Endgames are backwards


Agent White

 

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Originally Posted by Samuel_Tow View Post
The Incarnate system in particular and MMO end-game systems in general are a boring time sink. They're intentionally designed to be one. Developer can't create content faster than players consume it, so the only way to keep players from reaching "the end" is to throw down a slow field generator and run like hell. End game systems are not designed to entertain, and ours is no exception. They're designed to slow and impede while giving a false sense of progress, like any Skinner box worth its salt.
Are you actually saying that the people who enjoy running trials and slotting out their characters are doing so incidentally? That even though such people exist, there is zero possibility that the end game was actually made for the people who would enjoy it but rather it was made to bore everyone else and only coincidentally entertain them?

Or are you instead assuming that the people who actually really enjoy the end game is an empty set.

What about the badge system? There are badges I've spent hours of playing time getting. Some I've spent *years* pursuing. Is the badge system explicitly designed to be non-entertaining as well, because its obviously true that anything that takes that much time and effort cannot possibly be entertaining?

Its kinda strange to me that I've often said this game is much more about the journey than the end because this game is really targeted at players who like *playing* the game, just for the sake of playing it, than for people who pursue an escalating series of rewards. And yet I'm now in a position to say the exact same thing with regard *to* the end game: that its designed to appeal to the people who actually like playing it. The rewards are a part of it, but they are only a weak incentive. You play a game of basketball with your friends because you like playing with them, but you still keep score. The rewards are a form of scorekeeping, but you aren't supposed to play it if you don't like it just to score points. There is no "but" after that sentence that contradicts it.

Honestly, I like running trials. Not all the time, but I do. And I like collecting incarnate rewards and making incarnate powers and using them. I don't think I'm being absurd to believe that maybe *that* was intentional, and the people who don't like it was accidental, rather than the other way around.


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^^Incarnate trials do have a lot of the hallmarks of online skinner boxes. Randomly generated rewards to comparatively little content requiring rarer and harder to get rewards in order to preform better at later trials. However, when compared to pretty much every other MMO I've ever played, CoH is a lot lighter on these things. Imagine if it weren't, and you had to play for 30 hours to go from 49 to 50 doing nothing but ITF with full teams. And imagine if the ITF was made up of your character doing the exact same animation against a single critter for 3 minutes at a time.


Anyway, to talk to the OP about this topic, the thing with this game is that it wasn't specifically designed for end-game content. A lot of the good stuff is in the 20-40 range, which is where a lot of casual players tend to hang out. It is supposed to be like this: the game isn't based around being maximum level, but it is based around giving people enough stuff to want to continue to play to see more.

The thing is that a lot of MMOs do this. The money isn't in the hardcore players who still play CoH even during the week Skyrim was released. It is about appealing to the masses. CoH also has Ourobos, so from this angle it makes sense to front/middle pack the game; you never "outgrow" that content.



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Originally Posted by Blood Red Arachnid View Post
^^Incarnate trials do have a lot of the hallmarks of online skinner boxes. Randomly generated rewards to comparatively little content requiring rarer and harder to get rewards in order to preform better at later trials. However, when compared to pretty much every other MMO I've ever played, CoH is a lot lighter on these things. Imagine if it weren't, and you had to play for 30 hours to go from 49 to 50 doing nothing but ITF with full teams. And imagine if the ITF was made up of your character doing the exact same animation against a single critter for 3 minutes at a time.
To be fair, I don't think your extreme example compares to other MMOs at all.


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Anyway, to talk to the OP about this topic, the thing with this game is that it wasn't specifically designed for end-game content. A lot of the good stuff is in the 20-40 range, which is where a lot of casual players tend to hang out. It is supposed to be like this: the game isn't based around being maximum level, but it is based around giving people enough stuff to want to continue to play to see more.

The thing is that a lot of MMOs do this. The money isn't in the hardcore players who still play CoH even during the week Skyrim was released. It is about appealing to the masses. CoH also has Ourobos, so from this angle it makes sense to front/middle pack the game; you never "outgrow" that content.
This is true. They've done a lot to make content accessible so you can do stuff for as long as you want. Nothing is particularly required unless you want it.


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I have to agree, very interesting thread, and there's beeen a lot of great responses in it with a lot of thought put into them. Here's my take on it.

