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Quote:Go right ahead and do this. I bet it won't play out the way you've described.So.. I put up 5 (Insert craptastic recipe here) for 500mil a piece, then log into an alt with an email infusion of cash handy, and artificially inflate the price of said item to 500m per, while paying myself to do so, only missing out on the transaction costs, BUT, i have now just set the price for this recipe at 500m to everyone else that gets to see it. Now, taking those 5 recipes I turn around and put them back up on the market (after having just bought them from myself) and sell them again, this time to a poor sap that actually thinks that's just the price he's gonna be forced to pay cuz well... obviously 5 other people had to as well....
Now do this for a week. -
Quote:Ding ding ding!And it is specifically with things like the AE that the devs have to understand iterative design doesn't work. You have to aim at a target, and hit it, or you fail. You do not get second chances to build a cultural system, which is what the AE ultimately is.
Quote:The whole *notion* of iterative implementation is one of those things I'd crush from the souls of the developers with my bare hands if I could. -
Thoughts...
- I've always thought the rating system was a bad idea. I thought it'd be abused, and it was. I thought it wouldn't serve it's intended purpose, and it doesn't. The only thing I was wrong about is that I guessed it'd be gone by now. I'm really kinda amazed that it's still there when it's so clearly not working (and has never worked).
- I think, rather than an average rating, arcs should show the total number of stars given to it. Remove negative ratings (which are just grief bait anyway) from the equation entirely. If we don't like an arc, we simply don't give it any stars. Moreover, as arcs can change and evolve over time, I believe we should have the option to change our ratings on them as well.
- I think total number of plays should probably also be listed, as well as 'last played on'.
- I think stars should be presented, not as a rating of quality, but as a level of recommendation. I'm more interested in what people think I might like, as opposed to what they know they like/hate themselves. It might be a subtle shift in perspective, but I believe it's an important one.
- I've often toyed with the idea of stars, as a reward, being limited, so that players might be more thoughtful about the ratings they give. You'd get more stars to spend by playing (and completing) AE content.
- I still dislike Developer's Choice. I still think it needs to go away. Retooling it into a 'Devloper's Showcase' that features a couple-few different arcs every month would be nice. However, as the 'set it and forget it' approach clearly hasn't worked, they'd have to stay on top of it. If they unwilling/unable to do that, it should just be dumped.
- I recently played through a massive arc that had been written specifically for me and one of my characters (a level 50). Best AE experience I've ever had. At the end of it, the character had 353 tickets (despite having practically cleared 2 of the 5 maps). Meanwhile, I can spend 15-20 minutes in a farm map and get over 1000 tickets. To me, that's just horribly, horribly wrong. Maybe the way tickets are rewarded needs to be completely changed? It feels to me like a radical solution is required here. Sadly, I got nuthin'.
- Where AE is at now is exactly where I predicted it'd be back when I16 was released. If it's going to be a successful feature, I think it needs to be a viable leveling alternative. Otherwise, no matter what else is done, most people will continue to ignore it.
- Story is important, so are the mechanics, but what's also important is the design. If you're not the leader of an AE team, you're just not going to catch all the nuances and details of an arc's story. Thus, the flow and design of an arc matter a great deal, as that's probably going to be the bulk of the experience for a lot of participants.
Sadly, it is in this area that architects are most handicapped/unsupported. Detail placement alone can be an infuriating headache. Architects need to be given greater control over the structure of the experience. A lot of bugs that've been there since the beginning need to be fixed. Design options that've come about since MA's release need to be added. You can't expect quality content to be made if you don't provide the tools to make it.
- More maps. Also, map sets that're exclusive to MA. Frankly, they should've been there at the start.
- I like guest authors as a fun novelty. But, after playing their arcs, it's clear to me that being a good writer doesn't automatically translate into being a good GM/Architect. Also, these people aren't necessarily acquainted with the game lore. Thus, I don't think these arcs should be shoved into our faces every time we open the search UI. The search UI should be about what the players want to find, not about what the authors and developers want them to find. In my view, City's track record for UI design has been pretty consistently lackluster, but I think the AE search UI just might be the worst. It really needs a complete overhaul.
