-
Posts
746 -
Joined
-
Quote:Hmmm...I didn't factor in the advertising costs. The Rooster Teeth video campaign couldn't have been free either. Although when you consider how little marketing has been done for this game over the years, maybe they had a huge wad of cash stored up for advertising 'emergencies'.
Well, from what I saw, a lot of people also quit the game due to AE. And when I'm talking about economical and business standpoint, I mean the same time and resources could be spent making something more appealing to a larger portion of the player base. What I mean, is that AE, as it stands, is not worth the resources and time that was put into it (an augmented issue, incredible advertising, partial elimination of an entire issue, etc.)
I can say that AE gave us some bad press. For a while, on almost every game forum you'd go to with news about COX, someone would jump in and post that it's the game where you can level from 1 - 50 without ever leaving the noob area and call it lame. Even after the exploits got fixed it was bad for a while. It's hard to take back bad press. And with COX being out of the limelight for so long, I don't think its something we could really afford.
Quote:True. Then again, both badge system and SG Base Editor weren't as costly as AE. But yes. You'd be right. I (and the person I was mostly responding to) should've not put them in the same category as something as grand as AE.
Most people will say that AE was necessary because players will blow through content faster than the devs can put it out. I contend that the problem isn't simply content volume, its the nature of the content. The more worthwhile content is to replay, the greater its longevity. Of course there are limits to that, but after 5 years we are only now, through GR, getting a new player experience for the early levels.
If we had content with branching storylines and multiple endings and more fun things to do in missions besides just beating up bad guys, I think people might have less to complain about. Faultline is great stuff, but Faultline plays out the exact same way each time you run it.
Now what might happen if you didn't successfully rescue Yin's dad? Or maybe you find the psychochronometron(is that how it's spelled?) before Sands and he tries to take it from YOU? Maybe Doc Delilah actually starts digging Captain Costello's advances?
A little imagination and suddenly we have different avenues to explore using the same starting story arcs and missions. Content with some dynamic elements to the storyline would be a heck of a lot more interesting to me to play than MA arcs, which all manage to feel firmly detached from the COX world for some reason I can't put my finger on. Maybe it's the tickets and large green column of light for a mission door...I dunno.
Instead of brand new dev content, we got the 'unlimited content' of MA which still all manages to feel...not that compelling. Well that's my opinion at least. -
Quote:I think you'd have to be slightly out of phase with reality to not feel that the initial state of MA was exploitative...Then, a few months pass, and AE goes from an exploitive (I don't call it exploitive, but everyone here seems to do just that, so I'll stop arguing that point for now) tool for farming, to what it is right now.
Meow missions anyone?
Quote:As it stands, people cannot use AE to BOTH level and enjoy content (which is what AE was advertised as) like they did with regular content. People are either farming regular enemy groups, or enjoying stories with custom enemy groups. Some writers have decided to stick to regular enemy groups for just that: To motivate players into playing their arcs. AE was supposed to promote creativity, not discourage it.
And even then, it will mean there is a whole lot more dev-created content to keep people interested. Which ironically is what we needed in the first place. Putting that in the hands of players in the limited environment of an MMO is just a bad idea.
Quote:AE is a failed implementation of a feature with much more potential from an economical, business, and player satisfaction standpoint, given the above observations and facts.
From what I observed, it looks like it attracted new players and caught the eye of older players who had departed, bringing both in for a while. I don't know how many of those have subsequently departed and are therefore no longer playing the game. I suspect that the overall player increase due to AE is not that significant.
Quote:If you are curious, yes, I also consider the badge collection system, PvP system, SG Base Editing system to be failed features of the game using the same train of thought.
The badge system is the same thing. I don't think it was ever meant to be a major selling point for the game that would attract and retain thousands of players. It was just something extra for players to pursue if they were interested. Heck...you just have to play the game normally and you get badges. Accolades you have to work at.
Quote:That is because I don't consider my opinion (or anyone else's) to have any value in a debate. -
-
Quote:Teamwork isn't made vital by having blatant deficiencies. That basically makes each person have to perform a role regardless of if they might want to do something else at any given time. That's not encouraging socialization so much as one dimensional thinking.I actually prefer having classes that are useless at certain things and excel at others, it makes teamwork vital and in a social game thats what I'm looking for.
That sort of thinking is something that makes me nauseous because it puts images in my head of needy people who crave 'belonging' and have to seek it by being a vital link in a carefully laid out chain.
