Downside to DoubleXP
I think I need to transfer one of my disposed of 50's to Triumph and get in on these "alternative" trials
@bpphantom
The Defenders of Paragon
KGB Special Section 8
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.
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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
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.
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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.
- Stealth doors in bunkers.
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
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
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. |
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.
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. |
Wait, there's no MoTriumph? Dammit.
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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). |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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.
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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
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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). |
- 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.
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):
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 dont 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.
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What can we do to ensure that players are encouraged to play through Keyes and Underground, as well as anything else going forward?
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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.
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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.
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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
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- 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
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.
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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.
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- 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 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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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
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.
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.
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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.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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.
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In one little corner of the universe, there's nothing more irritating than a misfile...
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I find it hard to understand how players on Virtue could be so different from players on Triumph, apart from being more numerous.
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BUT it's more likely in general for most servers that the shorter, less gimicky ones will be re-run immedieatly.
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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?"
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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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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.
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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
As condescending as ever.
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:
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. |
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.
This is the core question that you, Blood Red Arachnid, are avoiding.
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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. |
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).
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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.
It doesn't matter. Most people:
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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
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. |
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
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.
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H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
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
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.
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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.
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
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.
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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.
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.
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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.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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