Samuel_Tow

Forum Cartel
  • Posts

    14730
  • Joined

  1. Quote:
    Originally Posted by 3dent View Post
    Team content is inherently like this, but fortunately, teams nowadays make it work exactly the way I like it, - Maps are steamrolled in matter of minutes, then a short break, then steamroll. And solo I often take long breaks inside mission, and wish there was something but mobs there, not something as grand as a "puzzle," and definitely not something requiring to throughly search every nook and cranny of the layer-cake cave* just a little thing like a chatty NPC to further distract me.
    I'm fine with disagreeing, actually

    What you describe as team play is pretty much the reason I don't team much, though. A large team "steam-rolling" over hordes of enemies both makes me feel superfluous to the accomplishment and tosses me into a maelstrom of confusing visuals with no clear "global" idea of what I'm trying to achieve. To me, this is counter-productive to reaching a state of flow because I'm not actually immersed in the game, i.e. I don't know what I'm doing. I'm just pushing buttons with no knowledge or understanding, completely convinced that the end result will not change by much irrespective of which button I press. To avoid this, I prefer to solo, and on a difficulty not much higher than x2. That's just enough enemies to be a crowd, but not so many enemies that I lose reason to target individuals, and everything which happens is a direct result of something I did, thus I receive direct feeback from my actions, learning in the process.

    When it comes to breaks, I don't actually disagree with you. I've been known to walk away from a half-finished mission to have dinner, watch TV, chat with friends or just take a nap, and many times I'll Alt-Tab out of the game to browse the 'net, searching for an answer to a question that popped into my head. However, when I take a break, I want this to be a break of MY choosing. IF I want it, WHEN I want it, HOW I want it. Having the game try to institute breaks for me when I really didn't want one at the time and making me read through a long, boring conversation that I've already read through five times before and then run five errands before I can kill stuff again just makes me want to get off the PC and go do something else. It kills the mood, essentially.

    As for "searching" for the last glowie, that's never been a problem for me, but I might be a special case. I treat EVERY mission like a kill-all and like a scavenger hunt. I will always fill in the map in its entirety, walk into every little out-of-the-way nook, check behind every pillar, inside every room, inside every hole. As a result, I almost never miss any enemies nor any clickies, and so the times I've had to backtrack and search for things I've missed number less than a dozen in seven years. I actually really enjoy the "Rescue 21 Mystics from Oranbega" mission because it combines the two things I like to do best in this game - wipe out a large map of enemies and look in every hidden spot
  2. Quote:
    Originally Posted by Kadmon View Post
    What is wrong with this picture?
    The horrible, garish colours, the bloated, ugly menus, the over-large goofy buttons, the unnecessary gradients... Oh, where do I start?

    Is that really what it would look like if I lost all sense of reason and swapped to the new teaming interface?
  3. Quote:
    Originally Posted by Grouchybeast View Post
    One awesome thing about the CoX market it that players who want nothing at all to do with it can still make a decent return on their drops by swinging by the AH and throwing everything in there for 1 inf. It requires *zero* investment of time or thought, or learning curve. I think it would be a bad idea to remove this aspect of the market, and thereby push people who hate the market into having to spend more time there.
    The double-blind system is one of the reasons I like the City of Heroes market, actually. Yes, it means it's inefficient for me, but it also means that it's inefficient for OTHER people, as well, and "other people" typically have a much stronger stomach for grinding resources than I do. What this means is people who want something are quickly conditioned to overpay for it, meaning that if I have something which is typically cheap, I can list it for a cheap price and STILL get a very high bid for it, because that's what people listed. This, in turn, means I have lots of resources with which I can then afford to be inefficient in my purchases and buy Alchemical Silver for 300 000 a piece and still make rent.

    The double-blind system does mean that it takes much more research and work to understand the Market, but it also means that you can use the Market without understanding it in the slightest. All you need to do is find an item that's greatly sought after, as indicated by the high number of bids to the small number of lists. If the item is much sought after, it's going for far above its ordinary price. List it low, snag a high bid. It won't be as high a bid if you priced it high and waited, but it means you don't have to wait and it means you don't have to know how much you can get for it.

    In essence, the double-blind system means I don't have to worry about how much an item is worth in the current economic state. All I have to worry about is how much an item is worth TO ME, and that's easy to decide. Most items I sell are worth to me what I'd sell them for at the vendor, so 250 for common salvage, 1000 for uncommon and 5000 for rare. If I can get more than that, it's a sale, even if it's just enough more to cover my listing fee. If I can't get at least that much, I dump them to the vendor, confident that either the lack of supply will drive prices up, or it won't and I'll never get more than that anyway.

    The City of Heroes Market is complex if you want to play it, but it can be brain-dead simple if you just want to get rid of your stuff with the same ease as dumping it on an NPC vendor. It's a bit more tricky to buy things off of if you're not made of money, but even that's only a trivial inconvenience if you're not shooting for the rare stuff like I'm not.

    See, the cool thing about City of Heroes is that while there IS rare elite super duper stuff... I've never felt like I've needed it. I've never felt like I've needed purples or expensive sets or min/maxed set bonuses. Sure, I might be able to solo huge difficulty settings if I had all that stuff... But I don't HAVE to up my difficulty, now do I?

    Quote:
    Originally Posted by NekoNeko View Post
    This is slowly changing, though, with the Incarnate abilities. We're expected to go see what items we need to craft what we want, and then to figure out which TFs reward the items we need and then go get them.
    That's if you run forced team content, though. If you're like me and rely solely on collecting Shards, the system is just complicated to use, but does not require any real planning. That's actually one of the things I like about City of Heroes prior to the zillion currencies of the Incarnate system - I have one pool of resources with which I can buy everything. I don't have to worry about who drops what how often, because EVERYTHING drops the one currency I care about, and all I care about is getting enough of that. I can make everything I need from just that one pool of currency.

    I'm not sure how it is for post-Alpha slots (and I'll probably never know), but at least for Alpha, the system can be simple to gather for.

    Quote:
    Originally Posted by Warkupo View Post
    Out of curiosity, does this game start with the letter 'v' and involve spinning around at enemies while dual wielding spears until they die?
    It might

    Quote:
    Originally Posted by Warkupo View Post
    The very irritating thing about that game is that it originally began with an emphasis on combat and story, and proclaimed to avoid all that *other* unnecessary garbage such as fetch quests, inventory management, and farming for that 0.05% drop rate item. It's only very recently that it's switching over to a more item obsessed model in an effort to keep players playing and paying money. A lot of people, like myself, quit playing because of it.
    Well, that's... Disappointing. Because, honestly, the game is a lot of fun on its own. It's only when you toss in the crafting and the grinding and the equipment quests that it really becomes a drag, because I have to spend more and more time not actually playing it.

    Oh, and fishing. I completely forgot about fishing. See, I've always found fishing to be a dumb idea, because I'm just not a fan. But this game has us fish via high-powered harpoon crossbows, fling fish on the deck of a boat beat them to death with our fists and then collect them, and I can't help but thing this is awesome... If a little gruesome

    But, of course, that was more fun than was allowed. The wiki says "Fish will spawn every 2 or 3 minutes." Sure enough every 4 or 5 minutes, a school of fish spawns, it passes under the boat in 10 seconds and then disappears again. Then you sit on your hands for another 5 minutes, or you toss barrels overboard and harpoon them back on deck, or you attack the main mast impotently until another school of fish shows up, then disappears 10 seconds later. Sooner or later it becomes clear that you're waiting 5 minutes for 10 seconds of fun, and you're not even guaranteed to catch anything in that time window. Thus, the novelty wears off horribly fast. And yet there's an achievement for spending AN HOUR on the boat, most of which will be spent sitting on your hands. Possibly literally.

    Quote:
    Originally Posted by Lycanus View Post
    try nine dragons.
    I have, and... Ow! Ow, my head!
  4. Quote:
    Originally Posted by 3dent View Post
    As for your other complaint... Well, just let us agree to disagree here. I don't find them at all intrusive, and in fact a great thing precisely for reasons you dislike them. New gimmicks like in-mission talks reduce "chore/game" ratio for me, not increase it.
    There's a psychological concept called flow, which is in essence the state of mind of a person who is fully immersed and engrossed in an activity, such that he excludes most outside stimuli and becomes focused on the activity as though it is a natural thing. This, ultimately, is what I want out of this game, and this is something it's very good at sustaining in a good, smooth run through a mission with no disruptions.

    The newer game mechanics are deliberately designed to disrupt this state of mind, seeing it as detrimental to the game. While I can see the potential benefit in staving off boredom, they only serve to yank me out of the experience, kicking and screaming, force me to do something completely different, and then plunk me back in to kill some more stuff. Thing is, like having been woken up from a pleasant sleep, it's not that easy to go back into this state. And by the time I'm once more settling into that state of flow, BAM! Another long talky scene, mind-mission.