Teaming can be fun no matter what ATs are thrown together. In COV, people often say how the ATs don't encourage teaming. That's false. What happens often is people who are so accustomed to fitting into one slot only, suddenly find they have some freedom in a team and literally don't know what to do with it. So they end up not doing much to help to the team. Limited not by their AT capabilities, but by their own imagination and lack of creative thinking.
If you're a mastermind, don't just buff and heal your pets, do the same for your teammates. If you're a dominator, use your holds strategically and deal damage where it's needed most. Use domination to lock down tough boss fights. If you're a stalker, make sure you pick the most vital targets for your AS strikes and make things easier for the team to mop up the softer mobs. The list goes on.
I may not outright agree with Sam in his assessment, but I really hate this 'I'm needy and want to be needed' way of thinking that some MMO players have. Socializing in an MMO does not have to depend on handicaps. I solo a lot of the time. But I often team with my SG mates and other friends when we're on together. We don't have more fun because we're filling roles. We have fun because we like each other and enjoy spending time playing together even as we talk and laugh about life, friends and family. Our team composition is often 'sub-optimal' because some of us just like to play certain ATs and we don't feel pressured to make sure we get it 'just right'. We play and have fun anyway. -
Quote:I agree that stuff like that would help to make the AE a better tool. I'm still not sure how close we are to that or the other stuff I'd like to see go in. Which is part of my issue. We just don't know what they're going to do.To advocate, I'd love to see more control over the map environment for item placement and base-edit-like changes (like dropping in crashed Rikti ships on a cityscape, fires, NPC paths, etc). That would be the "next step" evolution for me in AE to really make the default maps "zip" to what's in your imagination.
Quote:To point something out: "AE is limited by the engine of the game." Well, yeah. But you can do a heck of a lot with the existing tools already. "We can't truly create our own stuff?" Have you played at all with the custom character editor for powersets and costuming? You can whip up entire RACES in that if you wanted to.
Quote:And with hundreds of maps available (and I'm in the school of thought that they need to bring back a bunch that were removed), you can pretty much set up a story arc that meets, if not your exacting vision, then something intensely similar to that vision.
Quote:The editor's not perfect, but it's unique in the MMO biz.
Also, I'm a gamer period. Not simply an MMO player. And I've seen lots of games where custom tools were used to do incredible things far and above what the dev teams have even dreamed of. Great mods get released all the time.
Quote:AE exploiting was a huge problem, and that was their focus for a good long time before they got it to acceptable levels. Now that the firestorm's doused, I'm hoping we can look forward to further expansions of ability and resources. Recognize the capabilities, and give it a chance to mature a bit where it might lack, before you cry dooooooom.
There are some very nice story arcs in AE. And yet somehow, people don't seem to be flocking to play them. People are/were interested in the easiest way to gain levels with the least effort.
AE, to me, is cart before horse right now. Make the core game better and expand it before you attempt to give tools to the community to showcase your game. In the end, they can only showcase what's there. And what is there right now is a game that's badly in need of expansion. That's where GR comes in. It just seems to make sense to wait til after GR to try to push something like that out to the community when there will be a lot of new stuff for AE users to work with and explore. -
Quote:Possibly you're attacking too randomly. I currently am running a stone/stone brute who should be the very antithesis of Fury building.I don't know what I'm doing wrong, either, outside of possibly using all of my attacks. I never spend any time sitting around waiting, on recharge, though.
I'm using the two mallet attacks, the stone brawl(can't remember its correct name) and seismic smash along with my ranged origin attack. That's right, I stopped using brawl *gasp*.
I still get decent Fury building. I was on a BNY team last night and when we got to the snow beasts in the cave with the redcaps all around, I was in Fury heaven. My bar went to almost full and I was laying down the smack. I also finished Snaptooth with about 65 Fury. Which isn't bad considering that we had a tank along.
I have a certain rhythm for building Fury. I usually do 2 passes of my lower damage attacks and then start in on my higher damage ones. I find the rhythm is different for each brute primary, but I don't really get problems building it except for enemies with very few attacks combined with slows.
Maybe impatience is the issue. Sometimes you have to forgo using using your big attacks in favor of waiting for a couple of your minor ones to recharge. I find this to certainly be the case with stone melee. -
I rarely ever use it anymore.
I'm not a farmer or PLer and never was.
AE in it's current state is just not that interesting. I'm not slighting people's ability to tell stories. Some of the AE stories are fine.
I'm just not that enthusiastic about a tool that took so many resources to create and still basically delivers the same old mission formulas and gameplay we have had for 5 years. No branching story arcs, no true custom maps or environments, no true custom powers(just mix and match sets), no ability to create puzzle elements, no environmental interaction.