PvP was supposed to be a big part of the 'endgame' content, because each fight would be fresh and challenging... Until they learned how much of a headache it was to balance the game for it, and how much hate they got over trying to make it work equally for everyone. The Arenas were introduced as early as I-4 to test and prep for the inclusion of PvP as a big part of 'endgame' content. I think one of the biggest failings with it was the lack of objectives beyond 'kick the pancake out of your opponent', but that's my opinion.

The A.E. was supposed to be a big part of the 'endgame' because it was a source of undending story arcs and player generated content, until they learned a lot of folks would just make farms and PL with it, and not even learn how to leave Atlas Park. Not my opinion. That's a true story, I remember it, and was there for the help requests of the level 50 'PL babies' that didn't even know how to play the game. If you weren't there... yes, it was that bad.

Both of these systems were all but admitted to, if not outright, by the Dev's at the time as a way to find the mystic 'endgame' content. No, I can't site sources. It was a long time ago and I've slept since then, but I'm sure folks with more clout than I, can vouch for this.

...

Now, there's iTrials, which are grindy, but at least it's consistantly done by many players, is easily balanceable against the rewards by the Dev team, and folks actually defend its existance because there's precident (regardless of how it's seen or reacted to) that it works.

We can't say they haven't tried to make more 'do' stuff vs. 'get' stuff. Anyone who does either is new(ish) to the game, or hasn't paid any attention. The thing is they have to cater to the lowest and/or loudest denominator to have it 'work' for (or more specifially 'appeal to') the most people, higher-minded ideals be damned. Sad but true, and a fact that is painfully reproduced again and again in many aspects of life in my experience.

At this pont, I think they're doing the best they can to please the most ammount of people within their budget and schedule. I don't hold this against them, even if I'm not among those 'most' sometimes. I really think the D.A. revamp is a lean toward trying to add more 'do' content, but I'm not holding my breath that the rewards will come close to the grindy 'get' content, to keep folks on that looping treadmill. I'm willing to give it a shot though, and given time, hopefully, they'll have enough 'do' content for incarnates that they won't have to fight so much to keep folks on the 'get' content.

I love this game, regardless of the things I don't like about it so far, the pros outweigh the cons for me still. So I'm pretty sure I'll be around long enough to find out either way


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I couldn't agree more.

 

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I belive that one advantage that the Incarnate system has over other "end game" systems, is that by running *any* content (well apart from non dev choice AE arcs....) once you have hit the level cap (and unlocked the incarnate system by several methods) will at some point or another progress your character in *some fashion* in the Incarnate system.

Yes i know that shards are "out of fashion"... but for solo play, if you are getting more than 10 a day, you are doing better than expected. Yadda yadda talk about tweaking x/y/z to make it better yadda yadda yadda

Now granted, is the rate of progress suitable? Open to debate, because my GF has managed to Very Rare alpha, T2 all the others with the majority of it being solo play and *limited* TF participation (and maybe 1 or 2 BAF's... she doesnt like them).

Granted, it has taken her a while, but she does also suffer from altitis, but it is indeed doable...

I do think that the "solo" rate of progression could be sped up, and indeed quite possibly the T3/T4 rate as well, especially for those who have bad luck with drop rates... especially with so many different choices available to you, and that it could well be recommended to have different "Destiny" powers available, it just takes time.

Ah yes, back to the point: The point is thoguh, the incarnate system *doesnt* force you to run the iTrials to progress, there is nothing specifically locked behind them that "progresses" your character. There are fluff drops (Pistol costume drops IIRC i forget), but nothing *mechanically* essential locked behind them. They are just the faster/preferred route

*shrugs* make of it what you will... i *prefer* something being available without having run x/y/x to get the parts to make a/b/c. Yes it might be faster, but it shouldn't be the *only* method of acquiring something (the rate of acquisition though yadda yadda been debated before)


 

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Originally Posted by BellaStrega View Post
To be fair, I don't think your extreme example compares to other MMOs at all.

Some Korean MMOs have that kind of grind city, and it was a popular staple in my earlier MMOs. Since a lot of games use an exponential growth formula to determine what you need at the next level, the end-game can get pretty sick. In another game I play where 99 is the maximum level, level 93 is 50% of the way there. There's another skill that has a maximum level of 120, and getting to 99 is 1/8th the way there.

