Bosstone

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  1. Quote:
    Originally Posted by IanTheM1 View Post
    And there's two versions of the heat-seeking kind, I believe. One spawns and targets one specific person on the team no matter what. Who gets picked feels like it may be attached to who triggers the ambush. IE, the Blaster getting the killing blow on the boss will get him the ambush aggro. Or the Stalker scouting ahead trips the invisible line that spawns an ambush. But I'm not 100% sure on that.
    Not always. I ran The Unusual Suspect last night with a friend who was idling at the entrance while I did the work. When Silent Blade and the doppleganger spawned, both went right for my friend.
  2. Quote:
    Originally Posted by Obitus View Post
    But none of the above means that Devices couldn't use some improvements. Gun Drone is a prime candidate.
    Absolutely. The main problem is that only Caltrops and Taser really have any in-combat use. Good luck planting a Trip Mine at the AV's foot (and I prefer to stay at range too); you will get interrupted. Gun Drone can be summoned at range, but it's sometimes difficult to tell whether the damage the drone provides really makes up for the 7 seconds of damage you could have been doing when you were summoning the drone instead, and that's assuming the drone even lives for the full 90 seconds.

    I saw someone suggest changing Time Bomb into a clone of Omega Maneuver, either in this thread or another. YES. PLEASE. I will totally make room for that.
  3. Quote:
    Originally Posted by PuceNonagon View Post
    I think Kahn is easier than LGTF... at the very least, it's shorter.
    Kahn's pretty easy, but from everything I've heard Barracuda is a giant PITA (never ran it myself).
  4. The kicker is Hami. You need someone who can apply holds, plus a mix of melee and ranged. As long as those conditions are satisfied, it'll be easier than the WSTs to date. Plus it's the first WST we've gotten that's shared, so everyone can play with everyone.
  5. Ambushes should definitely not see through stealth. They've been able to do so ever since I can remember on this game, and it's never not been frustrating.
  6. To answer my own post, I think Praetoria is harder to a certain extent, but the things that make it harder also make it more interesting. I don't think it was made needlessly hard, either; both because it was also made more interesting, and also because it was introduced at roughly the same time the Incarnate system is being introduced, and the Incarnate stuff is very, very different from typical City of Heroes. So the new players (and the old) needed some training on the new mission paradigm being employed in endgame.
  7. But is it needlessly hard? For that matter, is it really hard at all?

    To be honest, although constant ambushes peeve me, I consider Praetoria Easy Street compared to blue or redside. The missions flow far better and the levels are much, much easier to attain. Moreover, Praetoria is actually fun to play through.

    ...Well, okay, except Ghoul missions. Man I hate Ghouls. Every time I see them I know the mission's going to be an interminable slog. But everything else is fun!
    Quote:
    Originally Posted by MunkiLord View Post
    Please elaborate.
    Joke. But I couldn't bring myself to use a smiley. I couldn't bear to be just another GG.
  8. Quote:
    Originally Posted by MunkiLord View Post
    Personally I'm a fan of the ambushes and would prefer they remain as is.
    There's always one in every crowd.
  9. Quote:
    Originally Posted by Golden Girl View Post
    You had a Portal Corp mission and used the mission door TP power, didn't you?
    At level one?
  10. Quote:
    Originally Posted by Miladys_Knight View Post
    9. Gun Drone: Replace with Malta version. (ie: 1 second cast time, no interrupt, the gun drone stays until destroyed.)
    Just to point out that the Malta drone is interruptable, it's just on a very short timer. You basically have to hit the Engineer first before the spawn actually notices you. As long as the Engineer immediately takes damage it'll interrupt Gun Drone.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    I take it you've never played Azuria's 'arc'. And I say that with sarcasm, because there is no way you can term that dross as anything honestly resembeling a story arc. The only thing that wasn't built from scratch in it was;
    1) Hellions and Skulls (minus unique bosses)
    2) Maps (obviously)
    3) The fact the arc had the low level mobs in

    Everything else had to be invented from square one to make it 'Non-dross'.
    *shrug* The only person claiming the quality of the new work is you. Maybe a few others you've had to test it. Developer-created arcs need to be storyboarded, worked to fit within existing continuity, extend that continuity with committee approval, potentially new assets created, potentially new scripting created, tuning for proper challenge (and given that this would be intended to be an alternative to the teamed i20 trials, there would be a good deal of tuning needed to ensure the challenge was neither too easy that teams or IOed out toons couldn't just walk right over it nor too difficult that SOed support toons couldn't complete it), and, if I haven't forgotten any other steps, running it through quality control and eventual player feedback.

    I'm not saying it can't be done. Ramiel's arc is proof that it can be. But it can't be done off the cuff when the resources on the Incarnate team are already focused on i20 and probably i21.

    By contrast, the shard conversion for the Notice was probably knocked out in a couple of quick meetings, because that's all they had time for. I'm frankly shocked they made that time in the first place.

