Terror Volta Trial(s) need LESS boredom!


Bionic_Flea

 

Posted

I've been playing CoH long enough to remember the days of Issues 3-5 when doing the Respec Trial was a TRIAL! The failure rate in the Reactor Room was approximately 50% on the PuGs I played in, back in the day ... which made people RESPECT the difficulty of the Trial(s). The 34-43 Respec against the Freakshow though was ROUGH, with Bosses self-rezzing ... and that was before the new Super Stunners got added to the Freakshow!

Today ... uh ... the Reactor Room is more of an exercise in PATIENCE than it is in Prowess (or Patharce, defined as a way to prepare someone for later traumatic experiences). The timing delay between spawn groups is absolutely RIDONKULOUS! It's something like 5 minutes! I can have my Warshade summon a pet using Extract Essence at the end of one wave of attackers, and the pet's duration (of 4 minutes!) will expire before the next wave of attackers spawns. LOL-WHUT?! The looooooooooong wait between spawns in the Reactor Room gives rise to some pretty extreme BOREDOM while *WAITING* for something to happen. We're talking wandering attention span, lack of Combat Focus, draining of battle tension sorts of "why are we doing this again?" boredom while waiting for the timer to run out to ALLOW the next group of hostiles to spawn.

It's gotten to the point where it feels like the only way to FAIL the Reactor Room anymore is if EVERYONE on the team goes AFK (and maybe not even then!). There's just no real "pressure" on the team to *perform* during the Reactor Room phase of the Trial ... and the long respawn timer just makes the whole thing take WAY LONGER than it should. You can spend almost an HOUR in the Reactor Room, waiting for something to happen ...

It doesn't have to be this way ... and most importantly, it most certainly didn't start out this way!

I'm thinking that tightening up/shortening the delay timer between waves of attackers would go a LONG way towards addressing the problems of the Reactor Trial in the Reactor Room. There really shouldn't be lengthy periods of No Combat happening in there. Fortunately, this is something which can be datamined (I presume) to find out a representative "Beat Down" cycle time for how long it is taking teams (on average) to handle the spawn groups in the Reactor Room as presently constituted. That should then give a reasonable target time length for the delay between spawn groups attacking the Reactor in the final room.

And that's assuming that the Programming Team hasn't come up with a far better way to manage/control the timing of the spawn groups in the Reactor Room than was available back in the pre-CoV days of 2005 ...


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
I'm thinking that tightening up/shortening the delay timer between waves of attackers would go a LONG way towards addressing the problems of the Reactor Trial in the Reactor Room.
No. Even recently, I have been on respec teams where people are doing it because they actually need the respec. Shortening the timer on a team that's already struggling will make it even harder.

The proper solution is to change the trigger for the ambushes. Instead of having them on a timer that is based on when you entered the room, they should be based on a timer that counts from the defeat of the previous wave. Probably give about 30 seconds between waves so that teams that need it can have a moment to regen, recharge powers, whatever. That way, fast teams don't sit and wait for most of a half hour, but slow teams don't get needlessly overwhelmed either.


@Roderick

 

Posted

I have no input on the suggestion itself, I just like saying "Terror Volta".


 

Posted

To make any trial or task force more challenging, increase your difficulty per what the team seems capable of. For the 1st respec, try perhaps +2/x5 to feel the burn. <grin>

The nice thing about the trials is that if you fail the final mission, you can speak to the contact and redo the final mission without the preliminaries. So we often go for a solid challenge, with an understanding that if we fail we'll ramp down the difficulty and blow through the final mission for the respec token.

Mind you, I can't really recall failing more than one respec (2nd one, I think).

-Johnny


 

Posted

For the longest time, I heard rumors that collecting those crates in the missions makes the trial tougher... Was that ever debunked?

If it isn't true, it should be.


@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450

 

Posted

Quote:
Originally Posted by Roderick View Post
No. Even recently, I have been on respec teams where people are doing it because they actually need the respec. Shortening the timer on a team that's already struggling will make it even harder.

The proper solution is to change the trigger for the ambushes. Instead of having them on a timer that is based on when you entered the room, they should be based on a timer that counts from the defeat of the previous wave. Probably give about 30 seconds between waves so that teams that need it can have a moment to regen, recharge powers, whatever. That way, fast teams don't sit and wait for most of a half hour, but slow teams don't get needlessly overwhelmed either.

I pretty much agree with your reasoning. I also agree with the OP that the encounter is fairly boring. I think meeting half way by having the waves spawn only after the previous wave is defeated is the ideal combo.


 

Posted

Quote:
Originally Posted by Roderick View Post
The proper solution is to change the trigger for the ambushes.
Hence why I said the following at the end of my OP ...
Quote:
Originally Posted by Redlynne View Post
And that's assuming that the Programming Team hasn't come up with a far better way to manage/control the timing of the spawn groups in the Reactor Room than was available back in the pre-CoV days of 2005 ...


It's the end. But the moment has been prepared for ...

 

Posted

YES! This trial used to be so hard. I loved it! The last mission now is, bar none, the worst in the game. Forget Prevent 30 Fir Bolg from Escaping. Put Defeat All Malta in Oranbega out of your mind. Don't even try to mention Defeat 100 Destroyers. Waiting 5 or more minutes for those stupid spawns to appear only for them to go down in 30 seconds because they spawn three levels lower than anything else in the mission is the worst experience I've ever had in this game.

If people are running the trial because they need a respec, then they should get help from someone who doesn't need one desperately. This is a TEAM game and the trial is TEAM content, afert all.


