Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Team Size?

335 posts / 0 new
Last post
Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Radiac, to use your example

Radiac, to use your example of the BAF, what if the solo player had to still stop escapiees, but it was only from one door or one door at a time. And there were less of them (let's not talk of their practical immunity to mez though). Goliaths could still be there, and special boss rules, only these NPCs adapt their strategies (read the powers they use and their special rules of the encounter) based on the team size.

*edit*
I should mention that even with the "scaled down" scenario above, it would be to the "minimum difficulty of the tf / raid" setting not the minimum difficulty of standard content. Even if the solo-BAF had one or more doors to run to / from and spawns running out, a solo-est should feel just as hectic and busy as a full team or multiple teams would feel.

The important part is the systems all scale with the players appropriately. Soloists and small teams still get access, but not the "full experience". Full teams / multiple teams get their more unique stylized encounters. Reward rates should be commensurate with the number of players.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Darth Fez
Darth Fez's picture
Offline
Last seen: 2 days 17 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
As I already argued in the

As I already argued in the "Teaming and Soloability" thread, this is the worst of both worlds in that it means that TFs are basically like normal missions: they scale with team size. It also removes the possibility that people can attempt to try to solo team content because, if they're not in a team, it becomes solo content. Which leads back to the original question, will there be team specific content?

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Tannim222 wrote:
Tannim222 wrote:

Radiac, to use your example of the BAF, what if the solo player had to still stop escapiees, but it was only from one door or one door at a time. And there were less of them (let's not talk of their practical immunity to mez though). Goliaths could still be there, and special boss rules, only these NPCs adapt their strategies (read the powers they use and their special rules of the encounter) based on the team size.
*edit*
I should mention that even with the "scaled down" scenario above, it would be to the "minimum difficulty of the tf / raid" setting not the minimum difficulty of standard content. Even if the solo-BAF had one or more doors to run to / from and spawns running out, a solo-est should feel just as hectic and busy as a full team or multiple teams would feel.
The important part is the systems all scale with the players appropriately. Soloists and small teams still get access, but not the "full experience". Full teams / multiple teams get their more unique stylized encounters. Reward rates should be commensurate with the number of players.

Makes the completion less impressive. And may even make it harder to get people together to complete the full team experience.

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
Radiac wrote:
Radiac wrote:

, in our quest to make the BAF available to the soloist, we've completely taken away all of the things that made the BAF what it was, in it's heart and soul. This stripped-down thing we have now isn't really THE BAF anymore, is it? It's not even remotely the same thing now, as far as I'm concerned, and the soloists WANTED to be allowed to do THE BAF and were annoyed that they weren't allowed to do it.

Throw in Ally NPCs (make it Random enough), if there arent many pets! ;D
So it FEELS like you're riding on the Coat Tails of the Ally NPCs. (you sneaky Solo bastard) ;D

Brand X wrote:

Makes the completion less impressive. And may even make it harder to get people together to complete the full team experience.

Thats True. :(
Less and less players wanting to team. And before you know it.. no Teams forming by the end of the 2nd year of the games life. :/

Except for Role Players, they STILL need a team for that! ;D

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Darth Fez wrote:
Darth Fez wrote:

As I already argued in the "Teaming and Soloability" thread, this is the worst of both worlds in that it means that TFs are basically like normal missions: they scale with team size. It also removes the possibility that people can attempt to try to solo team content because, if they're not in a team, it becomes solo content. Which leads back to the original question, will there be team specific content?

The scenario I posted dictates that not just the spawn size scale with the team size like normal content, but also the content - side objectives, coordinated effort, and unique NPC encounter strategies. It is not just a normal mission scaled down or up. The mission changes dynamically.

Brand X wrote:

Makes the completion less impressive. And may even make it harder to get people together to complete the full team experience.

Care to elaborate? If the mission content itself scales with the team size to become more difficult, providing additional rewards comensurate with the increased team size and activities therein, would this not provide incentive for wanting to complete the full team experience - after all the full experience is only there when the full size of the designed content is there to engage it.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Tannim222 wrote:
Tannim222 wrote:

Darth Fez wrote:
As I already argued in the "Teaming and Soloability" thread, this is the worst of both worlds in that it means that TFs are basically like normal missions: they scale with team size. It also removes the possibility that people can attempt to try to solo team content because, if they're not in a team, it becomes solo content. Which leads back to the original question, will there be team specific content?

The scenario I posted dictates that not just the spawn size scale with the team size like normal content, but also the content - side objectives, coordinated effort, and unique NPC encounter strategies. It is not just a normal mission scaled down or up. The mission changes dynamically.

Brand X wrote:

Makes the completion less impressive. And may even make it harder to get people together to complete the full team experience.

Care to elaborate? If the mission content itself scales with the team size to become more difficult, providing additional rewards comensurate with the increased team size and activities therein, would this not provide incentive for wanting to complete the full team experience - after all the full experience is only there when the full size of the designed content is there to engage it.

The fun thing about attempting and completing a TF was that it wasn't powered down for a solo player. It was still you versus an AV.

It's why taking on an EB was never as awesome as taking on an AV. EB's was CoH's was of weakening NPCs that were suppossed to be strong, just so the SOed character can solo it. Hearing "I soloed the EB Baracuda." was not impressive. Hearing "I soloed Baracuda as an AV!" was impressive. Someone soloing a GM was something to congratulate them on!

Now admittedly, part of it really came down to right IOs, right build (though more builds could do it than not) with the right IOs and all it took was doing some MIDS work and some math then patience on the players part.

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Brand X wrote:
Brand X wrote:

Tannim222 wrote:
Radiac, to use your example of the BAF, what if the solo player had to still stop escapiees, but it was only from one door or one door at a time. And there were less of them (let's not talk of their practical immunity to mez though). Goliaths could still be there, and special boss rules, only these NPCs adapt their strategies (read the powers they use and their special rules of the encounter) based on the team size.
*edit*
I should mention that even with the "scaled down" scenario above, it would be to the "minimum difficulty of the tf / raid" setting not the minimum difficulty of standard content. Even if the solo-BAF had one or more doors to run to / from and spawns running out, a solo-est should feel just as hectic and busy as a full team or multiple teams would feel.
The important part is the systems all scale with the players appropriately. Soloists and small teams still get access, but not the "full experience". Full teams / multiple teams get their more unique stylized encounters. Reward rates should be commensurate with the number of players.

Makes the completion less impressive. And may even make it harder to get people together to complete the full team experience.

This is exactly it. For one thing, this DOES NOT allow the soloists to try to impress the pants off of everyone by doing harder team content by themselves, and in the process of taking away THAT mountain to climb, we're left with a game wherein a lot fewer 3-8 person team TFs ever actually happen.

You do the "solo BAF" and nobody's impressed, and what's worse, those of us what want to team up to do the team BAF will find it that much harder to actually form that team now because everyone's reaction to "wanna do the BAF?" will be "NO, go do it yourself, why do you need other people? NOOB"

The fact that you had mandated minimum team sizes in CoX actually added legitimacy to the act of looking for team mates. People KNEW you needed other people to be allowed to start the TF so they could immediately understand reason for LFT requests. Without that everything is harder to form, and TFs were hard to form in CoX to begin with at times, depending on the TF in question and the server you were on.

Assuming big raids like the Hami, Mothership, Underground Trial, etc that required like 20-50 people are still going to be a thing, why is it that soloists are being required to do that stuff in large crowd-sized groups (or not at all)? That is, why are we exempting the Hami Raid from the rule of making everything palatable to the soloist by scaling it down? And whatever that reason is, why is it that NONE of the 3-to-8-person TFs get the same exemption as the Hami and Mothership type stuff?

My personal preference is to allow the creation of SOME TFs that actually require some specific number of people to start them, do them, and finish them (i.e. "The Citadel TF requires a team of 5 to start, and you'll probably need about that to finish off the end boss, plus there are some tasks to perform in the middle that require at least 5 people to be in different places doing things in an orchestrated way."). In these TFs, if enough people drop out that you can't finish, then you (the leader) can invite replacements. If those replacements cannot be found or never show up for some reason, you fail the TF when you get to the part where you needed that given team size, and that part where you fail may very well be the end boss. I'm personally all for giving these things added difficulty and rewards commensurate with that. This gives all the players a mountain to climb in the sense that soloists can still try to get past the group parts then try to solo the end boss after enough power creep makes it borderline possible. It doesn't bother me in the slightest that the dedicated soloist needs to form a fake team to get started and to get past the "levers" parts, it really doesn't.

When a soloist says "I wish they'd make it more convenient for me to try to do 5-person content by myself." and you accommodate that to too large an extent, you end up basically making it solo content and totally removing some of the reasons for wanting to do it in the first place.

To me, soloists complaining that they're not able/allowed to do a 5-man TF on their own is like a guy saying "I'm a dyed-in-the-wool BMW driver, I will never drive anything that's not a BMW. So therefore BMW needs to make a Mustang because I feel excluded from the experience of driving a Ford Mustang by my own flat refusal to ever drive anything that's not made by BMW." You have two options, drive the Ford Mustang, or don't. BMW doesn't make a Mustang, and even if they did, it wouldn't be the same thing, not really.

R.S.O. of Phoenix Rising

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
Honestly--having read all of

Honestly--having read all of this and really enjoying the good exchange of ideas, AND being an, eh, 75%? soloist who really enjoys a good duo-through-Hamiraid once in a while--I think that here is the answer.

Build typical content so that it should be solo-able by pretty much anyone DEPENDING ON WHERE THEY SET THE SLIDER (cause that's a big help, anyone can solo and get rewards on -1x0).

Then build TF-level group content NOT to have mechanics that forcefully require a team, but rather that is just so hard that it should not reasonably be completable without a team. And people like me will bang our brains out against that wall and understand if we can't get through (because it's working as intended) and GLORY if we do.

Then, what the hell, have mass Hami//Rikti Mother Ship/Lambda Raids/Trials that you just simply can't do solo.

And, unofficially on behalf of all soloists, as long as we can get the things we need outside of this content--ignore the whining.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Brand X wrote:
Brand X wrote:

Tannim222 wrote:
Darth Fez wrote:
As I already argued in the "Teaming and Soloability" thread, this is the worst of both worlds in that it means that TFs are basically like normal missions: they scale with team size. It also removes the possibility that people can attempt to try to solo team content because, if they're not in a team, it becomes solo content. Which leads back to the original question, will there be team specific content?

The scenario I posted dictates that not just the spawn size scale with the team size like normal content, but also the content - side objectives, coordinated effort, and unique NPC encounter strategies. It is not just a normal mission scaled down or up. The mission changes dynamically.

Brand X wrote:

Makes the completion less impressive. And may even make it harder to get people together to complete the full team experience.

Care to elaborate? If the mission content itself scales with the team size to become more difficult, providing additional rewards comensurate with the increased team size and activities therein, would this not provide incentive for wanting to complete the full team experience - after all the full experience is only there when the full size of the designed content is there to engage it.

The fun thing about attempting and completing a TF was that it wasn't powered down for a solo player. It was still you versus an AV.
It's why taking on an EB was never as awesome as taking on an AV. EB's was CoH's was of weakening NPCs that were suppossed to be strong, just so the SOed character can solo it. Hearing "I soloed the EB Baracuda." was not impressive. Hearing "I soloed Baracuda as an AV!" was impressive. Someone soloing a GM was something to congratulate them on!
Now admittedly, part of it really came down to right IOs, right build (though more builds could do it than not) with the right IOs and all it took was doing some MIDS work and some math then patience on the players part.

I agree. Climbing Mount Everest is impressive. Climbing some mole hill everyone knows is a lot easier won't impress anyone.

R.S.O. of Phoenix Rising

Brutum
Brutum's picture
Offline
Last seen: 4 years 3 months ago
kickstarter11th Anniversary Badge
Joined: 10/13/2013 - 19:18
I think I'd have to say I

I think I'd have to say I agree with all these posts in response to Tannim.

Puny Heroes.

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Radiac wrote:
Radiac wrote:

but I dislike the idea {snippity}

I don't like trying {snippity}

You know, it's considered to be ... unsporting ... to first say you want something and then turn around and say you don't want it when it's given to you straight up.

So I'm going to turn this right back onto you.

What DO you want?
What DO you like trying?

I know you've been spending lots of keystrokes talking up [b]Fear, Uncertainty and Doubt[/b] about the "power" of soloists to complain that they aren't able to monopolize the game's development and/or the attention (love?) of the Devs. But you've kind of taken those fears beyond reason and into self-parody (of the notion you're worried about, as opposed to of the poster) at this point, Radiac.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
Radiac wrote:
Radiac wrote:

<
The fact that you had mandated minimum team sizes in CoX actually added legitimacy to the act of looking for team mates. People KNEW you needed other people to be allowed to start the TF so they could immediately understand reason for LFT requests. Without that everything is harder to form, and TFs were hard to form in CoX to begin with at times, depending on the TF in question and the server you were on.

I agree with this. I'm not against soloable content in any way - hell - I soloed in CoX about 50% of the time. The majority of the "normal" content/missions able to be soloed while scaling for a team? Cool! But there SHOULD be big team-oriented missions/raids or mission arcs - and these missions/raids should have the commensurate big shiny rewards. Lone Wolves want this reward? They can join a team for a short period of time, or recruit a few peeps to meet the minimum requirements and try the challenge of soloing it, or maybe even try the cash shop (depending on the nature of the reward).

