not gone that route - rewards were generally linked in either power or theme to the content they were put behind. I can't help but think a similar mindset to the pvp zones is at work here - they're worried that not enough people will want to run that sort of content to keep it sustainable (you do need a higher mass of population to keep the trials ticking along than most content) so they're throwing in unrelated rewards to try and entice people that don't actually want to run the trials: pvp rewards not enough to get you pvping? Then come for the badges! Incarnate powers not enough to get you into the trials? Then come for the faint emote! Possibly datamining shows me to be wrong, but I'm fairly sure it didn't work well for the pvp zones, and it definitely created some bad feeling from the non-pvping badgers etc; I think it's having a similar effect here. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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For another example, how would you justify a character with the Pixels Aura to be an Incarnate, but a character with a Gaseous Aura to not necessarily be an Incarnate, within the world of the game? I don't mean to put you on the spot nor to come off as attacking, just genuinely and simply curious.
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I'm not keen on locking cosmetic stuff like auras and costume pieces in general, but if you *are* going to lock e.g. auras behind the incarnate system, it should be suitably incarnate-like auras.
Or from the other direction, which is closer to my personal stance on this subject: if you're going to add "normal" auras to the game, auras that are equivalent in scope and magnitude to the current level 30 (or booster pack level 1) auras, then they should be placed behind the same lock (or at least an equivalent one), not placed behind a much higher thematically unrelated lock just because that lock is the new big thing. |
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I did and I still don't get why the incarnate system specifically. lol
I have tha auras now myself tho, still can't see anything epic about it. Edit: The iAuras may be nicer looking than the normal auras, I admit. However that's a prolly because the normal auras came long time ago. Bit like old vs new in weapon models or for example if you compare the blockheaded Hellion models to the new Rikti or IDF. |
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
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Honestly, considering how repetitive this game is, I can't imagine how you'd stand it.
Yes, only three times!
I feel the same way about movies I really like - 3rd time in, I'm starting to know the film, to have it memorized - thus it's getting dull to re-watch it. This game has always been fun for me due to alting and the plethora of content all over the place. When I do end up replaying some of it ("Defeat Tindelos and guards!"), at least it's coming at pretty spaced out intervals (like 2 months at a time) and it's over in ten minutes or so. This "end- game content", not so much. |
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
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Specifically, they wanted people who liked running trials and liked new costume pieces a way to earn costume pieces by running trials.
4 people, on one page, asking the same question pretty much independently of one another. At this point, I don't think we are even asking Pacur specifically (though, if you read this Pacur, I am still genuinely curious). It would be great to see an explanation from a red name for the reasoning behind this, preferably something other than, "We needed to give Astral Christy and Empyrean Michael more to sell than just the Ascension costume pieces and Incarnate power chest emblems." Because, while I'm sure that's part of it, that alone (without any other reasoning) sounds like the "easy way out" and so far, this MMO has been more innovative than that and I would hate to see that innovation decrease.
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"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
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I honestly think there would have been a lot less complaining (there still would have been some) if they had released some 2-3 new FULL FREE COSTUME sets along with the Incarnate stuff.
Specifically, they wanted people who liked running trials and liked new costume pieces a way to earn costume pieces by running trials.
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Part of the problem is that many feel we've haven't gotten any new Free costumes in a while, so seeing those pieces lvl 50 locked (you need to 50 to even start a trial, so yes it IS level 50 locked to start) right after a PAID booster set (arguably one of the most desired sets ever requested---steampunk) might actually have annoyed some folks.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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Here's the direction I am looking at the current system from. Not counting alpha, I have not unlocked a single slot without immediately sticking a t3 in it. I have always had enough to create the t3 before finishing unlocking the slot.
Ok, the $300 toothpick made me laugh. Thanks, I needed that.
But back to the point: You CAN work on it now, gradually, and still unlock all five available incarnates and slot them. Yes, it takes a long time, but you get there. |
Additionally, I don't give a flying fig about t4. The jump in power between t3 and t4 is barely noticeable, and the cost difference is huge.
So, from my standpoint, I want the t3 (in destiny and lore), because it makes me not die instantly when I step into a trial. It makes any future trials have a slightly better chance of actually being fun. It is all I want, and is one step up from nothing. Either I don't have the power at all, or I have everything I want - there is no inbetween.
