Blue_Mourning

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  1. Quote:
    Originally Posted by Eva Destruction View Post
    It's a question of priorities. Are the missions a means to tell the story, or is the story just a vehicle for the missions? It used to be the former, and the missions weren't used very well. Now it's the latter and the overall game's story suffers for it. How is your clone in any way relevant after you've completed the arc? What questions does this arc answer? What questions does it lead to? In that sense it isn't engaging, because there isn't much there to engage with. You finish it, and it's done.


    Well they do make more sense in hindsight, with that "Tyrant is sharing the power of the Well with his goons" thing. Malta being there still doesn't though, and neither do the Rikti in Apex. Aside from that, it's a pretty concise "fight off the invasion" TF. It is well-designed as such. It's just nothing more than that.



    There's nothing wrong with it per se, but if that's all there is you end up with a pretty shallow game world.

    The ITF is time travel, and going there inevitably leads to trouble. If you're going to go there anyway, you need to decide how you're going to handle time travel, and by tying it to the flashback system, then including the implication that you can alter the future by altering the past, while showing that you can't, it makes a mess.



    But why do they have to have an arc about cloning the main character at all? That's what I'm saying. The only thing you get out of it is the reveal that Protean is alive (so what? Is he going to show up again?) and that Burkholder has defected to the 5th.
    Did you *read* either one of those two clone arcs? Both Protean and Ajax are mentioned because whoever is our mysterious benefactor is recruiting, and he/she recruits both Ajax and Protean. Which, you know, was the point of the arc. No your clone (which, you know, isn't your clone at all) dies, so you won't be seeing your good double again. And in the villain arc they leave it open. Just because they haven't used it *yet* doesn't mean they won't at all.

    On the ITF and the whole time travel issue - they seem to be doing what's usually done with time travel - waving off the more difficult implications because they're extremely difficult to tell well. Why do we want to go back to Cim? Well, we like fighting guys in Togas and swords. I'm okay with that. I'm okay with fighting the 5th column, who by the way ARE trying to change the time stream. So we're actually there to *stop* the time stream from changing in a huge way.

    I'm, frankly, not entirely clear on what you want out of the writing. This isn't shakespeare where we're trying to engage in what it means to be human, or whatever. This is super powered people punching each other in the face as hard as they can while spouting things like "Might does not equal right!". While punching each other in the face. This isn't high story telling and it doesn't have to be. The only thing we're trying to do in Apex and Tin Mage is stop an invasion. When you get right down to it, LGTF, STF, Kahn, Barracuda, Positron, Synapse, Sister P and really all of them are pretty much "Stop badguys from doing bad things) with the first four I mentioned explicitly being invasions that we have to stop.
    I know you have issues with Kahn and Barracuda, but do you with the others? And, yeah, I've read the earlier story arcs. I wasn't impressed with them. They might have been interesting and innovative when it first began, but the storylines are poor at best. There's pretty much nothing going on through most of them, and yes, when it comes to stories, presentation is important.

    Just because you don't like the current stories does not make them badly written. There are always two things that I will say about a movie or a book - I liked/did not like the book, and I thought the book had bad/good writing. You might very well like the old storylines, but they're not good writing. The new stuff, even if some of it have plot holes, are much better and more solid from a pure writing stand point. I also happen to like them. You don't. They're not mutually exclusive. I love the Scorpion King, but as a movie it's a steaming pile of trash (which, you know, is probably why I love it :P)
  2. Quote:
    Originally Posted by Eva Destruction View Post
    It is better designed, yes, I will definitely agree with you on that.

    The new Posi is pretty much the same thing as the old Posi though; the Vahz still want to use the dam to pollute the water supply, the CoT still want the dam to power their ritual, and the Clockwork want to blow it up because....well they actually have a reason now, even though it's a pretty stupid plan considering. It's the same basic story, just told in a much, much better way.

