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Based on looking over quickly the recent quarterly figures, I am inclined to conclude that I agree with your take.
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Well, it could be worse...they could make PVE like PVP...oh wait that is exactly what they are trying to do....
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The original poster is a hero to me because he/she is passionate about Origin temp powers which should be the cornerstone of this game!
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Quote:End game PVE looks a lot like PVP now. Everyone can enjoy this brilliance now!Well, up until now, I've concentrated on being a controller on these teams - holding mobs, confuse, summoning creepers and other pets, etc. I've been getting mostly common drops.
Tonight, I just spammed roots, and AE attacks. The result: 3 rares and 1 uncommon.
I'm really shaking my head ... I get a higher reward for just tagging mobs than for doing what I consider my job as a troller. -
Quote:Throwing scraps isn't fooling anyone that pays a monthly sub.Except that is not what has happened (non incarnate task forces this issue, entire new 1-20 area and new powersets in the expansion that included the start of the endgame system, separate dev team to work on the endgame) and it is *not* their stated intention.
If you don't want to believe what they've told us, that's one thing (one incredibly cynical and not based on past history thing) but at least try to base your claims in some kind of objective facts.
I like how the art animation team is tied up because of incarnate content.
What happened? I thought only half the team would work on Incarnate content? Oh...you don't like to point out that fact because it makes your past ramblings look poor. -
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It was clear that to add an end game system they would have abandon the rest of the game. And that is what has happened thus far, and may happen in the near future.
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Quote:Good post.Going back to the original post in this thread....
I have to agree. I've cancelled my account after seeing Issue 20, clearly seeing where the Devs were taking this game. I had my reservations after 19, but 20 sealed the deal that actually made my cancel my sub after 4+ years.
When I first joined CoH, it was my first MMO and I was recruited by two friends who also play casually. We eventually brought in another friend, who also plays casually. We have jobs and lives, so play time is limited. The two friends who recruited me barely play anymore (and do not participate in this incarnate stuff) and one plans to just keep on playing the lower characters and ignoring these incarnate systems.
What I enjoyed about CoH from the beginning was that the game itself was soloable. Sure you had difficult challenges at the end levels with the elite bosses but for the most part you could handle those dependent on your AT. You could actually reach level 50 on your own - a team was not absolutely needed to play the game.
Obviously teams had a benefit with leveling faster and interesting content (the task forces) but you were not forced to play them to advance and the the developers constantly added new content that could keep you interested in all of your characters at any level. And even where the content that teams were needed, they were fun and presented a challenge that made you think about the best strategy to complete the task. The task forces were interesting and the two end game raids were fun and anyone could participate.
With Issue 19 and 20 however, it's clear that the mindset has moved completely towards building these extremely frustrating and difficult incarnate missions and pretty much ignoring the rest of the game - sure two task forces were added but that is pretty much it in terms of content for this issue - and not everyone likes to team but the lack of solo content since issue 18 is for another thread.
With the incarnate trials, not only do you exclude people who haven't purchased GR, you exclude the people who haven't run the unlock yet. And even those who have must have it slotted, which excludes even more.
Then when you jump all those hurdles, you get into these trials and they aren't fun. They are just massive computer kills everything in site trials that require the right set up of a team - and that right there eliminates any casual player who has decided to even travel this far into this extremely complicated system as it is.
Then you get into the issues of how poorly these were thought out....when I ran the Lambada sector, the league decided to all attack the turrets up top. Which is great and all except for the fact that the developers had the brilliant idea to restrict temp. powers so my super-speeder basically had to twirl his thumbs and do nothing for that part of the strike. I won't even go into how frustrating the rest of the trial was with the constant death and face planting because of how this was set up - a lot of it had to do with the fact that it was new and no one knew what they were doing but even allowing for that type of massacre is part of the gaming style I don't enjoy.
