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/unsigned.
I would however appreciate they scale down some of the 8-foot normal guys like the ones that "know something" near black markets, or the max size of generic council minions and the likes.
8 foot IS super tall. But unreasonably large NPCs don't make it feel like that a lot of times. -
Quote:Also, I respecced a 50, figured I could get myself Focused Accuracy now, for the concept of keen senses for the Acc debuff protection. Which of course costs lots of End but, gives some Acc. So (among other things) I had to reslot my attacks to have a little less Acc and save more End. Which turned out to be not enough, since the End use of attacks under a moderate End debuff is hard to guesstimate, so I ran out of End. So had to gather 500 Candy Canes (as everyone on my server was too busy with Winter Event to do a respec trial) and respec again. Which helped the issue some, but not quite. So I have to respec again./signed.
If it "tweaks you the wrong way," quit nosing around in other peoples builds.
Will I want to go through 3 or more respecs on another 50 anytime soon? No thanks.
It's not as easy as 'pick three awesome powers that you always forgot to consider' for everybody. -
I am very happy to see this has been done after all (this years).
The separate games didn't make any sense to me the first place, caused a lot of annoying problems, and there were long pleads to finally do this.
So, congratulations to us all I guess.
Thanks devs. -
No, I am fine because I only have one main character that is all level-shifted and epic through casual play.
And I don't think it takes too long or mind if a team can't beat something or whatever whining you might complain about and actually find the bonus level I get is too much.
(I know, heresy because it contradicts the gimme-gimme-gimme! mentality.)
But graystar_blaster said in the original post he thinks the great boost makes chars that don't have it feel puny and makes it less fun to play his alt 50s that don't have it, while having a hard time bringing them all to that new level. And I can see his point and agree.
And yes, I still think removing the level-51-plus-extra-rewards for the tier 3 Alpha would make the game better. -
Quote:Rest assured, it is just as exhausting to read it over and over from you...ANYONE can participate in the end game... the problem is people want the rewards NOW. It's exhausting to repeat this over and over..
Quote:your PERCEPTION of how fast you get rewards is your perception. your DESIRE to have it quicker... is a self inflicted frustration. How about adopting the attitude that you will play the game and enjoy your toons.. and when IT (It being incarnate rewards) happens..it happens.
And one more time: NO ONE is making you do incarnate stuff to enjoy your toons. If you have enjoyed them for the past 6+ years what has changed.. oh yeah.. your desire to be UBER/LEET/etc... Keeping up with the Jones' is always a frustrating race in ANYTHING you do in life (even in a casual game).
If it DOES make a LOT of a difference, like extra levels, let alone ones you cannot be sidekicked to, and what else I20 may bring, and suddenly everyone is twice as cool as you if you don't move along, then playing a lot of characters can become a lot less fun. -
Quote:That's not the point though.I always thought this game was about being a super hero and now with the incarnate slots.. I feel even more super. So to me this is what has always been presented to me as a super hero mmo. To me the Incarnate stuff is sooo much more an endgame that what has previously been existent in CoH.
And my argument "For" the time consuming end game...people have always said "NO NO NO" to increasing the level cap because they wanted an end game that simply could not be blown through in a week or two.
I think the main problem I see from people complaining is that the incarnate "stuff" will take awhile which tells me a lot of the noise is people who want everything NOW.
At least not mine, and I think not the OP's either.
My point is NOT that it is time consuming, but that it is such a big boost that it is quite a must have.
If it took half a year, and the reward was a shiny badge and a 5% bonus to an enhancement category of your choice, I think noone here would be worried. (And a lot of people would still happily work to get it! Myself included!)
But it's not. It is effectively one more level with the Level Shift, plus the bonus from the Alpha slot, plus more rewards because you can now defeat stuff as if you were 51 and get rewards as if you were 50.
Thus everyone that doesn't want to roleplay being not that super, and get less rewards all the time, will want to have it on their character.
And if the future brings more like this, the must-have-ity of it will even increase. -
Quote:So did I. Good times.It took me nearly a year to get my first 50. Is that "reasonable?" I don't know, but I had fun getting there. As is often said around here, it's about the journey, not the destination. I knew it would take a lot of playtime to get a character to 50, but as long I was having fun, I didn't worry about it.
Quote:I don't believe it was ever the intent of the developers for players to "blast" their way to 50.
I think players "blasting" to 50 that fast is intentional. -
Quote:But why do they make the way to 50 something that you can blast through, and everyone to happily play as the level of the team leader minus 1, and then add content that takes you to levels above 50 that is supposed to be slow and that you can't be transferred by teaming mechanisms?It seems to be intentionally designed so people can't blow through the whole thing in a short amount of time and get bored again. When you really get down to it, the end game content in ANY game is nothing more than something to keep people occupied and playing the game.