    I can speak only purely for myself, but I prefer my "distractions" to be clumped together at the beginning and end of missions. When I have to do "other stuff," I'd rather do all of it at once, so that I can open up a larger window of time when I won't be disturbed. I want to sell, buy, trade and prepare so that none of these things come up during gameplay, so that I can settle into the experience. But when a dialogue, a gimmick boss or an unusually difficult encounter yanks me out of the experience, this causes me to have to work around an unpleasant obstacle. Obstacles are not pleasant. They are an irritant, something that my psyche regards as unwanted, an object to be removed. As long as I have to deal with them, I'm not at ease.

    Maybe some play City of Heroes for this mythic adrenaline rush or as a puzzle to be solved, or maybe as some fight with the unknown. More power to them, but to me the game's greatest strength is that unlike almost any other MMO I've played, this is one where I actually CAN feel as though I'm "one with the game," pretentious as that may sound. When I can use my character without thinking about button presses, cursor position and power recharge (at least not consciously) is when I have the most fun. Anything which disrupts this disrupts my fun as a result.
  5. The synopsis is in the title, essentially. That's why the title is so long.

    *edit*
    Incidentally, I just came back from Beta, and the quote in your sig is safe and secure
  6. It's actually quite amazing how refreshing it is to go back to City of Heroes after even a short break. And before we say it's just familiarity, I hopped over to Beta to have a test of Titan Weapons - a powerset so different from what I'm used to that I haven't the foggiest where to begin. And yet, even figuring all of that out in stride still feels more welcoming than trying to work out which bits I need for what items, which of those items I actually need, where to obtain them and whether I'm just unlucky with drops or what I'm killing doesn't actually drop any of what I'm looking for. And there are few things worse than having 20 Spider Webs but needing one more sheet of cloth, selling those Spider Webs and realising that your next set is the Spider's Silk set. Argh!

    With all other MMOs I've played, the actual gameplay - that is, the going out and killing things - isn't intended to be fun. It's a means to an end. You HAVE to kill stuff in order to get the materials, the money and the gear that you need. Not so in City of Heroes. Here, what the game "wants" me to do is go out and kill stuff. Everything else it offers in terms of depth spawns from this one central mechanic. You kill stuff, and in the process you get drops that you could ignore, or use to make yourself kill stuff better. Progress itself is not the goal. Fighting is, and progress is only a means to that end.

    And I love it!
  7. Quote:
    Originally Posted by peterpeter View Post
    Really? I think you can still read the clue up until the time you call the contact.
    You can, except on certain missions. When the contact who has given you the mission disappears when the mission is over, you lose all clues associated with it, as well. Tip contacts exist only until you finish the mission, then disappear entirely. Newspaper missions also do the same, as I believe they use some kind of "phantom contact" tech, as well. You'll notice that in neither case do you need to speak with the contact to finish the mission.
  8. Quote:
    Originally Posted by 3dent View Post
    Umm... That's not what archived patchnotes say. (http://wiki.cohtitan.com/wiki/Issue_5) At leasst not if "Base Accuracy" and TH are the same thing (which is implied elsewhere in the same patch notes).
    It is the same thing, actually. What went down to 50% was minion accuracy, and everything else had to-hit buffs beyond that, essentially the higher to-hit base that you see. The idea was that lieutenants, bosses and so forth are more accurate. Arcana and a few others argued that this essentially killed defence builds, and kept doing so until I7 or I8, when all critter to-hit was standardised to 50%, with lieutenants, bosses and so forth getting accuracy buffs, instead. These accuracy buffs, however, are not given in percentages, but rather in decimal fractions. Each +level adds an extra 0.1 on top of critter accuracy, and I believe each rank adds another 0.1. That a +1 lieutenant would have a 1.2 accuracy value, or 20% accuracy slotting in everything.

    Arcana has the exact numbers in the Defence guide.

    I apologise for the misunderstanding. I have the tendency to quote base to-hit and accuracy for +0 minions. +more +rank have always been higher, just higher in different ways.

    *edit*
    @Commander

    Ouch! I was lucky to only ever see wrestling on television, where presumably such gaffs are edited out On the other hand, I have seen The Self Destruction of the Ultimate Warrior, so I can sympathise with your experience.
  9. I'm not against putting story in captions/dialogue/chatter AND doubling it up in clues, that's not what I wanted to say. I mean that, when I leave the mission, I want to have a record of what went on in case I wasn't paying attention at the time it happened.
  10. Quote:
    Originally Posted by 3dent View Post
    Base TH for mobs was always 50% Lts and up used to have much higher TH than they do now though.
    It wasn't always 50%. Base critter to-hit was 75% until the GDN. When the development team slashed character defence-boosting powers by a great deal, they also reduced critter to-hit down to 50%, giving a big boost of survivability to all "squishies" by proxy.

    *edit*
    Also, the Devouring Earth quartz eminator has a 100% to-hit buff on it, which is pretty hard to overcome, and is a big detriment to resistance-based sets, as well. Luckily, it's easy to kill. There are a small handful of "tricks" one needs to know even to this day (like Sappers), but most of them pre-date most of our start dates.
  11. Quote:
    Originally Posted by 3dent View Post
    And although I don't think Samuel_Tow is right in bashing all the recent content for too much story-focusing and as "another Dr. Graves," ability to defeat hordes of mooks with contemptuous ease is the reason why super-powers are called "super-powers" in the first place, and yes, the game ought to have more of that. AND good stories and innovative mechanics. Tall order, I know.
    This is pretty much were I stand. City of Heroes is the game I fell in love with because it made me feel powerful by virtue of allowing me to take on 20 guys and still win.

    I bash recent content (specifically, the AMBUSHES in recent content) because they increase the game's difficulty by too much at too early a level. Sure, ambush waves at level 50 when I have all my toys, bring them on. Ambush waves at level 5 that see through my Stalker's stealth? Pass. That, and the developer's storytelling tools are becoming more and more obtrusive, shoving story in my face at the expense of gameplay, instead of doing like they'd always done and leave the story to the contacts and the clues so that I can follow it if AND WHEN I want to.

    My biggest gripe with the thread is I never saw City of Heroes as the tactical, skill-based game it's being presented as. I read all the tactics provided upstream, and I recall using pretty much none of them and still being just fine. Take status protection so you can ignore status effects, then attack whatever has the most hit points and rely on your defences to absorb the damage. I imagine things might have been more complex on a team, but since there was never any mandatory imperative to find one larger than about two or three people, I could never tell.

    Word to the wise: A team of two people plays exactly like a "team" of one person, at least for those built to solo.

    *edit*
    I'm also disappointed we didn't discuss wrestling more.
  12. This is a running problem with newer content, it seems. It's not that older stories had less text to read. They had more, at times. It's just that this text was wholly reserved for clues and contact dialogue, none of which fade until YOU click away. These days, so much text is delivered in a deluge of NPC chat, dialogue trees over heavy action and those ultra-fast caption boxes that I honestly feel like an illiterate buffoon. I take pride in my command of the English language, but I'm still a foreign speaker, and I simply can't read as fast as the game expects me to. In many cases, this simply robs me of an otherwise good story.

    I have a few rules of thumb for mission designers to follow if they actually DO want us to read their text.

    1. Never put more than two lines of NPC chatter on a critter who could degrade to a lieutenant. These can be one- or two-shotted, spilling all lines at once.

    2. Never have more than four lines of NPC chatter to a conversation. That is, two lines at first spawn, two lines two lines when attacked. More often, put only TWO lines to the dialogue at all, either at first spawn or when attacked.

    3. Never put more than a single sentence in an NPC chat bubble, and make sure the bubble itself isn't much longer than a single line. Not unless there is a very specific reason for it. We're operating on real world time, not comic book time.

    4. Try to have caption chatter NOT trigger by combat objectives, i.e. don't trigger captions when I attack an enemy or when an ambush spawns. Remember - this is not a voice-over. We can't absorb your storyline without taking our eyes off the battle.

    5. Stagger captions AT LEAST 5 seconds apart from each other. Ideally, stagger them at 10 seconds or more. Captions are the places where much text goes, usually multiple sentences over four lines. These take time to read.

    6. Title your caption boxes. I need to know who's speaking. At the very least, title them in the Captions channel so I can review them at my convenience and still know who said what. Caption box colour is ambiguous and does not record in the channel.

