New i21 'Invincibility' tech for the game proper?


Casual_Player

 

Posted

Whilst musimg on the posdibilities for using the new i21 'invincibility' tech from the new 'tutorial' map Galaxy's Last Stand in the MA, I was struck by the though that maybe it might have its uses in the post 'tutorial' game.

In the new 'tutorial' map, toons cannot die. They take damage until they're at 1HP and then stop losing HP no matter how many attacks they recieve from mobs or The GM that they 'fight' in the climax to the map.

I think this could open up interesting possibilities for players who'd like to see content they might have difficulty with normally in the 1-50 game.

It could be a purchaseable power from the Paragon Store. A buyable 'I Win' button lol

Obviously, when this was toggled on, all rewards would have to be switched off. Mobs defeated would have to give no xp, inf, badge progress, drops or any other reward, just as they don't count for rewards in GLS.

With nothing gained, this would not be exploitable, and since its not the same as everything conning grey, people still wouldn't be able to solo TFs etc.

The devs could even make use of tge new Invincible mode by using it for set-pieces in future canon arcs.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

I don't think this will be a good idea. Imagine group play with someone having that toggle on, for whatever reasons - No rewards/exp/inf at all for the whole team ?


 

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Quote:
Originally Posted by Paradox Fate View Post
I don't think this will be a good idea. Imagine group play with someone having that toggle on, for whatever reasons - No rewards/exp/inf at all for the whole team ?
That would have to be the case, yes, I'd assume. In the 'tutorial', it doesn't matter, since nobody in the whole map gets any rewards, and teaming isn't relevant.

One way to limit griefing opportunites would to auto-boot anyobe who toggled it on from any team they were on.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

That's what the Mission Drop feature is (partially) for. This sounds too abusable in my opinion, since you can't void the unlocks that specific missions provide. For instance, you can run your Trapdoor or Honoree mission from Ramiel with this on and though you won't get the influence from the mission that you don't even need, you'll still progress through the arc.

Personally, I'd rather see about making more missions possible to run proper than giving such an out.


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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
That's what the Mission Drop feature is (partially) for. This sounds too abusable in my opinion, since you can't void the unlocks that specific missions provide. For instance, you can run your Trapdoor or Honoree mission from Ramiel with this on and though you won't get the influence from the mission that you don't even need, you'll still progress through the arc.
I think that with the new 'convenience is king' approach to the game, this would be viewed as a good thing. With The Honoree, the absence of death would make conpleting it easier, but the absence of rewards would balance that out somewhat.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

The toggles would would have to be greyed out in PvP zones and the Arena.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

I can see a use for this in exploring. I enjoy wandering around parts of the game, looking at the environment and the way the mobs are interacting in it.

But I can't see using it interactively in missions. The final mission in Vincent Ross' arc is dull enough already, thank you. I don't need more experiences like that.


Statesmonkey Sez: Lighten up! It's a game, for Lincoln's sake!
Also: Six years of casual play begins to look an awful lot like one year of hardcore play.

 

Posted

Count me as one against this idea. The whole purpose of not dying in the tutorial is so players can focus more on getting a feel for the game. If anything the "I win" button concept you want to introduce will only encourage sloppy and reckless play styles, discourage people from learning anything about playing CoH, and just cause more grief than it's worth. Overall this is a bad idea, and I'm glad that devs have not, and never will, introduce this feature into the game.



Paragon Unleashed Forums
Twitter: @Alpha_Ryvius

 

Posted

There's already two missions in the game which have Invincibility: Mender Ramiel's "Future Memory" mission on the Alpha unlock arc and Vincent Ross's "Revelation" finalé mission from his arc, both of which are tied to Incarnate powers.

I must admit to wanting to have more arcs like this like another Future Memory type mission but I can't see a purchasable power being a plausable purchase.


Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
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Quote:
Originally Posted by MrCaptainMan View Post
I think that with the new 'convenience is king' approach to the game, this would be viewed as a good thing. With The Honoree, the absence of death would make completing it easier, but the absence of rewards would balance that out somewhat.
The thing is, there's no "absence of rewards." No-one runs the Honoree mission for the Inf and no-one who can run it gets experience. No-one who's just now running the Honoree mission is running it for the Incarnate shards since you need to finish the arc before those can drop. If you're running Ramiel's arc, you're running it to complete it and unlock Incarnates. THAT is the reward, and that reward you will still get.

