A fight against incredibly strong enemies that most ATs won't be able to beat on their own.


AkuTenshiiZero

 

Posted

What's one of the most basic things you learn in school?

Trial and Error

Our equivalent of learn to play. If they take offense to that, that's on them, because that is exactly what it boils down to in this kind of situation.

Are there things that "learn to play" won't really help you at? Probably, the version of Rularuu in the CoP that has insane regen and fighting Statesman in the SoA Arc as a Crab because of the short cool down timer on his Unstoppable...though I haven't revisited that particular fight since I finished it on both SoAs when they were new *shrug*


 

Posted

I've said it before, but only in this game is it considered problematic to suggest to someone that they practice to get better at playing the game. Folks post these long tirades about how the game is so unfair, but they never try very hard to fix their own problem. In most games it would be absurd to suggest that every piece of content must be able to be completed first time through. In fact, everywhere I see that people complain about it.

It's simple, not every bit of content in this game is going to be for everyone. Just because something is a story arc mission doesn't mean it has to be face-rolling easy on the base difficulty. The difficulty slider is intended to provide superior challenges for those whose builds can handle them, but the base difficulty is supposed to provide a moderately challenging experience itself.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
I've said it before, but only in this game is it considered problematic to suggest to someone that they practice to get better at playing the game. Samuel Tow and others post these long tirades about how the game is so unfair, but they never try very hard to fix their own problem. In most games it would be absurd to suggest that every piece of content must be able to be completed first time through. In fact, everywhere I see that people complain about it.

It's simple, not every bit of content in this game is going to be for everyone. Just because something is a story arc mission doesn't mean it has to be face-rolling easy on the base difficulty. The difficulty slider is intended to provide superior challenges for those whose builds can handle them, but the base difficulty is supposed to provide a moderately challenging experience itself.
The point Samuel has made, which is entirely valid, is that the difficulty slider doesn't work. And it doesn't work because the people making the missions are not holding themselves to a consistent standard. The difficulty slider is a wonderful idea, and it should solve all problems....if everything it was attached to was in any way playing ball. You should be able to use it to precisely fine tune the level of challenge you are presented with. It breaks down, however, when someone decides to put excessive numbers of things in a mission which are unaffected by the difficulty slider (Elite Bosses despite choosing 'no bosses'), or change spawning sizes in a fashion that makes the difficulty slider no longer work properly, such as the example he also provided where Dark Astoria content won't level correctly even just from 0/+1 to 0/+2.

Of course, it is also rendered meaningless when factions are no longer being held to any consistent standard either, which can be seen in Praetorian content. The difficulty slider is clearly not working if you have to fiddle around with it every time you run into factions, usually new, modern ones, which don't appear to be balanced to the same level as others.

The difficulty slider should work. Samuel should be happy, PRAF should be happy, everyone should be happy. But it doesn't work, because no-one at Paragon Studios appears to be making sure the game stays properly balanced with itself. The impression they're giving is that their entire design process is decentralised to the point of not existing beyond some vague group work to put together the concepts and then let the teams just do their thing. This isn't beta-tester stuff, this is enormously boring, team of interns and wage slaves poring labouriously over numbers stuff. It should be internal. There should be at least a couple of people bleeding from their eyes as they hand over the mind numbing results of their latest test on the new faction and missions and the number tweaks that should happen so they're not out of whack with other things in their level range.

These people are going to be making CoX2, or something like it. I want it to be good. I don't want it to be a cobbled together mess that gets more and more filled with amateurish problems as time goes on because no-one thinks that enforcing distinct standards from the very beginning, with a stick if necessary, isn't worth doing. When it gets down to it this is just another kind of engineering, and someone has to do the crap job of making sure the nuts and bolts are the right damn size, that all the girders are measured out right, and that the workmen are following the blueprint to the letter.


Chairman of the Charity of Pain; accepting donations of blood and guts.

Prophet of the Creamy Truth; "If it's empty, fill it with cream."

 

Posted

Flames don't make your point. It just makes it seem like you have no argument. Which, you don't, so I understand.

