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Posts
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Quote:Damn.Awright, so Andy implemented a new powers feature in I24. It basically allowed a power to pull targets towards you.
Someone else mentioned Gravity, but the effect would've been hella' cool as a replacement for KB in Repulsion Field / Sonic Repulsion / Repel.
Damn. -
I moved past being surprised into being wistful. But never angry.
Surprised because I thought the game had a very, very dedicated base that, like Jack once said, would subscribe pretty much through anything.
Wistful because the last time I was subscribed, June / July, I recognized ones of people in my globals and had trouble getting together a single run through the new raid. I've had some amazing times here and enjoyed the community -- I'll miss that. But ... not enough to maintain my sub. Or, honestly, log in for some FTP action.
I am, however, pissed that there's a chance I won't get to see, let alone read about, The Sekrit. -
Quote:FF defenders are among the most powerful mitigators of damage in, AFAIK, any of the major MMOs but have always been as rare as hens teeth.Remember I'm talking about compared to other games. In WoW and its relatives, armor just doesn't provide a level of mitigation close to CoH, let alone immunity to mezz effects. In CoH, armor powers provide a foundation to use gear (IOs) that makes it possible to build things that are outrageously more armored than what you can do in those games. In CoH, even my terribly built SO Tankers could handle 5 to 8 enemies at a time without support. Once you add optimal gearing on top of that, the CoH armored character is leagues ahead in the survivability department. The standard "tanker" popularized by WoW-like games is intended to be able to slow down damage so that a dedicated healer can keep them alive, and die if that doesn't happen.
That, more than anything else, speaks to how strong "armours" (and related debuffs) are in CoH. -
Quote:Not that anyone ever reads my posts ...The longer the Paragon Studios folks are silent the better off we are. Why you ask? Simple the longer they are silent and not running crazy game breaking events on the live servers the more likely it is that a solution favoring us will be reached.
Think about it folks, if its possible that they can save the game then they're not going to do anything to screw up the live environment b/c they will want things to carry on after Nov. 30 as if nothing ever went wrong.
No news literally is good news for us.
But one other data point -- Posi hasn't posted his reply to our questions about the Story of CoH. If he spills the beans on everything ... -
I've spent some time with a new toon (L25) and an old one (my only 40) ...
And I can't honestly say I like CO all that much.
And I think it boils down to two things: I like marketeering / crafting in CoH; I like the chattiness of CoH's community while teaming. -
Quote:It wasn't Jack's call, it was Roper's and Roper did a public mea culpa right after the patch hit, but said it was necessary for the game and would be staying. Jack was the idea guy for CO, but other people implemented the systems and did the balance passes. The confusion comes from Jack's willingness to place himself in front of the crap that gets flung at his developers.[with regards to the launch day nerf] Could it be that Jack was so effing paranoid about repeating Enhancement Diversification that he panicked?
This is a VERY, VERY good thing for a boss to do. I've worked for bosses who routinely throw their workers under the bus. And it sucks.
That said, I think he has a tendency to speak off the cuff (or with an incomplete knowledge of the situation) which gets him into trouble, but WTH. -
Quote:In my opinion, and I've said this many times in different ways, Cryptic's culture is Jack's vision, which is heavily weighted towards designing, realizing, and launching MMOs, but not supporting them for the long term. That's the boring part.Quote:I read a detailed interview with Jack where he detailed how Cryptic deviated from the standard design cycle to try to get CO (and I think STO too, but not certain) out the door faster, and admitted it was a mistake. I suspect they won't make the same mistake with Neverwinter, and hope it'll turn out well. I think that despite the obvious warts, they do show some promise.
http://www.gamasutra.com/view/featur...a_.php?print=1
http://massively.joystiq.com/2010/08...winter-and-a/4
Some choice quotes from Jack (read into them what you will):
Coming into the launch of STO and Champions, I made sure we had something for everyone. Here was the problem. By following that philosophy, nothing was polished. We ended up having lots of half-done features in some quarters. What I forgot was, inasmuch as a consumer or a player, if it isn't there at launch it might as well not be there, well if it's in half-done or half-done well, that's what you get remembered for. The fact that STO and Champions have gotten better since their launch, we've added content, we've fixed bugs, we've responded to players, all that stuff isn't as important or as forceful as that initial interaction with the game. So we have a very different mindset here. Right now, whatever we do, it's got to be the best possible quality we can.
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We don't use that internal terminology; it's just a short-hand way of describing it. To be honest, I've been in charge of development for all these games, it's really been my fault because I assumed that what we did with City of Heroes and City of Villains was a model we could keep repeating ad infinitum. With Champions and STO, we did the same everything, and the review scores were dramatically smaller. (laughs) Both Champions and STO are far better than City of Heroes was at launch, and it's a different market now, we have to adjust. I'm not going to be one of those developers who starts ******** about the reviewers or ******** about the customers. That's stupid. We've got to change and this is what we've got to do to change.
