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Quote:So, what? EU vs. US is the new CoV vs. CoH? I live in Europe, myself, and if "your" future is bleak as EU version players, it's only because the EU version of the game in general was an incredibly unnecessary and frankly STUPID idea. Personally, I'd expect to see both sets of servers opened up to each other in the near future.The sad thing was while we could nit-pick and find problems with the game, all of us here on the unsafe side of the pool, settled on the fact we know our future is very bleak. Before any of you accuse me of whining, moaning, whatever, don't even bother it's not even funny anymore. Countless numbers of us have made formal and indeed informal complaints about our future.
P.S. I still subscribe to the US version of the game. -
Quote:Well, it's your call, really, but again, this is not something I'd use even if it were permitted to me. Maybe you spend most of your time playing over your 50s, I don't know, but to me part of the fun is seeing the set evolve with new powers and new slots. Just out and out getting a new set on a 50 character is no different from using one of those character editors for Diablo 2 to make myself a max-level character I didn't play all the way up there.So, in my case, instead of having to roll from 1-50 all over again, I could simply change my Secondary from Energy Melee to Electric Melee. Because when I rolled the character, Energy Melee was a set that I worked well with. After the last set of changes, it no longer feels like the original characte I rolled which, understandably I would assume, riles me somewhat. It feels like someone did a quick switch and, while I'm still the same person I now have someone elses right leg.
Or, more specifically, the same as being level-boosted on Test. I've seen this for Dual Blades, I've seen it for Dual Pistols and both times I used a secondary I'd played before. In the end, I simply saw no point to having a set at 50 if I didn't play it all the way to 50. -
Really, mine are less revolutionary and more evolutionary.
1. Wraparound cloaks. I know the tech is wonky (just play with the High Collar cape and you'll see why), but it's really getting to be about time.
2. Glowing colours. Like those on Positron, like the Toxic and Fire tarantulas, like that Going Rogue pic Jay mocked us over, like Buzz Lightyear... Just let us make our colours glow in the dark and be normal in the light.
3. Fish bowl helmets. Seriously, just a glass bubble around the head with hair limited to short hairstyles. Why is this such low priority?
4. Weapon epics for all ATs, even the ones that don't have the specific weapon. Guns for Scrapers, bows for Brutes, swords for Blasters, etc.
5. Open-air compound base editor to the spirit of your typical C&C RTS, in addition to our retread of Dungeon Keeper. -
"Engine" gets thrown around more than a beach ball around here, yet no-one ever bothers to define what the term actually means. I trust we all understand that the game does NOT run on a diesel V8 turbo, right?
An easy example I can pull from this very thread is that Rularuu's large form cannot be fought because of the "engine." That's about as meaningless as saying that Skulls can be fought because the engine allows it. It's a sentence, it reads in correct English, but it carries no meaning. Rularuu cannot be fought not because of "the engine," but because of how hit boxes are implemented in, which I actually believe are less "boxes" and more distance from a central point. Certain large enemies have this distance from their central point extended by a fair bit, to prevent it being so deeply buried inside a large object that the object's surface ends up being out of melee range of... Itself.
The problem with Rularuu isn't that he's big, it's that he's long and narrow, at least from what I can gather. At his scale, it's quite possible to make him capable of being fought in melee from 50 feet away unintentionally. If you actually pay attention, what looks like a solution to this problem exists with Arachnos minisubs in Faultline. The sub is all one object, but it has three attack points - one on the bough, one on the conning tower and one on the stern, and your character will hit whichever one is closest. I assume distance is measured off either of those three points. Of course, someone on the scale of Rularuu could still break that system and require either too many points or too large a radius and still not function. But that's still a question of implementation, not a question of "engine."
A lot of other things can't work because of how powers are rigged up. Easiest example is why enemies are always immediately alerted on a miss. A sccessful hit delays AI interaction until it delivers its effect, which is delayed by animation and travel time, but a miss ends the interaction at the failed to-hit roll, which happens BEFORE the animation starts, hence this is when the AI is alerted. A re-write of the entire combat system is theoretically possible, but I can all but guarantee that Castle will personally murder whoever suggested this if he had to export all of his spreadsheets to a new system that worked kind of differently. The amount of errors and bugs such a thing would spawn scares even me, and I'm not the one who's going to have to do it.
We're already getting the practical equivalent to a new graphics engine, so there's no reason to discuss that.