So, there is no slow playing grind for that unless you like doing something you don't enjoy for no reward. The only sensible option is to hold my nose and swallow whatever icky stuff they are feeding me to get done with it as fast as possible, because along the way there is no point where I get a moment's reprieve to appreciate some small reward. I'm either chasing something in the far future, or I already have it and have no reason to ever play the content again.
And that is literally how I play. LAM until I unlock destiny and then never touch that pile of bad seafood meets large intestine again, then the same with BAF until I get lore. Oddly, I have no reason to play Keyes ever. Once it's unlocked (and immediately slotted with a t3), I place no value whatsoever on getting anything past that.
^ Keyes unlocks both of the slots. So it might actually be better to grind than Lam then BAF
That said:
I think the devs have kind of schemed it up into:
-Solo path. Which is insanely long and only a complete whacko would do it that way entirely, but then again, only a complete whacko would refuse to team.
-Non-trial path, which includes Apex/Tin Mage and TF's (WST especially) still long, but actually doable. (it would probably take you a couple of months at least, but you'd get there eventually)
-Trial Path, which can get you kitted out in a couple of days.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
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I love all the story arcs, some less than others, but I still run them occasionally. The repetition is not nearly so bad when you space out the content over months. Since I have characters in all level ranges (although I have a dearth of sub-20s since have not gotten new powersets in a year now) I can pick and choose the story arcs and therefore I do not have to run something I have recently run. I do not level up the same way, all my characters take different paths. Sometimes I run the Hollows, sometimes I run Atlas, Galaxy, KR, sometimes I run scanners/newspapers, sometimes I hunt the sewers, Perez, then Boom, sometimes I do lowbie AE arcs, sometimes I run Faultline, sometimes I run Striga, sometimes I run Talos/IP contacts, rarely I run Croatoa, often I run Founders, Bricks contact mixed with some scanners. Sometimes I team, sometimes I solo, sometimes I run just with my SG, sometimes I run on big teams, sometimes on duos or just 3, somtimes I run primarily in PUGs. I usually sprinkle some TFs throughout the leveling as well.
Honestly, considering how repetitive this game is, I can't imagine how you'd stand it.
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Recently, I have been able to throw in Tips, which has helped my redside play, since prior to tips, my choices were more narrow (the new redside Sharkhead content has helped too, hopefully we get some new redside 30-40 stuff within 12 months).
The massive amount of content in the game for leveling keeps it from being repetitive, IMO.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
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Alting helps a great deal, I really like the characters I make. Only playing for an hour or so when I can play no doubt helps too, leaves me with a twinge of regret for logging off. When it does gets old, I hunker down and work on a new MA arc (and at an hour per session, that's a looong time). Plus I'm not even close to having done everything in the game, all the story arcs, every tip mission, etc - I've never seen the Eden map for cryin' out loud!
Honestly, considering how repetitive this game is, I can't imagine how you'd stand it.
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As for the movie thing - that's just me, not everyone. I know some people can be all "I've seen Star Wars 35 times! ^^", but I'm not one of them. Heck, I love Frank Zappa too, but after having heard his stuff enough times to actually hear it note for note in a dream (true story), I just don't listen any more; for a film, that's usually about 4 viewings before boredom sets in. I may have one of those personalities that requires novel input more than the average bear for all I know...
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Well, as stated before, it seems to me that people are having problems accepting that these auras are an increase in power, because people don't see them as "epic".
You're welcome, and I hope that has been made clear to people who view it differently.
I, too, consider myself to be someone who tends to put themselves in the world of the character without much RP. It is for that reason that I am upset by some of the things up for purchase with Incarnate Merits, and have therefore included the last sentence of my previous post in the above quote. I am curious how you, someone who (from the sounds of it) seems to have a similar approach to characters as I, would justify that last phrase? For another example, how would you justify a character with the Pixels Aura to be an Incarnate, but a character with a Gaseous Aura to not necessarily be an Incarnate, within the world of the game? I don't mean to put you on the spot nor to come off as attacking, just genuinely and simply curious. |
The fix is simple then: make them flashier. Honestly, I think the problem arose either by that the art department not making these auras as flashy, or the game mechanics department locking them behind E-Merits.
As I've stated 3 or 4 times previously, The simple and quick solution is to move them to be either be aquired behind Astrals (which you can get w/o running trials), Hero/Villain merits (no trials required there either), regular merits (no trials), etc...