- I don't think any of this is going to happen. I believe what we have now is pretty much what we're going to have. There might be a few bells and whistles added, but that's it. I'm also of the opinion that MA's woes can all be traced back to it being released long, long, long before it was ready. It was an ambitious, enormous undertaking, but I don't think it was treated as such at the outset, and we've been dealing with the fallout of that ever since. To this day, it still feels like it's in beta to me.
- I'll continue to use MA as a roleplaying/story development tool for my characters and the characters of the folks I play with. At present--aside from being an occasional (event) diversion or source of tickets (for salvage, usually common)--that's pretty much all it's good for. It could've been much more, but it isn't and I don't think it's ever going to be. The window of opportunity for saving the feature came and went a while ago. -
Quote:I'm willing to bet most of us did. I know I did (I will rule the Spirit Thorns!). Didn't end well.I'm trying to not mock this experiment, because I did similar things when I was new to the market and trying to work things out.
And I suspect it's why this sort of (attempted) manipulation seems to happen with greater frequency these days: More and more people deciding to play with the market, each one of them almost invariably engaging in those very same experiments--hey, I wonder if I can do this--and eventually deciding, 'Wow, this blows! There's gotta be better ways to make a profit...'
...then discovering that there are. -
Quote:Okay. While you're doing that, I just made 150 million inf profit with a time investment of about 10 minutes, utilizing 5 transaction slots, on an "active toon". Took only a few hours for the posted items to sell.Right now I just have to sit back and wait for genuine bidders to clear out those last 1200 offers I don't want to waste my own money on. I'm snapping up all the offers that list below vendor price.
But you go on ahead and wait a week for your clever scheme to come together. -
There are more than two kinds of buyers.
Quote:Buyer Type 2) - A Marketeer looking to manipulate the market.
Type 2 isn't trying to make recipes.
No one's making serious inf mucking around with salvage.
Quote:Now let's look at the two types of sellers:
Quote:Analysis:
Quote:The problem is that the people who are not in a hurry to sell are not active toons.
Quote:Except most of the time when you see 200 bidders, they are not 200 separate bidders. That's one player using 2 or 3 toons to set up a bulk bid.
Quote:The problem is that very few people are ruining very many days. Accident or no accident, it really should have a stop put to it.
I've been keeping up with this thread and it seems to me that, ultimately, you're making the same complaint that's been made many times before: that the market isn't a store.
Well, no, it isn't a store. It's a market. That's the point. "Market PVP" was part of the design.
If you don't like it... well, hey, don't use it. It's entirely optional. Need salvage? Go run an AE arc and buy it with tickets. Want a recipe? Buy it with merits. It's possible to avoid the market entirely. I know, I've done it.
So, if your day has been ruined, you've only yourself to blame.
What compelled me to post, though, is your underlying assertion that your play preferences somehow make you a superior customer and player (it's interesting to me, by the way, how often the aforementioned complaint goes hand-in-hand with this attitude).
An MMO, to be successful, should be trying to accommodate as many preferences and playstyles as possible, don't you think? The market engages a whole lot of people who wouldn't be so engaged otherwise. So that's a good thing. Meanwhile, people who don't care for it can ignore it. Also a good thing. The market, as it stands, seems to be a positive addition to the game.
So what 'fix' do you suggest that wouldn't completely destroy a part of the game that many people enjoy? What would "put a stop to it" in such a way that would satisfy you, while still preserving the dynamics that are keeping others interested?
My guess is that you don't have one. My guess is, you've decided those players are doing it wrong and are thus undeserving of consideration. -
Quote:The game was much simpler back in the day. It's evolved a lot since then, and the bar's been raised quite a bit. At the outset, I think Positron was the only TF that was truly and widely loathed.I think most of the old TFs are just horrid. I have no idea how they got put into a game.
While the uniformity of Synapse was a detraction even back then, it still offered the following novelties:
- A unique and cool-looking end map.
- An AV that was, at one time, one of the more challenging opponents you could face.
- The Babbage ambush.
As the Phalanx TFs go, I think it's weathered the passing of the years better than a couple of the others. But yah, even so, it still falls way short of today's standards.