Maybe, just maybe, custom content in an MMO isn't that great an idea because it can never truly be custom content. It can only ever be stuff that the devs give us and nothing more.
AE is limited, IMO, by the same things that limit the current scope of the game. No new and interesting game elements or mechanics in the main game means that there are none in AE. We can't truly create our own stuff, just rehash maps and environments that we've seen an ungodly number of times already.
And so, when you stripped away the big exploits and brought AE farming back to an acceptable threshold, what did we find?
Surprise! Surprise! Not that many people are interested in something that truly doesn't offer them any gameplay more fun than standard dev content.
We also found that a LOT of people are lazy and like quick, no-effort leveling. I mean, we could have just done a survey or something... -
I will say that in my time playing brutes, I have never had a problem building Fury when facing a single tough opponent unless that enemy is debuffing recharge significantly.
I currently run my elec/elec brute at +1/+2 and when I fight an EB, I always finish the fight with a close to full Fury bar. Brutes excel in protracted engagements. The longer the fight goes on, the more the enemy is at a disadvantage, because you are hitting harder and harder.
Now there might be exceptions to this based on the enemy type. And some enemies, like higher level Arachnos Bane Spiders can give a brute some stress I'll agree, but no one likes those guys anyway. -
Quote:Thanks for that post Arcanaville. I was actually going to request that you help out with some numbers. (You aren't reading my mind, right?)To summarize, Fury is not a bandaid for low damage. Fury + Brute Mods are a single damage package concept intended to give players the choice to play something that rewards activity, and implements the concept of building in strength. There's no "penalty" for this opportunity anywhere within the numbers for Brutes that I can find that's actually a real penalty on players.
I've never felt like second best when playing my brute...and now I'm glad to see some proof that my gut feeling is actually correct.
By the same token, I finally feel like Dominators are close to where they should be with the recent buff. So yeah...I'm pretty much satisfied with the COV ATs. -
-
Quote:Enemy 'intelligence' is a bit of a problem. As I understand it, in MMOs, good AI is apparently very resource intensive. I recall that Tabula Rasa had servers dedicated simply to enemy AI...probably one of the reasons for its huge costs to run.Enemy variance is another big issue. Stalkers, Controllers, and Dominators generally have a higher amount of worth if there's one or two unique targets that need to be addressed as opposed to just wading into a spawn with Footstomp on auto. However, we've got a few too many enemy groups where you don't have to actually pay attention. Also, enemies could stand to have just a few more tricks up their sleeves.
In any case, I have posted in the past that we could probably use some more variance in terms of enemy abilities. One of the things I'd be interested in seeing is enemies that use abilities targeted at specific ATs. Specifically those ATs who shrug off everything like tanks, scrappers and brutes. -
Quote:Does Champions content even scale for teams like CoX? I thought most of it was non-instanced. If that's the case, then teaming would tend to be more trivial.Champions is even worse.
Since anyone can take any power, no one needs anyone else. Even when you get a group, no one bothers to work together.
In any case, while I don't fully support the OP in his viewpoint, I do take offense at the weird mentality of MMO gamers that fun can only be had on teams when everyone is crippled in one way or another.
Teaming in COV is just as much fun for me as teaming in COH. The difference is that your team tactics can be a bit less rigid. My bots/ff mastermind can just as easily apply his bubbles to teammates as to his minions and my thugs/poison mastermind doesn't just debuff the enemy for the sake of his pets...the whole team benefits from his efforts. Corruptors still perform a similar function to defenders and dominators can still effectively control groups.
Age of Conan is a troubled game period and suffered from the ever-popular 'WoW killer syndrome'. I wouldn't use it as a good example of team dynamics...since that's where a lot of people feel it doesn't do well in any case apparently. -
No...I'm not talking about something like that.
I'm thinking of something like the Global Domination setup from a game like Universe at War or Dawn of War. Where you can tangibly measure your dominance as a villain by taking over areas in the Rogue Isles.
I'm thinking that zones would be divided up into sub sections just like how we have different districts already. You would bring up a map and see how much influence you have over a certain area. Maybe you could spend points you gain from villainous pursuits to increase your hold over a desired district.
Like maybe you could put points into gaining influence in the police force, thereby increasing your combat effectiveness versus the various law enforcement groups in the Rogue Isles because you have inside info on their weaknesses. That kind of thing.
