Where are the casual players?


Aipaloovik

 

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Originally Posted by Bionic_Flea View Post
And others are straight out farms designed to highlight your character's strength, for example making a mission with huge numbers of enemies that only do fire damage and have no resistance to fire against your fire/fire brute.
Funny you should mention this. I take it that particular AE mission setup is popular? When I jumped back into the game last month I made up a new toon (on Virtue) just to work the rust out of my brain, accumulated from years away from the game, and ended up on what I realized was my first AE farm. It was exactly what you described above, a single-room "mission" led by a L50 fire/fire brute who stood on a large table and just mopped up ambush after ambush of fire mobs. Most of us on the team would die in the first 30 seconds and lay there face down while the xp (and apparently, tickets) rolled in. The broadcast that went out LFM didn't mention that it was a farm (not that I recall anyway), only that it was AE, and being eager to try an AE mission for the first time I joined in.

It was a very quick way to level the new toon (a claws/wp scrapper), but it was boring of course. To my mind, the fact that this goes on a lot says to me that the devs might want to re-think their approach to alts a little. The fact that most of us (not all of us, I grant you) don't want to have to repeat all the under-50 content every time we roll an alt suggests to me that there ought to be a way to roll an L50 right from the start--maybe after an account has earned a certain number of L50s the regular way first (sort of like how EATs become unlocked once you get a toon to 50). Anyway, that's a totally different topic for a different thread and I don't want to derail this one with what is probably a horribly controversial idea.

In any event, I look forward to getting into the Incarnate stuff with at least one of my L50s. I unlocked the Alpha slot last night with my Scrapper, and now I gotta get on some BAF teams so I can get the stuff needed to actually "craft" an Alpha ability. But I gotta ask, doesn't anyone else think that the idea of crafting an ability is a little odd conceptually? Probably the last thing I picture when it comes to "acquiring" a god-like Incarnate power is sitting at a crafting table tinkering with tools to build a piece of...what...inner cosmic talent?


NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller

 

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Originally Posted by Wing_Leader View Post
I'm certainly willing to believe you, but if this stuff isn't strictly necessary, then why are people so gung ho to fill their characters up with them? Is it bragging rights?
I'm one of the people who does this. (The filling up part, not the bragging part.) I do it because I inherently enjoy it. I'm a min/maxer at heart, and the very act of achieving some new plateau of power and then testing it and seeing positive results gives me joy.

I won't claim it doesn't give any satisfaction to be able to run off by myself on an iTrial and solo stuff that wiped out a chunk of the league. It does. But by and large, I only do that sort of thing if I have to (because, for example, everyone else died), or because I honestly think it will help the league somehow.

A lot of the people who post builds are people like me. They post them because they get some joy out of creating them, and then helping others create similar things.

Unfortunately, you will meet people, here and in game, who will proclaim that some sort of DPS and/or survival min/maxed builds are the only way to go. That's just not the case. Honestly. this game is too easy for that to be the case.


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

 

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Originally Posted by Bionic_Flea View Post
so I wanted to take a couple of minutes and give you a quick explanation.
Thank you very much for taking the time to write all that up for me!

For someone who stopped playing right around the time Vanguard was introduced, and who pretty much ignored merits and IOs when they initially arrived, all these different kinds of rewards feel a bit overwhelming. Having only enhancements and inspirations streamlined the game in a way that really put the focus of the game on doing things superheroes do, which is take down bad guys. All these "inventions", merits, tokens, tickets, and so on feel so outside of the superhero genre to me that I have trouble grasping the intended metaphor, and so for me there is no intrinsic logic behind them to make understanding them (without the generous help of guys like you) more natural.

I come from a tabletop superhero RPG background in which everything had an internal logic that helped everything in the game make sense. For me, the moment crafting was introduced into COH, and the chase for "gear" began in earnest, the game sorta stopped feeling like superheroes and more like every other fantasy MMORPG I've ever played (and abandoned). Only COH seems to have the ability to keep me coming back for more, and I really think it has a lot to do with the fact that there is still end game content that doesn't exclusively revolve around obtaining new gear, though one could argue that trying to fill the Incarnate slots is really no different than chasing the latest Tier X gear in WoW...

Still, I'd like to believe that doing the Incarnate Trials, and "leveling up" via the Incarnate System, will feel more like epic superhero drama than the WoW raids ever felt like epic fantasy drama (they really only felt like looting runs due to how often you had to repeat them and the fact that nobody ever really cared about the storyline or the fact that every run was conducted like a dance routine that you carried out step by step, exactly as prescribed, without deviation).