Darth Fez
Darth Fez's picture
Offline
Last seen: 2 days 17 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Empyrean wrote:
Empyrean wrote:

Then build TF-level group content NOT to have mechanics that forcefully require a team, but rather that is just so hard that it should not reasonably be completable without a team. And people like me will bang our brains out against that wall and understand if we can't get through (because it's working as intended) and GLORY if we do.

That's the gist of it. As I pointed out, I don't believe that there's nothing wrong with having one or two examples of content which mechanically require a minimum number of players, but it certainly should not be the norm. Team content should not [i]reasonably[/i] be able to be completed by a single player, but they needn't be prevented from attempting to do so. Certainly not to the point that one either need a full team to even enter the content or that the content is "downsized" to give the player what the devs think the player wants.

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

whiteperegrine
whiteperegrine's picture
Offline
Last seen: 4 years 10 months ago
11th Anniversary Badge
Joined: 06/19/2014 - 14:49
Interdictor wrote:
Interdictor wrote:

Radiac wrote:
<
The fact that you had mandated minimum team sizes in CoX actually added legitimacy to the act of looking for team mates. People KNEW you needed other people to be allowed to start the TF so they could immediately understand reason for LFT requests. Without that everything is harder to form, and TFs were hard to form in CoX to begin with at times, depending on the TF in question and the server you were on.

I agree with this. I'm not against soloable content in any way - hell - I soloed in CoX about 50% of the time. But there SHOULD be big team-oriented missions/raids or mission arcs - and these missions/raids should have the commensurate big shiny rewards. Lone Wolves want this reward? They can join a team for a short period of time, or recruit a few peeps to meet the minimum requirements and try the challenge of soloing it...

^^^ This.

this is, after all an MMO...I would think that the goal is to develop game play that promotes team play. if this is not the goal of the game then just make a simple offline single player game.

I think there definitely SHOULD be TF's/Raids that have a minimum required number of players. as mentioned, if someone wants to try an solo it, let them put a temp group together so they can get in the door of said TF/Raid and godspeed to em....but they should have the understanding that they more than likely will NOT be able to complete said TF/Raid and they shouldn't then cry that they can't solo said TF/Raid.

again, it's an MMO and should promote teaming vs soloing.

[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
whiteperegrine wrote:
whiteperegrine wrote:

^^^ This.
this is, after all an MMO...I would think that the goal is to develop game play that promotes team play. if this is not the goal of the game then just make a simple offline single player game.
I think there definitely SHOULD be TF's/Raids that have a minimum required number of players. as mentioned, if someone wants to try an solo it, let them put a temp group together so they can get in the door of said TF/Raid and godspeed to em....but they should have the understanding that they more than likely will NOT be able to complete said TF/Raid and they shouldn't then cry that they can't solo said TF/Raid.
again, it's an MMO and should promote teaming vs soloing.

Usually agree with you, not sure I agree with some of this.

I never liked the "this is an MMO so soloers can just suck it" argument. I mostly solo and I don't like offline single player games. I think "this is an MMO, but soloers are welcome too and we'll accommodate them as far as it does't screw up group play" attitude makes more sense.

I can see making them raise a group just to make sure they get the point that they're trying to solo non-solo content and so that others don't get the impression that it should be solable.

And I agree that if you try to solo group content (which I personally enjoy the metagameish challenge of) , don't whine if you can't. It's no solo content.

But mostly soloing MMORPG's is a thing. It always has been. No need to try to "combat" it. It's not spamming or griefing.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

whiteperegrine
whiteperegrine's picture
Offline
Last seen: 4 years 10 months ago
11th Anniversary Badge
Joined: 06/19/2014 - 14:49
I really wouldn't go as far

I really wouldn't go as far as to say I am telling solo players to "go suck it". LOL (on a side note though I am fond of the phrase "suck it up buttercup"...heh)
I tend to be a solo player, for the most part, whether I am in an SG or not but I can totally understand that there are going to be some things I just can't do alone...not that I lack the skills but because my character just won't be powerfull enough to do it himself.

I am saying that I believe there should be a few TF's that require a certain number of players to complete. not all need to be this way, but there should be at least a few that are bigger than the individual hero. we are playing a superhero MMO after all and on occasion there is that big crossover type event that occurs that needs all heroes on deck to be able to win the day.

[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Rather than do a thread necro

Rather than do a thread necro, here's one of my [url=http://cityoftitans.com/forum/spawn-size-scaling-forumla-team-play]original posts on team size scaling[/url] for City of Titans in which I advocate for running things on a Minion Budget.

Quote:

Team Scaling Formula:
(Team Leader Difficulty Level * 3) + (Players on Team) - 1 = Minion Budget per spawn group

Limitations:
Difficulty Level as used by the Team Scaling Formula can never be lower than the number of Players (actually) on the Team.

Minion Budget equivalencies (uses x! mathematical function except for Underlings):
[list][*]3 Underlings = 1 Minion
[*]1 Minion = 1 Minion (duh…)
[*]1 Lieutenant = 2 Minions
[*]1 Boss = 6 Minions
[*]1 Elite Boss = 24 Minions
[*]1 Arch Villain = 120 Minions
[*]1 Monster = 720 Minions
[*]1 Giant Monster = 5040 Minions[/list]
These equivalencies can be used as a guideline for raw Hit Point totals for each rank of Foe NPC.

Now, obviously I was thinking in terms of a 3:1 rather than a 4:1 [url=http://cityoftitans.com/forum/gearing-ratios]Gearing Ratio[/url] baseline assumption, but "fixing" that part of the equation is simple enough. Just do this:

(Team Leader Difficulty Level * 4) + (Players on Team) - 1 = Minion Budget per spawn group

At a 3:1 Gearing Ratio, the formula tops out at a 31 Minion Budget for standard spawn groups for a full Team of 8 Players.
At a 4:1 Gearing Ratio, the formula tops out at a 39 Minion Budget for standard spawn groups for a full Team of 8 Players.

But the important thing is that a Team of 1 (ie. a soloist) wouldn't be facing the exact same degree of Minion Budget per spawn group as a full Team of 8.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
whiteperegrine wrote:
whiteperegrine wrote:

I am saying that I believe there should be a few TF's that require a certain number of players to complete. not all need to be this way, but there should be at least a few that are bigger than the individual hero. we are playing a superhero MMO after all and on occasion there is that big crossover type event that occurs that needs all heroes on deck to be able to win the day.

Like BAF and Hami, sure! As long as you can also get everything you get from these through solo play (even if it takes longer through solo play), I completely agree.

AND I'll do them once in a while when I'm in the mood.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

whiteperegrine
whiteperegrine's picture
Offline
Last seen: 4 years 10 months ago
11th Anniversary Badge
Joined: 06/19/2014 - 14:49
hey, you already have a

hey, you already have a Gearing Ration thread over there! stop putting your chocolate in my peanut butter! :p

[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]

whiteperegrine
whiteperegrine's picture
Offline
Last seen: 4 years 10 months ago
11th Anniversary Badge
Joined: 06/19/2014 - 14:49
Empyrean wrote:
Empyrean wrote:

Like BAF and Hami, sure! As long as you can also get everything you get from these through solo play (even if it takes longer through solo play), I completely agree.
AND I'll do them once in a while when I'm in the mood.

those of course! I would also include a couple of the larger TF's as well... :p

it was mentioned earlier, but I wouldn't have an issue on allowing a solo player into one of these larger TF's but, imo, they should not be able to complete it as they will not be powerful enough to complete it alone...or they can't be in two places at once in order flp the power switches to turn off the Dohicky-o-Doom.

[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Radiac wrote:
Radiac wrote:

Makes the completion less impressive. And may even make it harder to get people together to complete the full team experience.

This is exactly it. For one thing, this DOES NOT allow the soloists to try to impress the pants off of everyone by doing harder team content by themselves

Brand X wrote:

The fun thing about attempting and completing a TF was that it wasn't powered down for a solo player. It was still you versus an AV.
It's why taking on an EB was never as awesome as taking on an AV. EB's was CoH's was of weakening NPCs that were suppossed to be strong, just so the SOed character can solo it. Hearing "I soloed the EB Baracuda." was not impressive. Hearing "I soloed Baracuda as an AV!" was impressive. Someone soloing a GM was something to congratulate them on!
Now admittedly, part of it really came down to right IOs, right build (though more builds could do it than not) with the right IOs and all it took was doing some MIDS work and some math then patience on the players part.

Ok, a couple of things are definitely lost in translation here.

The thing about difficulty of a TF / Raid and the Solo player is that the solo player is not playing through the content as if it were scalled down to 1 player [b]like it was regular content. It is still starting off at a higher base difficulty setting/b].

It is the same thing with an AV. This isn't "AV scaled down to an EB scenario I am talking about here. The AV - which will be designed as a base to take on a group of players - will still be difficult for someone to solo. The only changes that would occur in the AV fight is the tactics the AV uses. This could make the solo fight just as hard for the soloist as much as a difficult fight for a group of players or even multiple groups. It doesn't change the fact that it is still an accomplishment to take on a class pawn that is designed for group-sized encounters solo.

Empyrean wrote:

whiteperegrine wrote:

I am saying that I believe there should be a few TF's that require a certain number of players to complete. not all need to be this way, but there should be at least a few that are bigger than the individual hero. we are playing a superhero MMO after all and on occasion there is that big crossover type event that occurs that needs all heroes on deck to be able to win the day.

Like BAF and Hami, sure! As long as you can also get everything you get from these through solo play (even if it takes longer through solo play), I completely agree.
AND I'll do them once in a while when I'm in the mood.

There are two parts to this I need to really stress:
The first part here is the concept of content that requires at large teams to accomplish - the term used was cross over events.

Events being key here. Typically in an MMO an Event is something that is distinctly different from a "raid" or "task force". Events should exist and they should certainly require multiple teams to accomplish.

The other part here is "Like BAF and Hami, sure! As long as you can also get everything you get from these through solo play (even if it takes longer through solo play),".

This places a requirement that solo versions of content be made that is completely separate from the task-force versions that provide rewards. Even on decent sized dev teams this is a tough order. On smaller teams, like we are, it will put off one or the other for a long time before one or the other becomes available, if ever. The problem then becomes players are upset because they feel either forced to play a different way than they want - and remember our stance is that solo play and multiple team play are both viable desires - to stand by that word we have to pull through.

The option then is to provide one set type of content with higher than normal base difficulty settings and modularlize the encounters systems for group sizes. One type of content, multiple variations of play.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
But why change any of it?

But why change any of it? Why give the AV less HP and different mechanics? The idea instead being, it's set up for teams and now one has to try to beat it solo.

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
whiteperegrine wrote:
whiteperegrine wrote:

was mentioned earlier, but I wouldn't have an issue on allowing a solo player into one of these larger TF's but, imo, they should not be able to complete it as they will not be powerful enough to complete it alone...or they can't be in two places at once in order flp the power switches to turn off the Dohicky-o-Doom.

Actually, the easiest way to "enforce" the failure of soloing is either a DPS check (you must do at least this much damage to get off this ride) or a Survival check (Big Bad pulverizes you way too easily/quickly when you don't have help) ... or both ... and simply set these parameters beyond the reach/range of an single solo PC.

So even if your PC can generate enough DPS to "make it" and defeat the Big Bad™, there's no build that can combine that with the ability to survive the incoming damage long enough to grind it out and achieve victory.

Alternatively, if you do have enough Survival to last an infinite amount of time against the Big Bad™, you still can't win because there's no build available with that feature which can dish out enough DPS on its own to succeed.

And then there are the "Squishy" Archetypes ...

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Brand X wrote:
Brand X wrote:

But why change any of it? Why give the AV less HP and different mechanics? The idea instead being, it's set up for teams and now one has to try to beat it solo.

First no one said anything about less hp...
But different mechanics? Well, why use a pbaie melee attack on a single target when a single target attack is more effective?

If the idea is that an particular encounter pawn (read AV) is meant for a team to tackle, but it can utilize different tactics for one players, four players, or 40 players - then the encounter is still a team-worth encounter done solo.

Again, the important piece of information here is that the "Task Force" base difficulty starts off more difficult than standard content, and as a higher ending point than standard content.

And really, the hoops are still there for solo players to try and pull off getting access to "full raid content" only its much more difficult to pull off in the actual content environment (it takes starting the end boss mission with a full raid and getting everyone to hang back / quit).

The difference is that a solo player, small team, full team and multiple-teams can all access the same type of content and have it be a challenge and be rewarded accordingly.

And if its all about bragging rights - what if such encounters were made available in a user-generated maps for training simulations in a base? Get your base build up enough to include a "holodeck / danger room" generator - load up the map and encounter type - place in the settings "ie full raid mode" enter in solo - /record, fight - no rewards but bragging rights.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Gangrel
Offline
Last seen: 6 days 10 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Radiac wrote:
Radiac wrote:

Gangrel wrote:
JayBezz wrote:
A Recommended number is good for mission design. I'm ok with people going with less than the recommended number but sometimes you need to save instanced content for a minimum number of participants.

