The real difference between Trial and non-Trial Incarnate Advancement
Again, it'll take me comparatively as long to obtain my PvP IOs outside of PvP.
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You have pointed out (correctly) that it takes a long time to get a full PvP set, especially if you are only doing it through Alignment Merits. You are, I repeat, completely right about that.
What you keep missing is that a week of PvPing does not suddenly grant you a character with all the PvP sets slotted. It takes a long time that way too.
That is not the case with Incarnate slots. A week of running the Trials and I can have them slotted. Your comparison falls short here.
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A time measured in hours on one side and months on the other IS unreasonable.
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No one would argue, though, that this obviously implies a game design error somewhere. So your statement, taken on face value, is not true. That's completely separate from the fact that comparing "hours" and "months" exaggerates the difference in a word-smithy way. For one thing, it doesn't take months of actual effort: that's due to the timer on shard to thread conversions using the optimal method. If you were more aggressive, and could earn more than 20 shards a day, the suboptimal method would be faster (but more work). Conversely, "hours" to unlock all four slots and slot them with uncommons? Again also possible, but only by people sitting on tons of shards and willing to convert them with the suboptimal path. Or someone willing to run trials non-stop for most of a day.
A while back I estimated that my MA/SR running 0x8 tip missions was averaging about 2.5 shards per hour. That's a calculated estimate from herostats statistics averaged over several dozen tip mission runs. It would take about 336 hours to earn the 840 shards mentioned in the post. Assuming that a really fast player might earn the same slots and powers in 12 hours of continuous trial running, that's about a factor of about 28: the difference between a day and a month. That's about the difference between a soloer running standard content and a team running incarnate content of at least moderately comparable spawn sizes.
(Incidentally, that's also why I believe the shard per hour rate for something like a plow ITF has to be higher than 3/hour on average across the entire playerbase, or it wouldn't even outpeform what I can do all by myself, which is all but impossible given the mechanics of shard dropping).
Someone running solo at 0x1 would of course be earning at a far lower rate. But at that point you're comparing the earning rates of a full league of players playing the top end content explicitly designed to award those rewards, to someone playing solo, facing the lowest possible fraction of the content strength, playing content that is of much lower difficulty and not explicitly designed to award those rewards directly. That's like comparing the leveling speed of a player that teams constantly and runs task forces and trials from level 1 to level 50, to someone who plays b y hitting their keyboard with a pencil between their teeth. Of course the earning rates will be vastly different. They cannot be anything but in any game that rewards anything besides attendance.
As an aside, several lines of thought I've contemplated all seem to be converging on this 30:1 ratio of Incarnate trials to non-incarnate content. My guess is that for the three areas of unlocking slots, slotting commons, and slotting uncommons, that ratio might be close to the truth. The ratio jumps dramatically for rare and very rare, but given they are the higher tiers of the system that's not intrinsicly a bad idea. Its also exactly in the range of reward target the devs normally aim for to be conservative, so they can tweak downward later if datamining shows it to be too high. The devs have said to me on more than one occasion that its easier to tweak downward than upward (in the context of reward requirements). Had they aimed and hit too low on the requirements, it would have taken an act of god to tweak it upwards for balance. But dialing it in lower, dropping the ratio from 30:1 to maybe 15:1 would be a lot easier, since few players would complain about that.
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Only one PvP IO even comes close to making that kind of difference. That's two months, if you're running tips daily.
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I'm pretty sure no single IO really compares to even just one of these slots' contributions. You can make a lot of them pretty orthogonal benefits to anything set bonuses (or Global/special IOs) can provide.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
"I don't like how the devs made this," while a valid opinion, is not an argument either and any rebuttal to it is equally valid as an opinion.
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We did not see:
- "I don't like how the devs made this."
- "I do, because I think it should work that way."
- "I don't like how the devs made this."
- "You have no grounds to dislike that, because the devs made it that way. Additionally, here are other (not actually all that similar) examples that I feel illustrate that the devs have been doing this all along, indicating that you have no grounds to object based on change from past behavior."
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Everyone is dancing around the issue at hand in multiple threads. Positron designed an end game system that looks exactly like other end game systems. His goal before undertaking this project was to make this end game system different from the others.
I'll wait to see the completion of the Incarnate content before stating my opinion if he succeeded with his goal or not, but so far not looking good at all. |
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My take on this issue is this. People who don't want to do the new incarnate trials *should* get the goodies at a *slower* rate than those who does participate. However, taking 2-3 years just to equip one character with all four Tier 4s is absurd. Let's even take Tier 4s out of the equation and just go with four Tier 3s. That would still take what, maybe a year or slightly less for each character? In comparison, I can equip one of my characters with Tier 3s in all 4 slots in about 3-4 nights of playing (with a few breaks tossed in). The gap is simply too massive and let's not even talk about the gargantuan difference in inf cost between the two routes.