    When you separate mission design philosophy from the actual content of the story itself though...Roy Cooling's arc lends itself to plot holes you could drive a truck through, and has Malta introducing themselves to newer heroes rather than snatching them in the middle of the night, brainwashing them and holding their families at gunpoint until they do what Malta says. The FSBA arcs and their villain counterparts are nothing but an excuse to use Doppelganger tech, which would have been cool if it was just Protean impersonating you but is seriously overused here, and they had to go and bring things like clones and extra-dimensional counterparts into it. Other people have already gone into the "I'm a robot and I can't be cloned" arguments, not to mention that anyone who has every read a comic book knows that cloning rarely ends well.

    Apex is fun to play, and Tin Mage is fun to play, and the ITF is fun to play, but they're not all that well written. On the other hand, there's Justin Augustine, which tells you a lot about Rularuu and the Shadow Shard, fascinating stuff, but is the worst-designed Task Force ever. You can have both. The design philosophy has moved away from eight-hour slogfests and filler and time sinks and towards neat surprises and more condensed arcs, but the reason for doing these things has moved from "unravel a shadowy organization dedicated to controlling every super on the planet" or "discover how an ancient order of magicians sold their souls for power" to "these guys have an evil plan, go stop it."
    Form equals function. You can't divorce design from the writing because the writing is more than just writing stuff down on a page, just like reading is more than just reading something off of one (you acutally have to understand and engage with the content, something I've been trying to get my students to learn). For instance - I still have absolutely no idea why you think Apex is badly written. It tells a concise story and it is well presented and makes sense. What's wrong with it? Seriously? Tin Mage is similar - okay a lot of people don't like Malta's presence, but when I ask people what they don't like about Tin Mage they're like "I don't like Malta being there". Malta is only there for one small part of one mission. There are 2 other full missions in the TF. Why are they badly written?

    Not to mention there's nothing inherently wrong with "These guys have an evil plan, go stop it" as long as that evil plan makes sense to want to stop and isn't "giant carebears attack Paragon City!!! Again!!!!" I've never had a problem with any part of the story of ITF. As to the whole robot issue: That's precisely the kind of thing that we are going to have to accept that we're not the storyteller. If you're not a being that can be cloned then don't do the frickin' arc. But by saying that that's not a valid storyline means that you're hamstringing the devs in their ability to put forth a storyline about cloning the main character - an arc by the way that puts your character squarely in the center of the action in a way that simply hadn't been done before. In other arcs the heroes are incidental to the storyline. Here they're completely entrenched within it.
  3. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah, and how many players these days do you honestly think still play those horrible fillers? I'd love to see the datamining for that, because I'd happily wager a few bob at very, very few people every playing them anymore. Why? Because Only blueside has gated Stores like that. And why on earth would you do a horrible meta-game mission that is too close to 'Go fetch me ten manky wolf pelts' when you can go to RWZ or Cimerora instead?
    But for a long long long long time that was the only way you could get SO's at that level. Actually, scratch that, because I signed up in I9 and didn't have someone who could get into the RWZ until 3 or 4 weeks after issue 10 hit, so I might be totally wrong on that. But I'm guessing that there wasn't a vendor that wasn't mission locked. I could be totally wrong.
  4. Quote:
    Originally Posted by Eva Destruction View Post
    The Vanguard HVAS is a temp power that I earned from Vanguard by helping Vanguard. I can choose to get one, or not, just like I can choose to get a Shivan or a Warwolf or Von Grun's bees. They are rewards given out for performing specific tasks, and make sense given those tasks. They are all also temporary powers. They are not the PPPs. They are not Incarnate powers.

    Joining Vanguard or the Midnight Club is also optional. Not doing it doesn't prevent character advancement, it just locks you out of certain content or rewards, and the only rewards that have an actual permanent impact on your gameplay (the Incarnate components) can be earned in other ways. They're not the Arachnos patrons: if you want an armor for your Corruptor you must work for us. They are not the Well: if you want to advance beyond 50 you must do so through me.



    They make you go through a mission because otherwise the contact won't sell to you, not because you can't actually buy or use the enhancements until you do the mission. There is a fundamental difference. The mission just represents a change in the way you interact with an aspect of the game world, just like joining Vanguard or the Midnight Club does. Just like every single mission in the entire game, right down to "Defeat Archon Bellagio and Guards." That's kind of the point of having missions.