    ETA: I'll add that I don't doubt the quality of your arc is miles above the low-level arc you revamped. The early work in the game is really kind of lackluster, mostly because Cryptic was winging it when they first created City. But Paragon has experienced story and mission designers now, and players are expecting quality. Something quick knocked out in the MA over the course of a week isn't going to cut it.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    Given the tools available?
    About two to three days.

    I started work on re-vamping the lowbie arcs using the AE a while back (curtailed due to RL) and all it took for me to revamp an entire 'arc' (i.e. take the crap that was there and hammer out an actual plot and some better mechanics) was an evening and a day.

    And thats using the AE, which is basically the Dev tools gutted of all the new features and better shinies they have access to. Unless they were kidding about how similar the two systems were.

    So, no, I honestly don't think it takes that long at all. Tops, I'd say it'd take one guy a maximum of 1, maybe 1&1/2 weeks. If that.
    Sigh.

    Yes, you revamped existing content. Good for you. Revamping, pointing out and fixing flaws, is easy. Creating from scratch is not. Especially content the entire game is going to see and at least a majority of players need to approve of. Content that presumably moves the Incarnate storyline forward, because otherwise people would simply gripe about being given a placeholder arc.

    Look at Hassenpheffer's post, the one I quoted. He's not the only one who expected a solo path to be this amazing fantastical story arc that's a joy to play through. You can't come up with that in a week.

    But hey, for the sake of argument, let's say you're right and it would only take a week. That week of work (which likely involves more than one person) still couldn't happen until the project they're currently working on, i20, was finished.

    This happens all the time at my own place of business. On a given day, my team has about 100+ deadlines to meet that were arranged 1-3 days in advance. Customer service might approach me and tell me a customer has a complaint about a finished product they received (which thankfully doesn't happen often). I can't drop everything to take care of the complaint, because while the complaining customer may certainly believe that their problem is the most important, I still have a load of deadlines I've already agreed to meet for other customers. If I push them aside to work the complaint in, I risk angering even more customers. So instead, what I need to do is finish the work I have on my plate for that day and address the complaint the following day, when I can prepare for it in the schedule.

    My work churn takes place over the course of mere days. MMO development churn takes place over weeks and months. Fitting in a week's worth of arc creation (and I still dispute that it would only take a week) is no trivial task.
  13. Quote:
    Originally Posted by Vanden View Post
    Scrappers have defenses it simply because their melee-focused playstyle requires them to have some form of mitigation to be any kind of effective at it.
    Bingo. This is exactly why some scrappers have taunt auras, too; their playstyle requires them to have it to be any kind of effective. Glad we're all on the same page now.
  14. Quote:
    Originally Posted by Toony View Post
    And I believe those people are more valuable to the devs than the ones who are essentially just yes men.

    People who tell you when you screwed up and won't back down about it are more valuable to the progress of something than the person who never points out your faults and always says you're doing a great job.
    Provided the person who tells you you screwed up is right, of course. That's not a given.
  15. Quote:
    Originally Posted by MrHassenpheffer View Post
    I thought this was going to be -content related- not "Here buy this instead GAWDUH"

    I can get behind this, but I would rather get behind a very well done and challenging story arc that can be done either solo or with a small to large group.

    It just makes this seem... I dunno if I'm being to hypercritical but... cheaply done? Not enough effort into developing content? What am I looking for here?
    Okay. Expect that in i22, since resources need to be allocated to the project and i20 and i21 are already in the pipeline.

    What? You want it ASAP? Well, in order to do that we need to minimize use of resources. We can do a cheapie workaround for you. Will that tide you over until we finish in-progress projects and can start working on this one?

    IOW: Just how quickly do you think a very well done and challenging story arc can be completed?
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    Unless I've been mis-reading, I'm pretty sure she hasn't...
    It was primarily in the Soloability thread in Dev Corner. I'd rather not go dig up quotes because I don't want to make this about Eiko, but yes, she was very much against the idea of offering any kind of extra reward for teaming so as not to prejudice people against one type of play or another.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    No one that I know is asking for soloing to suddenly be as fast as teaming, because that makes no sense.
    Eiko has repeatedly claimed that soloing and teaming should provide the exact same rate of reward. But that's Eiko.

    Quote:
    But 'slower' should not mean 'sign here to grind your life away if you dare to want this shiney'.
    And its a game. What else do people have to aim for, but the shinies?
    Like I said, I think it's probably too high too. But not everything is accessible to people who won't or can't invest a lot of time. Someone who really only can play for 30 minutes at a stretch probably has never had a 50; sure, they may get some XP gain every time they log in, but if they have to avoid teams and aren't able to play above 0/x1, that's a mighty long slog.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    True. Thats not what is being pointed out though. Making a 'solo option' that is basically saying 'You have to suffer if you do not team and do the WST' is also not positive evolution in a game that has until now encouraged ALL playstyles equally.
    But it hasn't encouraged all playstyles equally.

