The backwards nature of "progression" in this game
The fact is that this is a game, and in order to keep people interested, the highest degree of difficulty has to be just above what we as a player can easily achieve. We can graze it, hit with certain outlier scenarios/characters, but never achieve it on a global scale. Impossible obstacles are just frustrating. But obstacles that are simply improbable are the most enthralling things for humans, especially gamers. For gamers playing an MMO, there needs to be a large multi-player aspect to it, since that is the foundation of the industry.
|
Large challenges and cosmic dangers are a given. I may not appreciate them, but they're an inexorable part of the MMO framework. I get that. What I and people like me are looking for is options to have encounters that challenge our characters personally and force them to do their own legwork without getting help. And I put precisely ZERO faith of anything ever coming out as a solo Incarnate path that ISN'T officially recognised as a side dish to the main course of raiding.
In summary, I feel most powerful when soloing my blasters, because I know it is me who is accomplishing all of the tasks, and therefore achieving the most.
|
Besides, I see myself less as a player and more as a storyteller, and I'm all too happy to see my characters as powerful or weak themselves, without having to butt in on their achievement with my own skill. If I won because my character is awesome... That's awesome
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.
|
Batman stops a mugging. Batman & Nightwing bring down a gang. The JLU stops an invasion from Apokalypse. Tougher challenges require assistance.
|
Batman doesn't need Nightwing.
But in any case, it's not Batman you should be referencing, it's Superman, or the Silver Surfer. And Maelstrom is no Silver Surfer, I don't care how much magic juice the devs want to give him.
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)
I think this is where we disagree. I, personally, take no particular pride in accomplishing tasks in-game as so few of them really have that much room for me to show skill. Far too many of them require planning, but once you know what to do, there's little need to improvise.
Besides, I see myself less as a player and more as a storyteller, and I'm all too happy to see my characters as powerful or weak themselves, without having to butt in on their achievement with my own skill. If I won because my character is awesome... That's awesome |
And no, I did not think you were contesting the MMO design model, more just stating the obvious for anyone else reading, for evidence purposes.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
I think you misunderstood, then again, I phrased it poorly. I did not mean "me, the player" I meant "me, the character, as opposed to other characters." That being the case, I'd venture to say that we agree here. Like you, I prefer my characters to be awesome in their own right, which is why I am not a huge fan of the current Incarnate Trials: the same bad guys that I was able to solo before Incarnate abilities (in Maria Jenkins' arc) are now requiring 8 to 24 people to defeat. And let's not even talk about Maelstrom in the TPN...
|
The eponymous Samuel Tow is the perfect example. The way I wrote him is he has powers - speed, some degree of strength and an assortment of technological toys - but he's awesome because he's just that damn good at using all of those powers. That's as opposed to Sam's nemesis, Ezikiel Bane, who's awesome because he's a master manipulator and he just happens to have super powers in addition to that that I've very rarely written him as using.
Basically, I like to let my characters stand on their own, to the point where I've been known to play those "auto-fight" games like MyBrute provided I can make the character awesome enough (or actually have a say in character design). When Sam takes on a powerful foe, I want him to win. He's my Mary Sue that I simply don't use very often specifically for that reason. When Jun, my inexperienced teenage super hero, fights a tough foe, I can see her getting knocked down or knocked out. She's still learning. She'll be awesome one day, too, though
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.
|
But why do they have to? You say that like it's an obvious fact, but it's only that way because some writers chose to write it that way. What's wrong with making our characters awesome enough to bring down a gang AND Misspelled Apocalypse in the same day?
|
Ahem: Apokolips, the homeworld of the villain Darkseid in DC Comics. I did misspell it, but so did you.
@bpphantom
The Defenders of Paragon
KGB Special Section 8
Hehe, side-tangents!! Woohoo!
Yeah, you know, it does have a lot to do with what character (and I mean character concept) you're experiencing the game through and what level of capability you imagine they should have.
The Electric-Knight is more along the lines of Spider-Man, who dodges, avoids, leaps, curses why these crazy villains exist, gets beaten up now and then, but manages to push through and win out eventually.
So, I don't mind bumps in the road and all that.
If he was more of a Superman, then I'd certainly have more troubles with how things play out as an Elec/Elec Blaster, hehe!
