Slashman

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  1. Quote:
    Originally Posted by CrushingAbyss View Post
    1) CCP encourages people to buy multiple accounts. Multiple accounts is the standard way to play Eve and is far more widespread than in any other MMO I've played. How many unique players does it really have?
    Even if every person in EVE had 2 accounts(which I don't think is the case), they would still dwarf our numbers.

    Quote:
    2) Map design, character design and animation, and art assests in CoH are at a level of complexity, detail, and quality that Eve hasn't ever or will ever approach. Actually, the universe of Eve is pretty simplistic and dull. You have a few stations, jump gates, asteroids, and ships and that's about it. There isn't much to interact with.
    Map design??? It's set in SPACE? Map design?? Eve recently had a major graphics upgrade. It looks great. In fact, its look was one of the most complimented things about it. The fact that it wasn't overly complex...but it had very distinctive look and feel to it.

    What type of interactions do you expect to have with objects in space exactly??? I'm a little confused here.

    Quote:
    3) Eve PvE is essentially instanced. PvE storyline is more or less non-existant compared to what CoH offers.
    Eve has a lot of background and info on its universe. And they have recently been expanding PVE missions in a big way. Our PVE is instanced as well...so I have no idea what the complaint is. My point is that they are actively trying to do something about the holes in their game.

    Quote:
    Eve is all about PvP, but PvP is barriered off to new players by the real-time skill training system and momentum of the verteran players and corporations.
    Trash. I played EVE seriously for close to 2 years. And a swarm of newb frigates can still take down a battleship if the battleship pilot doesn't know what he's doing. I've seen a newb in a frigate take down a more experienced player in an interceptor. Also...being a newb doesn't stop you from flying ships in support roles in combat to larger and more experienced players' ships.

    Also, one of the richest people I knew in EVE never PVP'ed at all. She was total carebear.

    Quote:
    Hardly a smack in the face. The scope of Eve is smaller and not as well executed. The only thing that stands out is the player market system, and the vet players are working hard on breaking that.
    HAHAHAHAHA!!! A single shard, player run gameworld with more players than COX has is smaller in scope and not as well executed. Yeah that's really reflected in their bank accounts at the end of the month.

    Quote:
    Back on topic, CoH would require lewtz progression and end-game raiding progression to draw bigger numbers. The big carrot. The epeen competition. That's not the game I want to play though so I'm pretty happy with the direction they've taken CoH so far.
    I don't think that's a requirement at all. It might be nice for some prospective players...but I think our problems are broader than just a few things to put a 'carrot' in our game.
  2. Quote:
    Originally Posted by Golden Girl View Post
    Id they're that powerful, then they couldn't be captured
    Being that powerful would in no means guarantee that they have no weaknesses or vulnerabilities.

    History isn't full of examples of people who used power exclusively for the greater good. Governments being fine examples of the exact opposite. Taken a look a China recently? I have absolutely no faith that any government in the world wouldn't try its utmost to control and use any individual with a significant amount of power, regardless of the altruistic intentions of this individual.

    Watchmen is a much more believable scenario than Justice League. Even with all his power, Dr. Manhattan ended up becoming a tool of the government...used to do some rather despicable things to end a war which had no right being fought in the first place. Oh hey...that sounds a bit familiar...
  3. Quote:
    Originally Posted by Mental_Giant View Post
    That's not an opinion; it's a well documented fact that bind on acquire is moronic.
    So then my last girlfriend...?
  4. Quote:
    Originally Posted by Agonus View Post
    I'm not "defending" the game. I want to see it prosper and last. What I'm doing is applying the known fact of superhero comic sales on the global market to the game. I think it's a fair comparison.
    I'm not trying to say that we can become WoW or EVE. But I honestly think that this game has suffered from underdevelopment. It's not about duplicating EVE's open world PVP(which really isn't all there is to EVE) or even about being a sandbox game.

    I honestly don't think that the fact that superheroes aren't as popular as fantasy is the major reason behind our numbers. The major criticisms that I've heard leveled at this game from both reviewers, and past players as well as people on game forums all over the internet do not include the fact that superheroes aren't fun or popular. I'm not saying that's not a factor for some people. But if superheroes really were that unpopular, why did Arkham Asylum do well? Could it be that was just a great game with a lot of good marketing behind it?

    Quote:
    EVE really has that many players?! This is the "spreadsheets online" game, right?
    Last count was around 350K+ I think. It's doing quite well.
  5. Quote:
    Originally Posted by Golden Girl View Post
    The government in real life protects the privacy/identity of some CIA agents - so it'd do the same for superpowered agents too.
    1) Why would you assume that someone with superpowers would want anything to do with the government?

    2) Why would you assume that the government would want to do anything other than exploit someone with enough power to level a city?