(snip)

So the Caverns of Transcendence with the 8 glowies? Bad design as it requires a full group. 4 glowies though? Not so bad. It means you don't have to have a full group, and even if 1/2 the team was dead, you could *STILL* complete it. I *personally* would try to limit the number of "interactables" needed to about 1/4 of the "maximum number of players in there" full stop.

(snip)

And here we see the beginning of the gradual backslide into "Let's just make everything soloable and be done with it." that I was talking about.
It starts when one person suggests "We just wanna be able to START the thing with a smaller team/solo, make it as tuff a you want, really, we're fine with that." followed by the next person going "This sucks because you get to a point where you can't finish what you started because you didn't have enough people, or one person dropped out after we started, etc. So let's make it so that we can lose some people midway through and still finish. Because that can happen, and why should we have to fail the TF just because someone dropped? You could just make it easier instead, do that." and then the next logical step from there is "This system is unnecessarily cumbersome. Why don't we just scale all TFs to whatever size team is actually present in the missions on a mission-by-mission basis, that way no team is EVER inconvenienced by being the wrong size?" at which point you're then at "All things are soloable now." and you got there by making a series of smaller compromises, all of which, added up, amount to "Okay Devs, NO UNSOLOABLE CONTENT, because people b1tch too much about it." And now we never get the "Defeat all three Archdemon Princes in their respective lairs all at the same time." ending or anything like that.
It is not on the devs to make everything so easy that you can't possibly fail. The game would be a snoozefest if it were. Things will be failable, I hope. And maybe sometimes you fail because the team falls apart. The team falling apart is a bad thing, and probably should spell doom for whatever endeavor they were into at the time it fell apart. That seems like an appropriate result to me. I'm okay with there being consequences to this sort of thing that are somehow undesirable, like "you can't finish the thing if a person drops and you needed that person". You still got XP and various random drops during the TF fights that you actually did, so it wasn't a total waste.
Nowhere is it written that every TF should be 100% convenient to form if you have basically, like enough people, kinda sorta or that they have to be possible to complete after people drop out, or even possible to finish off the end boss without a full team and some time and thought spent in how to fight it. I like a TF that requires you to actually form a group of a given size and somehow hold it together long enough to do it in a couple hours before people start logging off (the lengths of some of the TFs is a separate issue altogether). It makes the badges harder to earn and the rewards that much sweeter at the end when you get to say "Yeah, we finished that one, oh, your team fell apart and dumped out huh? That's a shame, we had a blast though. You should try again sometime."
That's just how I feel. I know some people are like "Yeah, well, I wanna solo everything, so make everything solable." I've heard that sentiment on the forums before. My attitude is "I disagree, so F&*#K that idea, I really do actually want some team-size gated content." Not everyone is going to agree with everyone else on that, I realize, but my opinion is what it is. That said, I have zero real "pull" around here anyway, as far as I know, so others can speak their piece too. I'm sure the devs are taking all points for view into consideration before doing anything.

Yeah, and I think you missed the point of what I was trying to get to.

Still have multiple glowies. I have no problem with them. But don't make it a requirement that I have to have a full team to even *think* of doing it.

Hell, you could even put it at 1/2 of "max team size" (round up). But I don't want to eradicate them. I *personally* am not a great fan of 100% of a full team *MUST* survive to complete the mission.

So that is why I suggested a lower cap.

What I was thinking (and you might have missed the point here) was that if the maximum team size was 8 (for example), I wouldn't have a "8 glowey simultaneous interaction" to complete it.

I would have put it at 4 maximum (or 2). But I wouldn't set it to "1/2 the number of players in the instance" or "1/4 of the number of players on the mission".

It would be set at "Max team size/4" or "Max team size/2".

Now this is for *normal* content.

For Raids/Dungeon style content, that is a whole different kettle of fish in terms of how they get put together. But even then I would still refrain from stuff that requires 100%[1] of the team to be alive to even complete it.

But you see, even then I am not saying you *cannot* have something along those lines, but just that requiring it to be "a max size team is the ONLY option" is not an option. Even in Wildstar there are *NO* mechanics which are this strict. The most severe one that I am aware of is a case of where if you lose 20% of the team (4 players) you had better have VERY good DPS[2] or you will fail on the boss.

Side note: At least the cavern of transcendence *Forced* you to start off with a full team, so at least it had that going for it.

[1] And by this I mean "it doesn't matter how long you have played the game or how well geared you are, you will NEED a full raid team to complete it, just because there is a mechanic that requires 20 bodies present to even *work*"

[2] [url=https://www.youtube.com/watch?v=ZEJ0m-jbZEs]Kuralak the Defiler[/url]: She is one of the 1st floor "must kill" bosses in Genetic Archives (20 man raid). Her mechanic is set up so that if you are new to the encounter and you lose 5 players? Wipe time on her, you WILL die. No ifs, no buts, you WILL die. Because the mechanic *requires* you to have 16 (out of 20) players alive in a "worst case scenario". We now regularly kill her at the "8 egg" stage (at the start it was touch and go and having to sacrifice players in the 16 egg phase).

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

whiteperegrine
whiteperegrine's picture
Offline
Last seen: 4 years 10 months ago
11th Anniversary Badge
Joined: 06/19/2014 - 14:49
if all TF's can be done solo

if all TF's can be done solo what's to encourage teaming up? if the big bad guy can be done solo teaming up will be "perceived" as only the weak need team to beat them...

also, why should the TF Bosses change their tactics between teams and solo artists? isn't part of the "bragging rights" beating mechanics that are geared to take out entire teams? by changing the mechanics behind the bosses are we not actually making it easier for the solo artist in some regards? (not having to worry about AOE's, for example)

while I have my views, I am more than happy to go whatever route the devs decide to go but I do believe this is a good discussion to be had. :)

[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
I just want to reiterate that

I just want to reiterate that I'm all for having "scalable" content (and by that I mean content that can scale down to the 1-person team if needed), even "scalable" TFs and trials. I just DON'T want that to be the ONE AND ONLY type of TF/trial we ever get. Give us scalable stuff where your challenge is adjusted for your team size in various ways (and maybe kept up to higher standards in other ways), but ALSO give us TFs that require 4 people to pull levers in different rooms at the same time and have end bosses that cannot be defeated by less than maybe three REALLY well prepared toons, etc.

If a developer wants to design a TF that requires a team of at least 4 to be able to perform some of the tasks in the TF and then defeat Mag-BEAT-o at the end, then let them make that a "4-person TF" which doesn't scale down below 4. Have the scalable kind, but have the RIGID, non-scalable kind too, that's all I ask. Heck, if you can make a scalable TF, you ought to EASILY be able to make one where it always spawns for a team of 4 if the team size is less than 4. In places where the story line kind of screams "FOUR PEOPLE! One for each direction of the compass, get it?" then maybe you really do need 4 people to start, do, and finish the end boss for that one. A few examples of this type of TF sprinkled into the game is not a bad thing, I feel. That's all I'm saying.

Edit: As far as the rewards, I feel that the in-game player free market system should take care of that. Assuming the soloists that don't want to team up to do the Mag-BEAT-o TF want the Magnetic Widget you get at the end, I would hope the economy is such that some of those will be for sale by the players who got them. I would hope that anything one get's from the Mag-BEAT-o TF that is bound on pick up and cannot be traded is temporary or of finite number of uses, like a temp jetpack, a jelloman pet summon power, warburg nuke, etc. That is the stuff you'd get that makes you want to go redo the TF again to refill your jellomen, etc. Assunimg stuff like that isn't BAH-ROKEN powerful, it should be fine.

R.S.O. of Phoenix Rising

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
whiteperegrine wrote:
whiteperegrine wrote:

if all TF's can be done solo what's to encourage teaming up? if the big bad guy can be done solo teaming up will be "perceived" as only the weak need team to beat them...
also, why should the TF Bosses change their tactics between teams and solo artists? isn't part of the "bragging rights" beating mechanics that are geared to take out entire teams? by changing the mechanics behind the bosses are we not actually making it easier for the solo artist in some regards? (not having to worry about AOE's, for example)
while I have my views, I am more than happy to go whatever route the devs decide to go but I do believe this is a good discussion to be had. :)

The boss changing tactics falls in line with what may be possible with,our AI behavior as is. The AI if done right, will be teachable instead of scripted and it can be taught to change tactics if needed. And part of the teaching is basing its design off of human behaviors. In one on one situations using an area effect isn't common just becuase it's the next available attack which is what an AI would do, or only use the big aoe at 25% health etc...

As to the soloist taking on the AV of a task force, the idea is that the task force version of an AV is not your standard AV - the task force has a different base difficulty than normal content including the AV.

Then incentive to team up for scalable content is that teaming ip would provide more options within the missions of the arc, require more coordinated work and provide rewards commensurate with those actions.

Why did people bother teaming up in any other mission of the old game if anyone could set the difficulty for a full team and run it solo? Players still teamed because they liked teaming, and the rate of reward also scaled with team size.

Further more, the zone events scaled with the number of players providing additional mobs within the spawn for then full experience. A lone person.could still participate in said events, nothing forced anyone to stay in one spot but the additional spawns, the additional rewards, including badges encouraged players to gather together.

In a way, the suggestion isn't any different in that regard. Give everyone access, less hoops to jump through, avoid having to create multiple types of content completely separate from one another, have special,task forces scale with team size / multi-teams and reward accordingly.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

ClawsofSlash
ClawsofSlash's picture
Offline
Last seen: 8 years 10 months ago
11th Anniversary Badge
Joined: 03/13/2015 - 19:00
Crazy thought...

Crazy thought...

What if missions had maximum team sizes? Then it would depend on where you're going, and logically how many team members could go along.
Like, taking 7 friends in to a stealthy mission doesn't make much sense... but 2-4? Just about right.
Going through an evil lair with 8-10 where there's likely to be a horde of killer robots and death rays? Good idea.
Going to another dimension? You're likely to need closer to 15-20 people to handle the amount of mobs that are waiting on the other side of the portal...

Darth Fez
Darth Fez's picture
Offline
Last seen: 2 days 17 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
It is not an issue if the

It is not an issue if the boss may be "smart" enough to use different tactics versus an individual opponent than against a full team (or perhaps even against four people). I'm all for a TF or such being a slightly different experience if I go in as a part of a team or solo. The key point is that the TF should not become "relatively easy" to make certain that a single player can complete the content. If the boss changing its tactics allows a single hero to beat it, when otherwise it requires a full team to beat it, then that change in tactics begins to look like anything but "smart".

The point remains that I would rather not see everything in the game be solo-able. Soloing a TF is not impressive if it is tuned to be solo-able. Nor is it team content if it is tuned to be solo-able. I'd like to have team content, meaning it is for teams only. Even if a single person can access that content their chances for success may very well be nil.

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Darth Fez wrote:
Darth Fez wrote:

It is not an issue if the boss may be "smart" enough to use different tactics versus an individual opponent than against a full team (or perhaps even against four people). I'm all for a TF or such being a slightly different experience if I go in as a part of a team or solo. The key point is that the TF should not become "relatively easy" to make certain that a single player can complete the content. If the boss changing its tactics allows a single hero to beat it, when otherwise it requires a full team to beat it, then that change in tactics begins to look like anything but "smart".
The point remains that I would rather not see everything in the game be solo-able. Soloing a TF is not impressive if it is tuned to be solo-able. Nor is it team content if it is tuned to be solo-able. I'd like to have team content, meaning it is for teams only. Even if a single person can access that content their chances for success may very well be nil.

Agreed.

FFXIV may allow me to go into a dungeon solo, that does not mean I will succeed solo.

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
ClawsofSlash wrote:
ClawsofSlash wrote:

Crazy thought...
What if missions had maximum team sizes? Then it would depend on where you're going, and logically how many team members could go along.p>

Nahh - I wouldn't like this - I mean, say you have a great team people you are playing with, rolling through missions, and then you get to one that has a lower max cap of players. What then - you have to "vote people off the island"? - just arbitrarily kick people from the team? Even though you were having a great time? Sounds like it would put a halt to the fun - I don't think this would be a good idea. It can sometimes be difficult enough to get a good team going - having to break it apart due to something like this would work [I]against[/I] teaming.

oOStaticOo
oOStaticOo's picture
Offline
Last seen: 9 years 2 weeks ago
Joined: 10/24/2013 - 06:21
I don't think some people are

I don't think some people are quite catching on to what Tannim is suggesting. He's saying that the AV will only change it's tactics as to how it will handle the fight at the end of the TF. Not that it will be any easier to defeat the AV. I'm sure the AV will still have the same amount of HP, the same Defenses or Resistances, the same Regen rate, the same End Recov rate, and all the same powers. It will just switch it's tactics from fighting a large group of people to fighting just a single person. The question then becomes, "Do I have the right build to solo this AV?". Will the solo person be able to overcome the Regen rate? Will the solo person be able to overcome the Defenses or Resistances? Will the solo person be able to withstand all the amount of damage being dealt by the AV?

Basically it would be just like CoH where people had to build very specific builds in order to solo an AV or GM. It would also take an extremely long time to take down the AV and complete the TF. Where a group of people with the right ATs and powers could blitz through the ITF in about 30 minutes, it might take the soloist 4 and a half hours to complete. Furthermore, the soloist may need specific temporary powers and lots of inspirations in order to be able to complete it. Those temp powers may be powers that you'd have to earn from doing other content outside of the TF and could possibly have a timer as to how long you can keep that power.