    7. If fighting needs to occur as a result of a dialogue tree, never have it happen at the last text window with multiple paragraphs to read. Always create one extra buffer step with only a couple of words on it. That way, we can read the last bit of the dialogue which explains what's happening BEFORE it happens.

    8. Never overlap dialogue trees, critter chatter and caption boxes with each other, or at least avoid it whenever possible. If I'm reading a dialogue with Protean, don't have Flameaux start talking over his text. If you have to trigger a caption box, don't put it on the same trigger that causes on-map NPCs to talk.

    9. Whenever possible, put as much of your text as you can in clues and contact dialogue. Clues we can read at our convenience and contact dialogue does not fade away unless WE click to make it go away.

    That's all I have for the moment.
  13. From time to time, I burn out on City of Heroes and feel compelled to try other games. For the most part, these are other, usually free to play MMOs that a friend of mine keeps coming up with. We play them together for a couple of days, then he's busy and I don't see him for another week, and by the time we come back together, neither of us wants to play the game any more. For him, I get it. He has his favourites and these F2P games are a passing distraction, but why can't I get into games that I genuinely like? And I mean "like enough to sink an 8-hour weekend into one." So why can't I stick with other games the way I stick with City of Heroes?

    At first you might assert that it's because I have no-one to play with. As I said, my friend tends to play a while and then leave me to my own devices. But I started City of Heroes solo, I played it solo for the most part and still do to this day, so obviously lack of teams, uncommunicative community and gold spam doesn't bother me. Single player is what I do anyway, and I've gone as far as to lock my teams so random people don't join them and ruin my fun. Sure, a few forced teaming tasks remain off limits to me, but even then - why would I find myself to not just dislike a very solo-friendly MMO, but outright quit in anger TWICE?

    The MMO in question I will not name, as that's not the point, but the problem I can summarise as simply this:

    Gnoll leather

    See, like every MMO, this one has "crafting" of a sort, and "crafting" in MMOs always seems to translate as "hoarding." A large number of the quests in that game revolve around gathering a full set of armour. Said armour cannot be purchased or found, it has to be made. Said armour has to be made of materials that I need to procure, and here is where the problems start. Here is where gnoll leather enters the picture. I needed to make a set of armour that required a large amount of "fabric" and "gnoll leather," and all the game tells me is that these "drop from dungeons."

    So I fought in dungeons, but drops are infrequent and what I get from them is somewhat random. After much searching, I gave up and bought said gnoll leather from the "auction house," only to be given another quest for another set of armour which needed more gnoll leather, a fire spirit remnant, a few life energy crystals and other assorted garbage of the kind that had been littering my inventory from day one. I could never sell anything as I didn't know if I wouldn't need it, I always had to go out expressly looking for all manners of esoteric crap and scouring the game's wiki because... Honestly, how would I know that to get the helmet I needed, I had to hit the Gnoll Chieftan in the head with a spear about three times?

    Each day I was left with a mile long shopping list of items I needed and no idea where to start, having lost patience with the niggling micromanagement, and each day I came back to the game determined to just buy the crap off the "auction house" and be done with it. But the thing is... I can buy pretty much anything and make pretty much anything, so why am I even playing the game? Moreover... City of Heroes does pretty much the same thing with salvage and recipes, doesn't it? So why does it bother me in that game (and most others) but not here?

    Then I got to thinking, and I started realising things.

    City of Heroes does the same thing? Well... No, not really. See, in City of Heroes, any piece of salvage that I could need has a chance to drop from any enemy I defeat, given that I keep to very obvious, rather broad categories like tech/magic and level range. And even then, I could just pull up the info screen of the enemy I was fighting and directly check what stuff said enemy will drop. Or I could damn it all to hell, dump all my crap at the Market and outright BUY the stuff I needed when I needed it. So why can't I do that in other games?

    Well, for one, the classic "auction house" interface is horrible, for one simple reason - it does not permit players to register standing bids for items that sellers could fulfil. If I wanted to sell something to an "auction house," I would need to pick my own price, and what this means is going through the prices listed and trying to infer the best one. Not so in City of Heroes. Here, I can easily infer price by looking at the number of people actively bidding for said item, and I don't need a price - I can just dump the item I'm selling for 1 monies and it will instantly go to the person with the highest bid. If it's easy for me to sell without doing market research, I will have more money and thus be more likely to buy without doing much market research, but City of Heroes is the ONLY MMO I have ever seen who allows people to make standing bids. That one little innovation has made both selling and buying in City of Heroes easy for me, and both selling and buying TORTURE to me in every other game.

    But suppose I could get off my lazy *** and learn the game's economy. There's still a problem: Why would I play the game at all if I could just buy all my gear from the store? I mean, granted, I'd have to grind for gold, but I don't need to innovate or face new challenges to do that. I could rerun the same tasks over and over again and just farm them. Yet in City of Heroes, I only ever get all of my Inventions from Market-bought materials. Why? Why is that?

    To a large extent, I suspect it's because the game really isn't all that focused on gear. Granted, great enhancements make a big deal of difference, but not-so-great enhancements still work. Put in simple terms, this game isn't "about" inventions. Almost every other MMO out there is pretty much mostly "about" gear. For the longest time in City of Heroes, enhancements were essentially free. My choice was never "how can I find these enhancements" as much as it was "what do I put in those slots?" If one day the game allowed me to right-click on my slots and auto-fill them with enhancements the same way Mids' Hero and Villain Designer does, then I would use it in a heart beat and not bat an eye. In City of Heroes, finding enhancements (if you stick to SOs and Commons) was never a "thing." What to do with them once you've found them was, so that the process of getting them was essentially sidestepping the acquisition quest doesn't really bother me.

    And this brings us back to the gnoll leather problem. In the very simplest of terms, I play games to kill stuff. That's the sum total of "gameplay" I need or even want. Of course, a good story to explain WHY I'm killing stuff is essential, but that doesn't get in the way of killing stuff, it just gives me a reason. Inventory management, material hunts and min/maxing, on the other hand, do get in my way, and BAD. City of Heroes is not without any of these, obviously, but they're rare and concentrated. If I need to buy enhancements, I do this once and then not again for another five or ten levels. If I need to plan out my build, I do this once and just follow it. If I need to make a whole bunch of stuff, I can find the materials on the spot. Outside of isolated instances, the game never stops me in my tracks to tell me "You can't go kill stuff now until you do this and that."

    City of Heroes is unique in this way, as every. Single. Other. MMO I've ever played is different. As with the game in question, I can never JUST go kill stuff for the sake of it, because these games aren't "about" killing stuff. They're about searching for drops, with killing stuff being only a means to an end. I don't go to kill the Gnoll Chieftan because he's a threat to the village or because he's a cool fight, I go to kill him because he drops the Crimson Rage Helm, Gnoll Chief Shoulders, Gnoll Chief Leg Armour and the Gnoll Chief Hammer, which I need to craft the rest of the Crimson Rage Set, which I need to wear and to complete a quest. And by the time I've gathered and made all that crap, I'm sick to my stomach of that god damn Gnoll Chief.

    When I log out of any other MMO, it's because I can no longer keep track of all the drops I need to find, all the places I need to go to to find them and all the stuff I need to make with them. When I log out of City of Heroes, it's because it's 3AM and I have work in the morning. THAT is why I'm still here and still strong after seven years. THAT is why I take breaks of only a day or two - because it takes playing any other MMO for just a day or two to realise how good we have it here. Sure, City of Heroes has all the standard MMO crap that passes for depth. We even have raids now with Incarnates. But all of that "stuff" has been put into the game in such a way that, if I don't like it, I can pretend it doesn't exist.

    MMO stuff in City of Heroes is done in such a way that if all I want is to flip out and kill stuff, the game is more than happy to provide. And that is very, very rare.
  14. Quote:
    Originally Posted by RemusShepherd View Post
    Scrankers, blappers, scraptrollers and the rest are only underpowered because the game system is geared to discourage them. I maintain that a healthy game should encourage alternate playstyles. What you are describing is part of the disease, not a sign of health.
    The system has rules, which you want to break. Simple as that. A system can't encourage EVERYTHING, lest the choice you pine for so much become meaningless. Some things need to work better than others, and you'll be unsurprised to hear that intended character builds work better than unintended ones most of the time, at least now that most of the major holes have been patched up.

    What you're asking for is, essentially, why you can't fire up Doom and complete the whole game by making friends with the monsters. You picked a class deliberately designed to lack defences in return for ranged damage and found that failing to rely on ranged damage and instead relying on defence made you weaker than a character who picked a class designed to emphasise defence. I don't see that as a problem.