    3) We're all assuming a lot about the background of the superpowered person to begin with. He/she might have no family or secret identity to protect(Hancock). They might also be from a totally different universe/planet etc.
  6. Quote:
    Originally Posted by Agonus View Post
    Superheroes are a niche US market. And on that note, how many CHV players even read superhero comics, let alone current ones?

    Also, abysmal advertising/marketing.
    I'm actually rather tired of people using the 'superhero niche' argument to defend COX. If you make a good game and market it well, the niche hardly matters.

    EVE Online is about as niche as you can get. It's a small niche, within a niche. It has more than 3 times our numbers and it started with about 19k players. That wasn't an accident. Nor did it happen because CCP had a huge fanbase before the game was even launched. They took a game that was bug filled and messy at launch, and with no publisher, brought it far past what COX has ever achieved. That should be a smack in the face to us.

    COX has spent far too much time hiding behind customization and instanced missions and not enough expanding its core gameplay. I love our costume creator, but you can't build a game off a front loaded feature.

    Instanced missions should be the perfect way to deliver many unique forms of gameplay to your players...instead so many of our missions blur into the same static and uninteresting environments, that you eventually stop even caring what map you're on past the fact that you hope this last cave mission doesn't have the 'doughnut room of death'.

    I'm hoping to heck that GR really does turn this game around, because its almost painful to me to see such great potential dribbled down the drain. I hope that this lack of more info on GR is hiding a truckload of great stuff, because this game is long past overdue for something awesome. And no, Captain Dynamic(and AE) wasn't it.
  7. I've probably mentioned this somewhere before...maybe.

    In any case, I can't feel comfortable pre-ordering this expansion without some actual additional data on what's coming with it. The website is still very lean when it comes to actual scope of content with this expansion.

    I mean...what am I paying $30 for? We are getting Ultra Mode in I17, Dual Pistols and Demon Summoning coming into the game early as well. If the most talked-about features are coming already, what's my pre-order money buying?

    I want to buy an expansion for this game, but I'm not so keen on buying blind. Even the CIA-like marketing department should be able to figure that folks will want more info before plunking down money. (Of course this will prompt replies from dozens of people who will proudly proclaim that they bought multiple copies without batting an eyelid).

    I just think there should be more concrete data about a product that is on pre-order. Especially since several of the things that were promised with said product are being released into the game ahead of time. What's left for us to get excited about?
  8. Quote:
    Originally Posted by Zikar View Post
    Part of the "problem" is that there is a complete and total over saturation of MMOs. There's only so many people who play online games and are willing to pay a monthly fee.

    I think the MMO market has just grown too fast. There'll be a crash and then we won't see any new MMOs for 2-5 years.
    The problem is that no one is making interesting MMOs. No one is innovating in the genre, and each new one that comes out is just another cookie cutter rehash. I don't know how much of the same publishers think the market can absorb.

    WoW has the fantasy MMO genre completely covered. EVE has demonstrated that a single shard, player-driven, sandbox MMO can work. Why are developers continuing to repeat the same old same old?
  9. Quote:
    Originally Posted by Smite_King View Post
    I for one, am going to jump on this because they had me sold at Switching sides AND new starting content.... Praetoria and Ultra Mode are a bonus XD
    Perhaps I'm a bit too much of an old and grizzled gamer to say that anything has me 'sold' with just a few details. Too many instances of blind faith in gaming leading to disappointment. And while I do think that the dev team here is a great one, I'm still not going to commit to something just because something is coming.

    Quote:
    Edit: Anti-Aliasing, whazat? cause im not sure if its me... (quad core at 2.63 ghz and ATI Radeon hd 4350) i turn it off and things stop skipping 1-2 secs
    You need a video card upgrade in a bad way. A Radeon 4350 is just barely above integrated graphics level. Ultra mode may not be kind to you. You do have a good processor though, so it should just be a matter of slapping in a new graphics card.

    Anti Aliasing is(to put it in layman's terms) a means by which jagged edges are removed from rendered objects in games. It's usually referred to as FSAA(Full Scene Anti Aliasing). It basically makes objects look smoother and more realistic. For your type of graphics card, though, I can see where it might put a strain on things.
  10. Quote:
    Originally Posted by Smite_King View Post
    i think her hubby was talking about Praetoria, it was built around Ultra Mode, and having to wait till july to use it, but you are right, Ultra Mode is I17 and will definatly be improving on Rogue Isles and Paragon City
    I love improved graphics as much as anyone else. Well enough to force Anti Aliasing in Mass Effect 2 via nhancer(thanks for messing that up nvidia...fix your reference drivers dammit!!).

    Updated graphics don't equal new content, just prettier scenery. My issue with all this pre-order talk is that at the end of the day I still have no detailed idea what I'm getting in GR. If they are giving us stuff that was supposed to be in GR in a regular update, what exactly am I slapping down money for?

