Downside to DoubleXP


Arcanaville

 

Posted

I think I need to transfer one of my disposed of 50's to Triumph and get in on these "alternative" trials


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The Defenders of Paragon
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Posted

Quote:
Originally Posted by UberGuy View Post
Late to the thread, but I found this a really strange expectation. People re-run the same trials all the time. Yes, people like their Empyreans, and sometimes will change characters. But many, many more people will accept whatever trial is being run, because what they really want is more reward tables, and possibly iXP.
It isn't an expectation. It's an explanation for something I see happen regularly. I see mention of people who just alt and people who just run trials all over again despite the emp limit, but every time I go for a consecutive run only a handful of people stay around, and forming a MoM/DD/UG after another person finishes theirs is incredibly slow to form even if you don't put up any requirements, and almost always does not run as smooth as the ones from earlier that were +3 only. It isn't much of a stretch for an explanation, since I hear the "already done this trial" or "going to do that other trial" explanations enough from the few people who will speak when they're going to quit a league.



TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide

 

Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
It isn't an expectation. It's an explanation for something I see happen regularly. I see mention of people who just alt and people who just run trials all over again despite the emp limit, but every time I go for a consecutive run only a handful of people stay around, and forming a MoM/DD/UG after another person finishes theirs is incredibly slow to form even if you don't put up any requirements, and almost always does not run as smooth as the ones from earlier that were +3 only. It isn't much of a stretch for an explanation, since I hear the "already done this trial" or "going to do that other trial" explanations enough from the few people who will speak when they're going to quit a league.
Don't you, just for a second, think that this might have something to do with the trials themselves and not the players?

Lets take a look at each of these trials.

Underground:
  • Without a single doubt this trial is the longest of all seven trials.
  • It is also the trial that has some of the most obnoxious trial mechanics in the game, and hasn't been the subject of a revamp like Keyes had. Things like:
    • Hospital teleporter mechanics is unclear. Why do I say that? Well take a look at how console games handle the situation sometime. When they update (move forward), you see where the new destination will be. Not only that, but even in the Death from Below trials (where some players may see this for the first time), the big glowing area isn't explained.
    • The whole thing is one large escort mission, which is consistently one of the least favorite game mechanics across the ENTIRE gaming industry for the last 20 years.
    • Crowd Dispersal, Arrest Mode, Lethal Force. The game doesn't show who is targeted, unlike TPN.
    • It doesn't show which lichens are supporting the Lichen Infested War Walker.
    • The long tunnel of spore damage while dealing with bombs.
    • There is no way to avoid the confusion spores in the final battle other than to take a limited amount of Escape inspirations, Liberation inspirations, or by use of Clarion Destinies.
  • It has a huge map (could have easily been 2 missions or even two different trials), and players can get lost.

MoM:
  • Death penalty.
  • +2 AVs.
  • The second phase of the trial stands out as one of the most obnoxious parts of this or any other game.
  • Psi damage which tends to be the one damage hole for most the of the power sets in this game.

DD:
  • If the group has the right mix of mix of level shifts & powers, this trial is so easy it is boring.
  • If the group doesn't have the right mix of level shifts & powers, this trial is so difficult that is it not likely to win at all.

Now compare those to the rest:

BAF:
  • Multiple winning strategies.
  • Easy to compensate for someone that screws up.
  • One of the fastest trials around.

Lambda:
  • Multiple winning strategies.
  • Easy to compensate for someone that screws up.
  • One of the fastest trials around, especially SLams. Yes, even on Triumph I've seen them. However most of the Lambdas on Triumph are plows.

TPN:
  • Multiple winning strategies.
  • Easy to compensate for someone that screws up.
  • One of the fastest trials around.
  • Repetitive as nothing else in the game. Even worse than the repetition that was sinking Keyes.

Keyes before the change:
  • Annoying amount of time getting killed due to pulse damage.
  • Annoying amount of repetition with the terminals.
  • Completely unexplained mechanics:
    • Stealth doors in bunkers.
    • Entanglement.
    • Disintegration.

Keyes after the change:
  • Pulse damage reduced to levels that will not pose an immediate threat on its own, but still something to look out for.
  • Not as annoying amount of repetition with the terminals.
  • Completely unexplained mechanics:
    • Stealth doors in bunkers still not explained. Stalkers and Illusion Controllers can access a door on the side of the bunkers that doesn't need to be broken down, so they can get 4 power cells per bunker without any danger while other players clear the terminals before Anti-Matter arrives. Most players (even frequent trial runners) still don't know this.
    • Priming the terminals with one cell not explained in game, and most players (even frequent trial runners) still don't know this.
    • Entanglement still not explained.
    • Disintegration still not explained.

