League-size Decrease or Cross-server teaming?
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The huge group sizes for trials is one of the things that puts me off of them. It becomes so chaotic that I can't really tell what's going on. I just keep an eye on the chat to get a vague idea of what I should be doing, click powers and hope for the best.
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Exactly, not to mention the horrid lag and everyone's over bright or over dark FX.
Leagues for trials need to be smaller, also, the drops and incarnate XP needs to be shared equally across the league, not just by individual teams.
Conversely, Leagues should be enabled for missions. There are been occasions when our group has ten or twelve players on but there is only room for 8 in a TF.
I do not object to cross server leagues, but I bet they would lag even worse than they do now.
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What I found unexpected was that I've spent close to a thousand pounds on a game to be told sorry your losing your name, in my case to someone who opened a trial account to grief and nothing was done about it.
Ah. I'm not sure what that has to do with the topic at hand, but okay. I can understand why it worked that way, though. Paragon, being based in the US, was preferring the "home" players over the "away". That shouldn't be unexpected.
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In my business I prefer to look after my loyal customers rather then someone that walked into my shop for the first time yesterday, luckily it seems to work for me.
If I adopted NCsoft's approach to my customers, I'd most probably have my windows smashed and my head caved in.
Too many 50's to list here's a few you may know.
Slazenger, Area51, Area53, Area54, Erruption, Mind Plague, Thresher, Sheath, Broadside, Debt
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If that's the case, imagine what would happen if you ignored local customers to better serve the internet/mail-order guy across the pond.
What I found unexpected was that I've spent close to a thousand pounds on a game to be told sorry your losing your name, in my case to someone who opened a trial account to grief and nothing was done about it.
In my business I prefer to look after my loyal customers rather then someone that walked into my shop for the first time yesterday, luckily it seems to work for me. If I adopted NCsoft's approach to my customers, I'd most probably have my windows smashed and my head caved in. |
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
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Instead of decreasing the limit, why not make it so we can play with 47 other of our heroes. With that it will not be as hard to fine teams... Unless that person happen to not have enough level 50s =)
I really, really like the new solo and team-oriented Incarnate content. The Mot story and the Belladonna arc are both great. More of this, please. It's great to grab a friend or two and be able to progress through the incarnate system.
With the new trial in the system, however, we're buffeted by the fact that NCSoft would like us to REALLY, REALLY PLEASE YOU GUYS SERIOUSLY DO TRIALS IN GROUPS OF 24, PLEASE!! PLZ! OMG! PLZ! Yes, yes, we get that you want us to do trials in big groups. The fact that you tied the new incarnate experience type to the new trial and the new trial only broadcasts that clear and loud. There's also the fact that you're rushing a patch to the trial to try to eliminate a bug that discourages large groups. I'd have loved to sit in the prioritization meeting for that one. However, some servers can't field a group like that off peak times. Good example: Victory, my 'home' server, goes from being able to populate a single league of 24 at peak times to not being able to field 12 players for a trial after 11:00 PM Central. We have some great leaders on Victory. We have folks who are willing to recruit on Victory and actively try to do so. What we do not have is lots of folks. It's rare that we can field more than one 12-player incarnate group at a time. This effectively locks anyone who plays off-hours out of the new content that NCSoft seems determined to hammer into the 'League or Bust' mold. Victory is a medium-low population server, in my opinion. There are less populated servers, so I can only imagine the grief they're having. There are two solutions to this issue. NCSoft seems unwilling to consider the solution that players want: Decreased league-size requirements. Magisterium is actually a LOT of fun, especially if you do it with the minimum team. That also minimizes the impact of the nasty bug affecting the last fight in the trial. I'd LOVE to do this with a team of 8 rather than 12. However, everything we HAVEN'T heard from NCSoft seems to indicate that this is COMPLETELY off the table. So, let's look at the other direction in which it's possible to fix this problem: Cross-server teaming. The Devs have given us tantalizing hints before that this is possible, but that it's also tied to no longer having unique names, which players seem to strongly reject. However, if it were implemented, cross-server teaming would allow those who wanted to play this content off-peak hours to do so. It would also solve the problem of players who like to live on a 'low population' server having a difficult time getting trials together if they can effectively recruit across multiple servers. Ultimately, this is the same problem introduced with BAF and exacerbated by Keyes and UGT: CoH is a team-oriented game, and the playerbase doesn't mold well into raid-oriented play. Magisterium has only intensified that problem, since it introduces further limits on who can participate. However, if you insist on keeping the raid-oriented play, can you guys at least make it possible for us to ASSEMBLE a raid team one way or the other? |
Oh, cross severs, why ask for that instead of having anyname you want also smash the severs together. : ) I am fine with cross sever if it means I can have what ever name I want.