I like the idea Tannim is suggesting. It breaks up the rule of having X people in order to just start the TF. It allows people from 1 to max team size to be able to go in and try to finish the TF, while still being difficult enough that you might find out that you need more people in order to complete it after all. Also allowing you to be able to invite people to the TF at any time during the TF, so if someone drops you can look for another to replace them or if your friend happens to log in after the second mission of the TF you can still invite them to the TF to join you.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

whiteperegrine
whiteperegrine's picture
Offline
Last seen: 4 years 10 months ago
11th Anniversary Badge
Joined: 06/19/2014 - 14:49
regarding teaming up and

regarding teaming up and normal missions...I would say people liked the challenge. an 8 man team set for x8 baddies and at max difficulty meant you had a form of control chaos happening which upped the over all challenge versus just doing it alone. in my experience, most people want a challenge. to often you see people talking about how content is to easy, mainly due to the AI being dumb. if we allow for the base tactics of an AV in a TF to change from how it would handle a team versus a solo I would hazard a guess that he just became easier to beat. as he will more than likely rarely drop AOE type attacks but focus more on single target based attacks. this in turn means the solo artist now has an easier time given he doesn't really have to worry about AOEs versus the team which has to scramble about as the AOE's fall.

I believe the tactics of an AV should be the same whether it is facing off versus a team or a solo artist. the challenge should not be radically different from team play to solo play when facing off against an AV. to do otherwise, in my opinion, will just encourage players to do the various TFs solo as it will be 'easier' given certain mechanics of the boss will not be used....and honestly...it is the AOEs that typically cause the biggest problems when facing off against AV in team play...so why should the solo artist get a pass on that which makes an AV difficult to begin with?

...and I still think there should be some that just can't be done without a minimum number of player characters, whether this is due to being able to push out X amount DPS, having to flip X number of switches at the same time, etc etc.

regular missions, open world AVs...obviously make all that scalable from 1 to full team. although, now that I think about it...perhaps some of even open world AVs should require a minimum number of heroes to bring it down...

[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]

oOStaticOo
oOStaticOo's picture
Offline
Last seen: 9 years 2 weeks ago
Joined: 10/24/2013 - 06:21
AoE's or VoE's had a broader

AoE's or VoE's had a broader range of hitting multiple targets, but did less damage. Single Target Damage was much greater. So instead of a soloist being hit with a less damaging AoE/VoE attacks, they are now being targeted with more Single Target powers that will do greater damage to them. How does this make it more easy for the Soloist? If anything it would make it harder as they are taking more damage per second than they would be if there were AoE/VoE powers being thrown about. Not to mention any Debuff powers that will be associated with the Single Target attacks. Also this will not be a Twitch mechanic style of combat where we can dodge attacks. It will be similar to CoH's attack style which means you will have to roll a die against whether or not you dodge the attack.

Also, and someone correct me if I'm wrong, I believe AoE/VoE attacks will work differently in CoT. I believe there is talk about the damage being greater at the epicenter of the AoE/VoE attack and diminishing as it radiates outwards to the edges of the attack. So that could have an affect on the battle between the soloist and the AV. I'm guessing that the Devs will design the AV to react differently to the situations it's up against. Soloist means it has a chain of attacks of Single Target Damage that does the maximum amount of damage over a specific amount of time to annihilate the threat as quickly as possible. Team means the AV is more prone to try to toss around more AoE/VoE attacks to try to do as much damage to the entire team as it possibly can while also trying to single out the most damaging threat to eliminate.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
I think there is more

Going to venture something here--may be wrong.

I think there is more agreement than disagreement on this thread. Let me try to summarize what seems to be the middle of the road. The general consensus seems to be that there should be three categories of "mission" content in some ratio diminishing proportion:

1) General content designed for both solo and team play--this will be most content.

2) Taskforce-like content that is specifically designed to be so hard that you need a team, but not that uses "tricks" like simultaneous clicks to force team play, so you can try to solo it if you're crazy--good luck to ya. You may or may not have to finagle your way into these to solo like you did to solo TF's in CoH. These will be fairly common.

3) Events/Raids that just simply don't allow solo play, so "tricks" could be used, not to force group play, but to make things more interesting. This will be less common.

An important point is that you should be able to get the essential things that you need to "craft" in general outside of these so that you don't have to team to get what you need. This might mean it's all given in solo play, or that you have to solo to get the "influence" to buy them.

Now this obviously doesn't cover everything like street sweeping or roaming GM's, but it would be the general lay of most mission content. Also, this is remarkably similar to exactly what CoH had.

Does this sound right, or have I missed something? Please correct me if I'm off-base.

-

On an unrelated tangent, while Tannim was talking about the AI, it occurred to me how AV fights could all be made very different and unique from one another by weighing Toughness vs AI.

One AV could be a stupid HP bag that hits like a nuke, and another could be less tough and damaging but have tactical powers like debuffs and controls and be tactically really smart and nasty.

And of course everything in between. That's exciting!

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
I would point out that the

I would point out that the community of City of Heroes found value in stupidly hard to solo objectives ... such as the Rikti Pylons in the War Zone. Quite often, those Pylons were used for benchmarking tests of DPS Output and Survival Potential.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
oOStaticOo is catching on to

oOStaticOo is catching on to what I'm talking about here. The AVs wouldn't.t be 'dumbed down' or turned I to a semblemce of an 'eb'. The AV would still be the difficult AV found in the task force, as the task force encounter difficulty starts off at a greater difficulty than a normal mission and the player can still use their difficulty slider to ramp of their mission difficulty. The only changes would occur on procedurally generated objectives would be tuned for the size of the actual team so that it still plays as difficulty for solo, small team, or full teams. The AV changing tactics is about how the AI might be taught using human behaviors to learn from. Most often human players when one on one won't use a pbaoe attack unless forced too or if it carries a significant debuff or control - which isn't a common case.

Area effect attacks will not have a concentric radii of damage so no more damage at the epicenter and less outwards.

Now as to the challenges of targeted locations which are different than pbaoe attacks, an AV would still utilize these as theynRe part of the encounter challenge whenever solo or not. And these may pose more of an issue for a soloist than a group of people as it can force a break in the dps necessary to take down the AV. again the change in tactics the AV would use is to make the encounter as difficulty for the soloist as a group but the way the encounter plays may be different.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

whiteperegrine
whiteperegrine's picture
Offline
Last seen: 4 years 10 months ago
11th Anniversary Badge
Joined: 06/19/2014 - 14:49
obviously, I am not a fan of

obviously, I am not a fan of all TFs being soloable, just seems off as it promotes solo play versus team play. that being said, I will back off the subject for the time being until more is known. thank you all for this lively discussion as I thoroughly enjoyed it. :)

[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
I don't have a problem with

I don't have a problem with making the AV at the end "smart" enough to change tactics for the team they're facing. I just want something in this game somewhere that basically requires you to have more than one but less than 10 people to be realistically able to successfully complete it.

Going back to the BAF example, if you always leave the Goliaths in there, and don't reduce the number of them that spawn per mob, and don't reduce the number of mobs that spawn, and maybe just take away some of the rank and file minion bots, then still have a breakout with a realistic number of escapees (whatever that is), then still have the same Siege and Nightstar with the same "defeat them at the same time" rule in effect, in the same environment, with the turrets sniping at you, etc, then I guess I'm okay with how that is being handled, because by and large, nobody's soloing that successfully at least not in the first 4years of power creep, probably.

That said, I want to remind everyone that CoX, the game a lot of us came from and miss, did a lot to encourage team play and what that did was condition a lot of us to like team play, and DESPITE that there were still dedicated soloists. You got better rewards at the end of team content than at the end of solo content, for a long time. You had mandated minimum team sizes needed to start TFs and the TFs had better rewards at the end that your standard mission arc from an NPC contact, and people still soloed by preference. They complained they weren't getting the same rewards, but they soloed.

Some thoughts about that:
1. Soloing is the path of least resistance, you don't have to wrangle other people, you just play. There's an advantage tot hat. We all solo for some percentage of the time we're on out of convenience. You can't avoid playing solo sometimes.

2. Teaming can be a major pain to get the right people with the right mix of powers all willing to do the TF at the same time and all committed to actually finish it. CoX had some TFs that were a hard sell due to the time they took, hopefully CoT will learn from that and make TFs about 45min-2-hours max, more like the iTrials than the original TFs, less "Go to 8 different bunkers full of Nazis and defeat all of them. You'll have to criss-cross the maps on foot and come talk to me in person a lot because I still don't trust you. They're all that same 3-level swimming pool map, good luck." stuff.

3. I'll tell you why I liked teaming up to do TFs in CoX in the early years. It got me a guaranteed SO at the end and like 3 levels in one run through. That was better XP and swag than I was ever going to get soloing my way through missions or street sweeping for that same amount of time. It seemed to go way faster leveling my guys with TFs than with solo missions, to me. I probably didn't realize how fun teaming for TFs was until after I started making team-centric toons (defenders mostly) and forming TFs of my own.

4. The social aspect is one of the enjoyable things, but there's a psychological/emotional barrier to entry there. It's like trying to convince wallflowers to dance at a school dance. They feel awkward and kinda don't want to at first, because the process of doing it requires you to ask someone to dance and there's the fear of rejection there, but at some point you turn a corner and start to like it.

5. The mandated minimum team sizes were the cajoling that some of us needed to actually feel comfortable doing team content the first few times. The first time you ask people to join your TF team, you feel like a little nerdy kid looking at someone with puppydog eyes saying "Will you be my friend, *snif*?" but the cold hard fact that everyone KNEW in CoX was that no Manticore TF was ever going to get started without 6 willing participants, so everyone knew that everyone was pretty much forced to ask around to build a TF team. It was implicitly understood, even by the soloists, that it was necessary to get that team together to start. And you got an IO recipe at the end that was pretty good, or merits. And the XP was faster than average for leveling, or so it felt like to me. And you got a badge. So badge hunters, people who wanted to level quickly, and people who liked swag all had a reason to want to do that TF and there was this acceptance of the fact that you needed a team of 6 to start, so nobody gave you that much grief for asking them to join.

6. I feel like if that mandated minimum for a TF is removed, you still need to take steps to ensure that some number of people greater than 1 will be needed to do it successfully, and people need to be made aware of this. That way when I go to ask people to form a PUG to do a TF, they'll be like "You need like 5 people to do that TF, you realize? How many you got now, and what classes do you still need?" and not "Go F%^&K yourself and do it solo, NOOB!"

R.S.O. of Phoenix Rising

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Allowing for someone to enter

Allowing for someone to enter content alone that mandates a team for completion eve if it I stated will harbor nothing but I'll will toward developers. It is basically allowing someone to shoot themselves in the foot. Especially I'd the devs go on record stating that the desire to play solo through difficult content is just as viable as the desire to have teams play through difficult content.

That being said, allowing people to join in the TF after it is started can alleviate certain problems. As will being on a single server to minimize low population times in finding other players willing to join. However the mandate that multiple,e people is required can still leave people out of participating in content and saying that it is a must can be viewed just as poorly as go solo it noob as is go get a team noob,

If the rewards given for soling a TF vs 1 team or 3 teams completing it are commensurate for each, then there is always incentive to get a group going for the greater rewards.

People said the that players being able to ramp up difficulty of standard missions would promote solo play over teams. Teams still happened. The game rewarded teaming appropriately. TF requiring a minimum team size resulted in players working around it anyway and resulted in more complaints over the restrictions being mandatory at all. The devs admitted as much but it was part of old design that wasn't something that could be ripped out.

So, what is better, a player starting a team to only get rid of them and complete a TF solo and get many of the rewards a team would get (like they did in the old game so far as merits and certain drops, even if not at the same rate)? Or a a player being able to start a TF solo, have it be at a higher difficulty than stand missions, get rewarded for the greater effort of play, but the same content scale up to even greater difficulties for teams and reward teaming appropriately? And allowing the second to happen saves dev time in creating additional comparative content that players can solo for special rewards and avoid the complaints when said content is delayed, or never happens at all.

Look at the difficulty this way (using the old game)
Standard content can scale from 1 to 8 players, from -1 to + 5 levels of difficulty.
TF difficulty scale from 4 (just going with this for ease of example) to 8 players from -1 to + 5 levels of difficulty.

New system (using old numbers for examples sake):
Standard content - no change
TF : can be started solo but actual difficulty is at x4 use of the player difficulty adjustments can be increased to full team, -1 to + 5 levels
However TF can scale beyond full team to multiple teams
Objectives adjust to actual number of players
Rewards scale with actual number of players
Npcs adjust tactics based on number of players (if the AI is designed like it is intended this can happen anyway even for standard content!)

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
Reaction specifically to

Reaction specifically to Radiac and Tannim's last posts:

I would totally agree with Radiac except for two things about Tannim's post.

1) What Tannim proposes looks to be at least ALMOST as good as what Radiac proposes for players. The positives and negatives seem to mostly equal out and I think there will still be sufficient motivation to team if the boost to rewards is as significant as Tannim says. And it actually sounds like it might make teaming even more easy-peasy than CoH because the exact number of the group is less significant--which was already as strenght of Coh due to the SK/EX system. There's a maximum but no minimum, and while more is better (for rewards) it's not required.

2)

Tannim222 wrote:

And allowing the second to happen saves dev time in creating additional comparative content that players can solo for special rewards and avoid the complaints when said content is delayed, or never happens at all.