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JE: Well it's not that I thought the quality wasn't up to par, it's the customers and critics and everybody else, right? [laughs] All you have to do is go to Metacritic.com. It's not like we went out and said, "We're gonna make a really shi... mediocre game, and put in a box," no. We all thought that Star Trek Online was going to be phenomenal. We all thought that Champions was going to be phenomenal.
Even in open beta, the reaction we got from [Champions] was better than anything we ever did with City of Heroes and City of Villains. We were sky high. So believe me when the reviews came out, we were shocked, just shocked. Because there was nothing that would lead us to believe leading into it, from the data we had in beta, like the number of people playing, the number of downloads, how often they played and all that kind of stuff. It had exceeded anything that we had done previously.
So the reviews meant we had to have a reality check. The old way of doing things is very simple. We made City of Heroes in about a year-and-a-half. We made City of Villains in nine months, and both of which were successful, both of which were highly-acclaimed and reviewed.
And we looked around at MMO companies, and they were struggling. They were spending tens of millions of dollars, and we spent, what, $8 million on City of Heroes and $6 million on City of Villains. Here, we had a game, it was successful, we pumped 'em out, we had the technology, we had the tools, we thought we could be doing it forever, because we were like, "Yeah, we'll just keep making them every 18 months! We can!" -
Quote:I was going to say something snarky about how Cryptic seems to be using CO as a means to train new devs on Cryptic's engine before they get moved to STO or Neverwinter and leave it at that.I'm still trying to figure out how this feature passed design review. I wouldn't implement this feature in this form at gun point. I'd literally quit first and then publicly explain why, because I wouldn't want this to be on my resume. I've walked away from projects for a lot less cosmic-class stupidity.
But I seem to recall that STO has (had?) the same system.
I think that, despite Cryptic's attempts to release nothing but fully realized, polished products, they sometimes slip into "git 'r' done" mode. And they clearly saw the need to have a system to ban spammers. And didn't have the bodies to manually review the flagged players' logs. And then ...
What's interesting is that, when MUO budded off CoH, the remaining CoH devs fixed i7, started cleaning up code, herded us into giving focused feedback during betas, and, in general, released their strongest string of updates, ever, from I8 through I12.
Paragon Studios rapidly changed its culture, but Cryptic wasn't able to ... at least for CO and STO. -
I usually just hit random in the CC to make costumes.
I don't think I've changed a single costume piece post-CC since I9.
I've only (intentionally) unlocked extra costume slots on 2 toons, both of those dating from release. -
On Pinnacle with the Carl and Sons SG, late Issue 3, maybe Issue 4.
I exemplared down to join in the fun of a Nemesis arc with my namesake fire / fire tanker.
I looked at the combination of controls and (de)debuffs and said, "How about I grab the first room and bring them back to the entrance?" I think I had 70 purple Nemesis chasing after me. One of my teammates was frozen for a few seconds just gazing at the spectacle -- she thought you needed a granite tanker to pull off something like that.
And, OMG, seeing the AoEs we lit off? Amazing, crazy. FWIW, I'm glad the herd 'em and burn 'em days are gone, but that one moment crystalized the crazy, zerg-filled fun that is CoH's hallmark
Issue 3 (maybe 4)-- the first time I tanked the Psy King. On my dark / dark defender. Chickensh** tanker wouldn't run up to him and smack him in the face. So I ran up the Psy King, brawled him, and called the tanker a "***ing wuss", to everyone else's great amusment.
Hmmmm ...
IIRC, there's one point of the LGTF where there's a bunch of Nemesis bosses clumped together. I stealthed into the middle of them with my fire / fire dom, hit Cinders and then typed /drumdance because I hit all of them with a domination-boosted cinders. My teammates were ... surprised.
Issue 3, my first Hami on Pinnacle with Spark-1 rocking the bubbles (so we could see from afar where the group was). LOVED the vibe we had.
Issue 9, soloing my first AV with my thugs / traps MM.
Good times
Thanks for reminding of these memories! -
Naaaah, not at all. I always thought of Mids (and Hero Builder) as another way of playing the game, like marketeering or PvP. And some elements of gameplay simply aren't for everyone. The interesting bit is that this particular element of gameplay was driven by the players -- and thank you for helping to support it!
Quote:I'm extraordinarily Mids-stupid. The truth is I don't like planning my builds out. At all. Not in Mids, not using pen and paper (which, by the way, is an extraordinarily confident way to plan your builds--I'd expect most people to use a pencil), not even in my head. I honestly can't remember an occasion in which I've planned more than a power or two ahead, usually while I'm at the level-up screen.
