NewScrapper

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  1. Quote:
    Originally Posted by Arbegla View Post
    But wouldn't you have to do that with ANY game that your playing where you don't want to use the default keybinds? WASD is pretty common throughout more games, as universal up, left, down, right movement keys, so going against norms, and then complaining that you have to spend time to change it, is kinda whats the word? Counter productive?
    I'm not complaining about having to change the defaults. I did that every time I was in the old tutorials and was just fine with it because in the old tutorials there was no sense of urgency. Your contact was just standing there, waiting for you to get your act together, and once you did you talked to him and then off you went on your adventure. There wasn't a raging, pitched battle going on thirty feet in front of your character that you knew you were supposed to be a part of while you were busy adjusting your binds (and then realized your presence wasn't required after all). I half-expected someone to shout, "There's no time for that, just get in there and help!" which is the kind of atmosphere I suspect the devs were going for, only that kind of atmosphere is -- what's the word? -- counterproductive when what you're trying to do is get your bearings.
  2. Quote:
    Originally Posted by warden_de_dios View Post
    You can play with any keys you want but no Newbie is going to be forced to sit there for 2 mnutes as you claim.
    Okay, for a newbie it'll be more like a minute -- find the menu, find the options, find the keymaps tab, find the keys to set right. And all the while you're thinking, "I should be in there fighting!!" Only not really because, as you will notice even in that tiny about of time, S.P. and B.A.B. totally have it covered.
  3. Quote:
    Originally Posted by Arbegla View Post
    Or ya know, spending 10 seconds hitting 'Load from file' on all the different load options (windows, chat, powers, etc) and boom. Done.
    Eh, I roll new toons so seldom I never did investigate those capabilities. But like I posted above, were I a total newbie I would have still needed to change my left and right keys from the defaults (as well as the mouse invert, I'm guessing, though I may have just auto-adjusted myself to it already).
  4. Quote:
    Originally Posted by warden_de_dios View Post
    You keep making arguements about how the system fails for new people yet moan about veteran problems.
    First, I moan about both kinds of problems because there are both kinds of problems there. Second, while I'm a veteran player, even were I a total newbie playing for the very first time, I would have needed to fiddle with the keymaps because I play with A and D as my left and right keys rather than Q and E.
  5. Quote:
    Originally Posted by Dark Sweater View Post
    NewScrapper, I think I understand what you're saying, so let me rephrase it in a way which might build a more productive thread:
    Seriously, that rephrasing is entirely yours, not mine:

    Quote:
    I love that the new tutorial incorporates some Paragon City lore.
    I'm actually not impressed at all at the "lore improvement" seeing how an entire section of the city was wiped away to make room for it. Not that I was a huge fan of GC, and I don't mind seeing it go, but this tutorial makes its demise seem wasteful.

    Quote:
    That's a huge improvement over the old cops and drugs tutorial.
    No, it's not, because the old tutorials actually taught you everything you needed to know to start playing the game, and this new one doesn't.

    Quote:
    I'm disappointed however that this hasn't been taken further.
    No, I'm disappointed that it wasn't taken to even the extent that the old tutorials covered (and covered well enough to show someone new to the game how to play it).

    Quote:
    There are a few confusing things and missed opportunities.
    That much is probably all we're in agreement upon.
  6. Quote:
    Originally Posted by Commander View Post
    ...getting to know who the heroes/villains are isn't part of the tutorial. You're not supposed to find out about them because they are not the focus of the tutorial. You are.
    Which is bloody stupid if you're a brand new player wanting to know what the game is about. If you don't want to know who these people are, you don't have to rt-click on them, but if you *do* want to know who these people are, it would be nice to have something on them to read. Otherwise the impression one gets is, "Nothing important to see here -- move along." Which is sad considering these are supposed to be your idols, the paragons of heroism/villainy to which someone like you aspires.

    Quote:
    ...the new tutorial is supposed to be fast paced. The world is being destroyed. You have to quickly decide on on what role you are going to play.
    Quite right, but only after spending two minutes adjusting all your keymaps, chats, powers, options, etc., and feeling like a useless doofus while S.P. and B.A.B. are actively saving the world from the Shivan hordes.

