What should all trial leaders know?
Trials aren't so complicated that you can't learn as you go. They're as friendly to first timers than things like the Abandoned Sewers Trial or the ITF was back when it first came out, let alone the STF or the LRSF - that is, there's objectives beyond point and smash, or opportunities to supplement the pointing and button mashing that goes on in order to make the encounter easier. I don't see where it is a fundamental break from established CoH content, except in the size of the leagues.
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In the last phase she has a pulse that deals significant damage, as well as a confuse that can affect a few players. If players aren't paying attention to the game when they fire their AoE powers they can hurt other people, which can lead to significant damage.
Speaking of MoM, this is a bit off-topic, but does anyone know how much damage Mayhem deals in the last phase? A couple weeks back I led an MoM trial with a bit of a patch-works league that nontheless pretty much steamrolled the trial, only to have the majority of the league die within seconds in the last phase. Right now I'm not sure if she just has an absurdly powerful PBAoE she spams and we just didn't have a Barrier up or if there was something else I missed. We didn't struggle against the other AVs so I was hella surprised at such a quick defeat on the last phase.
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The Paladin
Steel Canyon, Virtue
Exalted
@Paladin
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Where is this advertised? Or do you think having a larger team means people should automatically expect to be playing a different game?
Yes, it is abundantly clear that the Incarnate content was designed very deliberately as a rejection of the design model of the 1-50 game.
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There is no way to fail 99% of the normal content, and I would never expect to be able to fail trials either (I don't count not bringing enough firepower as failing, you should always bring a decently made team the first time you run something).
Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
British by act of union, English by grace of God, Northern by pure good fortune!
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The very size of the league makes it more likely that you will have impatient people in the team who have no patience for you not knowing what you are doing.
Trials aren't so complicated that you can't learn as you go. They're as friendly to first timers than things like the Abandoned Sewers Trial or the ITF was back when it first came out, let alone the STF or the LRSF - that is, there's objectives beyond point and smash, or opportunities to supplement the pointing and button mashing that goes on in order to make the encounter easier. I don't see where it is a fundamental break from established CoH content, except in the size of the leagues.
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If a newbie attacks Anti-Matter early they will get jumped by the rest of their team, that never used to happen.
And I still don't fully understand some timed phases of Keyes so could run out of time there without a leader and/or a few people who do know what to do. Then there are always people who always make comments like 'If you don't know what to do with temp power A pass it along' which helps nobody, and 'why aren't you throwing that grenade at Marauder you noob'.
Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
British by act of union, English by grace of God, Northern by pure good fortune!
Does the power ignore defense? I'm wondering whether I should tell people to bring purples or oranges just in case we don't have enough mitigation otherwise next time I feel like running the trial.
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Those people who are jerks are sadly not limited to Incarnate content - Just look at the forums, where snark and personal jabs at others are often interjected into discussions. It's part of human culture, despite our best efforts to encourage respect.
The very size of the league makes it more likely that you will have impatient people in the team who have no patience for you not knowing what you are doing.
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If a newbie attacks Anti-Matter early they will get jumped by the rest of their team, that never used to happen. |
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And I still don't fully understand some timed phases of Keyes so could run out of time there without a leader and/or a few people who do know what to do. Then there are always people who always make comments like 'If you don't know what to do with temp power A pass it along' which helps nobody, and 'why aren't you throwing that grenade at Marauder you noob'. |
Mind you, I actively discourage that kind of behavior (and kick myself when I don't come down on it hard enough in leagues) - But it's not something that's new to City of Heroes.
The Paladin
Steel Canyon, Virtue
Exalted
@Paladin
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The information I was talking about (team size) is, get this, IN THE GAME. You don't have to go to any other source (though it would be nice if you did).
How is anyone supposed to know off the bat that they need to go offsite to find guides for content when the rest of the content is intuitive?
