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Quote:That, and it would make the word filter totally pointless. You cant check sound for offensive content easily.Hey I would love the idea to import music in, but unfortunatly so would the trial lawyers. I'd think Cox would stay away from it just to make sure they wouldn't get sued.
Choosing from a set of dev-provided ambient sounds though? That'd be cool. -
Quote:Point.[tangent]
Reminds me of when I first played through Xenogears. Most types of enemies in the game would drop various items which were really only useful to sell for money. Except the items were generally... bits of the creature in question, like eyeballs or jerky.
My sister made a quip about "black market animal parts". Stuck in my head forevermore.
[/tangent]
*not much a fan of carrying around and trading parts of animals either* -
We've been there several time, and there are good arguments against origin meaning something. I'll try to sum them up as short and non-rantingly as possible:
a) It is not even clear what Origin means or should refer to. Is it how you got your powers? Is it what powers you now? Is it how you advance your powers? What if all three of those are different for a character?
b) All characters are different. You cannot assume anything about a character by knowing their "origin". Does "natural" e.g. mean you were trained by an acient kung fu master or that you are just a different species to which the powers are natural? Does "magic" mean you are a golem, a magician, or that you use a magical artefact?
c) It doesnt make sense (thus) to tie any game advantages or disadvantages to origin. Nor can you, following b), assume anything about the character to open up or close story options.
d) Origin should be a free background story choice.Noone should feel forced to choose an origin to have other options in the game.
(and... perhaps as a side note... on "that other game" they tried that in beta too, your origin determining your stats. It didnt work and got removed, as it made no sense for one origin to be in any way better or worse than another in any aspect, and forced players to take an origin to get the stats they want for their character idea. Those stat bundles got renamed to something like "The hard target" and such, descriptive but not touching your background story.) -
Quote:A select few points come to my mind at that:I want... dog, crocodile, eagle, chicken, dragon, cat, etc heads. Scales and fur textues as well >.> gib nao!
1) People have been asking for canine tails and more beast parts for many years now.
2) On that-other-game, after a few months in beta the devs made such proper beast parts, and there was much rejoicing.
3) Its just yet another costume piece each, and they keep adding those, so it cant be THAT much work.
4) There are a lot of rather redundant costume parts that were added while parts that make a much bigger difference are not. Having a slightly different pattern on your medieval era eastern style so-and-so-dynasty samurai helmet crest adornment doesnt make or break a character concept. Having no proper head or tail does easily.
... WHY dont they add more already?!?!? *cries*
Quote:Simply renaming the pack to something less flammable would help alot. Even in the preliminary phase of gathering support.
Also, it would be VERY cool (and imo not all that far-fetched) if beast heads had some detail choices like human heads. Like, different "haircuts" including spikes and horns and whatever suits the head, or different or at least color-able eyes, and I am sure a lot of people would appreciate hats or hoods to go with their beast heads too.
(and if you really want to make our day, make some of the face sliders work on beat heads...)
Quote:Go the whole hog and release a whole range of fetish gear in a packet, not just furries.
(PS: To me, people that enjoy playing a werewolf are furries too. Of course to themselves they are not, as clearly furries must be something totally different from what they are.)
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Quote:No.Does anyone else feel that the cost of certain things in WW/BM are making certain aspects of the game more & more inaccessible to certain people?
Having the best stuff that you want easily accessible is not an aspect of the game.
And as has been pointed out you can get around that stuff easily.
You can get along well without set IOs, and the normal IOs are fully fine and fairly cheap.
(If you dont need them this very minute AND threw away all your salvage)
Yes, since one can level fast now one also gets less drops until one makes it to a certain level, which lowers the drops one gets until one wants a certain thing. Point. But you can still sell, or work for it. You can turn XP off and only collect cash if you must have it at this level.
Possibility of fast leveling is one thing. But being able to level fast AND getting enough drops to buy the rare stuff easily just from selling everything to the NPCs for its token value? No. Clearly not needed. -
I recall last I tried duplicating a name with spaces the spaces were removed and it complained they had the same name none the less.
Does this really work? (as trigger, too?) -
Dont think there's any way you can have it more precise than "out there", which always is confusing to the players.
You might want to jump the bandwagon of requesting an option for boss fights to spawn as an ambush. -
Quote:Added.However they do it, there's got to be a way to introduce the main villain and not have him defeated in the first mission. I like the idea of having a state of invulnerability at a certain percentage of health, and a retreat (either run away or teleport out). That way, the heroes get a sense of how to fight him early on.