With all of that in mind, the 1 to 1 conversion ratio simply makes no sense. It takes five times more threads to craft the new components when compared to the amount of shards it takes to craft the alpha components. I remember someone mentioning in another place that threads drop 5 times more often than shards. Thus, the conversion ratio should've been set at 1 for 3 or even 1 for 4 as a compromise. We all know that such asymmetrical conversion is indeed possible since we can convert Astral Merit for 4 threads. It's rather simple logic as far as I'm concerned and someone at PS seriously dropped the ball here.
This is coming from someone who runs nothing but new trials to equip his characters.
The important distinction though is that I'm not offering up my anecdotes to make a specific statement about the difference in earning rates for the trials and the standard level 50 TF content. I'm offering it up to show that your anecdotes may not be anywhere close to the average, since they are radically different from mine.
If the difference between my anecdotes and yours swings the numbers by a factor of five or more, that implies these calculations have an error bar of at least that much. |
So when you say that a factor of ten error is so high you don't see how that's likely, I'm just showing how easy it is just to account for a factor of five. I'm not specifically saying my experience is average, just that it shows levels of variability that are not just small, but enormous. |
I want to be clear that my goal here is to get a better idea about how component drops, Empyrian Merits, and Astral merits have affected the advancement gap between Trial and non-Trial content. I've offered, really, the only information I have on the topic, in the hopes that it would result in people posting more data (so far only one person has), and some kind of a discussion on how we could come to some kind of accurate estimate instead of "5 times as long" or "1000 times as long". Aside from not having a very reliable estimate for my shard earning capabilities, and not including Alpha component breakdowns, I think I made two big mistakes. The first is posting something labeled "conclusion". The second is posting it in this forum instead of in a less flamewar prone forum like Archetypes and Powers (it's about rewards, not Powers, though, so I didn't know where else to post it).
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I'm afraid I'm going to have to agree with Geko here. In terms of accessibility, the CoH endgame is so radically different from the traditional endgame MMO raiding system that if you scored accessibility of all other end game raiding systems of all other MMOs on a one to ten scale before I20 released, I20 wouldn't have been able to muster a zero on that scale. You'd have had to invent negative numbers on the scale to represent I20.
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You could argue though that without this end game foundation, that it would no longer be considered an end game. But that is in a way what the team was shooting for.
As of right now grinding the two trials is the best method which I wouldn't hold it against the devs as that is the limitation of any end game system conceived radically, or straight forward, but the lack of alternatives is where the end game system of CoX in Issue 20 takes a massive turn compared to how it worked with the Alpha Slot in Issue 19.
CoX endgame currently has these end game sins:
1. Do the raids to obtain the gear to be able to do the raids reasonably. Alternative path not viable from the view points of some players.
2. Solo (Alternative) path is made extremely undesirable compared to the group method.
3. More level shifts ensures that future content will be gated at tiered levels.
Some feel that alternative paths are not viable currently, so CoX end game is exactly like endgames seen a few years ago. Especially with the emphasis of very large leagues when the rest of the industry has moved in the opposite direction with their end games (very small groups which CoX has always been known for).
To those who think that solo players don't deserve the powers: I disagree.
I can play any powerset I like solo. If I want to unlock EATs, I can do that solo. It may have taken a couple months before the unlock level was dropped, but it was still available no matter the play style.
Now we're presented with a lot of new powers. Yay! I like new powers. Except some people think I shouldn't be allowed to have them because I can't team. Unfortunately for them, they don't pay my subscription fees, so they don't get to make my game decisions.
Paragon Studios can, though. They decided I have to pay a great deal of various in-game currencies and play the same character for months or years on end if I want to get these powers. I don't even know if City of Heroes will still be alive in 2.7 years.
No thanks. I've cancelled my subscription. It makes me sad.
Good luck with that. PR departments, campaign managers and other "spin" managers have jobs for a reason. It's because they get results. If you want to ignore people's (often irrational) responses to things, you're going to learn that, quite often, you will not get their support, money or sponsorship.
It's one thing to completely lose one's objectivity while worrying what people will think. It's another to ignore what people think all together, even if what they will think is illogical. |

My company, well...they do cater to an awful lot of illogical idiots, it's true.
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
3. More level shifts ensures that future content will be gated at tiered levels.
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My only concern is that when the next tier of trials come out it will be harder for a new player to "gear up". I can see several options for the devs to do that in the future (the easiest one being to add additional recipes for the current slots that use the Alpha slot shard costs and/or reduce the component costs).
My only concern is that they'll ignore the player feedback about wanting another method of advancement, and just add more trials that require you to do the previous trials to do. So it will be a multi-tiered gated advancement system where you have to do multiple levels of things you don't want to do to get things you want.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Solo players, players with poor tech and players who prefer not to team with 15-23 others should have that same opportunity.