My own priority list would be:
- Positron (done, and I love the revamp)
- Numina
- Citadel
- Synapse
- Sister Psyche
- Manticore -
Quote:Keep in mind, Numina was, at one time, the highest level TF you could do. I assume the idea behind the huntfest was to say 'look how far you've come'. I used to think of it as a fun concept that was just poorly implemented.What really bugs me TF wise? For a level 35+ TF, Numi makes little to no sense whatsoever. Let's reward characters level 35+ for taking on level 1-20 mobs. Repeatedly. Let's have zone events happen so those hunts get delayed. A level 35+ TF should feel epic on some level and Numi completely lacks that. What's epic and challenging about hunting down things that are -15, or worse to you? Only the final mission really offers something of noteworthiness. A quick and dirty fix would be have the team do missions against those mobs and have the team exempted down to the mob's level and let them work their way back up to the TF's level requirements towards the end. Citadel is kind of annoying. Numi is just badly done and I think currently the worst built TF we have. Thinks for a second...outside of the Shard TFs.
However, since zone events have come along, that portion of the TF has gone from mildly interesting but kinda tedious logistical challenge to completely annoying stall out of the TF.
For this reason, I think Numina is probably the most in need of a revamp, at least as far as the Phalanx stuff goes. While Citadel might win on being the most boring overall, Numina's also got a healthy bit of snooze and, on top of that, shows its age much, much more (Citadel has been tweaked at least once already). -
Quote:It's a lot closer than some of the other assumptions that have been made in this thread.This all boils down to:
Before, you could access everything in the game relatively easily, whether solo or in groups. Even Task Force rewards had an alternate path to obtain. In fact, with all the varied currencies introduced over the last 5 years, there are many many ways to obtain everything in the game except...
Incarnate stuff.
It's taken me a while to see what the gripe is over this, but let me see if I get it now.
People who are upset feel that there is no reasoable way to obtain incarnate stuff, which they want, except by doing incarnate stuff. i.e., you can't buy shards with any other game currency.
Also, you can't even play incarnate trials without said incarnate stuff, thereby denying solo players and casual players from seeing the best of the new content.
So the gist is, this incarnate stuff is sort of a seperate game, which is kinda new because even AE stuff gave regular people rewards options.
Is this the issue?
Here's what I myself want:
1. To be able to acquire these goodies at a pace I'm comfortable with on at least a few characters. I don't care if progress is glacial, as long as:
2. When I get these goodies, there'll still be plenty of teams tackling the content these goodies are required for. I do not want to ever be put into a position where I have to herd dozens of cats in order to experience a single event. Especially if failure to complete the event is a possibility (Oi, I get a headache just thinking about it).
3. An experience that isn't toxic. I'm very leery of any system that could empower buttheads to decide who and who does not get to participate based on whatever inane criteria they've decided is important.
I do believe the developers are trying to accommodate these issues. Whether or not they'll be successful at that remains to be seen. I think it's a dark and winding road they've decided to travel... but... if they can pull it off and successfully combine this sort of end game with the longstanding City design philosophy, well...
It'll be a kick in the junk of a certain 800 lbs. gorilla, and that'll be something to cheer indeed.
Edited to add: And, for the record, I haven't had any issues with the Alpha Slot requirements. -
Quote:Yup, and I don't have a problem with that. In fact, I'd say one of the strengths of this game has always been that the aforementioned lag hasn't ever mattered. That it might now suddenly matter is part of the concern.Yes, the casual players will lag behind the hardcore players in how fast they advance their Incarnates. But casual players have ALWAYS lagged behind the hardcore players in accomplishing anything.
Look. I have friends who (try to) play the end game of the 800 lbs. gorilla over there. I've routinely been left shaking my head at the complicated song and dance they have to run through to get anything accomplished. It's a logistical nightmare. Plus, it seems they only ever have time to play their primary character, and it has to be built just so. This is the level of commitment and focus that the content in question apparently demands. Many times I have counted myself lucky that my game of choice isn't like that, and I know I'm not alone there.
So when something like the Incarnate system is announced, is it any wonder some people twitch and get jumpy?
All that said, I've seen encouraging signs that the developers are trying to introduce this end game system without significantly compromising the accommodation of casual play City has always been known for. However, I fully understand why some folks remain trepidacious about it, and it irks me to see their worries misconstrued or disdainfully dismissed. -
Quote:Is anyone asking that though?Players saying the devs have an obligation to explain their sudden dramatic change in philosophy or alternatively to explain how they intend to *return* to their original philosophy would be asking me, in that case, to explain how my thinking changed from the past to now, when my thinking didn't change from the past to now. So how could I possibly respond to that request?
