Devs Haet Hoarding
By the time, you've gather enough Empyreans the odds are stacked strongly in favor of you having received a very rare drops. Which makes your efforts as pointless as UberGuy suggests random drops would be in a primarily deterministic system.
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If you have good luck and never need the deterministic supplement, then that's great, and I'm sure that's part of why we can spend Astral and Empyrean merits on other goodies. But whether or not that happens is, by definition, random for this design choice.
A random supplement to predominantly deterministic progress is pure bonus. A deterministic supplement to (on average) predominantly random progress may be pure bonus, but may also serve to protect a player from unfortunate random results. The two situations are not symmetric.
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
But, again, it's not pointless given the assumption of a random system as the primary reward rate. If the progress rate is predicated on average reward rates from a random reward table, then you have to assume that some people will be below average. The deterministic supplement to the random reward means that there is a limit on how far below average someone can be.
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If you have good luck and never need the deterministic supplement, then that's great, and I'm sure that's part of why we can spend Astral and Empyrean merits on other goodies. But whether or not that happens is, by definition, random for this design choice. |
A random supplement to predominantly deterministic progress is pure bonus. A deterministic supplement to (on average) predominantly random progress may be pure bonus, but may also serve to protect a player from unfortunate random results. The two situations are not symmetric. |
Going back to that assertion that a random reward in a deterministic systerm is pointless, explain why. Even as a pure bonus, it simulates the periods of higher rewards. It's icing on the cake.
Let's assume you take the quickest route to 8 Emyreans: UG, Keyes, 2 BAF's and 2 Lambda's. We'll use Leandro's data to assume so average times. For the UG, I'll offer a completion time of 1:15 though that is faster than I've generally seen. To do all these trials, you'll spend approximately 2 hours, 35 minutes the first day and 40 minutes the second day. By the end you will receive 8 merits and 6 rolls on the reward table. With an approximate drop rate of 18% for rare salvage, at the end of 6, there is a 70% chance you'll have received a Rare in that time. Alternatively, you could spend the same amount of time (3:15), doing nothing but BAF. That would net 9 rolls for approximately 83% chance of having received at least one rare.
In my opinion, that's a reasonable rate. Using merits comes out slightly ahead of random rewards. The deterministic path pulls ahead, if only slightly. However, let's look at the what it takes to buy a Very Rare with Empyreans. Investing 2 hours, 35 minutes each day will net you 6 Empyreans and 4 rolls. At the end of 5 days, you will have acquired 30 Empyreans, made 24 reward rolls, and invested 12 hours, 55 minutes. With an approximate 10% drop rate on Very Rares, there is an 92% chance you will have received a Rare Drop in that time. Alternatively, you could run 52 BAFs with those 13 hours. Your chance of not receiving a very rare by the end of those trials: 0.4% Your chance of receiving at least one very rare component: 99.6% By the time, you've gather enough Empyreans the odds are stacked strongly in favor of you having received a very rare drops. Which makes your efforts as pointless as UberGuy suggests random drops would be in a primarily deterministic system. |
I don't feel that loot in this game has nearly the impact it does in others. The difference between a level 50 SO and a level 50++ SO is relatively insignificant. More so, anything that didn't drop was easily purchased. At least, this was the case until the introduction of IO's. IO's have opened an entire Pandora's box, adding some pleasant and unpleasant elements to this game. |
Until Issue 9, hero players had exactly ONE way to earn HOs. Do the Hamidon trial with 49+ of their closest friends. After Issue 9, they had what was at the time the hardest TF in the game. Villains got the TF first, raid second. But even more, HOs are now and always have been 100% a random reward. You get what you get. Don't like what you got? Re-run the raid/TF.
That's why I'm so astounded by folks who complain about the trials so much. This is significantly better than what's come before. There's more content, less 'grinding' to get what you want, a fully deterministic path.
The significant difference here is that the developers have stated the incarnate system will be required for participation in future content, specifically the level shifts. We've already seen a 54 level shifted enemy in the Underground trial with plans for more to come, eventually rendering a non-Incarnate helpless against those foes. There is no incarnate sidekicking system to even the playing field if you don't have those level shifts. You must progress through incarnate system for what's to come. |
That's why the incarnate system is different from other rewards. In order to see content progression (the conclusion of Praetoria and the coming storm, presumably) you must engage in character progression, but unlike the tried and true leveling system there's now a degree of randomness. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Here is the question: why do we provide a safety net to the random reward? For fairness?
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Why use a system with an inherent pitfall when a deterministic progression has no pitfall and can simulate the higher gain of "good luck" with a bit of random bonus? |
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
Why use a system with an inherent pitfall when a deterministic progression has no pitfall and can simulate the higher gain of "good luck" with a bit of random bonus?
