Too many tankmages.
Although I don't have first hand experience buying recent re-releases and such, my understanding is most versions of Ogre use the same basic rules. Also keep in mind I'm talking about Ogre the hex-board wargame, not GURPS Ogre the RPG or the miniature system Ogre which is based on the hex-board version but I'm much less familiar with.
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Why its just a hint of the problem is because the strength of the counter-army is difficult to fully assess because its partially based on the tactics used to drive it. Its hard to say if the Ogre is exactly balanced with the intrinsic power of the counter-army, or if the Ogre is easier to tactically deploy and the counter-army much harder to get maximum effectiveness out of, which acts to handicap the counter-army. In other words, I don't know if in a computer vs computer match, if the Ogre has a significant advantage or the opposing army does, eliminating human factors. It would be an interesting problem to study, though.
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Look, I play this game to be a hero. I ENJOY hovering up to a massive group of bad guys and unleashing with my assault rifle and actually being able to cutall of them down, bosses included, with a little tricky moving and shooting.
It's fun. Blasters are not invulnerable even as incarnates.
Can't speak for scrappers. Will let you know in a month.
I will say that being able to crush legions of foes is a well earned reward after 50 levels of play. HK-Alpha made level 50 several years ago. It used to be that once you hit that point, you got bored with the character.
Not any more. I play HK-Alpha more than any other character and I really enjoy it.
Also, I have not heard anyone mention Ogre since I was in high school twenty years ago. Nice.
All this talk of Ogre, is making me want to play The creature that ate Sheybogan
"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)
The key word there is friendly, there's a world of difference between a friendly argument about rules and someone who insists on using the rules in such a way as to make playing them unenjoyable.
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That said, 40K is a pretty amazing concept. I haven't played in years. Anyone have the scoop on the most recent rules edition?
Many moons ago, there was a computer sim version of Ogre, not licensed. I think originally they banned it but eventually they said "oh, go ahead and share it, it's sorta cool".
The computer played the ogre, and wasn't very good at it.
But yeah, that is a classic example of a very, very, interesting bit of game balance and design. And it sort of highlights the problems you face. Imagine that you were to look at an army design that was particularly good at beating ogres, and you introduced a point system for reconfiguring ogres. Now you can change the ogre to suit the army, and you can maybe beat that army by hitting its weaknesses.
Now add 10 other teams each of which can do that.
Now you have something that is much, much, much simpler to balance than CoH.
Keep in mind, I'm not saying balanced gaming systems can't exist. Starcraft is a great example of a relatively strongly balanced game system and its a moderately heterogeneous one as well. And even more interesting in terms of game design is the game Ogre, which was in my opinion the absolute pinnacle of asymmetric game balance. You can't get much more asymmetric than Ogre. But open powers systems are not the same thing as balanced gaming environments. Open powers system presume a far wider latitude of choices than most balanced gaming environments contain. There's no strong lessons to be learned in Starcraft that would be easy to extend to balancing an open powers system that could drive a game like City of Heroes (or, say, Champions Online). |
I should have mentioned Ogre as a game that had freeform elements and also technically met your checklist. If you consider the force opposing the Ogre as the players representative entity it does. It doesn't meet the requirement that players not be shunted into a particular composition, mostly because Howitzers are over priced and G.E.V.S are slightly underpriced.
I should have mentioned Ogre as a game that had freeform elements and also technically met your checklist. If you consider the force opposing the Ogre as the players representative entity it does. It doesn't meet the requirement that players not be shunted into a particular composition, mostly because Howitzers are over priced and G.E.V.S are slightly underpriced.
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To reproduce interunit field tactics with interpower synergy effects in a way that would make these two situations directly analogous would be challenging to say the least. And that's why requirement one is there: I don't see a way to bypass it and get relateable results. Wargames in general are fine if there is a way to customize *units* in an interesting enough way to be analogous to the way an MMO open powers system would work, or if the wargame fields larger scale superunits that contain individual units that aren't themselves customizable and which operate atomically. That would be more analogous to an MMO open powers system. Ogre doesn't do this.