All Trials (even the easy ones):
  • Hospitals only sell the most basic inspirations and they are simply not effective considering the any of the trial mechanics.
  • Death penalties are absurd in every single trial, whether it is the 20 second penalty box in the hospital (which has NEVER succeeded in accomplishing the stated goal of keeping players together on trials) or the asinine (and I use this term deliberately) penalties that MoM or DD have.

In conclusion:
What you are seeing is that some trials are less popular than others. Given that these trials are the harder trials and the trials that tend to fail more, you are seeing less people willing to run them multiple times in a day.




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

 

Posted

Times like this I wish I was actually good at communication, because then I would know what you are referring to:

Are you referring to the DD/MoM/UG being harder when compared to other trials, or being harder when compared to multiple hostings of the same trial? I'm not sure if I was clear enough, but I was talking about multiple hostings of the same trial (DD/MoM/UG).

Anyway, it is the standard dilemma between who is at fault with something. It is one of those things where the trials themselves may alter player behavior, and yet player behavior can alter so the trials are no longer an issue. When you make things harder or have different tricks and systems, there will always be preferential treatment from the playerbase. On virtue I see BAF/Lam running almost constantly, and I have run them to monotony. I didn't even think those trials could be hard until after DXP weekend. But, dealing with those new players reminded me of what it was like when the TPN/MoM were first released. On release week, the TPN had a much higher failure rate than the MoM, which is I believe the reason that the 60 thread reward was added to the trial. Before we learned that an all-inside run could work, balancing the Telepathists, HD, Maelstrom, Taunters, and Terminals all at the same time was the most difficult thing I had ever done as a trial host. It took me 20 minutes before the trial just to explain everything while organizing the teams and answering questions. It was idiot prone, since it required everyone to be able to do their jobs without mistake. Now, it is run into the ground.

I get the feeling the same thing is happening with the MoM on virtue. As of late I've been on a few "speed MoMs", which skip explanations and just run right toward the phase with no waiting. I almost always join them late in the forming, but the last few I've been on hasn't broadcast any requirements. Usually the leader will handle some of the key aspects like Aurora and drawing voids, with the assistance of one or two other individuals. The rest of us just spank the AVs. Yeah... spank (roflpun). These MoMs are being done (ROFLPUN!!!) in well under 15 minutes (Core Tier 4 Lore had a few minutes to recharge after using at the beginning of the trial). Something unique about MoM is that there isn't anything other than the objective to do. If you have a team that knows what is going down well enough that they don't need instruction, these things can be conquered really quickly

As for the DD, I get the feeling that a lot of the difficulty in the trial comes from the lack of knowledge about it. Even I'm not sure exactly how everything works with the sentinel, and during the trial I have to still constantly yell instructions to the league who may or may not listen. Once everything gets figured out, levels will become even less of a requirement to stomp the trial. About the only one that can't get much better is the UG.



I'm trying to remedy this. I'm making video guides for the various I-trials with in-video text explaining what to do and how things work. So far the only one I have done is the beta version of the TPN... though I'd really like to record an MO run, but hosting that AND dealing with video editing at the same time is maddening.



TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Unfortunately, professional ethics prevents me from wizarding myself game rewards.

I'm not a veterinarian, so a tranquilizer gun is perfectly fine.


You know what, nine separate attempts to get that badge all failed, and I haven't killed anyone yet. In the absence of a badge called Anger Manager I think that deserves a badge called "preservation specialist" right there.
Ya know, there's no MoTriumph badge? At least not yet. Use some server swap mojo, and hop over to virtue; we have catgirls, and if there's anything the Tin Mage TF taught us it's Catgirls are stupid overpowered when pissed off.

There's a few leaders, one that stands out more than others, that lead MoiTrials with a semblance of regularity and they succeed with about the same regularity, and a hell of a lot of flair.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Quote:
Originally Posted by William_Valence View Post
Ya know, there's no MoTriumph badge? At least not yet. Use some server swap mojo, and hop over to virtue; we have catgirls, and if there's anything the Tin Mage TF taught us it's Catgirls are stupid overpowered when pissed off.

There's a few leaders, one that stands out more than others, that lead MoiTrials with a semblance of regularity and they succeed with about the same regularity, and a hell of a lot of flair.
Once I choose the quick and easy path, forever will it dominate my destiny.


Wait, there's no MoTriumph? Dammit.


