Commander2

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  1. [ QUOTE ]
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    And now the Issues are getting smaller and even less frequent? Issue-7 was a lame duck that should come out of Crytic's pockets, not ours. Boasting an increase in subscription numbers while shrinking the Development team down to a skeleton crew while still charging the same price is unnacceptable. I think I've seen enough... I'm tired of getting screwed. This game's potential has finally decreased the the point that it fails to balance the monthly cost and time investment.

    I'll be back when/if they ever come around and accept their share of the burden.

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    First, A quick look at our release schedules show that only the first issue was released within two months. The second issue was 79 days later (as noted in this thread). Issue 3 then followed 110 days later, Issue 4 120 days, etc. We started trending more towards 3/year within a few Issues...mostly because we started learning about the production & QA cycle.

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    The update shedule in the beginnging was great, but lately it has slowed down to a crawl. I am still happy with what we have gotten in each update, in fact I have loved most of the changes, but the fact remains they are taking to long to come out. Yes, 3 updates a year would be great, but we were also told update 8 would not take that long to come out, in fact we were told by Positron it would be arount Sept time frame for Issue 8, well that was missed by 2 months. Whatever the reason is for issues taking so long to come out, needs to be addressed, I would think that the update team would get more effecient as time when by, not less. Issue 7, I understood why it took so long, but I still dont understand why Issue 8 took so long. And we do have a right to voice are concerns if they continue down this road of 6 month updates like Issue 7 (7.5 months) and Issue 8 (5.75 months). Its just a trend we dont like to see continue thats all.
  2. [ QUOTE ]
    I havent read the thread yet with the exception of the OP so I apologize if this perspective has already been discussed. I personally look at it from an average standpoint;

    Game release = April 28, 2004 to Nov 28, 2006 = 31 months

    8 Issues give us an average of an issue just less then every four months and that doesnt seem all too bad to me. Granted, if the next two issues hit the six month mark then we will obviously see that average grow but I am not personally ready to start the signal fires of discontent and doom (for lack of a better word).

    I absolutely do look forward to new content but, considering both games and what they currently offer as well as my own possibly slower play style, maybe im not quite the model player but for what its worth. Im happy.

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    Game goes live April 24th 2004 (time frame from last update)

    Issue 1: Through the Looking Glass June 29, 2004 (2 months)

    Issue 2: A Shadow of the Past September 16, 2004 (2.75 months)

    Issue 3: A Council of War January 5, 2005 (3.5 months)

    Issue 4: Colosseum May 4, 2005 (4 months)

    Issue 5: Forest of Dread August 31, 2005 (3.75 months)

    Issue 6: Along Came a Spider (COV) October 27, 2005 (2 months)

    Issue 7: Destiny Manifest June 6, 2006 (7.5 months)

    Issuse 8: Protect and Serve Guessing November 28, 2006 (5.75 months)


    I think you might be missing the point of the OP, the last 2 updates have taken upwards of 50% longer then the updates before them. If this trend continues, this will most likely result an many players moving on to other games. We should be on Issue 9, if not Issue 10 right now.

    I have been here sice the game came out, they have been talking about high end content for over a year now and if Issue 9 is in development for another 6 months like the last 2 updates the game will be over 3 years old. I know of no other MMO with the popularity of COX taking anywere near as long for true high end content.
  3. I agree with most of what people are saying about the Empowerment stations, but I have a few observations I would like to present.

    1. Positron has mentioned the Invention system. So with us not knowing all the details on that system, we dont know how the Empowerment stations fit in with that system. Why have 2 systems that do the samething, so i see the Invention system more for temp powers that you have more control over and the Empowerment Stations for a short time buff. 15 mins does seem to short, but 30 mins does seem to long. I would like to see a 20-25 min duration on them.

    2. Also why make anything to powerfull out of the gate, there would be more cries when they finally got nerfed over and over again because of them being gamebreaking in someway, but in their present state they need to be modified. Get rid of the stacking idea and increase there effectiveness.
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    These posted numbers make me extremely happy as a regular PVP'er. ED is the exact reason why toggle dropping wasn't necessary to the degree it currently exists in. Damn straight.

    Yes maybe a few powers could be raised slightly, I'll give you that. But I've got no problem with these numbers staying as they are.