It seems to me that it's more about looking for an assurance that there hasn't been a dramatic change in philosophy.
Players: 'Does this content mean there's been a change in design philosophy?'
You: 'Nope.'
Players: 'Well, alright then.'
Edit to add:
Quote:And I couldn't do any better than him in this specific situation, because I'm clearly not doing all that well convincing anyone that there's no obvious shift in design philosophy. -
Quote:That's not the main concern. At least not in the posts I've been reading. And it's certainly not what I've been trying to describe.And THAT is where you go astray. If your main concern is 'keeping up with the Joneses', then the problem lies with you, and not with the game.
The concern is: being able to participate in this system while still being able to enjoy anything else the game has to offer. The worry is that it'll become an either/or situation, which is certainly the dynamic elsewhere.
I'm not saying that's the way it'll be. I actually think the developers are making some decisions to specifically avoid that sort of thing. All I'm saying is, I understand why people are worried, and I'm asking you to do the same.
Quote:If you want to try to 'keep up' with a certain segment of the playerbase, feel free. But don't complain that the game is MAKING you do it. -
Quote:Fair enough, but the basic point remains: Better to attempt to alleviate concern than to pile onto it, no?That statement (the italicized one in the devs' voice specifically) has two problems: its highly subjective, so what one person feels demonstrates this will not satisfy others; and its extremist, because once you use the words "no matter how [much]" you make the assumption people will draw a reasonable line across that statement, and what people find reasonable is highly variable. So its unlikely that any evidence pointing in that direction would not be controversial, if not out-right rejected.
The system represents new terrain for City and it bears resemblance to the end game dynamics of Other Games That Shall Not Be Named. So... I can see why it would make people twitchy. It certainly got an eyebrow quirk from me initially, but I've since put myself on the fence about it (leaning toward positive), because of some of the design decisions that've been made.
That said, I don't think the concerns are without merit and they ought not be casually dismissed. Certainly, the people expressing them shouldn't be referred to as "whiners" or "crybabies". That doesn't really help anyone.
Quote:The system seems reasonably accessible, and far moreso than most of the end game systems I've seen in other games. It requires only moderate amounts of time to get the majority of the progress available. It even encourages the harcore players to pursue diminishing returns in a way that provides opportunities for less dedicated players to continue to receive significant rewards: things like the Very Rare slots and WST badges create long-term pursuit goals for players that, in the act of pursuing them will continue to create demand for WST teaming which increases the likelihood of other players to be able to participate. WST targets are not always level 50 task forces and strike forces, which means level 50s pursuing Notices are creating an environment where low level alts can participate and get an alternate reward: massive XP bonuses. All you really have to do to participate, is participate.
Is it accessible enough? That's subjective. Honestly, the only player group I think have a legitimate accessibility gripe are low activity soloers. And they have *always* been on the low end of reward and progress earning. That's not new, and while it can be tweaked, that issue cannot be fully resolved without basically disconnecting rewards from activity, which I would be loathe to do.
I'm not yet as acquainted with all the details as you are, but I've seen enough that I'm no longer dreading the rest of the system's introduction. "Is it accessible enough?" is indeed the question. I think what's on a lot of people's minds is: are the developers asking themselves that? Any indication that they are would probably lessen a lot of the worry. -
Quote:Clarification: that word wasn't being used in relation to the whole game. It's describing how some people have chosen to respond to the concerns expressed about the system, and the assurances that basically boil down to "it can't happen here". Which, frankly, I'd call wishful thinking.I mainly want to respond to the caviler comment.
It's a game. Why would I be anything but cavalier toward it?
Seriously. Why?
'Cavalier' as in: haughty, disdainful, or supercilious; offhand or unceremonious; domineering. -
Quote:Not really sure what you're trying to say here, sorry.No, having to make a choice is good. If everything was laid out with only one progress path to follow, then you're not playing a game. You're reading a book or watching a movie.
Quote:As for incarnate progress being at the "exclusion of everything else", utter nonsense.
Quote:How about some balance?
Quote:If both are important to you, split your time 50/50 between each. YOU choose. YOU decide. YOU prioritize. In my opinion, having choices and options is an excellent situation to be in.