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Random systems remove the 'grindy' feeling IMO. There's nothing more tedious than knowing exactly what you're going to get every time you do something. The chance to always get something amazing is what makes this a game and not work. It's what makes poker and blackjack and even Monopoly fun. Random chance means that a casual player can keep up and even surpass the 'hardcore' player at times. It levels the playing field more than anything.
If there were no random components given at the end of the trials, there's no reason to believe that the devs would set the deterministic path any more favorably than they do now. And then it would be immensely grindy and boring. Because you would need 5 days and 20 trials minimum to get a VR component, where now Lady Luck can favor you on your first trial.
That's a substantially better deal IMO.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
I would argue that there are no pitfalls in a properly designed random determination system. Which I believe we have here. I think the devs only error with Incarnates was the madness of creating a system that rewards 'participation' when participation is very hard to determine given the different abilities players can bring to bear.
Random systems remove the 'grindy' feeling IMO. There's nothing more tedious than knowing exactly what you're going to get every time you do something. The chance to always get something amazing is what makes this a game and not work. It's what makes poker and blackjack and even Monopoly fun. Random chance means that a casual player can keep up and even surpass the 'hardcore' player at times. It levels the playing field more than anything. If there were no random components given at the end of the trials, there's no reason to believe that the devs would set the deterministic path any more favorably than they do now. And then it would be immensely grindy and boring. Because you would need 5 days and 20 trials minimum to get a VR component, where now Lady Luck can favor you on your first trial. That's a substantially better deal IMO. |
To the seconded bolded point, i don't think that would be immensely grindy or boring, at least not for a majority of the player base. Some players like being able to determine what they get when they get it. I'd argue most players don't find that tedious. Which is why when merits came out versus the random roll, many people praised it as they could save up their merits and get exactly what they want. It's also why many folks praised them for added a deterministic way to get purples and pvp ios.
I think you're mistaken if you think most players prefer random over the a determined path. What both you and I like has been shown repeatedly not to be the case with this playerbase on the forums. I have no dobut (but ofcourse no proof) that most players would prefer a determined path over a random one.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Posi: "That is going to depend on how much you guys are currently banking the old currency."
edit: new and improved posted with link - well down the page but the link should highlight the appearance of the word currency for you
I think you're mistaken if you think most players prefer random over the a determined path. What both you and I like has been shown repeatedly not to be the case with this playerbase on the forums. I have no dobut (but ofcourse no proof) that most players would prefer a determined path over a random one.
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A deterministic path would mean I could work out long I'd have before I can get X, and have a lot more fun doing it with a range of content instead of running the same old boring CRAP again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again (irritating this, isn't it? It's kinda how I feel about running those effing trials!) and again and again and again and again and again and again and again and again...
@FloatingFatMan
Do not go gentle into that good night.
Rage, rage against the dying of the light.
I think you're mistaken if you think most players prefer random over the a determined path.
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What both you and I like has been shown repeatedly not to be the case with this playerbase on the forums. I have no dobut (but ofcourse no proof) that most players would prefer a determined path over a random one. |
However, I don't suggest that people don't like a deterministic path, only that they wouldn't like it if that was the only path. Which is exactly what people seem to be suggesting. Because we have a deterministic path now, and as I said, I don't see any way that the devs would make a solely deterministic path any faster than it is now.
Finally, I always question 'most'. That implies a majority. There's the first issue that just because a majority prefers something doesn't make it a good idea. But more to the point, none of us know whether our opinion represents the majority view. It's irrelevant in any case. I don't believe that even people who think they would like a purely deterministic system would actually be happy with such a system. I've seen how that works in practice and is isn't pretty.
Other games I've played have set gear that is 100% earned through a deterministic method. And you think we have complaining about grinding here? In that game, folks are constantly annoyed that the only thing they have to look forward to is their token to get the gear they know they are going to get. It's terrible.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Given the average rat, intermittent rewards are more effective than constant, predictable rewards at getting them to push the lever again.
The iSalvage/Emp Merit combination is an attempt to flash up the big shiny screen of intermittent reward to tickle the rat's brain, while providing a steady progress through the tree for balance and 'fairness', to which hopefully the rat won't pay too much attention.
In conclusion: Squeak.
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
Given the average rat, intermittent rewards are more effective than constant, predictable rewards at getting them to push the lever again.
The iSalvage/Emp Merit combination is an attempt to flash up the big shiny screen of intermittent reward to tickle the rat's brain, while providing a steady progress through the tree for balance and 'fairness', to which hopefully the rat won't pay too much attention. In conclusion: Squeak. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
If there were no random components given at the end of the trials, there's no reason to believe that the devs would set the deterministic path any more favorably than they do now.
