What are you expecting for a solo Incarnate path?
I don't know...
The idea of "I'm incarnate, now let me fight a LT level threat and minions" doesn't seem very "I'm an incarnate! Let me show you just how powerful I really am."
BrandX Future Staff Fighter
The BrandX Collection
Not nearly to this extent. The people running quick Katies or speed ITFs do it because they choose to. Nothing is gated behind these activities.
|
Nothing was gated behind them, sure, but they were pretty much the fastest way to getting rewards as fast as possible. As far as the bulk of players seem to be concerned, at least as far as what they do (as opposed to what they say), that's little different than making it the only way to attain those rewards. The biggest difference is that the people who don't follow the crowd are the ones with the choice to do something else. The people who actually ran tons of quick Katies cancel right out.
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
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
@Golden Girl
City of Heroes comics and artwork
Yes. I run one of everything daily on as many characters as I reasonably can, (usually 1-2) plus some stuff more if people keep running them (or I get the gumption to form them myself).
|
The other solution to grindiness I see would be to use more random elements in trial design (like MoM's random foes in one part), but that of course makes things a bit more difficult to balance.
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!
Nothing was gated behind them, sure, but they were pretty much the fastest way to getting rewards as fast as possible. As far as the bulk of players seem to be concerned, at least as far as what they do (as opposed to what they say), that's little different than making it the only way to attain those rewards. The biggest difference is that the people who don't follow the crowd are the ones with the choice to do something else. The people who actually ran tons of quick Katies cancel right out.
|
Nor is it the most efficient path to rewards. Playing the market is.
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
Nor is it the most efficient path to rewards. Playing the market is.
|
Unless you mean "use" when you say "play", that's a non-response.
Edit: More to the point, you post suggests that "speed farmers" were some outlier in the community, this group of people not acting like most everyone else. I hate to tell you, but that's a far cry from the truth. So many people were "speed TF farmers" when Katie was the rage that folks were here on the forums complaining about it, and it showed up strongly enough in the data mining that the devs changed the game, introducing merits to try and normalize reward rates.
In case you haven't noticed, the bulk of people follow the path of least resistance. I can say with great certainty that most of this game's players do not consider "playing" the Auction House a path of least resistance for themselves. I think enough people use the market for it to be useful, but not many at all master it. But the point really was that if there is a significantly easier path to something, a large chunk if not a majority of players will treat it as the way forward, even if other paths exist. Case in point: people grinding the heck out of BAF when Keyes and the UGT existed. Keyes was made much easier, but the UGT was not, and it's now run several times a night on Justice. What changed? The reward.
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
Edit: More to the point, you post suggests that "speed farmers" were some outlier in the community, this group of people not acting like most everyone else. I hate to tell you, but that's a far cry from the truth. So many people were "speed TF farmers" when Katie was the rage that folks were here on the forums complaining about it, and it showed up strongly enough in the data mining that the devs changed the game, introducing merits to try and normalize reward rates.
|
The point is, we do have players who get bored doing the same thing over and over again, no matter how good the reward is, to the point that they'll take a less efficient path to the reward if it means they get to do something different.
Case in point: people grinding the heck out of BAF when Keyes and the UGT existed. Keyes was made much easier, but the UGT was not, and it's now run several times a night on Justice. What changed? The reward. |
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
I would really really like to see exactly what percentage of the population really actually farmed Katie, and later the ITF. I'm betting it really wasn't as high as it seemed, and it certainly wasn't "almost everyone." It was more likely the same people farming it over and over, which of course made the farming so visible. I'm not talking about the people who joined a speed Katie here and there, I'm talking about those people who ran Katie multiple times a day.
|
The simple point I'm making, and which I find your responses to inexplicable, is that grinding for whatever goals people have is nothing new, and became far more explicit with the advent of IOs. Before IOs, we all "ground" for the same reward, pretty much: XP. But IOs opened up a new category of grindy behavior - people who ran repeatable content (TFs and SFs) solely because they offered a new reward. Calls for TF formation in global channels before I9 was infinitesimal compared to calls for them after I9. Why do you think that changed?
Of course people who didn't care about IOs didn't grind for them, and neither will people who don't care about Incarnate powers grind for those. But Inventions showed the devs that part of their player base was willing to grind content for years to earn ongoing rewards. I'm not being cynical here, but are you really going to try and tell me folks who mostly play 50s and run several TFs a night aren't "grinding" content, just because it's varied? Trust me, I agree in a heartbeat that having variety makes it feel less "grindy" (and want more iTrials for that very reason), but it's still grinding at its core. Who do you think is supplying all that stuff that makes the market such an efficient way to obtain stuff? Why do you suppose the overwhelming majority of supply is at level 50, or other max levels?
The point is, we do have players who get bored doing the same thing over and over again, no matter how good the reward is, to the point that they'll take a less efficient path to the reward if it means they get to do something different. |
You want a better example? Damn near everyone wants XP. Where did you find vast swaths of players in I14? In the font of infinite XP called the AE, all running one of a tiny handful of missions that only changed when the devs stamped each exploit out (sometimes taking weeks). Was everyone in the AE? Of course not. But the behavior was so pervasive we created a name for people who knew nothing else: "AE babies". People were complaining on the forums about not being able to find non-AE teams. And you really don't believe that lots of people will grind repetitive content till their eyes bleed for reward, even if it's just because it's what everyone else is doing?