But if splitting one's time 50/50 or 30/30/40, or any other breakdown, ends up putting a person way behind the curve on this new aspect of the game, that's a very different dynamic than anything we've had previously. If, in order to experience the new stuff as it emerges, one has to commit a significant amount of playtime into just a couple-few characters, that's introducing an either/or scenario that's very new to this game, and likely won't be well received.
I myself don't like either/or. I've happily delved into everything this game has had to offer over the years: PVP, base building, inventions, the market, MA. None of it has ever demanded a level of commitment that effectively excluded participation in other aspects of the game for an indefinite amount of time.
That the Incarnate system is showing signs of demanding that level of commitment is what has some folks nervous. Understandable, given the fact that other MMOs fervently pursue that kind of formula.
In any event, brushing off the concerns, or talking down to those who have them won't help. Instead, I'd suggest pointing out the aspects of the system that pretty clearly say: we don't intend to adopt the same methodology of other MMOs. We wish this system to be accessible, no matter how casual your approach is to it, and we are taking steps to facilitate that.
Such as, for example, the way leagues are being designed. -
Quote:I think this is missing the point.And that is your choice. You have every right to make that choice, I will never say you don't.
But you are not being FORCED to make that choice. That was the point I was trying to make. If you decide to spend 100% of your playtime chasing after a particular thing, that is your decision to make. But to try and say that someone else decided that for you is ridiculous. Which is very much how your first post read.
The problem is having to make a choice at all.
This system has the potential to be the first point in this game's development where, if a person wants to pursue the new content, it'll have to be at the exclusion of everything else the game has to offer.
That's not a choice we've had to make before.
If it goes down that road (that's a big 'if', mind you), that's not just offering content for a different playstyle, that's a fundamental change in the design philosophy behind the game.
Now, if there's a beginning, middle, and end to this system (which currently looks to be the case), then fine. Ultimately, it won't matter. Everyone will be able to get to the end point eventually, no matter their pace. The pressure to "keep up" will be lessened considerably.
But if the Incarnate system represents the way it's going to be from here on out... that is a different story. And I think it's safe to say that is what a lot of people are concerned about.
Yah, I'd agree, some folks are being a bit alarmist right now. On the other hand, I think others are being a tad too cavalier and dismissive about the whole thing. The truth is, it's impossible to say what sort of impact this is all going to have in the long-term, because the developers aren't telling us what their basic design strategy is for the franchise. And they ain't likely to, either. At least not in a way that isn't empty, lawyer-vetted market-speak.
So. Words of caution, yah?
To the people freaking out: This could be awesome for the game, even if you yourself aren't into it. I know you don't want this to become every other MMO. I understand. Neither do I. But... that isn't necessarily how this is going to evolve, so try not to jump to that conclusion right out of the gate. There have already been changes made to the system specifically to accommodate casual play. Thus, the developers have not, at least so far, tossed out the design philosophy that's informed the game for the past 6 years. Try to step back and give the end game a chance. The game needs to evolve to remain relevant and vital.
To the people gloating: This could be an unmitigated disaster. If you think that this game is somehow magically immune to all the negative cultural dynamics that systems like this tend to engender in a community, I think you're sadly, sadly mistaken. Furthermore, if you think that a sudden abandonment of the design strategy around which this game has built its customer base for six years won't negatively impact your game experience, I'd call that very short-sighted indeed. This system has to be successful. In order to be successful, it has to be embraced by the larger community. If it isn't, it'll be dropped, and that'll be that. No more end game for joo. So, please, I implore: dispense with the surly, insulting language. All it does is contribute to the existing distaste for the system, which, ultimately, is just shooting yourself in the foot.
Thanks for reading. -
Quote:I'm glad to see other people picking up on this. This sums up what has been my fundamental issue with the Incarnate content. It represents a significant shift away from the traditional support of casual play. That worries me. A lot.We've been told time and again, told, directly, by the developers, that playing multiple characters was always the intention, one of the core design philosophies behind the game and its continuation. The number shards required to advance along the Incarnate path beyond the second tier Alpha boost, and the rate at which they drop, is a complete reversal of policy that existed for over six years. Not a slight adjustment, not a minor change, a total 180 degree turn to the opposite direction.
On the other hand, the game does need to evolve and expand if it's to remain successful. This upcoming content caters to a new set of interests. Nothing wrong with that. It's good to have something for everyone. It's good for the franchise.