    Quote:
    The new tutorial lasts from 1-20'ish....You're shown all of the things that might have taken you 2 months to figure out on your own.
    It took *fifteen minutes* before!!!! (At least all the things in the old tutorials did.) Like I said, I haven't played the new ongoing system, but consider this: I'm now in Atlas Park at level 3, and I have trays full of inspirations and enhancements, and *no one has told me what they are or how to use them.* That used to be the tutorial's job. Not anymore, apparently.

    Quote:
    CoH Freedom really has the best of both worlds now.
    And if they provided the option of using the old tutorials instead of the new one, it would have the best of three. So why not do that? Except for using the store, there is nothing the new tutorial is good for that the old tutorials weren't. Provide both, include the store routine in the old tutorials, and now everyone's happy.
  7. Quote:
    Originally Posted by Snow Globe View Post
    They are supposed to be different. The ones that landed in Bloody Bay were scouts and took on aspects of where they landed (assumed graves buried under the meteorites)....I would expect to see more types of Shivans introduced as new issues come out.
    Okay, that makes sense. Fair enough.

    Quote:
    Yes, but the tutorial/training process now extends to level 20 with the ongoing training missions.
    Okay, so what you're telling me is that what used to take a 15-minute tutorial before level 2 now takes a number of missions all the way up to level 20? Granted, I haven't played any of these ongoing tutorial missions and don't really know how well that system works, but still, the things I listed -- targeting, conning, using powers, enhancements, inspirations, glowies, indoor missions -- these are all the things that the old tutorials taught right off the bat which were *useful to know* before you got your first mission. Now all that useful-as-of-level-2 info is scattered hodgepodge throughout 20 levels? It's simply a waste.

    Quote:
    You are incapable of getting defeated in the new tutorial.
    Which is utterly ridiculous. I mean, sure, it's pretty difficult to get yourself faceplanted in the old tutorials, but at least you ran a risk, and it's risk that makes the game exciting. If I'm going to face a giant monster that has no chance whatsoever of toasting me, where's the fun in that? It's like being handed a game to play in god-mode -- it doesn't teach you anything about keeping yourself alive, which is what I would think a tutorial is for, don't you?

    Quote:
    You didn't listen to the speaker telling you that you can change later, huh?...You roleplay through the tip system.
    Please don't be thick. I've played the tip system and the GR systems and they are *not* the same. Choosing beforehand how you're going to play a situation and then playing it that way (i.e., the tip system) has a totally different look and feel from the GR (and new tutorial) system of being handed a moral choice right in the middle of the mission and having to decide then and there which way to go. The tip system is a good system, sure, but it's still "meh" compared to the moral choice system.

    Quote:
    The old tutorials are BORING, annoying, not fun....
    Sure, because we've all done them 20 bazillion times, but I remember playing the old CoH tutorial for the first time, and I'll tell you one thing: When I hit Atlas Park, I knew everything I needed to know to play the game. I pity new players who have to deal with the stunning lack of info in the new tutorial.

    Quote:
    ...if you prefer to do the old tutorial missions, the maps are still in the flashback system in the intro to Ouro arc.
    The Ouro versions are for people who are full-on OCD and can't live without the Isolator/Jail Bird badges. I'd like to see the old tutorials provided as an option for new players, first for variety's sake, and second because those tutorials, unlike the new one, actually teach a new player how to play the game.

    Quote:
    Some people aren't grateful that (a) they'll never miss the tutorial badge on another character, and (b) that you don't have to delay getting into the game to hunt for badges.
    Like I said...full-on OCD.
  8. I've been playing CoH since Issue 2, so I've sent a lot of characters through the old tutorial. These are my thoughts on the new Tutorial having played it last night for the first time. Please note that I'm writing this after the one and only time I've played the tutorial, so I might have missed things -- if I did, please point them out.

    1) In the comic, Statesman is "introduced" (i.e., referred to for the first time) as "Marcus" by Lord Recluse. This should be changed so as not to confuse newcomers who will get the impression that the heroic leader's superhero ID is "Marcus." And I was half-expecting Statesman to call Lord Recluse "Stefan" in return, so the lack of symmetry is jarring.

    2) The opening scene of the actual tutorial made me feel utterly useless and inconsequential. I'm dropped into the middle of a dire emergency, and I have to (as usual) spend the next two minutes adjusting my powers in the powers trays, adjusting my keymapping, adjusting my options and chat window settings, etc., all while there's a battle raging on -- oh, but that's actually okay, because as I've just noticed, the two heroes carrying on this raging battle don't even have health meters, so I really don't need to be here at all, do I? They'll be just fine. (The old tutorials handled this so much better: There was your first contact, patiently waiting for you to get your act together, and you could begin whenever you were ready, no pressure.)