Quote:The ability to name different things with the same name. For example, I wanted a mission in which the players have to defeat a villain named Lord Dire. However, to make it more difficult, I wanted several Lord Dire androids in the mission. The problem was that I had to name them something other than Lord Dire which kind of gave them away. -
Quote:(Of course, not for everyone leveling is the game. And surely few that know the game will grow totally bored suddenly. I'm just afraid some may end up more bored than before in a while, and that allowing quick level 50 access may prove short-sighted then.)You're still missing the point where it no longer as epidemic for new players to be sucked into some kind of spontaneous powerlevelling (I've played numerous lowbies and I haven't had offers to be powerlevelled since I16). That, and the fact that not everyone believes level 50 should be some kind of mythical end of the game. For some people, myself among them, it is merely a new beginning, that of another character. And for some people still, it is a beginning of the post-end-game where they can grind for "phat lewt."
Fair enough. That's actually all I wanted to know.
Thank you for your opinion.
Oh, and I DO think that leveling WAS pretty slow a few years ago, and OK a few months ago. Its just now...
Quote:Without reading every post along the way I understand what the OP's getting at and have raised similar complaints myself.
But there's a differnt side to that argument too - because he and I clearly started playing a while back and often we have rose tinted glasses. For instance I had at least one debt badge on Scarlet before she was level 20
So comparatively, yes the game's a LOT easier now. Debt is negligible, XP comes easily and the leveling curve is so smooth that the horrible grind between about 38 and 42 has vanished
If I came to this game now, I'd probably think it's about right.
Thanks for your opinion too. -
Quote:How exactly do you imagine this to work? (Obviously beating him down to a percentage cant work when he is invulnerable so there will have to be another trigger)An option to make a foe invulnerable would be nice. For example, I wanted to make a story in which the heroes encounter the villain they're going to encounter later (ie. the big bad guy). However, even as an AV, he could thoeretically be defeated in this early mission, breaking the story. What I needed was an option to make him immune to harm so he could escape to reappear later.
Wont option (21) do as well or better? -
Quote:It is? When I say "Maybe you can level too fast." and am told "But you can slow down if you want!"That is the most specious comparison anybody's ever made on this board. Which is impressive, since this is the official board of specious comparisons.
After telling again and again that I dont worry that I am leveling too fast. I am fine.
That I can slow down doesnt change anything about it being possible to level fast.
Why I think possible turbo-leveling can be harmful to the community is written above. Several times. -
You dont need speed limits on roads either. Sole control over speed has been given to the drivers already. If you want to slow down, just step off the gas.
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Hm, I just tried a new hero the "normal" way, and leveling progress at the low levels was very fine when I did missions and stopped the purse snatching on the way. Only downside being it took me several hours to 7 that way, (which is fine! but) of course is a VERY strong incentive to do the sewers instead once you get an invite to them and learn how fast that is. (Sure, I like the content and getting the contacts, but they are not needed later in the game, and for those that only want to play and advance, sewers is king.)
I guess on my last non-sewer low level I had quite a lot of ToTing and event stuff included which probably is sort of is powerleveling too compared to the running you have to do for normal missions.
So maybe it was just higher the really high levels that changed, for I really recall how I sat on 48.5 like forever on some char until I dug him out again recently, or it was a glitch with patrol XP to 50 and beyond, or whatever it was got fixed by now. I dont have so many near-50s left to test it.
But I am not ashamed to be concerned about ill-effects too fast leveling.
Maybe stuff like TFs that provides a steady stream of prey should give a little less xp (and slightly more inf instead) so you can do them without it shooting your level through the ceiling and dont have to feel so dumb if you do other stuff instead?
Or running around and not fighting could give small amounts of patrol xp?
*shall get to bed before he posts more insane stuff* -
Quote:Totally so. Cant blame new players that have no idea how it's meant to be played, or what options there are.Unfortunately, it's not the new players, it's the so-called vets they team up with, that think the new player must be PLed to appreciate the game. You can't blame the new players because they don't know. Unfortunately, there is a group of players that is bored and PLs every character they make, and because that's what =they= do, they naturally instruct new players to do it.
All the more reason for the stop-and-smell-the-roses types to get those new players first.
--NT
Quote:Quote:Call me crazy, and I know there are exceptions to this, but I don't expect a new player's first instincts to be "Must. Level. Fast. How do I do that?" Sad but true I am afraid.
Quote:You do realize that the time it takes you to get to level 12 has virtually no bearing on what it takes you to get to 50?