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To reproduce interunit field tactics with interpower synergy effects in a way that would make these two situations directly analogous would be challenging to say the least. And that's why requirement one is there: I don't see a way to bypass it and get relateable results. Wargames in general are fine if there is a way to customize *units* in an interesting enough way to be analogous to the way an MMO open powers system would work, or if the wargame fields larger scale superunits that contain individual units that aren't themselves customizable and which operate atomically. That would be more analogous to an MMO open powers system. Ogre doesn't do this.
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In the really early version of Ogre when GEVs were 4/4 movement. It turned out that no one considered an all GEV force. Now they are 4/3.
So there is still a GEV scatter phase, but at least Ogre has a chance now
Although I don't have first hand experience buying recent re-releases and such, my understanding is most versions of Ogre use the same basic rules. Also keep in mind I'm talking about Ogre the hex-board wargame, not GURPS Ogre the RPG or the miniature system Ogre which is based on the hex-board version but I'm much less familiar with.
In my opinion, if you're a student of game design and game balance, Ogre is your first point of call. You could spend years thinking about how and why Ogre works. There's even a *hint*, albeit only a hint, of the kind of thinking that should go into open powers systems design. I suspect that might be where Another_Fan is coming from by mentioning wargames. In a sense, you could analogize an army as being a set of powers, and the assembly of an army as a form of open powers selection. However, that analogy doesn't hold strongly enough for it to be a model for open powers design in an MMO for a variety of reasons, not the least of which being the fact that there's no good evidence that any wargame like that cared about constant-point balance. It was all about making a better or more effective force than your opponent, and the balance was due to both sides having similar options or being put into static situations that themselves were engineered with balancing forces. Ogre is interesting in that it has a stronger hint of open powers balance than most wargames, because one side is very strongly fixed: it takes the Ogre. For Ogre (the game) to work, of all possible counter-army constructions there cannot be lots of combinations that are obviously more powerful than the Ogre, but there must be a wide rage of combinations that are nominally as powerful as the Ogre. Which meets some of the requirements I set forth as mandatory in a balanced open powers system. Why its just a hint of the problem is because the strength of the counter-army is difficult to fully assess because its partially based on the tactics used to drive it. Its hard to say if the Ogre is exactly balanced with the intrinsic power of the counter-army, or if the Ogre is easier to tactically deploy and the counter-army much harder to get maximum effectiveness out of, which acts to handicap the counter-army. In other words, I don't know if in a computer vs computer match, if the Ogre has a significant advantage or the opposing army does, eliminating human factors. It would be an interesting problem to study, though. |
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
Slogging through the incarnate system seems like an awful lot of rather tedious effort to me. Hence why none of my 50s have done so enough to even have a Tier 1 crafted.
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Sorry. i'm not 17 anymore, i can't spent days playing this game without sleep, and i don't feel like grinding the same trials over and over again for ******* incarnate junk.
this isn't working for me at all. i stopped playing in may, and i've not once logged in since.
Probably won't ever again (first time taking a peak at the forums since may). the only reason i came back was to stop them taking my monthly fee out of my account; and while i was here i decided to poke my head into the forums.
I used to love this game. When incarnate came out i just stopped playing. It is a mindless, brainless, and tedious slog. Worse, like the OP has accurately pointed out, it ruined the rest of the game thoroughly.
Sorry. i'm not 17 anymore, i can't spent days playing this game without sleep, and i don't feel like grinding the same trials over and over again for ******* incarnate junk. this isn't working for me at all. i stopped playing in may, and i've not once logged in since. Probably won't ever again (first time taking a peak at the forums since may). the only reason i came back was to stop them taking my monthly fee out of my account; and while i was here i decided to poke my head into the forums. |
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
And I still can't understand where this attitude comes from. The trials got boring for me, too, but they didn't take anything away from the rest of the game I love.