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    I am honestly not surprised that Melee PvPers are happy about this change. It once again gives them the solid advantage in PvP. No, I have my Brute in PvP now and it is an even fight between myself and an Ice/EM blaster. After this change? Well, I guess I'll rack up another 400 rep point badge even faster with my Brute now. There isn't much blasters are going to be doing to me. I am somewhat upset that the challenge is being taken out of playing a melee character, but I guess most people that pick a melee character are not looking to play on a balanced playing field anyway. Hell, they had the advantage BEFORE the toggle drops were nerfed, now the advantage is so clear even an idiot can't fail to benefit. Which is what the whiners want of course.

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    I see this as having a different affect on PvP. I have a DM/Regen and a Ice/energy blapper, so i am looking at this from both sides. With my blapper, i dont need a team to take on most mez protected players, attack chain is aim-intimidate-build-up-bone smasher-freeze ray-2 more ice attacks and whatever else i have that needs to finish them. So yea, i am a solo killing machine. So now I cant run around solo doing those things, so will need to team to get my own mez protection-healing-added damage. I see this as helping to shift the focus back to teams. Yea 1 on 1 my blapper could defeat most melee AT's. Now I have to team to get back to the same chance I had before. I dont see that as a bad thing at all.
  5. I wish they made MM's to where they are invulnerable to damage, they can still be buffed and debuffed and they die when all of their pets die. I know in PvP I dont really bother with the pets most of the time, I just go after the MM themselves and this would solve that. A MM is no good without his pets (minions) and this would represent that.
  6. [ QUOTE ]
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    Of course you already know I7 includes 40-50 content for CoV, and as with every update more art updates, missions, and quality of life features. The other items in I7 will be revealed when we get the Feature Update.

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    When will there be post-50 character development? Some way to continue to improve our shelved characters? Non-accolade badges and PvP aren't character development.

    Character development includes but is not limited to:

    1) more levels
    2) "sideways" development like the Alternate Advancement abilities in EQ (e.g., inherent shortening of recharge times, inherent increases in secondary effects, inherent lowering of endurance costs, increased travel speed, etc.)
    3) the "skills" system
    4) the "legends" system
    5) some sort of crafting system
    6) more Hamidon-level monsters and rewards

    Is PvP holding you back? Worried about balance issues? Well, WoW doesn't worry about the imbalances in PvP caused by differences in equipment/crafting skills/power development choices, why should you?

    What is being planned, and when will it be implemented? Issue 20? 30?

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    I agree and cant wait for life after 50. I have read a few times that they have the system completed on paper, but just need to create it in game. I see this being implemented for COH and COV at the same time, I am hoping by issue 8 or Issue 9 at the latest. We will see...
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    Not right away. A lot of the art has to be redone to take advantage of the new features, and we only have so many monkeys here. I mean artists!


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    So is that a yes or a no. lol

    Gar all this cloak and dagger crap.

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    its a yes, the first sentence says "not right away".
  8. Commander2

    Open Questions

    Thanks for answering, the more I read and hear the more excited I get. Hurry up and release it, but only if its ready.
  9. While i agree that most players will not have every enhancement slot filled with HO, their will be the hardcore supergroups that will. They will always be farming for them and trading among themselves for the right ones. They will also be able to power level other characters to what is the best for the arena and be able to slot them the best way possible with HO.

    What about COV people?
    Thats were supergroups are going to battle other supergroups for Cosmic (artifacted) items. These items will give advantages to that supergroup for having them. So if you are not part of these umber (Full slottted HO) supergroup you will not have a chance, you will even fall farther behind.

    I fail to see that tatics in that. The tatics should be about AT selection along with the right powers slotted with the right enhancements and how well they all work together. Not about who has the most HO.

    What about if they ever raise the level cap?
    How do you balance out PvE when heros and supergroups have allot of these slotted. Either way the game becomes to easy or to hard for the haves and have nots.

    These are suppose to be rare items, like a few per hero. Not a few rare heros or supergroups have thier entire character outfitted with them. For the long term success of the game balance needs to be considered.

    I believe the best way to balance is to limit them. You can place 1 in each primary, secondary, power pool and epic pool power of your choice. Each hero would have between 2-7 HO. So if your opponet does not have any, you will have a advantage but not overwhelming one. I also think that all HO (special) enhancements should always be at max level so you dont have to farm them to get them at 50++. I know i hated the fact that I had to replace my Titan enhacement with a SO. The cool side effect of having them at max level could open the doorway for lower level special enhancements that you dont out level after a few levels.

    After I lose a match I (team) want to say, wow they had the right AT selection and played well together and they deserved to win, not because I (team) were alpha striked in a short amount of time.