    3) Back Alley Brawler and Sister Psyche are there fighting the Shivans, but...don't you think I'd like to know who these people are? I can't right-click on them to get details? Who are these people, and what are their stories? Perfect opportunity to fill in the users on a little bit of backstory here, and it's wasted. Plus, aside from the fact that these two are fighting space aliens, I have no reason to emotionally connect to them. Disappointing.

    4) Concerning these Shivans -- since when were the Shivans faceless rock aliens? These are not the Bloody Bay Shivans I was expecting. Please don't tell me they were redesigned to tone down the horror component -- that's the only thing that made these beasts interesting! Besides, what can be worse in the middle of an alien invasion than to find out they aliens are partly comprised of your own dead? Anyone rt-clicking and reading the backstories on these faceless rock aliens -- yes, they have backstories while our signature characters don't -- is going to be confused as the description hardly matches the new look.

    5) Can I be made to feel any more useless? The Shivans don't even know I'm there! I walked through the middle of two herds, and they didn't even notice me. I didn't have to draw my guns or anything, I just blithely jogged over to the waypoint and got a radio message, then moved on to the next without any muss or fuss except when I had to use a couple Shivans for target practice to proceed.

    6) Is this tutorial actually supposed to teach you anything? The old tutorials were nicely broken down into steps that highlighted all the major aspects of gameplay: targeting, damage, conning, inspirations, enhancements, combining enhancements, glowies, allies, missions, etc. This was a jumbled mess of "do this, now do that" without any clue of how all this stuff is supposed to work. I guess I understand now why CoX implemented the Help channel: We're not going to tell you how to play the game -- that's what other players are for!

    7) Ooooh, big scary Shivan monster who apparently is no real threat to my level 1 character at all, given that he's barely able to hit me and *there are jets pounding him with missiles!!!* Again, why am I even here? I came, I shot, I teleported, I let out a deep sigh because I couldn't help feel this was a total waste of my time.

    8) Wow, look at all these heroes surrounding the chopper, and none of them have any backstory! More opportunities to connect players to the gameworld...wasted.

    9) About the only thing that I liked was the moral choice component, but even that felt a bit misleading given that you're never going to see that in the CoX side of the game ever again after that. There should probably be a note at the bottom that says, "If you want to roleplay more moral choices like these, try rolling a Praetorian," just to direct people over to the other side where that actually happens repeatedly.

    I don't know how anyone else feels, and again, this is only my first impression, but I'm already wishing I could have the old tutorials back, just as an option. The new tutorial was annoying, un-fun, and not something I look forward to playing again (though I probably will, since I tend to be a completest about gameplay).

    Oh, yes, and lest I forget!

    10) The only badge I get is for visiting the STORE??? Seriously? I mean, yes, it sort of makes sense, since this was the only feature of the game I actually felt I had been taught to use during the tutorial -- the part that will enable CoX to get more of my money in the future. How utterly shameless and unheroic -- even a villain would be embarrased by such money-grubbing tactics.

    That's all on the tutorial -- working my way through the new Atlas Park now, will probably post on that later.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    If you're going to have fun trying it, just buy it. You should have the points to burn, anyway. I know that's what I'm doing. I don't have very many corruptor/blaster/defender types, but I like the concept I have worked up for one.
    That's the problem, I don't have a concept worked up yet, don't know if I ever will. Maybe I should just wait for the next sale. I've gone far enough off the deep end buying-on-sale boosters full of stuff I hardly use. Much more likely I'll roll a Street Justice character before I ever roll a Beam Rifle character -- might want to save my points for that. We're only talking 160 points of difference, after all. If I get so far behind on points that I can't afford everything I want, I'll probably just plunk down $100 to get 9600+RewardToken and be done with it. (There's a new character concept for you: Disposable Income Boy! Reminds me of Most Excellent Superbat from DC's Super Young Team: "I have the greatest power of all. I am so rich I can do anything.")
  10. Quote:
    Originally Posted by TerraDraconis View Post
    I think question 1 depends on what tier of Paragon Reward you are at. I forget the tier that unlocks AE but it is fairly low.
    Ah, thanks. So much stuff to keep track of. Maybe I should just let my sub expire in a few months and see what's left. (Prediction: Panic attack immediately followed by 1-year renewal.)