Quote:
The point Samuel has made, which is entirely valid, is that the difficulty slider doesn't work. And it doesn't work because the people making the missions are not holding themselves to a consistent standard. The difficulty slider is a wonderful idea, and it should solve all problems....if everything it was attached to was in any way playing ball. You should be able to use it to precisely fine tune the level of challenge you are presented with. It breaks down, however, when someone decides to put excessive numbers of things in a mission which are unaffected by the difficulty slider (Elite Bosses despite choosing 'no bosses'), or change spawning sizes in a fashion that makes the difficulty slider no longer work properly, such as the example he also provided where Dark Astoria content won't level correctly even just from 0/+1 to 0/+2.
Elite bosses have existed on the base difficulty since the difficulty slider existed. And no, you should not be able to fine tune your challenge in all instances. Particularly as it relates to the Incarnate content. That content gives rewards that in LORE and in FACT suggest a superior character. Being able to have it on face-roll difficulty at all times just cheapens the experience.

Quote:
Of course, it is also rendered meaningless when factions are no longer being held to any consistent standard either, which can be seen in Praetorian content. The difficulty slider is clearly not working if you have to fiddle around with it every time you run into factions, usually new, modern ones, which don't appear to be balanced to the same level as others.
Some situations will always be more difficult than others. Are you seriously suggesting that every villain group at a particular level have the same level of challenge. What a boring game that would be.

Quote:
The difficulty slider should work. Samuel should be happy, PRAF should be happy, everyone should be happy. But it doesn't work, because no-one at Paragon Studios appears to be making sure the game stays properly balanced with itself. The impression they're giving is that their entire design process is decentralised to the point of not existing beyond some vague group work to put together the concepts and then let the teams just do their thing. This isn't beta-tester stuff, this is enormously boring, team of interns and wage slaves poring labouriously over numbers stuff. It should be internal. There should be at least a couple of people bleeding from their eyes as they hand over the mind numbing results of their latest test on the new faction and missions and the number tweaks that should happen so they're not out of whack with other things in their level range.

These people are going to be making CoX2, or something like it. I want it to be good. I don't want it to be a cobbled together mess that gets more and more filled with amateurish problems as time goes on because no-one thinks that enforcing distinct standards from the very beginning, with a stick if necessary, isn't worth doing.
The difficulty slider does work. There is a base level of difficulty, which isn't guaranteed to be easy mode. And you can make it harder than that if you want. If you can't handle the base difficulty, there's mountains of content in the game to do where you won't be challenged at all.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I'm the next person after that and I don't like tough fights forced on me. Isn't that what the difficulty slider is for?
No, not at all. Not sure where anyone got the idea that they developers can't enforce a minimum level of difficulty. The difficulty slider allows 4 things:

1) Relative level of the mission - With the caveat that all missions can have spawns +1 to the mission level

2) Number of heroes/villains spawned for - This doesn't mean that with one character the spawns can't be larger than normal.

3) Whether BOSSES spawn as Lts. - Please note, the rank says bosses, not bosses and above.

4) Whether AVs spawn as Elite Bosses - At the time of the original slider, AVs used to spawn in missions. From that point, and for the next SEVEN years, it has always been possible to see Elite bosses in missions, even where you are down-tiering bosses to lieutenants.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by khorak_EU View Post
The difficulty slider should work. Samuel should be happy, PRAF should be happy, everyone should be happy.
should everyone be happy? yes, of course. That's much easier to achieve on a personal or small group level.

However, making everyone happy, in this case, several thousand people/gamers, is one of those things in life deemed impossible to achieve. Idealistic nonsense simply cannot work in this environment when the best they can do is try to make most of the player base happy. Keep in mind the forums are not a active representation of almost 100,000 people.

Your assumptions about maintaining balance indicates you're just spouting random crap you know nothing about. Making and maintaining a game isn't some normal 9-5 job, it's more thankless than a minimum wage job.


 

Posted

I remember one of the Pietoria arcs had a 2 EB fight for the last mission at something like lv10


 

Posted

I don't think many of us complaining about this really want everything to be 'faceroll easy' (though I personally don't care, as I'm in it more for the story). We just want consistancy in the difficulty and (in my case) moderation in how often (and in what numbers) certain mobs types are used.

That means, a storyarc should not spawn bosses at all if I have the difficulty set to 'no bosses' (looking at you, Malaise and your two identical twins). And yes, I get that EBs will still spawn under that setting: I accept that.