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- They are experiencing average progress with the random system, and deterministic progress would be faster than that.
- They are experiencing below average progress with the random system, and deterministic progress would necessarily bring them up to the average.
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
Now, you alluded to all the above, but I don't think you covered that this mapping needs to works in reverse, as well. Indeed, considering how the reverse mapping of later Incarnate powers to earlier iTrials may be critical to understanding how the whole system fits together. Consider that we don't yet know publicly what future Incarnate slots will offer us. Genesis may offer something that makes, say, the BAF even easier than it is now. If we can use the BAF to earn iXP towards Genesis straight away, and all iXP is equal for unlocking all slots, then once we unlock Genesis we can use a Genesis-fueled BAF rampage to unlock other slots we want without facing challenges that were designed to assume access to Genesis.
Now, pehaps all iXP is not equal, and only certain iTrials unlock certain slots. In that case we need to go back and look at the forward mapping. If only certain trials provide iXP that unlocks Genesis, and if that content assumes we have and Lore and Destiny unlocked (either through hard-coded gates or content design), then the iTrials themselves are enforcing the linear slot progression on us even if the Incarnate system itself does not. On the other hand, if the content to unlock Genesis does not assume Lore or Destiny, we're back to asking why they are so strong. I agree that there's no strict imperative that slot-to-iTrial mapping be enshrined in the progress map. The devs could let us free-form our progression, and then leave it to us to realize we perhaps need to revert back to running easier/older trials to grab some now-pivotal Incarnate power we skipper earlier because a new trial calls for it. However, I think then the iTrials we use to earn them should then be much more generic in terms of its assumptions about the Incarnate powers we are bringing to them, especially when running earlier trials to unlock later slots, which I think then translates into the strength of these powers being much less significant, because they aren't expected to be able to individually propel a league over massive mechanical challenges in later iTrials. |
So far, despite Keyes Island and the Underground being more difficult trials than the BAF and Lambda Sector, there is no advertising of that. In the game, if an unaware level 30 hero tries to talk to a higher level contact (Crimson, Maria Jenkins, Statesman, etc.), that hero is unable to obtain any missions, and often told to "come back when you've reached level X." But the current trials have nothing of that nature. There is no warning stating that it is recommended that a character have certain Incarnate abilities/level shifts/etc. before attempting any of the current trials. The same unaware hero, without any incarnate powers whatsoever, can get on any current trial without any prompt from the game that the BAF and Lambda are more suited for characters just starting their incarnate careers. Of course, player advice is always present.
Granted, perhaps that is the way the Devs want it. But if that is the case, I would say they are going to be walking a very fine line. True enough, the Devs need to continue to make more difficult trials in order to maintain the interest of the most powerful characters, i.e. the characters that have taken T3 or T4 of every available Incarnate power. But the question they have on their plates is: how do they make the content accessible to the widest demographic of players while also maintaining that challenge increase? I have no "right" answer for that.
This topic is all about the hoarding of the current incarnate components (Threads, Astral Merits, and Empyrean Merits). Indeed, I expect the Devs to introduce new salvage/rewards for the next wave of incarnate powers and/or trials. We received Threads with the newest incarnate powers just a barely over four months after Shards were introduced. It was made clear that the Devs did not want those who had been hoarding Shards to have the powers without ever having run a single trial.
We are now approaching six months since Thread introduction, and considering that Issue 21 just launched, any large content update is at least a couple months away. Combine that with the fact that we have already been informed that they hope to give the currently released powers a larger variety of trees before releasing any further powers (with Lore being the only treated power so far), one may assume we are unlikely to see the newer Incarnate powers until, at the earliest, the first quarter of 2012.
It will likely be almost a full year, if not more, between the release of incarnate powers. As I said, I fully expect to see new salvage introduced, probably with new types of iXP into which to convert it. Otherwise, the hoarders will simply be able to convert their saved up Threads/Merits to Physical and/or Psychic iXP and unlock the new powers right away. I would not be surprised if we saw some sort of requirement for future trials (i.e. requiring the Destiny Unlocked and Lore Unlocked badges). In any presentable case, there is no way to know for sure. I simply hope a change/division is made when the next wave is finally released.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
First, hats-off to you for presenting both sides of the debate before deciding to make a point (which I took to be the section that I bolded).
