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Posts
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Quote:Your tastes differ from mine, then. I find the new zone mechanics pathetic. I kill a spawn, and 30 seconds later the same spawn reappears? Oh, yeah, I'm really helping clean up this town. Now I go to my very own indoor mission...only it's not my very own, since some doofus just walked in and is now stealing my kills...which, again, respawn after 30 seconds. And now I can't beat anything up in that part of the zone anymore because my futile activities apparently "cleaned up the zone" and now there are no baddies to fight.'Choice'?
Here are your choices, hero!
1) Go talk to some random dude.
2) Go beat up a bunch of dudes. 'Cos they bad, yo.
3) Go talk to some other random dude. Who'll then have you beat up some bad dudes.
4) Go beat up all the bad dudes on some small map...over in the red bit of the zone where any mob passing wind will knock you out cold.
5) Go talk to some dudette in a totally different zone....who will then do nothing. No, I will not give you my cellphone number to make this easy. You will run all the way and you will like it!
Yeah, that's certainly more 'choice'.
Serious faace edit: Yes, admittedly ALL content in this game boils down to 'Smack up some bad dudes till they sorry, yo.' But at least it is better written, more engaging and has some neat mechanics these days, rather than what might as well be a street hunt but in an instance.
Better written? More engaging? Why, because what used to fit on one dialogue screen now takes five screens and requires my clicking through them all? Because now the writers are putting words in my character's mouth that he would never say, so that going through mission text is less like roleplaying and more like reading a script somebody prepared for you? I didn't care that missions were like instanced street hunts -- they gave XP bonuses to help me level, and that's all I needed.
Maybe you like the new Atlas Park, but if the game gave me a choice between the new and the old, I'd at least be splitting my toons between the two -- and probably would favor the old, as I've played the Matthew Habashy arc twice now and would be perfectly happy to never play it again my entire life. The Vazhilok arc was just *painful* to go through. The "stolen supplies" arc was probably the best of them all -- too bad I can't just get that arc from somebody without having to do the Habashy arc first. I don't care for the new warehouse maps -- why so many doors that don't lead you to anything? The beat up Arachnos on the street missions are aggravating when you're competing with other players for spawns -- no, just because teaming up is the logical thing to do in those cases doesn't mean anyone is even slightly interested in teaming with you. So, for me, the new Atlas Park is a cesspool of frustration, to the point that I wish I could skip it and pick Kings Row for my starting zone. -
Quote:Is there anything in the first two Twinshot that actually requires that the player go to a particular zone? I mean, I know that the arcs as the are currently written will send you to Kings Row and Steel Canyon, but is there any training content actually introduced in those arcs that could not just as easily be done in Atlas Park? All I recall is getting sent to a police station and to a hospital and maybe to the university, but the only thing it was necessary to do at any of those locations was talk to your team.Maybe, but I can tell you that if as a new player I had to do that Twinshot mission at level 2 I'd get a really skewed idea about what the game was like, and probably won't want to play much. Getting introduced to a level 5-10 zone at level 2 isn't what you want to do. Far as I remember even when I was a new player at level 5 I didn't like getting around Kings Row.
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Quote:The old tutorial finished with given the player a choice of trainers:Unfortunately, some people don't bother reading even the little bit that there is in the new tutorial. Had someone the other night in Virtue Help asking how he go more powers. Which is one of the few things the tutorial actually covers better than the old one.
"Talk to Miss Liberty in Atlas Park."
"Talk to Back Alley Brawler in Galaxy City"
And then when you got to your destination, there was a 10-second delay on the screen saying, "Go visit your trainer," before you could cancel that screen. I don't see how the new tutorial *could* have improved on that. -
The old contacts didn't suck any worse than the new contacts do, and at least you got variety from being able to choose from ten different initial mission paths (even if the missions probably didn't vary much from zone to zone -- I never really checked because I never rolled two characters of the same origin type that close together). With ten different initial contacts to choose from I *never* got bored with the early game on CoH, whereas on CoV it was dull city having only two starting contacts (especially since both initial Villain streams would send you up against the Snakes, and you didn't get a choice of second contacts -- haven't played the new Villain early game yet, though, so I hope that part has improved some).