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Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
Times like this I wish I was actually good at communication, because then I would know what you are referring to:

Are you referring to the DD/MoM/UG being harder when compared to other trials, or being harder when compared to multiple hostings of the same trial? I'm not sure if I was clear enough, but I was talking about multiple hostings of the same trial (DD/MoM/UG).
I think what he's saying is that because of all the gimmicks in the later trials people are waaaay more likely to stick around and re-run BAF/LAM/TPN/Keyes vs DD/MoM/UG. UG especially cause of the length I don't see people sticking around for an immediate re-run of.


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Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
It isn't an expectation. It's an explanation for something I see happen regularly. I see mention of people who just alt and people who just run trials all over again despite the emp limit, but every time I go for a consecutive run only a handful of people stay around, and forming a MoM/DD/UG after another person finishes theirs is incredibly slow to form even if you don't put up any requirements, and almost always does not run as smooth as the ones from earlier that were +3 only. It isn't much of a stretch for an explanation, since I hear the "already done this trial" or "going to do that other trial" explanations enough from the few people who will speak when they're going to quit a league.
There seems to be a culture on Justice that is more than willing to grind out the same trial multiple times. Sure, some people want to alt or just leave if they come across a trial they've already run, but most seem to just want as many reward tables as they can get, and if they can get the other trial rewards (such as Emps, or 60-Thread bonuses), so much the better.

Edit: I do agree with Aura, though, that few of them are willing to re-run Undergrounds. That one is long enough that most folks who are willing to run it at all are happy to stop after one, no matter how well it goes.


Blue
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Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
Times like this I wish I was actually good at communication, because then I would know what you are referring to:

Are you referring to the DD/MoM/UG being harder when compared to other trials, or being harder when compared to multiple hostings of the same trial? I'm not sure if I was clear enough, but I was talking about multiple hostings of the same trial (DD/MoM/UG).
I'm referring to people's desire to do specific trials. If you want people to do multiple runs of the same trial you need the following:
  • Speed.
    • Underground fails miserably at this.
    • MoM is in the middle.
    • DD actually succeeds at this.
  • Ease.
    • Underground fails miserably at this.
    • MoM fails miserably at this.
    • DD without enough level shifts to compensate for the trial's level mechanics fails at this.
  • Rewards enough to compensate for failure rate.
    • Underground fails miserably at this on some servers.
    • MoM fails miserably at this on some servers.
    • DD without enough level shifts to compensate for the trial's level mechanics fails at this. Specifically, the trial is geared towards characters with more level shifts, but not enough to do with those rewards at that point.
Basically what people in this thread are telling you is that you are drawing the wrong conclusion from what you are seeing.

At the most basic level you are talking about a symptom of the problem, not the problem itself. I really don't care that you think the most crucial matter is why players aren't running specific trials more than once (if that) a day. The core problem is that some trials are more liked than others. Until you discover why some trials are more popular you are going to continue to flail about trying to find answers that will not work.

We've already come to the reasoning as to why some leaders ask for level shifts on the harder trials. So have the developers. Their position is this (as posted in the I21 Beta forums):
Quote:
Originally Posted by Positron View Post
Now to give you some perspective on why such a change [edit: elimination of empyrean merits from BAF/Lambda after Destiny/Lore unlocked] was proposed in the first place, we simply were not seeing enough people completing the newer developed content for the system. Players seemed to be content in running BAFs and Lambdas to the exclusion of everything else. Our metrics don’t tell us why this is the case, but you the players have spoken about it. We definitely can and will make these trials easier, faster, and/or reward better (and the changes to Keyes is a direct result of feedback from players), however we remain concerned that the “mindset” has already set in: run BAF, run Lambda, ignore everything else.
The developer's metrics show that most players aren't in agreement with the "More difficult the trials, the better" statement, otherwise they would be played more. The same can be said of Underground, MoM, and DD (which hasn't been publicly run for a week or two on Triumph).

Quote:
Originally Posted by Positron View Post
What can we do to ensure that players are encouraged to play through Keyes and Underground, as well as anything else going forward?
This is the core question that you, Blood Red Arachnid, are avoiding.

Quote:
Originally Posted by Blood Red Arachnid View Post
Anyway, it is the standard dilemma between who is at fault with something. It is one of those things where the trials themselves may alter player behavior, and yet player behavior can alter so the trials are no longer an issue. When you make things harder or have different tricks and systems, there will always be preferential treatment from the playerbase. On virtue I see BAF/Lam running almost constantly, and I have run them to monotony. I didn't even think those trials could be hard until after DXP weekend. But, dealing with those new players reminded me of what it was like when the TPN/MoM were first released.
You can't make a first impression twice. That is what is happening. Underground and MoM left a BAD impression. Underground with its high failure rate and length. MoM with its high failure rate, annoying AVs, and heavy-handed PSI damage. UG, MoM, and DD are extremely binary in nature. Either you have the requirements met before hand or you have the possibility of a high failure rate.