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On top of it all, I didn't even delve into the Incarnate play until about 2 months after it was released...between juggling way too many toons and getting a few of them accoladed for PvP etc, I just never bothered with it. Even now, I'll do a trial here and there, but 75% of my toons have not become"Incarnate qualified".
And to Spit Fire...
can I have your stuff please
1st!
"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-
Now that Incarnate powers are becoming more common among level 50 characters, I do think they can create a strange discontinuity in play as people start teaming with level 50s. Other than possibly there being a higher concentration of folks near level 50 who had heavily IO'd characters, there wasn't a special discontinuity in power between level someone who was level 49 (and perhaps not IO'd) and someone who was level 50. Now, even just with the Alpha slot's level shift, there can be a noticeable increase in the power of someone who's level 50. If there's just one such person on a team, they might stand out, but probably wouldn't dramatically change the whole dynamic. Get half or more of the team to have Incarnate goodies, and things can change dramatically.
Now, it doesn't really bother me, but I can grasp that people might not like that power shift in non-Incarnate content. If nothing else, it moves their cheese further and more suddenly than most other additions to the game have. However, I think the point Dechs and CrazyJerseyan may be getting at is that playing near level 50 (or teamed with level 50s) isn't the whole game. I'm not advocating that people artificially avoid playing at level 50 (unless they wanted to already), but I'm not sure how Incarnate stuff could ruin the whole game.
I do agree the Incarnate content itself is terribly grindy. You can avoid the iTrials, but I understand why that's an annoying "solution" if you still hear the siren's call of new abilities. IMO, we at least really need more content for iProgress, and the devs need to try and make sure the stuff they add is stuff enough people will enjoy that it won't be sidelined the way the community seems to have sidelined Keyes.
* Technically, if they're exemplared down, that discontinuity can drift down to levels 44 and 45, but that probably doesn't come up much.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
And I still can't understand where this attitude comes from. The trials got boring for me, too, but they didn't take anything away from the rest of the game I love.
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You can ignore them only insofar as you are comfortable being effectively a sidekick in the grand scheme of the game.
Their presence does detract from the rest of the game, as it raises the bar on everything. Being a good student in 1st grade becomes less significant when you are working on your doctorate thesis. Changing the scale with which you character is measured does change the perception of the rest of the game.
And I don't get the attitude that treats the trials as if they were just another TF or another contact. They are the end game. They are the future advancement of your character.
You can ignore them only insofar as you are comfortable being effectively a sidekick in the grand scheme of the game. Their presence does detract from the rest of the game, as it raises the bar on everything. Being a good student in 1st grade becomes less significant when you are working on your doctorate thesis. Changing the scale with which you character is measured does change the perception of the rest of the game. |
That was a nice analogy that falls apart in a world where you can go back to 1st grade any time you like.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
You have to remember, rsclark, that there seems to be a non-trivial number of players who do things like stop playing characters in the 30s. I have many times over the years seen the sentiment that it feels like characters don't progress significantly above that level, so getting them there is "good enough". Then there are folks who get stuff to 50, shelf it, and start something new.
Those playstyles are alien to me personally, but they definitely exist, and I don't think they're the approach of an ignorable percentage of players.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
You have to remember, rsclark, that there seems to be a non-trivial number of players who do things like stop playing characters in the 30s. I have many times over the years seen the sentiment that it feels like characters don't progress significantly above that level, so getting them there is "good enough". Then there are folks who get stuff to 50, shelf it, and start something new.
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Or maybe it's just me.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
How do incarnate powers affect anything below level 44, where I spend most of my time playing?
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Then I went back to not really caring and just blasting stuff.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
I think you covered two subsets there at different points in that description.
There's yet another group: The ones that get to 50 with about four characters and do nothing but play those four characters.