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Granted, perhaps that is the way the Devs want it. But if that is the case, I would say they are going to be walking a very fine line. True enough, the Devs need to continue to make more difficult trials in order to maintain the interest of the most powerful characters, i.e. the characters that have taken T3 or T4 of every available Incarnate power. But the question they have on their plates is: how do they make the content accessible to the widest demographic of players while also maintaining that challenge increase? I have no "right" answer for that. |
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
So far, despite Keyes Island and the Underground being more difficult trials than the BAF and Lambda Sector, there is no advertising of that. In the game, if an unaware level 30 hero tries to talk to a higher level contact (Crimson, Maria Jenkins, Statesman, etc.), that hero is unable to obtain any missions, and often told to "come back when you've reached level X." But the current trials have nothing of that nature. There is no warning stating that it is recommended that a character have certain Incarnate abilities/level shifts/etc. before attempting any of the current trials. The same unaware hero, without any incarnate powers whatsoever, can get on any current trial without any prompt from the game that the BAF and Lambda are more suited for characters just starting their incarnate careers. Of course, player advice is always present.
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The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
While Keyes and Underground are definitely easier with three level shifts, both trials were tested with raid forces that included either NO level shifts at all or only a few people with level shifts.
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A wild card in all of this is what they do in terms of additional level shifts, if any. Thoughts on that which Arcanaville wrote up some time back do lead me to believe/hope that we won't be seeing many more of them, but if that turns out to be incorrect, that alone will create a progress gate on later trials requiring at least Rare abilities that give level shifts.
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
In various places, the game designers and developers have made it known that they dislike hoarding and try to prevent it from happening in the game. I've never really thought much about it other than a small, schadenfreude-fueled grin from time to time.
However, last night, I caught myself thinking, 'Of course I don't have enough incarnate salvage to make a new enhancer. I hardly ever do trials anymore. Those massive piles of Astral merits? What about them? Ah. Well. Yes... Er..." I haven't spent a single empyrean or Astral merit on threads or salvage since well before the Incarnate Vendors were added to the game. Despite the fact that I've purchased all the costume pieces available from Astral Christy, I just KNOW there's a chance that the developers are going to lock more costume pieces behind the incarnate system and am, indeed, HOARDING, against the day whether it comes or not. Why do people hoard? In the real world, people hoard because of fear or worry about possible shortages in the future. Grandmother Schmidt hoarded canned food up until a few weeks before she died. As a young woman, she'd starved during a WW2-related famine in Europe. Despite the fact that a famine would likely never hit Montana during her lifetime, she'd be damned if she was going to go hungry again out of simple lack of preparation. The rich hoard money to ensure that one day they and their descendants will still be rich. Geeks hoard comic books because someday they may want them to reread or sell (despite there being massive DVD collections and a poor market for comics). In game, players hoard because they perceive that, sooner or later, there's going to be a situation when the hoarded items will come in handy-- like me hoarding Astrals and Empyreans in case new costume pieces are locked behind the Incarnate content. I had a buddy who played some time back. He was one of the i3-era fire tanks who'd herd vast numbers of enemies and kill the with burn patches. Even after i6, he'd spend hours soloing in the Crash Site (pre i9). When I chatted with him about it, he was CONVINCED that he was hoarding experience points. As soon as the game developers raised the level cap, all those Rikti he'd been slaughtering would be retroactively be added to his experience bar, and he'd immediately be at the level cap again when everyone else would be struggling to reach 51. A lot of the players I've spoken to are convinced that as soon as new incarnate abilities are added to game that they will be accompanied by yet ANOTHER currency. If we're very lucky, there will be a crushingly punitive exchange for Astrals or Empyreans to the new currency. Having looked at the above, I'm starting to agree with them. Hoarding is a natural result of purchasable content. As long as there is content in the game in the form of costume pieces, new powers, or the like that is purchasable through the invention or merit system, players are going to hoard. If the devs dislike hoarding as much as they indicate, the only way to stop players from using hoarded resources to buy this new stuff is by introducing a new kind of merit or game currency. |
LOL my thoughts exactly. In order to get rid of hoarding make the merits expire or introduce things people want to buy.
Virtue: @Santorican
Dark/Shield Build Thread
While Keyes and Underground are definitely easier with three level shifts, both trials were tested with raid forces that included either NO level shifts at all or only a few people with level shifts.
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To clarify, I definitely think the KI and UG trials are doable without the upper tier abilities. I was more illustrating that they, being the later trials, were designed to be slightly more difficult so as to remain a challenge to those that already had high tier abilities. If future trials (particularly ones that are released with or after the next wave of abilities) are released in the same pattern, there will be a visible discrepancy between the difficulty of those later trials when compared with the early ones. And if those later trials are accessible to a beginning incarnate, they may indeed be too difficult to tackle.