Then again, I try, a bit, to tailor my ideas to work with the medium provided.
I don't suggest utterly limiting yourself to that, but I suppose the fact that E-K's concept works so well in this game is why I enjoy playing him as much as I do and why I ended up sticking with that character (and this game).
Also, beards are under powered.
and round up everyone that knows more than they do"-Dylan
and round up everyone that knows more than they do"-Dylan
* The proper misspelling of the intentionally misspelled Apocalypse!
and round up everyone that knows more than they do"-Dylan
Large challenges and cosmic dangers are a given. I may not appreciate them, but they're an inexorable part of the MMO framework. I get that. What I and people like me are looking for is options to have encounters that challenge our characters personally and force them to do their own legwork without getting help. And I put precisely ZERO faith of anything ever coming out as a solo Incarnate path that ISN'T officially recognised as a side dish to the main course of raiding.
|
One benefit of the trial system is that the trial can require you to do *some* things differently each time you do it to address differences in team composition-- not much, mind you, but enough to make repeating the content not *as* monotonous as it could be.
There's no way they're going to create enough solo arcs to cover an equitable amount of time as earning your incarnate slots via trials, so you're going to have repetition there. The same stories... over and over... without the variation that comes from team composition...
To make something of any quality, you have to find some way to make it feel less monotonous without the content creation overhead draining resources from other parts of the game. Not an impossible task, but requiring more time and thought than waving a hand and saying "make it so."
Seems more like the threats "outlevel" you.
Look, some threats make sense to need a team. I get needing a team to go against all of Recluse's minions/the Phalanx. I'd get needing one if we faced Ruularu. However, that shouldn't be the be-all, end-all of the game. I, frankly, agree that it's silly we now get godlike powers... but have nothing to do with them on our own. We have two choices - be overpowered and run a 5 minute ITF, or be underpowered and need 20 others to run a trial. Then again, I've been asking for solo and small team Incarnate missions since the system was announced. And we've been told... what... they'll consider having a discussion about possibly thinking about maybe talking over the water cooler about scheduling a meeting to discuss considering maybe having a focus group debate a possible option sometime in the hazy future. |
I think the thing that grates most is it being Praetorians.
If we were butting heads with Rularuu Rising, now....that would be a whole different kettle ofOH god the EYEBALLS!!
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
But why do they have to? You say that like it's an obvious fact, but it's only that way because some writers chose to write it that way. What's wrong with making our characters awesome enough to bring down a gang AND Misspelled Apocalypse in the same day?
|
First and foremost, this is a video game, and "massively multiplayer online" game at that. MMOs are generally centered around the idea of their players teaming up. They often allow soloing to varying degrees, and I think the more successful MMOs allow soloing to be a successful way to advance one's character, but I think it's safe to say that they are designed primarily around teaming.
If our characters can run off and solo god-like foes in combat (as opposed to defeating them through superior problem solving, or really anything non-combat, which is about all CoH really supports), there's no good explanation for why anything less than god-like would be able to defeat us. That would naturally lead to us needing missions full of just-less-than-god-like minions with god-like bosses at the end, and at that point, our characters get even harder to explain than supermen and wonder women living in a human city. Looked at another way, if we're off soloing these god-like foes in our missions, why can't we solo them in Task Forces and Trials? Are they constantly finding a MacGuffin that elevates them to trans-god-like stature just for the TF/Trial? If so, how come we can't ever find those?
Now, there's a lot of what I call "Enterprise Syndrome" going on in the Incarnate Trials. It's my name for what used to happen in Star Trek: TNG, where the offensive and defensive might of the USS Enterprise "D" would fluctuate wildly from episode to episode as served the plot. While the fickle Well of Furies serves as a vague hand wave towards explaining why the iTrial opponents are suddenly radically powerful when we were off soloing them last month, I'll agree it's not very gratifying.
I think the new Praetorea could have unfolded in a less annoying manner. Personally, I would have found the existing Praetorean storyline more convincing if Tyrant had found a way to control the Well, rather than it inexplicably blessing him with added power. That the Well chose Tyrant as its champion practically enshrines the deus ex machina in the game lore. If instead Cole had found a way to bend the Well to his will, while still technically the same kind of plot device, it would have simultaneously made Cole seem more powerful/dangerous for being able to achieve it in the first place, and rather literally seemed less like the hand of god making pre-existing foes more powerful.
