Forced teaming makes me sad
In the case of the Winter Realm, it is indeed not "required." In fact, whether or not that's team-only, I still wouldn't bother since I don't like events.
However, the larger question that always comes up includes Incarnate content, as well, and right now ALL Incarnate content is forced teaming. Well, with the exception of Ramiel's arc, but that's not repeatable. That IS required if you want to progress through the system unless you want to argue that the whole of the Incarnate system is "optional," which is a really bad argument to make. |
Well, first off. Does it matter? Even if they bumped the Winter Lord up to raid difficulty to require 12 people, at a minimum, to succeed... why actively preventing anyone from trying it at 11? Or 8? or 2?
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Secondly, even if you're right, that'd be exactly the kind of trend I don't want to see happening. I don't want to see "existing" team content turn into raid content. Add content. Don't replace content. |
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Secondly, even if you're right, that'd be exactly the kind of trend I don't want to see happening. I don't want to see "existing" team content turn into raid content. Add content. Don't replace content.
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Also, wasn't there a countdown timer on WLR before you even clicked on the giant present?
Did they "just slap a raid label" on it or did they actually make changes to it that make it more difficult? Don't think I've actually seen that answered yet, but I could be mistaken.
Oh, maybe I'm just hallucinating the subject line that he wrong that states "FORCED TEAMING MAKES ME SAD"..... I wouldn't be opposed to removing the minimum entry requirement, but you'd still have people complaining that it requires a team to successfully complete it. Hell, you get those same complaints in that "other" MMO, too. |
The title and what's in the actual content of the op (and thread) is misleading.
I'd have no issue if it remained 8 to start.
MY OWN MAIN issue is that it's locked behind the atrociousTUT interface/system. Which is a terrible tool for multi team content. For various reasons I've stated before.
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WLR was already a raid anyways...the only thing that's changed is the minimum requirement and they made it easier to access it.
Also, wasn't there a countdown timer on WLR before you even clicked on the giant present? |
I'd rather they kept the old way/minimum and added the TUT way as another option.
Putting it on TUT is actually nonsensical as for most multi team events in this game folks make pre-formed leagues then queue.
There are so many problems with the queue it's not even funny. Players quickly discovered them and that is WHY they preform.
Sewers and haunted house work better with it, becuase GASP SHOCK OF ALL SHOCKS they only require ONE team, and teams below the traditional standard of 8.
Hmmmmm, I wonder what the bolded above tells us?
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That you secretly like it?
I've never had any real problems w/ the queue aside from the shuffling of unlocked teams...probably reason why I kinda look blankly when you guys talk about problems w/ the LFG.
That you secretly like it?
I've never had any real problems w/ the queue aside from the shuffling of unlocked teams...probably reason why I kinda look blankly when you guys talk about problems w/ the LFG. |
The fact that you can't do anything else while waiting for it to launch.
The fact that it can often bug out by adding entire teams to a league for no apparent reason.
The fact that its faster to simply form a pre-made league. Which most incarnate trials are.
The fact that it does not take AT composition into account in anyway shape or form.
The fact that it's basically useless on smaller pop servers (yeah shocking that there are more than just exalted, freedom and virtue in this game I know.)
I could go on.
The bolded is why the winter event needs to be kept at 8 and the old method retained.
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!
I wasn't here last year but the old way of entering the mission sounds pretty cool.
The LFG system is anything but cool
So I also lament the way expanded use of the LFG system continues to divorce missions from the game world. *sad panda*
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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.
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The fact that the time stated for wait time isn't the actual wait time.
The fact that you can't do anything else while waiting for it to launch. The fact that it can often bug out by adding entire teams to a league for no apparent reason. The fact that its faster to simply form a pre-made league. Which most incarnate trials are. The fact that it does not take AT composition into account in anyway shape or form. The fact that it's basically useless on smaller pop servers (yeah shocking that there are more than just exalted, freedom and virtue in this game I know.) I could go on. The bolded is why the winter event needs to be kept at 8 and the old method retained. |
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You could easily make the same argument that "loot" is "level progression by another name". After all "loot" is no less "level progression" than Incarnates. Both are simply a means of further advancing a character's power. Myself, I'd say that the Incarnate system is more IOs by another name: Combining dropped "salvage" into power bonuses.