It is literally maddening how much dedication it requires.



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Originally Posted by Blood Red Arachnid View Post
Some Korean MMOs have that kind of grind city, and it was a popular staple in my earlier MMOs. Since a lot of games use an exponential growth formula to determine what you need at the next level, the end-game can get pretty sick. In another game I play where 99 is the maximum level, level 93 is 50% of the way there. There's another skill that has a maximum level of 120, and getting to 99 is 1/8th the way there.

It is literally maddening how much dedication it requires.
Personally I don't mind long grinds, I just can't stand long grinds that can be completely invalidated if you're unlucky. This was the main reason I quit a certain 4 letter korean mmo. Cause at endgame your armor would have 6 slots in it, and each "enhancement" you would put in said slot would cost you a fair price. However slotting an enhancement in the armor had a chance to fail and if it failed it would delete ALL the enhancements you had in the armor. So basically you'd have to get 6 successes in a row to fully socket each piece of your armor and if you failed at any point you had to start all over and failing on your 6th slot wasnt uncommon. It was by far the most infuriating system in an MMO I've ever had to deal with.


 

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Originally Posted by Arcanaville View Post
Are you actually saying that the people who enjoy running trials and slotting out their characters are doing so incidentally?
I am, actually. I'm not saying end game systems can't be entertaining. What I AM saying is that entertainment, if it's even on the agenda at all, is nowhere near the top priority. Making an entertaining end game system is fairly simple, about as simple as making an entertaining anything, but as others have pointed out, not many people would re-run entertaining content day after day after day with no sense of novelty. And since the raiding end game system is so built as to require a certain critical mass of participation that clearly those who run it for fun don't constitute by themselves, the system is designed to ensnare, addict of compel.

And I say "clearly," because if there were enough people who genuinely wanted to run raid after raid after raid day after day after day to sustain the system, there would be no need to shepherd what we do post 50 to nearly such a degree. It's the old "I LOVE raiding the Hamidon, but I won't raid the Hamidon if you fix Hamidon enhancements!" argument. Plenty of people will claim they enjoy playing a piece of content over and over again, but take away its rewards and they stop doing it, complain about it and then advise other people to not do it.

I'm sure there are people who genuinely enjoy raids, and I believe you when you say you do. What I know for a fact, however, is that the fear the development team has is justified: If you give people a meaningful alternative to Trials, they WILL stop running Trials altogether. If Dark Astoria offered a rate of progression even remotely comparable to that of your average Trial for the cost of effort of your average Trial leech, then people love of the Trials is not going to be able to sustain them, and we'll see very quickly and very clearly exactly how many people run Trials because they enjoy the act of running Trials.

I say end game systems are not designed to be fun because they aren't. They're designed to keep people playing. They do this by offering some fun to be had, obviously, but in a much larger part, they feed on conditioning people to do things they normally wouldn't enjoy, all for the sake of maintaining a critical mass of players enough to support those who truly do enjoy raids. The thing with an "end game" system is that it's a lot like PvP. You have some people who really enjoy it for the system, but the way it's designed, you need participation from people who genuinely DON'T enjoy the system or you simply don't have enough people for the system to run.

We've all see what happened to PvP when participation wasn't there, and we've seen what happened to it when PvE players were being goaded into PvP to serve as meat on the table. Even in its heyday, it was never that popular. I'm sure this is always at the backs of the minds of developers working on Incarnates, because if all of the people who just want Incarnate stuff but don't enjoy 24-man Trials actually stopped participating, the system would shut down entirely. As such, the whole thing is designed around keeping those people who genuinely don't enjoy Trials playing them anyway.


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Originally Posted by Arcanaville View Post
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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Originally Posted by Gangrel_EU View Post
Yes i know that shards are "out of fashion"... but for solo play, if you are getting more than 10 a day, you are doing better than expected.
If I earn more than ONE Shard a day, I consider myself lucky. Most days I go entire play sessions not seeing a single one.

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Originally Posted by DreadShinobi View Post
Personally I don't mind long grinds, I just can't stand long grinds that can be completely invalidated if you're unlucky.
Yeah, that's the worst of the Skinner boxes - the kind that not only mire your progress in all manner of time sinks but occasionally simply take your progress away when they feel like it, and you're expected to just pick up the pieces and start over like a good little boy. I honestly have to wonder if South Koreans live such cosy, care-free lives that they need to inject stress, anger and frustration into them artificially.