It was bad enough back in the day that players were constantly running off to vendors to sell or re-slot their enhancements after every mission, which slowed down the game considerably. Now there are a whole bunch of other distractions that have teammates scattering for who-knows-how-long (and at times it is so long you'd swear they just went AFK and didn't bother to tell anyone) while the more focused few of us stand at the next mission door waiting to continue. It wouldn't bother me so much, I don't think, if all that other stuff actually felt like superhero activity, but it doesn't. I realize that it is a large part of what puts the "G" in MMORPG for COH, but I just wish it didn't feel so much like hanging out with teenagers at a mall (let's all shop shop shop til we drop)...


NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller

 

Posted

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Originally Posted by Wing_Leader View Post
It was bad enough back in the day that players were constantly running off to vendors to sell or re-slot their enhancements after every mission, which slowed down the game considerably
For what it's worth, this is actually less common for folks who use IOs. IOs aren't something you change very often. When one does change their IOs, it tends to take longer, because it is often a complete rework of what's slotted where, but most sensible folks don't ask a team to wait on that.

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Now there are a whole bunch of other distractions that have teammates scattering for who-knows-how-long (and at times it is so long you'd swear they just went AFK and didn't bother to tell anyone) while the more focused few of us stand at the next mission door waiting to continue.
There really shouldn't be much in the way of post-SO distractions that people run off to deal with between missions. I can see people running off to sell at the auction houses, but honestly, they shouldn't need to make people wait long for that.

One of the best features of the auction house system is that it is asynchronous. You can place bids and then go do stuff or log out, and the purchases can resolve later. If it takes time to set them up, that's usually research on what to buy or how much to pay for it. That's not something anyone should be doing between missions while others are waiting.


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

 

Posted

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Originally Posted by Wing_Leader View Post
Still, I'd like to believe that doing the Incarnate Trials, and "leveling up" via the Incarnate System, will feel more like epic superhero drama than the WoW raids ever felt like epic fantasy drama (they really only felt like looting runs due to how often you had to repeat them and the fact that nobody ever really cared about the storyline or the fact that every run was conducted like a dance routine that you carried out step by step, exactly as prescribed, without deviation).
I don't want to be a wet blanket here, but the Incarnate system is something designed such that, at least given the current number of available trials, we run the same trials dozens of times each just to max out progress on one character. As such, it's basically unavoidable that it will devolve just as you have described. Even if you like the story, you can only be interested in reading it so many times.

The upside is that, much like the other things talked about in this thread, you don't have to go for maxed out progress. The difference in a Rare and a Very Rare incarnate ability isn't that significant most times, so it's reasonable to never bother with Very Rares, from a performance perspective. Getting to Rare tier is fairly worthwhile, though, because Rare powers from Alpha, Lore and Destiny each make you +1 effective combat level for purposes of how foes con to you. (Alpha does this full-time, Destiny and Lore only do it in iTrials.) While still not mandatory, this can be a really big performance difference - having all three is the difference in fighting +4 (or higher) foes and fighting +1 foes.


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

 

Posted

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Originally Posted by Wing_Leader View Post
Thank you very much for taking the time to write all that up for me!
You're welcome!

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All these "inventions", merits, tokens, tickets, and so on feel so outside of the superhero genre to me that I have trouble grasping the intended metaphor, and so for me there is no intrinsic logic behind them to make understanding them (without the generous help of guys like you) more natural.

I come from a tabletop superhero RPG background in which everything had an internal logic that helped everything in the game make sense.

* * *
It wouldn't bother me so much, I don't think, if all that other stuff actually felt like superhero activity, but it doesn't.
Well, I don't know if it helps or not but in my mind I associate crafting with Batman creating or buying gizmos, Reed Richards inventing some future technology, or even Dr. Strange/Dr. Fate learning a new spell.

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Originally Posted by UberGuy View Post
I don't want to be a wet blanket here, but the Incarnate system is something designed such that, at least given the current number of available trials, we run the same trials dozens of times each just to max out progress on one character. As such, it's basically unavoidable that it will devolve just as you have described. Even if you like the story, you can only be interested in reading it so many times.
While I usually recommend against disagreeing with Uber, I no longer feel one needs to run dozens of trials now that we have four trials to run. I have heard that a single run of the Underground Trial will earn you enough incarnate XP to unlock the alpha slot and 1/3 of the way to unlocking both judgment and interface. I think that if you are willing to convert your astrals into threads to craft common incarnate salvage that you should be able to have at least something slotted in 3 or 4 out of 5 incarnate slots just by running each trial once. And if you open alpha slot via the Ramiel arc like you did and obtain the necessary components to craft the alpha by running TFs, I think that you might be able to slot at least the first tier in all five incarnate slots.