    Until I know that, I'm not thinking about pre-orders. At this point it's still like buying a pig in a blanket. Well not really...since I have no idea what actually buying a pig is like. I mean I buy pork, but that's probably not the same thing as buying a whole, live pig...

    In any case. When they decide to actually give some information on GR that isn't hazy PR speak, then they might be entitled talk about confusing pre-order bonuses.
  11. Quote:
    Originally Posted by craggy View Post
    I really hope none of us think that's the proper way to do things in the real world.
    Wait...there's really something wrong with that?

    Someoneshouldatoldme...
  12. Quote:
    Originally Posted by Golden Girl View Post
    A game is for fun and entertainment - and I don't get any fun or entertainment by doing evil things in a game, so I don't play them if they don't suit me.
    Which doesn't really clear up my query, but ok.
  13. Derailed or not, it irks me no end to see a comparative discussion of 'morality' in a game's PVE content.

    The only valid reason for not playing one side or the other is if you want to miss the content that is offered. And if that is so, it should be due to that content not being well designed or frustrating to play for reasons of mechanics, bad writing or poorly designed enemy groups.

    Purposely missing an entire chunk of well-written(I dearly hope) and fresh content because you think you are taking some kind of moral high ground in a world made entirely of the contents of your hard drive and the developers' servers is so ridiculous it really isn't all that funny.

    I have no idea if Golden Girl's eye winking emoticons are an attempt to say that she isn't taking this discussion seriously or if they mean that she is taking it seriously and using those to cover the fact that she believes not playing a 'villain' in a game makes her a better and more moral person. If it is the latter, it's a really sad case of a naive individual. If it is the former, well played I guess.
  14. Quote:
    Originally Posted by Oddballica View Post
    I think that is a big thing. Why would they market it strongly right now when in a few months they will have a shiny better looking game with more features to market? You push that, as that is what will bring in new people.
    It's called building buzz and hype. Very acceptable tools to use in the videogame industry. Game companies hype and market their games strongly even when they are in shaky alpha stage. They don't do full demos, but they certainly keep releasing screenshots and designer diaries with bits and pieces of info until the game hits. That's standard practice for MMOs and mainstream video games alike.

    Quote:
    I'd be suprised if Other Superhero MMO had less, since it's a pretty new game. You're comparing the marketing of a new game to an old game, of course the new game will have more. If an MMORPG kept up the advertising budget for release for the lifespan of the game you would get a lot shutting down faster.
    I don't think anyone is advocating that. But I think it's strange to have a community that complains about a game's marketing technique. It should tell you something that so many people are saying that they heard about this game by accident and not by the usual ad channels. It's simply kept out of the spotlight too much.

    Again, more than doubling the staff, putting so much time and money into a new boxed expansion and you can't give any of the features that are coming apart from the graphics upgrade? You can't release enough info to make a small designer diary on a semi regular basis? It's almost made me afraid that there isn't much more coming in GR to get excited about. Is everything that's being done in GR so huge and game changing that there are no features you can talk about without ruining everything? Not even QoL features that may be going in?

    I want to believe that this is all part of a master plan, but I keep feeling like it's just shoddy marketing. If I'm wrong I'll gladly admit to it, but this is an age where hype sells your game. Old or new, building buzz and keeping in the public eye on a regular basis continues to net folks who might otherwise miss your game. There are too many examples out there for me to think otherwise at this point.
  15. Quote:
    Originally Posted by UnSub View Post
    Please don't use WoW as any example for what MMOs should do. It launched with an international advertising campaign and had a pre-launch campaign that covered a lot of different channels. EDIT: Plus it pulled players from existing MMOs first, who then told their friends to come play.
    I really dislike WoW. So I'm not using them as an example that COX should follow to the letter. Also, WoW did not, in fact, get it's majority of players from other MMOs. When it launched, there simply weren't that many MMO players to pull from. A significant number of WoW players were already Blizzard fans. I'm talking about where they pulled the rest of their players from. It wasn't by 'killing' other MMOs. They got people playing that had never played MMOs before, or indeed even a PC game.

    Quote:
    Ultimately WoW has earned the billions that their marketing department can use to spend on celebrity endorsements. CoH/V earned something like US$26m last year in revenue (might be a bit more or less, currency conversions being what they are) and I don't think that their marketing department is getting a huge proportion of that budgeted to them.
    No one is advocating celebrity endorsements. At least I haven't seen that in this thread(correct me if I'm wrong). As someone pointed out though, if even Mom & PoP businesses can get some kind of tv ads out, then I can't think that we couldn't do it also. And even if we can't, I still don't see what we're doing now that counts as the alternative. If you truly think that COX is as well-represented in the public domain as it could be, then I can't argue with your opinion. I'll also point out that EVe online has no tv spots either and I was seeing more of that title even when COX had superior numbers to it. If that doesn't tell you something then I honestly don't know what will.