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I've only done the first two Twinshot arcs, so I don't know what topics the later arcs are supposed to cover, but judging from the 1st two I'm thinking it's kind of ridiculous that her missions come as late in the game as they do, especially given the training content they include. I only get Twinshot at level 5, after I've trained up 4 times, and she sends me to the trainer? I've been fighting the Vazhilok and Outcasts already at levels 9 and 10, so she gives me an introductory course on these villain groups?
Here's an idea: Make Twinshot one of two possible starting contacts in Atlas Park. Matthew Habashy would be the other one. Let her training arcs be one of the possible paths you can follow as an optional parallel to the Habashy line. Give the user a choice at the end of the tutorial saying, "If you are really, really new to Paragon City, you might want to choose Twinshot to be your heroic mentor. But if you think you're ready to hit the ground running, choose Matthew Habashy."
Again, I haven't played the later two arcs, so it might be that the mission content of those would need to be reworked somewhat so that they can take place in the new Atlas Park. But I think providing these training arcs up front in the game would a lot more valuable to new players (and a lot more fun for old players who prefer to change up their Atlas Park experience now and again). -
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Quote:Yeah, this was pretty aggravating to me. In the first mission I beat the bad guys, then the clock started, and I Ninja Ran back to the front door and got stuck. No idea what to do from there. Failed.There was a story in this? I was too busy running from stuff trying to beat a clock in two missions and the last mission, I was too busy trying to fight ambushes to notice a story. Kinda reminds of writing on Khan TF: a cure for sleepness.
Second mission I'm told, "Oh, do something with rocks." Except I'm having some funky problem with my UI, so the mission instructions in the compass map are missing every third letter so I can't read them. No idea what to do. Failed.
Last mission, I power up and fight and finish. Yay, I won, right? Nope, here comes ambushes by characters I do not know from Adam, whom I'd love to read more about but I can't read their backstories and save my life at the same time, so now I'm frustrated by the content I'm missing. And so I beat them up (largely thanks to the veteran power Return to Battle, gee, glad I'm not a n00b having to rely on the standard powersets)...and it's over.
So my first impression is, "Wow, that was aggravating and not fun at all," which is my impression of pretty much all the new content I've come across in CoH Freedom so far, which includes the new tutorial, all the Atlas Park content, and the first two Twinshot training arcs. I have yet to come across one new story arc where I've finished it and thought, "Wow, I look forward to doing that again!" I hope the rest of this SSA is better than this first installment, and that it doesn't continue to rely on ambushes, short-fuse timers, and quirky tricks to make it "exciting." I'm more interested in story than gimmicks. -
Quote:Yes, but action trees are understandable -- most action trees in the old-style CoH amount to, "Either do the mission or talk about something else." I'm not looking for infinite choices, just the "ability" to roleplay (in my head, at least) the choices I'm given according to how my character would think, speak, and feel.Yes, but what would you replace the words with? Descriptions of actions? That would be making your character DO things they wouldn't do, and we'd be back to square one.
Quote:Most of the current options seem generic enough that you can pretend your character is saying something else, as long as it gets the same message across.
Side-note: What I really find annoying is when you're given something to say in place of "Accept this mission," and the NPC responds to whatever dialogue you were given to say, even though instead of clicking on the line which means "Accept this mission" you clicked on the mission text itself. For example, let's say the mission invitation ends, "So what do you want to do?" and the acceptance text says, "I think I'm going to open up his face like a trash can and see what sort of garbage I can pull out" (or some stupid stuff like that), but instead of even seeing that like, you just click on the mission text to accept the mission. And then the NPC says, "HA! I can just see you as a garbage collector!" and you're like, "What on earth is he/she talking about?" because you never saw your preprogrammed response on the prior screen. So even if you "talk over" the text in your head, the NPC is going to remind you that all it cares about is the preprogrammed text -- i.e., you might as well just read along and forget about whatever RP'ing is going on in your head. -
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Eh, my RP'ing takes place in my head, since I'm a 95% soloer, which is why having dialogue put in my character's mouth is frustrating. It feels like I'm playing someone else's character (albeit with my power choices and costume design). I'm just lucky the character concepts I picked sort of blend well with the GR dialogue options, or I probably would have rerolled something else that fit better.
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(Sorry if they've changed this already -- I haven't played CoH Freedom on the CoV side yet.)
