TPN Campus Trial - 48 Hour Review
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
So, I just did my first TPN (got to the third Maelstrom fight)
THIS WAS ******* AWESOME! It wasn't tedious the way OldKeyes could be (where what you were doing mostly was waiting for AM to get taunted around) or drawn-out the way UG can be (where you spend an hour in easy mode only to be wiped by the final boss) But there was so much glorious, glorious chaos! Everyone had something to do that needed doing, and you really had to stay on your toes to complete it (we didn't because of civilian deaths)
My only beef is that I think the rewards might be slightly underwhelming, but as far as trial design goes this was the most fun yet.
People who complained about wanting something other than Tank&Spank bosses? This is it.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
(We have both repeatedly used the word "blitz" to aptly describe this strategy. Looking at the title of i21.5, I have to wonder if the Devs' original intention was to make it fast-paced like that. Not trying to make a point, just wondering if that was conscious on their part to call the update "Media Blitz.")
Last night, someone on the league remarked in the middle, "Man, these things just keep getting faster and faster." And that player is right, nearly all the trials are fast-paced due to the constant presence of a countdown-to-defeat and/or someone/something (whose survival is vital to the success of the trial) is in danger. Since TPN has both of those, it is quite possibly the fastest-paced Incarnate trial to date. Personally, I don't see the need for so many time-sensitive objectives in TPN, or any trial for that matter. It is almost counter-intuitive: the Devs spend a lot of time hard at work designing maps and enemies for these trials, yet do not give us the option to stop and take in the surroundings. Gamers typically want the most power and the shiniest stuff as the fastest pace, so why enforce that? The ITF is one of the most oft run TFs in the game for the very reason that it can be breezed through in 20 minutes (or less for some) for a team of Reward seekers, or it can take over an hour for those seeking inf./shards/prestige/experience. The players have the choice there, but not with the Trials. Personally, I am not necessarily against the "blitz" tactics that the TPN trial nigh-requires. It gives the trial a high-stakes, intense atmosphere, which leaves you with a sense of relief once it is over. However, I hope it does not become the norm, as I do like to "take it all in" every now and again. |
I do think there's a problem in that there's nothing *unique* you can gain from these difficult trials (save Badges) Adding say, another tier of incarnate powers whose salvage could only be gotten from UG/TPN would have helped, I think.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
So, I just did my first TPN (got to the third Maelstrom fight)
THIS WAS ******* AWESOME! It wasn't tedious the way OldKeyes could be (where what you were doing mostly was waiting for AM to get taunted around) or drawn-out the way UG can be (where you spend an hour in easy mode only to be wiped by the final boss) But there was so much glorious, glorious chaos! Everyone had something to do that needed doing, and you really had to stay on your toes to complete it (we didn't because of civilian deaths) My only beef is that I think the rewards might be slightly underwhelming, but as far as trial design goes this was the most fun yet. People who complained about wanting something other than Tank&Spank bosses? This is it. |
But also, while I myself do not really mind the chaotically fast pace of the TPN, most players do not appreciate it. Understandably so, considering it leaves you feeling like you are always one step behind.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
I just tried this method of ignoring the outside threats and focusing only on buildings. I have to say it worked very well, even for an inexperienced league.
Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
By the way, just thought I'd throw this out there, but it's actually possible, given where Maelstrom is wandering around, to completely avoid his supervorpal. If the building you're headed to is Visualcorp, the door's right next to the hospital, he never sees you. For the Main Building, there's a west door on said building in basically the same area, again, he doesn't see you. For TPN Today, just go north around the main building and TPN Today itself, down the east side of TPN Today, and voila, you're at the entrance without Maelstrom seeing you.
Frankly, it only took me like two instadeaths to think "Hmmm, I wonder if sprinting straight past Maelstrom's face is a bad idea. Maybe there's a path that doesn't go directly in front of the really angry 54(+2) AV..." Yeah, this path to TPN Today is a bit long, but it's the furthest building anyway, and that's only really where you're heading 1/3 of the time, and if you have any decent travel power, it's only about 1, maybe 1.5 seconds longer. And I figure, if you walk out in front of a 54(+2) AV, whose defeat is practically the whole goal of the trial, and you do it all alone without massive defenses, well, you kinda signed up to get killed.