Convenience is one thing. An "I win!" button is quite another. Even as a thought exercise, I'm still uncomfortable with discussing it in any realistic context.


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

What an interesting way to grief. You want to give me a power that when I toggle it on my teammates don't get rewards.


 

Posted

The only way I could see the Invincibility tech on a player-use power would be as a Tier 9 in a future defensive set. You hit it, but in 30 seconds, you'll be defeated automatically. Make the ultimate defensive power with the ultimate crash.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

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Hell. Freaking. NO.

Sorry, but I also hate the Invul tech in the tutorial.
Why? Well, it makes an important part of the tutorial, i.e. learning things null and void. And what part of an MMO is more important, besides XP, then getting your face kicked in and finding out how hospitals work?

Getting beaten up happens. It sometimes happens a lot. I'm not one of the 'I love Debt!' brigade, but I do think there is a place you have to draw the line, and this is getting to it. I know already people seem to be totally ignorant of 'aggro range' and the like.

Just...yeah, no. No thanks.


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NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Quote:
Originally Posted by Techbot Alpha View Post
Hell. Freaking. NO.

Sorry, but I also hate the Invul tech in the tutorial.
Why? Well, it makes an important part of the tutorial, i.e. learning things null and void. And what part of an MMO is more important, besides XP, then getting your face kicked in and finding out how hospitals work?

Getting beaten up happens. It sometimes happens a lot. I'm not one of the 'I love Debt!' brigade, but I do think there is a place you have to draw the line, and this is getting to it. I know already people seem to be totally ignorant of 'aggro range' and the like.

Just...yeah, no. No thanks.
Agreed. There's also the problem that the tutorials gives a false impression of power by fighting these epic monsters (because to me they look quite powerful and have destroyed an entire city zone) without faltering, only to minutes later enter the city proper and be dropped by some simple thugs. Setting up for that kind of disappointment isn't a good idea.


 

Posted

Quote:
Originally Posted by warden_de_dios View Post
What an interesting way to grief. You want to give me a power that when I toggle it on my teammates don't get rewards.
If you read every post before commentimgbyou'd see this was addressed.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

Quote:
Originally Posted by ketch View Post
Agreed. There's also the problem that the tutorials gives a false impression of power by fighting these epic monsters (because to me they look quite powerful and have destroyed an entire city zone) without faltering, only to minutes later enter the city proper and be dropped by some simple thugs. Setting up for that kind of disappointment isn't a good idea.
Well if Invincible Mode was more widespread throughoit the game then the noobs wouldn't think it strange - they'd think it was a cool USP of CoH - parts of the game you could play with no danger of losing, but with no advancement at all reward-wise.

An added benefit for NCSoft would be that it would slow down players progress to 50, and prolong subscription times.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

I asked Ghost Rider what he thought of your idear


 

Posted

Actually that's existed since Going Rogue. It's in that tutorial too. Was a real surprise when I discovered it!

I'm not fond of this idea outside of a few scripted scenarios, like they exist in the game now. Part of the game is that risk. Part of the joy of exporation is finally having it be safe enough to travel through to explore the new zone (or finding a way around it via getting to the level to take invisibility or such).

I wouldn't throw a fit if they made it available with all the previously mentioned limitations to prevent problems, I just would probably never utilize/purchase it.


"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.

 

Posted

Quote:
Originally Posted by MrCaptainMan View Post
Well if Invincible Mode was more widespread throughoit the game then the noobs wouldn't think it strange - they'd think it was a cool USP of CoH - parts of the game you could play with no danger of losing, but with no advancement at all reward-wise.

An added benefit for NCSoft would be that it would slow down players progress to 50, and prolong subscription times.

Eco
The problem still stands that it creates an inconsistent set of rules. Admittedly, there are several of these in game already (unresistable damage, auto-hit powers, mag 5000 holds) and they generally fall against the players' favor. Of course, all those things irk me as well.


 

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Up-up-down-down-left-right-left-right-B-A-start


 

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Quote:
Originally Posted by Pixel View Post
Up-up-down-down-left-right-left-right-B-A-start
Or is that A-B-B-A-C-A-B?


"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.

 

Posted

I could see this being used as a free phase shift power choice, except without the drawbacks of phase the game now has. It would be used to ghost missions and such, no doubt.