    How long does it take a soloer to earn reward merits compared to TF runners?

    Before reward merits, how difficult was it for soloers to get good recipes?

    PVP itself was originally balanced around teams, not one-on-one.

    Yes, options have been introduced as time goes on, but that's not necessarily the devs "seeing the light;" it can also be that they're making things easier for the soloers after the people willing to team have begun to exhaust the part of the system the soloers are only now getting easier access to.
  19. The holy trinity and teaming are completely unrelated.

    It baffles me that you should think moving away from a social activity in a social game is a good thing. Making accommodations for all types of play is fine, but moving from teaming to solo play is not positive evolution.
  20. Quote:
    Originally Posted by CactusBrawler View Post
    More to the point who the heck at Paragon studios is misguided enough to consider that an accurate ratio?
    It is certainly very high, but don't fool yourself that they want an accurate ratio. They want the soloable option to be difficult because they want to encourage the teamed option. If an accurate ratio for solo time:team time is 8:1, they may prefer to have a 16:1 or 24:1 ratio.
  21. If someone never has more than 30-60 minutes a day to play, I really have a hard time agreeing that they should be able to attain the same rewards. Given that they have real lives, which the people who can devote 30+ hours a week to the game assuredly don't (), I'm not too worried about them.

    I agree to a certain extent that whether or not an MMO focuses on teamed or solo play is a design decision and there's not much that says an MMO must be teamed content aside from the inherent social aspect of the game. However, an MMO is about generating revenue, and the way in which it primarily seeks to generate revenue drives the design goals to a certain extent. When it comes to subscription-based games, they want you paying to play for as long as possible.

    Further, there are roughly three types of people who play, with regard to time investment. There's a whole continuum, but it can be broken up into the following:

    - The hardcore. These folk think nothing of putting in extreme amounts of time into the game running at the very highest levels. They're always the first to finish content, and are then usually happy to squeeze said content dry to get the maximum amount of reward out of it. If they finish it too quickly, though, they get bored and look for another game.

    - The dabblers. You can't even really call these people casual. They are the ones who can only spare 30-60 minutes a day if that, may be called away at any time, can only play one night a week, etc. The cynical may think these are a MMO publisher's greatest customer, as they pay without playing, but they also have no investment in the game. They may like it very much and enjoy it when they are playing, but there's little holding them back from canceling their subscriptions at a moment's notice. I have no real data, but I suspect this is not that big a group.

    - The casuals. These are people who either play regularly, as in every night, or if they can only play a few nights a week they can usually devote several hours at a stretch. They don't chew through content as fast as the hardcores, but unlike the dabblers they actually have a good shot at consuming all the content in a reasonable amount of time; any goal they set may be some time off, but it is achievable.

    The casuals are who NCSoft want. They're the largest segment of the playerbase, and they play often enough that as long as you keep dangling rewards in front of their faces they'll keep playing for a long, long time. These are the people development is geared toward. If they developed for the hardcore players, casuals would be left so far behind that they'd be dabblers, and their subscriptions become just as easy to lose. If development is geared toward the dabblers, then even casuals will rip through content as fast as hardcores do and may well unsubscribe even faster, as there's less personal investment and need to be the best.

    Fact is, the person who simply cannot team because they can only spare 30 minutes a night and may have to leave the computer often during that time is on the far extreme end of the bell curve. Any reasonable progression system is going to leave them in the dust. On the other end of the bell curve, the hardcore players are always going to leave a reasonable system in the dust. It is simply not worth designing the system specifically for either of them. Accommodations can be made, bones can be thrown, but not always more than that. If they can manage with the system designed for the casuals, great. If they can't, well, their circumstances are regrettable, but in the meantime there are another thousand customers who need to be served and who can be served.
  22. Quote:
    Originally Posted by MunkiLord View Post
    Are you serious with a question like that?
    Perfectly. You can't please everyone with any single decision, so which one(s) do you please?
  23. Quote:
    Originally Posted by MunkiLord View Post
    Yes it goes both ways, but the customer is the more important factor. Always.
    Which customer?
  24. Quote:
    Originally Posted by Atomic_Woman View Post
    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?
    Numero the One: The BAF, which is the trial currently available for review, and which has this particular boss mechanic, has a maximum of 24 players, not 48.

    Numero the B: It's actually not that difficult. Provided your teams are equally varied, the more people you have the more their damage output will normalize. As long as you don't have all Defenders on one boss and all Blasters and Scrappers on the other, their health will fall at about the same rate.

    I've experienced this mechanic in...let's just say other games. As long as you've got someone willing to monitor the health and issue commands ("Group Siege, slow down a bit. Group Nightstar, wake up."), it's really not that hard. And if people don't pay attention, well...they'll start to when they realize they have to fight the same bosses three times in a row.
  25. Just to clear out the obvious: are you sure it's not the Good vs Evil Jump Pack you're seeing?