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

 

Posted

I think if you don't pick up the shield you can work on getting your damage badges. Thats pretty exciting.
-1
-1
-1
-1
-1
No, wait, that isn't any better.


 

Posted

Quote:
YES! This trial used to be so hard. I loved it!
I, on the other hand, hated it. Failing a respect trial that you need is one of the least fun experiences in the game. There are places to look for a tough challenge. The Respec Trial ain't one of 'em.

Speaking of which, can we please make the Treespec a lot easier? I've failed more trials at the Vines stage than I've succeeded by quite a margin.


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

I like the idea of making them spawn based on the previous wave's defeat rather than a static timer, personally.


[Admin] Emperor Marcus Cole: STOP!
[Admin] Emperor Marcus Cole: WAIT ONE SECOND!
[Admin] Emperor Marcus Cole: WHAT IS A SEAGULL DOING ON MY THRONE!?!?

 

Posted

The most important thing you need from a team mate in the TV Trial is good chat

Its also the place where I find out most about my fellow CoH players. Last time I did it we chatted about the various places were are all from, scuba diving versus free diving and a whole host of other topics. It also became clear that the only reason anyone was doing it was because it was the weekly strike target. No one was doing it for "Fun".


Personally I think they should make the trial more of a challenge again and just grant you a free respec when you get to level 25.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

It was faster before, but changed because people asked for it to be. Apparently, the spawn timer in TV has only two settings: Too Fast and Too Slow.

Seriously, back when the change was made, I think a dev actually said it had to be one or the other, because of how it was coded. My memory might be wrong, and I would like to think the programmers (past and present) are more competent than that, but...


My characters at Virtueverse
Faces of the City

 

Posted

I have the perfect solution!!

Give the doors on the reactor room catwalk the Halloween treatment. The more you click, the more baddies come out.

That way teams that want to could take a breather between rounds if they needed to regroup or accommodate an AFK while other teams that want to speed it up or like to swim in a sea of NPCs could click all the doors at once.

EVERYONE WINS!!!


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
Give the doors on the reactor room catwalk the Halloween treatment. The more you click, the more baddies come out.
TRICK!

(nothing happens)

[...]

TRICK!

(nothing happens)

[...]

TRICK!

(nothing happens)

[...]

TRICK!

(nothing happens)

[...]

TRICK!

(nothing happens)

[...]

TRICK!

(nothing happens)

[...]

TRICK!

(nothing happens)

[...]

TREAT!

(mobs spawn)

Beatdown commences.






It's the end. But the moment has been prepared for ...

 

Posted

A revamp of the trial(s) would be nice, if simply changing the spawn timer doesn't have an acceptable effect.

Maybe the tech used for Rikti/Zombie invasions could be adapted? Or the Protest event in Praetoria? As an outsider I don't know if the stuff used there could work in Terra Volta or not, but it can't hurt bringing it up in the off-chance the idea hasn't been explored before.


 

Posted

30... minutes...

Of just waiting.

I fired up Netflix and watched a whole episode of Monty Python while mindlessly running around.


 

Posted

I have decided that every time I run a Terra Volta Trial, we will play 20 Questions or some other text-based game between spawns to pass the time. It really made the Trial fun. In fact, many of us stayed after to finish off a game that didn't quite get done by the time the Trial ended.



 

Posted

Quote:
Originally Posted by Captain_Photon View Post
I have no input on the suggestion itself, I just like saying "Terror Volta".
I always call the place "Tear Revolta" myself.


 

Posted

Quote:
Originally Posted by Jagged View Post
The most important thing you need from a team mate in the TV Trial is good chat

Its also the place where I find out most about my fellow CoH players. Last time I did it we chatted about the various places were are all from, scuba diving versus free diving and a whole host of other topics. It also became clear that the only reason anyone was doing it was because it was the weekly strike target. No one was doing it for "Fun".


Personally I think they should make the trial more of a challenge again and just grant you a free respec when you get to level 25.
I think this is really a pretty good idea. I don't consider myself a casual gamer. I pretty much know what powers I'll pick and how to slot them before I even roll the toon.
I do respecs because in my mind, they're fun. Not because of the waiting, but because of the only opportunity in game besides doing nothing in Atlas park where you can actually type a clear, rational sentence without trying to clobber something at the same time.

I do recall when they were much harder. Yet, I have to remind myself of a few things:
I'm a better player now.
My slots have IO set bonuses, so my toon is better. I regen faster, I can attack faster and am less dependant on teammates for buffs/heals.
The trial is older - more people have done this countless times than previously. Back in issue 3,4,5 - it was entirely possible that half the team had never done one before.

So what about those players who have 4 travel powers because they arent' really concerned with actually winning any fights when they started to play at age 12 - but now that they're 15 or 17, they return to the game and say - no wonder I quit. My toon is garbage! If they ramp up the difficulty, these casual but...lesser players are going to have a rough time.

I suggest that the team leader use the hero corps analyst to ramp things up.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

Thread Necro ... because Terror (of Boredom) Volta is the WST again this week.

I spend more time WAITING for something to happen in the Reactor Room than is needed to COMPLETE either a BAF or a Lambda Trial!


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Ukaserex View Post
I suggest that the team leader use the hero corps analyst to ramp things up.
Tried it. The hero corps level seems to have relatively little relation to the toughness of the mobs faced in the reactor. I set it to +2 and still got a number of waves of level -1 mobs.

It's just screwed up.