I'd even like to see villains all get personal strongholds. These wouldn't be like SG bases, but would something you'd have to defend against hero incursions(PVE not PVP) and would grow and expand as you gain power and dominance as a villain. -
Quote:Nail on the head. A hero can say: 'Ha! Ha! I saved the world!'Adding to that, there's a key advantage heroes get that villains don't. Heroes are allowed to save the world but villains aren't allowed to take over the world. In fact, villains aren't even allowed to take over a city which is disappointing since CoH maps show that the Rogue Isles DOES have uncharted islands. The one true advantage is getting Mayhem missions since it allows you to go to a city and wreak havoc.
A villain can at best say: 'Ha! Ha! I was a lackey to someone who thought they could take over the world but ultimately made them fail to do so while not grabbing the power for myself in the process!!!'
What villains could use is a tactical element to the game that divides zones up into sections that they can take over. Maybe gaining power and dominance as they complete missions/story arcs.
So that even if we play the lackey in an arc...it's all contributing to our overall power accumulation. Maybe even throw personal story arcs in there based on your take over of zones as you spread your influence.
In the end, there is lot's of stuff that could be done to make redside great but I'm losing hope that anything will ever get done. -
Quote:I actually prefer playing redside myself, Dispari. I like having content be more streamlined and spend less time waiting for a contact to finally give me their main story arc. I also appreciate contacts that are invested in their story arcs, rather than have 4 or 5 contacts all possibly giving the same arc and saying the same things as if they were all the same person.I never understand this. I can't wait to make some of my blueside toons come redside. What does CoH have that's so much better than CoV?
More task forces? Which are all "defeat all Clockwork/Council" 15 times in a row? Repetition to the moon? Some of which take 3-8 hours to complete?
More zones? More than half of which aren't ever visited or useful in any sort of way? And are annoying to navigate or even get to?
More story arcs? Which have 10x as many FedEx and hunt missions, which send you to one of the 90 unused zones for no particular reason (hey go hunt rikti monkeys in the abandoned sewer)?
Accolades which overall require more AVs, GMs, hunts, and TFs to earn?
Easier content? As if the game wasn't easy enough already?
I'll take my redside content please!And really, why would everyone just migrate to blue when they could all be rogues and vigilantes? <
>
I do notice though, that most of my friends gravitate to blue. Even when we get together on red and have a blast playing, they head back to blue.
I think some of it is the mentality that it is more of the same on red...just different looking zones. So then why bother to move over?
In the end I think that the fundamental flaw with villains is that there is no payoff for being one that heroes can't get. For some folks like you and me, that's ok and we enjoy the streamlined content and different ATs, but it may be a bigger hurdle than the devs anticipated when designing COV. The purposeful decision to make the contact system and missions all mirror what we have on blue is likely the reason that people don't feel inclined to play on red.
That's my take anyway. -
Quote:I think this is very true.In CoV, however, these design decisions were deliberate, and much more thorough. I don't think the CoV team gets enough credit for that. While I think they made lots of mistakes, one thing they did do was make a set of archetypes that all could solo reasonably well, none of which was locked into a trinity role, and yet all of which had some nominal role on teams (their biggest miss was, of course, Stalkers). There are still people claiming that's impossible, or implying its so difficult no one has done a good job of it yet. I think CoV is actually a very good example of doing that pretty well. Not perfectly, but it suggests what is possible in future designs.
When you get right down to it, I love playing the COV ATs more than any other blueside with the possible exception of blasters.
I think the biggest problem with CoV is that they halted the differences in the two games squarely at the AT level. What was needed was a way to make villains stand out and apart from heroes besides just the way they fight.
I think they placed too much hope squarely on the PVP aspect of the game filling that void. Now as we have all seen, this game's strengths aren't in its PVP content.
I think my biggest fear with GR is that there will mostly be a mass exodus over to blue, and red(with nothing being done to make the underlying villain game more compelling), will kind of get pushed aside even more. -
Quote:I don't think the question is: 'Can they all solo?' Sure, every powerset combination can play the game solo. I certainly don't agree that the rate at which every combination solos is acceptable. For me anyway. And I think most people would find soloing an earth/ff controller to be tedious at best. Containment or not.This is in direct contrast to my personal experience with each of the archetypes. I base my evaluations on builds slotted with Single Origin Enhancements and without Health or Stamina, and I'm still of the opinion that all combinations of powersets for all archetypes (Defender included) are perfectly suited for solo play.
Quote:Defenders deal less damage per attack, yes, but all that means is that they don't solo as quickly as, say, Arachnos Soldiers. But I've never seen an Arachnos Soldier nullify an aggro cap's worth of enemies by making them unable to use any of their attacks.
Quote:I've never seen an Arachnos Soldier drain an Arch-villain of all its Endurance.
Quote:I've never seen an Arachnos Soldier take on a Giant Monster and win.