And honestly why should they have to? The very fact the content is that different to everything that made the game what it is today is poor design. |
Click on any of the thumbnails for a larger version:
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Did you ever feel the need to do prep when say the ITF was released? Or did you jump in and work out the last fight on the fly? I led a PUG on day 1 and it didn't even occur to me that I didn't know what I was doing because it didn't matter, even though with no knowledge the ITF was hard initially.
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Players shouldn't have to read player-made guides to accomplish anything in this game. Guides are for powergamers, and while there's nothing wrong with powergamers, one of the chief attractions to CoX over the years has been its accessibility. Not everyone who plays this game wants to spend a lot of time doing research in an internet forum when they could be playing the game.
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If the leader isn't willing or able to read the basic in-game documentation or the official documentation* for the trial, then they shouldn't lead it.
* Official documentation sources:
http://na.cityofheroes.com/en/news/game_updates/
BAF:
http://na.cityofheroes.com/en/news/g.../baf_guide.php
Lambda:
http://na.cityofheroes.com/en/news/g...ctor_guide.php
Keyes:
http://na.cityofheroes.com/en/news/g...land_guide.php
Underground:
http://na.cityofheroes.com/en/news/g...ound_guide.php
MoM:
http://na.cityofheroes.com/en/news/g...yhem_guide.php
TPN:
http://na.cityofheroes.com/en/news/g...mpus_guide.php
Dilemma Diabolique:
http://na.cityofheroes.com/en/news/g...tegy_guide.php
The only incarnate Trial without an official guide is the Magisterium which is a combination of the previous trials.
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
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That is part of where "respect for the leader" comes in... If the player doesn't respect the leader, then they are ill-suited to being on that team. Either the impatient person finds another team or settles down.
The very size of the league makes it more likely that you will have impatient people in the team who have no patience for you not knowing what you are doing.
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If a newbie attacks Anti-Matter early they will get jumped by the rest of their team, that never used to happen.
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And I still don't fully understand some timed phases of Keyes so could run out of time there without a leader and/or a few people who do know what to do.
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Then there are always people who always make comments like 'If you don't know what to do with temp power A pass it along' which helps nobody, and 'why aren't you throwing that grenade at Marauder you noob'.
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On the flip side, that is no excuse for being rude about it. If the player, after being told how to use the temp power then still doesn't understand, then they SHOULD be told to pass it to someone else. After the trial, the person that doesn't know what the temp power is for should then ask the trial leader about it after the trial is over.
Trial leaders are human, but so are you. If you want to do the content, you should at least familiarize yourself as to the basics of the trial. if you don't want to put that tiny bit of effort in, then you have no right to ask a league leader to make up for your deficiency.
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
Yeah. No. The penalty for being an idiot is lower in the standard game than the incarnate trials. But the number of times I've suddenly needed to go to the bathroom, or to lunch, or my grandmother's most recent funeral, or to walk my non-existent pet, or to cry myself to sleep, is high enough to make that statement at least highly questionable.
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In one little corner of the universe, there's nothing more irritating than a misfile...
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This adds so much to the thread, and the topic, so thanks for that.
And this is the very problem.
How is anyone supposed to know off the bat that they need to go offsite to find guides for content when the rest of the content is intuitive? And honestly why should they have to? The very fact the content is that different to everything that made the game what it is today is poor design. Did you ever feel the need to do prep when say the ITF was released? Or did you jump in and work out the last fight on the fly? I led a PUG on day 1 and it didn't even occur to me that I didn't know what I was doing because it didn't matter, even though with no knowledge the ITF was hard initially. |
I returned to the game after ITF was released. So, the first time I ran it, I got an invite to one, and they were "speeding" it. My poor blaster just had the basic IOs, because I couldn't afford most of the stuff I wanted. Many of the recipes were still vague and unclear, and the rule of 5, I thought that was some secret people whispered about. I had no clue. But, I didn't try leading. I followed. The leader made sure that folks had adequate buffs to ignore most of the mobs while we persued the objectives. It was a very interesting time - standing in the midst of 20-30 cims and not getting hurt.