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 in any case, it's not Batman you should be referencing, it's Superman, or the Silver Surfer. And Maelstrom is no Silver Surfer, I don't care how much magic juice the devs want to give him.
Eco |
....who then started another forum thread about how all the good names are taken.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Agreed.
I think the thing that grates most is it being Praetorians. If we were butting heads with Rularuu Rising, now....that would be a whole different kettle ofOH god the EYEBALLS!! |
Originally Posted by Lycantropus
I want a trial to face off against a Ruularu that stretches down into the shard as far as I can see, and as high into sky as I can swivel, moving toward Firebase Zulu and we have to stop him. Each body part (hand, forearm, upper arm, left/right chest, neck, and head are all 'seperate entities' that move in unison, have different effects and have to be elimiated while fighting off hoards of ruularu attending to him. Once you defeat certain parts you have to defeat a beefed up known Aspect of Rularu (Completion of the Right Arm: Ruladak the Strong, Completion of the Left Arm: Chularn the Slave Lord, Completion of the both Chests: Faathim the Kind- his heart awwww..., and _right_ before you defeat the Head, you must face off against a howling Lanaru the Mad before you can then finish it off). Everyone gets a jet pack that works like the Buoyant Membrane when fighting the Seed of Hamidon during the event. The big tactical decision would be which arm to destroy first. The right does massive damage, the left summons more and more minions to assist...
|
Honestly, Cole gets favored by the well, that's great. There's no reason every lackey of his should become a powerhouse that can only be taken down by large groups. The power creep there would have to be enormous by the time we get to face Tyrant. What? Four full teams against a gold plated Reichsman that will one shot you with every attack, and AoE's constantly and has perma-Unstoppable so you only do 1-3 hp of damage to him and he has over 25k hp? Oh, and Dull Pain. (I did a Khan the other day, can you tell? )
The point is, Reichsman is really tough. Can take almost as long to fight him (and the 4 other AV's) as it takes to do the rest of the TF (and don't get me started on Barracuda's version). So based on what we've seen of Cole's 'uber' lackeys, and Reichsman is just another version of Statesman/Tyrant... How powerful is the big Tyrant fight going to be in comparison?
I'd rather see that energy put toward making something that should justify us feeling as weak, or 'coglike', just by sheer comparison of its magnitue, like that Ruularu fight.
"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.
I have long disliked how the more you progress in this game the more you need to team up with others to accomplish your goals. The more powerful I'm told I am, the weaker I feel.
This is so backwards. |
You just described every other MMO I have played, but not this one at all.
I know, I know. I just hate the practice of intentionally misspelling names, even when famous comic books are doing it.
|
*strikes pose with feet a full yard apart and one hand reaching forward, fingers spread*
For this affrontery, you shall be cast into the FIRE-PITS!
My characters at Virtueverse
Faces of the City
I agree with original poster. One of the best things aobut CoH has always been that you could solo whenever you wanted and still have decent progression. This is only true up to Incarnates now.
Why every MMO has to become a Raiding game at high levels escapes me. Why totally abandon the game that people played to reach 50? Everyone wants to be WoW but you won't get there by rote imitation.
----------------------------
You can't please everyone, so lets concentrate on me.
There's no way they're going to create enough solo arcs to cover an equitable amount of time as earning your incarnate slots via trials, so you're going to have repetition there. The same stories... over and over... without the variation that comes from team composition...
|
The team composition of trials doesn't provide variety, it provides a colorless mush.
A 2-3 man group might provide variety, but not 20 people. Any variation gets eaten by the chaos.
That's like commenting on the variety ina pig's diet, because when you slopped him today, there were more corncobs in the bucket.
The team composition of trials doesn't provide variety, it provides a colorless mush. |
For example, in Lambda while gathering up all the temp powers, if you're on a team with a lot of AT's with defensive-sets (tanks, scrappers, brutes, stalkers) you steamroll through, ignoring all foes, getting all the glowies. If you're on a team with a lot of squishies, you spend your time coming up with creative new cusswords- either as a squishie cussing out the ^%*@$@ tank that ran ahead, or the tank swearing that nobody stayed with him since his DPS is too low to quickly take down a crate.
See.... variety.