There are a lot of "engines" working together to make the game work, and each has the capacity to be upgraded greatly. However, simply yanking one out and replacing it with another is a MASSIVE investment and a massive risk, to boot. -
Quote:That's just the thing: This is the only MMO I've played that ISN'T tedious for me, because playing the game is never the cost to an alternate self-serving agenda. I almost never sit down and play as work for the goal of achieving some objective through it. I sit down to play because I honest-to-God just enjoy playing the game for the sake of playing the game. On very, VERY rare occasions I may end up needing something specific, like a Romulus Sword, or a Redding Rail Rifle, or an aura, at which point I'll sit down and devote an hour to it or so, get the thing and glisten with glee for another hour, but by and large I want to play the game, not get things over with and out of the way.I can definitely understand and respect folks who just don't want to be bothered though. I'd be in the same boat if I didn't decide to get it over with once (which turned into 'get it over with' eight times and counting). Understanding the system wasn't an issue (heh I've played EVE. CoX is a walk in the park in comparison), it was the initial tedium that bothered me. But then, every MMO is tedious in some way so it really didn't bother me that much (though I don't like what that says about me
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All other MMOs feel like work, their ultimate goal being to watch numbers steadily increase like I'm the sort of person who takes photos of my car's odometer every time it clocks another thousand miles. The actual gamePLAY is the actual COST and WORK in this supposed game, and so something to be skipped, sped through and avoided as much as possible for the sake of things that, taken on their own, are actually utterly meaningless. I don't play to win. I play to play.
This reminds me of an experiment I've done in every RTS game that offered a map editor, which was to design a map with no enemies, where I'd start myself off as a single lowly worker and build up a base with all units from there. What I realised very early on was that, despite me building a big, cool, awesome base, having a powerful military force just wasn't satisfying without enemies to use it on. Combat units sat idle, more getting in the way than actually helping, and military upgrades were made without any real satisfaction to them.
The fun is in the using, not in the having, and the more time I spend acquiring, the less time I have to spend actually using the things I already have. -
Quote:It's been there since Grandville came out, yes. And it's not swimming, not in the slightest. It's identical to walking, you just use the swimming animation. You're subject to the same physics, including jumping, and using powers will still put you in a standing stance.Aye, I want to say it's been around since Grandville came out. Well, except the tea part. That sounds new.
Oh, and the one in Cimerora has a vertical water surface underwater on one end of the little tunnel, that's a one-way texture with a water shader on it. The whole thing is basically an environment fog swap and view distance cut with ONE altered animation. That's the only thing differentiating it from walking.
And, just as a fun fact, it is no different from regular surface swimming, because even then, we still run along a floor that you can see just under the water's surface. In Cimerora, the "cosmetic" water surface is just higher off the floor. -
Back in I4, they decided to increase boss difficulty because somebody's granite block head could not permit the notion that it's fun to be able to solo your own missions. I'm glad the player base managed to jackhammer the right idea in after all.
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Quote:Well, there's the Rogue Isles Police, and presumably Arachnos as the ruling government have a "justice" system of their own. Likely run by the Arbiters, similar to Stalin's Commissars. And I'm not trying to open up a can of worms here. Recluse's Rogue Isles really is modelled after a cross between a communist and a fascist state.That reminds me - is there actually any sort of justice system/courts mentioned in CoV at all? Or do the various Arachnos officals just make their own on the spot judgements when dealing with threats to Recluse?
*edit*
As to playing villains who are secretly heroes - no, I don't. It's a cop out in my eyes, as there's a whole other city for them. Getting over my moral high ground and making a villain who is both clearly evil and still cool as an antagonist is something of a challenge to my writing skill. -
Quote:That's the big thing for me. People constantly tout the set's versatility as a major advantage, yet constantly cite Incendiary numbers only. Under the assumption that you're only going to be using Incendiary ammo because it has better damage, then swapping ammo is actually a PENALTY that one has to suffer in the rare cases Fire is resisted, or mitigation is mandatory. Under these conditions, the "versatility" to swap ammo is not a benefit. It is a drawback.Fine, with incendiary ammunition, a DP character is average at single target damage. However, this only lasts as long as the refuse to change ammo types. Since the recurring point is that ammo-changing provides utility to render the set balanced, 'twould stand to reason that an inability to change ammo types ('cause you're keeping it locked on incendiary to be decent at ST, remember.) removes that utility, and thus unbalances the set.