If it were brand new - just hit live - I strongly suspect there would be some folks that had ran it on beta and shared what they knew, either by leading one themselves, or via global channels. At least, thats how things seem to me on Liberty. When Magisterium came out, @energizing ion led us on 5 runs - the 4th one failed for one reason or another. The others went smooth.
Some have said that the iTrial content is counter-intuitive in some regards. I suppose that's at least partially fair. However, it's the only content that has any challenge to it. Even my blaster can clear a Drecks map set to +2/8 in 30 minutes. (provided I take a few break frees)
We've seen mention of incarnate content being designed for power gamers. This may actually be true - and I'm okay with that. I'm super excited about the magisterium and The Really Hard Way. Our server has come soooo close, but that rascal tyrant has just enough regen.
The incarnate content - with it's "counter-intuitive" content is so much more interesting to me. But, that is just me - of course, some of you feel different - and that's perfectly ok.
But, we're getting sort of off topic - or maybe I am.
I highlighted a portion of your quote - not to insult - but to point out that it's quite ok for you to not have any idea what to expect on the first day an task force goes live. Odds are, most of your teammates won't either.
However, with incarnate content, you are talking about teaming with up to 23 other players - if none of them have a clue and you don't either, then what's the harm? (some will gripe and moan, but those players do that when things go well, too)
But - after a week, most of the players with more game time will be up on their game. They will know what to expect, simply from practice running it. Should you try to lead a ugt now, and not be aware that there is confusion in the last challenge, is that bad design, or poor performance?
Patch notes are posted shortly after content goes live. As much as I hate that it's not visible in game, it is accessible, and it's each players responsibility to be aware of what's in them. And in those patch notes, you will learn some things. If something isn't clear, you can always ask before you start to form a trial.
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
We're talking 1 funeral for 1 person, right? At least I hope you are. If you are talking about multiple funerals for the same person...
Actually, forget I said anything about this, I don't want to know.
Actually, forget I said anything about this, I don't want to know.
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
She starts to feel unwell every time I see players use rez inspirations while critters with damage auras are still standing on them.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
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Team size requirements? Really? Since any moron with a mouse and the ability to find the "queue trial" button in the lfg tab will know really quickly whether they've met the requirements I don't see how this is at all relevant.I think you're the only one going off about minimum team size, and that we pretty much all agree that you need to know the minimum number of players to start a trial. And since that's found in-game, I'm not sure why you're bringing it up in response to a post about information not found in the game being required for trials.
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And people are still dumb enough to try to form an ITF with less than 6 players. I avoid those leaders like the plague. Why? Because experience has shown me that this type of leader will make the ITF a 90+ minute task force with a strong chance of failure. |
And I think you completely missed Darkstar's point that no external documentation or forum reading was required for people to be successful ITF leaders. She wasn't saying there are no idiots trying to start ITF's. Pointing out that there are stupid people is sort of a non-sequitur.
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And what about the official documentation? Is that also "optional"? How about the in-game information (posted above)? At what point do you draw the line as to who is qualified to lead a trial? If the leader isn't willing or able to read the basic in-game documentation or the official documentation* for the trial, then they shouldn't lead it. * Official documentation sources: http://na.cityofheroes.com/en/news/game_updates/ BAF: http://na.cityofheroes.com/en/news/g.../baf_guide.php Lambda: http://na.cityofheroes.com/en/news/g...ctor_guide.php Keyes: http://na.cityofheroes.com/en/news/g...land_guide.php Underground: http://na.cityofheroes.com/en/news/g...ound_guide.php MoM: http://na.cityofheroes.com/en/news/g...yhem_guide.php TPN: http://na.cityofheroes.com/en/news/g...mpus_guide.php Dilemma Diabolique: http://na.cityofheroes.com/en/news/g...tegy_guide.php The only incarnate Trial without an official guide is the Magisterium which is a combination of the previous trials. |
Some people read game manuals before starting the game, some prefer to learn on the fly. The sort of information the official documentation gives is rather basic, and the sort of information I see being "required" on leagues is very specific.