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These people make heavy use of exemplaring, and even optimize their builds to maintain functionality at all levels. These people join their friends at whatever level they happen to be playing at that day as well as enjoy starting lower level TFs. They get all their incarnate powers by running WTFs and converting shards. |
So I think you're right, there's probably a subset of people who get to 50 and then spend lots of time exemplared. I'm not sure they specifically overlap with the subset of people who play a (relatively) small number of 50s all the time, exemplared or not.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
And I don't get the attitude that treats the trials as if they were just another TF or another contact. They are the end game. They are the future advancement of your character.
You can ignore them only insofar as you are comfortable being effectively a sidekick in the grand scheme of the game. Their presence does detract from the rest of the game, as it raises the bar on everything. Being a good student in 1st grade becomes less significant when you are working on your doctorate thesis. Changing the scale with which you character is measured does change the perception of the rest of the game. |
Most cases of burn out are self-inflicted. The devs should try to minimize the opportunities for it, but ultimately its the players fault, and not the devs fault, if they have a compulsion to grind content they don't enjoy because their sense of reasonable speed does not match their sense of reasonable effort.
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I should probably update my sig to include my link to l2p, noob!, the site I'm working on to help people get over MMO burnout.
Here's the thing:
If you want to play a game, you have to get away from concepts like "the endgame" and "the option for future advancement". Set goals, pursue your goals, but always remember that if you're not enjoying working on a goal, it's probably not a good goal; having stuff isn't fun, getting stuff is.
I'm hoping for a level bump on the beta server so I can see whether a stone/elec tanker is fun at 38. If it is, then I'm going to level one 1-38, because I enjoy playing the game -- I just want to know whether my idea that LR and Granite will be complimentary pays off.
But mostly, I log in and look for people I know who are doing stuff, and ask them if they want help. If they are dying too much, I bring a defender or tank. If they are bored waiting for things to die, I bring a blaster. If they are finding navigation too easy, I roll a /kin MM so I can speedboost them and block doorways with my pets. Whatever the team needs.
How do incarnate powers affect anything below level 44, where I spend most of my time playing?
That was a nice analogy that falls apart in a world where you can go back to 1st grade any time you like. |
You go to a baseball game. For 8 innings, it plays just like a baseball game. Then at the top of the 9th, everyone strips down to their underware and gets hosed down with warm jello. They then wrestle to decide the ultimate winner.
Anyone not a fan of the jello portion of the event could just leave at the bottom of the 8th, and they would have still experienced 8/9ths of a good game. If you wanted, you could even just say that whoever was ahead after the end of the 8th was the de facto winner. Yet, somehow, I think the existence of that last inning would spoil the game for quite a few people.
This is going to be a strained analogy, but stick with me.
You go to a baseball game. For 8 innings, it plays just like a baseball game. Then at the top of the 9th, everyone strips down to their underware and gets hosed down with warm jello. They then wrestle to decide the ultimate winner. Anyone not a fan of the jello portion of the event could just leave at the bottom of the 8th, and they would have still experienced 8/9ths of a good game. If you wanted, you could even just say that whoever was ahead after the end of the 8th was the de facto winner. Yet, somehow, I think the existence of that last inning would spoil the game for quite a few people. |
The problem with your analogy is that there is still a certain incentive to either stay and watch or at least find out later what happened: to find out who won. Here, in City of Heroes, no one ever wins. There's no reason to stay for the jello except masochism.
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Back when I used to play 40K there were some people I did not want to play with (essentially "banning" them from playing with me) simply because playing with them was not an enjoyable experience. This doesn't (at least for me) come down to winning or losing, some of my favorite opponents could consistently kick my ***, it really came down to attitude. A good example would be rules lawyering, I enjoy a good rules argument as much as the next person (in fact probably more) but when it comes time to actually play I'd much rather reach a suitable gentleman's agreement for the rules that allows both players to have fun.
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speak american godamnit