That's not the only way in which random chance can screw you over, though. Developers these days seem to love putting rewards in large lumps behind random rolls of low probability. Why? Because you're supposed to "feel like you're opening a surprise present with every purchase" as the recent Super Packs boast. Because when you don't let the player see the beginning and end of a process, you extort the player for a constant state of elevated motivation. Even the very first try could yield the big reward. It doesn't, of course, but perhaps the very next try might. Of course, that doesn't, either, but it could have. Maybe the next try after that?

Most systems designed in this way don't place "fun" anywhere on the priority list. They value player participation and motivation. They are not designed to entertain people. They're designed to pray on people's psychology to have them continue performing a task that they pay money to perform. If these people do have fun in the process, it's entirely coincidental, though I assume also very welcome.


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Originally Posted by Arcanaville View Post
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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Originally Posted by Samuel_Tow View Post
If I earn more than ONE Shard a day, I consider myself lucky. Most days I go entire play sessions not seeing a single one.



Yeah, that's the worst of the Skinner boxes - the kind that not only mire your progress in all manner of time sinks but occasionally simply take your progress away when they feel like it, and you're expected to just pick up the pieces and start over like a good little boy. I honestly have to wonder if South Koreans live such cosy, care-free lives that they need to inject stress, anger and frustration into them artificially.

That's not the only way in which random chance can screw you over, though. Developers these days seem to love putting rewards in large lumps behind random rolls of low probability. Why? Because you're supposed to "feel like you're opening a surprise present with every purchase" as the recent Super Packs boast. Because when you don't let the player see the beginning and end of a process, you extort the player for a constant state of elevated motivation. Even the very first try could yield the big reward. It doesn't, of course, but perhaps the very next try might. Of course, that doesn't, either, but it could have. Maybe the next try after that?

Most systems designed in this way don't place "fun" anywhere on the priority list. They value player participation and motivation. They are not designed to entertain people. They're designed to pray on people's psychology to have them continue performing a task that they pay money to perform. If these people do have fun in the process, it's entirely coincidental, though I assume also very welcome.
Well if that's truly how you feel I kinda feel sad for you. You do anything till your eyes bleed and ya it isn't gonna be fun anymore. I have like 6 full incarnates 2 with all T4 the others tier3/4 mix. I don't grind grind grind incarnate trials though. To say people don't actually enjoy endgame but play it rather are just rodents on a treadmill is being disingenuous.

How I play a few days doing trials, then a few days doing some TFs I like, then I may switch to leveling a new alt or trying a few new powerset combos, the maybe I go badge hunting which could include a number of play styles of it's own, then maybe I try to get some IOs for a new 50, then maybe I'll hit ouraboras up see anything that catches my eye and ditto for AE. And this isn't even everything to do or that I do. When it comes down to it the majority is beating bad guys either in TFs, radio, raids or story arcs etc.

See mix things up regularly like I do and you have no one to blame for endgame grind but yourself.


 

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Originally Posted by Samuel_Tow View Post
I am, actually. I'm not saying end game systems can't be entertaining. What I AM saying is that entertainment, if it's even on the agenda at all, is nowhere near the top priority. Making an entertaining end game system is fairly simple, about as simple as making an entertaining anything, but as others have pointed out, not many people would re-run entertaining content day after day after day with no sense of novelty. And since the raiding end game system is so built as to require a certain critical mass of participation that clearly those who run it for fun don't constitute by themselves, the system is designed to ensnare, addict of compel.
Having raided in another MMORPG, I think you're off-base here. Yes, the lure of rewards is part of the process, but I've also seen raids drastically altered because they weren't fun, and the rewards aren't worth it if it's just a boring grind. I also kind of wonder if you've ever participated in endgame content to any great extent, given your rather grim view of it.

I mean, you're off-base about the entertainment value. Without the entertainment value, people will generally avoid the content for more entertaining alternatives.


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Originally Posted by BellaStrega View Post
I mean, you're off-base about the entertainment value. Without the entertainment value, people will generally avoid the content for more entertaining alternatives.
Two words: Molten Chore.