Quote:
Originally Posted by Blood Red Arachnid View Post
On release week, the TPN had a much higher failure rate than the MoM, which is I believe the reason that the 60 thread reward was added to the trial. Before we learned that an all-inside run could work, balancing the Telepathists, HD, Maelstrom, Taunters, and Terminals all at the same time was the most difficult thing I had ever done as a trial host. It took me 20 minutes before the trial just to explain everything while organizing the teams and answering questions. It was idiot prone, since it required everyone to be able to do their jobs without mistake. Now, it is run into the ground.
I'll repeat myself: I have yet to personally be on a TPN that has failed (though I've had to resort to designated terminal clickers). However, the 60 thread reward was added to beta on October 28, 2011, while the trial was released early December.

Quote:
Originally Posted by Blood Red Arachnid View Post
I get the feeling the same thing is happening with the MoM on virtue. As of late I've been on a few "speed MoMs", which skip explanations and just run right toward the phase with no waiting. I almost always join them late in the forming, but the last few I've been on hasn't broadcast any requirements. Usually the leader will handle some of the key aspects like Aurora and drawing voids, with the assistance of one or two other individuals. The rest of us just spank the AVs. Yeah... spank (roflpun). These MoMs are being done (ROFLPUN!!!) in well under 15 minutes (Core Tier 4 Lore had a few minutes to recharge after using at the beginning of the trial). Something unique about MoM is that there isn't anything other than the objective to do. If you have a team that knows what is going down well enough that they don't need instruction, these things can be conquered really quickly
I've been looking over my personal trial statistics:
  • B.A.F.
    Last run: March 31, 2012
    Total runs since introduction: 237
  • Lambda
    Last run: March 31, 2012
    Total runs since introduction: 221
  • Keyes
    Last run: March 31, 2012
    Total runs since introduction: 100
  • Underground
    Last run: February 25, 2012
    Total runs since introduction: 22
  • TPN Campus
    Last run: April 2, 2012
    Total runs since introduction: 18
  • Minds of Mayhem
    Last run: March 3, 2012
    Total runs since introduction: 18
  • Dilemma Diabolique
    Last run: March 24, 2012
    Total runs since introduction: 7
I will usually hop onto most incarnate trials I can find (or start). Notice something? The trials that I find easier are run more often. I'm probably not alone in this assessment. I also don't find UG or MoM particularly fun either. I can see DD potentially being run more than Underground, TPN being close to Keyes, while BAF/Lambda are starting to not be run at all. I don't see a lot of change in either UG or MoM being run 1/10 the amount of times that BAF/Lambda are. I attribute that solely due to the difficulty/annoyance factor of the trials.

Quote:
Originally Posted by Blood Red Arachnid View Post
As for the DD, I get the feeling that a lot of the difficulty in the trial comes from the lack of knowledge about it. Even I'm not sure exactly how everything works with the sentinel, and during the trial I have to still constantly yell instructions to the league who may or may not listen. Once everything gets figured out, levels will become even less of a requirement to stomp the trial. About the only one that can't get much better is the UG.
No amount of "getting things figured out" will compare with the disparity of level shifts in the trial. The EU players tried and got curb stomped multiple times during beta for bringing less than +1 (and apparently some +1 trials too).

Quote:
Originally Posted by Blood Red Arachnid View Post
I'm trying to remedy this. I'm making video guides for the various I-trials with in-video text explaining what to do and how things work. So far the only one I have done is the beta version of the TPN... though I'd really like to record an MO run, but hosting that AND dealing with video editing at the same time is maddening.
It doesn't matter. Most people:
  • Won't bother watching video guides.
  • Won't bother reading any of the numerous guides available for each trial.
  • Won't CARE if you think that the trial is the greatest work of art since the concept of art began.
I'm not guessing this, I know. Simply put, you aren't going to change people's opinion of the trials. The trials that players don't like will not be run.

Quote:
Originally Posted by Aura_Familia View Post
I think what he's saying is that because of all the gimmicks in the later trials people are waaaay more likely to stick around and re-run BAF/LAM/TPN/Keyes vs DD/MoM/UG. UG especially cause of the length I don't see people sticking around for an immediate re-run of.
Pretty much.

To put it another way:

BAF/LAM/TPN/Keyes = ITF at +0
DD/MoM/UG = ITF at +3 or +4

Sure, you will get some players that like ITFs at +3 or +4, but most of the players would rather do them at +0 due to time vs rewards. What Blood Red Arachnid is seeing is that those willing to do a trial more than once in a day are doing other trials or other content instead.