I'd imagine the devs get tired of busting their humps to give us stuff to do only to have us (the players) figure out the most efficient way of doing it and turn it into just another speed run for the loot. Do you think Kahn or the ITF was meant to be run in 20 minutes? I doubt it, but people do it all the time.
Seems to me like they decided to make something impossible to speed through in a short amount of time. And I strongly suspect it is because the players have made an absolute mockery of everything they have thrown at us yet.
What good is being fast to 50 and allowed to be 49 in the meantime, when everybody is practically 51, 52, and so on?
And how are those extra levels that are not treated as such help speed-running TFs? When you pack tons of Incarnate stuff and Level Shift(s) but still read as 'level 50', imagine how fast you can blast through them THEN! -
Quote:I'd like to get back to this.That's how the whole game works, really, though. You gets levels and powers, that make the next levels and powers easier to reach. The better the IO sets you slot, the faster you can kill mobs to get even better IOs.
In all those things mentioned and other power gains in the game I can think of, the gain is way less or comes at a cost.
- When you gain levels, you have to fight enemies of one higher level for the same reward and you have to move on to more dangerous enemies. You are too powerful for Skulls and Council recruits with SMGs and have to move on to Tsoo, Council Werewolves and Vampires, Rikti, Malta, etc. Otherwise it becomes a lot easier to defeat stuff alright, but at the cost of getting way less rewards too.
- When getting an Accolade it is either a minor attack or something that you can't use all the time, so it is a rather minor gain.
- When slotting a new enhancement the gain is gradual, enhances just a single power, and there is no extra gain but what you payed for.
- When going for IO sets that DO give some extra bonus, you even have to make a tradeoff. Slot the power for the functionality you want, e.g. 3 times Dam, 2 times Acc, one End/Rech, or get the set bonus but have to go with what the set enhancements give.
My point being, nothing gives you something as powerful as a level-up for free.
Yet with the Level Shift you get that as you can beat up 50 as easy as if they were 49s and still get rewards as if you were still 50, and it is always active.
Nothing ever was as powerful and making such a difference as a Level Shift. That mechanic IS quite a change imo.
I have it, and I find it is way too good and useful in every situation to not get it. And it would be very inefficient to first play a ton of level 50 stuff and THEN get it, as you wasted a lot of effort and rewards that way. So sure, I want it on a 50, and if they come up with more Level Shifts for more Incarnate stuff that works the same way that would even widen the gap between having them and not having them, and thus increase the incentive to get them. All. Fast.
I'd prefer the Incarnate stuff to be a cool thing to have, maybe coming with a downside even, not uber kame hame hair over the top stuff that makes non incarnate 50s looks puny. That's not nice, and breaking how nicely little difference bit stuff did and how nicely characters with billions spent on them and low budget ones could play together in this game before.
Oh, and it's not like I think everything will be DOOM that way. I just think when sticking to the old concept it would be even better. -
I don't think tier 4 or whatever in the game takes to long to get, I just don't like how much it sets those that have it apart from those that don't.*
And I don't mind that it is 'gating' some content, as that could be seen as a story campaign that you have to start at the start. I mind that it just makes you a lot better and getting better rewards at everything.
I was hoping it'd be a neat little thing, or something that comes with an up but also a down side. A cool option. But instead it's a powerful win-win-win must-have.
*(And that this game was different from other games in that you could reach max level rather smoothly and even raise team members to your level -1, so it was wonderfully easy to be a good help to a team led by a seasoned max level character.
Now they add level 50+, then 50++, 50+++ and so on? that are a lot more powerful than level 50, let alone someone sidekicked by them as they will still be 49. So it becomes a lot harder to contribute to teams of maxed out chars.)
Quote:I keep seeing this a lot. "But you can just opt to not do it and suck."And that is your choice. You have every right to make that choice, I will never say you don't.
Maybe I am alone with that, but I don't particularly want to suck and get less rewards for higher risk and harder defeats. -
I personally think the Level shift makes too much of a difference to comfortable not have it.
I mean, when I read about it first, I thought, OK, because of the bonus the tier 3 and tier 4 abilities give you, you in return count as being one level higher for all the ill effects, as in getting rewards as if you were defeating stuff of one level less.
Sounded fair to me. You can have the ultra bonus, but have to fight enemies of one level higher than before for the old results.
But I am getting this right?
Once you have the awesome bonus of tier 3, you are made level 51 with ALL the BENEFITS instead, everything being easier to hit, mez and defeat, while doing less damage to you, AND you still get the same rewards for it too? Shards included, because you can defeat level 50s much easier now?
