What are you expecting for a solo Incarnate path?
The solo content will have enemies who are tougher than the current enemies for level 50s, but weaker than the enemies on the Trials - the level range for the solo content enemies is 50-54, and the level range for the Trial enemies is 54-54+2 - guess which path will give better and faster rewards?
@Golden Girl
City of Heroes comics and artwork
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
By the way, what happened there was not likely your fault. It sounds like there was not enough Clarion on the league, or possibly enough level shifts overall. That really has to be on the head of the folks that put it together. I'm far from nuts about the confusion mechanic in that room, but given that it is what it is, leaders forming leagues need to account for it.
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I can't help but notice pretty much all of your complaints are aimed at Underground. Underground is one trial out of 4 currently. It does have problems but I think it's incorrect to paint all of Underground's problems as all of the Incarnate System's problems. At worst it's an outlier, and again, a big problem with the trials and why they need to be ground so much is there are so few in the system currently. A lot of these problems will go away when TPN and MoM go live, and we'll have Dilemma Diabolique not too long after.
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I haven't played TPN and MoM because the character copy tool is broken, but I do know that they also contain level-shifted enemies. This means they are not really an option for players still unlocking Incarnate slots.
And it isn't as if the Devs aren't listening to the complaints about the trials. The reward gating never occurred with BAF/Lambda, so as outraged as you are the mere notion of it, the idea never went live so you can't blame the designers, they listened to you and stopped it. They've already tweaked Keyes and they're still tweaking Underground. In fact that's precisely why TPN hasn't gone live yet, they're still fixing it to prevent it from being the next Underground. |
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
Why do we need to tell them these are bad ideas that won't work for this game?
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I beleive a number of players are coming to this game from some Wonderful Other World, and content intended to service those players and others like them is being produced (and they potentially outnumber us literally 100 to 1). This is prudent so long as there is a viable alternative for those who feel otherwise.
That alternative is the solo path. I will not be surprised if a number of those players from that Wacky Other World find they prefer a less stressful environment for post-cap advancement.
There is room for both.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
As the back and forth in this thread suggests, there is an unknown number of players on either side of the fence. Some people like a ladder of challenges, managing other players, and overcoming instant death gimmicks. Some don't.
I beleive a number of players are coming to this game from some Wonderful Other World, and content intended to service those players and others like them is being produced (and they potentially outnumber us literally 100 to 1). This is prudent so long as there is a viable alternative for those who feel otherwise. That alternative is the solo path. I will not be surprised if a number of those players from that Wacky Other World find they prefer a less stressful environment for post-cap advancement. There is room for both. |
Tossing out your core group of subscribers by changing the fundamental design goals of your game to chase the White Old Whale has killed more than one game over the past 10 years.
CoH is a niche game with a niche market. It will never be anything else. It will never have millions of subs, or even 10s of millions people playing for free.
The people that have stuck with the game for 7 years have specific things that they like about it. Adding in new things that they may or may not like is fine...as long as you're also adding in new varieties of the things they already like. But to only add in the new without giving the players any more of the things that you know they're interested in is a good way to kill off the game altogether.
Quite true.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
This Clarion thing - I just thought that maybe I'm doing the Incarnate thing wrong. I'm 'done' for the time bring with my Incarnate toon as he's got a tier 3 or 4 in all of his slots. I'm happy with what he can now do. I don't have Clarion, tjough, and I was thinking 'pff, they want everyone to ignore everything and get Clarion?' but then I remembered that you can craft multiple abilities and swap them round in your slots. So I guess I could grind to get Clarion and just use it for the UG.
Is that what the devs want us to do? Get more than one ability for slots? Are we suuposed to be collecting ALL the incarnate abilities?
If they continue adding a new required ability to their trials, that will blow.
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'm guessing, but I think that it's a little easier to write iTrials than regular content because of the Incarnate abilities, in a way.