But if you want to get to tier 3 or 4 powers, then yes, you can expect to run the trials dozens of times per character.


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

 

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Originally Posted by rsclark View Post
Since the OP said "Now either this is intended for teams, or for solo characters with the kind of DPS generated by IOs, and probably continuous consumption of big reds at the same time", I assumed that was not his preferred alternative and gave him the less inspiration dependent alternative.
I was merely pointing out that a) SO's plus inspirations is a lot cheaper and easier for the "casual player" than IO's plus inspirations, b) it still does the job, and c) it's a pretty popular strategy on these forums for those that don't want to do it "the right way".

Quote:
Originally Posted by Wing_Leader View Post
For someone who stopped playing right around the time Vanguard was introduced, and who pretty much ignored merits and IOs when they initially arrived, all these different kinds of rewards feel a bit overwhelming. Having only enhancements and inspirations streamlined the game in a way that really put the focus of the game on doing things superheroes do, which is take down bad guys. All these "inventions", merits, tokens, tickets, and so on feel so outside of the superhero genre to me that I have trouble grasping the intended metaphor, and so for me there is no intrinsic logic behind them to make understanding them (without the generous help of guys like you) more natural.

I come from a tabletop superhero RPG background in which everything had an internal logic that helped everything in the game make sense. For me, the moment crafting was introduced into COH, and the chase for "gear" began in earnest, the game sorta stopped feeling like superheroes and more like every other fantasy MMORPG I've ever played (and abandoned). Only COH seems to have the ability to keep me coming back for more, and I really think it has a lot to do with the fact that there is still end game content that doesn't exclusively revolve around obtaining new gear, though one could argue that trying to fill the Incarnate slots is really no different than chasing the latest Tier X gear in WoW...
When CoH first came out, a lot of us WERE excited about a game that didn't revolve around "loot". TO's, DO's, SO's when you could afford them (yes, some of us struggled a bit to get SO's at 22) and eventually Hami-O's for those l33t people who wanted them -- nice and simple. You'd just upgrade every five levels and then go beat up bad guys, which was a lot more "pure" and "heroic" to me than the grindiness and gear collection of Everquest, in my case.

As the game progressed, more and more people started playing WoW and were exposed to "phat lewt" and then were surprised when they got to CoX and we had none. (Don't forget, CoH predated WoW by about seven months!) But since THAT game had/has a lot more subscribers than CoX, and since corporate beancounters rule the world, the WoWification of CoX began. [And admittedly, there were plans for the Invention System back when Enhancement Diversification came along, and players wanted more things to do, and the invention system became part of the "end game" here.]

Then IO's came out, along with the market, and some would say that every "currency" after that has been a reaction to someone else's --often casual players' - kvetching. "I can't afford to buy this stuff on the market!" and "I don't have big chunks of time to do TF's to get Merits" led to farming for INF. "I don't want to farm for hours" and "I don't want to become a marketeer and do THAT for hours!" eventually led to AE tickets (and more farming, despite the dev's claims that it was to be anything but) and then tip missions and Hero Merits and so on. As the Incarnate system took the stage as "the NEW end game content" it sometimes seems as though the Invention System has become more of a mid-game, end-game "must have" rather than "optional content."

The good news is, there are more ways to get cool new stuff now than ever before, and more and more ways for "casual players" to get those things. The bad news is, as you've pointed out, it's a lot more confusing and potentially overwhelming for the brand new player. As much as I love this game -- 12 years and 10 months of subscription time over two accounts (and no, I'm NOT a "casual player") -- I would absolutely HATE to be a brand new player these days. I hope that the game hasn't gotten too complicated for the "casual player" now, but I guess we'll see what happens when Freedom launches?


"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner

30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04

 

Posted

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Originally Posted by Bionic_Flea View Post
While I usually recommend against disagreeing with Uber, I no longer feel one needs to run dozens of trials now that we have four trials to run.
You don't have to recommend it, since you didn't disagree with me.

Quote:
Originally Posted by UberGuy
the Incarnate system is something designed such that, at least given the current number of available trials, we run the same trials dozens of times each just to max out progress on one character
Emphasis mine. There are people (like me) who are going to max out the progress, or come close. We end up running it lots and lots, and while I suspect most (read: almost all) players run fewer trials than I do, I'm pretty sure others still run them quite a lot, even if they're just getting multiple characters to two Rare tiers. (Don't forget, Astral and Empyrean Merits buy other things these days, so there's more reasons to run the iTrials things.) Overall, I think this tends to converge on people doing the trials by rote, mostly concerned with getting their merits or end-reward window. And that's what the OP was hoping not to see. I'm trying to set his expectations on that particular point, because I think he may be set up for disappointment.