 

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Originally Posted by Ogi View Post
Two words: Molten Chore.
And yet because of raids like that, they streamlined the raiding process. When was the last raid like that designed? How many people raided through it and stuck with it? What would happen if a raid like it were released today?

It also hasn't been current content since 2005-2006, and was almost entirely outmoded in 2007 - five years ago. In other words, at least in the US, the model that drove such design is pretty much obsolete.


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Originally Posted by Lycantropus View Post
I have to agree, very interesting thread, and there's beeen a lot of great responses in it with a lot of thought put into them. Here's my take on it.

PvP was supposed to be a big part of the 'endgame' content, because each fight would be fresh and challenging... Until they learned how much of a headache it was to balance the game for it, and how much hate they got over trying to make it work equally for everyone. The Arenas were introduced as early as I-4 to test and prep for the inclusion of PvP as a big part of 'endgame' content. I think one of the biggest failings with it was the lack of objectives beyond 'kick the pancake out of your opponent', but that's my opinion.

The A.E. was supposed to be a big part of the 'endgame' because it was a source of undending story arcs and player generated content, until they learned a lot of folks would just make farms and PL with it, and not even learn how to leave Atlas Park. Not my opinion. That's a true story, I remember it, and was there for the help requests of the level 50 'PL babies' that didn't even know how to play the game. If you weren't there... yes, it was that bad.
Its true that we've seen several elements the devs provided as 'endgame' options, but none of these were intended to be THE endgame. Back in 2005, in several prominent interviews in gaming magazines, the bigwigs in NCSoft expressed their own idea on how to retain players and it required NO endgame at all. That's because they thought *it isn't about retaining players in one specific game, but retaining them across our entire portfolio of titles.*

In other words, "let them leave when they're done... as long as we own the game that they're leaving FOR."

Most MMO's up to that date had a surge-and-decline lifecycle, and NCSoft rationalized *why toss more and more money at a declining title when you could use it to produce more "surging" new games?* So that's where they focused their investments.

Several of the gaming mag articles I once bookmarked show up as broken URLs, but I found this post which reflects what was openly discussed at the time.)

Since endgame is about "retaining players that have completed the content" and per-game retention isn't a priority, you only need to provide enough to entertain the base until the next title comes out.

The lessons here were painful to NCSoft- a series of titles we won't mention that... well... we didn't leave FOR as they expected. They realized that getting that surge on a new title may not be as surefire as they anticipated. They realized that investing in something that's already proven might give a better return than gambling on several titles that haven't launched yet, and that's around the time Paragon Studios was born.


 

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Originally Posted by Ironblade View Post
Well, two comments:

1) Firstly, the "stuff to do" once you hit 50 is still a huge amount. Almost everything you did on the way up, or MISSED on your way up, is still available to you. You're just excluding it because it doesn't give incarnate progress.
Since most of it will require exemplaring, you can't really call it stuff to do at 50 given that you can't actually do it at 50.


 

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Originally Posted by rsclark View Post
Since most of it will require exemplaring, you can't really call it stuff to do at 50 given that you can't actually do it at 50.
No, you can do it AT 50.

you just can't do it WHILE 50

;P


 

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Originally Posted by Gangrel_EU View Post
Yes i know that shards are "out of fashion"... but for solo play, if you are getting more than 10 a day, you are doing better than expected.
I've gotten 7 in the past 2 months. 5 more and I will have my t3.


 

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Originally Posted by Chase_Arcanum View Post
No, you can do it AT 50.

you just can't do it WHILE 50

;P
So you can do it the pedantic way, but not in the way that matters.


 

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Originally Posted by rsclark View Post
I've gotten 7 in the past 2 months. 5 more and I will have my t3.
The whole 10 shards per day, was so that you wouldn't have to resort to 10 shards = 5 threads conversion ratio...