Obviously. Bur like I said, "power level" doesn't give a sense of power. Relative level does. And if my enemies are always at the same relative level of power to mine even after I've attained so much more power, then I feel like I'm just spinning my wheels trying to catch up. And if all of a sudden my enemies become SO powerful that I need other people to defeat them when I didn't before, I've feel like I've gotten weaker, comparatively speaking.
It doesn't matter if I'm impervious to bullets and strong enough stop a train if my enemy punches like a howitzer and can stop an ocean liner with his teeth. |
Nothing really levels with you except giant monster class critters, and even they don't really level with you: they remain at even level for the purposes of combat modifiers (the purple patch) but their stats remain the same as you level. You can, in fact, "outlevel" giant monsters, just not in the same way that allows you to apply purple patch leverage. But that's why the Paladin ain't no thing at level 50.
That level 50 warhulk is in PI, waiting for you. Every level you gain brings you closer to being able to take him out. The same thing is true for the Lord Recluse, or the Avatar of the Hamidon.
The problem of course is rewards. At level 40, you can obliterate everything in Steel Canyon: you could take on the entire zone at once if it was possible. But you won't get XP for that. But that has nothing to do with whether you character really is getting more powerful or not. That's a question of how much threat you need to face to become even more powerful. I assume when you start out weight lifting that you start off with very small weights. Five pounds, perhaps. But as you get stronger, you move up to ten pounds, twenty pounds, fifty pounds, a hundred pounds. I'm not a weight lifter, but I'm guessing that someone who does that doesn't feel they aren't getting any stronger, because they just keep moving to higher weights that feel just as heavy if not heavier than when they first started. And I'm guessing they also don't ask themselves why they can't just keep using the five pound weights forever and eventually become Arnold Schwarzenegger. The more powerful you get, the more you have to challenge yourself even more in order to improve. Or you can be mighty and take on stuff that proves you're mighty by completely obliterating it. But that won't ever make you better. But you can do it. And you can in City of Heroes also.
The weight lifting analogy seems to hold for a wide swath of human endeavors. Even professionally, I don't get better by doing the same thing I can do in my sleep. I get better by tackling successively harder things. I've tackled so many harder things, I'm almost out of harder things. Literally. It seems so automatic to me I've never had this problem of feeling like I'm getting weaker as I level. I know I'm stronger by the only standard that matters: if I attack the same thing today as I did yesterday, I'm obviously better than before. But that's separate, to me, from what I have to attack to self-improve. What I have to do to self-improve will always be basically just as hard - perhaps even harder - the better I get at something. Real life self-improvement has the exact same treadmill, so I guess I don't see anything special about the MMO one, because it makes perfect sense to me. That's not to say that MMOs *have* to mirror real life in this respect, but to the degree that City of Heroes does, it seems perfectly intuitive to me. I'm getting more powerful, but what I have to do to improve is always going to be just as hard, or harder than when I start. Those two things are separate, and I can appreciate them separately.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
IIRC,
Apocalypse is a Marvel trademarked character anyway, so DC had to use Apokalips (or however it's spelled).
That's because the threats "level" with you. So at level 1, yeah you're just fighting Hellions and Skulls, but by level 50+ you're fighting insane demigods and archvillains who are drawing upon the same power source as you, only they're better at focusing it.
|
At level 50 you fight dudes with guns who kick you. And more guys with more guns. And guys with steam-powered popguns. And chicks with swords. And people with no superpowers who have swords.
What.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
|
I wonder if you could create a proxy incarnate trial by making a league of 24 level 10s fight a standard level 30 Nightwidow boss. Though she would need a huge defense debuff to be hittable at all.
"I wish my life was a non-stop Hollywood movie show,
A fantasy world of celluloid villains and heroes."
anyhow, longish post will be for after work, but the nutshell answer is, I say that the nature of progression is what you have in your toolbox. My ma/sr/dm/incarnate scrapper has a significant number more options for dealing with challenges than he did when he was just kicking skulls, more aoes, more crowd control, much more damage and better defenses, to say nothing of some ranged powers and team buffs. Its up to the narrative to establish why some threats are more powerful than others, and i feel if you commit enough to reading the stories, they do establish why rularuu and malta are more dangerous than hellions or warriors. Even the trials do, with the use of level shifts, establish growth of your character against a cosmically powered enemy.