I have been on several successful TPN runs now (around 10 I think), and except for the "Fair and Balanced" badge runs (2) we have not kept a team outside. It definately seems to make the trial easier for everyone to understand and it reduces the chance for any accidental civilian deaths. It is also a good way to get the badges for clicking all 4 terminals/HD health and completing each 500 pt challenge in 8 minutes.
I actually think this will be the "standard" way this trial is run, due to the lower level of complexity.
One thing that we have experimented with was having 2 players use the Incandesence Destiny to port the league to the required location. While the 2 people with league TP are running to the correct location the league stays out of combat. We are still fine-tuning this method, and it is very possible that we will find a better way, but it is fun to work it out.
For our (somewhat accidental) MoTPN run, we went with four teams, two groups of 6, a group of 4, and a group of 8. The two six-person groups were well-balanced and their role was for the inside buildings, with two tanks to taunt spawns away from techs, and two designated people whose role was killing techs only. The four-person group had ST damage specialists for hunting telepaths, each equipped with a "targetcustomnext Telepath" bind. The eight-person group was an AV killer group with a tank, debuffs (two rads), buffs, healing, and damage. Everyone was inside on phase 2, the four-person team was outside on phase 3, and the four- and eight-person teams were outside for phase 4. During phase 4, the inside teams used lore pets to beef up their damage (since they were 8 people lighter).
We cobbled this together with about ten people from our regular group and the remainder pick-ups from our server (Protector). We didn't bother checking for level-shifts. We just made sure each team understood their role, keeping instructions to a minimum. We had four team leaders who knew what they needed and then they traded the players who showed up between teams until they had compositions that would fulfil the roles they had to play.
One or two bad experiences does not a bad trial make. One or two (or ten) failures does not a bad trial make. If all trials were winnable on the first go round, that would represent as much a (or possibly even greater a) failure than trials that take time, patience, and experience to succeed at. Imagine the devs having the gall to think players would have to learn how to do something before being able to do it well. For context, the individual members of our regular group ran 2-4 failed TPNs (public and private) each before we had this success, and each time we learned something new. Our collective experiences conferred the required expertise to devise our strategies that ultimately resulted in our first and many subsequent successes. Did we nuke a few cameras and civilians? Of course we did. But we learned, and we didn't let it happen again. Did we let H.D. die because we didn't know we were protecting a television? Of course we did. But we learned, and we didn't let it happen again. Did Maelstorm whoop the pants off us with his steroid infused vorpal judgement a few times? Of course he did. But we learned, and we didn't let it happen again.
There's nothing wrong with TPN, or any of the trials. I actually enjoy TPN a lot, and it is a refreshing change from BAF and Lambda and Keyes, a good option when there isn't time for a UG or if there are too many players for a MoM.
There are no hard iTrials, only hard peo-... er... wait.
Personally, I am not necessarily against the "blitz" tactics that the TPN trial nigh-requires. It gives the trial a high-stakes, intense atmosphere, which leaves you with a sense of relief once it is over. However, I hope it does not become the norm, as I do like to "take it all in" every now and again.
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I wonder if MoM has become popular largely because it gives players unlimited time in between phases to catch their breath, load up on inspirations, and discuss tactics for whatever comes next. When a trial design leaves no time for newbies to ask questions or have things clarified for them, failure rates go up and the fun quotient goes down. Said newbies are unlikely to return to the trial(s) to become experienced veterans who can contribute to wins and a higher fun quotient for trial leagues as a whole. It might be said that "blitz trials", as exciting as they may be for some hardcore players, could be contributing to a downward spiral of trial hate that will send a lot of players heading to the new Dark Astoria instead.
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I think this is very possible.
The other thing is that for stuff like TPN where there are no breaks, you need the whole explanation before even queueing. Inevitably someone disconnects during the explanation. On MoM once you get your group you head straight in. If there is a disco, the person shows back up inside the trial and you don't leave them behind.
@Golden Girl
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