    Yeah, that's what I'm saying. I don't want to ignore it. I want something I don't have to ignore. I want better writing. Full stop. Until I get better writing, and there's no indication that I ever will since everybody else seems fine with hackneyed explanations for shiny new mechanics as long as the mechanics are shiny enough, I want to be able to easily ignore, handwave, and pretend the stuff I don't like doesn't exist.
    Not everyone can agree on what good writing is. For instance, I've seen you many times say that the writing has really taken a hit in this game, yet the new Posi makes a whole lot more sense than the old posi, the FSBA arc is pretty cool, Ray Cooling's arc is a great vehicle to have form equal function, I enjoyed Apex and Tin Mage and thought that the quality of the writing on these far far surpasses a lot of the writing when you look at the older content - especially the content of the original Task Forces. They do a much better job explaining what is going on to the whole team instead of just the team leader. Yet this is the self same content that you seem to hate. Seriously, you can tell me with a straight face that the original Posi was better written than the current one? We just had Sister P as the WST which was juxtaposed to the LGTF. Which of those was better written? And better than that - the Apex and the Tin Mage are far more transparent in terms of story telling than even the LGTF is, mostly because some of the new Tech they're using.

    I don't like all of it - the origin of power stuff isn't nonsense and tying it into the well is necessarily vague - but here's the thing: all that stuff is necessarily vague because they're trying not to impinge too much on a person's character concept - something that you're saying they're doing anyway! There are a lot of things you give up to play a cooperative game in terms of personal storytelling.

    The new content does a lot of stuff very well, not the least of which is a greater attention to concise and targeted storytelling instead of simply throwing a lot of filler at us. The old stuff felt more like filler. The newer stuff - starting with the arcs we find redside - feel far less like filler and far more like we're accomplishing something each mission.

    I don't agree with making the Lore pets Praetorian, but only because I think that needlessly limits our own effect on our incarnate power. It's not "inherently bad writing" because you don't like it. We even disagree on whether or not Marcus Cole is a Mary Sue. I don't think he's a particularly interesting villain but that has more to do with the fact that they've taken away some of the moral gray areas at the high levels. But if we can't even agree on why we don't like someone as a villain, how can the devs ever hope to satisfy everyone with anything other than vague amorphous storytelling, which won't please anyone.
  5. Quote:
    Originally Posted by Eva Destruction View Post
    And if you're a tech origin hero you get to have three hearts. Those are just names you have to ignore. If I slot a Mako's Bite in Storm Kick, am I biting people with my feet? Slotting Mako's Bite doesn't turn my Storm Kick into a bite, it makes it a better Storm Kick. And I can slot Mako's Bite without going through an arc that tells me how I trained with Mako.

    It's pretty hard to ignore a pet following you around, or the ability to suddenly shoot fire. And I don't want to ignore it anyway. I want something I don't have to ignore. I don't ignore the reveal that the first Rikti War was a Nemesis plot, even though I don't like it. I don't ignore the time-**** that is the ITF. I don't have to actively ignore them, I can just choose to do them or not, because they are in no way tied to game mechanics and participating or not participating doesn't change anything about me, and their very existence doesn't alter the fundamental nature of the way the game world works. I don't become a Nemesis plot by going through the RWZ storyline and I don't become a Roman by doing the ITF. The RWZ being retconned into a Nemesis Plot doesn't suddenly make everything else a Nemesis plot, and one megalomaniac going back in time doesn't suddenly make everything else a result of one megalomaniac's meddling with the timeline.
    No, but it does mean that you're willing to ignore that stuff for your own, playable reasons. You can ignore that you become a member of Vanguard to get the Vanguard Merits? Do you ignore that the Vanguard HVAS is a Vanguard HVAS instead of a robot you create? There's a certain point at which the complaints become ridiculous in a meta-game way. I understand not liking the Lore Pets, but when you look at what they actually are, it makes sense. Yes, it's making your avatar more powerful, but you're pulling a memory out of the well - whatever that means.