Perhaps other servers will have different community convergence than Justice did.

Edit: So to be clear, while the OP may not need to run iTrials dozens of times, many other people plan to, and so the general feel may be that well-choreographed dance he didn't like in "that other MMO".


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

 

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Originally Posted by UberGuy View Post
Edit: So to be clear, while the OP may not need to run iTrials dozens of times, many other people plan to, and so the general feel may be that well-choreographed dance he didn't like in "that other MMO".
This is worth (me) spotlighting for a moment. My concerns go beyond the solo experience of the game, because after all I can always ignore repeated runs of things if I just solo the way I like. But I must point out that the one aspect of COH that fills my heart with great love is the openness towards teaming (and the ease with which COH's QoL features make it trivial to do so). No other MMORPG can even come close, IMO (though I confess I have not tried them all).

So, you can imagine how important it is for me to understand how team dynamics and expectations have evolved during my three year hiatus. Rather than the invention system remaining a dubiously conceived sideshow (my personal feelings of it when it first arrived), it felt upon my return as though it had become the very foundation of standard end game builds and had become the primary focus of end game play activity. I mean, surely all the Tips teams and AE teams that I see broadcasting LFM every day aren't running the same content over and over again for their health (or even the fun of the content itself).

I think that my exposure to the invention system may end up being mostly, if not soley, focused on filling up Incarnate slots rather than IOs. The Incarnate slots feel more like adding new powers to my character than IOs which just give me better enhancements, which is to my mind how they give us new powers (and even combat level bumps) to attain without raising the actual level cap (something which I presume would involve too many ugly and potentially disastrous code changes to the engine to ever consider implementing).


NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller

 

Posted

I have a question about set bonuses (which pertains to frankenslotting, I guess): do the benefits of set bonuses apply, let's say from a power that is a toggle, even when that power isn't active (i.e., the toggle is off)?


NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller

 

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Originally Posted by Wing_Leader View Post
I have a question about set bonuses (which pertains to frankenslotting, I guess): do the benefits of set bonuses apply, let's say from a power that is a toggle, even when that power isn't active (i.e., the toggle is off)?
Yes.


 

Posted

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Originally Posted by Wing_Leader View Post
So, you can imagine how important it is for me to understand how team dynamics and expectations have evolved during my three year hiatus. Rather than the invention system remaining a dubiously conceived sideshow (my personal feelings of it when it first arrived), it felt upon my return as though it had become the very foundation of standard end game builds and had become the primary focus of end game play activity. I mean, surely all the Tips teams and AE teams that I see broadcasting LFM every day aren't running the same content over and over again for their health (or even the fun of the content itself).
Bear in mind that, for practical purposes, until I19, IO builds were about all the "endgame" CoH had. Which is not to say that they're actually end game content, but if you had a much-loved 50, and you wanted some goal to chase with playing them, Inventions were the longest-term thing out there other than some rather extreme badges.

But no, Inventions aren't required for the Incarnate end-game, specifically. If anything is "required" (and nothing really is so far), it's likely to be prior Incarnate content itself that's required (or at least advisable) for later Incarnate content.


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

 

Posted

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Originally Posted by Wing_Leader View Post
I think that my exposure to the invention system may end up being mostly, if not soley, focused on filling up Incarnate slots rather than IOs. The Incarnate slots feel more like adding new powers to my character than IOs which just give me better enhancements, which is to my mind how they give us new powers (and even combat level bumps) to attain without raising the actual level cap (something which I presume would involve too many ugly and potentially disastrous code changes to the engine to ever consider implementing).
Strictly speaking the Invention System and the Incarnate System have nothing to do with one another, bar the similarity in collecting salvage and using it to craft stuff. They use similar mechanics, but are completely independent of one another.

I will point out that Incarnate Slots don't exemp down below 45, while set bonuses will under the right conditions. (This may not matter to you at all if you never exemp down, but remember that you'll probably have to do that a fair amount if you want to run the Weekly Strike Targets with any regularity.) Also, you don't get set bonuses when you frankenslot (well, you might, but that's incidental and not something you pursue when frankenslotting). If you're frankenslotting, you'll probably only be slotting one or two pieces from each set; if it's two pieces, you'll get that first set bonus, but otherwise if it's all single IOs you don't get any set bonuses. In terms of being goals, set bonuses and frankenslotting are more or less mutually exclusive, at least on a per-power basis.