The broker requirement for getting new contacts in CoV was an interesting idea when it first came out, but now it's just annoying. I go to a new zone, and I have to do between three and five rinky-dink one-off missions before I can be introduced to a new contact? I mean, it's an improvement that I can skip the bank job and just get the contact, but why have to do the one-off missions in the first place? I'd much rather enter a zone and get straight to the heart of the zone content. -
While I appreciate how new "conversational" style of dialogue with NPCs (introduced with the Going Rogue expansion) allows the devs to pack reams and reams of exposition into the new story arcs (which, to me, tends to bog things down severely, but whatever), I feel like the devs have lost site of the fact that "MMORPG" contains the letters "RP" for a reason. City of Heroes is supposed to be about role-playing, and it's really hard to roleplay when the new "conversational" style of dialogue keeps putting words in my characters' mouths that they, according to the character concepts I designed for them, would never say. Even when I'm given choices of what my character can reply, sometimes none of the choices fit -- if I were to have a character from Asgard who talks in "thees" and "thous", for example, I'd be totally out of luck finding dialogue that sounds like my character, and this degrades the roleplaying function of the game. Personally, what I would like to see is a "genericizing" of the dialogue options, such that instead of things like, <"I'll never join you! Prepare to eat my fist!"> we instead get <Refuse enemy's offer and attack him.> That would allow me to think of what my character would say and more effectively roleplay the experience, instead of feeling like I was just clicking through a rote script to get to the action.
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Quote:I don't mind Pop Help notifications that appear in the context of what I'm doing (e.g., I target an enemy for the first time and the "Targeting Enemies" popup appears), just those that appear for no reason while I'm running down the street to my next contact.1) Do you mean the red exclamation marks that pop up on the side with information? You can disable those from appearing in the options menu. It's under "Pop Help."
Quote:2) Only Power and Crusader arcs (Power is Loyalist, Crusader is Resistance) are dependent on you having that particular loyalty in order to do them. Warden (Resistance) and Responsibility (Loyalist) arcs can be started by characters of either side, so long as you start with the first contact and you haven't leveled past them.
Quote:3) There is a sequence of events for all of the four storylines, but it's hard to do it all on one character. Within a storyline, each contact will refer you to the next contact in the storyline. You have to finish that particular contact's story before you get introduced to the next one, however.
Quote:And I like the heavy text as well, though that's probably not as common, heh. I like reading through a lot, it gives stuff more depth IMO. That's one of the reasons I like First Ward so much. -
Been going through the stories in Nova Praetoria, still have a little bit to go before I'm done with the zone, but here are a couple more thoughts:
1) I hate how in the tutorial you'll get training popups for absolutely no reason. It's like you hit a waypoint and then, "Ding!" time to stop and read. Couldn't they have wrapped some content around that info?
2) I don't care for the fact that you can lose touch with contacts and missions due to loyalty changes. I started a Resistance mission in the Underground and then switched to Loyalist (at my Resistance contact's behest -- how confusing) and then was panicking thinking I'd be stuck with half a mission forever, until I finally changed loyalties again and restarted the mission.
3) I also don't care for the fact that you can just stumble across a contact and start taking missions from him/her without being sent there by a prior contact. Turns out I'd stumbled across 3/4 of the mission content on my lonesome, to the point that when I finally got steered toward some contacts, it turned out I'd already played through everything they had to offer. Not a big deal, but being able to play the game in just any sequence kinda does weird things to my head.
All in all I really like Nova Praetoria and am impressed with the wealth of content the devs managed to pack into just one zone. I also like the loyalty system and am running both a Loyalist toon and a Resistance toon through the game to get the full effect. Overall, Going Rogue gets a big thumbs up from me! -
Quote:Very good points!The way I wish that final battle worked is like this: as the monster emerges, a signature hero or villain casts Shields on all the newbies to explain why they aren't being obliterated. When the monster is driven back, it is announced that the players will need to finish the job in the future. That would set the stage for later action. Right now the event feels like a mini movie. Somehow your extremely weak character drives back a giant demon. Minutes later, she's struggling to defeat a Lost Lieutenant.
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I would suggest that if they're going to drop inspirations and enhancements on you at those low levels, it would be helpful to be told what they're for and how to use them, just as the old tutorials used to tell you.