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

 

Posted

I assume that that entire post comes with the caveat "which is specifically true on Triumph." On Virtue every trial, including UG, is run dozens of times every single day. There is no difficulty at all in filling any trial at any time, the exception being trying to start a large trial after another large trial just started at off hours. I find it hard to understand how players on Virtue could be so different from players on Triumph, apart from being more numerous.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
I assume that that entire post comes with the caveat "which is specifically true on Triumph." On Virtue every trial, including UG, is run dozens of times every single day. There is no difficulty at all in filling any trial at any time, the exception being trying to start a large trial after another large trial just started at off hours. I find it hard to understand how players on Virtue could be so different from players on Triumph, apart from being more numerous.
THAT's not the issue.

The issue is runing back to back of the same trial all the time. Some servers can get the same trial (no matter what, except maybe UG) re-run right after running one. BUT it's more likely in general for most servers that the shorter, less gimicky ones will be re-run immedieatly.

EVERY server has a different culture. That's what most folks seem to miss.

How after 7 years i don't know. Some people haven't been paying attention.

EDIT: Number of players has diddly squat to do with how each server functions. Some servers have a VASTLY different culture than others. (though from what I'm getting number of players DOES play a part for servers like Triumph--READ: SMALL!)

For instance during the AE farming fever days if you stepped into Atlas park on Freedom you'd here "looking for farm" "or looking for paying lowbie" 24/7. On Virtue, not so much. That really has nothing to do with number of players.

Another example: Mention Tanker Tuesday on some servers and folks will jump for joy. Mention it on another and the folks of that server channel will be like "huh, what's that?"

And a third: There's actually a server that has a joke that it's the drunk while playing/drinker's server. Most players won't know what I mean, but those from that server will.


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Posted

I'm well aware of different server cultures. Virtue hardly runs TFs at all compared to Protector, per capita. What I was getting at is that if Triumph's culture is to spurn certain trials it's not because the players there are incapable of enjoying them. Rather it is the more correctable issue of the preferences of those who run them. Why don't I play on Triumph myself and change that? Because the whole reason I switched to Virtue in the first place was that I like being able to get teams outside of North American prime time. If that's what you're after, it's Virtue, Freedom ou peut-être Vigilance tant qu'il en reste des joueurs là, au moins.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
I find it hard to understand how players on Virtue could be so different from players on Triumph, apart from being more numerous.
Given that you picked the two most different groups of people that can still claim to be genetically human beings, that's saying something.


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Posted

Quote:
Originally Posted by PleaseRecycle View Post
I find it hard to understand how players on Virtue could be so different from players on Triumph, apart from being more numerous.
Virtue is the Bizzaro world version of Triumph. I think the same goes for Freedom, but that might be an universal thing. At any rate, Virtue (and Freedom) has the population to run trials like that. Both Virtue and Freedom have more trial leaders and regular trial players. On Triumph if a lot of people decide to farm or do content, then the trial population implodes. Toss in work & real life schedules and you see conditions where succeeding in the few trials being run matters.

=========================

Quote:
Originally Posted by Aura_Familia View Post
BUT it's more likely in general for most servers that the shorter, less gimicky ones will be re-run immedieatly.
And that was my point.

Quote:
Originally Posted by Aura_Familia View Post
Another example: Mention Tanker Tuesday on some servers and folks will jump for joy. Mention it on another and the folks of that server channel will be like "huh, what's that?"
Yeah, I must say I don't get that one.

Quote:
Originally Posted by Aura_Familia View Post
And a third: There's actually a server that has a joke that it's the drunk while playing/drinker's server. Most players won't know what I mean, but those from that server will.
Yes, but even without going to Pinnacle, I get that reference.

=========================

Quote:
Originally Posted by Blood Red Arachnid View Post
I'm trying to remedy this. I'm making video guides for the various I-trials with in-video text explaining what to do and how things work. So far the only one I have done is the beta version of the TPN... though I'd really like to record an MO run, but hosting that AND dealing with video editing at the same time is maddening.
Okay, I watched your video. I can say that it would not help with the players I get on the trials. You may ask "Why not?" For one thing it is too long. For another, most players couldn't be bothered to even go watch it.

I was more succinct with my "TPN Incarnate Trial map" guide which said the same thing as your video. I've even posted it while forming to get people up to speed, and people still don't understand the trial.




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

 

Posted

As condescending as ever.