EDIT: Or, what UberGuy said... haha
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
While Keyes and Underground are definitely easier with three level shifts, both trials were tested with raid forces that included either NO level shifts at all or only a few people with level shifts.
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I for one anticipate a new currency, or the next slots shifting back to using shards - but at a much higher cost than Alpha.
That's why I'm so astounded by folks who complain about the trials so much. This is significantly better than what's come before.
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And during the time period when that was the main method of playing and slotting characters, I did not give them money to allow me to play the game. I would like the game to be more than one step above "not worth my time and money".
The entire Incarnate powers issue is a complete mess.
The trials should let you UNLOCK the Tiers. They should also then award you with either Threads or Shards and get rid of one of them. Now you make the components to buy them more expensive as they become higher in Tier.
Then ANY level 50 or higher foes should give you a chance of a shard/thread drop and yet a Trial will give you a MUCH higher chance from each foe (outside of the Trial say 5% chance and inside a Trial 10%).
Now you only MUST run each Trial ONCE. Have each Trial unlock a new Tier and once unlocked if you run it again you get a higher end Reward menu.
This is how they have done almost everything in the game first time unlocks after that you get rewards. I point at Respec, Alpha and so on. This newest trend in Currency is insane. I have no desire to EVER play one of these Trials and will dounbtfully ever move past Alpha and find no need to.
And during the time period when that was the main method of playing and slotting characters, I did not give them money to allow me to play the game. I would like the game to be more than one step above "not worth my time and money". |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
To use that same example: say for whatever reason (conceptual or otherwise) a player wishes for a character to remain at 35 indefinitely, and therefore turns of "Earn XP." That player is acknowledging that he will be weaker than the level 50 characters, and will probably have a much tougher time when teaming with level 50 characters and tackling the associated content. If he gets tired of it being difficult, he/she can always continue earning xp and leveling, just as an incarnate character can always build a power for that one incarnate power they skipped.
There are vastly fewer of Incarnate powers than there are powerset powers, Incarnate powers are incredibly potent, and any given Incarnate power functions the same on any character. By assigning their availability in a fixed order, the devs can more easily build iTrial content which assumes that availability.
Following that line of thinking, I believe that mapping the more-or-less linear progression through the slots map to iTrial challenges is directly related to the seemingly outrageous strength of some of the Incarnate powers. The first half of most of the Destiny abilities provide as much or more core benefit of some whole powersets. Judgement powers compare favorably with the most powerful attacks in ranged blast sets. While they last, Lore pets are frequently more damaging than many top-flight builds on damage-oriented ATs. I believe that such immense power was given to us explicitly so that the devs could be allowed to make assumptions in Incarnate content that we actually have these incredible powers available when facing later challenges. By this logic, the BAF and Lambda are the easiest, fastest iTrials to run because they may assume leagues have no Incarnate powers available.
Now, you alluded to all the above, but I don't think you covered that this mapping needs to works in reverse, as well. Indeed, considering how the reverse mapping of later Incarnate powers to earlier iTrials may be critical to understanding how the whole system fits together. Consider that we don't yet know publicly what future Incarnate slots will offer us. Genesis may offer something that makes, say, the BAF even easier than it is now. If we can use the BAF to earn iXP towards Genesis straight away, and all iXP is equal for unlocking all slots, then once we unlock Genesis we can use a Genesis-fueled BAF rampage to unlock other slots we want without facing challenges that were designed to assume access to Genesis.
Now, pehaps all iXP is not equal, and only certain iTrials unlock certain slots. In that case we need to go back and look at the forward mapping. If only certain trials provide iXP that unlocks Genesis, and if that content assumes we have and Lore and Destiny unlocked (either through hard-coded gates or content design), then the iTrials themselves are enforcing the linear slot progression on us even if the Incarnate system itself does not. On the other hand, if the content to unlock Genesis does not assume Lore or Destiny, we're back to asking why they are so strong.
I agree that there's no strict imperative that slot-to-iTrial mapping be enshrined in the progress map. The devs could let us free-form our progression, and then leave it to us to realize we perhaps need to revert back to running easier/older trials to grab some now-pivotal Incarnate power we skipper earlier because a new trial calls for it. However, I think then the iTrials we use to earn them should then be much more generic in terms of its assumptions about the Incarnate powers we are bringing to them, especially when running earlier trials to unlock later slots, which I think then translates into the strength of these powers being much less significant, because they aren't expected to be able to individually propel a league over massive mechanical challenges in later iTrials.
I grant its totally fair that you would like it to be the same, but I don't think it's inherently better, and I'm not sure that "flattening" the progress choices necessarily results in the same power balance (such as it is) that we have now.
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