    Quote:
    Originally Posted by RemusShepherd View Post
    And you're wrong. Kora fruit were not always available. Nor were super-inspirations, Wentworth's, item email, base stockpiles, or the Paragon market. You misremember.
    No, you make stuff up as you go along. Kora Fruit was available as early as I2 and those who wanted it had it. People still traded before now, you know. And as far as "super-inspirations" go, I have never seen a single one, so they can't be THAT common. And while you could e-mail inspirations to yourself now, you're limited to a total of 20, which isn't all that much if, like many people, you wanted to use your e-mail as recipe storage, which the game still doesn't give you a facility for.

    I have personally never found myself lacking inspirations. The most I've ever had to do was run back to my contact, wasting my time, but providing no extra challenge. You seem to see time sinks and proclaim them as "challenge" when all they do is tack minutes onto tasks, when a blind monkey could get to 50 - now as before - if he just kept at it. It just took time, not skill.

    Quote:
    Originally Posted by RemusShepherd View Post
    You're provably, factually wrong here. DFB sidekicks, allowing all levels to gain appreciable experience from level 1-6 content. The old way couldn't get you past level 8 or so.
    You are provably, factually wrong here. No, let me correct that. You have been proven wrong because the gains from the DFB do diminish greatly. You can get up to about 15-20 relatively fast, but beyond that your gains simply slow to a crawl. You could keep doing it, but you'll be wasting your time for little progress. People have made experiment on levelling up to 50 on just that, and the results are greatly discouraging. I have a feeling you don't actually know how "easy" the game has become and are going off assertions about how easy it looks like it might be.

    Furthermore, yes, the sewers capped up at level 8. Beyond that, you had Perez Park. Beyond that, Boomtown and beyond that Terra Volta and Dark Astoria, and the other Hazard zones besides. Or you could do the sensible thing and run repeatable missions at max difficulty and level up that way. Why do you think people jumped on the bandwagon of grinding endless paper missions? DFB is just lots of killing stuff. This has never been at a premium in this game if that's what you actually wanted to do. Hell, if I were so inclined, I'd run the hollows and do the Frostfire and Atta missions and gain about 5 levels out of those just on my own.

    As far as exemplaring for the DFB goes, this isn't a new thing. For years you've been able to exemplar down to the Positron TF and kill experience-boosted Vahzilok if that's what you wanted. Exemplaring has granted experience for a very long time now, though I guess that did happen with your dreaded "decline."

    Quote:
    Originally Posted by RemusShepherd View Post
    I never did any of those. I pine for the days when teams needed to use strategy to win a mission. I miss the good old days when players actually needed skill to play high level content.
    You pine for a myth, then, because it never, ever took strategy to win a mission. All it took was stats, and back then we had greater stats than we do now. You only needed strategy if your build sucked, and you can make your build suck now with little difficulty.

    Quote:
    Originally Posted by RemusShepherd View Post
    It's not fake difficulty. It's a puzzle, and we felt rewarded when we solved it.
    "Keep out of range of his heal" is on the same level of "puzzle" as "bring break frees." Nosferatu is a one trick pony, and his trick is pretty much very high stats.

    Moreover, the much simpler tactic to beat Nosferatu, which I've been using since the days of old, is to buy two or four purples from your contact and then stay in melee range to your heart's content. His Dark Regeneration and Soul Drain will miss. That's pretty much the one-size-fits-all solution for how Blasters take out just about every elite boss. And when Lady Winter started debuffing my defence and resistance, I bout six and then eight purples and brute-forced her that way.

    Quote:
    Originally Posted by RemusShepherd View Post
    I loved all of those missions, but obviously we have different expectations for gameplay. You refuse to play any ranged ATs, as far as I can tell. I think your standards are a little farther from the norm than mine.
    As long as we're going to measure whose "standards" are the norm - I'm still perfectly happy with the game and you don't like it. I'd say my standards fared much better than yours did.

    And as far as those missions go, they're an attempt to hammer a square peg in a round hole. If you don't have the tools to beat them, you don't beat them, and if you happened to not pick an AT that even has access to those tools, then it sucks to be you. That's not difficulty or challenge, that's the game giving me the middle finger, and me giving it the finger right back by mission-dropping the offending mission.

    Quote:
    Originally Posted by RemusShepherd View Post
    Yeeeeaaaah, we're from different planets. I saw City of Heroes as a game where one supplemented attack powers with crowd management, team synergy, and savvy target selection, all with an interesting character design minigame. Almost all of that is superfluous, now. You've got your clickfest.
    And I couldn't be happier for it. Except, it was ALWAYS a click fest. As early as Launch, people were soloing +10 enemies (forcing the introduction of the Purple Patch) and breaking game balance over their knee. The only people who needed Tic Tacs were people who didn't know how to make a decent character, like I didn't until about 2005-2006. Because when your character sucks and you can't brute-force your way past opposition, you're forced to think of other ways to win. But while you're wasting your time pulling enemies one by one, spawn by spawn, that Burn Tanker over there is taking down five spawns at a time and levelling up at ten times the rate you are.

    Every single time that you have to stop and "strategise" in this game, you are wasting time that other people are using to kill more stuff and gain more progress. This isn't new. This is how it's been since I first saw the game in 2004, back when people were spending day and night farming Hydra in Perez Park. You only "strategise" when your stats aren't enough, and at that point you've already failed.

    Quote:
    Originally Posted by RemusShepherd View Post
    Other MMOs had yet to standardize status effects and had clumsy aggro management.
    The status effect system in City of Heroes is a complete mess, standardised or not. The Binary nature of status effects means that either your control classes have entire spawns permanently held, or they essentially lose their primary powerset. AVs got the "purple triangles of doom" expressly because Controllers were perma-holding them, reducing them into sterile punching bags. Now controllers fighting AVs are essentially gimped defenders. There's no gradual build-up of status, nor the ability to defeat an enemy through status alone.

    And if you ask what game ever had that - Baldur's Gate did. If you turned an enemy to stone, he turned to stone forever, or until specifically disenchanted. If the Cowled Wizards used an imprison spell on your characters, they were GONE, and you had to remember where this took place, find a disenchantment scroll and re-enact it at the exact place. Hell, there was even a place where a Basilisk has turned a bunch of people to stone. When you save them, one of them offers to join your party.

    And the status protection system is even more of a mess. It's not so much a status protection system as it's a "let's write enemy status effects out of the game." I don't get knocked back to land on my feet for a faster recovery, just off the top of my head. If I have resistance - any resistance from almost any melee defence set - status effects simply don't exist for me. Against that backdrop, the few sets with pronounced holes - like Dark Armour - come off as more annoying than "challenging." And if you DON'T have complete and utter status immunity, then you're ******, because every damn minion has a status effect of some sort in the later levels, and usually stacked knockback on top of that. So you better hope that aggro system works and you have someone else for the enemies to aggro on... Which I never had.

    As for aggro, Castle and Ghost Widow (at the time) had to work their butts off to backtrack the labyrinthine logic of aggro through the source code, and it turns out the "innovation" was a x100 multiplier of threat rating that Taunt constituted. That's it. Furthermore, aggro is and has been broken, though in subtle ways, for as long as I remember. Critters will still randomly attack invisible, inactive team-members who have done nothing to reveal themselves - thus screwing over Stalkers - and randomly swap target and even ignore taunt effects for a time. Enemies will also very often decide to turn tail and run irrespective of taunt and threat ratings, causing my Bots/Traps Mastermind to become unplayable as every spawn scattered to the four winds as soon as they saw me. I'm told it's because of Poison Gas Trap, but when elite bosses do the Benny Hill run, that's not a good aggro system.

    Quote:
    Originally Posted by RemusShepherd View Post
    The character creation and enhancement system was unusual and much more complex than the 'class and equipment' systems.
    And yet for all of that, people made FOTM characters pretty much until Enhancement Diversification, when the difference between FOTM and non-FOTM wasn't that big. In fact, the original enhancements system was so ungodly broken that it actually detracted from the overall quality of the game. TO THIS DAY I have never seen anyone slot an Intangibility Duration enhancement into anything, though I'm sure there's someone and I just missed him. The original intent for enhancements WAS that they would be gear, with SOs acting like that rare gear you had grind for, with Trainings and DOs being your whites and blues.

    When the developers realised we were stocking up on SOs because someone vastly underestimated our Inf-earning potential, they found that their game had been severely broken. Bosses, if you remember, were supposed to be team content. Since before I1, my completely inept Scrapper, driven by my completely inept past self, was soloing bosses left and right. The enhancement system you so praise was meaningless before I6, because slotting anything BUT 1ACC/5DAM in your attacks was provably inferior. Endurance concerns? Take Stamina. Recharge concerns? Take perma-Hasten, which lacked an endurance crash and provided 5% defence to everything. Need more accuracy? Take Focused Accuracy, which was I think a 20% to-hit buff.