Very roughly speaking, the halfway for time spent leveling is around 35, not 25. Time to level is not linear. There are many factors involved, including:
- XP required to next level, which is a function of current level
- XP per foe, which is a function of current level
- HP per foe, which is a function of foe level (which is also related to current level).
- Damage per attack, which is a function of current level.
In other words, measuring the time it takes to get to level 12 and proclaiming it to be a measure of a problem isn't sensible. If you have a valid argument (not something I'm saying) this isn't the evidence you want.
Quote:More to the point, though, measuring leveling speed with the help of a 50 isn't reasonable. To make that argument stick, you need to show that the majority of players level up this way, or if you cannot do that, show that the speed of leveling without such crutches is still "too fast" (preferably by showing leveling speed to a much higher, harder-to reach benchmark than level 10).
But does the majority of players (on the majority of their character) try to level fast and efficient? Damn yes if you ask me. Sewer teams e.g. are definitely the state of the art blue side, because its so much faster than running to and fro between missions. And it works fine without a level 50 buffing everyone too with a big team. And you dont need to know of it, you usually get invites.
I think the sewers are cool and fun and whatever, but not a good start to learn the game features.
But since everyone seems to eager for a time to level to 50, I will expose myself and say I think it should not be below some 75 hours for a first-timer, even if he gets lucky invites to rewarding content, 60 for someone who knows exactly what to do, and I wouldnt even mind if it takes up to half a year of normal casual play. I hear compared to some games that's even still fast. That's a lot of room in between. Now you can bash.
Sure, veterans that want to try out a new idea at level 50 would rather skip the leveling process altogether. But for a lot of people leveling up one character (without kicking themselves in the crotch all the time to slow themselves down) IS THE GAME. Sure you can finish your arcs and do end game content, or "play again" with a new character, but the process of playing one character through the levels is a big part of the game and if it can done too fast the game may seem a lot more pointless for a good deal of players. Especially new ones that didnt see enough to like the game on the way.
Is that the case right now? That was the question. -
Yes, sure it is powerleveling. But my point is, would a newcomer know? (AND care?)
When you get invited to a team (Nice people!) while arresting your first purse snatchers, and they go to the sewers (cool place and as good as any when you are new and have seen nothing yet), and its fast and efficient and you rock, will you assume that is cheating, or complain its going too fast?
And simply going to the sewers or doing TFs (I read in another topic about diversity of content you can level to like 40 or so just by doing the level-appropriate TFs in their order, never tried that myself) clearly is nothing wrong. Its what they are there for. And hey, it's good that they are there.
But I wouldnt want people to hit 50 in a week through that (after all, especially with a good team, the only requirement for fast leveling is a steady supply of appropriate enemies, as opposed to much running/searching and little fighting, and sewers and TFs can provide that.) and think the game that they hardly learned anything of has little to offer.
But I was only asking if it's just me. Might be I just worry too much. -
Quote:I just tried to it, trying to be fast once, and 10 minutes after hitting 2, at level 3.2 from street swiping, got indeed invited to a sewer team. We had a level 50 come with us that buffed us all to invincibility. When we stopped 1 hour and 11 minutes after the invite, I was level 10 and four pips. From then on I sucked a bit at trying to be fast, having a hard time finding level-appropriate mobs in the Hollows where I went to, and just did the missions there. Still took only 1:06 more to get to 12, 2:46 total to 12 and one third when it was dinnertime.Name one way to level to 50 in four days without powerlevelling or working 12-hour shifts in-game and then we'll talk. Because the Scrapper I made on Monday is sitting at level 12 two and a half days in, and I don't envision myself getting her to 50 by Friday.
Not saying that that is normal or turbo or the time is too fast (while the amount of content you see that way is imo), but
two and a half days for it? Clearly not. That would be too slow indeed. I always make 12 in one afternoon even if I stick with normal content and try to take along all the contacts and badges. And I am sure with sewers and TF it can be done MUCH faster.
Quote:After I14 and 16 hit it is a joke to say this game is too easy. You fully have the options to make it harder and take longer for yourself.
This argument is no longer relevant.
Quote:If YOU (in general) want to make it slow as molasses and work, you can.
With Orobororus, XP Off, Possibility to make/play AE missions with mobs that take forever to kill, Difficulty options that can potentially give you bosses in every other mob, I don't take any discussions of a) I outleveled this or that b) game is too easy c) game is too hard seriously anymore.
Folks have all the options they need now to move at any pace or difficulty they want.
Hell there are even options to make the game EASIER than heroic (and thus even less xp) if you want.