So because you now have a cool bonus, you are rewarded with much more cool bonus and more rewards? That doesn't sound right to me.
And yes, that makes it feel rather stupid to play character without tier 3 alpha stuff to me, greatly underperforming in groups, and getting the short end of the stick solo, resulting in less incentive to play them or need to grind them too. -
*stumbles over dead horse and sticks this to it because it is pretty much what he posted on former incarnations of it*
Quote:You cannot ever make any assumption based on any 'origin' that will be true for even most of the characters that are labelled that way.Suggestions to make origins more meaningful always make my stomach hurt. You should never put people in a situation where they have to pick between fundamental concept aspects and raw performance. You should not put people in a situation where their concept is "wrong."
Origins already mean something. Tech origin people can speak with the Clockwork in the Praetorian tutorial and can spot the hidden blue wire on the bomb in the Crusaders/Destroyers team-up bombing. By contrast, Natural characters are able to disable that bomb by pulling both wires off the car battery thanks to their unusual strength and skill.
That's enough "meaning" to my eyes, because it gives origins context and purpose without making them "count." And even that is restricting, because Technology, for instance, includes both inventors and robots, as well as some aliens. Not all of them are going to be programmers and electricians.
Also:
Quote:The game actually does have this beyond what you've described, Origin determines your initial contact blueside. -
Quote:Yeah, I could see that.I would go for a free-transfer tokens as a vet reward.
Something else that might be interesting is bundling a free-transfer with booster backs.
Could also help them having to come up with ever-yet-another-vet-travelling-power.
Aside from that, free transfers and free respecs are given to us very conveniently whenever content changes make them highly desirable, so we really should be happy. -
I don't even know what Strike Targets are.
So yes, I'd definitely approve of some character in game telling me about it. -
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Quote:Does a +50% red inspiration do 1.5*(Base Damage+Fury) or (1.5*Base) + Fury on a brute anyway?A Scrapper can do this as well, and will totally outclass the brute if they do.
This was also true before the Fury change.
Yes, aside from all the numbers (and that I never found it broken that a fully furied Brute can do more damage as a Scrapper, given the Scrapper never goes below that while the Brute has to get there first, must not take a break, and that I have a hard time keeping the aggro to gather that much Fury when there's a Tanker on the team or lots of ranged artillery that shoot way beyond where I can reach or mez everyone so that they can attack), I also find it rather annoying that the Fury bar always shows a should-be point that I can never reach - because going there requires a power that I do not (or even cannot!) have. -
Quote:The game has one PvP zone that is appropriate for your level and doesn't do weird exemplaring on top of the already weird and utterly different PvP rules.The game has plenty of PVP opportunties: four PVP zones, arenas, Pocket D. These are largely ignored by the majority of players.
Aside from that the only PvP is beating up someone else for no reason but to beat someone up. That is like PvE would only consist of one mission each for level 20, 30, 40 and 50 and street swiping.
Quote:Oh, and the co-op stuff?
Vanguard - Alien Invasion intent on wiping out all human life. Kind of a big deal
Cimerora - 5th Column threat to time, space and the world as we know it. Kind of a big deal.
You cant be a Villain if theres no damn world left to terrorise.
But that is another discussion somewhere. As long as such content doesn't take over, it doesn't do much harm. But now Heroes and Rogues(still counting as villains) and Vigilantes(still counting as heroes) and Villains can team for every kind of content. They are becoming one big hugging mass. Villains teaming with Heroes is fine and exciting as an exception, but it is becoming the norm.
I understand your concern about PvP though and agree that PvP should not be forced upon those who do not want it. Just like PvP and teaming isn't forced upon you now. It's part of the content and you'll miss out on some things, but there is tons of great stuff to do if you don't like those.
What about some content like this one though:
-Villain will threaten to blow up some plant.*
-Villain does long row of preparing missions.
-Villain gets to chose a lackey faction**, that he will get a few spawns of to send around.
-Villain can pick a team, and puts up a message that heroes will see once they get notified.
-Villains submits, and Heroes get a notification with a timer. They can click to see the message (e.g. long villainy rant he'll blow up the thing unless get tons of money.), the name and picture of the Villain (and maybe the team?) and how many villains there are.
-Villains have to do one last mission while the counter already runs. (So they dont get bored)
-Heroes can then decide to sign up, up to the number of Villains.
-When the timer is up, the mission starts. The Villains and Heroes that signed up can click to enter.