    Quote:
    On the second question Celestial will remain a Tier 9 VIP only item. What they mean is that they will have a number of different items that they rotate in and out of the 3 VIP only Tier 9. How often they rotate them probably will depend on how many they have.
    Still don't understand the system, guess I'd better login tonight and check it out. Maybe there's not much Tier 9 stuff I really want. I've been in the game since Issue 2, wonder how many Tier 9s that makes me eligible for?
  11. Since there's a 20%-off sale going on, I was wondering if it was a good idea to plunk down for Beam Rifle now. I tend to play Scrappers, Brutes, and Tanks mostly, but I've got a couple of blasters -- just not as enthusiatic about ranged damage, I guess. But I could conceivably create a Beam Rifle character, so I was wondering what people think of it so far. (Eh, I should probably just buy it. I can't think of much else to spend the points on, and, hey, it's On Sale, right?)
  12. 1) If I have a published arc under Mission Architect that has earned me 400 architect tickets, and my subscription expires:

    a) Does the arc become inaccessible (assuming yes)?
    b) Does the arc become unpublished, thus losing its rating (hoping no)?
    c) Do I lose access to the architect tickets I've earned from people playing the arc (assuming yes)?
    d) Do I lose altogether the architect tickets I've earned from people playing the arc (hoping no)?

    2) The patch notes say the Celestial Armor set will only be available as a Veteran Reward for a limited time. Will the Celestial Armor set be available in the Paragon Market after that (hoping yes)?
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm not so sure they could be, as you put it, "content gold mines."
    Bloody Bay does work well with the meteors and all, but you could still throw in a good storyline about scientists experimenting on the monsters or something. Siren's Call is intriguing just because it's totally devastated and there's not a lot of reasons why -- if I recall, there was some hero or villain whose powers went nova or something, so how about a storyline on that? As for Warburg...what's up with the giant missle? Who created it and why? Even Recluse's victory could have some potential, including reality-shifting as you go through the storyarcs.

    I think the biggest plus about developing versions of these zones for PvE is there's no need to create new zone maps -- just reuse what you've got and add story to it.
  14. Seems to me like Siren's Call, Bloody Bay, and Warburg could be content gold mines if they were allowed to be. I wouldn't want to take anything away from the PvPers, so how about creating co-op versions of these zones that contain PvE content? Then whenever you go to the helicopter or gate, a list will appear where you can select either the PvE or PvP version.

    I've also just recently heard someone complain that CoH and CoV don't have factions and the moral-choice content that GR has. Maybe the PvP zones, once they are given co-op versions, could be a place to have those factions and moral choices? Maybe there could be a meta-story linking the zones in which two factions are vying for control of them as contested battlegrounds?
  15. Quote:
    Originally Posted by TheBruteSquad View Post
    Having just tested it with a stopwatch as well as with the in game numbers active Steam Jump does not slow you down horizontally.

    Can't speak to the rest, but to your main complaint I can say 'wish granted'.
    Hmph. Well, then I guess what I'd really prefer is something more like Ninja Run, only steam-powered and dependent upon jumping (i.e., you only get the horizontal speed boost if you're jumping).

    Eh, heck with it. Maybe I should just buy Rocket Board and see what that's like.
  16. Quote:
    Originally Posted by TheBruteSquad View Post
    How could you make it a poor man's superjump? A slower jump speed and altitude, I suppose, but then ninja run would just plain outclass it.
    It appears to me that Steam Jump slows you horizontally, just like the Good vs. Evil jetpack does. All I would do is get rid of this horizontal slowdown. Make it so that I travel just as fast horizontally with Steam Jump as I do when running normally (or, if Sprint is active, as fast as with Sprint turned on). That way I don't lose speed when I'm jumping. Actually, if they could include Sprint-speed as part of Steam Jump (sort of like you're using your steam jets to accelerate yourself while running), that would be the best of both worlds since it'd be just one toggle that replaces Sprint (same as Beast Run and Ninja Run both replace Sprint). Ideally, that's what Steam Jump should be: A jump ability that replaces Sprint (with a 30-second cooldown because, hey, it's steampunk technology and you don't wanna overheat).