I'm with Umbral on this one. Incendiary Ammo should be above average and the rest of the ammo types should be average, at least. You can't use all ammo types at the same time, so at any one particular time, you're weaker than all other sets AND you're under the gun to have much greater knowledge of your enemies and much greater situational awareness.
Here's the funny part: Dual Pistols requires a lot more work and a lot more systems knowledge JUST TO BE ALMOST AVERAGE! Every set needs to excel at something if its user is skilled or knowledgeable, and I've no problem with Dual Pistols excelling at adapting to any situation. But adapting to a situation only allows it to just about break even, never excel. And that's a problem. -
Quote:Right. If I combine this post and the old one, then I ought to look at theoretical numbers as a guide, but focus on the powers I use the most first and foremost. OK, I can roll with that. I'm not sure it's easy enough for me to judge how often I use certain powers, since I don't always watch for their recharge, but I'll keep an eye out.The important thing to remember is that everything hinges upon how you use your powers. If you've got Charged Brawl and Lightning Bolt and you use Lightning Bolt a lot more than Charged Brawl, it's going to make more sense to slot Lightning Bolt than it will to slot Charged Brawl (and this doesn't just apply to end redux). The various weights of the attributes of each power can weigh the benefits more heavily towards slotting one or the other but the final determiner, even when comprehensively analyzed, isn't damage, activation time or recharge: it's how often you actually use the power. Cycle time just determines how often you can use it. Whether you do or not (and how often you do actually use it) is a much more influential variable.
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Quote:While that's true as an option for the Architect, I'm unaware of any actual developer-made missions that use this, outside of specific unique tasks like the 5th Column TF, and that's just as likely coded with specifics, rather than "just ramp down."I think the main issue, here, is that some missions are hard-coded to Ramp up, Ramp Down, or be +1. And while the nice difficulty option can change the overall difficulty of the mish by +1, -1, or however many levels the ramp-up or down is still going to be there.
Ramp-up, for those of you who are unaware, is the coding method by which enemies at the front of the mission are weaker than the enemies at the rear. Giving a sense of progressively harder foes.
That used to be a common part of the game back in the day, with "front loaded" missions being commonplace, but they removed that YEARS ago, and I've not seen it since. Recently I've seen a few head-scratching missions that spawn enemies 2 below their level (below the actual mission level, which makes then -3 to me O.o), but I'm not sure if that's intended. I can't imagine why someone would do this intentionally.
Either way, if a mission is SPECIFICALLY designed to scale its levels, then I have no problem with that. Well, I do, but I can understand the design and don't want to dispute it. But at least for missions which AREN'T designed this way, I'd really love an option to lock enemy levels. They've done it once before. Ye olde old missions used to ramp enemy levels up a BIG way if your team was large enough, and they no longer do that. They just up spawn size. -
Quote:Since the forums keep insisting on bringing me back several days into the past and refuse to acknowledge that I've read certain posts, I keep finding posts that I haven't actually readI know we're unlikely to convince you otherwise, you have your way that works. I can't go as far as Goat, figuring out everything i might need, filling all my purchase slots with bids for things i may need in 5 levels. But crafting inventions you need can be as quick and easy as visitng the market or a vendor to sell that stack of recipes and salvage you have. Take a few minutes between missions whenever it's convenient for you to stop by a university and see what you can craft. Don't waste time at the market if you don't want, i rarely do. Just craft from what you have on hand. If you're doing tasks around your level and fighting a mix of foes you'll have all the parts you need for enhancements of your level. And a few extra minutes at a uni saves you more time and trouble with expireing enhancements later. Then if you still end up with some empty slots or not getting what you need then buy regular enhancements to complete things. Don't bother wasting your time replacing every invention every time you can use the next level. The whole point is you don't have to, freeing you up to keep playing. Taking hours is an extreme method, you can still utilise inventions without going that far. This is more directed at people that don't use them than you specifically Samuel, but your post happened to stick out at me at the time. In summary, inventions doesn't have to be work if you don't want it to be.

This idea is actually not too bad. Invent what I can whenever I pass by a university and dump everything else at the market, essentially getting a few free Inventions here and there. Huh... Not a bad idea. Not really something I can do at 37, since I can't wait a few levels for me to randomly get enough Inventions, but definitely something I can do at 47.
Cool
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Quote:I've not had a problem upgrading SOs ever since the Inventions system came out, because pushy people buy my salvage for millions. Easily enough to "buy it now" SOs, but not nearly enough to do the same to Common Inventions. With Inventions, it always has to be a major pain or staggered over several days.What it does is establish a baseline of power you know you aren't going to dip beneath. You can enhance further at your leisure without concern that your enhancements are going to go yellow/red. I have characters in the 47-50 range who will make a lvl 50 DMG IO when I have the stuff in my pocket but I don't have to worry about still having some 35's filling slots.