I'm not sure why they didn't include much of the information in those guides in-game in the form of a contact like the RWZ Raid coordinator or Prometheus (especially given that he already has dialogues for Lambda, BAF and Keyes) Seems like that would be a no-brainer.
Of course, all of this is beside the point. MY only point was that if a league leader is up-front about the amount of experience/knowledge he or she has with a certain trial, I don't think it's the tiniest bit irresponsible on their part to queue up the league. If they've communicated up front, everyone on the league knows what they're getting into, and can continue or quit accordingly.
Why do I keep bringing this up? Because I've noticed the trend in-game of players who accept places on leagues with less experienced leaders who do communicate their lack of experience, completely ignore the league leader during the trial, and turn around and castigate the poor sap publicly if the trial fails. Sometimes even if it doesn't fail.
Worse yet, I've seen experienced league leaders trying to make the best of a low server population get pressured into trying more than they know the league is capable of doing (like one recently who was pressured by members of his league to invite more than sixteen people to a less-than-ideal bugged Magisterium league because some friends had gotten online after the previously-stated 16 member maximum had been reached) and then turn right around and complain because of a less-than-ideal league.
The problem with the incarnate system being for powergamers isn't with league leaders; it's with league members. If you haven't been leading leagues since they were on beta and you don't have an already-established reputation as a league leader, it's very difficult to get players to listen to you, and more often than not trials fail because players think they know how to do it better than the leader and do their own thing regardless.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
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How's anybody in a PUG supposed to know you went to the same grandmother's funeral two months ago during a TPN Campus trial that was spinning out of control faster than Charlie Sheen and Kim Kardashian doing the $64,000 Pyramid?
We're talking 1 funeral for 1 person, right? At least I hope you are. If you are talking about multiple funerals for the same person...
Actually, forget I said anything about this, I don't want to know. |
Anyway, thanks for pointing out that info, Snow Globe, because until you did so, I had absolutely no idea that any of it existed. I'd seen the LFG list, but never bothered to mouse over the trial names, because what other element in game gives you detailed info just for mousing over it? And though I'd been to the Paragon Wiki, I had no idea there were guides actually on the City of Heroes website itself.
I guess my point is, this stuff isn't necessarily obvious if you're not already familiar with it. I've been out since before the issue where the Mission Architect came out and just got back into the game in January by downloading the game client after CoX went free-to-play. I found the Wikia wiki and assumed that wiki-based info about CoX had been abandoned until someone linked to the music page on the Paragon wiki and things advanced from there.
And honestly, the thought that I'm "insane" for not wanting to take a 2 credit course on "Tactics of the Praetorian War" before I can fill the Destiny slot on my first Incarnate character is more than a little insulting. The folks on my server (Victory) put up with me enough when leading regular Task Forces (we were wandering through the Faultline Dam during Posi part II when someone asked, "Where are we going?" and someone else replied "I don't know, I'm just following Crimson Flicker."); I don't feel like I should have to subject them to my Laurie Notaro-like leadership skills in an actual Incarnate Trial.
Maybe it's just a personal problem.
--
Pauper
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I don't think it's possible for a league leader to boot someone from the trial any more, is it? Last I checked it had to be put up for a vote.
If they aren't functioning as a part of the team, it is the leader's responsibility to establish order by instruction. If instruction fails, then it is the leader's responsibility to remove them from the equation (ie. remove them from the trial and don't invite them back until they show that they can act as a part of a team).
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Which - as with most things - translates to pure comedy in my mind. (Whoa, time out there, Shadowhunter! We've got "issues" in our league here, OW! Quit it Pendragon! Watch where you're pointing that thing. We're trying to hold a vote, here! Aw, for cryin' out loud WILL SOMEBODY TELL CHIMERA TO COOL HIS QUIVER!?!)