But what I really want to know is: is this going to be the primary design philosophy going forward? Has the focus on casual play just been put on hold temporarily while this system is rolled out, or has it been pushed aside indefinitely?
A straight answer from PS on this would be nice, but I kinda doubt we'll see one. So I've taken a 'wait and see' stance for now. -
Quote:Ding! (assuming they will all be usable in regular content, which I don't think is a given).Incarnate powers are going to trivialize content, not team roles or ATs.
Quote:Anyone running a full set Very Rare abilities is going to be a god in our normal content. That's why the raids are going to get much harder. We're going to get trials that require these abilities. You're going to need the blasters on your team buffing your tank with Destiny so he can survive. You're going to need the controller nuking every 90 seconds because your team won't have enough damage otherwise. The blaster is still going to be doing more damage than anyone else on the team, he's still going to be as needed as he is now. -
So, I've been sitting on this Shield Wall: +Res (All) for a good while now.
What I want is the Gladiator's Armor: +Def (All).
Anyone willing to make a straight-up one-for-one trade?
EDIT: (FYI, mine is a crafted enhancement... not that it really matters) -
Quote:Sadly, 'one thing at a time' has always been the apparent development methodology around these parts. Aside from the basics, I think the only aspect of the game that's enjoyed relatively consistent attention throughout the years is character customization. And even that had some lengthy periods of neglect early on.Don't get me wrong, I'm one of those who LOVES the end game attention, but I don't think they need to be mutually exclusive, you can still fix up other parts of the game (like AE) while still doing incarnates.
I'd love to see developers devoted to specific features (MA, market, bases), but maybe it's just not economically feasible to have people be that specialized. -
Quote:I think the idea could be approached in different ways.I don't think that I could write for someone else; I tried it once with an arc challenge Smurphy had up and just couldn't muster enough care, and that was a situation where 'story didn't matter' to boot. Add in my slow pace and a question of how much 'payment' would make it worth my while ("That'll be a dozen LotG +Rech and 500 mill inf please") and it just doesn't seem worth it in my eyes.
Sure, really delving into the backgrounds and interpersonal dynamics of the characters and then writing something for them would be one way to do it.
Another way would be to write the stories that occur to you, but leave room for personalized touches informed by your prospective "clients". Keep a local library of these arcs, and if someone wants to do a certain kind of story with their group, you can say, 'well, I have these arcs here that could fill that role. Interested?'
Your stories would effectively be like modules. And, with alterations, could be re-used multiple times for different groups.
After all, Architects already write for someone else somewhat as a default, because an AE arc is an interactive experience, and that always has to be kept in mind during the design process. In a way, this approach would be easier than publishing for mass consumption, because you'd know details about the players who're interacting with your story. When publishing for a general audience, all you really have is an assumption of fundamental alignment, and even that can be tricky to accommodate.
As for payment, I'd say it'd be in the doing. You'd have to be drawn to this sort of thing to begin with. Some people are, some people aren't. But my suspicion is that people who enjoy writing arcs are more likely to be the former. -
Quote:.o/Now....raise your hand if you're not surprised about the complete and utter lack of AE improvements or additions in the i20 overview.
I'd say Mission Architect has gone down the very road I predicted it was heading down back in September of '09 (Issue 16). It's now in the same boat with supergroup bases and PVP-oriented content: effectively abandoned.
From here on out, I don't think we'll see anything more than the occasional addition of maps and critters, and maybe the odd bug fix here and there. Certainly nothing close to the level of attention I'd say the feature really needs. Frankly, it still feels like it's in beta to me. Given how long it's been out now, that's pretty sad. However, I could say the same thing about base building, and that's been around much longer. Not a good sign for MA.
Re: Canon Changes:
I think there are ways to write canon-related arcs that can weather most possible developments. One of the tricks I'd suggest would be to look to obscure corners of the lore--things that haven't been touched since the game's inception (Hero Corp?)--and go deep rather than broad.
Another approach would be to create your own pocket of lore that's still connected to canon elements. Even if those elements end up being changed, there's a good chance it won't muck with your connection. Portal Corp is a nice vehicle for that sort of thing.
