Keyes Trial Adjustment


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Snow Globe View Post
I'm glad the developers have, on multiple occasions, disagreed with this statement. More to the point, that is bad game design. If you set the carrot too far out, the carrot loses its value as a motivator.
I can't agree more with Globe, after all games are supposed to be fun!

Personally I find the the trials each have their own unique angle to them that steadily increases the difficulty, which is a good idea, however new players hitting the incarnate system will generally do the most popular trial, so come I21/22 we'll (hopefully) have a big influx of players, unlocking their first Alpha and then being jackhammered by immediately trying runs of Keyes/Underground/Anything else the devs are cooking.



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Posted

Quote:
Originally Posted by Laevateinn View Post
Sorry, no. Nothing that reduces the difficulty of Keyes.

If some people can't do it, too bad. There is no need for the game to be balanced around the lowest common denominator. If people are missing out on badges, merits and incarnate components, too bad. There should never be a guarantee, implied or not, that every reward should be obtainable by every player.
This. The game is easy enough as it is. No need to dumb it down even more.. I'm very happy to see something that requires some teamwork & just a tiny bit more effort than randomly mashing buttons on the keyboard for success.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
There should never be a guarantee, implied or not, that every reward should be obtainable by every player.
Actually, yes. There should be. The game should not outright tell me sorry, you're never going to get this no matter what. Now, that's not to say some things shouldn't be difficult (Master badges) or time consuming (PvP/purple IOs, tier 4 incaranate powers) to get. That's fine, I can deal with having to work for my shinies. But having things that I literally cannot get regardless of anything I do would suck.

That said, the antimatter pulse in Keyes isn't a barrier to reward. It just isn't. The net effect of it is the trial takes longer because people have to run back from the hospital. It adds no actual difficulty, especially with the half hour time limit on those sections which may as well not even be there for all the lack of tension it creates. All it does is make the trial longer and more annoying.

Personally, I would like to see the pulse removed and replaced with a different mechanic which both actually has a chance of making the trial fail if you mess it up too badly, and can be overcome with teamwork. Note: Not with having higher numbers. With teamwork. As in, working together. I know that's an alien concept to some people.


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Posted

I think his point was that if a player does not have the time, the skill, or the capacity to change tactics in order to get a badge (or other shiney) the developers should not make it less time consuming or easier to get just to satisfy that player.

The game shouldn't all be hard and time consuming, but it shouldn't all be easy and spoon fed either.

To pick my own nit, Keyes does require teamwork. You need a group to lead antimatter around, a group to get the temp powers and a group to clear around the terminals. If you get a team that runs it like clockwork (pun!), you can just about clear a whole reactor before AM even shows up. The faster you do it, the less pulses, the less potential deaths. That speed needs teamwork and coordination.


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