Atomic_Woman

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  1. Quote:
    Originally Posted by Ironik View Post
    The fixed cost of real life is in hours. So if a team is earning something in an hour, it is unreasonable to demand that a soloer earn it in 100 times that. They should determine in hours how long it takes the average player to earn something and adjust earning that same thing while teamed accordingly. If that ends up making each enemy worth 5 Inf while on a team, so be it.
    If a team of 8 does X in Y amount of time, then it is entirely reasonable to expect an anti-teamer to take roughly 8Y time to achieve X themselves. It's simple math. Nothing in this example is penalizing the anti-teamer other than his or her insistence/inability to join a team. But then again, it's not the game's fault that they won't/can't, either.

    Quote:
    How do you think that would fly? Based on her current attitude of "Nyah nyah, sucks to be you," I would expect Atomic Woman would have a screaming fit and everyone like her would follow suit. That's kind of what's going on here, but I'm trying quite rigorously not to let it go past "annoyed."
    Let's refrain from attacks here, please.
  2. Quote:
    Originally Posted by Arilou View Post
    I wouldn't actually disagree with that, but in that case I'd double or triple the influence cost.
    I think something like the following would be more appropriate:

    <those same various incarnate salvage pieces>
    20 or 25 shards
    250 million Inf

    That would bring the total amount of shards needed down to 68 or 73, which is still enough to incentivize the WTF, I think.
  3. Quote:
    Originally Posted by Ironik View Post
    As I just posted, I can make about 1 million Influence an hour.
    I can make a lot more than that in an hour. At 10 million an hour (conservative estimate) you can have the Inf for it in 10 hours, or about 3 days playing 3 hours a day. Maybe you can't put that much time into playing in one week, but that just means it takes you 2 weeks, or 3 weeks, instead. This is an end-game, long-term reward system, anyway.
  4. Quote:
    Originally Posted by Toony View Post
    I'm sure none of them...

    Have an illness that requires them to leave at random times
    A slow computer that disallows them from running large teams
    Kids
    How are any of these the devs/game's responsibility to address? It sucks if you have to drop things to take care of your kid or your computer can't run huge teams, I agree, but those aren't exactly things that they can do anything about on their end.
  5. Quote:
    Originally Posted by Mirai View Post
    I don't think so. This gives a path to the goodies for achiever soloers who enjoy an intensive, highly efficient grind.

    For casual soloers like myself, it's a message that these items are not meant for me and I should abandon all hope of getting them. But I expected that.
    So not offering an option is not acceptable, but offering an option is also not acceptable?
  6. Quote:
    Originally Posted by Toony View Post
    In a way, yes. As it basically shows contempt toward the playerbase by putting out an insulting method.
    Talk about biting the hand that feeds you.

    Serious question: If they had never said they planned a way for 'anti-teaming' people to get rare incarnate salvage, that it would always and forevermore be a WTF-only thing from the beginning, would you have been okay with that?
  7. Quote:
    Originally Posted by Eiko-chan View Post
    Well, I guess I'm glad that, for the past two years, I've been paying for the development you're now enjoying. At least someone paid for it, and someone is enjoying it, I guess?
    Wow, you're just looking for things to be angry about now, aren't you?
  8. Quote:
    Originally Posted by Eiko-chan View Post
    No, it's not. Simply saying that it is does not make it so.
    Glad to see you have nothing else to contribute to the discussion, then.

    Content: I reactivated my subscription after a 2-year hiatus a few days before the last 2XP weekend (so around Jan 20). I had one level 50, who wasn't even kitted out with IO sets, and my total liquid assets were in the 300k Inf range. As of today I've spent roughly 1.5 billion Influence on her IO sets (all earned by me, and none of it farmed), although she still only has an uncommon alpha boost (but 2 Notices) since I've got characters at 45, 47, and 48 I've been pushing to 50. Making Inf is not hard at all.
  9. Quote:
    Originally Posted by UberGuy View Post
    I can sit down, log in, play essentially normal content on high difficulty settings solo, at settings my "extremely good" characters find challenging, and earn 10M inf per hour.
    I actually think that's kind of a lowball estimate. I may have exaggerated a bit in my last post when I said 100m in 2 hours, but when you figure in recipe drops and invention salvage and Wentworth's it's pretty common. Most recipes aren't worth anything but vendor trash, but you end up with a surprising number that cost maybe 400k to craft and sell for 8-10 million at auction. And salvage can get up there pretty well in price, too.

    It's honestly really, really easy to make Influence at 50. Like the man said, it spews out like confetti.
  10. Quote:
    Originally Posted by Eiko-chan View Post
    Setting things up such that alternate paths aren't at all viable (and at 88 shards, this is not a viable alternative)
    Yes, it is. Simply saying that it isn't doesn't make it (not?) true.

    Normally I'd be willing to meet you in the middle here and say something to the effect of me being okay with the requirement being lowered to 60 or 65 shards, but experience has shown me that doing that just gets people saying "60 is still too much, it should be 30!" or other similar things.

    That wasn't meant as a personal attack, by the way.

    Quote:
    Originally Posted by Ironik View Post
    I think I have two characters who have earned over 100 million, and just barely at that. I look at some of the prices on the market and realize how much I hate farmers.
    You don't have to farm at all to make 100 million. I can probably make than in 2 hours of normal play with one of my high-level characters, easily.

    Quote:
    Originally Posted by Techbot Alpha View Post
    That does not mean I accept 100mil and 88 shards as anything near 'Reasonable', though. I'm hoping that it is indeed a case of 'Test, then scale down' here.
    Probably. I wouldn't mind if the shard count was lowered to the 60-65 range. Perhaps with the Influence doubled to make up for it. Because 100 million Inf at the point we are talking about is pretty laughable. But I don't make the decisions, so who knows?
  11. Quote:
    Originally Posted by JD_Gumby View Post
    Team? No. Socialize? Yes.
    In most MMOs socializing takes the form of teaming.