I've enjoyed the game for its casual play and fun content (solo and team). These last two issues have moved from the casual and fun to the elite hardcore play tests that include grinding at ridiculous levlels to get your character up to par to even compete in these.
I had my reservations after seeing Issue 19 and seeing even worse of this type of content being added in 20 with absolutely nothing else made me see that this game is headed towards trying to retain the hardcore players rather than building the casual fan base.
So after a lengthy tl;dr, I've cancelled my sub after four years due to this new grind and elite play style they are pushing in favor of the casual player.
Not sure how well that will work out for them as this game is already on the older end, it seems like they want to keep the hardcore players interested at the expense of the casual player - but I'm not sure how many of those exist to cover the costs of the casual players leaving.
Let me add that, failure to release any new costume pieces in Issue 21 will cause people to question the direction of the game. -
Quote:Only to the extent that the entire game is a farming system for XP and rewards, just with different skins.
It is clear that these two trials are not any different than doing the same two farming missions from AE which the Paragon Studios team went out of their way to discourage.
You are implicitly accepting Dev approved farming missions with such semantics. -
Quote:Issue six had the highest number of subscribers initially, but before Issue seven could be rolled out the largest exodus of the game took place during issue six.Which issue 6? The one that brought in hundreds of new players with the brand new expansion? That one? That's the one you think caused a dip in subscriptions?
Earnings
2004: 31,475 (Only 3 quarters)
2005: 34,265
2006: 25,016
2007: 23,446
2008: 24,217
2009: 22,909
2010: 15,787 -
Issue 6 saw a large decline of subscribers. I don't think that will happen with Issue 20, but it will be interesting to watch for.
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Quote:HP caps of each AT is very important if we are to look at how Incarnate powers work long term. If this homogeneity continues then concept builds will matter a lot less.I tend to refrain from direct opinions, but here we have the same argument again. As I have already stated, we have heard it before. It was wrong then, and it is wrong now. Some people will build for the numbers, the majority will continue to build for concept. Just like in table top games.
An example is in order. I have known for years that Fire/Kin controllers were awesome at generating income. I have still not made one, because they don't fit my concepts, and they just are not fun to me.
You still seem to miss the point that this (what is in your post) doesn't happen till the late game. There are still 50 levels where there is a distinct division in AT design.
Why play a stalker + incarnate powers when you could play a scrapper + incarnate powers? Other than Nin (which probably will be proliferated soon enough).
Concept builds worked fine in the 1-50 framework, but with the introduction of homogeneity of Incarnate powers I am not so sure. -
Actually I find CO more fun teaming to play through. For CoX I find both teaming and soloing fun as for most of the game there is a right balance for all play style tastes, and preferences.
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A new end game system post Incarnate may require only level 50, but this heads right back to my point of devaluing the work players would have done with Incarnate.
I am leaning towards there being a "gear reset", but maybe with an expansion? -
*Grabs more popcorn*
I am not opposed to F2P.... -
Quote:My point was that when the next set of slots comes along they will likely have a new salvage type. As such the current trials will almost certainly become ghost towns anyway.
At that point implementing a "side-step" system to aid new players/characters in gearing up makes a lot of sense.
In other games with a progression system it's standard practice to increase the rewards obtainable from non-raid content whenever a new raid is released. This serves to allow new characters to get the gear they need to participate in the new content without relying on sympathy runs through the old content.
Content that becomes abandoned is a hall mark of any game system. But even more so with an end game.
Issue 19 was a start to rejuvenate interest with older content, while allowing progress with the new content.
Issue 20, and onwards though looks radically different in approach, so we shall see.
Having new players join in on the current fun is important yes, but it may cause resentment with existing players who took the time and effort to grind it out.
No easy answers to these dilemmas by any means. -
Quote:Fear of failure I doubt, and this individual in question sounds like someone that cares about who joins his team (not exactly min/max player, but probably doesn't want to team with a petless MM for example).Your OP said that he hates playing with strangers, which is why he won't do trials. But now it sounds like he simply refuses to do the trials, even if playing only with friends. Honestly man, it sounds like he has other reasons for not doing it, and the whole "hate strangers" thing is just an excuse.
