What is "challenging" to you?


all_hell

 

Posted

Something challenging?

How about playing a whole week without creating a new alt?
Hell, make that three days. Maybe two...

... Or playing on a single character for a few days straight.

Hard stuff, srs buzness.


 

Posted

To me, "challenge" is a broader concept: "Difficulty" is rather simple: It's "Chance of failure/success".

Eg. the easier a task is to fail, the more difficult it is.

"Challenge" is a broader concept, it's related to difficulty because more challenging tasks tends to be more difficult, but it's a different ballgame. Challenge represent what you need to "put into" a task: Be it time, concentration, various types of investments of limited resources, etc. etc.

Team-tasks tends to be more challenging (although less difficult) than solo-oriented tasks (in general) because it takes time and attention to get a team together, and the chance of the team breaking up adds a further complication, a solo-task can cut through all those things.

Now, personally I'm the opposite of Samuel. I think games by and large are too easy nowadays. I relish having to solve a challenge the way you solve a puzzle, bringing all your tools to bear on it an attempt to find a solution.

EDIT: And I agree that games shouldn't be fair. The reason is simply: The AI is dumb, people are not. The AI needs compensation to be at all challenging.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

To me, a challenge is something I have to think and plan out to succeed at. The closest any game I've played comes to being a challenge are strategy games and then it is only a challenge until you reach the point that the AI's stupid decisions have ensured you can't lose. Usually that is well before the game is over.

This game I don't play for challenge, I play for fun and relaxation.


@Doctor Gemini

Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.

 

Posted

to me challenging is duoing task forces, even with IO'd to the gills toons it can sometimes be difficult (statesman tf for example was tough to duo)

when me and my friend want more of a challenge we add higher spawn sizes or + levels (we ran a +4x8 barracuda sf for the fun of it once lol)


the point when something becomes annoying or frustrating to me is short duration timers like in the trials. timers in general feel like an artificial difficulty to me and dont add any challenge except enforce the "must speed everything" mentality. the other thing thats annoying is stuff like in keyes trial specifically with the massive unresistable dmg pulse every 30 seconds, that also feels like artificial difficulty, i dont mind dying, but when i die 50 times in one trial because i have no heals, that doesnt exactly make me want to do it again


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
to me challenging is duoing task forces, even with IO'd to the gills toons it can sometimes be difficult (statesman tf for example was tough to duo)

when me and my friend want more of a challenge we add higher spawn sizes or + levels (we ran a +4x8 barracuda sf for the fun of it once lol)


the point when something becomes annoying or frustrating to me is short duration timers like in the trials. timers in general feel like an artificial difficulty to me and dont add any challenge except enforce the "must speed everything" mentality. the other thing thats annoying is stuff like in keyes trial specifically with the massive unresistable dmg pulse every 30 seconds, that also feels like artificial difficulty, i dont mind dying, but when i die 50 times in one trial because i have no heals, that doesnt exactly make me want to do it again
The trials were actually non-timed in the beginning, but the devs noticed players kept spending hours and hours pounding on stuff they really *couldn't* beat, so they added a timer so they'd know "okay, that didnt work, try again."


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Quote:
Originally Posted by Arilou View Post
The trials were actually non-timed in the beginning, but the devs noticed players kept spending hours and hours pounding on stuff they really *couldn't* beat, so they added a timer so they'd know "okay, that didnt work, try again."
i think thats more of an issue with the players not judging when they couldnt progress any further, i wouldnt waste hours attacking something without its hp bar moving

the ONLY part in the trials that actually needs timers at all is the escapee phase in BAF and maybe the sabotage phase in lambda

i personally hate timers (about the keyes trial i just hate everything about it pretty much) and i hate speeding things

hami raids as they stand now are basically untimed trials, but the reward given out for it is extremely pathetic, poeple know when they cant continue with a hami raid so adding the timers to the trials for everything IMO was just stupid and its one of the major reasons i find the trials not very fun


 

Posted

Quote:
i think thats more of an issue with the players not judging when they couldnt progress any further, i wouldnt waste hours attacking something without its hp bar moving
Doesen't matter whose the issue was. Players did that during testing, and then became very, very angry. The solution was to implement a time-limit so people know when they're beaten.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

To me, challenging is doing something that was hard but pulling it off. Whatever that hard thing happens to be - a boss that I'm not strong against, overpulling a whole room, some TF events.

