Fix the TV Respec Trial


DreadShinobi

 

Posted

Especially if you insist on making it the WST at once a dang month.

Not to imply that its broken, just... boring. It definitely seems to be a relic from the older CoH philosophy of hours played = hours enjoyed.

Some suggestions:
A timer for when the next arrives, as in the UG trial.
An infirmary in in the power plant, perhaps just off that main control room.
A signature AV, one looking to harness the raw power of the reactor, so its as much about keeping him/her away from the reactor as whittling through a fat pile of hit points. Also give the whole trial a true climax, rather than the feeling of slogging away on a treadmill.

I eagerly await your awesome improvements!


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

What, you want to change the last part? But thats the perfect time to do the laundry, make a snack, read a book, check email, take a nap then wait another 10 minutes for the last mob. Whats to change?


Thanks to everyone that helped make me a welcomed part of the community, and for giving me over 3 years of some of the best gaming I've been able to take part in. May the next game bring many friendships and maybe reconnect to some old CoH friends.

 

Posted

You could do pretty much anything to the last part of that mission and it would make it better. Standardizing the wait time in between waves to the 3rd-4th wave wait time length would probably be my suggestion.


 

Posted

I say redo it completely.

Or at least let us spawn the mobs so we can do it faster.


 

Posted

The problem isn't the duration between spawns, it's that there's a timer at all.

Right now, when you open the door to the reactor room (or more often, when you recue the last scientist, and one of THEM opens the door), it starts ten timers - the first one 1 minute long, the last one 30 minutes. As mentioned above, they aren't evenly spaced. As each timer runs out, a wave of enemies appears.

Originally, the timers were much shorter. Back in the post-ED, pre-Invention days when respecs were only available by doing the trials or by much rarer freespec grants, people who had crappy builds had trouble completing the mission, and could never get their respecs, so things were changed to the current state. Now that the game has been made progressively easier, the gaps are getting more and more noticeable.

However, if we shorten the gaps so that the well-built and/or IOed-out characters aren't bored, the new free players with their SO-only builds will quickly find themselves overwhelmed again.

The solution is to change the trigger for the waves of ambushes.

Keep the first one at 1 minute after opening the door. Spawn the second 90 seconds after defeating the last enemy in the first wave, so that the team has a chance to recover if need be. Spawn the third group 80 seconds after the defeat of the second. Continue shortening the gap by 10 seconds To give the impression that the enemies are pushing harder with each wave, until the last wave arrive the instant the last foe in the previous wave dies.

This way, no team is ever bored out of their skulls, nor overwhelmed. And if a greater revamp is desired, the last wave can either include or be followed by an AV fight.


@Roderick

 

Posted

There's a reason why I brought up "Terrible Volta" at the Player Summit as something that needed a re-look. Positron was taking notes.


It's the end. But the moment has been prepared for ...

 

Posted

December 20-December 26, 2011: Eden Trial, from Woodsman in Eden; The Crystal of Serafina. from Ice Mistral in St. Martial

December 27, 2011-January 2, 2012: Terra Volta, 44-50, Major Richard Flagg in Peregrine Island; Tree of Thorns, 44-50, from Ractespriel in the Nerva Archipelago

January 3-January 9, 2012: Time's Arrow from Imperious in Cimerora

January 10-January 16, 2012: Terra Volta, 24-33, from Jane Hallaway in Independence Port; Tree of Thorns, 24-33, from Sparcetriel in the Nerva Archipelago


Really, Devs? REALLY?

Coal, for the lot of you. And Athlete's Foot. Stockings brimming with coal and foot fungus.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
December 20-December 26, 2011: Eden Trial, from Woodsman in Eden; The Crystal of Serafina. from Ice Mistral in St. Martial

December 27, 2011-January 2, 2012: Terra Volta, 44-50, Major Richard Flagg in Peregrine Island; Tree of Thorns, 44-50, from Ractespriel in the Nerva Archipelago

January 3-January 9, 2012: Time's Arrow from Imperious in Cimerora

January 10-January 16, 2012: Terra Volta, 24-33, from Jane Hallaway in Independence Port; Tree of Thorns, 24-33, from Sparcetriel in the Nerva Archipelago


Really, Devs? REALLY?