    Quote:
    The other thing that CoH/V runs into is that even perfect non-MMO sites that might contain thousands of people who all desperately want to play a MMO it might not be that easy to target. Paragon Studios' marketing team might be (actually, probably is) constrained by NCsoft's overall marketing decisions, which means they can't just pop out and choose whichever sites they want to buy ad space on. It makes sense for NCsoft to keep a close rein on which of their titles are advertised where so that internal conflicts (say CoH/V vs Aion) don't occur in advertising purchasing decisions or at key information release points.
    This begs me to ask again, why more than double your staff and spend even more money on top of that to produce and expansion, when you don't intend to grow the playerbase of the game? They could have added less people to the team and then simply gave us meatier issues as continued free updates.

    It could simply be a case of me not getting it. I'll admit that I'm wrong if someone ever speaks out and explains the methodology of it all. Until then, I suppose I can only look from the outside and speculate at what I perceive to be a very good game not getting its' fair share of the spotlight.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    I can't say whether marketing is or is not doing a good job, but I'm inclined to vote the latter for a simple reason - I have not, to this day, seen more than a couple of references to City of Heroes. Ever. I may have seen a banner add somewhere on a site I found by chance, and I may have seen it mentioned in a list of MMOs. That's it. I don't know what sites it has banner adds on, but they aren't the sites I visit. I was not an MMO player before I learned of City of Heroes and, judging from my forays into other MMOs, will never be one. I enjoy City of Heroes exactly because it is not like an MMO, and I think it's a mistake to try and market it to the hardcore MMO fans.
    These are my thoughts almost exactly. I'm not obsessing over info on GR. But I am continually amazed at how few people really know about City of Heroes and how that seems to be an acceptable thing for the marketing dept or whoever calls the shots.

    With all due respect to Castle and his post, I am so tired of hearing about how we are six years old now and we should just be happy that the servers are still live(at least that's what I keep hearing from people on the forums and now devs as well). EVE is older than we are and started with less than 20k subscribers.

    Olantern's point about focusing on veteran subscribers seems to be right on the money. It almost feels like we're on a leaky boat and we've just come to the point where we're patching holes to stay afloat.

    The ironic part is that with GR we're overhauling the boat and expanding it, but we're still only willing to carry the same number of passengers we had when the boat was a leaky little skiff.

    Quote:
    Secondly, the point of advertising, despite what television may have taught you, is not to annoy us or brainwash us, it is to inform us that a product does, in fact, exist, and maybe make us interested in checking it out. I found and tried both Dragonica and Dungeon Fighter Online simply because I saw a cute ad for them on ICanHasCheezburger, back before localisation started showing me crappy Bulgarian browser games I'll never, ever try. Dragonica caught me banners of cute, anime-style ganguro girls in Fantasy armour while Dungeon Fighter Online caught me with what looked like arcade fighter gameplay right on the banner. And I'm pretty sure those were "Ads by Google."
    Again this is the point that I think most people who are protesting the marketing strategy of the game are trying to make. The marketing department may well be doing something, but if they aren't doing that something in the right place, then it's almost the same thing as doing nothing.

    Quote:
    Aiming for MMO enthusiasts is a mistake. Aiming for a broader audience of general gamers, and indeed non-gamers seems like a much better choice, specifically considering we have so many people here for whom City of Heroes was the first and only game they played. Targeting more general areas of congregation might also be a good idea. Again, places like the many "funny caption" blogs tend to get a lot of traffic.
    One lesson that WoW taught that MMO devs don't seem to ever learn is the value of creating your own target audience. Don't try to be the MMO that 'kills' one MMO so that you can succeed by getting their subscribers. By the same token, COX needs to appeal to people who are not MMO players. I suspect that most MMO players already know about COX. A lot of them have bad preconceived notions about it as well from what you read on MMO forums(some of these are well founded...but still). COX is superior to a lot of the stuff that's out there and, in general, most folks still don't know about it.

    Quote:
    Just put it out there for people to see. It's silly that I had to learn about this game from an article on SomethingAwful.
    This, a thousand times!
  17. Quote:
    Originally Posted by Radubadu View Post
    A couple things in your post that I'd like to comment on... don't take this as me giving you crap... just some observations...
    You should probably be forewarned that Samuel Tow doesn't think quite like most folks when it comes to games. I'd explain it to you...but I don't actually think I'm capable...just used to it.

    In any case, in terms of the too repetitive criticism: I do tend to agree that this game is guilty of that. Of course, as people have pointed out here, all MMOs are like that.