But here's the other shoe.

CoT is currently a small volunteer effort (but hopefully that will change!) So, making things ruthlessly efficient and doable for the devs is a very real consideration as far as the quality and success of the game. If what Tannim proposes is even just ALMOST as good as what Radiac proposes, it's still worth doing if it makes development both now and in the future easier for the devs.

My 2 inf :)

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Okay, what about this angle:

Okay, what about this angle: The Katie Hannon Effect

If you design a TF such that it could be soloed, assuming some outrageously well-tweaked build, but in solo spawn mode still takes like 6 hours to solo it. But if you get a team of like 4 it takes a lot less time (say 1 hour), then if you scale up to 8 you don't really save any time, as it still spawns to the point where it still takes about 1 hour, but maybe the thing generates enough extra bosses or whatever in the mobs that that everybody walks out at the end with that much more INF, XP, etc.

I mean, People LOVE LOVE LOVE the "efficient" team size, whatever that is. If these TFs take a really long time to do with only 1-2 people but a more reasonable amount of time (say an hour or less) to do with the "optimal team size it was designed for", whatever that is on a TF by TF basis (4 for this one, 6 for that one, maybe 8 for the other one, etc), I think people will tend to self-select the optimal team size eventually, probably without any prompting by the devs.

So that leaves me with the question: are we scaling the TFs to the soloist AND scaling them such that the soloist will finish in about the same amount of time as the team of 4 or 6 or 8? And will the soloist end up acquiring as much INF, XP, and swag at the end as he would have were he on a larger team? If you do that, I predict us teamer-uppers will find it very difficult to get a team of 4 together for a TF most of the time, because we'll all be soloing them instead. Because waiting 10-30 min to get everyone together to form a TF is a boring tedious logistical drag that most people don't want to deal with when just starting the thing on their own is the always-available path of least resistance.

R.S.O. of Phoenix Rising

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Of course, on an immersion

Of course, on an immersion level, some badguys (e.g. Galactus) should be so powerful and tough that you can't solo them, like ever. I still feel like the game needs mountains to climb like that. I mean Galactuis isn;t going to feel like Galactus if your basic punch and kick karate toon can defeat him solo. That's just bad Galactus design right there, I feel.

R.S.O. of Phoenix Rising

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Radiac wrote:
Radiac wrote:

So that leaves me with the question: are we scaling the TFs to the soloist AND scaling them such that the soloist will finish in about the same amount of time as the team of 4 or 6 or 8?

Possible, if we are using the old game as an example, Some TFs were completed by solo players in as much time as teams did because the difficulty slider scaled up to a full team. With the system I'm proposing, its possible, but not probable in every scenario.

Radiac wrote:

And will the soloist end up acquiring as much INF, XP, and swag at the end as he would have were he on a larger team?

Up to a certain point, the xp gains may be similar from spawn to spawn. After a certain point it won't because the solo player wouldn't be able to adjust their difficulty beyond a single team where as I'm envisioning TFs that are scalable up to multiple teams - TF are adhoc 'raids'.

However, remember, the rewards are weighted toward completion and increase based on achievements. If the TF missions provide increased difficulty in main / side objectives based on the actual number of players - the ending rewards will be much greater than solo players can achieve on their own regardless of their personal difficulty setting. So too can we scale the tangible rewards (drops) appropriately based on actual number of players. The larget the number of actual number of players, the more there can be to do, the more there will be rewards.

Even if the solo player somehow completed 'faster' because they did less than 3 teams of people playing through did, the solo players rewards won't match the investment of time for those 3 teams worth of people. But the ideal scenario is that the solo version of the TF is just as difficult for the solo player as it is for teams to complete (time wise), but players always seem to find a way of doing the unexpected. This isn't bad per se, ingenuity should be rewarded after all.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
On a purely academic,

On a purely academic, philosophical, level I still don't understand the argument that the soloist's desires must be catered to in all cases. I mean, soloism is not a race or skin color or sexual orientation or genetically-inhertied disease, it's a choice. When a player opts not to join a team they're self-selecting for that, not being shut out of something.

The devs can either make some Galactus-level badguys SO powerful that no single toon can possibly defeat them, or they can be HANDCUFFED by the demand that all encounters be winable by the single toon and thus NOT make that other content.

So, if anything, the "all should be soloable" mandate takes something AWAY from everyone, namely, threats so big they're not soloable. This mandate doesn't make everything available to everyone, it DESTROYS that which is not possible to be done solo. This is like giving yourself a 100% clean bill of health by cutting off your own pinky finger because it had a hangnail.

So if fans of that type of team-oriented content are going to be accused of the the exclusionary act of of dangling something in front of the soloists and then saying "Sorry, you can't solo this, Mr. Solo." then the teamer-uppers of the world have every right to blame the soloists for taking away THEIR favorite toy as well, namely The Threat So Big Nobody Can Solo It if that's the reaction of the devs to do that.

Personally, I don't think any of us has the right to demand that all content should be team-size agnostic. Galactus should take a small army to defeat, some other AVs should probably be so tough as to require 4-8 people, etc. That's just good encounter design for a game, and you can't get around that fact.

I mean, I can understand that the person who prefers solo play might look longingly at Galactus and say "I wanna do that content too!" but their own choice not to join the team/TF/trial/raid that is required to interact with Galactus is the only thing stopping them. You can't save people from themselves. Each individual bit of content can't be everything to everyone. Complaining that Galactus should be brought down to the level of the individual soloist completely changes what Galactus is in the first place and in doing so basically destroys Galactus's identity as "The Threat So Big Nobody Can Take Him Solo". It defeats the purpose of having threats that big to reduce them to the soloist level of difficulty.

R.S.O. of Phoenix Rising

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Radiac, I understand your

Radiac, I understand your concerns, and the description of a "threat so big that..." probably falls within the realm of an Event. Events would certainly mandate up to an entire instanced 'zone' woth of players to fully complete, whether this is an escalating encounter or a single ginormous threat. And for this type of content, teaming may not be a necessity - it may be possible to use ad-hoc teaming by location of the encounter for everyone to automatically be considered a 'team' who is involved with a given encounter of such magnitude.

The opposite side of the your argument - anyone can play alone and do practically most content alone, but everyone is forced to team to do X to get Y. Why should everyone beforced to do X to get Y? It defeats the purpose that a single character can become the 'super man' of his own story if that type of play is so desired.

Remember, just because the TF can be started solo doesn't mean that everyone can automatically play through it solo, it would still take players using particular tacticsand probably (I would say most definitely) specialized builds and the TF would be clearly be marked as more difficult and recommended to have a team. Then if the player still goes through the warnings and finds themselves hitting a brick wall, they can use the LFG tool to find some help (including the Help Line if we get one in!).

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Radiac wrote:
Radiac wrote:

Of course, on an immersion level, some badguys (e.g. Galactus) should be so powerful and tough that you can't solo them, like ever. I still feel like the game needs mountains to climb like that. I mean Galactuis isn;t going to feel like Galactus if your basic punch and kick karate toon can defeat him solo. That's just bad Galactus design right there, I feel.

Agree with this! But wouldn't he be classified as something other than AV :)

I'd love to see a Galactus threat and a Godzilla threat maybe even a Doomsday/Superman threat. Where you're not going to take down the threat with just one or a few PCs.

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Tannim222 wrote:
Tannim222 wrote:

Why should everyone be forced to do X to get Y?

It's called [url=http://en.wikipedia.org/wiki/Causality][b]Cause And Effect[/b][/url].

It's one of those things that people are assumed to understand when they play online games. You know, stuff like [url=http://en.wikipedia.org/wiki/Object_permanence][b]Object Permanence[/b][/url] and other "difficult to grasp" concepts.

Seriously. If people can't figure out why they have to do X to get Y they should just go "play" [url=http://en.wikipedia.org/wiki/Progress_Quest]Progress Quest[/url] and have done with it.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
Well, A Win doesnt ALWAYS

Well, A Win doesnt ALWAYS mean someone is Beaten! ;)
Just Foiling the AV's plans could be good enough for a SOLO'ist! ;D

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Radiac wrote:
Radiac wrote:

Of course, on an immersion level, some badguys (e.g. Galactus) should be so powerful and tough that you can't solo them, like ever. I still feel like the game needs mountains to climb like that. I mean Galactuis isn;t going to feel like Galactus if your basic punch and kick karate toon can defeat him solo. That's just bad Galactus design right there, I feel.

Well, if you have to give Galactus stats to beat up on, you could do this:

Redlynne wrote:

1 Giant Monster = 5040 Minions

If that's not enough, there's always ...

1 Galactus = 40,320 Minions

... which would be the next step up on the scale I posted up-thread (1*2*3*4*5*6*7*8=40320).

Idiot Soloist: But I should be able to solo Galactus!

Galactus: [url=http://www.thefump.com/lyrics.php?id=1046][b][size=36]* CHOMP! *[/size][/b][/url]

Revive at Hospital? (Y/N)

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Redlynne wrote:
Redlynne wrote:

Tannim222 wrote:
Why should everyone be forced to do X to get Y?
It's called Cause And Effect.
It's one of those things that people are assumed to understand when they play online games. You know, stuff like Object Permanence and other "difficult to grasp" concepts.
Seriously. If people can't figure out why they have to do X to get Y they should just go "play" Progress Quest and have done with it.

I'm not going to argue that point. You purposefully dodged the question ;). The example is pertaining to in particular why one scenario is okay while another is not and how we can go about creating a system that satisfies both while 'taking away' nothing from either.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
If I'm interpreting you

If I'm interpreting you correctly, and this "Y" we're talking about is some reward for doing some TF, like a Synthetic HamiO for instance, then nobody's being forced to do anything to "get Y" as you put it. Not if "Y" is a commodity that can be traded on the market like the Synthetic HamiOs were. The soloist that cannot defeat the Fab 4 and then Lord Recluse solo can just grind for INF (or whatever it's called) and buy that Synthetic HamiO on the market. The ones that dropped at the end were random anyway, so chances were that even doing the content didn't get you the exact thing you wanted, like ever. Let's say you like to solo and you do that. I think the rare IO recipes or whatever you get from doing that might not be off of the same reward table that the TFs use, but even if they're not, there should still be the ability to trade commodities earned through solo play for others earned through team play on the market. If that's not the case, the market isn't doing it's job.

That said, I would like to have three levels of threat in the game, A) soloable (e.g. The Scorpion, Electro, etc), B) non-soloable but still not Galactus (e.g. The Sinister Six taken in it's entirety, The Masters of Evil, etc), and then C) non-soloable and HUGE, like Galactgus, or the Kree Empire invading Earth etc. You can scale up any of these, but please don't ever scale any of them down to the point where they drop into a lower bracket.

I want to live in a fake world where I can say "You might think you're good because you defeated Mysterio, and we all agree that nobody's going to solo Gaalctus, but nobody can defeat the Sinister Six solo either, can't be done. Not happening." And be right, at first. Then after like 8 years of power creep later a soloist actually figures out a way to finally do it, maybe, if at all.

What I don't want is to have to dicker about "Wait, do you mean the Sinister Six that spawns for an 8-person team, or the 2-person version?" While they may change their tactics based on the team facing them, they should still have the same stats, etc, as discussed, and if those stats make them unbeatable by the soloist, or even a team of three, GOOD. As long as they're THAT tuff, as they probably should be, being "THE Sinister Six", then I personally don't care anymore whether you let soloists frustrate themselves trying to do the impossible or gate it behind a "team size X needed to start TF" wall. The inherent minimum difficulty level, which the players will quickly find out and discuss on boards, will take care of the team-building needs, I hope. And of course in any event the description of the thing by the NPC that gives it ought to indicate a suggested number of people, if nothing else.

I'm absolutely fine with letting people invite more people during the TF if they need to. I now think CoX should have allowed that, as it would have made life easier. No idea how to equitably distribute rewards at the end, but I'll let the devs handle that.

In the final analysis, though everyone has their own likes and dislikes among the stuff there is to do in a game, the fact is, nobody's holding a gun to anyone' head and saying "You must do all of the content there is to do." If a player decides not to do some stuff because it requires a team and they don't want to roll like that, that decision rests on that person, I feel. This is an MMO, there will be other people. Let's not act like that isn't going to happen.

I mean, a soloist demanding that everything be soloable in an MMO is like a guy who walks into a crowded restaurant, get's a table for 4 all to himself, orders nothing to eat, spends no money, drinks the free water, then leaves after an hour. That guy came to the wrong place for whatever it was that he was trying to get out of life there. It is not the restaurant that has inappropriate demands when it expects the guy to move to a smaller table, or the bar, and/or actually buy something or else give up the table to someone who will.

R.S.O. of Phoenix Rising

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
I would say a soloist who

I would say a soloist who wants to solo content that yields particular rewards in an MMO that says every classification can play solo and the design of the game is being built so those classes are not only capable of soloing, but can engage in content that is soloable is just as right as the players who want to have team-based content in the same MMO.

As to your comments that rewards be obtained in the market, this is fine as well, nothing wrong with that. There are people out there who want to earn their rewards by actually engaging in content. If we can make a system that provides this and provides an experience for teams, I believe there is no harm being done to either type of player.