Quote:
Originally Posted by Snow Globe View Post
I'm referring to people's desire to do specific trials. If you want people to do multiple runs of the same trial you need the following:
  • Speed.
    • Underground fails miserably at this.
    • MoM is in the middle.
    • DD actually succeeds at this.
  • Ease.
    • Underground fails miserably at this.
    • MoM fails miserably at this.
    • DD without enough level shifts to compensate for the trial's level mechanics fails at this.
  • Rewards enough to compensate for failure rate.
    • Underground fails miserably at this on some servers.
    • MoM fails miserably at this on some servers.
    • DD without enough level shifts to compensate for the trial's level mechanics fails at this. Specifically, the trial is geared towards characters with more level shifts, but not enough to do with those rewards at that point.
Basically what people in this thread are telling you is that you are drawing the wrong conclusion from what you are seeing.

At the most basic level you are talking about a symptom of the problem, not the problem itself. I really don't care that you think the most crucial matter is why players aren't running specific trials more than once (if that) a day. The core problem is that some trials are more liked than others. Until you discover why some trials are more popular you are going to continue to flail about trying to find answers that will not work.
This entire post is discussing what I call the "really enjoy the trials" aspect of running multiple trials. This doesn't truly change the limit of the playerbase as much as it may provide an additional factor which I believe I may have already mentioned. While this is all well and good, this doesn't change people still running the trial once a day, so it must not be hated that much. Though the difficulty and/or recruit length increases with each successive MoM and DD trial, I still see 2-3 of each of them being run in a single day on Virtue. The tendency to run the easy trials repeatedly reinforces the idea that players are attempting to go for maximized rewards more than they are attempting to entertain themselves or be charitable toward other players. The contrast would be that players continually run the Lam/BAF because they actually enjoy those trials, so much so that they are willing to run them multiple times a day every day while not becoming bored with them.

BTW, people aren't telling me that I am mistaken in explaining this phenomena. They are telling me that this phenomena doesn't exist. There is a big difference, since postulating alternate explanations for a phenomena requires the acceptance of such a phenomena as a premise. As long as the phenomena happens, I'm not really too concerned about the specifics as to what is leading toward a limited player pool. If it is because the community has the resources but lacks the will, this still means that the players are a limited commodity regarding forming those trials.

Quote:
Originally Posted by Snow Globe View Post
This is the core question that you, Blood Red Arachnid, are avoiding.
This doesn't make sense. One of the benefits toward running the trials with less stringent requirements is to show that they aren't as hard as people portray them to be. By doing so, it instructs players how to run the trials, lets players run them more often, and also makes them more enjoyable as a whole.


Quote:
Originally Posted by Snow Globe View Post
You can't make a first impression twice. That is what is happening. Underground and MoM left a BAD impression. Underground with its high failure rate and length. MoM with its high failure rate, annoying AVs, and heavy-handed PSI damage. UG, MoM, and DD are extremely binary in nature. Either you have the requirements met before hand or you have the possibility of a high failure rate

I'll repeat myself: I have yet to personally be on a TPN that has failed (though I've had to resort to designated terminal clickers). However, the 60 thread reward was added to beta on October 28, 2011, while the trial was released early December.
I have yet to be on a TPN that has failed *recently*. It is hard to pick out a failure in the past two months or so, and the TPN trial is now run about as often as Keyes, which are done so many times I can't keep count throughout the day. However... during the first two weeks or so the TPN on virtue was hell. The failure rate was through the roof, nobody had any idea what they were doing or how to go about doing it, and the entire league was still dealing with that whole "listening to instructions" problem that will occasionally plague other trials. But things have gotten a lot better through time, first impressions be damned.


Quote:
Originally Posted by Snow Globe View Post
No amount of "getting things figured out" will compare with the disparity of level shifts in the trial. The EU players tried and got curb stomped multiple times during beta for bringing less than +1 (and apparently some +1 trials too).
This I am not so sure of. The tricks that the Sentinel has aren't too damning, especially if you get a team that knows and cooperates to remedy the problems. The biggest obstical toward fighting the sentinel is his heal. Outside of that, the sentinel has very little to give me the notion that it is anything but a gigantic wall of HP that needs to be whittled away. I already know how teams can improve, too: most leaders don't have memorized all of the effects that the Sentinel gets from the three heroes it absorbs. It is very possible to tailor the sentinel to being a lot weaker than it ends up on MO runs (25% resistances + regen boost + self heal + AoE Hold), and likewise each of his powers has several weaknesses to them that currently are just DPSed through. For instance, his AoE Pulse damage is targeted around a specific player, so in theory if you have one tank that holds aggro you can pull a similar tactic to air-taunting with the WWs in the UG. I have yet to see a team try this, though, so it remains in theory only.