Where it gets into "artificially difficult and frustrating" is when I feel I'm trying to win against the mechanics of the game engine, not the NPCs necessarily.

I'll give an example from another game, because that game had more "I'm fighting the engine" moments than any other game I've played. There was a certain boss which you had to fight in a small, locked room divided into 9 grates. Periodically, one of those grates would start to spark up little flames - and a few seconds later the whole grate would be engulfed in a massive fireball that would one-shot most characters who hadn't moved their butts off it. The problem was that any spellcasting (especially healing) rooted you. So if you started getting sparks as you were healing - you were dead. Nothing you could do. You couldn't interrupt the induction and you couldn't move. Also, any amount of connection lag could have you assuming you were safely away, while the game still read you on the wrong grate - boom, dead. And of course, if you were the only rezzer in the group, you had to run all the way back to the dungeon to "punish" you for daring to be doing your job when the flames hit you.

THAT was not fun. There was no amount of skill that could compensate for the ENGINE'S ability to just one-shot you without you being able to do a single thing about it.

CoX only has a few things that come close - the fact that "squishy" ATs have absolutely no inherent mez protection is one of them. You can play a scrapper/brute/tanker, and do good/high DPS and totally ignore things like Carnie Illusionists and CoT mages, but you can be on a defender with nothing close to that amount of DPS and get held-hit-dead without being able to do anything about it if you've already used up your breakfrees on previous mezzers. End drain can be another one of those, though it's much more eglitarian - both scrappers and defenders fear the toggle-drop!

So in other words - challenging is something hard, but that you can live through with determination, teamwork, the right insps, what-have-you. Frustrating is when you just get zorched without recourse.


 

Posted

Hmm, at first, I honestly thought that I'd probably not be able to find my true answer to this question...
But, coming back here now, I think I may have.

I think I find my personal fun challenge when I have to use my powers wisely and in time or I will likely fall.
And I think this is why I enjoy playing my Elec*3 Blaster so much.

I have damage and a good amount of utility to help my cause and prevent me from falling... yet, no defense and few hitpoints.
I like jumping into the middle of things and putting the worst offenders into holds and sapping everyone's endurance and/or knocking them back/down and spreading the wealth of damage and keeping any and everyone else at bay until it is time to deal with them.
If I mess up, I'll likely drop (or have to flee).
Not everything always goes according to plan and sometimes the usual procedure doesn't work well enough to make things safe enough to hang in there... That's when more situational powers get called on... Maybe that third hold thrown onto the Boss (to hopefully lock him down since one of the first two missed), or an EM Pulse to buy some breathing space with my sliver of health and too many baddies ganging up on me... My Nuke recharging just in time for an emergency finishing off of pesky/evasive foes starting to gain momentum in a difficult battle... A surge of endurance just as my blue bar was about to expire against a nearly defeated Elite Boss... Some Break Frees and Respites just in time before a nasty foe was about to finish me off quickly...
All fun examples for me. When things go wrong... But I'm still up and battling!

I don't like forced (the computer cheats) situations that generally only have one solution (although, I don't detest them if they are handled rather well), but I do like situations where different powers used at the right times can be the difference between victory and failure.

I don't like to constantly be challenged while playing a game, as sometimes I just want to mindlessly beat up the enemies, but I do enjoy that level of challenge when I want it.


Hope that made sense!


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Sam, I was responding to a poster saying that he wanted "fair" fights in the game, andI was pointing out that very little in the game can be termed as fair because we almost always have a huge advantage over our opponents.
The reason I said it was a tangent is because I wasn't answering to you. I merely used your quote as a stepping stone because you spoke about fair games. Nothing more.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Electric-Knight View Post
I don't like to constantly be challenged while playing a game, as sometimes I just want to mindlessly beat up the enemies, but I do enjoy that level of challenge when I want it.
This is a point I can heartily agree with. I recall arguing with Zombra back when he was playing, as he liked to set his difficulty such that every fight was a boss fight. Literally a boss fight - a fight with a boss. He openly admitted to wanting every fight to be a life or death struggle that was very, very difficult. In turn, that made teaming with him really difficult, in more ways than one.