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
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I'm getting further off topic, but I encourage you to reconsider not leading a league. Your sense of humor and good nature can cover up mechanic ignorance, as long as you continue to have some common sense. Power gamers enjoy funny comments and silliness, too! I can't speak for anyone but myself, but I'd rather have a talkative, engaging league with some bumps than a stone silent league that succeeds without any problems.
And honestly, the thought that I'm "insane" for not wanting to take a 2 credit course on "Tactics of the Praetorian War" before I can fill the Destiny slot on my first Incarnate character is more than a little insulting. The folks on my server (Victory) put up with me enough when leading regular Task Forces (we were wandering through the Faultline Dam during Posi part II when someone asked, "Where are we going?" and someone else replied "I don't know, I'm just following Crimson Flicker."); I don't feel like I should have to subject them to my Laurie Notaro-like leadership skills in an actual Incarnate Trial.
Maybe it's just a personal problem. -- Pauper |
The Paladin
Steel Canyon, Virtue
Exalted
@Paladin
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See post #39... The post in between your 2 replies to me... The player I was responding to (a) didn't know that info existed in the game, (b) didn't know there was official documentation, and (c) didn't feel like or want to look at a player guide for that information. I'm not sure why you feel the need to say what you did here. Especially when the conversation started with Ukaserex saying that league leaders should know how many players a league need or is limited to. I then said it was a basic check. The person you are trying to defend has openly admitted to not knowing this.
Team size requirements? Really? Since any moron with a mouse and the ability to find the "queue trial" button in the lfg tab will know really quickly whether they've met the requirements I don't see how this is at all relevant.
I think you're the only one going off about minimum team size, and that we pretty much all agree that you need to know the minimum number of players to start a trial. And since that's found in-game, I'm not sure why you're bringing it up in response to a post about information not found in the game being required for trials. |
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How do you start an ITF with less than 6 players? Are you talking about inviting fillers?
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And I think you completely missed Darkstar's point that no external documentation or forum reading was required for people to be successful ITF leaders.
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Some people read game manuals before starting the game, some prefer to learn on the fly.
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I'm not sure why they didn't include much of the information in those guides in-game in the form of a contact like the RWZ Raid coordinator or Prometheus (especially given that he already has dialogues for Lambda, BAF and Keyes) Seems like that would be a no-brainer.
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Why do I keep bringing this up? Because I've noticed the trend in-game of players who accept places on leagues with less experienced leaders who do communicate their lack of experience, completely ignore the league leader during the trial, and turn around and castigate the poor sap publicly if the trial fails. Sometimes even if it doesn't fail.
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Worse yet, I've seen experienced league leaders trying to make the best of a low server population get pressured into trying more than they know the league is capable of doing
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The problem with the incarnate system being for powergamers isn't with league leaders; it's with league members. If you haven't been leading leagues since they were on beta and you don't have an already-established reputation as a league leader, it's very difficult to get players to listen to you, and more often than not trials fail because players think they know how to do it better than the leader and do their own thing regardless.
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I don't think it's possible for a league leader to boot someone from the trial any more, is it? Last I checked it had to be put up for a vote.
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- If in a closed league, the leader has kick rights.
- If in an open league, if the leader is well respected and asks for a vote-kick because of someone not following instructions the vote tends to be approved (speaking from my first vote-kick experience).
- If in an open league, if the leader is well respected and has a core group on voice chat, any vote-kick can be ratified fairly seamlessly. It is called stacking the deck. Did I mention that I've been doing most trials with 2-6 players on Skype these days? Oh, sorry...
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
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Using the same excuse too many times tends to expose that excuse.
How's anybody in a PUG supposed to know you went to the same grandmother's funeral two months ago during a TPN Campus trial that was spinning out of control faster than Charlie Sheen and Kim Kardashian doing the $64,000 Pyramid?
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Anyway, thanks for pointing out that info, Snow Globe, because until you did so, I had absolutely no idea that any of it existed. I'd seen the LFG list, but never bothered to mouse over the trial names, because what other element in game gives you detailed info just for mousing over it?