As far as any particular server goes with tactics, something Arcana said about replacing all of the players with clones reminded me of a video I saw once. It is 16 minutes long, but the gist of it is that population size is directly proportional to innovation via the exchange of materials and ideas and increasing specificity of individual components in the network. A particularly interesting example is from about 12:30 on when he explains how it is Tasmania encountered negative growth when cut off from the mainland. When we apply this to the servers in the game, we see that a smaller server is at a disadvantage over a bigger server based on the very fact that one server is smaller than another. It is not that any individual is smarter, or that any individual is more skilled, but that there lacks a certain substrate for experience to bud off from, and the resources for ideas to be put to the test. You mentioned earlier how you've been on 18 MoMs. I've been on far more than that. Hell, I think I've personally hosted more than 18 MoMs. The people on more populated servers, they too have been on a lot more MoMs than on servers that are scarce. The knowledge, the practice, the innovations between leaders, all of that gives the populated server an incredible advantage. The differences between them extend far beyond the trials, and this can make a community that is anemic when compared to others, not only in population but in skill as a whole. Due to their specifics, certain trials take longer to get used to than others. If you want to apply that outdated theory of unilinear social evolution to it, then a certain minimum number of trials needs to be run in order to foster enough comfort with the trials in order to create an environment in which someone is willing to go out of their comfort zone.


Quote:
Originally Posted by Snow Globe View Post
It doesn't matter. Most people:
  • Won't bother watching video guides.
  • Won't bother reading any of the numerous guides available for each trial.
  • Won't CARE if you think that the trial is the greatest work of art since the concept of art began.
I'm not guessing this, I know. Simply put, you aren't going to change people's opinion of the trials. The trials that players don't like will not be run.
My biggest influence over the server is when I actually host the trials, and I am getting the feeling that I am having a positive effect in that matter. The videos are mostly a side-project that deals with the issue of players not knowing what things like "voids" look like or how to tell when you're in the same realm as Aurora. A picture is worth a thousand words, and it conveys them in mere moments.



TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide

 

Posted

Quote:
Originally Posted by Snow Globe View Post
Okay, I watched your video. I can say that it would not help with the players I get on the trials. You may ask "Why not?" For one thing it is too long. For another, most players couldn't be bothered to even go watch it.

I was more succinct with my "TPN Incarnate Trial map" guide which said the same thing as your video. I've even posted it while forming to get people up to speed, and people still don't understand the trial.
Your maps are too confusing. The time it took me to be able to glean information from them and understand them was beyond the Tl;dr point. The whole "too long" and "couldn't be bothered" are basically the same point. Aside from that point, players who won't bother to listen can't be fixed by telling them things. Whenever we get that problem, I exercise the kick button.



TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide

 

Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
Your maps are too confusing. The time it took me to be able to glean information from them and understand them was beyond the Tl;dr point. The whole "too long" and "couldn't be bothered" are basically the same point. Aside from that point, players who won't bother to listen can't be fixed by telling them things. Whenever we get that problem, I exercise the kick button.
You find SG's map to be confusing? Actually, they are quite well done.


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Posted

It is well done in the sense that the graphic is crisp and pretty. It is only so-so in that it doesn't include things like having to rush to the end of the maps and where telepathists show up. It isn't done well in the sense that I have to turn my head 50 degrees to read the logos and I have to continually backtrack to 2a and 3-outside to know what is going on. This may just be a limit of the graphic, since including everything on the map including different strategies that different leaders use makes it quite cluttered. You can do it with adding more images, but after enough images it is easier to just make a video.



TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide

 

Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
It is well done in the sense that the graphic is crisp and pretty. It is only so-so in that it doesn't include things like having to rush to the end of the maps and where telepathists show up. It isn't done well in the sense that I have to turn my head 50 degrees to read the logos and I have to continually backtrack to 2a and 3-outside to know what is going on. This may just be a limit of the graphic, since including everything on the map including different strategies that different leaders use makes it quite cluttered. You can do it with adding more images, but after enough images it is easier to just make a video.
It isn't intended to cover every single trial strategy. The interior maps are color-coded to the buildings. The outside map is to show where each building is relative to the others. The text presented on the map is to provide an overview of the trial, not a definitive strategy covering every aspect of the trial.

Also, as an isometric map, everything is on a 30 degree plane.

Edit:
As to your other post, I don't think we'll ever see the problem the same way. I don't think anyone could see the problem you say exists because no one is using your definitions. You aren't even willing to discuss points that you bring up and want to limit the discussion when appropriate examples exist with other aspects of the Incarnate System. Without a means of comparison, we can't see the problem that you insist is happening.




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Posted

The only trial I do not run on a regular basis is UG...why?? Because I find it boring and too long. I have no problem finding/creating leagues to run any trial though - even UG if I am bored.