    I actually don't think that they all have to be like that. In fact, I believe that needless repetition is a fault of game design. Sometimes a lack of imagination, sometimes a perceived limitation. A lot of times, it's a reluctance to let go of something that's been done before by a game's peers and predecessors.

    What I find interesting, is that in a genre like the MMO, repetition is something that should actually lessen over the course of a game's life, not increase. And yet we often see exactly the opposite happening.

    How long have people been asking for new and different things to do in the game that don't directly involve combat? Things that superheroes do that people find compelling and yet break up the constant fighting as the only way to get anything done? I'll give you a hint...it's been since around Issue 1.

    We have, hands down, the best combat system in any MMO I have played to date. I don't say that lightly. Fighting in COX is great stuff. We have the best costume/character creator in any game I can think of. And yet, with those 2 strong elements, we haven't really seen our numbers growing over time. Stable with very slow degradation is probably where we're at.

    Now if I voice the question as to why this is, I'll probably incite a mob of angry forum defenders pointing out that I don't know anything about MMOs and that they are supposed to decline in numbers as time goes by and that WoW is an aberration(which it is...and somewhat an abomination...) etc. etc.

    In my mind(and I'll willingly admit it's probably a scary place), an MMO is supposed to do exactly the opposite of what most MMOs end up doing. I'd say that an example of a perfectly executed MMO is EVE Online. Not because it's a space MMO, or because it's a sandbox MMO. But because it started out with less than 20k subscribers at launch and is now making COX look pretty small in comparison.

    I don't think a fantasy setting is the key, or a sci-fi setting, or a modern superhero setting. I think the key is in having a good core game with strong elements and then building and expanding on that game. Not only building up those strong elements that you got right at launch, but expanding and adding meaningful breadth to the game as you go along.

    I think COX failed at some of this in a real way. And I don't think that even if the OP was to hand-hold more folks and point them at 'better' content, that he'd get the player retention people think he might. That shouldn't be a requirement of any game.
  18. Slashman

    Grav/energy help

    Sorry I haven't replied before now. I got kinda busy.

    I am level 20 and my next power choices(at 22) are between Whirling Hands and the AoE hold(I think that's right).

    I like Bone Smasher, but wasn't sure if Whirling Hands was a good accompanying melee move for it.
  19. Slashman

    Takin' A Break

    Quote:
    Originally Posted by Samuel_Tow View Post
    Because no-one ever asked for that? And no-one ever cheered when it happened? Or is that another one of those "Yeah, but that's just YOU!" arguments that I seem to pick up like a velcro kitty rolling around in cotton sweaters?
    There is never a move that is made by the dev team that is universally cheered or universally hated. So to act like there was no one who thought that the 2 or 3 consecutive xp increases plus smoothing and Patrol XP was a bit much is as misguided a notion as stating that no one liked it. I know among my friends and SG mates who are mostly silent on these boards, there was a lot of queries as to why Patrol XP got added. It wasn't like debt was even common anymore and we needed something to stamp it out completely.

    I will still stand by the fact that leveling faster so you see less content, is not an appropriate substitute for adding more content. If leveling was indeed too slow then I'm fine with correcting it.

    If leveling is too slow in some places and some level ranges, then correct that and that alone where appropriate.

    I'm fully aware of the options to increase levels for missions and to turn off XP. How aware is the average new player? And why should anyone need to keep fiddling with level settings to maintain their desired level range on arcs and missions? Now if setting the mission difficulty at '+ whatever level' meant that your missions always stayed at '+ whatever level' no matter what level you were, relative to the contact, that would be something else.

    Quote:
    I thought I already agreed that low-level zones need to have their level ranges readjusted. You have a good point and I plead no contest, but this is not something that is incompatible with a faster experience gain.
    Ok...noted. And I agree that it's not incompatible with faster XP gain. It is, however, currently not setup to work with our faster XP gain.


    Quote:
    That's assuming temporary travel powers at level 5 were introduced to help with the Hollows, and I will throw you a party if you can find official confirmation that that and only that was the case.
    I never made that claim. If you read my post and infer that, then you might want to reread it.

    Quote:
    Specifically since they popped up in City of Villains before they showed up in City of Heroes. As far as I've seen and as far as I can tell, they were added because people were ******** that it took too long to get anywhere, so the developers decided to throw them a bone.
    I wonder if people would ***** as much if mission doors didn't take you needlessly to the opposite end of the zone that you were in, but instead gradually got farther away as you got into a new zone and started working for a contact. I think a lot of that is also messy design. Sending me as a level 2 hero to the opposite end of Galaxy or Atlas where I have to dodge level 5 and 6 goons is really dumb! It doesn't make me feel heroic to have to sneak past purple spawns. And I can only imagine how much fun it is for newbs who don't really have a handle on the con system yet.