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It is indeed true that a fair number of people were not in the market for raids. However, many of the people not interested in raids were (and are) still interested in character advancement. I can only assume that a fair number of people left it be known that they desired raids and the devs decided to link that to character advancement. I am not sure they needed to be linked, but I do know it helps ensure that a large enough segment of the population lines up for the trials.
So since they are linked, those interested in advancement but not raids feel a bit left out. |
If people want incarnate abilities, beyond the alpha slot, they have to do the trials. If they don't want to do the trials, they can go the slow route and run TFs and SFs for shards to convert them to threads, etc. They can even run Tin Mage and Apex to get Astrals and threads.
If they are not willing to do that, well, what do they expect?
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Keyes Island is better to doing that, in having specific goals that require coordination to complete. Still, it's pretty formulaic: from the point where the trial was figured out (Wednesday morning here in Europe) it was pretty much following the instructions, and some of the mechanisms in the trials (disintegration, AM pulse) are still frustrating in the bad sense, not in the "challenging" sense, because they are quicktime events. Press X not to die.
So here are a few suggestions:
In fact, I would like to see a lot of these in regular missions and task forces. |
I'm not sure what you mean by "quicktime events" but I'm sure it's just something being lost in translation.
But I am not seeing how being formulaic is bad: you have a challenge, you know the formula, apply that formula to the problem, and it's solved.
As for your suggestions, you said even yourself you would want them to be in regular missions and TFs, so they kind of go beyond the scope of the trials.
Quick note: The "simultaneously click" feature is one of the most hated aspects in my experience.
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Game, set, match.
Character progression and raid grind are not the same thing, and they aren't intrinsically linked. You can have character progressions sans raids, as the old Inventions system demonstrated, and you can have raiding without character progression, as the Hamidon and Rikti Shuttle raids demonstrated. Choosing to roll both concepts into one is not the natural state of things, it is a conscious design decision, and one I happen to disagree with. |
To play different content which is equally time consuming, challenging, and risky, but which they find more fun? And then get the same rewards.
Avatar: "Cheeky Jack O Lantern" by dimarie
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The incarnate system specifically what?
I did and I still don't get why the incarnate system specifically. lol
I have tha auras now myself tho, still can't see anything epic about it. Edit: The iAuras may be nicer looking than the normal auras, I admit. However that's a prolly because the normal auras came long time ago. Bit like old vs new in weapon models or for example if you compare the blockheaded Hellion models to the new Rikti or IDF. Just cuz I think it is. If you ask someone else, they prolly have different opinion. lol If u want to know why I think that way, then I can just say that I was turned off big time by the unavoidable pulses and having to drag an agroed AV around the map to complete objectives. |
On the second point, well, no one is forcing you to run Keyes Island. You can just run BAF and LAM.
And, honestly, I am not seeing a lot of people saying that they hate Keyes island, so it seems to me that you are in the minority there.
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That's all well and good and fine, but then explain how having fire surrounding you is different than having slime or bubbles. How is one or the other more impressive that one goes "oh this person is an Incarnate".
You never explained that part. That is my whole issue with the logical pretzel of saying this aura or that aura signifies Incarnate power. There is no difference in the aura you get at 1, 30, or 50. Which is why I don't think the CURRENT auras are justified in being locked behind being Incarnate content no matter how you justify power. It just doesn't jive with the other more visually impressive auras we can get at any other time BEFORE 50. |
Also, I've said numerous times about my feelings on them being not flashy. Choosing to ignore my answers, and asking the same question again and again and again is a logical pretzel in itself.
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As I've said above, at least three of those arguments are just splitting hairs. See above for my response.
4 people, on one page, asking the same question pretty much independently of one another. At this point, I don't think we are even asking Pacur specifically (though, if you read this Pacur, I am still genuinely curious). It would be great to see an explanation from a red name for the reasoning behind this, preferably something other than, "We needed to give Astral Christy and Empyrean Michael more to sell than just the Ascension costume pieces and Incarnate power chest emblems." Because, while I'm sure that's part of it, that alone (without any other reasoning) sounds like the "easy way out" and so far, this MMO has been more innovative than that and I would hate to see that innovation decrease.
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It seems all four of these questions have the same root though: Why aren't incarnates auras more flashy? Well, I agree. They need to be more epic, honestly,
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Honestly, considering how repetitive this game is, I can't imagine how you'd stand it.
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Specifically, they wanted people who liked running trials and liked new costume pieces a way to earn costume pieces by running trials.