Coal, for the lot of you. And Athlete's Foot. Stockings brimming with coal and foot fungus.
It took a minute to realize what this was. You're saying the Devs are giving us coal for christmas with 2 sets of respec trials in the weekly TFs ... right?


 

Posted

Quote:
Originally Posted by Roderick View Post
The problem isn't the duration between spawns, it's that there's a timer at all.

Right now, when you open the door to the reactor room (or more often, when you recue the last scientist, and one of THEM opens the door), it starts ten timers - the first one 1 minute long, the last one 30 minutes. As mentioned above, they aren't evenly spaced. As each timer runs out, a wave of enemies appears.

Originally, the timers were much shorter. Back in the post-ED, pre-Invention days when respecs were only available by doing the trials or by much rarer freespec grants, people who had crappy builds had trouble completing the mission, and could never get their respecs, so things were changed to the current state. Now that the game has been made progressively easier, the gaps are getting more and more noticeable.

However, if we shorten the gaps so that the well-built and/or IOed-out characters aren't bored, the new free players with their SO-only builds will quickly find themselves overwhelmed again.

The solution is to change the trigger for the waves of ambushes.

Keep the first one at 1 minute after opening the door. Spawn the second 90 seconds after defeating the last enemy in the first wave, so that the team has a chance to recover if need be. Spawn the third group 80 seconds after the defeat of the second. Continue shortening the gap by 10 seconds To give the impression that the enemies are pushing harder with each wave, until the last wave arrive the instant the last foe in the previous wave dies.

This way, no team is ever bored out of their skulls, nor overwhelmed. And if a greater revamp is desired, the last wave can either include or be followed by an AV fight.
I have to admit, this sounds like a TON of fun! +1


August 31, 2012. A Day that will Live in Infamy. Or Information. Possibly Influence. Well, Inf, anyway. Thank you, Paragon Studios, for what you did, and the enjoyment and camaraderie you brought.
This is houtex, aka Mike, signing off the forums. G'night all. - 10/26/2012
Well... perhaps I was premature about that whole 'signing off' thing... - 11-9-2012

 

Posted

Quote:
Originally Posted by Roderick View Post
The problem isn't the duration between spawns, it's that there's a timer at all.

Right now, when you open the door to the reactor room (or more often, when you recue the last scientist, and one of THEM opens the door), it starts ten timers - the first one 1 minute long, the last one 30 minutes. As mentioned above, they aren't evenly spaced. As each timer runs out, a wave of enemies appears.

Originally, the timers were much shorter. Back in the post-ED, pre-Invention days when respecs were only available by doing the trials or by much rarer freespec grants, people who had crappy builds had trouble completing the mission, and could never get their respecs, so things were changed to the current state. Now that the game has been made progressively easier, the gaps are getting more and more noticeable.

However, if we shorten the gaps so that the well-built and/or IOed-out characters aren't bored, the new free players with their SO-only builds will quickly find themselves overwhelmed again.

The solution is to change the trigger for the waves of ambushes.

Keep the first one at 1 minute after opening the door. Spawn the second 90 seconds after defeating the last enemy in the first wave, so that the team has a chance to recover if need be. Spawn the third group 80 seconds after the defeat of the second. Continue shortening the gap by 10 seconds To give the impression that the enemies are pushing harder with each wave, until the last wave arrive the instant the last foe in the previous wave dies.

This way, no team is ever bored out of their skulls, nor overwhelmed. And if a greater revamp is desired, the last wave can either include or be followed by an AV fight.
+1.

Truthfully, I would much rather see a return to the way the respec originally played, with a very significant chance at failure, than have to endure one more freaking HALF-HOUR of enemies spawning with gaps up to six or seven minutes between waves. Yes, people griped because there was a very real chance at failing the respec trial at the very end, but they kept doing the trial. Nowadays TV respecs are so mind-numbing that most people avoid them at all costs.

However, this suggestion above is well-considered, extremely reasonable and does away with the timesuck that has people literally falling asleep between waves (I know, because I've both seen it happen and done it myself). I would start doing herospecs again fairly regularly with a change like this, because the trial itself remains fun and unique, save the horrible timer nightmare at the end. I really hope this suggestion gets serious consideration.