    These things aren't meant to supercede your character. They explicitly don't rewrite anything, and even more than that, they don't rewrite anything in a less intensive way than they already have with something as key to your character's development for enhancements - and by the way - they do make you go through an arc to buy SO enhacements over lvl 30 blueside (save for in the RWZ, and Cim).

    We are not the storytellers of this game. We are the players. The story tellers are the developers, and we're playing in their sandbox. You can choose to ignore stuff, but once you do so once you can't come back and complain later that "I can't ignore that!" You've already ignored stuff that affects your character in a much more intricate and entrenched way than simply gaining more clickies.
  6. Quote:
    Originally Posted by Eva Destruction View Post
    The Patron power pools have always been a problem for a lot of people. Or have you forgotten the complaints about sharks? Heroes at least got pools that matched most of their powersets, with a fairly generic "Forces" option for the ones that didn't get a perfect match. Even an Invul/SS tank always had the option of two powers from Body Mastery that are generic enough to suit anyone.



    I'm not getting MY powers from the Well, I'm getting the powers the Well chooses to grant me, and that's the difference. The Alpha slot was the Well augmenting my powers, or me augmenting them on my own and using the Well as a means to do so, and to an extent Interface is too. The others have nothing to do with my powers at all, they're the Well's powers, and Lore is just the most blatant expression of that.
    Given all that you've said though, how do you justify enhancing your powers at all? If you're a natural hero you get to slot SO's that have names like "Military Speed", to say nothing of the names of some of the Invention Origin Enhacements. Do you refuse to slot something called "Mako's Bite" because you never trained with Mako? Or Scirocco's Dervish? Given your complaint - and I don't completely disagree with it - you would be hamstrung already in this game.
  7. Quote:
    Originally Posted by Eva Destruction View Post
    That is the problem. The Origin of Power and Dr. Brainstorm stuff could be dismissed out of hand as self-serving propaganda from unreliable narrators. You didn't have to do the arc anyway, if you didn't want to. If you want to progress in the Incarnate storyline though, you must do Ramiel's arc, which ties you to the Well. If you want more powers, you must take them from the Well. Why can't my Judgement slot look like a Footstomp? Because the Well says so. Why can't I have a pet that isn't Praetorian? Because the Well won't give me one.

    I should not have to ignore every new development in the game in order to keep playing. Game lore should be written so as to encourage people to want to incorporate it into their personal lore, not to force increasingly convoluted mental gymnastics to explain how it isn't relevant to you. At that point, they might as well have written "Tyrant is bad. Go beat him up."
    This is at least a little bit like asking "Why do you need a gun to fire off a full auto?". Why? Because it matches the lore of the powerset and the game. Not to mention that the judgement and destiny slots are colorable, which means they're at least a little bit customizable. I agree to some extent about the lore pet, but if the concept is, you reach down into the well's memory and grab a reflection, then it kind of makes sense that you would grab a praetorian reflection right now. It's not like they don't have the option for giving more reflections later on (not that I'm saying they will, just that the option is there). I *would* like the option to fire Judgement attacks out of a weapon - which was be very cool - but I get why not.

    Not to mention that none of these things overwrite any powers you already have. It's not like you're going to never use Inferno again because you have Pyronic Judgement. It means you'll use pyronic Judgement on one spawn, Inferno the next and then LRM the third.
  8. Quote:
    Originally Posted by Eva Destruction View Post
    No I didn't. See, I thought I was badass because I'd learned how to dodge that Rikti sword before it took my head off. I thought I was powerful because I had learned how to channel the forces of nature to obey my whim. I thought I was smart because I built a better suit of power armor. But nope, I was wrong. I wasn't badass or powerful or smart after all. The Well just deigned to share some of its all-prevading awesomeness with me.
    Okay, see I think you're taking this to the illogical extreme. There's nothing in that says your character isn't any of those things. The only thing that's the case is that the well allows these things to be capable of happening. There are many paths to be able to "dodge a rikti sword" and your character provides the flavor text for it. But the very fact that it is possible in that world to be able to build a dimensional grounding ray is provided by the well, not the actual path to get there, nor the end goal once you do have it.
  9. Quote:
    Originally Posted by BrandX View Post
    How has any of the current incarnate content, made your stories irrelevant?