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Here's the direction I am looking at the current system from. Not counting alpha, I have not unlocked a single slot without immediately sticking a t3 in it. I have always had enough to create the t3 before finishing unlocking the slot.
Additionally, I don't give a flying fig about t4. The jump in power between t3 and t4 is barely noticeable, and the cost difference is huge. So, from my standpoint, I want the t3 (in destiny and lore), because it makes me not die instantly when I step into a trial. It makes any future trials have a slightly better chance of actually being fun. It is all I want, and is one step up from nothing. Either I don't have the power at all, or I have everything I want - there is no inbetween. So, there is no slow playing grind for that unless you like doing something you don't enjoy for no reward. The only sensible option is to hold my nose and swallow whatever icky stuff they are feeding me to get done with it as fast as possible, because along the way there is no point where I get a moment's reprieve to appreciate some small reward. I'm either chasing something in the far future, or I already have it and have no reason to ever play the content again. And that is literally how I play. LAM until I unlock destiny and then never touch that pile of bad seafood meets large intestine again, then the same with BAF until I get lore. Oddly, I have no reason to play Keyes ever. Once it's unlocked (and immediately slotted with a t3), I place no value whatsoever on getting anything past that. |
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I love all the story arcs, some less than others, but I still run them occasionally. The repetition is not nearly so bad when you space out the content over months. Since I have characters in all level ranges (although I have a dearth of sub-20s since have not gotten new powersets in a year now) I can pick and choose the story arcs and therefore I do not have to run something I have recently run. I do not level up the same way, all my characters take different paths. Sometimes I run the Hollows, sometimes I run Atlas, Galaxy, KR, sometimes I run scanners/newspapers, sometimes I hunt the sewers, Perez, then Boom, sometimes I do lowbie AE arcs, sometimes I run Faultline, sometimes I run Striga, sometimes I run Talos/IP contacts, rarely I run Croatoa, often I run Founders, Bricks contact mixed with some scanners. Sometimes I team, sometimes I solo, sometimes I run just with my SG, sometimes I run on big teams, sometimes on duos or just 3, somtimes I run primarily in PUGs. I usually sprinkle some TFs throughout the leveling as well.
Recently, I have been able to throw in Tips, which has helped my redside play, since prior to tips, my choices were more narrow (the new redside Sharkhead content has helped too, hopefully we get some new redside 30-40 stuff within 12 months). The massive amount of content in the game for leveling keeps it from being repetitive, IMO. |
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The disconnect here, Pacur, is that you seem to be the only one that thinks of auras as a power. Everyone else sees them as costume items. They don't have a statistical effect on the game world (cause/heal damage or buff/debuff player/npc stats), which is the main definition of "power" most everyone uses in this context. No amount of posting is going to get the majority of people to see auras as anything other than a flashier costume piece.
The line of reasoning int he first part is just splitting hairs. I already said that singling out a single power and using it as an example of all the others, is not good logic, the same way if I held out pixels and used it as a yardstick.
Also, I've said numerous times about my feelings on them being not flashy. Choosing to ignore my answers, and asking the same question again and again and again is a logical pretzel in itself. |
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
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I think you're right on that last part there.
Alting helps a great deal, I really like the characters I make. Only playing for an hour or so when I can play no doubt helps too, leaves me with a twinge of regret for logging off. When it does gets old, I hunker down and work on a new MA arc (and at an hour per session, that's a looong time). Plus I'm not even close to having done everything in the game, all the story arcs, every tip mission, etc - I've never seen the Eden map for cryin' out loud!
As for the movie thing - that's just me, not everyone. I know some people can be all "I've seen Star Wars 35 times! ^^", but I'm not one of them. Heck, I love Frank Zappa too, but after having heard his stuff enough times to actually hear it note for note in a dream (true story), I just don't listen any more; for a film, that's usually about 4 viewings before boredom sets in. I may have one of those personalities that requires novel input more than the average bear for all I know... |
There is no way that this game can have as much trial content as there is other content out now. In six more years? Maybe. Currently? No.
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It's a term describing a specific game design feature. There's a wikipedia article about it.
I'm not sure what you mean by "quicktime events" but I'm sure it's just something being lost in translation.
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But I am not seeing how being formulaic is bad: you have a challenge, you know the formula, apply that formula to the problem, and it's solved.
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As for your suggestions, you said even yourself you would want them to be in regular missions and TFs, so they kind of go beyond the scope of the trials.