I have ventured to the less populated servers on some of my alts (yay for way too many free server transfers) and have found that usually the population is there, but sadly the willingness to listen/follow directions is not. Great example of this:
I have not failed a BAF on Freedom/Exalted in months... and the one I did fail back in November 2011 was an ill fated attempt at a MoBAF. I went to a smaller server (not naming names here) and of the 4 BAFs I did in 2 days...half failed. BAF!@ Seriously!?!?! I thought for sure the one would be a success as we had a full league of 24 with only 3 non shifted players....but alas we failed. We failed at the escapees section because no one listened and was running around doing their own things. I give very simple directions for BAFs: Team 1 North and Teams 2 & 3 South: CHOKES. Do not sit at a door. So after the first escape I look on the map...people are scattered to every point on the map... seriously?? So I yelled repeatedly: Everyone gather at the Choke points! When we hit 10 prisoners.. I jumped to South side and yelled Team 2/3 gather on me... they still didn't comprehend that and about 1 minute later we failed.

After that - I transferred my toon back to Freedom as it was clear that if people can't listen to simple directions on a BAF - there was no way I was attempting another trial.

So yeah it irks me a little bit when I see people say this trial or that trial is too gimmicky/difficult etc... because no it truly is not. If you can follow simple instructions all of these trials are not difficult. and back to the ORIGINAL point of this thread - I see/saw no issues with the competency of players after double xp weekend. This game is not hard to figure out even if you blazed through the first 50 levels.


Quote:
Originally Posted by Paladiamors View Post
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Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
It isn't done well in the sense that I have to turn my head 50 degrees to read the logos
Now that's one I've never heard before. And I once heard someone ask which key was the space bar, because none of them had that label.


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Posted

Enjoyability often takes a secondary position to sheer ability to complete.

I have about twenty level 50's, fifteen of which are seriously chasing Incarnate rewards. I tend to stick to BAF, LAM, TPN every now and then and my personal favorite, UG. UG is an extremely profitable trial, even if it fails.

Why am I not running more MoM/DD etc? Because many of the people I am working toward +2 and +3 are not yet level-shifted enough to do well on those trials. [And I hate MoM especially, but that's a whole 'nother thread]. If you're +0 or +1, well I will speak for myself - If I am +0 or +1, I am sticking to BAF and LAM for a long time. Once I'm at least +1 I move up to UG.

I think the DD trial is a hoot. I just don't have that many +3s yet, trying to get there but its a lot of work, with the stable of alts I have.

So it shouldn't be "OMG BAF AND LAM ONLY!" Why are people running these? Is it because they loathe all new trial content? NO. Because they need threads and salvage for their alts in order to move up the food chain.


 

Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
It is well done in the sense that the graphic is crisp and pretty. It is only so-so in that it doesn't include things like having to rush to the end of the maps and where telepathists show up. It isn't done well in the sense that I have to turn my head 50 degrees to read the logos and I have to continually backtrack to 2a and 3-outside to know what is going on. This may just be a limit of the graphic, since including everything on the map including different strategies that different leaders use makes it quite cluttered. You can do it with adding more images, but after enough images it is easier to just make a video.
You don't need to include everything on that map. For certain runs where the telepaths show up is completely irrelevant, for many teams don't even bother with the telepaths.

And I . . . truly don't get the having to turn you head 50 degrees to read it. I've seen plenty of other graphics similar to that in plain high school text books that are just as easy to read.

I'm . . . baffled.


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Posted

Quote:
Originally Posted by Bad_Influence View Post
Enjoyability often takes a secondary position to sheer ability to complete.

I have about twenty level 50's, fifteen of which are seriously chasing Incarnate rewards. I tend to stick to BAF, LAM, TPN every now and then and my personal favorite, UG. UG is an extremely profitable trial, even if it fails.

Why am I not running more MoM/DD etc? Because many of the people I am working toward +2 and +3 are not yet level-shifted enough to do well on those trials. [And I hate MoM especially, but that's a whole 'nother thread]. If you're +0 or +1, well I will speak for myself - If I am +0 or +1, I am sticking to BAF and LAM for a long time. Once I'm at least +1 I move up to UG.

I think the DD trial is a hoot. I just don't have that many +3s yet, trying to get there but its a lot of work, with the stable of alts I have.

So it shouldn't be "OMG BAF AND LAM ONLY!" Why are people running these? Is it because they loathe all new trial content? NO. Because they need threads and salvage for their alts in order to move up the food chain.
Pretty much the bolded. When folks are trying to level up quick they are going to re-run the less gimmicky stuff back to back.


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