    The Well has been opened before. Supers have been around this hole time, but they were so rare, as to be myth. Opening the well made what seemed to be myth, a known reality.

    Those who were super and around before Marcus and Stefan found the Well, had those powers because the Well (which just seems like a all encompassing deity above all other dieties...without using the word god, because it might offend people) had so chosen them.
    It should also be pointed out that it is extremely hard to justify the existence of a Super that existed before the start of this game anyway since you start at level 1. And I say this while I have 2 characters that were worshipped as Gods in the dark ages. The very fact that you start out not-very-powerful means that you're ignoring a bunch of in-game text anyway. I'm not trying to justify the Origin of Power storyline as good writing - because I don't particularly love it - but I don't think it's good for entirely different reasons than you seem to. The Origin of Power storyline feels clunky because it felt like they were trying to justify the Well affecting everyone equally regardless of origin, not that they were trying to overwrite your origin, but that they were trying to work on concert with all possible ones. Each origin also (if I recall) includes loopholes to be pretty much include most character concepts. I would argue that it doesn't do this well, but I think the intent is quite clear even if the execution doesn't quite make it.
  10. Quote:
    Originally Posted by Eva Destruction View Post
    It would be impossible for such a character to succeed in their goals, yes. Then again, in a game that needs to maintain a certain status quo it's impossible for villains to succeed at any goal beyond the amassing of wealth or becoming personally stronger.
    Hence my saying "It's extremely hard to GM a villains game in an MMO".
  11. Quote:
    Originally Posted by Dr_Mechano View Post
    I posted this elsewhere so I'll repeat it here.

    Statesman is the Superman of the world, yes but he wasn't really the be all and end all, not everything focused around him and during Troy's run on the comics he was actually very well written (every other handling of him seemed like the REALLY hated Superman and took out frustrations on our resident Superman expy).

    Statesman is never really in the limelight that often and when he's presented ingame he's actually a lot more of a pushover than even some of his colleges on the Freedom Phalanx (he's Invuln/SS, yes he has a crashless unstoppable but so does Back Alley Brawler...Statesman just has that big AoE as well).

    He cropped up where it made sense for someone like Superman to make a stand, against very powerful villains who brutally beat his Granddaughter (you'd be pissed too). Yes ye olde Statesman did smash a Rikti Mothership but that's not ingame and he isn't as stupidly overpowered ingame as he is in backstory, if anything with the introduction of IOs the players have far surpassed him before even taking the first step onto the Incarnate ladder

    However with the introduction of Cimmerorea all that begun to change.

    First we are introduced to his ancient times version, then to his Nazi version to the now uber-Incarnate level Praetorian version. He crops up everywhere and he's always the best of the best, miles better than any player.

    Over the last couple of years everything has begun to revolve around Marcus Cole and the Praetorian Invasion angle is just the pinnacle of that. All the buildup has been to show how awesome Marcus Cole is.
    To be fair, only his villains are over the top. Imperious is kind of a push over too, just as much as Statesman is. It's Reichsman (who they explain why he's gotten so powerful) and Emperor Cole/Tyrant (who they explain why he's gotten so powerful) who are the over powered ones. Both of them have either been referenced in the game, or have been in the game before. Not to mention that they're not making States the uber powerful hero on par with players - they're explicitly keeping him out of the limelight.
  12. Quote:
    Originally Posted by Eva Destruction View Post
    You can't destroy everything. Where would you sit?