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So if there are new mechanics added to the trials, why not add them to the rest of the game? For instance, I would love to have the branching mechanism in Ghost Widow's patron arc. You know, when Arbiter Daos wants you to give her the finger? That's where. I almost stopped playing the arc, because I didn't want to, and not playing the rest of the arc was the only way to not do it.
So how about a branching mechanism? At that point, you get a choice. You choose to do as Daos says, and the arc progresses as it does now. You choose to not to, and the arc progresses in another way.
Then, there are these gazillions of failable missions where the only thing that happens if you fail is that you don't get the bonus XP reward and there's a silly dialogue brushing your failure under the carpet so that the arc can progress to the next mission.
Still @Shadow Kitty
"I became Archvillain before Statesman nerfed himself!"
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There is no way that this game can have as much trial content as there is other content out now. In six more years? Maybe. Currently? No.
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Do you have any idea how many MMOs went under due to exactly this? Not that I'm suggesting CoH is likely to "go under," but this is reason #1 people want a wider system at the outset. They do not have the resources to build enough trials to support the system, and even they did, this does not solve other issues, like the lag and the amount of time speent parked waiting for the event to start. All of these are reasons why tapering the game down to just a very small subset of not-yet-developed and time consuming material was a bad idea to begin with. I can't fault them for not having the resources to build out multiple trials at once, but I certainly can for building the system in a way they can't support.
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I expect to have as much variety in task types post 50 advancement as I did pre-50. I expect it will happen someday. Before I learned they were solely making trials for incarnate advancement, I expected a mix of trials and task forces. Once I learned what they were doing, I have been suggesting they should allow more variety, eventually. I do not expect the variety to happen quickly, but I am hopeful that some will appear before I23 (and the Notice to threads is a good start, IMO). However, you seemed to think it was odd to want variety in a game that has taught us to expect variety.
Well, do you really expect to have as much trials in game as there are ways to level?
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I agree that often there is little variety upon a new system first being released. I actually even prefer that to an extent. But a lot of people want to know if there is light at the end of the tunnel. I think they could be appeased if they just look at the history of the game and see that systems are generally released to expand the variety, but some people are concerned this may be one of those things that takes years instead of months.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Seems to me that's one of the roots of the problem.
I'm not keen on locking cosmetic stuff like auras and costume pieces in general, but if you *are* going to lock e.g. auras behind the incarnate system, it should be suitably incarnate-like auras.
Or from the other direction, which is closer to my personal stance on this subject: if you're going to add "normal" auras to the game, auras that are equivalent in scope and magnitude to the current level 30 (or booster pack level 1) auras, then they should be placed behind the same lock (or at least an equivalent one), not placed behind a much higher thematically unrelated lock just because that lock is the new big thing.
So chest emblems and mundane emotes should just be added to the game for all without unlock, as they always were before now. Auras that display no more an increase in power than the existing auras - like the oft-cited Slime aura - should be added to the same pool as the existing ones, unlocked at level 30.
The incarnate store should, if it has anything, be perks like unlocking the level 30 auras at level 1, the IO recipes, and suitably incarnate-like cosmetics that are a definite and obvious step up in power from the stuff unlocked earlier in the game, e.g. an incarnate-fiery-aura that steps up from the level 30 aura merely wreathing your character in flames to turning them into a true walking inferno. Or make bubbles level 30, then some kind of, uh, super-bubbles for the incarnate version. That sort of thing, where you really could argue that you don't get to display that level of power until you're walking the incarnate path (and while I know it'd be less popular, I'd say those unlocks should be like the ascension armour, level 50 only).
Alas, I fear Lemur Lad is correct that the devs don't view it as these are incarnate auras and incarnate emotes, they just view it as new assets and so they're dropping them into the new system. What frustrates is that in the past they've usually not gone that route - rewards were generally linked in either power or theme to the content they were put behind. I can't help but think a similar mindset to the pvp zones is at work here - they're worried that not enough people will want to run that sort of content to keep it sustainable (you do need a higher mass of population to keep the trials ticking along than most content) so they're throwing in unrelated rewards to try and entice people that don't actually want to run the trials: pvp rewards not enough to get you pvping? Then come for the badges! Incarnate powers not enough to get you into the trials? Then come for the faint emote! Possibly datamining shows me to be wrong, but I'm fairly sure it didn't work well for the pvp zones, and it definitely created some bad feeling from the non-pvping badgers etc; I think it's having a similar effect here.