    Quote:
    This is a move to which the reshuffling of the Hollows has precisely no relevance. JUST better travel did not make up for it being a terrible zone, and it being a better zone didn't help people travel in other zones.
    Keep that in mind, because when you say the following...

    Quote:
    These are two solutions, but they are not aimed at solving the same root problem, in the same that putting oil and gas in your car both help it go, but in pretty much vastly different ways, and one doesn't really cover for the other.
    One solution solves a problem in a specific place and situation. While the other has an impact globally. That's been my point from the beginning. I'm wary of applying global solutions(like travel powers for all at level 5) before looking at why people are finding travel to be a problem. Maybe the issue is that zone design and story arc doors are messed up and need fixing.

    I'm not saying that temp travel powers are the devil and should be cast down, but maybe having them is also causing some negative side effects. Like people not wanting to spend time in zones and simply fly/hop to doors, maybe missing things that the devs would like you to experience while traveling about your business in the city.

    Quote:
    Erm... Are you asking for things to SEE or things to DO? Because what you're describing here is NOT things to see in any definition of the word I'm aware of. Things to see would imply scenery that's there for you to see it if you can find it, and not specifically designed to actually DO anything. And of that, there is plenty, even in Perez Park. There's the famous little bridge, the little pier and a lot of frankly spooky locations hidden in there. You don't do anything there, but they're just scenery. They're there to be seen.
    I like scenery as much as the next guy, but I don't only like scenery. I'd also like to have stuff to do along with a nice picture to look at.

    Quote:
    I can't disagree with more things to do in the overworld, as I've suggested ideas about them, myself, but that's not a failing of zone design, it's a failing of mission design, which isn't really relevant in the slightest to altering or not altering a zone's geometry design. Places to put such encounters in existing zone are plenty. We don't need new places added for this. Stuff them in a tunnel, in a back alley, underground or on a rooftop. There is enough to choose from.
    I can agree with that. It also depends on what the devs want to accomplish with a zone 'revamp'. Maybe they want to give the 'new zone experience' wherever possible. Although I can see that taking more time and resources, it usually turns out to be for the better.

    Quote:
    "Outdoing the developers" doesn't assume that what I've seen in the Architect is great, it just means it's better. In the same way that I don't need to run faster than the bear, I just need to run faster than YOU. I hold a few specific story arcs in very high regard, but I can count the number of them on the fingers one one hand, and even them I value more for their overall implications than for their direct writing. Everything else in the game is pretty much, to quote Yahtzee: "Enemies over there. Kill they ***." And it's not even very well masked the majority of the time, especially in older content. The very point of my argument is that the developers could do a LOT better, and that they should actually put some more effort into those missions and clues, and possibly hire a professional writer to write these things. I keep hearing there is one, but I see no evidence for such a person in it in any of the recent content that we've seen.

    The fact that players can outdo the developers in terms of content while facing all the serious limitations of the Architect isn't so much a praise for the players that do that. It's a criticism of the developers. One only hopes Going Rogues will change my opinion, but it would have to take a big step forward before that happens.

    And even then, the architect has appropriately a zillion crappy arcs in the architect to every half-decent one, so even if there are diamond in the rough out there, I don't feel like diving face-first into the toilet to fish them out.
    This is kind of my point though. If MA was never released to the players, I wouldn't get all broken up about it if I knew the developers were using it, along with their ability to really add new assets to arcs and missions, to give us all better quality content overall.

    Maybe I'm spoiled, but when SDKs and dev tools get released to the public, I'm not looking to see more of the same stuff that I've been seeing before.

    I'm looking for wow factor stuff. Like Adam Miller's work on NWN and NWN2. Or like the guys who made Mechwarrior out of the Crysis engine. So yeah, there are some nice stories in MA. Like the Do it yourself Moonbase project. I love that. But in the end...it doesn't offer me anything much that I can't get from playing regular dev content.
  20. Slashman

    Takin' A Break

    Quote:
    Originally Posted by Perfect_Pain View Post
    In my imaginary bubble...

    I think foes should be your level. Period.

    If I am lvl 33 and in Atlas and decide to kill a Hellion, he should turn to me, laugh in my face, pop some sort of pill/suringe and turn into a lvl 33 Hellion. And then he should kick my @$$... and laugh at me.

    I think then we'd all laugh at you...
  21. Congrats to all the new folks at Paragon Studios!

    And congrats as well to those who have received promotions!

    Sounds like exciting stuff is in the works...
  22. Slashman

    Takin' A Break

    To be clear, I'm not advocating that they again slow the leveling speed or remove the level curve smoothing that's already in place. I'm trying to illustrate that many times, the initial response to a problem does not address the core cause.

    And further, that once you put some things in place, you can't simply remove those things because of player outcry. Even when you may have realized that you made an error in your implementation.