I will also point out that, depending on the character, set bonuses can be very desirable. Achieving Perma-powers (like Domination, Phantom Army, Dull Pain) and getting up to or at the defense cap on non-melee characters. There's also no reason you can't work toward an IO build and work on Incarnate slots. (Personally I think the former is much less of a tedious grind.)


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

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Originally Posted by Wing_Leader View Post
I have a question about set bonuses (which pertains to frankenslotting, I guess): do the benefits of set bonuses apply, let's say from a power that is a toggle, even when that power isn't active (i.e., the toggle is off)?
Actual set bonuses persist no matter what the power itself is doing. The only thing that will turn them off is exemplaring to a point where the IOs stop working, which happens at anything lower than the IO's own level -3.

Note that some special IOs give you bonuses with just a single IO slotted. Some act like set bonuses and are on unless you exemplar to low. Others do depend on the power they are slotted in. You can find out which is what on this page of ParagonWiki.


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

 

Posted

Coming to this threat late [I swear I wasn't egosurfing!]

TXwXoX Three things:

1) You have sticker shock. I understand. I had sticker shock when you could get a character full of the most expensive stuff in the game for 300 million inf. [It's now in the multiple billions. Note "most expensive" is not "best".] The thing is that you can be a hundred-millionaire easily through normal play plus, like, five minutes of following directions.
2) IO'ing out doesn't have to be the painful process it looks like, but if you decide to live that lifestyle you DO have to put a few hours into learning it.
3) I'm sorry that you discovered Architect Entertainment the way it is actually used, not the way we hoped it would be used.

Discussing these points in detail:
1) Sticker shock: It doesn't matter much what the units are as long as you're buying and selling in the same units. [I recently realized that "starting salary" is about twice what it was when I last got starting salary. Sticker shock is very real.] 2 thousand frobnitzes and 2 million frobnitzes aren't really very different.

I'm going to discuss how to make 600K, 6 million inf, and 60 million inf in an afternoon.
600K is boring but foolproof: you find some level 50 recipe [confuse or sleep or snipe] with like 60 for sale and 0 bids. You buy as many as you can hold (at around 100 each) and run to a nearby vendor or shop. You sell them for 5000 or 10,000 each. When you can't buy any more cheap ones, find another recipe. Repeat for 100 recipes, around 10 runs. Might take an hour depending on how close the vendor is- KR has a very near one.

6 million inf is a little more tricky. It involves [audience hisses] crafting or flipping. The important thing to realize is that a lot of people have so much inf they can't even see the difference between a million and ten million inf any more. It's a rounding error. So you can take the time to craft, say, a level 50 Doctored Wounds IO, and put it up and they will pay you handsomely for the convenience of just buying it, slotting it and going. You can often find a recipe and ingredients for under half a million, spend up to half a million crafting it, and sell it for five million. Wents takes 10%, so your 4 million profit becomes 3.5 million. Yes. You need a bit over a million inf to try this and there are some tricks to learn. But it'll work.
6 million inf, version 2: Go to Ouroboros, select a 25-29 arc. This will "auto-exemplar" you down to 25. You don't have to DO the arc, though. You can go burn down a few hundred green or blue zombies in Dark Astoria, classical "Street sweeping" style. This can actually be fun if you only do it every six months or something. Eventually some of them will drop orange salvage, which sells for 1 to 1.5 million inf per item.
6 million inf, version 3: Do an AE arc or two. There's an entire forum full of people talking about the good, fun ones. Cash in your tickets for orange salvage and sell it for 1 to 1.5 million inf per item. I think Deific Weapons and Enchanted Impervium are still good sellers, but check for yourself.

60 million inf: This is going to be REALLY annoying, but it's a lot of inf. First, get 20 million inf and 50 Reward Merits. (Sister Psyche, for example, is a TF that gives EXACTLY 50 reward merits. You can also do a bunch of Ouroboros arcs and get merits.) Go to Fort Trident or the Crucible and buy a Hero or Villain Merit. Then, also at Fort Trident or the Crucible, buy a specific recipe. Details available on request. Craft it and sell it for 60 to 100 million inf. Gain 35 to 70 million inf in profit. [remember, you spent 20 on the Hero Merit and Wents took 10% in fees.] Boom, you're rich.

... Wow, that was longer than I thought it would be. 2 and 3 in next post.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

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Originally Posted by Wing_Leader View Post
So here's a recent example:

Is Mender Ramiel's arc for unlocking the initial Alpha Incarnate slot supposed to be a team only mission? I just tried to solo it with my L50 DM/SR Scrapper that is outfitted with all 50+ (or 51) SOs--usually in an Acc,Acc,Rend,Dmg,Dmg,Dmg configuration for attacks--and I simply could not overcome Trapdoor's regen rate (and he was "only" an Elite Boss to me). I had to basically leave the mission out of pure futility.