    Story writers shouldn't be deciding on motivations for us to begin with, and they don't need to. There are many examples of villains seeing the results of their ambition taken too far, and showing remorse, or seeing the potential consequences and deciding not to go through with their plans. We have examples in this very game...although most of them do go through with their plans anyway. A nihilistic villain would go through with a course of action that would destroy everything, but most villains wouldn't.
    To be fair, in an environment like an MMO it's a lot hardre to GM a story like that than it is around a tabletop environment without giving some hint at motivations. If you happen to play a villain that specifically wants to get drunk on power and destroy all he/she can (because they're a nihilistic anarchist or whatever) it would be patently impossible for that character to participate in the storyline because their motivations are incompatible with the world continuing to exist.
  13. Quote:
    Originally Posted by Eva Destruction View Post
    And therein lies the danger of handing out new powers. They must be awesome, since they're end-game powers, and if they're not awesome they won't be worth the trouble. But now everyone's getting the same ones. Rather than make your character better at whatever it is you do, you now get to do the same thing as everyone else does. Everybody nukes. Everybody buffs. Everybody debuffs. Everybody controls pets. What's next, everybody gets an AoE control? Everybody gets a tier 9 godmode with built-in taunt?

    And what is most galling about it is, our best powers will no longer come from us (assuming we choose to ignore the Origin of Power nonsense.) They come from somewhere else. Epic = flashing lights and pretty colors and huge numbers and all our individual characters getting lost in a mass of flashing lights and pretty colors and huge numbers.
    Except the bulk of your damage/survivability is going to come more from your own powers rather than a high damage click on a 90 second timer. Does the bulk of your damage in AR come from fast recharging cones and TAoE's, or from that 1 full auto? At least some of this is perception and not rooted in actual performance. It's like loving Inferno on a fire blaster (and I do love me some inferno....); yeah, it's a big boom that wipes out a spawn, but when you factor in the recharge time and down time, spamming fireball and firebreath do more for your damage numbers than Inferno every two spawns does.
  14. Quote:
    Originally Posted by Eva Destruction View Post
    It has nothing to do with power level and everything to do with the storyline shifting to be all about him. Our characters are being turned from individuals doing whatever it is they do for whatever reason they have for doing it into soldiers in a war against evil Statesman. He is so important right now that we don't matter unless we're fighting him. All our new powers come from fighting him. The source of all our new powers, and (by retcon via Origin of Power) all of our original powers, is now linked to him.

    Statesman is taking over the freaking multiverse, through a sudden, ham-handed power-up that basically comes down to "he's uber powerful because we said so." They're changing the rules of the game world to suit him. That's why he's a Mary Sue.
    To be fair, that's only because he's the villain of the moment. When the Rikti were invading for an issue all the new systems and rewards were about them, it just wasn't "endgame" content. This is just a longer storyline than we're used to.
  15. Blue_Mourning

    My first 2 B

    So for the last month I decided to lazily try and make my first 2 Billion. I'm usually pretty bad about spending influence as fast as I make it, but two things happened - 1 I finally finished two builds - a Bots/Traps MM and a Stone/Axe Tank, but I knew I still wanted to play them to be incarnates. So I figured I'd use those two as "banks" for my alts - I would get a character to 50 and then seed those new 50's with 100 million to make their money and then play them to be incarnates as well, so the alts would "pay back" the loan with interest. Well, this really only worked for one alt because I got obsessed with her - a SS/WP brute. I got her to 50, and had about began to IO her out. Her build isn't finished, but I managed to make smart buying choices and yo-yo'd between 50 million and 250 million bidding on things that I wanted and sellling things that I didn't want (and selling stuff that I gained by grabbing Hero Merits). Well, I finally got the build to where I thought it was great (but not finished) two weeks ago and began to focus on just earning money. In 1 week, I made 1 billion on her, and then "paid back" the loan to my bots/traps MM, bringing me up to 2 billion on one character for the first time. That felt kind of good.

    Now I know I'm not the best person to play the market - I somehow have patience enough to be a teacher, but not enough to play the market - but I can do enough to break even most of the time. And when you play TF's and the like you're likely to get great recipes to either drop, or you can get them in a more deterministic way by converting merits into hero merits. The process has been fun. Especially since I don't really like doing AE (although I do sometimes use it to get salvage).

    Anyway, this was fun.