Maybe he has some fear of failure, so he's too afraid to do something new, knowing that he will probably get owned the first time. Or maybe he's just mad like you said, due to his own personal reasons, which really have nothing to do with the game.
As a result, this individual in question may end up liking the end game system with the market leader.
40 man----->25 man----->10 man
Why is CoX trying to go in the opposite direction of industry trends I don't know. CoX was highly regarded for its small group content for a long time, and when the rest of the industry has started to follow this formula, CoX decides to give up on its Golden Standard???
No wonder this individual is jaded. -
Quote:Yes, that is a way to keep the past trials relevant, but I concur that it doesn't really offer an alternative that is agreeable with some.My only concern is that they'll ignore the player feedback about wanting another method of advancement, and just add more trials that require you to do the previous trials to do. So it will be a multi-tiered gated advancement system where you have to do multiple levels of things you don't want to do to get things you want.
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Quote:Yes they can help out the new players, but in that process they may end up making these current two trials into ghost towns.This one I don't think is particularly problematic. The only content that is likely to require more level shifts is the future trials. If you don't want to do trials than getting the level shift isn't going to hurt you and if you are doing the trials then the level shift is simple enough to get.
My only concern is that when the next tier of trials come out it will be harder for a new player to "gear up". I can see several options for the devs to do that in the future (the easiest one being to add additional recipes for the current slots that use the Alpha slot shard costs and/or reduce the component costs). -
Quote:Many topics on this very issue in the general city of heroes discussion forum.First of all, I DO like i20 issue. I think it brings something very different to the table. I know other big games like WoW have "raids" like this. I've never done a raid in WoW ('cause I quit that game at lvl 41) but I know it requires many people like 16 or 24.
However, some of my friends are quite annoyed with this issue because they feel that they are now "forced" to join a PUG team. Our normal team-size is about 4-6 every night and sometimes we get a full team.
He REALLY hates teaming with he doesn't know. I can't explain what happened because I met him through a PUG team two years ago. These friends have played this game for years and most of them have played this game since beta.
Now before you get angry and start trashing my friend, let me give you his side of view:
1. He has more than 20-30 level 50s. Some he doesn't like that much and some he REALLY likes them. He has two active accounts. He even hired artists to draw cartoon characters based on his toon and costume design. He is THAT into this game for 6-7 years.
2. He likes to team but only with people he knows. We all belong to the same chat that we use every night.
3. He likes challenges. He doesn't like the setting too low.
4. Since i20, he used 40 shards, 5 Wells conversion (this means he used 5 weeks), 3 ITF runs, 1 new Hero SF 20-40 and two Villain SF 20-40 runs to try to get his first Judgment and he is STILL 6 shards away from getting just the FIRST tier power. I haven't converted much from Shard to Thread because I've been teaming in Pocket D (since I don't mind PUGing most of the time) but this conversion looks very sucky. Let's just say he wants to avoid all trials, it will take him 2.5 years to unlock something that those that do trials can unlock in days/weeks. I understand you can let soloers gain threads too easily or else nobody wants to join trials but I think the conversion needs to be better than what we have now. Disagree?
5. We did a Lamba run with 4 other friends from the chat and we almost beat it with 8 people in Lamba. Only two people (including myself) have done Lamba before and know what is going on. I think we did REALLY well and I believe with some practice, we can beat Lamba with just 8 people. This is acceptable. But I am afraid BAF will be much harder with just 8 people especially during prison escapes. Now, are there any news that the future trials are going to have smaller-size trials? I actually prefer smaller-size and with added "Randomness" so each run doesn't feel exactly the same way. Random-ness can be some random events or random AVs that you need to beat.