In general, I don't think I ever had the uberest of the uber toons, but ... I do think Burning Up, my fire / fire dom, was a thing of beauty.
Hmmm ... that reminds. I think I /did/ use Mids to extract Burning Up's build from live. And then I posted it. So ... twice
That was incredibly slick. Say thanks to the mids devs for me -
Quote:I used Mids once for a build ...On topic (?!): I have never used Mids because the whole respec process soars far past my tolerance for complexity in a game, even though this sometimes forces me to abandon characters I am otherwise enjoying.
But, honestly, I found the process so tedious I ended using paper and pen to figure out what powers I wanted and how many slots to burn on each power. Once I got the hang of the invention system, I had a pretty solid feel for the bonuses I wanted and how to get them.
One last confession -- when the last round of buffs to EA hit closed beta (I was early in i9, later in each of the following issues, and hadn't yet been invite to this particular issue), there was a bug that let in /everyone/ near the end of the process for a short period. I logged in, saw the changes, and spilled the beans on the forum.
I was never let in to another closed beta again, despite the fact that no one (well, almost no one) reads my posts. I generated, IIRC, no replies despite the threads containing nothing but speculation growing. -
Quote:One time, we had an impromptu SG meeting in Warburg by one of the nodes. I turned on Force Bubble to keep some fire tanker away from the meeting and essentially glued him into a corner. Since he didn't have a ranged attack ...I used to do sweeps of warburg before bed and wormholed farmers into the middle of no where.
Edit: right after Warburg was released, I plowed through one of the few massed PvP battles, ever, on Pinnacle with Force Bubble. I also interrupted 1v1 battles with detention field, firing it on the losing player to give him a chance to heal / regen. -
Quote:I was very bad with BurningChick in the zombie PvP map.There were several powers (especially AoEs, weirdly) that acted like that. In fact, I had/have (I don't even know if they work anymore) multiple characters who basically spammed AoEs or single target attacks that returned more energy than I would need to use for most fights. I know Electric and Fire were two big ones for the whole "what energy builder?" thing. My Fire character didn't even *have* dedicated single target attacks, just a ton of AoEs which worked so well I never needed to use anything else. Plus, with Presence being useful for Fire I also had a strong shield and heals. In open world missions I'd not infrequently end up tanking the boss in spite of the fact I was specifically using the stat which was supposed to reduce aggro when used in Avenger mode. Then I'd stay in Avenger mode to tank it, because hey, I have unlimited endurance and this powerful heal and bubble right here...
I'd deliberately get defeated so I that I could come back as a zombie and light up my former teammates. There was a combination of fire AoEs / advantages that would cascade together into The Fiery Apocalypse at little or no energy cost with people locked in the "get the flames off me!" animation. With regen, the healing robots, and a self heal, it could get silly.
I only did it 2 or 3 times, but I think I caused a flurry of inflammatory, so to speak, posts on the forum. -
As someone else said in another thread ...
The real surprise is that NCSoft announced the closing of Paragon without having drafted a plan for winding down CoH beyond giving us the date when the game goes dark. No plan for how to deal with subs pre-paid past the closing date. No plans for a grand farewell like TR had. Nothing.
Even if some angels swoop in and rescue CoH ... what happens if the devs split? Could a new dev team figure out CoH's engine? The powers system? The story bible? Would people put up with no updates (or updates that, horror of horrors, go against canon?), even bug fixes, while the new devs work on figuring stuff out?
I dunno. -
I think you have to remember that CO grew out of the devs' experiences with CoH through Issue 6 when (de)buff stacking and controls could turn any encounter, save Hami, into a snooze.
Even today, CoH's devs have been dealing with the same issues -- just look at how the Incarnate Trials have been structured with mobs that are, more or less, immune to controls along with the insta-gibs, jacked up ToHit values, and confuses. One of my pet peeves is that the structure of CoH's epic content is designed explicitly to negate Force Fields.
The CO devs made a trade-off -- having weaker / non-stacking (de)buffs (and controls) that always do something compared to CoH's situation where you have insanely good or completely ineffective (de)buffs and controls. -
There's the bit where you call me, or at least my statement (which, of course, is a reflection of me), "delusional".
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Quote:I would lay the blame on your system's poor performance more on how you've tweaked your settings for CoH and how you haven't done the same for CO.My machine will be 4 years old this xmas and wasn't cutting edge when I bought it, and my 'new' video card is a PNY GeForce 8800 GTS 320 DDR 3 of similar vintage.
As CO launched in what, 2009? I'd expect my performance to be at least adequate, if not blistering.
I'm sure there's some stuff I can do to improve the situation, but my motivation is low as long as Paragon City still stands. I'll mess around with it in December.