Personally, when it comes to pure difficulty, I prefer a game which is easy for the most part, with occasional spikes in difficulty and only isolated hard sections in the form of end-of-level boss fights. A single difficult encounter once in a long while is an exception. It's a fun change of pace, it's interesting to tackle and, for the most part, it's a challenge. But difficult encounters all the damn time just turn me off completely.

The thing is, a lot of what I want out of most (combat-centric) games is to end up feeling strong, confident and capable. You know, all the things that I'm not in real life What this means is that I do kind of want most of the game to pander to that sense of ego, to let me win and be relatively easy. Because when most of the game is easy, then the isolated hard fights come off as a fun challenge. I feel confident and ready to tackle them. By contrast, when most of the game is hard and frustrating, the occasional spikes of increased difficulty just feel like adding insult to injury.

I actually have, I think, a good way to describe this.

Challenge: Oh? A tough fight! This should be fun!
Frustration: An even tougher fight? I am so screwed...


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Montaugh View Post
Another aspect of frustrating is when something is designed so that your powers just don't work at all. The BAF escape phase for control and slow effects. Resistance to effects is one thing, flat out immunity is another entirely. During that phase my Grav/Kin/Primal is basically reduced to a Crushing Field, SB, Siggy, and my incarnate pets. Its not challenging as all the mobs are doing is running, Its not difficult as no one dies during that phase. But it is the absolutely most frustrating encounter in the game that I have experienced so far. That absolute helplessness verses the LTs knowing that there is nothing I can do to stop or to personally kill them before they escape, that the entire purpose for your character to exist is meaningless.
It's interesting that you say this because my main is a grav/elec dom and the Resistance Escape part of the BAF is my favorite part. You can actually just park Singularity at a choke and 100% of the minions that try to walk past it just bounce off. Crushing Field does the same thing without spreading them out. It's great because then both myself and the rest of the team can focus their single target attacks on whatever's still moving (the LTs) and not worry about the minions, who will in all likelihood eventually die to AOEs anyway.

I think it would be a little (read: completely) imbalanced if you could actually stop the LTs. You'd probably be able to breeze through that part with just 2 characters with an AoE immob. Besides, shooting the LTs gives something for the rest of the team to do.

As for the subject at hand, "challenging" is something that is difficult, requires me to be on the ball, and use a variety of different abilities to do, with a high risk of failure if I screw up. For example: taking on a +0/x8 DE spawn with six bosses, on the aforementioned dominator.


Unfun is things where my abilities just don't work. Fighting the Honoree in one of the Incarnate Arc missions is such an example, since he is, as far as I can tell, completely immune to holds. This isn't challenging, it's "can I hold enough purple insp to survive long enough to maybe get through him?"


 

Posted

Quote:
Originally Posted by Montaugh View Post
Another aspect of frustrating is when something is designed so that your powers just don't work at all. The BAF escape phase for control and slow effects. Resistance to effects is one thing, flat out immunity is another entirely. During that phase my Grav/Kin/Primal is basically reduced to a Crushing Field, SB, Siggy, and my incarnate pets. Its not challenging as all the mobs are doing is running, Its not difficult as no one dies during that phase. But it is the absolutely most frustrating encounter in the game that I have experienced so far. That absolute helplessness verses the LTs knowing that there is nothing I can do to stop or to personally kill them before they escape, that the entire purpose for your character to exist is meaningless.
You don't need to stop them all *personally* - that's why there's 18-24 people there. Just before that phase I usually mention in League chat (whether I'm leading or not) "If you're a mez/slow/AoE specialist, focus on the minions, if you're a ST damage/debuffer, pick out the Lts".

Characters combining their strengths to accomplish something none of them could do on their own is one of my favourite things when it happens, in this game.




Character index

 

Posted

I'm fine going against something that might beat me (us) once or twice. Anything more than that and any fun is lost.

My son and I were doing the Blast Furnace morality mission last night on our peacebringers. We ran up against a red-con Night Widow boss (not one of the bosses guarding the three captives). We'd already been defeated once by another boss, and were defeated by her at least twice more (she ripped through the purples I brought after the first hosp trip). At that point, we just wanted the mission over.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

Trying to beat my fastest times on a TF is my Challenge.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

Not every mission should be challenging, but they should all be interesting and fun (also very subjective words).