[/quote]What I don't want is to have to dicker about "Wait, do you mean the Sinister Six that spawns for an 8-person team, or the 2-person version?" While they may change their tactics based on the team facing them, they should still have the same stats, etc, as discussed, and if those stats make them unbeatable by the soloist, or even a team of three, GOOD. As long as they're THAT tuff, as they probably should be, being "THE Sinister Six", then I personally don't care anymore whether you let soloists frustrate themselves trying to do the impossible or gate it behind a "team size X needed to start TF" wall. The inherent minimum difficulty level, which the players will quickly find out and discuss on boards, will take care of the team-building needs, I hope. And of course in any event the description of the thing by the NPC that gives it ought to indicate a suggested number of people, if nothing else.[/quote]

I have specifically stated that any particular TF "boss" would be designed for at least the base difficulty of the TF and scale from there. Since the base difficulty of the TF is meant for a minimum of let us say 4 players, then a typically player build won't be taking on the AV. These aren't different "versions" of the same pawn using the same skin and name, it is the same pawn, it only scales with the difficulty based on the total number of players appropriately. Of course this isn't a 1 change of X per player necessarily. There would most likely be incremental changes - the same AV that spawns for a base level TF (4 players) would most likely be the same as 8, there maybe changes in tactics, there maybe some additional specialized attacks for large crowds, or more of something else that spawns with it, and so on - this is so that the coordinate effort of multiple players can be used and rewarded appropriately.

I again specifically said it would require specialized builds to take on task-force-like content, [i]just like it did in the old game[/i].

I also specifically said that the difficulty and rewards would be commensurate with the actual team size.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

oOStaticOo
oOStaticOo's picture
Offline
Last seen: 9 years 2 weeks ago
Joined: 10/24/2013 - 06:21
Tannim, I get what you are

Tannim, I get what you are saying. I like it. I'm not sure others are getting it though. I'm also not sure just how you or I could really explain it any differently. I tend to think that people are just seeing this as you want to make everything soloable, when that's not really what you are trying to do. Instead you are just leaving it open for people to "attempt" to solo the content if they so desire, but not guaranteeing any success in doing so. Although if one does succeed, "YAY! Bragging rights!".

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
oOStaticOo wrote:
oOStaticOo wrote:

Instead you are just leaving it open for people to "attempt" to solo the content if they so desire, but not guaranteeing any success in doing so. Although if one does succeed, "YAY! Bragging rights!".

I believe I said that some time ago ...

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
I think we're on the same

I think we're on the same page now, Tannim.

Also, the Reward Merits were another "level the playing field" factor in CoX. Those and Hero Merits. I did that a LOT of soloing for Hero Merits right after the game went F2P actually. That was one of the perks of being a VIP to me, I got to take advantage of tip missions and get Hero Merits to get rares I wanted.

R.S.O. of Phoenix Rising

Gangrel
Offline
Last seen: 6 days 10 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Radiac wrote:
Radiac wrote:

Also, the Reward Merits were another "level the playing field" factor in CoX. Those and Hero Merits. I did that a LOT of soloing for Hero Merits right after the game went F2P actually. That was one of the perks of being a VIP to me, I got to take advantage of tip missions and get Hero Merits to get rares I wanted.

Although I never really used Reward Merits/Hero Merits enough in City of Heroes, I can tell you that I have used the Elder Gem system a LOT to get gear in Wildstar.

Sure, the requirement to buy items that are linked to a boss is to actually defeat him, but once you have defeated him, you could buy as much from him as you wanted. It was all bound to you in the first place, so you couldn't sell it on... but at least it meant that if you ended up NOT getting anything from him that you could use directly, you could use the Elder gems instead to buy something that you COULD use instead.

Side note: You cannot buy *everything* that drops from a boss, just a selection of items. And the way in which the vendor system for Wildstar works for the Elder Gem/Prestige/Glory purchases is that you only see what your class can use. You cannot buy (or see) stuff for another class/what you cannot use. It sure as hell helps cut down with the long trailing menus that the Enhancement vendors had in Peregrine....

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Reward Merits and Hero

Reward Merits and Hero/Villain Merits. I remember farming those on my Level 50 characters on Virtue whenever I decided I wanted to respec and had to build something like 40 new Invention Set Enhancements. Luck of the Gambler? Far cheaper to spend a couple of days running Tips to get the Merits. I could put my PCs onto a rotation and after a couple of weeks scrape together enough resources to outfit myself in just about anything short of purples (which I had no inclination to use anyway). I think the longest time I had to wait to complete out a new build was like 3-4 weeks for an extremely extensive makeover that was almost a complete replacement.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Greyhawk
Greyhawk's picture
Offline
Last seen: 4 years 6 months ago
11th Anniversary Badge
Joined: 01/03/2015 - 19:17
So I'm reading through this

So I'm reading through this thread and shaking my head at how deeply some people loathe solo players in a MMORPG.

Grow up. You can't control how others approach the game. Every individual is free to attempt anything at any time whether you personally like it or not.

Also, I don't see why this is even an issue. Just make every Task Force scalable. When the "team" enters the "four-characters-acting-as-one" mission instance, check the number of characters. If there are fewer than the minimum required, dump them into an instance where the "four-characters-acting-as-one" objective changes from parallel to sequential.

At the end of the Task Force, have two badges: a blank badge for soloists and a badge with stars, one star for each team member.

Anyone who sees the badge with four or more stars will know that person ran the Task Force as a team and completed the more difficult objective. Anyone who sees the badge without stars will know that player soloed the objective.

Everybody can now run the same Task Force regardless of whether they run it as a team or solo. Everyone receives an award appropriate to their preferred playstyle.

Some people have no choice. They must play the game solo. There can be a huge number of reasons for this, not the least of which is they are just anti-social and generally hate people. So what? That is their right and their freedom. They are paying for the game the same as you are. They have bought the right to play the entire game, not just 80% of it.

Too many tears being shed over something that strikes me as a non-issue. It's a game. It's neither a war zone nor championship chess. Finishing a Task Force solo doesn't make you Bobby Fischer. Commanding and coordinating a team of dedicated players doesn't make you George Patton.

Seriously. Reality is what is and the reality is there are many players, tens of thousands of them actually, who would prefer to play with neither you nor I, and that is their right as paying customers. They are entitled to a version of Raid-level content appropriate to their playstyle. They have paid for it.

Now, if you want to prohibit free-to-play customers from participation in Raids, Guilds, and other community activities then I'd say you have a strong case. Secondary market harvesters will always prefer free-to-play access when it's available and there is no reason at all to include them in the community. The more the game can limit secondary market harvesters the better off everyone will be (except the parasites who prefer the secondary market to normal play, naturally).

But cutting off solo players from the top 10% of the endgame just because they hate both you and I is foolish. If they pay, then they pay to play everything.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
My author page at Amazon: https://amzn.to/2MPvkRX
My novelty shirts: https://amzn.to/31Sld32

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
That solo player who pays to

That solo player who pays to play everything can play everything, the only thing keeping them from playing everything is themself.

This is an MMO some content should be team level difficult and stay there. This goes double for the solo players who may actually want the bragging rights to say they built themselves up to the point to solo it.

For example...CoH's ITF. The only thing it was lacking, was a way for a soloist to enter the TF solo. It however should never scale to make the end AVs easier for the soloist to beat.

The option shouldn't even be there. The option to try and run and possibly fail but also possibly succeed should be there, by allowing the soloist to enter the TF.

If you make it easier, then you may as well just give them the reward with a run down of the storyline. There is nothing wrong with hard even impossible to solo content. This does not limit the soloist pay to play player...they soloist limits themself.

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
It seems Greyhawk and the

It seems Greyhawk and the Solo payers of the like, seem to not care very much about Bragging Rights for SOLO'ing a TF.

Those that DO Care and would Like to have Bragging Rights to SOMETHING, might feel like they just LOST a way to Confirm to Everyone else that they are Masters of the Game, TF as one of the Metrics.

So, I feel... as long as there's a way for Masters of the Game to Show/Prove their skillz in some way, eventually even they wont care that TF's could be SOLO'ed by anyone.
Just my feelings. ;)

Nyktos
Nyktos's picture
Offline
Last seen: 6 years 7 months ago
11th Anniversary Badge
Joined: 11/02/2014 - 16:07
I will probably be one of

I will probably be one of those unlucky few stuck playing solo. Time constraints (I will be going through college by the time the game comes out and wrings out the launch hiccups), lack of IRL friends playing the game (only one of my friends is aware of CoH's existence and this game, the rest play World of Warcraft), and not wanting to go through pugs to find the rare interesting people (although from what I recall this occurred more often in CoH).

Unless some supergroup with some really friendly people picks me up like it occurred in the past with CoH (a supergroup built out of a family and friends picked me up and taught me how to play the game) or some friendly forumites do I will likely be playing solo...

Formerly known as Bleddyn

[url=https://www.youtube.com/watch?v=0WCqnt88Umk]Do you want to be a hero?[/url]

[url=http://cityoftitans.com/forum/nyktoss-character-cove] My characters [/url]

Greyhawk
Greyhawk's picture
Offline
Last seen: 4 years 6 months ago
11th Anniversary Badge
Joined: 01/03/2015 - 19:17
Brand X wrote:
Brand X wrote:

If you make it easier, then you may as well just give them the reward with a run down of the storyline. There is nothing wrong with hard even impossible to solo content. This does not limit the soloist pay to play player...they soloist limits themself.

In some cases this is true. But in many cases it is simply NOT true. Many players have no choice. Their time puts them in the virtual world when the rest of us are asleep. Their system is so very limited that having more than two players in an instance makes the instance freeze or stutter. They just hate people.

As long as they are paying the same price as everyone else, they are entitled to experience the same content.

Scalable content with special rewards for groups, especially Raid-level content, gives the virtual general bragging rights while making the content available to everyone who pays.

And there is no reason to make the critter at the end easier to kill. None whatsoever. However, if opening that final door requires four characters in four different places on the map to activate four different gizmos at more or less the same time, then there is no way for a solo player (or a team with only two survivors) to even open the door. So at the start of that map, check the team size. It's a simple if-then operation that is probably already in place to check for exceptions. If the team size fails the check, they get a different map, identical in every way except now the four gizmos have a special order they must be activated in instead of simultaneously. Maybe even make it a puzzle with a clue or two but no specific guidance into what that order is.

Excluding paying customers from content is a very bad idea. Period. Anyone who pays a full subscription should have access to the complete content of the game. Punishing a paying customer for having a different choice than someone else is foolish. It would be no different than if a restaurant forced everyone who ordered chicken to eat outside in a snow storm while the beef and fish customers had tables inside the heated interior.

It's just bad business.

It's no different than forcing me to turn down endless duel requests in a game with open world PvP. I'd much prefer for MMORPGs to eliminate PvP altogether, but I recognize this is bad business. In the same way players who love 40-character raids must also accept that a solo player has the option of completing the Raid without the other 39 of them.

Punishing paying customers is always bad for business.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
My author page at Amazon: https://amzn.to/2MPvkRX
My novelty shirts: https://amzn.to/31Sld32

Darth Fez
Darth Fez's picture
Offline
Last seen: 2 days 17 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
oOStaticOo wrote:
oOStaticOo wrote:

Tannim, I get what you are saying. I like it. I'm not sure others are getting it though. I'm also not sure just how you or I could really explain it any differently. I tend to think that people are just seeing this as you want to make everything soloable, when that's not really what you are trying to do. Instead you are just leaving it open for people to "attempt" to solo the content if they so desire, but not guaranteeing any success in doing so. Although if one does succeed, "YAY! Bragging rights!".

This is what I'm saying, and sometimes I think it's what Tannim is saying, but then it sounds like Tannim is arguing against that point and saying that such content will be scaled down for solo players. Perhaps the miscommunication stems from the fact that we're starting from the premise that a TF is tuned to require a full team while Tannim's premise, apparently, is that TFs will be tuned to require less than a full team (4 people or half a full team, to go with CoH's 8-person teams). While TFs will never scale below requiring four people, they will scale up if a team has more than four people.

In other words, the difficulty won't start at "8" and be reduced to "4" for a solo player. The difficulty starts at "4" and increases from there depending on the size of the team. (Keeping in mind that a CoT "4" might be more challenging than a CoH "8".) The higher the difficulty the greater the rewards, with a higher difficulty setting being available for a team (or teams) than it is for a solo player.

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
I used the example of 4 playe

I used the example of 4 playe charactes based on the old game purely for the purpose of example. The old game example of 4 was a basis for quite a few TF requiring 4 players, though there were also 6. Statics quote is pretty much on the mark. If my proposal were to be implemented, the starting difficulty for a TF would be tuned to what the expected minimum team size would be required, but it can be entered solo. With a warning expressing the greater diificulty involved. The only things I foresee changing is procedural objectives taking into account actaul numbers of players, possible side objectives based on actual number of players, AI tactics, and certain rewards based on actual number of players.

This isn't anything near confirmed by any means. There is a whole lo tof work ahead before I can draft a complete proposal and bring it beforethe team. But everything falls in line with design philosophies that we use for this game.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
To make what Tannim is saying

To make what Tannim is saying even more (painfully?) obvious ...