I do agreed it is a pain get a team, for TFs, I haven't done any villains SFs, because there are never any villains on. Part of the reason I want to play with myself.
This comparison makes no sense at all. As for as NC Soft is concerned it's some guy accessing their severs from one location vs. some guy accessing their servers from a different location.
If that were true the issue in question wouldn't even have existed - there wouldn't have been servers specifically designated as "European" in the first place that needed to be merged when it became no longer cost effective to maintain them separately.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
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I'm simply stating that your analogy was erroneous. You compared a local customer to a mail order one from across the pond...
If that were true the issue in question wouldn't even have existed - there wouldn't have been servers specifically designated as "European" in the first place that needed to be merged when it became no longer cost effective to maintain them separately.
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Originally Posted by Tenzhi

If that's the case, imagine what would happen if you ignored local customers to better serve the internet/mail-order guy across the pond.
....to an American player who accesses a remote server owned by NC Soft vs a European player who accesses a remote server owned by NC Soft. While yes they may have accessed different server farms that were eventually merged, both players would technically be "mail order customers" using your analogy.
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Because in the context of the conversation, the U.S. customers were 'local'. I was replying to Slazenger who was replying to a comment about: 'Paragon, being based in the US, was preferring the "home" players over the "away"'.
I'm simply stating that your analogy was erroneous. You compared a local customer to a mail order one from across the pond...
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Slazenger compared the issue to a brick-and-mortar store. In that context, the "home" versus "away" becomes analogous to local versus internet/mail-order customers.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
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I do completely see where you are coming from in this, but I believe Slazenger's point was about rewarding longevity and seniority as opposed to location. Truth is the player who had the global name first should have had it honored as that would have been the fairest thing to do. But since it's already said and done, it really does become a moot point.
Because in the context of the conversation, the U.S. customers were 'local'. I was replying to Slazenger who was replying to a comment about: 'Paragon, being based in the US, was preferring the "home" players over the "away"'.
Slazenger compared the issue to a brick-and-mortar store. In that context, the "home" versus "away" becomes analogous to local versus internet/mail-order customers. |
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If I were to guess, I'd wager that when they merged server lists, it was either all EU players keep their names in the case of a conflict or all US players. Were that the case, then the smarter choice was to favor the larger and "local" player base. Get over the persecution complex will you?
What I found unexpected was that I've spent close to a thousand pounds on a game to be told sorry your losing your name, in my case to someone who opened a trial account to grief and nothing was done about it.
In my business I prefer to look after my loyal customers rather then someone that walked into my shop for the first time yesterday, luckily it seems to work for me. If I adopted NCsoft's approach to my customers, I'd most probably have my windows smashed and my head caved in. |

Virtue Server
Avatar art by Daggerpoint
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My persecution complex ended when I thought my money was as good as the next man's regardless where I'm located, Or is it?
If I were to guess, I'd wager that when they merged server lists, it was either all EU players keep their names in the case of a conflict or all US players. Were that the case, then the smarter choice was to favor the larger and "local" player base. Get over the persecution complex will you?
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Too many 50's to list here's a few you may know.
Slazenger, Area51, Area53, Area54, Erruption, Mind Plague, Thresher, Sheath, Broadside, Debt
I really have nothing against trials, though I wish they were all capped at 16 people. That's enough to give us the whole "End game-raid feel" that I think the devs wanted, while not enough to be total overkill.
It's pretty nuts when youre on a full team of 24 and everyone is spamming their Destinies, Lores, MM's have their pets out, and everyone is using their buffs, its total sensory overload and sometimes I can barely see what it is we're fighting lol.
As for cross-server teaming for itrials, and perhaps even TF's, I'm all for that.
Though how would the game handle the team forming? itrials do benefit from a modicum of team organization, such has having a few damage sponges, etc. I guess we could flag ourselves as either "DPS-y, Tanky, Supporty" and the game matches us all together making sure its a nice mixture.