    And, oh yeah, pics or it didn't happen:

  16. All that will take significant development time though, because if it didn't, for whatever reason, it would probably be done with already. Not to mention that the "No FX" option is actually an FX option but only for PvP, so it's likely even more complicated since you have to make it tintable for PvP but flag it so it has no lasting visual FX in PVE. Just making the statement that they will get it done whenever they want to do it doesn't make it easy. And doing so may mean that we miss out on the other things the art department needs to do to push out the incarnate content/other stuff that they're getting done.
    We know the devs want to do it, but they're currently deep in the development cycle of a whole new part of hte game and have been for the last year or so. PP customization might use some of the same human resources as the some of the new stuff, so focusing on that might mean a delay of all the new stuff.
  17. Quote:
    Originally Posted by Eiko-chan View Post
    So, what finally changed your mind?
    Having read EG's posts I don't think he was ever against a reasonable solo option. Actually, from what I've read, almost no one is against a reasonable solo option.
  18. Quote:
    Originally Posted by Eiko-chan View Post
    Only if you deliberately misread what I wrote, because that mindset was exactly what I was describing.
    Except you didn't say much. What you said was:

    Quote:
    Originally Posted by Eiko-chan
    Well, yeah, but they don't exactly plan to pop in and make Incarnate progress (making Incarnate progress is just one of the things they're going to be doing when they hop in.) A casual player might hear about the WSTs, and "plan" to get in to play the WST, but they won't put much more effort into it than "LF WST Team".
    So I think the question becomes: "How do you define planning"?
  19. Quote:
    Originally Posted by Toony View Post
    No, I never changed my build for new content or studies spread sheets or read up on strategies.
    Warning: Is about to engage in hyperbole

    So what you want is to be able to walk into a mish, press the 'r' button to run forward with an macro on auto that lets you target next enemy and cue up an attack?

    /hyperbole

    In all seriousness you absolutely learn new strategies in this game, and tailor your play style around beating up on new enemies. Otherwise you would have a far more difficult time. You focus on the sapper if you're fighting Malta. You beat down the Ring Mistresses and MI's if you're fighting Carnies. Observers if you're fighting Rularru. Medics if you're fighting Cimerorans, Gaurdians and Comm officers if you're fighting Rikti. All of that is tailoring play style to enemy, so it's not likely that you don't do it. And if you don't then you deserve to have a more difficult time than people who do.

    The biggest problem with all of this is this: on the Apex runs I've been on, it actually matters more than someone have the Incarnate slot than any IO'd build. On a team IO's matter, but team work matters ten times more.
  20. Quote:
    Originally Posted by Eiko-chan View Post
    It's a system designed solely for teamers. Just like Task Forces, Trials, and Raids.

    Also: I have run every single Strike Force and co-op Task Force in the game. I'm choosing not to run them again, because I've been there, done that, and didn't have much fun.
    I would like to point out that the morality system is a great way for solo can casual players to generate high end rewards in a highly deterministic fashion - and that the rewards are no higher on a team than they would be solo. There you go, a casual player specific system.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    I prefer not to run Task Forces. Quick frankly, I don't need any other excuses. It doesn't matter why I prefer not to run Task Forces. I am allowed to prefer not to run Task Forces, and I'm allowed to oppose content that tries to force or encourage me to run Task Forces.

    I have never asked for people that enjoy or tolerate Task Forces to be denied the ability to do so, or the ability to gain rewards from doing so.


    When, in seven years, has my group been given an entirely new system solely for our own use?
    Well then, with the current system you also prefer not to gain the incarnate slots as quickly. Do I think "casual" players should get it more quickly? Yes. Do I think a good reason for that is "I prefer not to run TF's"? No.
  22. Quote:
    Originally Posted by Eiko-chan View Post
    Everything I've said about what I like and don't like comes from experience, not extrapolation. I have tried PuGs, I have tried raids, I have tried all these things. If more people were willing to run the team with just 4 people, or if the relevant Strike Forces could be run with that many, things might be a little different, but the magic number of 8 is just a bit too focused upon for my tastes.
    If that's all you're looking for just ask people to pad for you. Most of the content, except probably the STF and possibly the LGTF, can be run with few people. Sister P can be run with 5 and that's in two weeks. I know I'd be willing to try running something like the ITF with a team of 4 just to see if it can be done. I would suggest asking people on your server's global channel to see if people would be willing to try...I'd be surprised if you couldn't find three more who wouldn't be interested to make the attempt for the challenge if nothing else. Finding people to pad for you shouldn't even be that hard.
  23. Quote:
    Originally Posted by paynesgrey View Post
    See, this I can live with. Advancement being comparable to the rate for teamers. Not "easier" or "faster", not "handed to me on a silver platter" as taser likes to pretend. I want the Incarnate system to be inclusive, of equal pleasure and benefit to both team players and solo players, not exclusionary favoring one over the other.