    Yes, I'm sure you were a creative artist who found new and exciting ways to use the enhancement system that wasn't the FOTM and yet still not suck, but my point is there was never a need to do this. Standard slotting existed then as it does now. If anything, now it's much more varied and much more creative with Inventions sets and their bonuses.

    Quote:
    Originally Posted by RemusShepherd View Post
    Not to mention the spatial freedom this game gave the players, with the ability to fight in three dimensions and at great speed. All of those were CoH gameplay innovations. This game used to be revolutionary.
    Which was and is fun to travel in, but amounted to precisely dick, to quote J from Men in Black, in the actual game. You couldn't have aerial combat because no everyone could fly, you couldn't have chases because not everyone had Super Speed, and you couldn't even have unreachable places, because people had to get there. Just look at Terra Volta and all the vitriol people have spewed out over getting to the damn reactor. I found all the ways on my own, and all the ways are a platforming nightmare. It's something I can easily do, but people have universally derided.

    You could MOVE in three dimensions at great speed. We still ended up fighting in the flat and in the open. Remember the old narrow blue cave maps? Yeah, that and Ornabega are universally reviled throughout the game. I like them, and I've done what I can to defend them, but the people have spoken, and now most new maps are much more open and with a very high ceiling.

    Quote:
    Originally Posted by RemusShepherd View Post
    I wish the devs had tried to keep up. But they've been obsessed with making revolutions in content presentation at the cost of letting game play stagnate.
    What you call stagnation, I call perfection. City of Heroes in 2004 is the City of Heroes I liked - that is, get into a mission, flip out and kill stuff. Difficulty, challenge and even gameplay doesn't enter into it. The simpler and more straightforward the game is, the better. I'm glad complicated builds are no longer a necessity. I'm glad pulling isn't needed. I'm glad sets like Devices were recognised as the mistake they are. The less time I have to spend standing still and looking at my enemies, the better the game is for it. If I wanted to slow down, I can do this on my own initiative. I don't need the game killing me five times to remind me.

    Quote:
    Originally Posted by RemusShepherd View Post
    I pretty much disagree with everything you wrote about how the gameplay in CoH used to suck and still sucks and always will. It didn't. It doesn't have to in the future. But yes, it does right now.
    The gameplay doesn't "suck," it's just the same now as it always was. This is a click-n-kill action RPG. That's all it ever was. Remember all those cries of "CoH has no depth?" This isn't the right game to look for depth in. It never had it. You could pretend it had depth and hamstring yourself into doing things the hard way, but that doesn't make the game deeper. It just means you're good at making your own fun. But the game itself was always about "push button, receive bacon." And that's all it ever needed to be. With literally hundreds of over-complex, boring MMOs out there, the last thing I need is for the one single user-friendly one to be made harder, slower and less entertaining.

    And, yeah, that's all the game ever was - an effects soup button masher. Think back to Romulus Augustulus. You could, if you were so inclined, try to pull him away from his Healing Nictus, try to scatter them, not summon henchmen and do all the other overcomplex tactics people came up with to defeat him. Or you could bring enough debuffs and damage and brute-force your way past him. I've seen it done via brute force almost every time I run it.

    With the exception of Incarnate Trials, there isn't a single part of this game that couldn't be brute-forced by a half-way decent build and a half-way decent team. That's how it's always been. You can bring up all the Tic Tacs in the world, plan, plot, postulate, number-crunch and so forth, but at the end of the day, that's what you do when you can't brute-force your way past content, and I've yet to find content I can attempt on my own that isn't susceptible to this. And this isn't a new thing. It's always been like this. In fact, when the original difficulty "slider" came up, the first thing I did was up the difficulty of my namesake Scrapper because the game up to that point had been too easy and I wanted to fight more enemies at a time.

    You're talking about difficulty and innovation which you faced, but all of that stuff is still there. You're merely better at the game now, and you refuse to go back to the old ways to find the same old challenges. The fact of the matter is, however, that City of Heroes has ALWAYS been easy. Geko vastly underestimated what players would do to gain power, so we started out the game overpowered to ridiculous degrees. We have, ironically enough, only gotten weaker over time, because player characters have never been stronger than they were back in the Hamidon farming craze. Characters have never powerlevelled faster than they did with Winter Lords, where a 5-munute fight could grant you 15 levels all at once. And people have not complained that City of Heroes lacks depth more than before I9 and Inventions.

    The simple fact is the game you remember never existed. You made your own experience like it was, and you're fully capable of doing it now, but for your refusal to do so.
  15. Samuel_Tow

    Kick...ouch

    That's been there for as long as I can remember, and people have made threads like this one from time to time. I'm honestly not sure why no-one's ever done anything about it.

    That said, I do like the Kick animation, minus the distortion. Sure, the power doesn't do much, but damned if it isn't cool to LITERALLY kick someone's *** and send him flying *** over tea kettle. It's also the perfect power to kick over trash cans, as well as to kick down vault doors, yelling "Little pig! Little pig, let me in!"
  16. Quote:
    Originally Posted by RemusShepherd View Post
    Oh, so you prefer the choice between Numina's Convalescence +Stam/+Regen or Miracle +Stam?
    No, what I want is Inventions (and while we're at it, Raids) out of the game permanently. Since we're stuck with them, we may as well make the best of them by... Pretending they don't exist.

    Quote:
    Originally Posted by RemusShepherd View Post
    We're not talking equipment -- although if we were to focus on equipment, CoH has obviously chosen not to have a very exciting selection of it. We're talking about gameplay, which requires challenge, which comes from choices that have consequences. CoH is providing lots of choices with little consequence. That's not healthy for the long-term future of the game.
    Um... Not in the slightest. One of the most entertaining games I've ever played was MegaMan X4 for the PC, specifically with Zero. That game gives you just about zero choice, because you always build the same character by the end (unless you miss something valuable), and yet it's still a tremendous amount of fun because it looks amazing at least by arcade emulator standards, and because it's just fun to play. That game gives you no choices and provides you with no consequences. The worst that can happen is you have to replay a stage, with none of the stages being particularly hard or long once you know what you're doing (and have read a guide showing you all the hidden items).

    If you're talking about the mythical "replay value," then I personally prefer to be able to replicate exactly the same experience over and over again because that's the experience I like. Alternate paths have no real meaning beyond that, because if I didn't pick them, then I didn't want to pick them.

    For example, I don't need Tankers and Defenders and Controllers and Dominators and Corruptors to enjoy the game, because I'm never going to play any of these classes. They offer no replay value to me, because I simply don't like them. And no, I'm never going to be convinced otherwise.
  17. Quote:
    Originally Posted by RemusShepherd View Post
    For some ATs, a single boss was a challenging encounter. Some were impossible to solo -- Herakles, Nosferatu, Black Swan pop immediately to mind.
    Yes, and people at the time still managed to solo them with everything.

    Quote:
    Originally Posted by RemusShepherd View Post
    Trapdoor doesn't impress me. I've soloed him with every one of my characters save one (who happened to be in a team at the time). Later in that arc, soling Hero-1 impresses me. I have several characters who were unable to take him. I expect now they would do it handily, with super-inspirations, an inspiration dispenser button, a free self-rez, more power choices due to inherent stamina and travel powers, etc.
    It was either Evil Geko or Zombie Man who soled that entire arc, Hero 1 included, with team-centric AT/powerset characters, on SOs with only small inspirations. I forget what the specifics were, but an entire thread existed in I19 Beta specifically to record those precise results.

    Nothing is impossible to solo. Nothing ever was. Some things are simply not fun to solo.

    Quote:
    Originally Posted by RemusShepherd View Post
    See any Scrankers, Blappers, Scraptrollers, Meleefenders, or Petless Masterminds lately? Probably not, because with inherent stamina and travel powers character builds are almost forced to take every power in their AT. Character gameplay customization has disappeared.
    No, I don't see those often for the same reason I never saw them often - because they suck and people don't want to team with them. I'm happy for you if you want to gimp yourself - and that's all it ever was - and face challenge that way, but you're as free to do this now as you were then. By all means, go ahead and make a horrible build that's counter to your AT's strengths and you, too, can have challenge.

    Just realise that others who do play to their AT's strengths will be stronger than you, now as before. Granted, now the gulf is greater, but a gulf it always was. I've seen petless Masterminds, and they didn't inspire envy or respect in me. They inspired pity and compassion for the poor soul who wanted to have guns but not Thugs.

    That's self-made challenge that you can always make for yourself, as long as your idea of challenge isn't competing with everybody else.