-Each Hero gets a single spawn of Longbow to send around. Both Heroes and Villains must now reach and activate some glowies that have a long interaction time. (e.g. Villains try to set to overload and then wreck the controls, Heroes try to shut the facility down and lock the console) When team A gets half of the glowies clicked, a timer starts. If team B doesn't get all the remaining glowies before it ends, team A wins. (The very last glowie remaining might get an extra long interaction time)
-Heroes win: Villain gets big reward***, Villain team mates get nothing, Heroes get reward.
-Villain wins: Villain gets twice the big reward, Villain team mates get reward, Heroes get nothing.
As further incentive for Heroes, the reward for defeating a villain at such a thing might rise each time that Villain succeeded in a row, showing there's an extra bounty, and maybe even allow more Heroes to join than there are Villains. (they'd have to share the bounty then, of course)
If no Heroes want to fight a random Freedom Phalanx as Elite Boss might come with a load of Longbow, and for those that don't want to PvP there may be an option to take that right away (or even challenge a certain canon Hero) but rewards for winning would be less than for winning against an unpredictable (set of) player(s).
*maybe the can decide on when to start that and what to do, or they get tip drops that allow it.
**maybe they choose that during the preparing missions and have to 'convince' said faction to lend him some guys in those missions, or maybe the Villain needs to find a "Masterplan" tip from the right faction and pick that, or maybe it's a random faction.
***for the threat alone makes him/her INFamous, and it took lots of missions to prepare it so they deserved it -
You could be in an instance that is not full of cops.
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I really like ambushes, when they don't shout that they'll be coming for you from the other side of the map while there is nothing else going on anymore, and when you cannot just press the exit button to avoid them.
It brings action into the game. (Though I found lately mobs that you supersped past dedice to come running after you when you stop to fight two rooms further, too. I liked that.)
I agree though that it sometimes feels weird how they are dropped right on top of you (while the game otherwise does a VERY good job at not spawning stuff right in your face!), or come by the gallon while that was explicitly disallowed in AE, and that I often wonder how they can home in on even a superstealthed character.
I think the impossible-to-finish-missions and many-stacked ambushes are bugs though. -
I didn't suggest anything in an open zone, but thanks for your clear opinion.
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I agree that the game lacks incentives to play AGAINST the other side rather than side by side with it. (I was a bit disappointed that longbow or cops don't randomly try to arrest me as a Rogue in Paragon city btw.)
What I miss is a an option for a Villain to rob a bank (e.g.), not in some stupid mission full of cops but in a realistic scenario, that will be a cakewalk, just taking time, UNLESS a hero decides to jump in and PvP the Villain.
No uber-stuffed-ness with cops, maybe some villain troops that help, no hitting exit button.
Villain wins because no Hero shows up, Villains gets lots of goodies.
Villain wins although Hero(es!) show up, Villain gets (much!) more goodies.
Hero/es win/s, Hero/es get/s goodies.
Lots of real Hero / Villain action with random enemies.
Maybe make possible to do with a team, have timer for the Heroes to gather, maybe add option to 'raid a Villain base' for Heroes that works the other way around (though I wouln't mind Heroes having to be more REactive than Villains). Fun and true to lore. Not? -
Probably a good alternative if it doesn't happen in the dev-created content.
But I agree that it would be nice to sometimes find something new when following a random tip, or even a TF. Rather than "Oh, it's Council. Apply tactic C, and if it's a TF, brace for 6 missions full of council in their happy well known halloween mix of werewolves, vampires, aliens, and wannabe-nazis, all in each spawn.
SOME missions arcs / TFs / SFs have that, having a canon (fodder) group as filler but in the end something epic that you have never seen before, like the eye of the Liviathan, Bat'zul, the psi crystal caves, or even the Thorn Tree vines.
But it would also be nice to encounter a group of critters you have never met before, having to wonder what they do or why or who is behind it. Even if the group has hardly special quirks nor many different types, and the guy behind is just another villain who wants to blow up the earth or transdimensional thing or what have you, it would still be refreshing for not being one of the groups you know by heart already. -
Quote:It is a good thing imo (at least as long as they dont include the freight ship ride to Striga in it).Out of curiosity, how do you feel about the merged monorails and ferries.
Why? Because it makes bloody sense and goes along with the game world. How would normal people in the city get around if those systems weren't somehow connected at some hubs anyway? And switching train lines at Paragon Central or getting into the bus that boards the ferry is something that we can assume to be uneventful and that doesn't make any difference. It leaves the game world and sense of location in place.
Hero boards transport system, hero gets off transport system. Perfectly fine.
I'd even vote for (and already did suggest) more train station per zone. Going from Indy Port North to Indy Port Docks e.g.. For somehow the citizens have to do that too.