    (Although in some people's minds, if a system is inclusive to other playstyles, they feel somehow they've been cheated themselves.)
    See, this right here, is the problem. Inclusive, of equal pleasure (which I don't even know how to balance for...) does absolutely not equal "just as fast". Making a solo option slower (and the problem here is that a solo option isn't JUST a solo option, but another teamed option as well) doesn't make it exclusionary (although under certain conditions [like to be fair, the situation we have on test right now] it can).

    It's almost ludicrous to hear that "casual" players (again whatever that means, but let's say for our purposes, people who do not want to engage in difficult teamed content for whatever reason) want the same rewards AS FAST as those who are engaging in content that's explicitly teamed content. The developers have decided that teamed content - specifically larger scale (teams of 8 or more (sister P will be an outlier here, but I can only infer that the WSF will not be the best way to gain the notice as it will be designed) teamed content - should be the fastest way to achieve those drops. Everything else - including that mythical solo option - is ALSO teamed content but with different initial requirements. It is patently impossible to balance a "solo" or "casual" option that is equal to the "hardcore" (whatever that means, but for this game that apparently means a TF lasting 30 minutes - 2 hours) because the initial conditions are not equal. And they're not because the "hardcore" players are also doing "casual" content. Create a "solo" option that is "casual-friendly" but also difficult, and people will still complain. See Trapdoor. See Protean. Both of which can be solo, and possibly casual friendly (unless you're an MM for Protean), but people still complain that they're incredibly difficult.

    Which, to my mind least, the devs cannot think to create content that is "casual friendly" that is equal in any way to "difficult teamed content" (which, by the way, is not necessarily more difficult in terms of game difficulty, but certainly less forgiving of failure, which puts a whole new thing into the argument but whatever). The only way to truly balance the different content is to specifically make the one that is less forgiving drop rewards the push progression more quickly for those who engage with it.

    Whether the "solo" or "casual" option is, right now, the proper distance apart is something else. As I said, right now I don't think it is, but it's still fairly early in the process. And even if it goes live the way it is, I can imagine many situations that the devs would change it according to where they want that sweet spot to eventually end up.
  24. Quote:
    Originally Posted by Gangrel_EU View Post
    Actually the hardest part would be balancing out the cost for time spent, effort put in, and "difficulty" of the task.

    The ITF is one of the most commonly run (if not the most commonly run) TF right now, due to how fast it can be done (last run took me just over an hour and that was as a "kill most"), and that it provides fairly decent rewards for the effort (between 5 and 11 shards per run, merits/choice of incarnate salvage)

    Of course, if you make it (as a solo player) possible to achieve the same aim as a someone who runs TF's.

    One *distinct* advantage that the "soloers" have is that they can call in for extra help when the going gets tough, whilst on a TF you dont have that option to call up/replace people at a moments notice without starting again from scratch.

    I am *not* against solo options, what I AM against though is solo play being the easier route to *exactly* the same rewards that team players get.

    Note: I do find the initial costs being a bit high (especially considering that to craft a NOTW you need incarnate components as well as 40 shards). I *personally* would have gone for 40 shards total + "some random inf cost".
    It also should be noted that it's easier, from a PR standpoint, to set the bar initially far apart and approach the sweet spot from the direction of slower "leveling" speed, than faster, for the simple reason that if the developers at any point in the open beta process, make the speed slower a portion of the player base is going to talk about a nerf to the system. If they make it faster it's an easier sell to the playerbase and they get good PR out of it. With all that being said, I still feel like the bar is set strangely far apart here.