When a mission presents itself as particularly challenging, and it doesn't send me to the hospital once, or at least make me think "hmmm...how to go about this...", then it's a bit disappointing.

"Cheating" doesn't bother me in this game. Not every fight is supposed to be Superman vs Doomsday. Most are Captain America versus A.I.M goons (Cap is not being challenged), and some are X-Men versus Magneto (Magneto cheats), with a few in-between.

Sure, a lot of missions should be mindless button pushing, but at least once per story I want to have that moment of "Here comes the tough part."

What the actual challenge IS should vary, but it's all on the table: Marathons against mountains of hp, attacks that can one-shot me, 'puzzle' attack and defense patterns...(just not all on the same guy in a solo mission, please)

The thing is:

- At all times I should feel like I CAN win if I do the right thing (and the right thing can be recruiting general assistance once in a while, but making me hunt down a specific build is a no-no), and
- At all times the foe's tactics, powers and cheats should fit the story

I think a lot of people forget that around 5-20% of the "solo" missions in the game are actually intended to be team content (and labled with the 'you should bring friends' disclaimer. And of course, any content that is labelled team content such as TFs should range from challenging to outright impossible to solo.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Quote:
Originally Posted by Stormbird View Post
What do YOU find to be challenging?
The unexpected, something sorely lacking in the game.

When I look back, the most fun, exciting and challenging occurrences were those I did not expect. The time a bunch of Clockwork chased me all across Steel Canyon, and nothing I could do would shake them. The time a group I was with was casually making our way through what we thought was a standard mission, and quite literally bumped into Luminary. The time a group of enemies inexplicably followed me down an elevator, as I was running.

But the game as a whole? Predictable in the extreme. I can play this game while watching TV, chatting online, surfing the internet and eating a sandwich -- that's how little it requires of my attention. Within two minutes of entering a mission, I already know how the entire thing will play out. Enemy spacing and grouping is predictable, even "ambushes" tend to politely announce themselves. Unless I (or a teammate) does something stupid, the end result is a foregone conclusion. (Which is why I tend to favor pick-up groups -- it's virtually the only variable that adds excitement to the game.)


Kid Lazarus, 50 empath Defender
Freek, 50 mind/psi Dominator
Black Khopesh, 43 db/wp Scrapper
Circuit-Boy, 40 elec Brute
Graf von Eisenfaust, 38 db/wp Brute
Blue Banshee, 35 sonic Blaster
Blood Countess, 33 mind/storm Controller
Dr. Radon, 32 rad Corruptor
Phantom Pirate, 32 db/wp Stalker

 

Posted

"Challenge" in my mind amounts to a difficult task that is doable with what abilities one has, but requires effort/skill to complete. The BEST challenges play to both the strengths and weaknesses of a player, but in such a way that it takes practice and thought to overcome. What I mean by playing to both the strengths AND weaknesses: If the player is smart/coordinated/etc, the game deliberately leaves an opening/easier route that the smart player can use their abilities to exploit and attain victory more easily. Likewise, it does things that penalize the player for not paying attention or not thinking things through in such a way that deliberately targets the weakness of the player for maximum effect.

Where "Bad" challenges come in: when a 'challenge' does things that disregard skill/forethought. When it ignores both strengths/weaknesses in ways trivialize what the player is good at, making their strengths insignificant, and do not teach or reward the player for avoiding their weakness.

Of course this is something that is necessarily tougher on an MMORPG. In a single player game with very limited abilities and checkpoints, it's easier for the designers the plan around what abilities to expect. Here we have hundreds of powers in a bevy of classes, all sporting a myriad of primary/secondary powerset combos, different inventions, different power pools, and now very different incarnate powers. What strengths/weaknesses can be assume and worked off of to make a good, fair challenge?

I could see how making enemies with overpowering damage, autohit attacks and unmezzable resistances would be the "straightforward" way to make something challenging. Counter what the players can do to pose an unmitigatable danger. But where this runs afoul is that it trivializes a player's strengths along with their weaknesses in ways that do not reward the character for being doing a good job at what they've been trained to be good at. It's a sideways progresses that changes the rules to present a challenge rather than abiding by those set up previously.