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This an MMO. It is not a single player game. In an MMO, you have to put in the time, doing the required things, to get the goodies. It's how they are designed.
While this may be super-pretendy-fun-time, there is NO reason that all players, of all types, must be treated equally. The game has not, since it's inception, done this.
From the very beginning of CoH, those who play more and play the team content have gotten more rewards than those who have not. You play with teams in CoH and you get stuff way faster. It has always been this way.
To address the poor-tech thing specifically, I was dirt poor for a number of years. I never once whined that I should be given anything because someone else that could afford to do that something faster/better than I could. Sometimes life does, indeed, suck. The developers are not under any obligation to cater their product to someone that cannot afford a good machine to run it, that's truly absurd. And they are not unethical for not doing so either.
To conclude, I still think anyone that is really upset over this, I mean truly upset, might want to think about not playing these types of games. I really mean this. I doubt playing these games and becoming so emotionally embroiled in them is healthy for you. I had a friend lose his job, house, everything because he took an MMO too seriously. If a change/addition/nerf/whatever to a video game really upsets you, please take a step back. Even in the dealers in Vegas tell you not to gamble with the Mortgage money.
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
My only concern is that they'll ignore the player feedback about wanting another method of advancement, and just add more trials that require you to do the previous trials to do. So it will be a multi-tiered gated advancement system where you have to do multiple levels of things you don't want to do to get things you want.
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I guess the devs could potentially simply disable the new powers int he next set of trials but that'll piss off a lot of people.
This one I don't think is particularly problematic. The only content that is likely to require more level shifts is the future trials. If you don't want to do trials than getting the level shift isn't going to hurt you and if you are doing the trials then the level shift is simple enough to get.
My only concern is that when the next tier of trials come out it will be harder for a new player to "gear up". I can see several options for the devs to do that in the future (the easiest one being to add additional recipes for the current slots that use the Alpha slot shard costs and/or reduce the component costs). |
My only concern is that they'll ignore the player feedback about wanting another method of advancement, and just add more trials that require you to do the previous trials to do. So it will be a multi-tiered gated advancement system where you have to do multiple levels of things you don't want to do to get things you want.
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Yes they can help out the new players, but in that process they may end up making these current two trials into ghost towns.
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At that point implementing a "side-step" system to aid new players/characters in gearing up makes a lot of sense.
In other games with a progression system it's standard practice to increase the rewards obtainable from non-raid content whenever a new raid is released. This serves to allow new characters to get the gear they need to participate in the new content without relying on sympathy runs through the old content.
My point was that when the next set of slots comes along they will likely have a new salvage type. As such the current trials will almost certainly become ghost towns anyway.
At that point implementing a "side-step" system to aid new players/characters in gearing up makes a lot of sense. In other games with a progression system it's standard practice to increase the rewards obtainable from non-raid content whenever a new raid is released. This serves to allow new characters to get the gear they need to participate in the new content without relying on sympathy runs through the old content. |
Content that becomes abandoned is a hall mark of any game system. But even more so with an end game.
Issue 19 was a start to rejuvenate interest with older content, while allowing progress with the new content.
Issue 20, and onwards though looks radically different in approach, so we shall see.
Having new players join in on the current fun is important yes, but it may cause resentment with existing players who took the time and effort to grind it out.
No easy answers to these dilemmas by any means.
Having new players join in on the current fun is important yes, but it may cause resentment with existing players who took the time and effort to grind it out.
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No easy answers to these dilemmas by any means. |
One thing that interested me was a comment Posi made about the possibility of introducing even more Incarnate slots after the first 10. If they do that I'll be interested to see how they handle what will pretty much have to be a "gear reset".
They might be able to get away without doing any of this during the first 10 slots but if they try to make a second set of 10 that require you to be Omega slotted to even start doing the content I think it'll come crashing down.
A new end game system post Incarnate may require only level 50, but this heads right back to my point of devaluing the work players would have done with Incarnate.
I am leaning towards there being a "gear reset", but maybe with an expansion?
Okay, I dislike the fact that soloers are penalized so heavily compared to trial grinders as well. But this is an unfair accusation.
You're trying to take the devs to task at 5PM on a Sunday because they haven't responded to a thread that was started this same Sunday at noon. If the devs are doing anything game-related this weekend, they're probably PLAYING it. Not browsing the forums. |
That was the extent of our communication unless there was a bug.
Still here, even after all this time!

A new end game system post Incarnate may require only level 50, but this heads right back to my point of devaluing the work players would have done with Incarnate.
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I am leaning towards there being a "gear reset", but maybe with an expansion? |
That leaves two options I can see:
1. Make the existing slots trivial to get to T3 (say a week or two)
2. Make the existing slots non-functional in the new content
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