First some background, so you can see where I'm coming from and relate that to my comments: I first played CoH in the open EU beta in the last couple of weeks before it went live. I enjoyed it at the time, though my MMO experience was limited to the CoH and another game's beta so I didn't have much to compare it to. Of the two games, I chose the other game mainly because I would be playing it with an existing online games community I'd been part of for a couple of years. Had that not been the case, I could easily have played CoH instead.
I've played WoW with that same group since release, with the occasional period of abstention (I've been unsubbed for the last four months, mainly due to no longer feeling the attraction of the game). During that six-year stretch, I've spent time in several other MMOs, ranging from a couple of weeks to the better part of a year. When CoH expanded to include CoV, I bought the game and played it for a couple of months, then occasionally popped back in for a taster.
When the game went F2P, I reactivated my account and recovered my existing toons. I've been playing a fair bit since then (my highest two toons are L28 and L15), long enough to come up with a list of things that I've decided are enough to stop me from playing much more, even as a free player. I'm going to list them here but please don't think that this is just a list of complaints: I think that most, if not all, of them are justified, rather than whinging. I mostly play CoH solo, so a lot of these comments should be read with that in mind.
Games should be fun. They can still be hard, or even frustrating sometimes while still being fun. This game has several features which I think rob me of my enjoyment while playing it:
----
XP debt. It's not uncommon for me to be soloing a mission and die to a boss or a pair of mobs repeatedly. It's probably my fault for biting off more than I can chew, or not really using the right tactics. XP debt feels like a slap in the face, taking such a significant portion of my XP away from me. I've mainly been playing a mind controller who's very fragile. His only hope of beating a boss in 1-on-1 combat requires me to render the boss impotent. If I fail, the boss typically kills me in 3-4 hits while I have virtually no recourse. It may take me three or four attempts to whittle him down, all the while earning significant XP debt that may take me fifty further mobs to wipe out. That's no fun.
Miss rate: I know that this game, like most other MMOs, has a lot of RNG underpinning it, and I know that a miss is entirely governed by that RNG. I know that there are enhancements and abilities to improve my chances of hitting, but this game seems to take misses to an uncomfortable extreme. I've had many cases where I've thrown 6-8 attacks at a similar level mob and seen as few as two of them land. This is immensely frustrating and frequently results in my death. It can include attacks made against a mob that's incapacitated, too. If my toon is supposed to be trained to physical perfection, or armed with the latest fool-proof technology, and he can miss an incapcitated target with three attacks in a row at melee range, it just feels wrong, and I feel like it happens far, far too often. It feels like the RNG is weighted too much toward misses, rather than me getting a few bad rolls.
Hospital runs: they make sense within the narrative of the game. But why not have a few more hospitals? If I'm locked in a death spiral, teleported back repeatedly to the only hospital in the zone, only to have to travel a mile and a half back to the mission spot, then run all the way back through the instance to the boss, it does nothing for my good mood. Even worse is the Dam region in southern Faultline, where the hospital is effectively in a different zone to the instance, meaning I have to fly back, transition through a door, navigate needlessly twisty corridors, then transition another door, then fly back to the mission, transition another door/loading screen, then run back to the boss and die again because of misses. I'm sure you can appreciate my frustration.
The UI: within my gaming community, I'm well known for and teased about the number of UI mods I run. I love being able to tailor the UI to suit me, increasing or suppressing the information available to me, tweaking the layout or the elements visible to me or taking out the drudgery of certain operations (most hated WoW activity is probably milling herbs or prospecting ore - one click every three seconds until you run out of materials 20 minutes later. Guaranteed repetetive strain injury). CoH's UI has some glaring omissions, in my opinion, like the inability to resize the text in a name plate, or the lack of any indication whatsoever that you're out of range for your ability, other than a sound and a message on screen *after* you've tried it. Not to mention that the message text may not be anywhere near where I'm looking, so I may miss it entirely, and the notification sound may well be drowned out by the noise of battle. If we're not allowed to use third-party mods to make the UI work the way *we* want, then there should at least be a greater amount of flexibility in the stock UI than I believe CoH has.
Graphics: why is everything so dark? Why can't I focus on anything at long range? Why, when I have all of the settings at their highest quality, do so many objects pop into existence only when I'm almost on top of them? I appreciate that it's no trivial task to upgrade the graphics engine after the game's release, but boulders the size of the average house should not be semi-transparent when they're only a hundred yards away, and I should still be able to see skyscrapers in focus when they're a quarter of a mile off.
Running/autorunning: this may be a bug, I don't know, but when I'm running using the forward key, I often want to change to running using the two mouse buttons held down together. However, when I press the two buttons, then release the key, I stop running. This can be bad.
Being locked into an animation: I hate to think of the number of times I've died because I couldn't run away, purely because I was stuck in a long animation that I couldn't override. So I get killed, and get un-fun XP debt because the game won't let me run away just at the time I most need to.
The LFG queue: "average wait time 4 minutes". Not in my experience. It's rarely been less than ten, often more than 20. Obviously it's entirely dependent on there being enough people in the queue, and I'm guessing that it's a much better experience at the level cap than it is while levelling, but please, just put a more accurate, recalculated time on there. This issue makes my next point much harder to stomach:
Missioning while LFG: Most missions require you to go into a building/sewer/cave system. You "don't dare" enter one of these instances while waiting in a queue. I'm guessing that there's a technical reason behind this, but given how much of the content of this game is instanced in one way or another (much more so than any other MMO I've tried), this limitation is utterly infuriating. I know I'll be in the LFG queue for ten minutes (if I'm lucky), but I can't do anything more worthwhile than picking on random groups of mobs out in the open world. Not fun.
Group combat: Again, I've not reached the level cap and have no experience of groups at high level, but at low level, this is unsatisfying. Every group scenario I have been in (excepting the one last night where most of the group quit immediately, leaving us with two people to face content scaled for 6) has turned into an anarchic free-for-all where everyone just mashes buttons at the nearest mob. I've never noticed anyone tanking, rarely noticed anyone specifically healing, and frequently been unable to see a reason why either a tank or a healer would be necessary. There are no tactics, no roles, no mechanics to learn or adapt to, no repercussions when you get it wrong. It's just a zerg to the boss and a pile of XP. If the encounters for L50 players require anything more complex than a zerg, then the previous 49 levels don't seem to have prepared you for them. Group combat just feels empty.
----
I could go on, but I'll leave it there. Many of my other point are merely niggles, or just things I don't like because I'm fossilised by years of doing it a different way, but the points I've raised above, particularly the last one, are really just so big that I can't see any way around them. They take away any desire I have to subscribe to this game and unlock the features I have no access to already, whether cosmetic (more costume parts), mechanic (inventions so that I have something to do with all the salvage I keep finding) or fundamental (more archetypes and power sets).
Going right back to one of my first comments: games should be fun. For me, there are too many things taking the fun out of the game for me to want to spend more time in it. Even if you could tell me that all of these issues are addressed by becoming a VIP player, the game experience so far has already been spoiled so much that I don't think I'd want to come back.