    Quote:
    I'd say a 30 second cooldown makes it a poor man's superjump as is. Plus, I like it as is for getting up buildings that are too high for ninja run - or even superjump.
    Yeah, but if you've already had that for years in the form of the GvE jetpack, Steam Jump is really a letdown (especially, as some have noted, since Steam Jump only available at level 4 whereas the GvE jetpack is available at level 2). I mean, I've replaced my GvE jetpack with Steam Jump, sure, but it's just not a huge improvement.
  17. I just bought the Steampunk Pack mainly for the Steam Jump power, and now that I've used it I feel pretty misled. I was under the impression that Steam Jump was a travel power the likes of Ninja Run or Beast Run, but instead it's just a slightly better version of the Good vs. Evil Jet Pack. I was thinking it would be a poor man's Super Jump, sort of like a Ninja Run that was all jump and no run. I'm extremely disappointed.
  18. I've finally made my decisions.

    1) Steampunk -- Yes. Worth it in terms of price, plus I just made a Clockwork-based character who I think would do great with the Steam Jump power.

    2) Animal -- Yes. Worth it in terms of price. Actually was considering not getting this since I'm not much for animal themes, but I realized that if I ever did want to do an animal-themed toon in the future, the high cost of the themes at that point might keep me from going for it, so I figure I'll go ahead and bite the discounted bullet now.

    3) Origins -- No. It's capes and auras, of which only a couple really impress me (Impervium Mantle Cape, Sparks Aura). If I really want those items (or any of the others, for that matter) I can get those separately at the times that I actually intend to use them.

    4) Party -- No. It's full of emotes that I'll likely never use, plus they're cheaper as points items. Once again, I can get these separately at the times that I actually intend to use them.
  19. 1) What's the big deal about Natural origin? "The gun runs off my chi/lifeforce/bioelectricity/psychic energy." And there you go!

    2) Seems to me like CoH is starting to build powersets (Kinetic Melee, Time Manipulation, Beam Rifle) that center around a single power, and I'm not feeling too keen on that. I'm playing a Kinetic Melee character now, and knowing that, "Oh, THIS power is the whole point!" is kind of a strange feeling. It's almost like, "Every set from now on will be a Dual Blades combo set!" Not necessarily a bad thing, but feels sort of restrictive. I hope Street Fighting is more open-style than this...haven't seen the notes about that one yet. (Anyone have a link?)
  20. Quote:
    Originally Posted by Snow Globe View Post
    For those that want a glance at prices in USD:


    Prices in yellow are more expensive than the store, the prices in green are lower.
    Of the four packs I'm missing (Origins, Party, Animal, and Steampunk), it looks like the best idea would be for me to buy the Animal and Steampunk packs from the store while they're still available, then buy the Origin and Party items as needed.

    Then again, maybe I should just obey the voice of my OCD and buy whatever is left to be bought so that I can save my Paragon Points for all the fresh, new, shiny stuff....
  21. Quote:
    Originally Posted by IanTheM1 View Post
    As of right now on beta, you can hit about 85% of the original cost on the Animal Pack with two whole items - Animal Run and Bird Heads/Beaks.
    Has anyone run the full dollar-to-points comparisons on each pack?
  22. Heck, I was kinda hoping they'd have a sale before shutting down the boosters. I'm still missing the Party Pack, the Animal Pack, the Origins Pack, and the Steampunk Pack.

    Will the items in these packs still be available as packs on the Paragon Points Store for an equivalent dollar amount of Points, or will we have to buy the items separately? Separate might actually work better. I'm not sure I'll ever have a real burning need for the Michael Jackson emote in the Party Pack. (Although if they ever do an Elvis emote, I've got an Elvis-themed scrapper who I'd plunk down the points for.)
  23. I was running through the Hollows yesterday, passed by some CoT, and actually noted, "You know, guys, that Jawa look just isn't working for you anymore." So I'll be interested to see how the new outfits look (haven't been on Beta).
  24. Sorry, it's settled. The new designs stay.

    Additionally, the villain group's name will be changed from "Circle of Thorns" to "Ow! Ow! Ow! Thorny!"
  25. Yeah, that occurred to me after I posted. Can't say there's really much I'd have the art team do other than "make new stuff." I mean, was anyone really complaining about the CoT's look?