Hell, more than 10 shards in a day is amazing as standard anyway

Sorry for not explaining it better >.<

Also, how many hours have you actually spent *doing missions* on the character? Because 7 shards could be obtained in 50 minutes by running 1 or 2 ITF's, whilst running tips at +0x4 *should* gain you at least 2 or 3 every 5 tip missions


 

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Originally Posted by Samuel_Tow View Post
And I say "clearly," because if there were enough people who genuinely wanted to run raid after raid after raid day after day after day to sustain the system, there would be no need to shepherd what we do post 50 to nearly such a degree.
That's a false assumption. It presupposes that pacing is itself not an important part of making an overall entertaining experience. The badge system would be completely worthless to me and completely unentertaining to me if I could get all the badges in an hour. There would be no point, because the point of a system like that is to make something that requires enough effort to be meaningful, without making it require so much effort that its completely frustrating. And since everyone is different, there's no way to appeal to everyone with such a system. You have to pick a range, and anyone whose particular preferences fall outside that range will not be happy. But you cannot escape the fact that if you do not factor in pacing into the system, the system can fail to be entertaining even if every other aspect of it is designed well. Improper pacing alone can kill it.

If nothing else, I would factor in pacing as a necessary component of any content of similar nature as a coupled, not independent element to its entertainment value. So even if you think there's no logical reason to require such, it does not logically follow that its objectively true there's no logical reason. It may simply be that you don't see one, or don't recognize one as being valid when its presented.


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I really just want to be able to do content 1-49 and get 50 rewards. I would seriously do it all the time. Well, more. One of the reasons I am so poor after many years of playing is that I spend very little time running any 50s. I alt like mad. It is getting better, since there is more stuff to do at 50 these days. But I was a redside exclusive up until a year or so ago. You hit 50, and its ITF or LGTF or ..... yeah. Since I am always making new characters anyways I just never habitually ran 50s. Now I am starting to devote time each week to a couple 50s, but its new to me. Therefore, purple recipe drops, millions in random recipes, just rarely drop for me, since I'm on Joe the New Blaster playing at level 24 a lot. If I could run my favorite 50s through a ton of content and actually get 50 rewards that would be a good end game for me. Running endless (not endless, repetitive) radio missions, tip missions, half a dozen TFs, and Incarnate grind is like 1-5% of the games content, yet all I can run if I want "real" rewards.


 

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Originally Posted by Blue_Centurion View Post
I really just want to be able to do content 1-49 and get 50 rewards. I would seriously do it all the time. Well, more. One of the reasons I am so poor after many years of playing is that I spend very little time running any 50s. I alt like mad. It is getting better, since there is more stuff to do at 50 these days. But I was a redside exclusive up until a year or so ago. You hit 50, and its ITF or LGTF or ..... yeah. Since I am always making new characters anyways I just never habitually ran 50s. Now I am starting to devote time each week to a couple 50s, but its new to me. Therefore, purple recipe drops, millions in random recipes, just rarely drop for me, since I'm on Joe the New Blaster playing at level 24 a lot. If I could run my favorite 50s through a ton of content and actually get 50 rewards that would be a good end game for me. Running endless (not endless, repetitive) radio missions, tip missions, half a dozen TFs, and Incarnate grind is like 1-5% of the games content, yet all I can run if I want "real" rewards.
Strangely enough though you *can* get some incarnate progress by running stuff via Oroborus/Exemping by gathering shards. Granted, it isnt fast, but it is a method.

Also by running the WST when the lower end TF's are chosen also helps you do it.

The ITF is generally ran because it is short, fast, and has a butt load of mobs to slaughter (the more you kill, the more you get rewards wise ) and at least handy for Alpha slotting (at least up to T2, maybe T3 status).

The SSA's also give *some* progress as well (well threads at least)

I am probably not alone in saying that the drop rate for shards when solo should be increased by some degree...


 

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Don't forget there's the Mortimer Kal SF for villainside, 20-40 strike force that nabs a nice temp power til 50, then turns into a Notice. Very handy, that. Wouldn't mind more things like that honestly


 

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If the 'end game' content ran more like a hard mode version of the standard TFs I would be more interested in it. I can't say I'm a fan of these multi team raids.

It might be nice if we could get some threads and incarnate salvage in a new lvl 50 PvP zone and arena. Perhaps threads for time logged in the zone and salvage for completing certain missions or something along such lines.


 

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Quote:
Originally Posted by Agent White View Post
Don't forget there's the Mortimer Kal SF for villainside, 20-40 strike force that nabs a nice temp power til 50, then turns into a Notice. Very handy, that. Wouldn't mind more things like that honestly
Would be nice if the hero side equivalent (sutter) gave the one time Notice as well at the very least.