Now either this is intended for teams, or for solo characters with the kind of DPS generated by IOs, and probably continuous consumption of big reds at the same time. Either that or I simply don't know how to solo a L50 Scrapper.
ha, I tried it solo on my all arrows Defender. and tried it again. and again. and again, possibly, before I cried for help!


@craggy see me on Union for TFs, SFs (please!) or just some good ol fashioned teaming.

 

Posted

2) How to IO out:
The simplest version is generics, which "work" like SO's only they never go red, and the higher level ones give you more bonus than the lower ones.
More complex is Frankenslotting: pick what's cheap and of a reasonable level [I like 30-35; 31,34 and 36 tend to be extra-cheap] and leave your bids for a day or two. My former sig was "If you didn't leave a bid overnight, you didn't really try to buy it." You can think of Frankenslotting sort of like miniature hami-Os that you can start slotting at, like, level 27. Notice that if you're level 28 you can put in bids for your next two IOs and, when you hit level 29, you might already have everything ready to slot. You have to do a teeny bit of planning, true, but you slot it at level 29 and you don't have to touch it until you decide you want to do a big fancy respec. Maybe at 50, maybe NEVER. You don't even have to spend a lot of money- it's five or ten times more expensive than SO's, but almost every time an orange salvage drops on you that's close to the price of a full set of SO's right there.
Yet more complex is the "Set IO" game, where you figure out what you want to max in set IO bonus terms and you do that. The more you spend the more you can max. I've done this on eight or ten characters, realistically. I recommend two or three things to ALL characters that you're IOing: a knockback IO if you don't have KB protection is the closest to "necessary" this game has. I wouldn't play without it. I suggest one or two sets that give global Accuracy bonuses- a lot of those are cheap and common. If you want to get a little fancy you can get some global Recharge, which is cheap as long as you don't want more than 10 or 20%.

But the max-IO game is something to do if you have one or two characters that you love A LOT and you want to make them as mighty as you can, and you're going to spend a lot of time on them anyway. Very roughly, your first 30% improvement in strength costs 10 million, your next 30% costs 200 million and your next 30% costs 4 billion. If you're going to make 4 billion inf anyway [because you play a lot or love marketing], why NOT make your favorite character more powerful?

3. Architect Entertainment. Many people have always loved doorsitting and getting PL'd and getting the most stuff for the least work in this game. It's been around since issue 2 at least- I remember Peregrine Island demon farms, I remember hydra teams, and I bet you do too. AE allowed those people to build custom farms and run them. In fact, it's really easy to build a farm. It's really hard and it's a lot of work to build an AE arc that is:
interesting
challenging
not annoying
not suicidal
and well-written.

I'd estimate 1% of the arcs in AE are really good, 24% are really trying, and 40% are abandoned or stupid or crapfests in one way or another. The other 25% are farms.

The number being RUN are probably 1% good arcs and 99% farms. That's not the fault of AE: it's the fault of human nature. Some of those good arcs are as good or better than the Devs' best work. There's a forum for that, if you run out of Dev-provided content.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

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Quote:
Originally Posted by Wing_Leader View Post
This is worth (me) spotlighting for a moment. My concerns go beyond the solo experience of the game, because after all I can always ignore repeated runs of things if I just solo the way I like. But I must point out that the one aspect of COH that fills my heart with great love is the openness towards teaming (and the ease with which COH's QoL features make it trivial to do so). No other MMORPG can even come close, IMO (though I confess I have not tried them all).

So, you can imagine how important it is for me to understand how team dynamics and expectations have evolved during my three year hiatus. Rather than the invention system remaining a dubiously conceived sideshow (my personal feelings of it when it first arrived), it felt upon my return as though it had become the very foundation of standard end game builds and had become the primary focus of end game play activity. I mean, surely all the Tips teams and AE teams that I see broadcasting LFM every day aren't running the same content over and over again for their health (or even the fun of the content itself).

I think that my exposure to the invention system may end up being mostly, if not soley, focused on filling up Incarnate slots rather than IOs. The Incarnate slots feel more like adding new powers to my character than IOs which just give me better enhancements, which is to my mind how they give us new powers (and even combat level bumps) to attain without raising the actual level cap (something which I presume would involve too many ugly and potentially disastrous code changes to the engine to ever consider implementing).
I'm semi-casual. I've been taking a lot of breaks lately, but tend to come back for a week or two every month or two. Over my years (3-4) playing the game, I've gotten fairly good at aspects of the game, I have a few 50s, but loads of low level characters, and it was over a year before my main hit 50.