And its about leveling speed and not difficulty. Higher difficulty also means more XP and thus faster leveling per mission. (and new players likely dont know about the option)
Quote:... I am talking about now. Not "But I've been playing a character for a year and he only made 40". "For a year" is not now. I dont know if its only at the highest level but all I said was I find getting the 2 missing levels on characters I have played for over a year too suddenly went super fast now. In the second week of November 2009 precisely. In case they patched it already yesterday.Quote:Almost at the 51 month veteran stage and i have 3 level 50s, levelling to 50 is NOT too fast trust us!
I give up. -
There's a medium ground in between four days and forever, mind you.
If people wouldnt want to invest even a few weeks into a character, it would be a poor game indeed.
Quote:The actual point is "to each their own".
How you have fun should not dictate how others have fun.
I know it's a deep concept to wrap your mind around.
Might take you years to fully understand it, if at all.
Hard to understand too, I know.
I am sorry that all of you veterans of course know all the ropes and the content by heart and thus most would rather like their new character concept to be 50 instantly, but new players do not know all that. I didnt find the low level content boring or annoying when I did it the first few times. And I didnt find the content repetitive until it took you like 20 cloned standard missions for one level in that around-level-30 grind phase back then. But that slow stretch in the leveling curve has been fixed years ago, and even with it in place I only wished for more maps or friends that do PvP and more TFs to join (didnt know of LFT channels back then) and not for less content during my leveling.
edit: And I am talking about now. Not "But I've been playing a character for a year and he only made 40". "For a year" is not now. I dont know if its only at the highest level but all I said was I find getting the 2 missing levels on characters I have played for over a year too suddenly went super fast now. In the second week of November 2009 precisely. In case they patched it already yesterday. -
Yes, I'm afraid some people may not learn to appreciate the game if they level too fast.
After all, if you make max level in a game its usually safe to assume you have seen enough to judge said game. If you can reach max level here without ever having seen most kinds of content or learning about game mechanics like the different enhancements or recipes and just got by due to also never finding out about the difficulty setting and finding the game is very easy, especially those that only wanted to test the game for a month and see how its like might judge it wrong and drop it again.
After all, the made it to maximum level! From their point of view, how much can they possibly have missed?
Quote:But playing at a higher difficulty is a very viable challenge. Plus you can say and be proud of that you are playing at a high difficulty. You can hardly say "Oh, but I turned off XP gaining for about 2 hours every day, and still made it to this level. It was much more of a challenge than your levelling."I'm sorry, but this makes no sense. If I choose to crank up the difficulty on my character to give me a challenge then the fact that others are playing at a different level of difficulty has zero impact on my enjoyment. For example I like to play my blaster at +0x4 since at that level I can chew through hordes of minion/LTs at an enjoyable rate without to much chance of dying (unless I go in against Malta at that setting). The fact that others choose to solo at anything between -1x1 and +4x8 doesn't change the fact that for me +0x4 is the most enjoyable. Similarly if you want to turn off XP to experience more content without exemping because you enjoy it the fact that others choose not to shouldn't lessen your enjoyment. -
Quote:About potential new player (oversimplified a bit) : gets a team invite, does the sewers, is taken along on some speed-TFs, makes 50 -> didnt see anything of the game -> didnt learn how to play -> doesnt grasp or like or find some end game content -> finds game is lame -> leaves.then what are you crying about?
if anyone wants to level slower, they know where the brake is.
Or people that like the challenge. And find pretending its harder by truning XP off while it could be much easier and everybody else DOES have it easier is not a challenge.
Or people that find advancing a character more fun that having a 50 and/or get bored once they have a 50 of every character concept they ever came up with.
I'm worried about the game. Myself I can have altitis quite fine, and stick with SuperGroup buddies, and I already used no-XP quite some as well.
And this game may not be about leveling, but other games are, and a lot of newcomers might expect it to be and fail to see CoX's true beauty on their zip-through to 50. -
I recall level 50 was something to look forward to. Something big. Something to get to eventually at the end of most of some level 45+ story arcs and some TFs. Something one needs to work for, and feels accomplished when one achived it.
These days, level 50 seems to have become something that just happens. It took me one TF on minimum setting to get half the way from 49 to 50 and ding before it was over on one character. It took only very few hours of doing nothing particular but just hopping around and killing street stuff and ToT-ing a little from 49 to 50 on another.
Heck, 50 has become something that happens rather accidentally than on purpose anymore!
Is it just me or does the game feel a lot more pointless with the current leveling speed, outleveling most contacts before you could play one arc half way through, playing each TF once making you skip everything until 45 or so, and there hardly being much content at all anymore that you play through on your way to max level?