    Unless you're coming from Second Life I guess.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    However, I've seen a lot of people both here and in-game who play CoX for the exact reason that, in the past, it has offered both standard, Team-based MMO fare and also made it so that soloists can still plod along, doing there thing and having their fun too.
    And this hasn't changed. You can still team or solo as you so wish. Even for your Incarnate stuff (not this very second, but we know it's coming).

    However, expecting the 'anti-teaming' option to be anyway near as fast as the option that the devs are actively trying to encourage is pretty much folly.
  13. You... team with one?

    Sorry nobody in Pocket D would group with you.
  14. Quote:
    Originally Posted by Eiko-chan View Post
    I refuse to believe that "people that go through content faster than it is designed to be consumed" are a majority. The last time we heard from the devs on the matter, "people with level 50 characters" was the minority. If you don't have a level 50 character, you cannot belong to the category of "consumes content too fast".
    I can't/won't speak to CoH itself, but as far as the MMO industry goes on the whole that is absolutely the biggest gripe. Players go through content orders of magnitude faster than it can be created.
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    Oh really?
    You've already spoken on the devs' intentions in thsi thread, why shouldn't they?
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    I've already addressed the 'One Notice Per Week' point, which is (or at least should be) very, very easy to counter with the limitation mechanics already in game.
    I agree that it would/should be easy, but we don't know that it will be countered/limited at all.

    Quote:
    It is a complete fiction that the 'Normal Way' is teamed content. It is purely viewed as such because that is the way the majority of the industry and MMO players see it as such. And just because the majority see it what way does not make it a truth.
    I'm having trouble wrapping my head around this. The majority do one thing but that doesn't make that one thing 'normal' because... ? So the minority that refuse to group at all, ever, are playing 'normally' and the majority who group are doing it wrong?

    Note that we're not talking about people that only group here. We're talking about people who refuse to group vs 'people who solo some and also group some'. If you were to define 'normal' behavior for a MMO the latter case is surely it.
  17. Quote:
    Originally Posted by Eek a Mouse View Post
    It's why I don't play my Rad defender any more. By the time Radiation Infection and Lingering Radiation and Enervating Field are on the enemies, they are all dead.
    I play mine like a(n anemic) Blaster that debuffs AVs really good. It's kind of frustrating but I'm really invested in the character...
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    I'm pretty damn sure you won't be able to magically get more than one Notice a Week when/before this hits live.
    Good to know you know how a feature still in beta will work after release.
  19. Quote:
    Originally Posted by Techbot Alpha View Post
    Bollocks. Nowhere, in ANY definition, does it say that MMOs only have Team content, no matter the circumstances. That is 100% a design decision. It's just that the majority of the industry seems to conform to it like some sort of Holy Writ.
    This is (at least) the third time this thread you have either ignored half of a post to make your point, or deliberately twisted something to try to make a point.

    Please state where I said MMO meant only team content was acceptable. Having some content require teaming doesn't suddenly mean that you can't solo. It only means that you can't solo that content.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    It's completely hand waveable if Notices are gated at ONE per week. No matter the source.
    Notices from the Weekly Task Force are gated, once per week. Notices from that conversion recipe don't seem to be (it's not mentioned in the recipe at least).
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    Except, from the VERY start, the Devs made it perfectly clear that they wanted everyone to be able to partake of the Incarnate stuff.
    ... And everyone can (once this conversion goes live)?

    They never said (to the best of my knowledge) that everyone would be able to partake of it at the same speed/rate...
  22. Quote:
    Originally Posted by Eiko-chan View Post
    But .. why? Why does design always have to be from the stand point of making sure the fastest don't go too fast and hit the cap too soon? Why can't those be the people the Devs say "F- them" to, and ignore their concerns when doing their design and balancing? Is there some design rule that says you have to ensure your fastest aren't hitting your cap too quickly, rather that just letting them bounce against the cap for however long before you're ready to bring out the next bit?
    I don't think it's a matter of fast versus slow. It's more a matter of the majority vs the minority. I don't say this to single you out, and I certainly don't have server stats and such so this is just anecdotal, but in my experience playing MMOs for going on a decade now the people who simply will not group are indeed in the minority. The devs need to make sure that this system is first and foremost balanced around the majority (ie, those willing to group).
  23. Quote:
    Originally Posted by Humility View Post
    Listened to an interview with Scott Hartsman (Worked on many online games starting in 1986, including Warcraft 2, everquest, EQ2, LOTRO and many others) earlier today, one line stood out to me. "Of every 100 people who come into your game, only 5 of them want to team almost all the time."

    When 95% of your player base is primarily solo players, and the new core character advancement mechanic specifically excludes them, you have a problem.
    I like how this poster completely misunderstood what that Hartsman guy said.
  24. The hardest part of this trial is going to be getting 48 people to meter their DPS in order to take down 2 AVs within 10 seconds of each other.

    Ever tried to herd a pile of cats?
  25. Quote:
    Originally Posted by Ardrea View Post
    Saying that because the game is an MMO means that there has to be teaming gates on progression is a non-starter -- that's a design decision, not a law of nature.
    A design decision made when it was decided the game was to be a MMO instead of a MO or some other type of game, true.

    Now, granted, the requirements for this conversion will probably get tweaked before it's finalized, but the fact is this is a secondary way to get stuff added in for the people who just refuse to do it the 'normal' way, and it shouldn't be as easy or as quick. As mentioned earlier in the thread, if it wasn't noticably slower than doing it the normal way you'd end up with people who got pieces from TFs and also converted shards to rare components, which runs the risk of screwing up progression for them as well.