One of the reasons our regular content is so easy is because you have to make it soloable for an empathy/electricity defender, which can make the same content a snooze fest for, say a fire/fire scrapper (unless they voluntarily dial up the difficulty).
But when writing content for 24 Incarnates, you can assume they are at all of the buff caps, side step all that with irresistable abilities, and assume that they have access to all of the Incarnate Abilities of the appropriate tier.
"There's at least 8 Incarnates in this trial with 3 level shifts; we can assume somebody has Incandescence, and that somebody else has Rebirth. So it's a slam dunk that the League has mobility for getting around death patches and healing, as well as massive AoE from Judgement."
And any team that doesn't have the right abilities can just go slot them and try again.
The endgame isn't like the 1-50 content, where if you are defeated, it's because you nodded off at the keyboard or pushed beyond your luck, it's probably expected and intended that you will be defeated several times per run, at least for your first several runs.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
This Clarion thing - I just thought that maybe I'm doing the Incarnate thing wrong. I'm 'done' for the time bring with my Incarnate toon as he's got a tier 3 or 4 in all of his slots. I'm happy with what he can now do. I don't have Clarion, tjough, and I was thinking 'pff, they want everyone to ignore everything and get Clarion?' but then I remembered that you can craft multiple abilities and swap them round in your slots. So I guess I could grind to get Clarion and just use it for the UG.
Is that what the devs want us to do? Get more than one ability for slots? Are we suuposed to be collecting ALL the incarnate abilities? If they continue adding a new required ability to their trials, that will blow. Eco |
You can also fill up on Tier 3 Break Frees.
But when writing content for 24 Incarnates, you can assume they are at all of the buff caps, side step all that with irresistable abilities, and assume that they have access to all of the Incarnate Abilities of the appropriate tier.
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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)
There's no way I am going to grind those awful raids until I've got every ability for every tier. That's madness.
Eco |
Hell, there are people who probably have all of that stuff and are just banking anything else for the remaining five Incarnate levels.
One would hope you don't have to.
Taking the original released powers for each Incarnate Ability (4 of each), then it's reasonable to assume that, on average, 25% of players on a League will have a given ability at one Tier or another.
You can then design content based around "semi-optimal choices", by which I mean that if the League acts as a cohesive unit (by utilising rolling Destiny buffs, say) then as a designer you can say "at any given time, the hypothetical League running this trial will have these levels of protection". That then sets your bare minimum difficulty level. Next up is "mostly optimal choices" which sets the requirements for additional perks (Astral merits), which are granted when the League demonstrates the ability to act cohesively, and finally should come "tailored optimal choices" wherein the League utilises precisely the correct abilities for the task at hand (such as Clarion on the UG trial), which then sets your requirements for actual overall success (to get your lovely Emyrean merits).
The thing is, the trials reward cohesive action, and they severely punish independent behaviour (well, with the possible exception of the BAF). This is not a bad design choice in itself. The potentially "bad" choice is to have set the size of Leagues so high that unless everyone knows what they're doing, it can become an exercise in herding cats.
However, to a certain extent, the iTrials can be successfully run by any group of players who know what they are doing - which can be as simple as having run the trial in question a few times, even with vastly different groups - and that plays to the PuG nature of CoH as a whole, but the negative side of it is that there existed so few trials in the game prior to the iTrials that people have become used to a very binary experience when playing the game: team wins, or team needs more dakka before team wins.
The trials, however, have several points of failure (or objectives which, if not met, cause failure later on), which can't be overcome simply with more firepower. This distinction is what makes the iTrials such a point of controversy, really.
I personally think that the developers made the right choice with the design of iTrials, overall, but until the player base as a whole becomes used to running them as cohesive units, they will be more difficult than they need to be.
On the other hand, I think that solo- and single-team-content for incarnates is absolutely essential. I would hope that it serves as a middle-ground in terms of design philosophy, a way to point players towards the idea that making more-optimal choices improves the odds of success.