    Quote:
    Originally Posted by RemusShepherd View Post
    You can buy them from your contacts, you can buy them from the nurse. You can go to the Paragon store and buy them with your purse. You can farm super-inspirations with incarnates in a raid, you can mail them to your buddies, you can hoard them in your base.
    You could always buy them from contacts, you could always buy them from vendors and, failing that, you could always farm for Kora fruit back when that dropped large inspiratiosn. You exaggerate.

    As for hoarding and e-mailing, you could always do this even before, you just needed help. Like a second account that you pay an extra $15 for to hold all your stuff. Only now you can have storage for the price of one subscription, yet somehow you read this as more paying to win because it's more convenient?

    Quote:
    Originally Posted by RemusShepherd View Post
    Pretty much everyone was wrong, and I said so at the time. I also said that the only way to make this right was to provide customization power pools so that you could fill out your characters with options other than combat jumping. They haven't given us those.
    Wasting three of my power choices on Stamina was easily the worst part of character building. If it's mandatory, give it to me. If it's mandatory that I lose three power picks, simply give me three power picks less. Don't pretend to give me choice and then leave me with only a single option.

    And no, adding other powers is not a solution. This was never a choice between picking Stamina or picking a different power. It was a choice between picking Stamina or NOT picking Stamina, where not picking Stamina was the wrong choice. Endurance is this game's greatest equaliser. Everyone needs it for everything, and when it runs out, you run out of options. The only thing you can replace Stamina with and not be wrong is Stamina by another name, at which point that's not a choice at all.

    Either the game needed to be redesigned to stop needing endurance so much (fat change), Stamina needed to be taken out of the game entirely (fat chance) or the need for Stamina satiated in another way that's not just making more endurance recovery/reduction powers. The development team chose that last one, by simply eliminating the problem at its source, granting Stamina to everyone and making endurance as a whole not much of a balancing factor in the long run. While this made things easier on the one hand, it also made them a lot less irritating on the other, and it let me have many of the powers I wanted, but could never support the cost of.

    Quote:
    Originally Posted by RemusShepherd View Post
    Death from Below. Level 20 in four hours. Official content.
    First of all, you have a very... Wrong idea of what "powerlevelling" is. Secondly, let's see how long it lasts. That's been in the game for all of a few weeks. How long did it take Matt Miller to start threatening Architect abusers? Finally, how exactly is Death From Below functionally different from gathering a bunch of people and diving into the sewers the old way? Death From Below doesn't have some kind of magical super-experience reward, it's mostly just killing stuff. Yes, it does have those convenient SOs, but that's not even remotely related to power levelling.

    Quote:
    Originally Posted by RemusShepherd View Post
    That's a sad, sad statement. I'm sorry you feel that way. *I* thought it was vibrant and exciting.
    Yes, I'm sure you look forward to the old days of dumpster diving and wolf farms and constant bridge requests. I'm sure you pine for the old days of the Winter Lords and the Egg farms and the Portal farms. I'm sure you miss the good old days of Architect exploits. "The game" was never vibrant and exciting because people have been taking the easy road to 50 since before I joined in in May of 2004. You name a period in the game's history and I'm pretty sure I can name at least one way in which the game was broken to provide an easy way to 50 to the masses.

    The game is only as "vibrant and exciting" as you want to make it, and this is as true now as it ever was. You merely refuse to do so by your own choice. I, by contrast, found its gameplay to be "vibrant and exciting" for about two weeks to a month, then I dragged my feet until September when my second two-month game card ran out and I left, intending to never look back. Then I was back in December that year, vying to never be slave to gameplay again. Lo and behold, I'm here seven years later, happy as punch while you drag your feet, lamenting how good the game used to be.

    Quote:
    Originally Posted by RemusShepherd View Post
    See, I never did any of that. I've never farmed, I never had an OP tanker (my level 50 tankers are Dark and Ice), my main blaster was single-target focused, and I've never had perma-Phantom Army.
    It makes no difference what you chose to do then, because the same things you chose to do, you can choose to do now. You chastise the game for being easy, but when I cite how it used to be EASIER, you swerve by saying you didn't do that. Well, if you managed to find challenge in a game infested with farmers and powerlevellers, you can find challenge now. You're simply not looking hard enough.

    Quote:
    Originally Posted by RemusShepherd View Post
    What I remember is being in a full team and facing Nosferatu for the first time, and we spent an hour trying to figure out how to take him down.
    I have one better. I remember facing Nosferatu, circa I7, on my own and kicking his ***. I'll take that experience over wasting an hour of my life beating my head against a brick wall. As Yahtzee once said, I suppose succeeding in breaking down the wall with my head would have given me a great sense of achievement, which is just as well as I'd have lost all my other senses by then. What you describe strikes me as a HORRIBLE experience that I would have abandoned at the 15 minute mark, as that's about the amount of patience I have for fake difficulty.

    Quote:
    Originally Posted by RemusShepherd View Post
    I remember jumping from building to building in an instanced King's Row trying to chase down Black Swan before she could disappear and ambush me again.
    I'm pretty sure you're thinking of the pre-GR Diabolique, who was both famous and infamous for her propensity to turn on Personal Forcefield and take off into the sunsent. I've fought Black Swan both before and after the AV-to-EB change, as well as before and after Going Rogue, and at no point has she run. I've fought Diabolique under the same circumstances, and she has run every time, multiple times.

    And every time it pisses me off to no end because running enemies are one of my biggest irritants in this game. Chasing after a fleeing Agent Crimson is not my idea of fun, nor is stopping 30 Fir Bolg. It's actually the polar opposite of fun, come to think of it. It's painful and nauseating and it makes me hate both the game and the people who make it. I drop both of these missions like a hot potato every time they show up in my queue in the vague hope that someone in QA might notice.

    Quote:
    Originally Posted by RemusShepherd View Post
    I remember the thrill of running back from the hospital after a teamwipe and strategizing with my friends about how we were going to win.
    Yes, I too remember the "thrill" of running... Ever so slowly... Back from the hospital, seeing half my team drop, making the mission impossible to finish, urging the remaining few people in a valiant attempt to salvage that mess, team-wiping again about five more times because we don't have enough people and all going our separate ways bitter and defeated. I don't miss that.

    Quote:
    Originally Posted by RemusShepherd View Post
    I haven't had to plan out an attack strategy in *years*. I used to *love* it.
    Nor have I, but until you mentioned it, I was lucky enough to not remember having to "use tactics," as was one-size-fits-all solution to everything that arrogant ponces used to toss at every player who complained about power balance. I remember how bored out of my skull I was while the Blaster would slooooowly drag all the enemies around the corner, one by one, so that we can take fifteen minutes to take down one spawn. I remember dying a lot, too. I remember not having a hell of a lot of fun.

    A while ago, I sat down and reflected on the game, how it once was and all the things that had changed. I realised one thing: The Launch game really, really sucked for power balance and the kind of player power I really wanted - that is, the ability to solo my own missions without dying all the time - was only achievable through min-maxing. Well, now it's available to the masses, and whether or not it is an achievement no longer interests me. I care to get it, not HOW I get it. So, no, I don't miss having to pull, which is about the sum total that "use Tic Tacs" always seemed to come down to.

    Quote:
    Originally Posted by RemusShepherd View Post
    I was looking for substantial gameplay. The devs aren't giving that anymore.
    And I'm saying that they never did that. I don't know what greater depth you ever saw in City of Heroes (that isn't there now), but I always saw City of Heroes for the click-and-kill fighter that it is, not much different from Diablo 2 or Dungeon Siege (which is essentially Diablo 2 anyway). You pick your powers, then click on things to die. The only difference is you don't have an auto-attack, and must instead rely on recharge-bound skills, instead.

    City of Heroes is not and has never been a complex system worthy of gaming it. It was never designed to be one. This isn't D&D or Champions (the PNP system). This is a game which revolves solely around delivering enough damage and surviving enough damage, and there isn't all that much planning necessary to achieve this. There never was. Especially since "Bring a Defender or two" has always solved any problems a team might have. Back in I3, I ran a Bastion TF with 6 Scrappers and a Bubble Defender, and we walked over absolutely everything in our path. That's before I started running numbers, and this was done with a pick-up TF group and it was still dead easy.

    This was never a complicated, deep, engaging game. It was a studio's first project, and it shows. It started off rife with bad programming, shoddy design, poor balance and limited interactivity, and Cryptic then NCNC then Paragon Studios have spent much of their time just fixing the inexperience of the original team. Hell, I'm sure Geko was under tremendous pressure to crank out a huge amount of powersets in a short amount of time, which is why he made so many of them so broken (Elude didn't let you attack, Moment of Glory didn't let you heal up, Rooted literally rooted you, Blasters had crappy ranged AND melee damage AND Controller hit points, etc.), and that's just one thing.