I would also like some...restraint...in the use of certain mob types, like the taunting Eternal Guards. I do not enjoy facing whole battalions of those things at once (Bedlam assualt mission), NPC helpers or not.

Remember, 'fun' can be very subjective. Challenging content may be fun for some, but it would be an exercise in tediousness and/or frustration for others (which can, and has, lead to /ragequit reactions). There needs to be a balance between the two and the difficulty slider is supposed to help toward that. However, for some content, said difficulty slider is not working properly, resulting in the frustation myself and other's have faced.


Server: Guardian Globial: @Asri1
Asri - lv 50 MA/Regen/Darkness Scrapper, Incarnate, Badge toon.
Tiny Spider - lv 37 SoA, Crab
Street Cleaner - lv 30 Staff/Willpower Scrapper
Golden Moonlight - lv 11 Beast/Storm Control Mastermind

 

Posted

Black Night taunt cooldown is set to increase, according to beta/test patch notes.

I do agree that downscaling mobs should not downscale helpers. One could post that to Suggestions, but with a 100+ post thread I suppose it has already been noticed.

DA arcs are incarnate, that is endgame, content. They do not need to match the difficulty of non-incarnate content. Having a larger base spawn size in them seems fine to me.

It seems to me that the DA arcs were meant to be completed as a player became more of an incarnate instead of all being played through after unlocking Alpha, though the addition of Gabriel complicates that.

Regarding that mission from Sister Solaris. Judgment does wonders against the large spawns. And it recharges in 90 seconds, unlike the old nukes. Minotaurs and Cyclops have one ranged attack and cannot fly - and jetpacks can be bought for inf.


I do not suffer from altitis, I enjoy every character of it.

 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
So to rephrase your request, you want them to never force you to fight anything tougher than a lieutenant. That'd be just about the only way to ensure that squishies were guaranteed to win the fight without even kiting at all. Maybe they didn't get the memo that the only fun content is that which you can blow away in three attacks?
Alright, I'm not sure if you guys are trolling me at this point, or if this is a willful effort to be incredibly dense.


I don't want the content to be "facerollingly easy."

Read that last sentence again, just to be sure you've got it. Got it? Okay, let's proceed.

I don't want to be killed in three hits after being seen through stealth.

I don't want to have to empty my entire inspiration tray only to still lose the fight to an RNG fluke, or even just having the big bad run screaming from me at 10% health, taking to the sky, and then not returning until they've regenned a chunk of health and my buffs have worn off.

I don't want to have to play a scrapper or a brute to be able to solo pre-50 content.

I also don't want to have to exploit the AI to win.

There are ways to make things challenging without also making them frustrating.

I've been playing this game since launch and I haven't had a problem with "difficulty" in all that time, but the new direction in which they're taking their story arcs is a little problematic.

The advice I'm hearing, i.e. "spam inspirations so that you can't be killed, that's what a challenge is oh but I guess you hate challenge you carebear scrub," is poor and to be honest a bit stupid.

Don't get me wrong, I'm glad some of you guys didn't have a problem. We're all really proud of you. I just think it's a bad direction to take content that, up until now, has been mostly solo-friendly.

Also I'll go ahead and say this now, because I know it's coming: No, I'm not averse to teaming up with other players. In fact, I love doing so. What I don't love is teaming up with other players while running story-intensive areas like First/Night Ward. It kinda cheapens the experience (and ruins the mood), though that's my opinion.

And on a related note: The other day, someone needed my help in Blind Makwa's First Ward arc, specifically the mission where you have to set up those spirit wards or, whatever they were. Because we teamed up, the mission actually became almost impossible due to Makwa being a lt. and getting absolutely crushed by the two-man spawns. There wasn't anything we could do, me being a Stalker and him being a Dominator. And if Makwa didn't die, Nadia sure would. We ran the mission four times and still couldn't get it because despite all of his control and my DPS, the NPCs would still generate their own agro from the nearly endless ambushes and get killed. A mission that becomes exponentially harder the more people playing it? That's poor design.


 

Posted

Quote:
Originally Posted by Dz131 View Post
I remember one of the Pietoria arcs had a 2 EB fight for the last mission at something like lv10
There's a reason why Pretoria is a ghost town.