And maybe that's just me, but I've no problem with my enhancements going yellow. I never let them go red because I always get a new stack when I hit the next milestone, so the only thing I have to worry about is a slight drop in performance, which I can just establish as my baseline if I REALLY had to.
Trust me, I'm the last person on Earth who's going to welcome MORE maintenance over less, but I'll take a little pain every now and then over the pain of death even once. Upgrading to a new level of Common Inventions is easily THE WORST thing I have to do in the entire game. This is the absolute upper limit of fiddly busywork I'm willing to commit to. Anything more than that gets filed under "dog."
And I'd pay money if anyone gets the reference. -
Quote:If I remember correctly, both Empty Clips and Bullet Rain have an extra gun twirl pause at the end of the animation which, honestly, serves no practical purpose but to slow the set down, both practically and functionally. I would very much like to see those go completely. The pause at the end of Dual Wield can't be taken out, though, as the power has an enforced 1.67 second animation time as part of the Defiance format.1.) Remove the 'twirl gun' sound/animation end part from the Empty Clips power and the Dual Pistols power. What I'm talking about here is that after you use the EC and DP powers, there is a .2 (maybe .5 or 1 second) second delay where you can hear the guns 'twirling' around and you can't attack until it's done. I never really noticed it but lately I have noticed it and it's a bit irksome.
While we're looking at needless twirls, the gun toss in Piercing Rounds makes it longer than it needs to be. I don't mind the tossing of the guns itself (even if it's silly), but they just spend too long flipping through the air. They get the kind of air time that reminds me of something like Total Focus. They could just flip faster.
People did examinations of the Executioner's Shot animation, and many felt there was nothing to cut out. I'm not too sure of that, since it seems to have a pause right at the end before you can chain another attack that feels longer than it should be. What makes the attack feel even longer is that sometimes you draw your pistols before firing it, which gives you THREE separate gun twirls.Quote:2.) I would like to see Executioner's Shot sped up a little bit. Not asking for it to be 1 second total but...but maybe speed up a little bit?
Personally, I'd still like to see at least one of the two twirls native to the power go. It's a gun twirl. Do we really need to play finger-juggling with the thing? -
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Quote:The problem is that if the numbers are not good, the set ends up playing poorly, and not all of us are prepared to admit "Well, this character utterly sucks, but because it looks so cool, I'll keep playing anyway." That's not to say Dual Pistols is like that, but certain powerset combos have been, and certain remain that way even now.I play what I enjoy playing. If the numbers happen to be good on it, cool. If the numbers aren't the best, so what? I've been playing a claws scrapper since it had the worst damage per activation of any scrapper set (back when Slash had the baseball pitch animation that Impale still has)
Put it this way: If a character is so weak I die every other spawn, I'm going to play something else no matter how "cool" that character might be. There's nothing cool about a wimp who dies all the time and there's nothing fun about playing a character that makes me neurotic with apprehension of every damn fight.
Sets can be as cool as they want, but they still need to play well. And this myth that they can somehow have incredibly poor numbers and still play well because numbers are for number crunchers only only serves to keep underperforming sets underperform. Currently, Dual Pistols is not as good as it should be, on account of its annoyingly long animations. They may look cool, but just like sitting down to watch the entire Lord of the Rings trilogy in a triple-feature, they're still just too long. -
Quote:It's complicated to predict reliably, but it's not that complicated to build towards. You don't actually have to shoot for the absolute cap of 95% final to-hit, you just need to get over 90% and get into the highest bracket of the streakbreaker. From 90% to 95%, the survivability of your enemies drops by a little over 5% on average, which really isn't very much indeed. However, the WORST you could see goes up from one out of three hits to every other hit, even if the RNG hates you. Given that a single fairly common enhancement can get most powers past the 90% mark and many past the 95% mark (at least even cons), accuracy is easy to account for. Just single-slot for it in every attack and you'll be fine.You are forgetting accuracy too
if you hit more often you use less end as well. It is actually a very complicated problem and the randomness thrown in makes it almost impossible to analyze it imho.
This is especially true since you HAVE to slot for accuracy anyway, as unenhanced, your accuracy is very poor and cannot be made up with self-granted buffs that I've seen. So accuracy is vital, but it's easy to account for. Endurance reduction... Not so much, since it's much harder to cap that.