I'd played Another Popular MMO Game before, but been very turned off by the grind for gear and the way that the majority of the game seemed to be dependent on min/maxing numbers and basically being an accountant more than a gamer. I was worried when I started looking into the Enhancement thing on this one, but I got some okay recipes drop, I started frankenslotting (love that term, btw) and discovered that they helped a bit, but not super hugely. Normal ones will get you through, but, playing a TA/Archery Defender, I have noticed a big improvement after getting a bunch of sets slotted together, and nabbing even just some of the lowest Incarnate powers. Accolades and temp powers (and Vet Reward powers) can add a lot as well.

I'd recommend giving the inventions thing a chance.


@craggy see me on Union for TFs, SFs (please!) or just some good ol fashioned teaming.

 

Posted

I make a ton of money off procs -- kismet +6% accuracy, force feedback chance for +recharge, positron's blast chance for energy damage, stuff like that. I mean, not a "selling purples in large quantities" ton of money, but enough that I mostly just buy stuff I want.


 

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You dont need to grind. You dont need to farm.

Sometimes I play a few task forces over and over, but mostly because I have fun on those and because I'm normally trying to do different things and/or get the feeling of my latest tweeks on my toons. And some of the TFs I like arent the popular ones (like the Shadow Shard, for an example).

I dont deal with the market too. I run up to 50 with mostly what I find and craft.
When I find a recipe, I craft it and store it on my base.
When I have a toon that needs it, I get it.

Today I had a visit on my base, and he was amazed of the things I had stored there. He is one of the "ebil marketeers", and said I could make a fortune with those enhancements. He refused to believe that those were my drops, and not a market tweek. He also refused to believe that the most influence I ever got on a toon was 300 mil, and thats because I pulled influence from many toons...

Its amazing what youll get when you play having fun. Its almost Karmic.
The point is... Having fun is your reward, not the latest shinnies. You cant control what drop youll get. But you can control what gives you fun.


** Guardian�s Crazy Catgirl **
************* 22 XxX 10 *************

Yes. I can get lost on a straight-line map.

 

Posted

Quote:
Originally Posted by Wing_Leader View Post
I guess what I'm wondering is this: has the game become one in which the top tier stuff is necessary to adequately participate in all the end-game content? If so, then it seems to me that the game design needs to find ways to make this doable without such an artificial and unpleasant metagame practice as farming. If not, then why are so many players chasing the top tier stuff as if it was necessary?
It's not necessary at all. It IS fun to have characters that can do things they weren't intended to though. Soloing a Giant Monster with a Defender is an awesome thing, and soloing AVs with a scrapper is just as fun.

I'll let you in on a secret (well, not really a secret, but still): I do not actually have the vast majority of the IOs you see in builds I post. When I work out a build, I view it more as something to work toward. I have never had the cash to put together a build in Mid's and log in and buy it all at once. If I put together a nice build, and I'm really interested in building that character, it will take me several months to finish it. (Hell, my BS/DA scrapper took almost 2 years to finish, I still need a couple pieces for him to be honest)

Bottom line: Just because you see a lot of expensive stuff in a build doesn't necessarily mean that person actually HAS all that stuff.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by KayJMM View Post
The point is... Having fun is your reward, not the latest shinnies.
Also: This.

If you have all the best stuff, but you aren't having any fun playing the game....you're doing it wrong.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Wing_Leader View Post
It seems like the only discussions on AT builds and play strategies to be found on these forums are relevant to power gamers who are intimately familiar with "the numbers" and have seemingly unlimited access to every IO in the game, no matter how rare or expensive. Am I the only casual player who also isn't a complete newbie?

How do you guys afford to fill up an entire L50 (+1) character with the rarest IOs in the game? How does one do this without farming or spending three years playing the same toon every day? I mean, farming is a metagame practice that I find somewhat puzzling. Farming itself isn't really fun, is it? It is something you do, not for its own sake, but because it is the only way to accumulate the insane amounts of influence necessary to create these ridiculous builds with all those IOs. And yet this has become so common, or so it seems from the working assumptions of threads on builds on the forums, that things like IOs and set bonuses can't be regarded as just "influence sinks" intended to bring equillibrium to the in-game economy. They are now part of the unwritten Standards for End Game Play.

So how are casual gamers expected to participate at what has become the new Standards for End Game Play without farming? When I join teams with my old L50s, which pre-date the Incarnate system, I am self-conscious about the fact that I might get booted for being less than half as effective as everyone else who seems to have full sets of "purple" IOs (or whatever), top-tier Incarnate powers, and so on. I found WoW to be a dreadful experience because keeping up with the requirements of "end game play" was like a second full time job. Prior to the Invention System, COH had always felt like an MMO that had escaped that trap. I'm not so sure it is like that anymore.