From your other post, the one in which you called me "delusional", I'm guessing you spent most of your time alone in-game? -
Quote:WoW can almost be played on a C64.Good comparison, as WoW also suffers from the cartoony graphic problem. I have to wonder, are MMO devs out there really in the impression that people want their characters to look like a Saturday morning feature?
If a game has less than realistic (edit: contemporary?) graphics, it's often for performance reasons (edit: or to maintain compatibility with the game's original specs).
FWIW, I've never seen lag in CO (even its zones load fast) -- but I've seen CoH turn into a slideshow on machines that go way beyond recommended specs. -
Lifetime sub to CO even though I honestly don't like it all that much ...
My biggest problem with CO, especially when compared to CoH, is that the devs, from about one month after release, aren't particularly engaged with the community. Further, improvements in the game tend to be propagated down from Cryptic's other titles while the work originating with CO's devs tends to be either low-hanging fruit (lairs, pre-made ATs) or on very slow burns like the recent redo of the powers system -- Jack called CO's power / stat / advantage system "arcane," an understatement if ever there was, shortly after release.
I think CoH's devs always dreamed big; CO's devs ... haven't since release.
Don't get me wrong -- CO has some great features: single server; no lag, even in the craziest, busiest moments after release; flexible power system; great character models (seriously, that blond guy at WW with the unblinking stare and botox smile creeps me out) ; creative travel powers; dynamic combat.
But, at the end of the day, I never got the feeling that the folks at CO ever did all that much with player feedback despite Jack's promises after the botched Kitchen Sink patch.
Side note: one of the things that POed me, endlessly, is that I'd log in every few months on my only toon outside of the tutorial to find that some of her powers and / or advantages had been cottaged and removed from her build. With no notification outside of the patch notes as to what was removed. For a game that's supposed to be casual-friendly and easy to pop into, that is absurd, especially in a game with an otherwise robust e-mail system.
My politely phrased a suggestion that an in-game notification of such events was met with scorn on the forums -- the problem with CO's community is that, since teaming was so awful at release, the people who stuck with the game tended to be rugged individualists. And, of these, a surprising number LIKED CO's absurd power system since it gave them spooky knowledge over the unwashed masses. And you can guess what the uberest of the uber-nerds had to say -
First, thanks for your currency conversion!
Quote:Just to slip something into your argument ...On face value it wasn't the game not doing well, relative to the rest of their line, I think the reason is more esoteric, it missed projected targets or NCSoft believes the money they spent on Paragon Studio could be better spent on something else with a better rate of return than what this game made. Or it could be a case of making an example for the investors, showing they are trimming away portions of their business that aren't helping significantly in revenues or profits to "refocus on their core markets", some silliness like that.
It's important to remember that NCSoft shut down not just CoH, but the entire studio.
We know that Paragon was actively working on another title; that Paragon has been hiring people for said title for at least a couple years; that, as far as we can tell, the new project had more bodies than CoH. Paragon, as a studio, was possibly losing money. That's OK if The Sekrit looked to be a hit ... but in the wake of SWTOR tanking, WoW losing players, and revenues down across NCSoft's core games, the market doesn't look particularly good for MMOs.
A twist: when Paragon pitched the new project to NCSoft, Paragon said, "Self-financed with CoH's revenue. Look at what we have lined up -- we should be able maintain our revenue, and possibly grow." It's possible that Paragon bit off more than it could chew at a VERY bad time for the industry (financial crisis, economic downturn, the shine coming off MMOs, whatever).
I suspect we're looking for bogeymen outside Paragon (Cryptic, NCSoft), while the fault could, conceivably, lie with Paragon's management (not the devs, mind you, but with management). -
Were there ever any plans to do a full balance pass on the (de)buff sets?
If you go through Castle's old "Drumroll" thread, http://boards.cityofheroes.com/showt...223#post176223 , many of the issues from I6 still resonate. Here's a couple quotes that go almost completely against the devs' current design philosophy:
With regards to FF's final three powers: "Drawing Aggro only applies in Teams. If you are teaming, try to get someone with Taunt to be on your team. So long as you aren't hunting +4's, Taunt should last long enough to mitigate this. As far as situational, that is by design."
With regards to the still current builds of defenders plowing more slots into pool powers (medicine and leadership, generally): "With ED, Force Field Defenders have a greater role in teaming than ever before. It is also arguable that they only have three powers worth slotting." -
Open up the servers so that everyone who's ever been subbed can log into the full, premium game for the last couple of weeks of the game's existence.
Overload the servers, run those last TFs, say your goodbyes, *****, moan, laugh, cry, wonder why Force Bubble still sucks after those all years, &c..
IIRC, they did something similar with Tabula Rasa.
Apologies if this was suggested elsewhere -- there's been a lot to wade through.