Well, there you go - empirical subjective evidence that I'm utterly wrong. Well, I can admit it when I amQuote:I have made a lot of melee toons cause of my bad altoholism but after 4 years I have found (by trial and error) that I last a lot longer in the early levels if I prioritize the smaller attack powers over the larger in terms of slots. I usually put in 1 acc and 1 blue then 3 reds unless I have a real end-hog set like /stone or fire when I put in 3 blues.
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Quote:Thank you for insulting me, but you are missing the point. My idea is to tailor my builds to the difficult I expect to face. No more, no less. I don't enjoy building for irrespectively maximal efficiency, simply because over-performance takes the fun out of the game and I have to look for harder difficulties just to provide a fun playing environment. Well, instead of looking to up my difficulty, I end up lowering my capability through build choices because that's the difficulty I've chosen to aspire to. I fail to see how this is your problem, or indeed any of your business.This entire thread strikes me as overly-controlling to a point of neurosis. It is a cognitive dissonance, to me, how someone can be so awe-struck at the reality that they will be fighting enemies of their own level or-- dev forbid-- +1 con.
I don't support this suggestion simply because it seems so overly unnecessary. If your idea of 'hard' is to fight even-level minions, then there may be some problems beyond the game.
Furthermore, my idea of "hard" very much IS to fight even-level minions if there are quite enough of them. My builds are not in any way optimal, but that's OK, because the game allows me to lower my difficulty. I refuse to be ashamed of this, specifically when it's a supported function of the system.
Finally, this isn't a question of hard or easy. It's a question of tailoring my own experience to what I ideally want to see. And when that experience deviates uncontrollably, this is made more difficult because I either have to build to be stronger than what I expect to see (which I don't want) or I end up ganked by enemies stronger than what I built for (which I also don't want). This is my idea of fun, this is my ideal difficulty. I don't question your choice in difficulty and I don't try to impose my idea of challenge and performance on you. Why do you feel obligated to impose yours on me?
Vindictively concluding that this isn't necessary because I'm a big baby is highly unproductive. So what if I am? It's my choice, after all. Look at the very idea behind the expanded difficulty settings. They were just as "unnecessary," because everyone could just go up to Invincible/Ruthless and stay there anyway, so +0x8 was pointless. Yet many people still preferred fighting many weak enemies over few strong ones. The point of the difficulty settings wasn't to give one more stop on a linear difficulty curve, it was to give players more spacial control of their difficulty, be it more enemies, stronger enemies or both, bosses, no bosses, no bosses but with AVs. The key word here is "control," and giving us more control over our experience is goal here.
This game is the best about letting players define their own playing experience. If I feel it's too hard, I make it easier. If I feel it's too easy, I make it harder. If I don't like fighting certain enemies, I don't. If I don't feel like power-gaming, I stick to basic supplies. When I cry foul and say "Wah! It's too hard! They're killing me!" the developers don't spring into action to tell me to shut up or go change the game to suit my whim. They simply give me the keys to keyboard and say "Don't like it? Fine. Change it to something you like. We don't mind." And instead of me hoping and praying for a patch that makes things the way I want them, I can go and change things into how I want them RIGHT NOW, and only for myself without taking other people's status quo away from them.
The mantra of City of Heroes, as repeated by its players, has always been: "More options is always good." And I agree with this. I'm merely asking for one more option. -
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Quote:That's kind of why I had to ask - my instincts told me to attack what felt like the most, but my math told me that my instincts were blind to the bigger picture. To be completely honest, I was all but convinced my instincts and, by extension, my 6-year-old practice was just plain wrong, but these are the cases where decisions are a little too big for me to make on my own. It may sound weak, it may sound submissive, but I really feel better if someone else can just basically TELL me that, yes, even though it doesn't seem to make sense, it does. Do it.[...]If you're curious as to why this seems so counter-intuitive, it's actually rather simple: humans suck at paying attention. We really do. 25 endurance for single power seems like a lot, especially compared to that other attack that uses 5 endurance. However, when you're using that 5 end attack almost 8 times more than you're using that 25 end attack, you finally see why. 25 just seems to be so much more than 5 when you don't have a relative context to put the two of them in.
I probably will, and see how that goes.