99458: The Unbearable Being of Lightness
191775: How the Other Half Lives
My Webcomics

 

Posted

The solution to the biggest parts of the problem is easy really, what we need is an option to turn Elite Bosses down to normal Bosses, like we have for AVs and Bosses already, and NPC allies in missions need to never have their rank lowered by the difficulty.

Sure, that wouldn't solve everything, like too many ambushes or spawns purposely increased in difficulty, but it would solve the worst parts of the issue while still maintaining a difficulty increase where desired.
Where a player on "normal" would fight Bosses at the ends of missions then then an Elite Boss at the end of an arc, a player on "easy" would fight Lieutenants at the ends of mission and then a Boss at the end of the arc. The player on "easy" would both have an easier time of it and have a more difficult final boss than what they normally fight.

Of course, technical implication might be an issue, they might not have the tech for the latter, but given Malaise seems to spawn as a boss regardless of difficulty, that would suggest they do have the tech.
As for the former, they clearly do have the tech for that, as they do it with AVs and Bosses already. The only issue I can see is that they might have a cascade effect where AVs get downgraded to Lieutenants when the mission is soloed. Which obviously is not a desired outcome.

Of course, there is the question of if First Ward's and Night Ward's EBs are native EBs or already downgraded AVs. Anyone know?


Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.

BattleEngine - "And the prize for the most level headed response ever goes to Mazey"

 

Posted

I remember one of them having purple triangles so I imagine that yes, on the proper difficulty they'd probably be AVs.


 

Posted

I think the problem here is a general misunderstanding about this game.

There are going to be arcs that are fun for some, but not for others. That is the way of life. There is nothing the Devs can do to change this. They can put in better difficulty sliders, they can customize the content to Hell and back, but there will be things that some people just don't find fun because it doesn't jive with their chosen method of play.

I could see a reasonable argument put forth about extreme difficulty of a mission if it weren't the last mission of the entire arc, but we're talking about THE END. 'The End' no matter what arc we're talking about, is supposed to be harder than what you did before to get to that point. The End should have an extremely tough Boss fight, if not EBs. The End should not generally take less time than any one mission before it or have ways to skip around things.

There are ways to mitigate difficulty already in place. Ignoring them doesn't invalidate them as relevant options. If you choose to play exclusively as support and wish to solo content, you will have a more difficult time compared to hardier ATs. If you choose to play without using IOs, generic or sets, you will have a more difficult time with the newer content compared to someone that does use those things. Difficulty sliders won't change this disparity.

No one is saying people that have a hard time with 'X' are bad players. No one is saying that people that find 'X' easy are good players. 'X' is just not your cup of tea. Find a way to adapt, or don't. Other players do it all the time with other content.


Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.

 

Posted

Quote:
Originally Posted by Mazey View Post
The solution to the biggest parts of the problem is easy really, what we need is an option to turn Elite Bosses down to normal Bosses, like we have for AVs and Bosses already, and NPC allies in missions need to never have their rank lowered by the difficulty.

<snip>

The only issue I can see is that they might have a cascade effect where AVs get downgraded to Lieutenants when the mission is soloed. Which obviously is not a desired outcome.
Agreed, though they will hav eto put in some kind of exception clause to prevent the cascade effect. Something like:

"EBs will spawn as Bosses, unless the EB was originally an AV." and
"Bosses will spawn as Lts, unless the Boss was originally an EB."

And put those in nice big bold yellow letters so they can't be missed when folks fiddle with their difficulty settings.


Server: Guardian Globial: @Asri1
Asri - lv 50 MA/Regen/Darkness Scrapper, Incarnate, Badge toon.
Tiny Spider - lv 37 SoA, Crab
Street Cleaner - lv 30 Staff/Willpower Scrapper
Golden Moonlight - lv 11 Beast/Storm Control Mastermind

 

Posted

Quote:
Originally Posted by Mazey View Post
And?
That's still completely beside the point.

Even if, magically, your experience makes everyone who reads it a 100% better player and they never make a mistake ever again, what about all the people who don't read it?

The discussion at hand is not "I suck, recount how great you are in the hopes I improve." its "Could we have more consistent difficulty settings please?"
Well excuuuuuuuuuuse me for trying to be helpful.


 

Posted

here's a tip:


I have yet to run into an obstacle presented by the solo game that can't be overcome with enough giant inspirations.