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And honestly, the thought that I'm "insane" for not wanting to take a 2 credit course on "Tactics of the Praetorian War" before I can fill the Destiny slot on my first Incarnate character is more than a little insulting.
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I really don't care if someone is new to a trial I lead or has done it 1,000 times before. I do care if I'm joining a league that the trial leader doesn't know what the heck they are doing. If the trial leader can't put enough effort to find out the basic (and I mean basic) information about a trial, that trial isn't one that I want to join.
Incarnate Trials =/= Regular Task Forces. Not only that, but as a trial leader, you should know enough about the trial so you can actually lead. If you aren't up front with that, you could be wasting someone's time. Potentially 23 other player's time.
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
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Learn As You Go is fine so long as the cost isn't trial failure the first X times you go through it for The Learning Experience. The problem is that the iTrials are so unforgiving--when you don't yet know the gimmicks and how to defeat them--that applying sound CoX combat tactics are not enough to win the day. I don't like games where I (or, rather, the team/league) can't pull victory from the jaws of defeat by the vigorous application of tried and true tactics. No, when the only way to reach the success state is to master a handful of unique gimmicky activities, the game is basically asking you to learn an entirely new game (in effect, each trial is its own game you have to learn how to play). Just the fact that the iTrial stages are usually timed makes them fundamentally different from established CoH content (from a tactical point of view).
Trials aren't so complicated that you can't learn as you go. They're as friendly to first timers than things like the Abandoned Sewers Trial or the ITF was back when it first came out, let alone the STF or the LRSF - that is, there's objectives beyond point and smash, or opportunities to supplement the pointing and button mashing that goes on in order to make the encounter easier. I don't see where it is a fundamental break from established CoH content, except in the size of the leagues.
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NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
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Wasn't Hami day one? And a much harder incarnation?
Threads like this make me sad.
People shouldn't have to know anything to play and enjoy this game and it has been so for ~7 years up until incarnates |
Respec Trials were pretty soon after start, also alot harder then.
Abandoned sewer trial took a lot of coordination and people paying attention.
While there are more activities that require coordination and learning, there are a lot more activities overall.
The author of this post is speaking in generalities from his personal experience.
Your experience may vary.
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This is absolutely not true.
Threads like this make me sad.
People shouldn't have to know anything to play and enjoy this game and it has been so for ~7 years up until incarnates |
Here are some things off the top of my head that required good leadership and knowledge of game mechanics before itrials:
STF
ITF
KHTF
LRSF
Mother Ship Raid
Hamidon Raid - both the pre i9 and post i9
Abandoned Sewer Trial
etc etc etc
To try and blame incarnate content for needing leadership is absurd. All the TFs and raids I listed required someone who knew the tf/trial...and an ability of them to lead..and others to follow simple instructions.
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I would love to see a team who has never participated in a hami raid, mothership raid, stf... pull it off successfully without any insight from the web or other players... yeah that would be a train wreck in the making.
You aren't.
Until incarnates was released even the most clueless noob could form a team and lead it effectively enough. That got changed for some reason best known to someone that clearly isn't me. |
I get the feeling yer anti-itrial very much so...but trying to convince others that itrials are the new evil which are destroying the game and requiring people to actually LEAD something to success...is pure BS.
Aside from regular missions MOST content in this game requires a knowledge of what the heck you are doing and being able to tell your team what needs to be done. Sure nowadays I can do an ITF and not say 1 word the entire time...then again I can also do that with a BAF/LAM. The more itrials are around the less leaders have to give step by step instructions....because GASP people are learning the mechanics/strategies necessary to complete them....and simply doing them without instruction. I ran a BAF today and I said the following the entire time:
XXPlayerXX will be pulling AVs
Team 1/2 South...3 North
That was it....and that was all that was needed. Heck I ran a SLAM yesterday and my instructions were:
nothing.
And amazingly everything went off without a hitch.
To your assertion that leadership was not needed for tfs/trials prior to itrials I say:
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I wasn't on about the team size. I was saying that just because the team needs to be larger doesn't show a new person that the trial is going to be significantly different from the rest of the game and require a whole new level of organisation.