You remember those [url=http://paragonwiki.com/wiki/Difficulty]Difficulty Settings[/url]? The ones that ranged from -1x1 all the way up to +4x8?
The ones that let you decide on the Level scaling of the Foes you'd face, so they could be -1 to +4 of your Level?
The ones that let you decide how "big" the size of your "Team" was even when Soloing ... so that you could be anything from Team Size 1 to Team Size 8 when Solo?

Yeah ... THAT. Remember?

Tannim is saying that even if a Task Force [i]can be started by a Soloist[/i] the Task Force content would be designed with a Minimum Team Size scaling [b]above 1[/b] even if there's only one PC undertaking the Task Force. This would effectively and functionally be NO DIFFERENT from moving the Difficulty Slider on Team Size from 1 through 8.

To make this even more obvious for those who this is flying over the heads of ...

[url=http://paragonwiki.com/wiki/Old_Positron_Task_Force]Positron Task Force[/url]: Minimum Team Size 3
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 3, regardless of PC Difficulty Settings.

[url=http://paragonwiki.com/wiki/Synapse_Task_Force]Synapse Task Force[/url]: Minimum Team Size 4
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 4, regardless of PC Difficulty Settings.

[url=http://paragonwiki.com/wiki/Sister_Psyche_Task_Force]Sister Psyche Task Force[/url]: Minimum Team Size 5
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 5, regardless of PC Difficulty Settings.

[url=http://paragonwiki.com/wiki/Citadel_Task_Force]Citadel Task Force[/url]: Minimum Team Size 6
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 6, regardless of PC Difficulty Settings.

[url=http://paragonwiki.com/wiki/Manticore_Task_Force]Manticore Task Force[/url]: Minimum Team Size 7
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 7, regardless of PC Difficulty Settings.

[url=http://paragonwiki.com/wiki/Dr._Quaterfield_Task_Force]Dr. Quaterfield Task Force[/url]: Minimum Team Size 8
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 8, regardless of PC Difficulty Settings.

The [b]difference[/b] between City of Heroes and City of Titans would be ...

In City of Heroes, the Minimum Team Size was required to even be allowed to START the Task Force.
In City of Titans, a Soloist could START any Task Force on their own, but the content of that Task Force would only [i]scale down towards[/i] "Solo Difficulty Settings" [b][i]but so far[/i][/b] ... and that would be determined by the Minimum Team Size STANDARD set for the Task Force [b]as designed[/b].

So rather than "dragging everything DOWN to Soloist Standards" ... instead ... in order to complete that content [i]Soloists would need to UP THEIR GAME to meet Group Standards[/i].

Why this is such a difficult concept for people to grasp is really quite beyond me.

You don't devolve the content DOWN to the Soloist level. Instead you FORCE the Soloists to [i]rise to the challenge[/i] of meeting a specified minimum level of Group Intended Content.

And if the Soloists whine and complain and kick and cry while waving their puny widdle fists in the air over not being [b]able[/b] to Solo group content [i]even when they're ALLOWED TO[/i], it is entirely right and proper to point at them, laugh and mock them resoundingly for being the spoiled brats that they are ... and then move on to matters that can possibly be taken seriously.

This is one of those "I murdered my parents and now expect to get sympathy/leniency because I'm an orphan!" kinds of easy decisions, people. C'mon, this is nowhere NEAR as difficult as you're all making it out to be.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Greyhawk wrote:
Greyhawk wrote:

Brand X wrote:
If you make it easier, then you may as well just give them the reward with a run down of the storyline. There is nothing wrong with hard even impossible to solo content. This does not limit the soloist pay to play player...they soloist limits themself.

In some cases this is true. But in many cases it is simply NOT true. Many players have no choice. Their time puts them in the virtual world when the rest of us are asleep. Their system is so very limited that having more than two players in an instance makes the instance freeze or stutter. They just hate people.
As long as they are paying the same price as everyone else, they are entitled to experience the same content.
Scalable content with special rewards for groups, especially Raid-level content, gives the virtual general bragging rights while making the content available to everyone who pays.
And there is no reason to make the critter at the end easier to kill. None whatsoever. However, if opening that final door requires four characters in four different places on the map to activate four different gizmos at more or less the same time, then there is no way for a solo player (or a team with only two survivors) to even open the door. So at the start of that map, check the team size. It's a simple if-then operation that is probably already in place to check for exceptions. If the team size fails the check, they get a different map, identical in every way except now the four gizmos have a special order they must be activated in instead of simultaneously. Maybe even make it a puzzle with a clue or two but no specific guidance into what that order is.
Excluding paying customers from content is a very bad idea. Period. Anyone who pays a full subscription should have access to the complete content of the game. Punishing a paying customer for having a different choice than someone else is foolish. It would be no different than if a restaurant forced everyone who ordered chicken to eat outside in a snow storm while the beef and fish customers had tables inside the heated interior.
It's just bad business.
It's no different than forcing me to turn down endless duel requests in a game with open world PvP. I'd much prefer for MMORPGs to eliminate PvP altogether, but I recognize this is bad business. In the same way players who love 40-character raids must also accept that a solo player has the option of completing the Raid without the other 39 of them.
Punishing paying customers is always bad for business.

I played on Virtue. No matter the time, I was always able to get an 8 person team going for a TF.

That person paying is entitled to experience the content and that means running the team content with a team. The one who doesn't want to get a team for the team content is limiting themselves and has chosen to do so. They were denied nothing.

There is also nothing in the game that says "You must be able to beat everything in your path solo" So, now we're going to turn Giant Monsters roaming the map into soloable content, because the soloist is entitled to experience defeating the Giant Monster? Hamidon just became a one person affair because the soloist doesn't want to team and Hamidon event is content!

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 7 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Agreed on it rarely being a

Agreed on it rarely being a problem to fill out a Task Force on Virtue. Oh there were times when it wasn't possible to get enough people together for some of the lesser played Task Forces ... Positron, Sister Psyche, Manticore, Numina ... Dr. Quaterfield ... but it was never for lack of Players being online at that time, just for a lack of interest among the Players online at the time to join in. I'd imagine that with only a single (borrowing ESO terminology here) Megaserver that has everyone playing together on it, being able to find other Players [i]in your preferred timezone[/i] would be even less of an issue than it was for City of Heroes.

I remember playing on Virtue and it being quite common to have people advertising that they were forming a Team to run a Task Force in that particular zone, with Imperious Task Forces being practically a "rolling event" in their own right. It was almost like wait up to 30 minutes and you'll be able to join an ITF.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
You know, there has been a

You know, there has been a lot of good argumentation on this thread and I've been hovering, but I think I've finally come down on Tannim's side.

Enough content is always going to be an issue, especially at first.

I am mostly a soloer, and while I never liked CO or DCUO as much as I did CoH, I did enjoy them up to a certain point. The straw that made me quit in both games was hitting the "did all the solo content" wall and now the only thing left to do "endgame" was teaming. Especially in DCUO where it was very much the boilerplate MMORPG 5 person team setup.

This sounds like I hate teaming, BUT I DON'T. I love teaming and I jumped on or created a team at least once per week--usually more. But, I wiled away HOURS and hours every week just soloing. That was my time sink. If that disappears at endgame or any other point, I'm kind of screwed. I'm only left with 10% of my normal playtime.

Now that does not mean that I demand or want all content dumbed down to solo. I don't. TSW had many forced solo instances and that was almost as bad as having nothing left but forced teaming. It does mean that I need lots and lots of soloable content.

CoH had this because the game just constantly had a LOT of new content, but CoT isn't necessarily going to be able to keep up that kind of development pace. So they NEED to be able utilize all of the content that they create as much as possible.

For these reasons, and because what he is proposing isn't THAT different from what CoH had, definitely not enough to ruin the game, I'm throwing my vote with Tannim's idea.

Nuff said. Just one perspective.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Darth Fez
Darth Fez's picture
Offline
Last seen: 2 days 17 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Empyrean wrote:
Empyrean wrote:

It does mean that I need lots and lots of soloable content.

People like to forget that in most MMOs, most of the content is solo-able. In CoH, whether before the Incarnate content or after it was implemented, how much content existed that could be played solo versus the amount of content that existed that could only be (or was designed to be) managed by teams?

On a general note I'll remark that a request for some team-oriented content is certainly not any kind of "soloer hate".

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
Darth Fez wrote:
Darth Fez wrote:

Empyrean wrote:
It does mean that I need lots and lots of soloable content.
People like to forget that in most MMOs, most of the content is solo-able. In CoH, whether before the Incarnate content or after it was implemented, how much content existed that could be played solo versus the amount of content that existed that could only be (or was designed to be) managed by teams?
On a general note I'll remark that a request for some team-oriented content is certainly not any kind of "soloer hate".

QFT.

And I just had a little insight into the whole "why play an MMORPG solo" feud.

I don't play single player games at all. I mostly solo MMORPG's. Stupid, right? No...

If you play an MMORPG, you have the OPTION to solo or team. If you play a single player, you only have the option to play solo. Sometimes I like to solo, sometimes I like to team. I have BOTH options on an MMORPG. But you know what?

Sometimes... I just like to people watch. See and listen to what people are up to and what costumes and concepts people come up with.

Even if at the time I'm between playing solo missions.

Can't do that in a single player.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Brutum
Brutum's picture
Offline
Last seen: 4 years 3 months ago
kickstarter11th Anniversary Badge
Joined: 10/13/2013 - 19:18
So long as things are staying

So long as things are staying the same strength and whatnot and the challenge remains the same I'm fine with people being able to solo pretty much anything. I soloed most of the time myself but that wasn't to avoid teaming it was to see if my builds were able to survive against the various enemy groups at high difficulty ratings. So I think I'm alright with this since there won't be any health drops or damage reductions. Though I still feel like maybe giant monsters should need groups short of some ludicrously, IO'd god character that has been around for a year or two.

Puny Heroes.

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
I've only played CoX and

I've only played CoX and maybe dabbled in one or two other MMOs briefly, so maybe other people can answer this question: Is it that rare or unheard of to allow a single person into an instance or dungeon in say, WoW, when they have no chance in hell of actually slaying the dragon? I mean, do other games allow that? If so, then there's at least a precedent for it. I assumed it would be inciting a riot to develop content that way, but maybe I am wrong on that, because I don't know what other games do.

For the rest, I will reiterate that I think Tannim and I are now on the same page (not that he's going to do or propose everything I want, just that we understand each other).

I still want them to design end boss encounters that require 4-8 people to be able to successfully defeat them. As long as it works like Red has described and there is point below which the end boss will not scale down, as long as the Sinister Six are still, by design, too much for any single toon to defeat solo (at least at roll-out, maybe not after many years of power creep), as long as it takes a village to defeat Galactus, I'm good with it. If all of that is in place and not being nerfed to make successfully soloing it safe and user friendly, I don't really care whether you have team size gating of those raids/trials/TFs or not. Handle it with difficulty sliders, handle it with warnings to the user in the flavor text, whatever.

The Scorpion is an appropriate EB or AV level end boss to put at the end of a mission arc from an NPC contact.

The Sinister Six are an appropriate encounter for the end of a TF that scales down to a minimum of, say, 6 players probably.

The Kree Invasion Fleet is an appropriate level encounter for a city-wide invasion event or Hamidon-like instance that takes like 20-50 people to defeat.

You can scale up the Scorpion from EB to AV via difficulty sliders, for all I care. You can even give him better AI and/or more minions/lts/bosses as help at the end fight if the team is set for +4/x8 or whatever. You can scale up the Sinister Six by way of difficulty sliders or larger teams to the point where your full league of three teams of 8 (so 24 people) has a hard time defeating them and all their ancillary help, whatever that might be. Great. Just don't go the other way. Don't nerf the Six or the Kree fleet to the point where one guy can be expected to defeat them by design. That's all I ask.

R.S.O. of Phoenix Rising

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
Radiac wrote:
Radiac wrote:

You can scale up the Scorpion from EB to AV via difficulty sliders, for all I care.