My personal opinion? In this game, it is better to build toward the strengths and weaknesses of a player than those of the enemy/encounter being designed. What do I mean? Rather than figuring out how to make an enemy immune to something, find what powers the players is 'supposed' to be using, and purposefully make them vulnerable to that. Likewise, no 'blank slate' powers that become overwhelmingly potent to overcome on characters' strengths but completely obliterate another for whom that is a total vulnerability. Example: you have a control character on the game. The encounter then has portions of the encounter that are easier to complete with control. Not necessary, but having someone who is good at control adds to the team's ease of victory. Likewise there's another optional element that is far easier to take down at close range, or in the reverse, is best shot at. adding portions that play to strengths make the player seem capable and valuable, rather than pointless. Making such things optional also relieves stress, and overlaying different portions of a challenging encounter with different weaknesses gives variety of strategy, allowing people to adapt to what present abilities they or their team have.


 

Posted

Quote:
Originally Posted by Kitsune9tails View Post
I think a lot of people forget that around 5-20% of the "solo" missions in the game are actually intended to be team content (and labled with the 'you should bring friends' disclaimer. And of course, any content that is labelled team content such as TFs should range from challenging to outright impossible to solo.
That's simply not true. The "You should definitely bring friends!" briefing quips aren't at all a sign of how soloable a mission is intended to be, but instead warn about bosses in your mission. It's a relic from one of Jack Emmert's record-breaking worst decisions of all time - to make bosses impossible to solo. The I4 boss buff made them significantly harder (they scaled two levels above what they conned as, as I hear), such that you would NEED a team to take a boss down like the manual said. When players complained that they hated fighting through a whole mission only to find they couldn't solo the boss, Jack responded by adding warnings to missions that had them.

Ever since Jack's idea failed spectacularly and the I4 boss buff was repealed completely and in whole, these briefing quips have been pointless and meaningless. For instance, if you go through the Path of the Dark story arc, your contact will tell you to get help in every single mission, and not a single mission in the entire arc features anything that can't be found in any other mission in the game. The only thing I might concede not being entirely intended to be soloed is elite bosses, and even then only some of them. I suppose multiple boss ambushes like what you see in the Crown of Glory arc could be considered not soloable, but these scale down to lieutenants if you set your difficulty to do that, so that probably doesn't count. AVs count, obviously, but they're off by default.

Almost every solo mission is very much soloable, and the ones that aren't really only hurt specific ATs or powerset combos.

Quote:
Originally Posted by KidLazarus View Post
The unexpected, something sorely lacking in the game.
Heh, I guess this is where we disagree. Personally, I HATE surprises Sure, a novel experience every now and then is a good change of pace, but by and large, things I didn't expect to happen bother me. I play City of Heroes largely for comfort, and I take comfort in familiarity. It's very possible, I think, to have challenge even when you know exactly what to expect, largely because of how I define it. Even if I know what's coming, when an encounter requires me to use all of my character's tools and abilities, that's still a fun kind of challenge. In a way, it's actually even more fun, since I don't have to die and get frustrated until I figure out what I'm supposed to do.

I guess it's a matter of personal preference as to whether you want to be surprised by your game, or whether you want to sit down and have a predictable, controllable experience. It's the difference between sitting down at a carnival ride vs. going out hiking. One is a controlled environment that's specifically tailored to both thrill people and keep them safe at the same time. You can relax in it, knowing that whatever happens, you'll always be safe. That's more my thing. The other is more of an adventure, never really knowing what you'll come across. I have a colleague goes hiking a lot and keeps talking about bear encounters That's... Quite a bit less my thing.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post

Almost every solo mission is very much soloable, and the ones that aren't really only hurt specific ATs or powerset combos.
I agree that this is the case.

I'm not convinced that the rules have changed such that this is the intention/design.

If it is the intent now that all missions you get from your own standard contacts are intended to be soloable for the mythical average player, then I 100% support that. However, there should also be unsoloable content for those who prefer that.

I think a lot of the soloability of the game as currently stands is simply a matter of missions that were intended to be challenging in a certain way simply missing the mark in the face of player adaptation. Likewise, missions that seem to 'punish' certain builds may be intentional, or they may be accidents of design. "Accidentally more challenging" as it were.

Ideally, though, the content should be varied enough and clearly labled enough that players who want a certain type of challenge can find it.

I think it's mostly there.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Sadly, finding time to actually play regularly has been the biggest challenge I've encountered as of late.