Well yeah, if you're forced to grind anyway, you might as well grind the activity that gives rewards the fastest, thereby minimizing the total amount of grinding you will have to do. |
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
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
People keep repeating this and I think if you look at the emerging pattern it is clearly not the case.
|
The way I normally deal with content is to never repeat it with the same character. Thats not possible if I want to progress through the Incarnate powers and tiers.
In a couple of months a new level 50 will have at least 6 trials to play plus a whole zone of arcs, critters, and repeatable content. With that much stuff to do the amount of repetition will drop precipitously. And they will keep adding more.
Look at the big picture, not just what things have been like since the introduction of Incarnates. |
Anyway, I am trying not to be negative because I am looking forward to Incarnate Astoria
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
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!
Just because some people are fine with endless grinding doesn't mean everyone is. Just because some people will follow the herd doesn't mean everyone wants to, if the herd is doing stuff they don't find fun. I don't know what it is that keeps you from understanding these concepts.
|
Your playstyle isn't the default. It's just the one that screams the loudest. |
I am not claiming therefore that it's going to make everyone happy. All I started with was the claim that this probably wasn't some completely radical idea on the part of the devs - past data on pre-existing player behaviors probably helped shape it.
* You seem to be making the leap that, because I know how to describe then, I subscribe to all these behaviors. I do not. I have never PL'ed any character in the AE (mine or anyone else's), for example. I am willing to grind for rewards in general, but long disliked having only Lambda and BAF to grind for Incarnate stuff, both because it was intensely repetitive and because I like to solo at least some of the time.
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
Let me be clear. I don't claim that "my playstyle", as you call it* is somehow superior or "right". What I claimed, very specifically, is that it has existed all along. Our devs seem to be heavily data driven. I don't think I always agree with the conclusions they draw from their data, but they seem to look for trends in what the players do. I can't prove anything, but I think the "follow the easy path" herd mentality combined with that dev data mining suggest that grinding looked to the devs like something players do in CoH to a sufficient extent that they figured getting us to grind iTrials would work out.
|
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
I'm not saying it hasn't existed. I'm just saying that not a large enough portion of the playerbase gladly participates in it to make it the basis of the whole endgame.
|
Those players who do participate, do so heavily enough to give the impression that this is all anyone does. |
I have zero proof, but I feel that what I have seen people doing in the game over the years lends credence to the idea that the statistical support probably existed. I am basing that off of more than just what my friends do. I live in a number of global channels, and of course read the forums. It's light years from perfect analysis of trends, but I at least think it doesn't clearly contradict my interpretations.
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
I just want to chime in that I Really like just about everything about the Incarnate system. I like the powers, I like the trials (all of them), I think the pace of unlock is fine, I like the way + levels work.
Of course I am looking forward to having many more trials and a whole zone. A 50-54 zone is something I have been asking for since before the Incarnate system existed.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Let's get this discussion back on track!
Dark Astoria, solo incarnate content! Streetsweeping for threads and ixp! All level boosts functional! Plus it looks pretty.
-------
Hew in drag baby
Let's get this discussion back on track!
Dark Astoria, solo incarnate content! Streetsweeping for threads and ixp! All level boosts functional! Plus it looks pretty. |
No more waiting in Pocket D for 45 minutes with nothing to do while the league assembles.
ALL LEVEL BOOSTS FUNCTIONAL?! REALLY?! AWESOME!!
And you can actually SEE in the zone too??
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Personally that would drive me crazy, I find BAF the least interesting of the trials but to each their own.
|
I haven't done a trial since I got my Incarnate toon (I only have one, and I'm happy with that) to where I'm happy with his build.
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)
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)
Perhaps more importantly, how do we know who the endgame was aimed at?
|
*In what ways* it should be different from standard content is a matter of debate, but that it actually *is* different is not. That is the only reason it exists at all.
Edit: and logically, one should assume that the solo incarnate path, whatever it is, will likely retain that attribute of being substantively different from standard content in non-trivial ways.
[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.)
@Golden Girl
City of Heroes comics and artwork
Logically, the end game was aimed at players that wanted something substantively more and different than anything the standard game offered at that time. Because if it was aimed at anyone else, it would *be* more standard content.
*In what ways* it should be different from standard content is a matter of debate, but that it actually *is* different is not. That is the only reason it exists at all. |
Now, I do think that any end-game is just plain incompatible with certain things that long held true here, such as the frequent alting. I don't think that's a bad thing or an error on the part of the devs, but rather just a simple observation that any progress "beyond" 50 is going to compete with time spend making new alts. But I think that sort of problem is a bit separate from asking what an end-game should "feel like" given that you've decided to add one.
Edit: and logically, one should assume that the solo incarnate path, whatever it is, will likely retain that attribute of being substantively different from standard content in non-trivial ways. |
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
And I'm very interested to see how this "feels". Creating new challenges for small teams or even solo players that is substantively different from prior content doesn't sound like a slam dunk to me. I am cautiously eager. |
Trapdoor and the honoree mission was the first foray into something that was a little bit more challenging than standard COH.
The reviews on that were very mixed.
Now with at least part of the solo and small teams audience having +3 abilities . . . it's going to be interesting how this is balanced.
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!
BAF, Lambda, Keyes, UG, TPN, MoM and Dilemma Diabolique