The wisdom of Shadowe: Ghostraptor: The Shadowe is wise ...; FFM: Shadowe is no longer wise. ; Techbot_Alpha: Also, what Shadowe said. It seems he is still somewhat wise ; Bull Throttle: Shadowe was unwise in this instance...; Rock_Powerfist: in this instance Shadowe is wise.; Techbot_Alpha: Shadowe is very wise *nods*; Zortel: *Quotable line about Shadowe being wise goes here.*
Except that in less than a month, the vast majority of people that like that kind of thing are going to be far, far away from here.
Tossing out your core group of subscribers by changing the fundamental design goals of your game to chase the White Old Whale has killed more than one game over the past 10 years. CoH is a niche game with a niche market. It will never be anything else. It will never have millions of subs, or even 10s of millions people playing for free. The people that have stuck with the game for 7 years have specific things that they like about it. Adding in new things that they may or may not like is fine...as long as you're also adding in new varieties of the things they already like. But to only add in the new without giving the players any more of the things that you know they're interested in is a good way to kill off the game altogether. |
The obsession with trials and the new CCG style 'Super Packs' suggest to me that the Devs are trying to appeal to players outside of the CoX community, such as chasing refugees from the 'Waste of Wonga'. While I can understand the reasons for doing this, I do feel that it shouldn't be done at the expense of their loyal players. Had a solo/small team path been in place when the Trials first launched, I wouldn't have been anywhere near as critical of their 'new direction'. As it is, the requests for a solo path seems to have surprised them, leading me to the above conclusion.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
What if you were grinding it for the costume parts, the costume change emotes, etc? I mean, by the time you earn enough Empyrean Merits to get all of the costume parts, you've probably got tons of Incarnate components to make... well, damn near any Incarnate ability you'd want or need.
Hell, there are people who probably have all of that stuff and are just banking anything else for the remaining five Incarnate levels. |
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)
There's no way I am going to grind those awful raids until I've got every ability for every tier. That's madness.
Eco |
"I guess we need Clarion for that. Who all has Clarion? Nobody? Well then, let's do this other trial so we can get it. Who is closest?"
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
It's not the point for every character on every Trial to have every ability. But each trial will be built around the idea that certain abilities will be available to the League, and that if nobody has those abilities on a particular run, the League fails, then reslots abilities based on why and how they failed and tries again.
"I guess we need Clarion for that. Who all has Clarion? Nobody? Well then, let's do this other trial so we can get it. Who is closest?" |
It's not the point for every character on every Trial to have every ability. But each trial will be built around the idea that certain abilities will be available to the League, and that if nobody has those abilities on a particular run, the League fails, then reslots abilities based on why and how they failed and tries again.
"I guess we need Clarion for that. Who all has Clarion? Nobody? Well then, let's do this other trial so we can get it. Who is closest?" |
Except that's not how it works past a week or so after a trial goes live. Then it's "who has Clarion? You, me and you? Ok, lemme just voot everyone else and we'll lfm and specify they have to have Clarion!"
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)
That may be how it works, but I am reasonably certain that's not the intent.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
That may be how it works, but I am reasonably certain that's not the intent.
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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 Incarnates in this game are supposed to work similarly to the characters in another NCSoft game, where you have access to a huge array of different abilities, but can only 'set' a certain number to be accessible during a mission.
So before a mission, you can decide who is going to tank, who is dps, who is mezzing, etc.
Very strategic, and I like it in principle.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
The pace of unlocking things with iTrials is something I can stand to do with multiple characters.
I'm hoping the solo version retains the speed while adding the fun element back in of being able to do small group/solo content amongst friends, and avoiding some of the iTrial gimmicks.
Member of:
Repeat Offenders Network - The Largest Coalition Network in the Game, across Virtue, Freedom, Justice and Exalted. Open to all, check us out.
Current Team Project: Pending