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Quote:Okay, I can agree with that. Would be a lot nicer if you could rt-click on signature NPCs and get their backgrounds, but at least you do see them. But there's a drawback to this particular implementation: Given that they're invincible (to the extent that they don't even have health bars), I can't help but get the impression, "You're not even remotely in *their* league," which is not the kind of feeling I would want as a new player. I would want to feel like an essential part of the action, not an irrelevant accessory. Couldn't the tutorial have sent you to B.A.B. and S.P. as your first contacts?True, but it's obvious you wouldn't be complaining so much about the lore if its addition to the tutorial didn't chime with you. Every time you talk about liking the old tutorial it's regarding gameplay aspects. That old tutorial never introduced anything about the game's lore, and since you seem to care a lot about that, you have to admit that the new tutorial is better in that respect.
B.A.B.: "Hey, you! You see these big lugs I'm fighting? I need you to get in the action! Here's how you con, target, and attack! Now defeat 5 of these things and get back to me! Good job, go see S.P!"
S.P.: "Here are some enhancements and inspirations, and here's what they're for and how to use them. Now equip yourself, fire up an insp, and help me take out a few more of these things! Good job, now there's a hero down who needs help, so go help him out!" -
Quote:I like this idea. I was never a big fan of the Jailbreak tutorial on CoV (mainly because the "defeat a couple prisoners to show me what you're made of" mission seemed extremely lame), but this kind of "Start with Outbreak, then ramp up to the Coming Storm" idea isn't bad at all. Instead of being a showcase for the game's basic functionality, maybe the Coming Storm portion could feature teaming, giant monsters, moral choice, and other stuff. And players could choose to either go to Outbreak, go directly to Coming Storm, or do Outbreak and skip Coming Storm to go directly to Atlas or Mercy -- whatever they preferred.What I suggest is putting the old tutorial (or a similar one that teaches the necessary game skills) back in and using the new tutorial as part of the game's story line. Finish the tutorial, talk to Coyote and advance to Galaxy City (this would be the only choice) where you find yourself fighting for your life against the Shivan invasion only to barely escape to Atlas Park where you begin your heroic journey using all the skills you learned in the tutorial and tested in the new "Starter Zone".
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Quote:No bombs from me. I'd have to agree with you on the average IQ drop, actually. I nearly hit the roof on this issue a long time ago walking down the aisle of a Toys R Us and seeing what they'd done to Stratego. Used to be (old man voice: "back in my day...") the pieces in Stratego were numbered from 1 to 9, with 1 being the Marshall who could beat anyone, and 9 being the Scout who couldn't beat anyone. But apparently kids got too stupid to realize that for the purposes of Stratego, the lower number beats the higher number, so they renumbered the pieces from 10 (Marshall) down to 2 (Scout). I don't think they even have a 1, that's how stupid this all is. And all because it was too much to ask kids to think.QFT. Seriously, OP, you're thinking from only your own point of view. Kids today aren't all that bright. Look at reality tv. You think most of the kids today that can repeat the entire cast list of Jersey Shore are Rhodes Scholars? If the tutorial feels dumbed down, they did it for a reason. *holds up shield to block the incoming tomato bombs*
I had the same argument a while back concerning comic book covers. I asked Joe Quesada, EIC of Marvel, "I used to read Iron Man but I don't now. Question: How do you expect me to ever pick up an Iron Man comic again if all you do month after month is show a picture of Iron Man on the cover? I know Iron Man's in the book because it's his title. You gotta show me more than that if you want me to be interested." And he basically said he didn't care if I was interested, it was the new readers, the people who'd never bought an Iron Man comic before, that he cared about grabbing. He didn't think it was worth the effort to reach veteran comic readers like me. Maybe CoH Freedom is going that same route. If so, whatever, I'll just let them know what I don't like, and they can take it or leave it. -
Quote:And you seriously think it was the *tutorial* that was preventing new players from catching on? I mean, you could be right, maybe they ran focus groups and asked whether or not the tutorial was interesting. But my first guess would have been the fact that there's a F2P competitor sitting right across the virtual street -- I'd be over there myself if my sub didn't go into 2012 because free is way cheaper than $11/month.CoH was broke. It was broke to a lot of people. The subscription numbers showed that. They changed the way the game was because they WANT to get new players.