Yes, I know you can turn XP off now. But that' snot the default way to play nor should it be required for a decent experience of content.
Is that just me? Is that just at higher levels? Or is there anybody else that thinks this game feels a little too fast and 'easy to beat' for someone that doesnt have altitis and hasnt played every single bit of content already? -
I have to agree, the stickies appear pretty random and not well maintained.
I would like such info still easily accessible in the stickies, but a single topic that has the links to each issue's MA changes will totally do I think. -
Quote:I never said there would be no advantages at all. That sure is fine IF both sides gain the same amount of inf. (and drops)Sure there are advantages for Villains. Hero side has a much larger supply of items which means that prices tend to be more stable and for rarer items (i.e. some of the level 30 merit IOs) there is actually stock available for purchase.
Quote:As for your second point, I'm going to call BS on that one. I've yet to see any evidence that one side has a naturally greater earning power on a per character basis. Sure some particular sets (Fire/Kin Controllers and several Brute builds come to mind) have greater earning power due to being optimized for farming inf/drops but I don't think either side has a monopoly on good farming builds. Yes Heroes do have a higher overall earning rate due to the fact that there are more of them but for the purposes of a merged market all that really matters is the earning rates of individuals.
Quote:The one place that heroes might have a better earning rate is in merits due to the wider selection of TFs/Story Arcs available to them but even there I'd like some evidence that it actually makes a difference especially considering that the most popular TF is the ITF which is available to both Heroes and Villains.
I never said there provenly ARE differences. Yet there can easily be due to other kinds of critters easily available, different mission structure, other TFs, inf gains for saving people on the street, ... and I have yet to see evidence there are not.
Quote:It doesn't make Villains richer than Heroes. It makes Heroes slightly poorer than they were, and Villains slightly richer, and they meet in the middle. That's the point.
True that but...
Quote:One side doesn't gain more inf per level or per time. Heroes just have more characters and older characters. Create a Hero and a Villain character (preferably with comparable builds to try and negate extra variables), and level them to 50 without using their respective markets or selling/trading with other players. Both will reach 50 in approximately the same amount of time, and both will have the approximately the same amount of inf. The issue isn't per level or per unit of time, it's per side.
Again, I dont say there ARE notable differences, but I'd like (the devs) to have clear proof there are not before doing anything possibly game breaking like this. Much better than merging the markets easy-going-ly and afterwards realizing things go wrong now and having to tweak tons of stuff to balance something that was hardly an issue before.
And sadly I dont have time to level two as-representative-as-possible characters to 50 with as-representative-as-possible content (and better once more still with as-inf-gaining-as-possible too) and note down how much inf and what drops they got. Even though with the new levelling speed that shouldnt take more than a week or two anymore. -
Wow, and here I thought Halloween was over, yet here comes another dead horse.
And I shall not go into the points for and against it again, as everyone who can search can find them. Just:
Quote:That is no advantage for villains at all. So now villains can sell at hero prices? Well so can heroes. How does it make villains richer than heroes?To this I say: phooey. While I'm sure there's a difference in the amount of inf on each side, a merged market is probably the most efficient way to balance that difference out. While a villain might not be able to buy a high-ticket item from a hero at the higher hero price, a villain can certainly sell a high-ticket item to a hero for the higher hero price to make money, and that money will then be transferred from hero to villain. ...
As long as one side gains more Inf per time or per level, it will have an advantage over the other when markets are merged. And do we really want "They outbid us for stuff all the time!" to be added to the "The other side is totally overpowered!" complainings?
Quote:collectible cards. Collecting salvage and recipes is more complicated of course, but the same principle should apply: trying to IO a character using nothing but your own drops is crazy hard. Being able to swap with other players makes it easier. Adding more people to the pool of folks who are swapping items should make it easier still. -
Not exactly a feature, but not exactly a 'bug' either and it's really confusing, so I added it anyway.
Anything else, or any support for any of the existing suggestions? -
There is no single-unit guard mob.
"Single" means the captive or ally does not have any guards.
There is no possibility currently to have a guarding mob be of an exact size (in your case 1), nor to have it contain exactly one of a certain special character.
The guarding mob will always scale with the difficulty setting and team size, and will contain several of your unique bosses when it scales up. If you add other characters to its group, it may contain, none, one, or still several depending on difficulty scale.
Furthermore, allies and captives with no guards left immediate count as completed, even if they never had guards. (Thus there also is no possibility currently to make finding someone without guards a mission requirement.)
You can only put your custom boss enemies in a boss fight detail and hope they spawn near the captive, or support the according suggestions to add exactly what you are looking for.