    People flocked to City of Heroes partly for the comic books, but also partly because it WAS broken in a way that made us overpowered. Tired of having to fight single critters with a full team and fearing for their lives, people flocked to this game where you could take 20 goons out on your own. And you didn't start out fighting rats. Well, and because the game had no loot and raiding, but that's besides the point.

    Quote:
    Originally Posted by RemusShepherd View Post
    But if the true allure of City of Heroes was in the innovative gameplay and unique gaming experiences, then people like me are going to disappear. And no gimmick will bring them back.
    There IS no innovative gameplay and unique gaming experiences. There never were such things, that's what I'm saying. At least, there never were any which no longer exist. City of Heroes brought a lot of innovations to MMOs, but none of them are gameplay-related. They are, for the most part, convenience innovations. Sidekicking is one big one, but all that meant was you could play with more people, but the actual playing was still the same simplistic button-mashing system. Every time they tried to innovate, they produced a flop like simu-click objectives, running bosses or Dr. Graves. Every time they tried to experiment with powersets, they produced another Trick Arrow.

    The core game is still here, pretty much unchanged since 2004. It's not much more complex, it's not much less difficult, it's not all that different. Scrappers are still awesome, Blasters are still sad, Defenders still insist they're not Healers and so on, only now we have more ATs to be condescending towards, but the game remains the same. What worked before still works now, just maybe better. What didn't work before hasn't gotten any better, it just sucks a little less.

    What you're looking for, you can still achieve. Up your difficulty, mix up your builds, take chances, that sort of thing. I say the game is easy, but even I face hard fights a lot of the time. That's for the simple fact that I don't care to min-max, thus I'm operating more or less at pre-I9 levels of performance.

    Sure, if you WANT to min/max AND have a difficult game, then I will have to politely ask you to please find another game. Because any game where I have to try hard and STILL have a hard time is a game I do not want to play. I get having a hard time if I'm lazy, I get putting in a lot of work to make the game easy, but to bust my *** and still be fighting for my life? No. Every other MMO on the Market does this, and there's a reason I'm not playing any of them.

    Quote:
    Originally Posted by RemusShepherd View Post
    But just because some competitors failed, it doesn't mean that a successful one couldn't arise. It should be noted that CoH has been emulating features from the failed competition, as if they were somehow good ideas that should be stolen. The more Paragon dumbs down CoH, the more opportunities they give to any potential competitors.
    I'm really not sure how you come to that conclusion when City of Heroes is still the only MMO which offers a decent super hero experience for those who aren't necessarily comic book fans, it's still the only MMO on the market that's relatively easy all the way through and it's still one of the VERY few MMOs where you can solo relatively well. Compound that with the fact that it's one of the few who technically have an open world but are still largely instance-based AND has 7 years worth of costume creator and that's a very tough act to beat.

    It is precisely because City of Heroes is "MMO-lite" that I'm here. I recall back in 2004 and 2005 how many people we had who admitted that City of Heroes was not only their first MMO, but their first computer game ever, as well. If you're looking for an MMO classic, you came to the wrong place, because City of Heroes is not a classic MMO, nor should it be. If I wanted WoW in tights, I can always play Champions Online. As I'm posting here on the VIP-only forums, that's probably not the case.

    I've tried other MMOs. In fact, just last night a friend of mine asked me to try Vindictus. You know what my first experience with it was? Mailbox, crafting, auction house, gear degradation, mining, materials, armour dyes, loot enhancement that has a chance to break your weapon. Essentially, "MMO stuff," none of which is interesting to me.

    The stats and skulls and the gear and the trading and the dying isn't why I'm here. The reason I'm here is because when I was younger, I sat down and wrote the story of a character whom I gave the ****** name of "Samuel Tow," whom I really, really liked. So when I heard about a game where I could probably make Sam and play him for real, I jumped at the chance. Sam was always overpowered the way I wrote him, and he's only gotten worse with time. Being overpowered in the game is exactly up his alley. And it is in Sam's image that my entire cadre of probably 60 characters at this point spawned, and ideally, I want them all to be as awesome as him. All the numbers and the loot and the "challenge" do is get in the way.
  18. Quote:
    Originally Posted by RemusShepherd View Post
    They won't. They'll just stick them in. If any player complains, the devs' response will be 'Go turn the difficulty down.'
    Which does jack **** since the difficulty settings can't turn off elite bosses.

    Quote:
    Originally Posted by RemusShepherd View Post
    By giving us multiple 'I win' buttons, the devs have abdicated their responsibility to make balanced, challenging content. They're no longer making a game. They're just telling stories now.
    If they were, you'd think they'd spend more effort on it. Something else must be going on, lest they're making a house out of hundred dollar bills.

    Quote:
    Originally Posted by RemusShepherd View Post
    That's an example of a 'gimmick', by the way. As the OP illustrated, gimmicks will draw some people in, but they also give the competition an opportunity to kill you by offering superior gameplay.
    Yes, and we've seen how that went. Both our competitors were praised for their superior gameplay and both of our competitors are in a most unenviable position at the moment. One would think that recent history would be evidence enough to stem cries of doom like this.
  19. Wait, what?

    Quote:
    Originally Posted by RemusShepherd View Post
    Leveling used to be much more difficult
    Slower, not more difficult.

    Quote:
    Originally Posted by RemusShepherd View Post
    Inspirations were rarer
    They were not. As early as Issue 4, you've been able to purchase inspirations from Arenas, and as early as Launch, you've been able to purchase inspirations from your contacts. Inspiration drops rates have not changed, and in fact we LOST the Strength of Will inspirations which, while they wouldn't wake you up from being held, provided status protection for a significantly longer period of time.

    Quote:
    Originally Posted by RemusShepherd View Post
    Players would find some missions simply impossible to solo, and challenging even in groups.
    Only if there was an Archvillain in them, because "back then" elite bosses didn't exist, save for Frostfire and Atta. Regular missions did not vary in mission difficulty because static spawn sizes are consistent between all enemy groups and without the gimmicks of constant ambushes and special spawns, you always fought the same number of enemies.

    Quote:
    Originally Posted by RemusShepherd View Post
    I isn't that way any longer. It hasn't been for some time.
    No, it isn't. It's significantly harder now that every mission expects you to fight multiple spawns at the same time regardless of your difficulty settings.

    Quote:
    Originally Posted by RemusShepherd View Post
    Once a player had the ability to run in super-easy mode...
    "The player" has never been able to do that. The legacy Heroic difficulty and its I6 Villainous counterparts were duplicates of the existing spawn mechanics. What the developers offered with difficulty changing was the ability to have harder missions, not to have easier ones. It wasn't until the I16 difficulty changes that we could choose our missions to spawn at -1. With the old system, all you could do was go +0x1, +0x2, +1x1, +1x2 or +2x1.

    Quote:
    Originally Posted by RemusShepherd View Post
    Fighting three minions at a time is boring, but an Elite Boss is unmanageable for some characters.
    There are a number of people who have historically insisted and consistently proven that no solo-startable task in the game is impossible for any character of any AT and Powerset combination, on SOs, when built and played competently. The Evil Geko, I believe, went out of his way to solo Trapdoor with a number of Defenders and Controllers.

    Quote:
    Originally Posted by RemusShepherd View Post
    Before level 20 characters were always running out of endurance, with only a few unslotted powers and too many enemies to face.
    This isn't even remotely true. From Launch until I18, I took Stamina a grand total of one time, and when I did it it was on a respec with a character who'd gotten to 50 without it. I insisted then and I insist now that life without Stamina is not impossible. Not now, not ever. All it took was a little forethought. That's not a "challenge" even if you consider character building to be part of the game's challenge that requires skill. You know, as opposed to grabbing someone's Mids' dump off the AT forums.

    Quote:
    Originally Posted by RemusShepherd View Post
    Nobody plays the low level game anymore.
    This is provably false.

    Quote:
    Originally Posted by RemusShepherd View Post
    inspirations are more frequent
    No, they aren't.

    Quote:
    and you still have that difficulty slider.
    Which mostly goes up.

    Quote:
    Originally Posted by RemusShepherd View Post
    You used to have to decide which powers to select, how early to get Stamina, and what travel powers and power pools you could fit into your build.
    Yes, and pretty much everyone saw that as a problem. Having a single power that everyone irrespective of AT or powerset choice was better off having than not having is one of those "adorable" early game mistakes of development that may have seemed good on paper, but were tragic in practice. Like the belief that people would only use a few SOs and slot DOs and Trainings all the way up to 50.