Quote:We still have as much freedom, even more so now. "Oh, my character can't..." I call bull on that. -
Quote:Not really. I don't expect any massive changes, but I am highly dissatisfied with the new tutorial and feel compelled to express my opinion why in case the devs see something in my complaints and say, "Yeah, he's right, maybe we should change that. Let's put that in the queue."No offense, but it really sounds like some people here are really on a crusade here.
Quote:1) What was the last time you needed to play the tutorial to learn something?
Quote:2) Assuming you're a bright person and can learn all the systems that were introduced in the old tutorial, do you think that other new players actually did? Research says...no, they learned later, because really, they just wanted to get to the game proper.
Quote:objectively, the goals of the tutorial are as follows:
[a] Introduce enough systems to allow new players to get started
[b] Hook players into the game/gameworld
While there are certainly ways that the new tutorial could do both better, I fail to see how it fails it worse than the old tutorial.
Quote:The old tutorial was so plain and dull that guaranteed most players would pop into Atlas or Galaxy not having read or understood any of the tutorial, and would just end up blindly asking how to do things.
Quote:If you really think that throwing that amount of information at a brand new player is a successful way to teach, you must think that throwing entire university courses at a student in a week is also a great idea. Even if you can handle it, not everyone can.
I like the Apple/Mac comparison, but I was under the impression that the old tutorials *were* the Apple/Mac. This new tutorial is like a bright red power button that lets you know how to turn the PC on, but not much else.
Again, I'll give it another try later on. Maybe I'll find things about it to enjoy that I didn't see the first time. These are only my first impressions. -
Quote:Seriously? I'm a hero/villain-in-training for *20 levels?* Wow, I sure feel like a superpower now! "Look out, world! I came here to TRAIN!"Destroyed Galaxy given the designation "Tutorial Start Zone." Then while you level from 1-19, you complete the tutorial.
Quote:Here's a gift horse. What are you going to do with it?
I'll play the new tutorial again soon -- still need to roll a villain on it. Maybe the second time around I'll enjoy it. That happened in the case of another game I played -- the first time through I didn't like it, but when I gave it another chance, things started to click. I gotta say again, though, the first time I went through the old CoH tutorial, everything clicked right away, so kudos to the devs of the original tutorial for giving it all the mojo it needed for new players to catch on quickly and get started. -
Quote:I'm interested in seeing the new AP content, but I agree with the variety issue: Pre-Freedom you had *ten* possible starting contacts on the CoH side. Now you have...one?Now as to the new missions in AP. I am already bored to frickin tears of seeing the exact same contacts/missions on every single character. Always having to go thru Kalinda or Burke what killed any interest I had for playing villains, and now AP is doing the same thing. I want my old contacts and missions back where I at least had the illusion of variety.
I also wasn't a fan of the Kalinda-->Mongoose line vs. Burke--><whoever> line, particularly the fact that whenever you were done with Kalinda or Burke, you didn't get a choice of which contact to visit next. I would have liked to have seen the same variety V-side as H-side, or at least maybe something along the lines of providing a starting contact for each of the different lieutenants of Lord Recluse.
But as an overall gripe, the variety problem is something that has bugged me ever since they introduced The Hollows and Striga Isle and said, "Here's the way we'll do zones from now on!" and repeated this zone-long-story motif with Croatoa, Faultline, the Rikti War Zone, etc. They're making it so you either do the zone or you don't. You either play the story of the Hollows, or you don't. You either play the story of Croatoa, or your don't. Every arc feeds into the next such that it makes no sense to pick up in the middle (if you even can). This isn't necessarily a bad thing, but I'd much rather have variety such that I can say, for example, "Oh, here's a contact who needs me in Talos. Now I'm needed in Croatoa. Now I'm needed in IP." And on and on so that I'm needed all over the city, rather than camping in one location saying, "Okay, let's do this zone for the next few days." So, basically I don't like the fact that I have to say, "Do I do this zone or not?" Of course, I don't expect them to ever change this, but I am a little sad that Atlas Park has now been made over in that image. (I also miss going to City Hall and seeing my origin-based contacts. That was a way to make player's toons feel special right off the bat, making them go to an origin-specific contact, as if the origin designed by the player really mattered to the NPCs. That was like showing respect for the players' creativity right from the beginning. Now it's more like, "Okay, whoever you are, get in there and fight!") -
Sounds like you were there with your friends and were able to answer any questions they might have had. Or maybe I'm reading you wrong?