Understood. I have sort of a follow-up question - what of attacks that I don't use very often, like Lightning Clap? Or, indeed, Charged Brawl, since it's a melee attack that isn't always appropriate to be used. Wouldn't that end up lowering the expected benefit of slotting endurance reduction in the power if I end up not using it as often as I could (and probably should)? I know using powers less often than their cycle suggests would drastically lower their EPS, but even though it won't affect EPA, won't that still be less of a difference?Quote:[...]I would most definitely slot [endurance reduction] into those attacks that I use often and have the highest damage per activation second simply because I'd be getting the best bang for my slot. Because endurance and damage have a rather direct relationship thanks to the dam/rech/end formula, this also means that those attacks that have the best DPAs also tend to have the worst EPAs. Of course, because of the dam/rech/end formula ignoring animation time, the attacks with the best DPAs, fastest cycle times, and worst EPAs also tend to be those attacks that have short animations.
In short, yes, even though it seems counter-intuitive, slotting your "small" attacks will net you the most bang for your buck.
"Small" powers end up costing more than "big" powers in an attack chain simply because fast powers add up in a long string, but if I always emphasise the the big powers and end up often all but neglecting the small ones, wouldn't this lessen the impact? -
Quote:Yeah, that's always an option, but it is insufficient in two prominent aspects. First and most evidently is the question of which powers I slot first. The most expensive ones, obviously, but since I'm somewhat not confident as to which are the most expensive ones, that's a problem. Secondly, once I get around to multi-slotting endurance reduction (and I do, sometimes), then the question becomes what gets that extra reduction, given that I don't have slots enough to dual-slot everything.I pander to my instincts by slotting some endred in everything[1].
Since the smallest attacks get the best damage/activation time[2], for faster recharge they get their sixth slot first. This may give them more endred as a side effect.
[1]Got this habit from the forums; someone said something like "a DO's endred in all your attacks is as effective as slotted Stamina".
[2]A probaby disprovable generalisation based on Energy Manipulation and Broad Sword. -
Look, I'm not trying to squat on your begonias. It just reads a lot like the other thread. By all means, make it, but expect a few people to make the connection.
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I kind of feel the same way. I'm a much less social person, myself, but even I will admit we have the coolest community of any game I've tried to stick with.
But, really, I've tried other games, things that looked good and seemed like they would be fun. None were. I've tried Lineage II and it sucked. I watched a LOT of WoW and I have no desire to try that. I've tried a bunch of "free" to play Korean MMOs and none were worth playing in the long run. Almost without exception, other MMOs are just... Really, really boring!
They LOOK impressive, sure, but they don't ACT impressive. Lineage is a great game to take screenshots from, but it's a terrible game to capture movies out of, because it's stilted, chaotic and really rather spastic. It looks good in stills, but once you actually DO anything in it, it just fails big time. Even WoW, for all its questionable graphic design choices, still looks good, but again - it just doesn't look like a game that's fun to actually play.
And the grind. Ye gads the grind! It's like every MMO ever made was designed to be deafeningly boring! It's like they're deliberately trying to make them as unfun, irritating and time-wasting as they possibly could. Which, given that I've mostly tried Korean ones, may well be the case, come to think of it. But they just aren't fun to play. In fact, as Yahtzee explains in his review of Borderlands: "All those girl things like story and words are all just a framework for the missions." And I don't know why that is. City of Heroes at least TRIES to save face by giving you actual stories that those interested could read into, but most other games don't bother with even as much.
And I'm still galled by that quest a Lineage II blacksmith gave me, to go kill giant frogs in a pond because they ate his iron ore. Ugh! -
Quote:OK, that I can see, come to think of it. I know it's given me plenty of problems. I can usually see someone at the head of the stairs to shoot and pull down, though. Worse comes to worst, I can always pop my head up for a second, then quickly backpedal down the stairs, which usually only pulls down SOME of the clump up there.Going up the walled-in stairs to the third floor you can aggro a boss spawn and two random spawns to shoot you in the back, and you really don't have a way of pulling back since there's just that tiny corridor to fight in if you do.
But, yeah, I concede to that annoying problem. -
That's assuming you don't WANT to upgrade your enhancements, which I actually do. One of the chief problems I've always had with SOs isn't availability, cost or bother, but rather the fact that once I hit 22, that's as strong as my enhancements were going to be. If I could only slot one endurance reducer in a power, that's as much reduction as I was going to get for the next 28 level. With Inventions, this isn't the case. Inventions grow stronger as levels increase, so placing one at, say, 25 and forgetting about it is, to me, missing the entire point of Common Inventions.