I would however appreciate that the for example the Orouboros portal spit you out to where you came from like the base portal. Because sneaking a free ride from any spot anywhere to a different zone with a built-in shop is not the propagated purpose of your time-travelling connection to there.
Well it seems a good deal of players don't see any danger here and rather appreciate having ever more as a good thing. (Though I don't quite get why some act like the game could never be played before some of those changes, ever.)
(and yes, I admit that no access to Stamina before level 20 was annoying. But having access to that earlier doesn't require to make it, and Health, and Swift, and Hurdle free and mandatory. Why not just allow to take them earlier?) -
Quote:Yes, that is the only reason I can see to still take Flight now. And that makes you pay power choices for a costume option. Which isn't fair.I take Fly because I don't want the pack on my back when I fly.
Quote:Depends on the Archetype and how long the players been a vet. for example I can make a WS and start with TP, take nova form to get fly, and starting as early as levels 6 take SJ, and SS. That only counts as two power pools, and I'd only use two powers.
Quote:Level one Hulk had super leap, why shouldn't I?
Level one Thor had flight, why shouldn't I?
Level one Quicksilver had super speed, why shouldn't I?
I've never accepted the reasoning that we should have to wait for level 14 to pick a travel power. Nor that a travel power should have a prerequisite so it takes two power picks to get one travel power.
While this game offers a lot of customization, none of us are unique or special. There is no harm done if everyone can fly, whether from the Flight pool or from temporary jet packs.
And you are exaggerating a bit.
And frankly, most of my characters ditch the temp travel powers for the concept driven travel pools as soon as possible. Exceptions are natural or tech characters for whom the concept is an artificial mode of flight.
So my answer to your question is yes, it would be a good idea. If they did it. Which they haven't. No one given everything.
I am all for everyone being able to CHOOSE some of all that whenever they please. Just not of everyone having them ALL. (in a horrible future)
I got nothing against having some power picks moved from later levels to level 2, and allowing to pick Flight and powers from Fitness pool then. Or something else.
Quote:Actually, what I have said before and will say again now that many, many characters will now have at least 3 extra power choices freed up, is that I would love for them to add a bunch of new power pools, offering more opportunities for us to differentiate characters.
Maybe they could include a new Fitness pool, that allows you to still have above-standard-hero level Regeneration, Stamina, speed and jumpability through a power pool, so that the inherent old Fitness pool only means you now can slot for those without having to spend a power pick on it? That sounds nice. -
That is true, but I am concerned about the future.
NOW it's not ALL bad yet. But free stuff and eases keep coming and coming. Giving this temp power, making this inherent, making that mostly obsolete, making this easier, removing the need to have that. Will it still be fun when every power is either inherent or obsolete or can be replaced by a combination form a ridiculous amount of thousands of temp powers? And if not, when will the giving and for-free spree stop?
Quote:You know, I honestly think giving everyone free and instant access to every travel power is not a half-bad idea, either.
Would that make the game boring? That's kind of a loaded question, isn't it? As Techbot Alpha already implied, the Rest power is not exciting. Downtime between fights isn't exciting because the part that excites us the most is the fights. Similarly travel powers aren't something necessarily meant for fights themselves, but to cut the downtime between missions and therefore the downtime between fights.
So the question is then, would less time spent on getting from door to door but more time spent in missions fighting dudes make the game boring? Admittedly my question is loaded much in the same way but in the opposite direction, but the point I'm trying to make here is that travel time is not an exciting part of the game. How many times did you roll a new villain only to let out a sight when you remembered just how far away the mission doors for Kalinda and Burke were prior to I17?
Now before anyone is getting the wrong impression here, I am not saying that exploration is bad or wrong or tedius, far from it. Exploration can be very fun, actually. It's just that traveling and exploring are not the same thing. I can have fun seeing new things and places in the game (to this day I cannot help but love Grandville's underground for some reason), but at the same time I already most of the spots in all the zones over and over again and after two years I don't need guided tours anymore. If I want to explore I will explore, and if I want to do a mission I want to be there yesterday.
But no! Of course you never meant that!
But where is the border? When does making everything that was once part of the game obsolete stop? You can already level to 50 in AE now if you want, buy your inspirations there. Would you want the entire game to be like that, without any travel needed in the actual game world? It would make the game world obsolete, reduced to some nice to look rooms that noone ever moves through, if you never have to travel it. It would make travel powers obsolete. It would make every mission location meaningless. It would make contacts TOTALLY obsolete if their whereabouts have no meaning anymore and you can buy and sell whereever you are.
All I say is I like the game as it is, or was, and am afraid all the free stuff and quality of life things cut away things that once made it an interesting and meaningful game.