6. He wants to advance with some of his favorite characters but he just doesn't want to join big trial teams.
Well, I just want to voice his opinions here because he may quit soon and I am going to be sad as he plays a lot and he is one of my long-term game friend in this game. I've been trying very hard to talk him out of it but he can be so stubborn!!! I understand i20 doesn't take away anything he has enjoyed so far but he does want new Incarnate abilities. He just doesn't want to feel like he is forced to PUG with less than 8-12 people.
What's your thoughts on this? -
Quote:Absolutely as tastes vary wildly.If we're going to agree that not everyone likes the new content, can we also agree that not everyone hates it as well? Not everyone likes running the same content over and over, but not everyone hates it either.
This is why I find it humorous that people are going back and forth in threads trying to change people's personal tastes.
/grabs more popcorn -
Quote:If we are to exclude the foundation of the end game system (which is debatable), you could make an argument for CoX being radically different. But the foundation CoX end game system has is too similar to other end game systems currently, which is why it is causing a polarization to occur. If I were to take a wild guess, many of the people who have a negative view of end game have experienced it before, and that this end game as presented doesn't bring anything new to the table currently.I'm afraid I'm going to have to agree with Geko here. In terms of accessibility, the CoH endgame is so radically different from the traditional endgame MMO raiding system that if you scored accessibility of all other end game raiding systems of all other MMOs on a one to ten scale before I20 released, I20 wouldn't have been able to muster a zero on that scale. You'd have had to invent negative numbers on the scale to represent I20.
You could argue though that without this end game foundation, that it would no longer be considered an end game. But that is in a way what the team was shooting for.
As of right now grinding the two trials is the best method which I wouldn't hold it against the devs as that is the limitation of any end game system conceived radically, or straight forward, but the lack of alternatives is where the end game system of CoX in Issue 20 takes a massive turn compared to how it worked with the Alpha Slot in Issue 19.
CoX endgame currently has these end game sins:
1. Do the raids to obtain the gear to be able to do the raids reasonably. Alternative path not viable from the view points of some players.
2. Solo (Alternative) path is made extremely undesirable compared to the group method.
3. More level shifts ensures that future content will be gated at tiered levels.
Some feel that alternative paths are not viable currently, so CoX end game is exactly like endgames seen a few years ago. Especially with the emphasis of very large leagues when the rest of the industry has moved in the opposite direction with their end games (very small groups which CoX has always been known for). -
Quote:City of Heroes has always been known in the industry becuase of some of its homogeneity. This is why the holy trinity isn't mandatory for teams for this game for the vast majority of content. But it still retains some roles for each AT to full fill somewhat.I don't think it's the worst argument. Mimicing the tricks of every other AT, leaves many AT's feeling...lack lustre now. At least with the Epic pools they differ amonsgt the AT's as to keep them still in a unique flow.
This particular apsect of the game is accross the board. And while yes, you will be powerfull and feel powerfull, I never really did feel all that second string with my characters in the first place.
We now just have the issue of "One toon can do it all" which loses the unique aspects of the games design when coming up with AT's.
This is why for a long time, the hero AT's were more popular and performed better in PVP. While defenders could be offenders, blasters could be blaptrollers, and controllers could be wartrollers they still all had defined roles
Balance is the key! This is why over time the villain AT look more similar to the hero AT's (eg Stalker).
Homogeneity and uniqueness must be in a state of equilibrium.
Now the pendulum is swinging too far to the side of homogeneity. If another nuke is released for example as another Incarnate slot, doesn't that destroy some uniquness of the AT's? -
Positron clearly said that they wouldn't bother with an end game system if it were to be a copy and paste from other end game systems. But this end game system has too many similarities with end game systems existing in the market. But also older end game system designs.
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Everyone is dancing around the issue at hand in multiple threads. Positron designed an end game system that looks exactly like other end game systems. His goal before undertaking this project was to make this end game system different from the others.
I'll wait to see the completion of the Incarnate content before stating my opinion if he succeeded with his goal or not, but so far not looking good at all.