The information I was talking about (team size) is, get this, IN THE GAME. You don't have to go to any other source (though it would be nice if you did).
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That is part of where "respect for the leader" comes in... If the player doesn't respect the leader, then they are ill-suited to being on that team. Either the impatient person finds another team or settles down.
If they aren't functioning as a part of the team, it is the leader's responsibility to establish order by instruction. If instruction fails, then it is the leader's responsibility to remove them from the equation (ie. remove them from the trial and don't invite them back until they show that they can act as a part of a team). |
The way trials provide rewards also encourage people to get annoyed at the guy who isn't sure what to do, if you mess up earning a badge you lose rewards for the whole trial, if you mess up in a TF not much happens and you certainly don't deprive other people.
Maybe, but was that ever designed to be repeated over and over as the only means of progression past a certain point? I have done 1 hami raid and will never do one again unless they revamp it, but even as the tank I never felt that I could cause the raid to fail and annoy 49 other people.
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This is absolutely not true.
Here are some things off the top of my head that required good leadership and knowledge of game mechanics before itrials: STF ITF KHTF LRSF Mother Ship Raid Hamidon Raid - both the pre i9 and post i9 Abandoned Sewer Trial |
As I said above, the guy in the Vanguard base tells you what to do, and if you haven't seen that I don't think there is another way to even know the MSR exists. And as with the hami raid, one person who doesn't know about the bombs is never going to stop people earning rewards, and it doesn't have to be repeated over and over as the only way to progress.
Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
British by act of union, English by grace of God, Northern by pure good fortune!
The Hami raid was originally the only way to get HO drops. So, yes, it was exactly designed to be repeated over and over as the only means of progression past a certain point.
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Defiant @Grouchybeast
Death is part of my attack chain.
I wasn't around pre-inventions so didn't realise that. But HO's were never set as a requirement in order to partake in any other content that I know of, so you were never really required to repeat it and those that chose not too were never left out.
Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
British by act of union, English by grace of God, Northern by pure good fortune!
On the topic of everyone having to know the ins and outs of a trial, generally only one in twelve to twentyfour have to know that stuff, which I don't think is too bad. At least, I never saw a league turn away someone for never having done a trial before, that'd just be silly.
Hell, I don't even think forming a trial without ever having done before is wronge either. Usually all you gotta say is "hey guys, I've never led this trial before, so if you have any advice feel free to chime in!" and more likely than not you'll have a veteran helping you out. It's when you say nothing that things start getting a mess.
And on a completely different note, know what my biggest issue with some trial leaders is? Giving what feels like hours-long lectures on a trial before even queueing the league. Thankfully I don't see that happening a lot anymore nowadays, but that was incredibly tiresome when the Keyes Trial first came out. This is not only an incredibly boring slog to the point you just wanna leave the keyboard and do something else, in case you do listen you'll get such an information overload you'll end up conflating a lot of information. Hey, the boss said something about having to pull Anti-Matter to the terminals, better do that right now on the first phase!
You'll usually find plenty of time to instruct people during the trial. As someone else has said, as a leader your words are more powerful than any of your powers, so you shouldn't be afraid of just not attacking for a couple seconds to tell people what's what. On a UG I have more than enough time to explain the AVs once the pre-AV kill counters show up, on a TPN I can get all the important information out of the way during the first phase after I tell people to use ST/not attack cameras, and the MoM trial even has convenient breaks after every phase!
Speaking of MoM, this is a bit off-topic, but does anyone know how much damage Mayhem deals in the last phase? A couple weeks back I led an MoM trial with a bit of a patch-works league that nontheless pretty much steamrolled the trial, only to have the majority of the league die within seconds in the last phase. Right now I'm not sure if she just has an absurdly powerful PBAoE she spams and we just didn't have a Barrier up or if there was something else I missed. We didn't struggle against the other AVs so I was hella surprised at such a quick defeat on the last phase.