    Quote:
    Originally Posted by RemusShepherd View Post
    Ah, but there's still the challenge of deciding what IO sets to slot for maximum performance. Or not. The IO sets with the best bonuses are known and mapped and their prices are high and stagnant. An IO loadout that works on one character pretty much works on another with only minor tweaks.
    Which works exactly the same way for character builds concerning powers, slots and regular enhancements, yet you pronounce those as "challenging." Remember the term "FOTM?" It existed for a reason. Remember City of Blasters? That existed for a reason, too.

    Quote:
    Originally Posted by RemusShepherd View Post
    powerleveling is officially approved
    Let's see... They institutued an "experience range" of 300 yards so people couldn't be powerlevelled while they stood at the station, they instituted multiple changes to team experience distribution to make it impossibel to gain level if you were too far below, and finally they institutued the SSK system which eliminated bridging entirely. They banned people over powerlevelling in the Architect, put in place tremendous restrictions to its rewards and abilities, put timers on a dozen missions and probably other things I can't remember, and from this you infer that the developers condone powerlevelling? If they did, they'd have just dropped a bunch of the old style Winter Lords on us and called it a day.

    Quote:
    Originally Posted by RemusShepherd View Post
    We are being fed tons of flashy toys to distract us from the truth that the gameplay is hollow, neglected and without challenge.
    Without challenge, possibly, on base difficulty. So what else is new? Hollow and neglected? Not in the slightest.

    Quote:
    Originally Posted by RemusShepherd View Post
    The game is too far gone, now, and the company isn't going to change its direction any time soon.
    Nor should it. I didn't come to this game because I didn't have enough hardship in my life. I came to it because it allows me to punch Nazi in the face.

    Quote:
    Originally Posted by RemusShepherd View Post
    And maybe CoH will survive as a lowest common denominator type of game, a newbie-friendly mashfest that's part costume sandbox and part interactive storyline with no actual 'game' at its core. I kind of hope it does survive, even in that zombified state. I'll remember it fondly when it was vibrant and exciting.
    It was never "vibrant and exciting." What you remember is a hollow illusion. Everything City of Heroes was from the onset of Day 1 was players vastly stronger than the game intended for them to be, with the developers scrambling and failing to do anything about it. Since day one, players have been breaking the game and making it beyond easy. There was City of Blasters, there was dumpster diving, there were Dreck and Wolf farms and so on and so forth. You claim the game used to have challenge when Tankers could reach 99% damage resistance and scrappers could hit 90% and when Combat Jumping gave 5% defence to everything? You claim the game was challenging when all it took to tank the Hamidon was a single controller in outer space dropping Phantom Army? You claim the game was challenging when a single Tanker could hit all of his caps, aggro 50 enemies then walk away to have lunch and return to full health?

    Either your memory is full of holes, or you're looking for reasons to dis people who don't share your point of view. I half expect you to start tossing around the "noob" and "carebear" arguments.

    And you know what? Since the very beginning, the reason so many people kept coming back here was because this WASN'T like all the other MMOs where you have to live in constant fear for your life and work your *** off for a stupid percentage. This was a game where you could sit down, grab a Scrapper and go kill 20 people at the same time. I've been doing this since before I1, and very little has changed in the fundamental way the game plays. About the only thing that changed was Jack left and took his "1 hero = 3 white minions" nonsense with him and his successors finally accepted that we enjoyed our easy game exactly because it WAS easy.

    From time to time, I hear people reminisce about old times. You know what I hear them reminisce about the most often? How they could herd 50 wolves into a dumpster and have a Blaster nuke them all to hell. That, and Regeneration before Instant Healing was a click power.
  20. Quote:
    Originally Posted by RemusShepherd View Post
    I remember when things were different and there was actual skill involved...but, ah, memories are sweet. I do wish that some of the original game's challenge had survived.
    Unless you remember from pre-Beta, I can tell you for a fact that I've been playing this game with half my brain shut down since May of 2004, and I've always done just fine. Well, except when I tried Blasters, but that's fixed now.
  21. Quote:
    Originally Posted by Zombie Man View Post
    Because every mission should be mashing a few key in order to beat up hundreds of bags of hp leading up to beating a larger bag of hp -- by mashing those same keys.
    I'd play a game like that. If there were a sufficient storyline justification for it, I certainly would. I'd probably enjoy it a hell of a lot more than most of the newer City of Heroes content, too. Put it this way: I'm not here seven years later because I find Protean's Power Syphon that amazingly astounding. I'm sure as hell not here for the running enemies and the escorts.
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    It was nothing but Defeat Alls mixed with Find Ten glowies in Oranbega and Defeat Everything AND the Boss.
    And that's precisely what I liked about it, and that's precisely what I want. And when given a choice, that's precisely what I'll choose. Rescuing 21 mystics from Oranbega is still one of my favourite missions because it's quite literally one giant map full of objectives to accomplish. It helps that I'm thorough so I've never missed any. Seven years ago, I said something: All I want out of this game is more 5th Column to kill. Seven years later, this has not changed in the slightest, and now the 5th Column is back so I can stop correcting myself.

    Dean McArthur is one of my favourite contacts and an example of good villain writing, but not because I can have dialogues with him or because Ajax can't die or because Protean has a Power Syphon. In fact, if it weren't so easy, the Protean fight would be a giant pain in the ***, but his Syphon was slowed down enough to where I can avoid it if I think fast. I like it because it depicts our villains working for themselves, but the conversations in them really start to drag on me after about the 20th time I've run through them.

    City of Heroes is a game of repetition and alts, and when given the choice, I'll pick the stories that are easiest to replay, which is to say those with the fewest gimmicks in them. More specifically, I'm referring to those missions that, if I already know the plot, I don't miss anything by not reading any of the text. Gimmicks are only good to shake things up a bit from time to time, but the very POINT of gimmicks is to force people out of their comfort and "zone" and force them to think around an eccentric situation. Appropriate for once in a long while, but if you yank me out of my flow too often, then it just ruins the entire experience.

    Gimmicks, to me, are like watching an atmospheric movie and trying to become engrossed with the experience, but having someone constantly call you to the other room to help open a can, or tune the TV or figure out why the PC crashed or to see what the stray cats are doing. I live with people who, some days, think of something to bug me about quite literally every five minutes on the dot. If I'm trying to write, read or watch something, I'm about ready to punch people right around the third time.
  23. You can only teleport to a contact once, and only if you've never spoken to said contact. This is a feature for finding contacts, not for travelling around. I see nothing wrong with it.
  24. Quote:
    Originally Posted by Norse Star View Post
    I was all excited about it when I thought you had to earn your way onto the server. I had visions of a server filled with experienced gamers. Little to no power leveling, no stupid questions, no smack talk, just awesomeness everywhere. Great teams, great people. Like it was way back. When I realized you could just buy into it I was really happy I didn't transfer anybody there. It's no different then any other server now. Somedays I think it has more newb's then all the other servers combined.
    Did I die and go to an alternate plane of existence where this sort of expectation makes any sort of sense? There is so much wrong with it that I have trouble wrapping my head around it, let alone deciding where to start...
  25. Quote:
    Originally Posted by Arcanaville View Post
    But that's not what happens. Your enemies do not "level with you." When you are level one fighting level ones, those level ones don't become level two when you do. Those level twos were always there, and always willing to fight you if you chose to. You can walk into PI and pick a fight with a level 50 as a level eight if you like. You're going to lose, though, which is why most people pick fights with the enemies that happen to be about their level.
    Arcana, you're arguing semantics. I want to feel more powerful fighting the enemies I'm naturally pitted against by the game as I level up. This works up until level 50, but if I want to go beyond that, the game starts pitting me against enemies I CANNOT win, because I'm expected to be one of 20 people. I don't care what "level up" means in a strict sense. All I care about is what happens to the threats the game keeps putting me up against, and post level 50, these threats skyrocket intentionally so I can't oppose them. I don't like this.

    Here's the thing - once I gain godlike power, I move into fighting enemies who have ten times my godlike power. That's progress in only the most pedantic sense. This isn't the real world. My powers have no application other than to play the game and progress and gather more. THAT is what I have to measure up against, and if I gain more power yet am able to do less against my "current" enemies, then that's not progression. That's regression.

    With your weight-lifting analogy, that's like me going from being bale to lift 100 pounds and being the champion of my strength class, then training to lift 200 pounds but being moved into a higher strength category where I have to live at least 300 pounds in order to not be laughed at. I've gone from champion to loser. I might be stronger and have other use of it in my real life, but it doesn't change the fact that I've become a loser. And since my characters' strength in City of Heroes has no use in their real lives because they DON'T have real lives. About the only non-progression-specific benefit levelling up gives me is making Steel Canyon fires easier.