+2 or above makes the EB into an AV? ;D

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Radiac the EB / AV switch was

Radiac the EB / AV switch was only for standard missions it wasn't applicable to TF difficulty. And that should remain possible for. CoT as well standard missions have the switch, Task Forces won't use the switch because they have a higher base difficulty.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Darkfaith
Darkfaith's picture
Offline
Last seen: 1 year 4 months ago
kickstarter11th Anniversary Badge
Joined: 11/05/2013 - 18:11
Redlynne wrote:
Redlynne wrote:

To make what Tannim is saying even more (painfully?) obvious ...
You remember those Difficulty Settings? The ones that ranged from -1x1 all the way up to +4x8?
The ones that let you decide on the Level scaling of the Foes you'd face, so they could be -1 to +4 of your Level?
The ones that let you decide how "big" the size of your "Team" was even when Soloing ... so that you could be anything from Team Size 1 to Team Size 8 when Solo?
Yeah ... THAT. Remember?
Tannim is saying that even if a Task Force can be started by a Soloist the Task Force content would be designed with a Minimum Team Size scaling above 1 even if there's only one PC undertaking the Task Force. This would effectively and functionally be NO DIFFERENT from moving the Difficulty Slider on Team Size from 1 through 8.
To make this even more obvious for those who this is flying over the heads of ...
Positron Task Force: Minimum Team Size 3
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 3, regardless of PC Difficulty Settings.
Synapse Task Force: Minimum Team Size 4
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 4, regardless of PC Difficulty Settings.
Sister Psyche Task Force: Minimum Team Size 5
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 5, regardless of PC Difficulty Settings.
Citadel Task Force: Minimum Team Size 6
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 6, regardless of PC Difficulty Settings.
Manticore Task Force: Minimum Team Size 7
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 7, regardless of PC Difficulty Settings.
Dr. Quaterfield Task Force: Minimum Team Size 8
In the context of this thread, this would mean that even when played Solo, the content scales itself to no lower than a Team Size of 8, regardless of PC Difficulty Settings.
The difference between City of Heroes and City of Titans would be ...
In City of Heroes, the Minimum Team Size was required to even be allowed to START the Task Force.
In City of Titans, a Soloist could START any Task Force on their own, but the content of that Task Force would only scale down towards "Solo Difficulty Settings" but so far ... and that would be determined by the Minimum Team Size STANDARD set for the Task Force as designed.
So rather than "dragging everything DOWN to Soloist Standards" ... instead ... in order to complete that content Soloists would need to UP THEIR GAME to meet Group Standards.
Why this is such a difficult concept for people to grasp is really quite beyond me.
You don't devolve the content DOWN to the Soloist level. Instead you FORCE the Soloists to rise to the challenge of meeting a specified minimum level of Group Intended Content.
And if the Soloists whine and complain and kick and cry while waving their puny widdle fists in the air over not being able to Solo group content even when they're ALLOWED TO, it is entirely right and proper to point at them, laugh and mock them resoundingly for being the spoiled brats that they are ... and then move on to matters that can possibly be taken seriously.
This is one of those "I murdered my parents and now expect to get sympathy/leniency because I'm an orphan!" kinds of easy decisions, people. C'mon, this is nowhere NEAR as difficult as you're all making it out to be.

This is what I want...this, I could get behind. I don't want the content made easier to accommodate my desire to run it with fewer than the recommended number, I want the option to challenge it with less than the recommended number of people at that minimum difficulty...or harder, if we so choose. And it's not necessarily about soloing it, either. Dispari, Godchild, Grey, and I used to run the ITF with just the four of us. We'd all pick a direction and meet in the middle. It was a test for our builds, which we spent a great deal of time creating and getting all of the pieces for. We enjoyed it.

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Going back to the basic

Going back to the basic original question of what the maximum size should be for one team, I have to ask, do we even need one now? CoX had it set at 8, but I'm not sure we wouldn't be better off just letting it go up to say something like 32 just for computer programming and logistics purposes. Then just have the different types of content be designed for different suggested minimum numbers of people. Missions from contacts and tips etc would be "mimimum 1" whole TFs and so forth would vary, while big events like invasions and giant monster attacks might allow the whole map to fight them en masse without even being teamed and still get XP and other rewards when the monster is defeated, etc.

If that is the winning solution, you'll want to have the ability to delegate authority and sub-divide larger teams into smaller units (1 person is an "element", two are a "wing", four are a "lance", eight are a "squad", 16 are a "company", etc), as this facilitates letting people in one unit have a chat channel that allows them to tune out other orders from officers in other units, etc.

For example, let's say we need to break our team of 8 into two smaller 4-person groups in order to do the content (e.g. Lambda Trial when you rush the warehouse and lab maps). The current leader of the 8-person team (i.e. the sergeant) would pick three people to be on his 4-person lance that he leads and could appoint a "lance corporal" in command of the other 4-person lance, etc. Then those people could talk/listen on Team chat for all 8 people, or maybe the leaders of the lances tell their followers to ignore this and then the officers just use it for coordinating stuff between them, and/or Lance chat for communication among their specific 4-person lance, and so forth.

It really boils down to what types of things you need to be on a team with someone to be able to do. Like in CoX, you couldn't Recall Friend anyone if you weren't teamed with them. If this game doesn't have that problem, then being teamed is mostly for XP division and communication and being able to access the same mission doors.

SO the maximum team size, if there is one, would depend on whether or not you want to allow single-person missions to scale up beyond a certain point. or not. If you want them to top off at say 8 people, you set the team size cap at 8 and no "multi-team Leagues" can then do that mission, one team can, but a multi-team League cannot. Something like that.

R.S.O. of Phoenix Rising

Follies
Follies's picture
Offline
Last seen: 4 years 6 months ago
11th Anniversary Badge
Joined: 05/24/2014 - 08:08
I really like what I hear as

I really like what I hear as far as game direction that is coming from the developers. They genuinely seem to be trying to increase everyone's options for how to play, while trying not to lock players into a particular way to play. (This is pointed toward no one at all) I never understood the, "You are ruining my game because you don't want to play like I think you should" voices. I personally would find any MMO that had a community with united and unvaried views very boring. I know that this is too much to ask from most people, but I wish for an environment that has people being happy for their supported play style without trying to limit others. I think we can have that and very much look forward to this going live. I don't see how allowing anyone to start a TF with smaller than recommended team size impacts those that prefer a recommended team size. I see win. It allows everyone to do what they like and even makes it more attractive to team, as from what I read the rewards will be higher for doing so.

I reserve the right to have an opinion. You reserve the right to not agree.

oOStaticOo
oOStaticOo's picture
Offline
Last seen: 9 years 2 weeks ago
Joined: 10/24/2013 - 06:21
I actually do believe there

I actually do believe there is a saturation limit to the amount of people that should be allowed on a team. A lot of people like 5 as that is what they are used to from other MMO's such as WoW. Then there are some that want to have upwards of mega-team sizes like 20. Personally I think CoH had it right with 8. That seems to me to be the sweet spot. It's just enough people to have a little chaos, but not so many that it becomes completely out of hand and uncontrollable. I'm not a big fan of 5 because I have a lot of friends that I like to play with and 5 is just too few for me to have to choose from. Makes me feel bad for having to leave someone behind.

As far as regular missions go, I'd like to keep the maximum team size to 8.

For TF's, I'd like to see it still stick to the 8 person sized teams, however, I could also see some TF's possibly requiring multiple teams of 8 much like the iTrials.

For GM's or World Events, I'd like to see team sizes be upwards of 20-32. Or, if it's possible, no limit so everybody involved can be invited to one big team.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

Lutan
Lutan's picture
Offline
Last seen: 3 years 3 months ago
11th Anniversary Badge
Joined: 02/02/2014 - 15:08
Guild Wars 2 has a maximum of

Guild Wars 2 has a maximum of five per team and that made arranging teams strangely weird. I am in a small guild, but even then we are often faced with the conundrum of who to leave out. The eight person teams from City of Heroes were not as bad, in my expirience. So I too am in favor for a maximum team size of eight. If one is needed. If there is no real limit, like Radiac suggested, people will find out what their maximum comfortable team size is and take about that much other players in their team.

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
You still have to deal with

You still have to deal with "who to leave out" with 8 man teams. Had to deal with it all the time in CoH. Anything which has a limit, someone is likely to have to deal with.

I will say I think 4 is to small (FFXIV team size) but I never found to much of a problem with 5, except for RP purposes or when you're trying to do a dungeon with all SG members and you have enough to fill one team and some left over who can't.

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
If your team size is 8 and

If your team size is 8 and you have the problem of who to leave out, that assumes you have at least 9 people wanting to do the same thing. In that case, those 9 people could divide into two teams of 4-5 each and maybe pick up some random people to pad out to 8 each. THAT isn't, therefore, a problem. Assuming a lot of TFs will be able to be completed by 4-5 person teams, you could just split into 2 teams and not get any more people and still roll that TF with two different teams doing their own copies of it in parallel.

On the other hand, if 5 is your upper limit, and you have 6, that leaves you with two 3-person teams, which may well leave both sub-groups in need of at least one more to do the TF at all. CoX was not a Holy Trinity game and I doubt CoT will be, so I can see TFs needing 4+ people to reliably be able to complete them being a thing. Tannim was saying they could make the TFs scalable like the iTrials to the point where they're all good for like 4-24 people maybe. For this reason, and because it was what I was used to in CoX, I want 8 as a team size max if we're going to have that at all. Nothing less.

R.S.O. of Phoenix Rising

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
Redlynne wrote:
Redlynne wrote:

Team 8 allows for ... redundancy ... in team composition, making teams more resilient than they would be with fewer members.

Yes! Main Tank Drops or Leaves... what do you do... Send in the Scrapper to tank! ;D
Have a tough AV that regenerates fast, but your Radiation DeBuffer drops/leaves? what do you do? Send in the Fulcrum Shift to DeBuff/Buff.
So, you should try to have 1 Extra build that can Tag in.

Spectrum wise... is it 3 or 4 different AT's as the BASE for an effective team?
Meat Shield, De/Buff, Damage...

Most Wanted:
Meat Shield (plus a backup). 2 players for that

Most Desired:
Damage (at least one). 2+ players for that, endurance strain is too much for one, or 2, maybe 3.

Most Coveted:
De/Buff with Holds/Heals/etc... (a backup needed while leveling up, endurance strain is too much). +2 players for that.

2 + 3 + 2 = Lucky Number 7. :D
That's the Minimum for a team starting to progress up the ladder, without any special IO's. ;)

whiteperegrine
whiteperegrine's picture
Offline
Last seen: 4 years 10 months ago
11th Anniversary Badge
Joined: 06/19/2014 - 14:49
Izzy wrote:
Izzy wrote:

Most Wanted:
Meat Shield (plus a backup). 2 players for that
Most Desired:
Damage (at least one). 2+ players for that, endurance strain is too much for one, or 2, maybe 3.
Most Coveted:
De/Buff with Holds/Heals/etc... (a backup needed while leveling up, endurance strain is too much). +2 players for that.
2 + 3 + 2 = Lucky Number 7. :D

using your breakdown...I would go with
2 + 4 + 2 or
2 + 3 + 3
sooo, my lucky number is 8! :)

[img]http://ic.pics.livejournal.com/whiteperegrine/84183/69278/69278_original.gif[/img]

Lutan
Lutan's picture
Offline
Last seen: 3 years 3 months ago
11th Anniversary Badge
Joined: 02/02/2014 - 15:08
Radiac wrote:
Radiac wrote:

If your team size is 8 and you have the problem of who to leave out, that assumes you have at least 9 people wanting to do the same thing. In that case, those 9 people could divide into two teams of 4-5 each and maybe pick up some random people to pad out to 8 each. THAT isn't, therefore, a problem. Assuming a lot of TFs will be able to be completed by 4-5 person teams, you could just split into 2 teams and not get any more people and still roll that TF with two different teams doing their own copies of it in parallel.
On the other hand, if 5 is your upper limit, and you have 6, that leaves you with two 3-person teams, which may well leave both sub-groups in need of at least one more to do the TF at all. CoX was not a Holy Trinity game and I doubt CoT will be, so I can see TFs needing 4+ people to reliably be able to complete them being a thing. Tannim was saying they could make the TFs scalable like the iTrials to the point where they're all good for like 4-24 people maybe. For this reason, and because it was what I was used to in CoX, I want 8 as a team size max if we're going to have that at all. Nothing less.

I think you hit the nail on the head, Radiac.

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Of course, in the "You can do

Of course, in the "You can do the TF with anything from 4-24 people" universe, having 9 people isn't a problem in the first place, and neither is 6 for that matter.

This circles me back to the idea that the team size max, if there is one, is only going to be a thing you care about in places where you can't go above it, which I assume will be the basic NPC-given missions. Assuming those have a limit of "one full team, no more" then that is probably the only place where the team size truly matters at all, and as such making it a larger number is more helpful for logistical purposes. I would like to be able to bring anything from 1 - 8 people to do a mission. I feel that's a good range, because I feel that getting a full 8 isn't going to happen often (at least not for the average PUG doing missions), so you frequently don't even notice that upper limit is there. And, as I said above, having to split a team of 8+ still eaves you with two teams of 4+, which is probably enough to still do the content you want to do. I don't think it will be a problem to make NPC-given missions scalable from 1 to 8, because that's what CoX did after all. Conversely, I think the lower you go down from 8 the more noticeable and annoying that upper limit becomes. I think we can all agree that an upper limit of 2 is way to low, as is 3. Personally I don't see why anyone would want to make the upper limit anything lower than 8. With a limit of 8 you can still have teams of 4+ and do missions with PUGs at an appropriate scale. Heck, with a full 8 you're probably more than able to defeat the AV boss at the end of the mission arc.

R.S.O. of Phoenix Rising

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
If this was anything like CoH

If this was anything like CoH...

1 Tank...people didn't like to take multiple tanks, because it meant less damage.
1 De/Buff...more was nice, all one really needed was 1 right one though
3 Damage...replace one with another De/Buff if needed.

Five!

oOStaticOo
oOStaticOo's picture
Offline
Last seen: 9 years 2 weeks ago
Joined: 10/24/2013 - 06:21
1 Tank

1 Tank
1 Scrank
1 Scrapper
1 Blaster
1 Controller
1 Debuffer
1 Healer
1 Buffer

Eight!

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

Lutan
Lutan's picture
Offline
Last seen: 3 years 3 months ago
11th Anniversary Badge
Joined: 02/02/2014 - 15:08
I found myself having the

I found myself having the most fun with team sizes of three to five. Playing alone was often a little boring, playing in a full team of eight was a little too crowded, hectic and cluttered with too many special effects for me.

But still fun! For a few missions even more fun than a smaller team could be. The dynamics changed completely and I would not like to miss any of that.

Pages