Before anyone whines about how EXPENSIVE those purples and reds are, here's another tip:

You can buy as many oranges and blues as you have market slots for 10-30k each, all it takes is a day or two of lead time. And the more patience you exhibit, the cheaper they get. Combine the cheap ones to make whatever you want.

If you find your inspiration tray to be too small, email the appropriate # of insps to yourself for defense/damage cap on tap.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Personally, I just look at the Night Ward as challenge content. Soloable, but not solo friendly. Unless you're someone like EvilGeko. Since I'm not hardcore like EvilGeko, and my reaction times aren't that great, I stick to soloing the Wards with characters who are specifically designed to handle that kind of thing. Plus I'm not hesitant to use the autocomplete option if things get too frustrating. My other characters have plenty of other content to do.

Would I prefer it if certain missions in the game were more solo friendly? Sure, but it's not like I'm hurting for solo friendly content.


 

Posted

Quote:
Originally Posted by ResidentBaka View Post
Seems like a good way to end a zone arc, let's go with that.
Difficulty slider, use it.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

I remember when you had to defeat actual AVs* in story arcs. And we did it. Because that was the only way to progress through the game. So we persevered. It wasn't "hardcore", it was "normal" difficulty.

And I still maintain RWZ is FAR tougher than either First Ward or Dark Ward. There is an AV who summons multiple EB ambush spawns, and an AV ranked Longbow Ballista, who is a right *******. And that is a mid-arc mission. You just have to accept that "normal" difficulty for story arcs is not the same as "normal" difficulty for newspaper missions.


*The weren't so tough in those days, but they where tougher than an EB.


I really should do something about this signature.

 

Posted

Quote:
Originally Posted by PRAF68_EU View Post
I remember when you had to defeat actual AVs* in story arcs. And we did it. Because that was the only way to progress through the game. So we persevered. It wasn't "hardcore", it was "normal" difficulty.
Yeah, and you know what happened to that?
They changed it.

The devs have reassessed the game's difficulty before, so why shouldn't they again?


Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.

BattleEngine - "And the prize for the most level headed response ever goes to Mazey"

 

Posted

Quote:
Originally Posted by Mazey View Post
Yeah, and you know what happened to that?
They changed it.

The devs have reassessed the game's difficulty before, so why shouldn't they again?
Indeed. In either direction.

Random EBs in newspaper missions would help to ensure that all content was of equal difficulty.

I would have no objection to code being added to scale native EBs to bosses being added, but I don't see the point because I'm sure the small number of people complaining about difficulty would continue to complain. "We had to fight BOSSES!!!!" "We encountered an EB with purple triangles" (scaled down AV from older content) "We encountered two EBs" (final mission or RWZ has two AVs) "we where overwelmed by ambush spawns" "the Hellion looked at me in a bad way and made me cry".

Waste of developer resources trying to pander to a loud minority who will never be happy. It's PvP all over again.


I really should do something about this signature.

 

Posted

Quote:
Originally Posted by Santorican View Post
Difficulty slider, use it.
Reasons why that doesn't work: read the thread and discover them.

Quote:
Originally Posted by PRAF68_EU View Post
Indeed. In either direction.

Random EBs in newspaper missions would help to ensure that all content was of equal difficulty.
Random EBs in newspaper/radio missions would be a great option for certain higher difficulty settings. One would have to be a bit of a jerk to tell you you shouldn't have that option simply because they don't like high difficulty - which is also a truth that extends in either direction.


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

 

Posted

I agree, an option to add EBs to newspaper missions would be awesome. I'd turn that on in a flash.
Good idea PRAF.

Thank goodness we're all in favour of adding more options for people.


Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.

BattleEngine - "And the prize for the most level headed response ever goes to Mazey"

 

Posted

Quote:
Originally Posted by Tenzhi View Post
Reasons why that doesn't work: read the thread and discover them.
The problem is any upgrade to the difficulty slider is quite code intensive, and would inevitably be unsatisfactory. You can scale number and difficulty of mobs, but you will never be able to scale for increased tactical complexity, nor can you scale effectively based on what actual powers mobs have*.

And how far should the scaling go? Should it be possible to downgrade an AV to a minion?


*For example, should Malta be rated higher because of Sappers? What about for those powersets that don't have a problem with sappers?


I really should do something about this signature.