    COV's contact progression meshed better with a slower leveling curve(at least early on). I never ran out of contacts in COV. The problem was the number of contacts that areas presented and the lack of alternate choices to them. Like how you pretty much have to do Diviner Maros after a certain level in Sharkhead. Things will just point to him. That's annoying, not because of leveling speed, but because of lack of choices for alternate contact paths.

    When you push increased leveling speed into those sorts of situations, you still haven't presented more content to the player. You've just made it so that the content he has gets him leveled faster. To me, that's not always the ideal solution. Sometimes all you needed was more content in a given place. Another starting contact or two, an alternative to Marshall Brass and Seer Marino etc etc.

    I'm sorry, but I find it annoying when I'm on the Marshall Brass arc and I outlevel it right smack in the middle. Maybe if his level range was extended into the lower 20s it would be fine, but right now you pretty much get that every single time. Dmitri Krylov(is that spelled right?) is also a contact that I find myself outleveling in the middle of his stuff very easily.

    It's not that I'm hung up on leveling speeds, but I care about my toons finishing what they started while still getting decent XP for it. Sure there may be a time when I turn off XP so I can get in a whole arc that I may otherwise have not gotten, but to have to have to do it in the normal course of gameplay grinds my gears.

    In terms of travel powers. This game has faster travel than just about ANY MMO out there(I don't know Champions well enough to include it). People coming into this game from other MMOs will hardly be able to judge that they need a flight pack so they can safely get to their mission zones as soon as possible.

    What will stand out, is how annoying it is to get from one place to another. How difficult it is to negotiate terrain etc. The Hollows is showcase for bad zone design in terms of door distance from contacts and mob placement. It was just flat out annoying. Giving people early flight packs and Zero-g packs didn't make it less annoying...hence the mini-revamp.

    I personally don't believe that bad zone design should be countered with temp travel powers. If people want to entirely avoid being in your zone apart from going to the doors there, then that's an issue with the design of your zone. Fix that first. Applying a blanket fix of temp travel powers will also mean that people may also end up missing stuff that you want them to experience in other zones as well.
  23. Slashman

    Takin' A Break

    Quote:
    Originally Posted by Samuel_Tow View Post
    You musta' been reading different forums from me, then, because where I was I kept seeing thread after thread about the boring grind and slow levelling and how it sucked. Experience increases were done by player request, and I dare say as a result of player research, displaying analysis of the scope of experience increase with levels that could best be described as "schizophrenic." We got a levelling boost not a few months after this was posted.
    And the devs applied an XP increase once. Then again, plus more level smoothing. And THEN they dumped Patrol XP on top of all that.

    Quote:
    And, really, they gave you the option to turn off your experience if you level up too fast. Far as I'm concerned, levelling in the 40s is still too boring slow. Not impenetrable like it used to be, mind you, but then I don't expect a character to last me a year like it was back when I had to burn myself out three times over just to get to the damn end. I am not prepared to be convinced that a levelling speed is too fast. If I miss contacts, I'll pick them up next time around. Or in Ouro. Or I'll disable my experience.
    It's not about missing contacts. It's about progressing to the next contact and finding that you can't get missions from him/her. Or that he/she only gives a one off mission. Or that you get a string of those before you hit a contact that can finally give you some arcs you can settle in and play.

    It's about Port Oakes only lasting for about 2 levels. Why make a zone and fill it with contacts and have people handily outlevel them almost before they leave the previous zone? That's essentially taking options away. I honestly don't expect a toon to hit every contact in every level range on their way through to 50...but why should my contact list be filled with inactives who have only referred me to another contact...which might also be invalid for my level range?

    Quote:
    I don't know if that's nostalgia speaking, but as far as I remember, there was never a time when people enjoyed jogging through the Hollows and exposited about how much fun it was to not have a travel power. I don't remember anyone ever looking forward to a travel power with glee (outside of genuinely new players) so much as looking forward to a travel power with a grunt and a snark about how much it sucks to not have one. Even I, who enjoy running around the place, will only go as far as to say that "it's not so bad." I will stop just short of trying to claim it's good, because spastic enemy level fluctuations from useless grey to impossible purple makes such treks increasingly pointless as you level up.
    The Hollows didn't always exist. Temp travel powers didn't exist when the Hollows first appeared. And having a badly designed zone, in terms of navigating through areas with no decent gaps between enemy groups was a purposeful and misguided design decision. It was made with the assumption that you'd always get a group together and fight your way through to whatever door objective you had. It was a stupid zone design that they have only recently made an effort to fix...and now that's a moot point because of travel powers at level 5.

    That's what I'm talking about where you apply one solution but you would have been better served by fixing the core of the problem in the first place.