A lot of the game lore is, I think, kinda shallow. Especially the old stuff. One of the initial attractions of MA for me was the possibility of writing and playing content that brought much needed depth to the existing canon. There are many factions in the game with story potential that's never been exploited and likely never will be (Warriors immediately spring to mind), and the cultural dynamics and implications of a world full of super powers doesn't seem to get nearly as much focus and embellishment as it should.
Long and short: if you avoid the developer favorites and the big picture stuff, I think there's still a lot of room for canon-related storytelling.
A Suggestion for Die-Hard Architects:
I abandoned the public and progression-oriented aspects of MA a long time ago. When leveling, I completely ignore it, because I consider it a waste of time. I also have no plans to publish any additional arcs for mass consumption (I get the occasional twinge, but it soon passes). This is largely because I find the search UI to be beyond silly (and it just gets sillier with age).
However, that said, I've continued to use MA as a roleplaying and storytelling tool. Despite the wretched UI and cumbersome design restrictions, it's still great for that. It's like Petrifying Gaze: even though it sucks as a hold, it's still a hold, and a hold is always good to have. Similarly, even though MA is a beastly, unwieldy thing, it's still allows us to tell our own stories, and there's only so bad that can be.
I've created content for other players and I've had content created for me. Part of the strength of this is its personal focus and the impression of real change and impact. When I defeat the antagonist, for example, that's it, the antagonist is defeated. No coming back and no being defeated again in another instance by a different team. It's a singular event. There's serious roleplay mileage to be garnered from that, and it adds much to the immersive experience.
I know there are a lot of players out there who would love to utilize MA in this fashion for their characters and supergroups. The problem is, they don't have the time or the skill required to make it a feasible option. As mentioned, MA is a complicated, unruly construct, chock full of eccentricities and obscure bugs. We all know this. Going into it cold is daunting. Frustration is all but guaranteed. A lot of time is sure to be wasted just figuring out what works and what doesn't. This steep learning curve prevents many people from using (and sticking with) the feature.
However, this also means that folks who're intimately acquainted with the interface possess skills and experience that might be greatly valued by these aforementioned players.
Based on what I've been seeing around here, AE has now reached a level of disuse where even the most high-profile and visible public arcs are hardly getting any plays. Not surprisingly, Architects are feeling depressed and unmotivated. Why publish something that'll never be seen, much less experienced? Understandable, that.
But if you're one of these Architects, maybe you should ask yourself: is it really the public recognition you're craving here? Or do you just want to create stuff that gets played and enjoyed? I'm willing to bet it's the latter.
If so, maybe you should just give up banging your head against the thoroughly retarded design of AE's search UI and put your services out there as a Storyteller for SGs.
After all, you know the system, you know the tricks, you have the writing experience, and you'd have a guaranteed audience devouring whatever you created. Your published arcs could even serve as a resume', which would get you more plays on them.
It's just a rough idea. Might not work. But maybe it's worth a shot? Wouldn't it be preferable to just dumping the feature--and all that you've invested in it--entirely?
And, hey, if the practice picked up any steam, it might be enough to rekindle the attention of the developer team and get us some badly needed improvements/major fixes.
Just sayin'.
Oh, and also, I know there's a demand for event-focused AE arcs. If any of you die-hards would be interested in participating in something like that, please do send me a PM.
Thanks for reading! -
Quote:Uhm, that's a misrepresentation of what's been said.The problem is that neither statement is accurate or demonstrable. You can no more say that demand has not increased than you can say that demand has doubled. They are both wrong.
Demand has not doubled (due to secondary builds) != demand has not increased (due to secondary builds).
But thank you for now agreeing that the initial assertion was wrong?
@.o -
Quote:Thank you! That sums it up nicely. I should've been that concise in the first place. >.>I was as surprised to to see that assertion as anyone for all the reasons you've mentioned - non-event on the market at introduction, low frequency of discussion on the forums, and no meaningful experience with people using it in game.
Quote:(I think I know one person who for sure has one, and it's a Night Widow with a dual Widow/Fort build. I think some PvPers I know might have a couple, not for PvE/PvP but just for different PvP goals.)
As for the third build, I don't intend to utilize it for the purpose the devs envisioned, and I don't know of anyone else who plans on doing that either. I approach Incarnate stuff as gravy on an already solid build that exemps just fine. I suspect that'll be how most people treat it, but I guess we'll see.
Quote:Despite that, I was willing to see if a plausible explanation for the assertion was put forth, even if it was anecdotal.