Is there still room in this game for casual players who want to experience the max-level content, but who don't want to turn farming into another life's career just to obtain the necessary IOs to be useful on a team nowadays?
I've been playing 7 years now. None of my builds are particularly "top tier" (my Plant/Emp has some nice IOs but none that were too expensive and all were funded by running some tips and doing the 5 Random Rolls thing). She also soloed Ramiels arc at even level, mostly through a lot of running backwards and pet-tanking of the EBs.

On the boards you get a skewed sense of what people are doing, in many cases you are seeing peoples "ultimate" builds, the ones they are aiming for, not what they are actually running. In game I've never come across anyone saying "You aren't slotted well enough. Go away" to any of my builds.


 

Posted

I don't have any purpled out characters, and indeed the only fully IO'd character I have was IO'd out simply because he had to be in order to be remotely playable for me. And back when I did that, the market seemed a great deal more reasonable in both prices and supply. I recently decided to mostly ignore IOs, and to never take the Fighting Pool again (except maybe on a Willpower character). And I still haven't crafted any Incarnate abilities with my 50s. How's that for casual?


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

I'm late to the party too, but I wanted to give you some advice and amplify things that other people already mentioned. As everyone has said, yes you *can* do nearly everything with SOs but until you have the Alpha slot unlocked (which you do) you can't participate in Tin Mage or Apex TFs and until you have something equiped in the Alpha slot you'll be -4 to mobs on those TFs (which are level 54, so you'll be -8 with nothing equiped). On the other hand, when you have a Tier 3 Alpha equiped, you'll have a level shift . . . you'll be 50+1 against everything, over and beyond the other benefits of the Alpha Slot Ability.

This is the one of the most direct and straightforward things you can do to improve a character at 50. To get a Tier 3 Alpha, you basically just need to run certain TFs . . . ITF, Kahn, STF, LGTF, Cathedral of Pain, or Hamidon and RWZ Mothership Raids (MSRs don't give components directly but do give lots of Vanguard Merits which can be exchanged in the Vanguard Base for an Incarnate Component; Hami Raids give a choice of 4 incarnate shards which can be combined into your choice of component). The Tier 1 Alpha needs just 3 components, so figure out which one you want (and folks would be happy to discuss which one would be best for a particular character) do a couple of TFs, and you are rocking and rolling! While doing the TFs, you'll also get shards to drop (which can be combined to make components if you don't feel like/can't/aren't willing to re-run TFs). At some point you'll need to do the Weekly TF to get a Notice of the Well which is required for the Tier 3. If you do each of those TFs once + a WTF you'll have most of what you need, you might need to re-run one or two.

I must admit, that's not the most *straightforward* system. There are a lot of moving parts, its cumbersome, sure. But it isn't particularly *difficult*. And for the most part, TFs are pretty casual friendly. You can do them all on SOs. And you don't have to do very many of them to get your Alpha slot equipped (even to Tier 3).

To get your other Incarnate Slots unlocked (and equipped) you'll need to run Incarnate Trials. Currently there are 4 of them in the game. Two of the (Lore and Destiny) will give Incarnate Level Shifts, similar to the level shift you get from alpha, but Incarnate Level Shifts are only active when doing Incarnate content. You'll get incarnate experience (which unlocks the slots) and also the various rewards needed to craft incarnate abilities for each slot.

If you don't want to be all grindy, once you have your Tier 3 alpha you can pretty much go ahead and run any of the incarnate trials. You don't need to have anything unlocked or equipped. You get Astral Merits and Empyrean Merits as well as Incarnate Threads and a random Incarnate component at the conclusion of each trial. You can convert Astral and Empyrean Merits to Threads, which you can convert to components of your choice. I don't know if running all 4 trials will unlock all the slots and give you enough stuff to craft tier 3s in Lore and Destiny (for incarnate level shifts), but it will get you darn near close and if you don't plan on running those trials again it really won't matter if you don't have incarnate level shifts. If you did each trial twice, I imagine you'd unlock all the slots and have enough components (converting your merits to threads and threads to components) to create several incarnate abilities. Some of it depends on luck with the random component drops of course.

Unless you are obsessing over min-maxing or want to run a lot of incarnate content, there is no reason to *worry* about Incarnate slots beyond getting a Tier 3 alpha and getting whatever you can get via running the 4 current trials twice. And while I'll agree with you that all the different components, shards, etc are confusing and not super-intuitive, they aren't hard to get and don't require a ton of grinding the same content over and over again.