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The invention system on its own doesn't really have any sense of linear progress or gating, so it doesn't have an aspect to it that is analogous to leveling progress. Whether that makes the incarnate system more or less "optional" is a completely different matter, but its not true from a game design perspective that anything that allows you to become more powerful is all just different versions of the same kind of progress. If that were true, then the whole concept of "leveled" vs "level-less" gaming would be a distinction without a difference, but that is actually an astronomical difference in gaming.
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Loot is "progress by another name" but not "level progress by another name." The incarnate system is a hybrid of different things, but one component of it is a linear progression system with gating: you have to unlock a slot to fill it with a power, very analogous to how additional levels grant powers and slots in the normal conventional game. Level shifting adds an additional dimension to that sense of linear progress: higher level content contains NPCs that themselves possess level shifting and creates an additional sense of intrinsic level and level progress.
The invention system on its own doesn't really have any sense of linear progress or gating, so it doesn't have an aspect to it that is analogous to leveling progress. Whether that makes the incarnate system more or less "optional" is a completely different matter, but its not true from a game design perspective that anything that allows you to become more powerful is all just different versions of the same kind of progress. If that were true, then the whole concept of "leveled" vs "level-less" gaming would be a distinction without a difference, but that is actually an astronomical difference in gaming. |
There is no content tied to either Inventions or Hamidon enhancements. They are a system of non-linear upgrades with no real story wrapped around them. You don't need to have at least five purples equipped in order to participate in a story arc, yet you DO need to have at least an Alpha Boost equipped in order to not be useless on a Tin Mage or Apex TF. And that's not just a case of needing to be strong enough. You are quite literally penalised by being delevelled four levels down if you don't have one.
Incarnate progress doesn't just have level-progression-like elements, it also gates the "continuation" of the 1-50 storyline. Praetoria has been built up as a major threat and an invasion from there as the de facto apocalypse. Many storylines build up to this direct clash with the Praetorians, yet its resolution only takes part deep into the Incarnate system.
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.
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Oddly, though, flying around Atlas on my 50 yesterday I see that the police station is overrun by hellions burning the place up. My 50 has'nt droven them off, and neither has anyone else, it seems, in his 'story' anyway.
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AT composition should be up to the person forming the league imo, we've been doing this for years before LFGQ existed. Or am I misunderstanding your intention?
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QUEUE up (and I mean queue without forming a pre-made league) for any trial, and when it eventually launches two years later , it will be a mish mosh of random ats that may or may not be well suited for the taask at hand.
The LFG system I've been talking and complaining about is the ORIGINAL intention of the system, which you queue up singularly and are thrown together in a random league. Pre-Made league forming is something I don't think the devs intended us to do the majority of.
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!
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!
I didn't read the whole thread, but agree that teaming should be inherent.
--NT
[edit: typo]
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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
Even with Underground I find that player skill is much more important than AT.
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It's going to be from a group of seasoned players who've run it before . . . which is kind my point about why the TUT system fails.
It doesn't judge skill or AT composition. It just throws together a bunch of random players. . . which for some trials like UG is a disaster waiting to happen.
The tool works fine for simple tasks such as the haunted house or sewer run, it DOES NOT work well for Incarnate content . . . which non-surprisingly enough is why most folks, including you yourself, pre-form.
I find it hilarious that all the folks defending it as a great tool don't actually use it the way it's meant to be.
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!
I find it hilarious that all the folks defending it as a great tool don't actually use it the way it's meant to be.
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Frankly the trials are easy enough that a random group of people do have a solid chance of completing them. UG is harder but even there I'm seeing PUGs be reasonably successful so I think as the knowledge propagates through the community it will get better. The main failing of the queue is that no one uses it and at this point I don't think that is going to change.
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Jagged Reged: 23/01/04