    Quote:
    Additionally, asking for "fun things to see" to be put into the zones is... Kind of missing the forest for the trees. There ARE plenty of fun things to see in the zones already, and people who've taken the time to explore can give you a full list. Suffice it to say that even the inside of Perez Park, despite being essentially a generic jungle, still has plenty of interesting things to see in it.
    That's nonsense. Apart from random enemy spawns, what fun things to see and do do you come across in Perez. Most people hate the forest maze of death. There is no advantage to exploring that death trap apart from maybe getting an exploration badge.

    I'm talking about adding things to zones like missions from NPCs in passing. Where taking down mobs leads to clues that can give you mini arcs to pursue. I'm talking about where going through a zone gives you something to do besides fight random mobs for LESS XP than you would get if you were in an instanced mission.

    Quote:
    The point of the Architect was to let people tell their own stories. And unless you are incapable of writing or reading, the current system does nothing to stop you from doing just that. And if you are a good enough writer (and many are), there's nothing stopping you from outdoing the developer content which, quite frankly, does not seem to have been written by a professional in the majority of cases. That's the beauty of the Architect - it gives you the ability to outdo the developers in the one aspect that has no practical entry cost - writing. And I happen to think that good writing and good scripting is what makes an arc or a mission good, not custom enemies or annoying game mechanics.

    If anything, some of the best arcs I've played have proven that you don't need fancy game mechanics to do it. They've shown this by avoiding any of the "eccentric" and annoying objectives like manual escorts, running bosses and needless kill-alls.
    That's interesting, considering you've argued with me vehemently that you don't find architect arcs and missions to be anything great and that you weren't very impressed with what it was turning out. You've changed your mind now, I take it? You've found those special arcs that have changed your perspective?
  24. Slashman

    Grav/energy help

    Hey everyone,

    I was wondering if Whirling Hands is worth it to take for my grav/energy dom.

    Energy assault isn't really big on AoEs so I was wondering if this was a waste or if it delivers decent damage.

    Thanks.
  25. Slashman

    Takin' A Break

    Quote:
    Originally Posted by konshu View Post
    I'm a veteran player, and I'd have to say the devs have not sold me on GR yet. Am I supposed to buy it for the new level 1-20 content? You mean the stuff that was so unimportant they couldn't be bothered to fix it for years?

    Or am I supposed to buy it so I can have my villain toons cross over to the hero side and do all the old content thre? Or have my hero toons cross over to the villain side to do all the content I've already been doing since 2005?

    It's kind of crazy thinking to me. Not sure where the appeal is, except for the two new power sets. And out of that, all I really like is the whip.
    I have my doubts on this as well. I don't anticipate a mass exodus for my toons on any side. The only times I really want to side switch are when my SG mates are playing blueside(as they play there more) and I want to play a villain. I don't have the desire to take a blaster redside and fight Longbow or the Legacy Chain.

    I'm going to give the devs the benefit of the doubt and assume that some really good stuff is coming that they have not announced.


    Quote:
    Count me as one player who was seriously disappointed by the devs' decision to accelerate leveling at the start of the game as opposed to adding more content options.
    Count me in on that as well. When we, the players, were pointing out content gaps in the leveling process, we really only wanted more content to fill those gaps. There was no public outcry of slow leveling. Power levelers will always find ways to do it faster.

    Wrong prescription for the problem there. Then they added Patrol XP on top of that. We didn't need that as well.

    Quote:
    I agree, but again, I wasn't consulted on that decision.

    I actually enjoyed the challenge of Sprinting through The Hollows. What the devs did was add jetpacks and zero-g packs instead of correcting the "distant door" problem in the lower levels of the game.

    It's a pattern they have. They tend to pick the wrong solution for the problems.
    That's exactly what happened. Travel powers used to be something you looked forward to at 14. And while I am just as guilty as the next guy of using the temp powers, I can't help but feel that something got lost along the way. Making zones a bit easier to navigate and putting fun things to see and do along the way would just have made for a better solution.

    Quote:
    While the devs did eventually create a toolset for players to make their own content, they've actually done very little since 2005 to help people enjoy playing. Most of their attention has been focused on adding rewards, such as the IO system, the xp smoothing, the day jobs, and so on.
    I keep saying that the Mission Architect came at the wrong time. We didn't need player created content, because that content is limited by the scope of all the dev created content in the game. It can't exceed it in any way aside from story content. It can only tell a different story. The core game needed upgrading first and foremost before you attempt to let people show off what they made. Because unless you look very closely, you're going to see the exact same thing you've been seeing for the past 5 years, story aside.

    That is, someone who was a past player of this game coming back and looking at someone playing MA stuff will not truly see anything different apart from custom enemies. And even those enemies won't have different powers than what we have in the game...just powers mixed from what we all know.