Quote:I have seen Defenders do each of these things. I don't believe that the argument of "more damage equals more power" is applicable in this situation.
Quote:If everyone had equal aptitude for dispatching their enemies (and thusly soloing the game content at comparable levels), then the only noteworthy difference between classes would be that secondary specialty. I strongly disagree with your suggestion that this would make the game more interesting. I'd much rather have a healer here, a tank there, and a damage dealer over there than have City of Warshades.
However, most of the games I've played in those veins are single player or just standard multiplayer games. Strict class roles work great for Team Fortress 2 because you never play that game solo anyway. Someone's gonna be the engineer, another guy is gonna be the medic and someone else may play the demo man or heavy etc. Valve purposely removed grenades from the game like they were in TF 1 specifically to achieve a better sense of distinction between classes.
In Unreal Tournament, anyone can use any weapon so 'classes' are non-existent. That doesn't make the game any less fun either IMO.
Quote:The original design considerations for City of Heroes may very well have been the three-fold axiom of online team play, but that vision has obviously changed since then and there are more options available for those who don't want to be forced into those roles.
What the devs have done is try to create less of a gaping chasm between the extremely effective solo combos and the uninformed player's random powerset choices. Whether they have achieved that is still a touchy thing, but it's not quite as bad as it was earlier. -
Quote:I was with you right up until this point.Blasters and Scrappers excel at killing things, but they don't bring much else to a team.
My sonic/elec blaster in several cases has out-controlled controllers. I have a massive cone AoE sleep that can render an entire spawn null except for bosses. Plus a single target stun that's good for up to Lt class mobs.
If I rolled a sonic/devices, I'd be even more effective since I'd have 2 single target stuns, plus the use of caltrops and smoke grenade to further hamper my foes.
Heck, even an ice/ice is darned controllerish all on it's own.
The fact is that most people do not effectively use blasters for anything else apart from doing damage. It doesn't mean that's all they are capable of doing or even all they are capable of doing in a moderately efficient way.
It's more accurate to say that people don't invite blasters to teams for any other reason besides damage. It's also more accurate to say that most blaster players don't fully use all their given abilities. You'd be surprised at how many people still don't even know how the new Defiance works, for example.
Quote:You never invite a blaster for their debuffing ability, you invite them to kill stuff. Same with scrappers, except scrappers have the added bonus of being one less teammate a defender has to worry about keeping on their feet, because after level 35 almost all scrappers are self-sufficient.
Quote:I don't consider my Rad/Sonic defender to be a "support" character, because I built him to deal damage. I could have just as easily built him to buff and debuff exclusively, but I didn't.
CoH gives you much more leeway to break the mold than some other games. A defender doesn't HAVE to be a "healer" any more than a tanker has to be a pure agro magnet. You can build a scrapper to tank or a controller to deal damage, you can build a blaster to control.
Quote:They won't be as good at any of those things as the AT that was designed to do it, but it IS possible.
I ignore the idea that because I made a defender I must be a healer. I just don't like anything dictating to me how I'm going to play. If I want to build a scrapper to control, I can. It doesn't mean it will be any GOOD at it, but it is my decision. -
Quote:Wait...why would it be bad for super jump to leave huge craters in the ground? That's one of the most fun aspects of playing Prototype that I wish we could do here. Dang...dropping from the top of a skyscraper in Steel and causing a massive shockwave of destruction would make me a very happy camper!I've thought about this from time to time, too. Yes, it would be more accurate, but it would also be more accurate to have Super Jumpers leave dents in the sidewalk whenever they land, have Radiation powers be mostly invisible, and, for that matter, not have characters flying around wearing capes. This is a fun discussion, but it's also like people who complain about Nemesis being unrealistic because his automata might be powered by steam.
In terms of ice powers. They are very varied in implementation in comics etc.
In terms of pushing 'cold' at something, though, I would be more inclined to envision projecting a super-cooled mass of air. Or like Frozone did in The Incredibles, chilling the water in the surrounding atmosphere to create ice.
But there are several ways that cold based powers could be explained.
There was even a woman in the Firestorm comic from DC that absorbed heat from living beings and used it to fuel her ice powers. Link. -
I'd just be happy to see more marketing done to other people.
I'm already a subscriber and have been for near to 5 years. Please sell this great game to people that have never heard of it. Which is a huge buttload of people.
Just do something besides an occasional website interview for heaven's sake! -
Thanks to all who replied.
I tend to agree that Unchain Essence is the preferable one for me. At least it seems to sit better with the playstyle I have.
Inky I can wait to take or may just hold out for Eclipse.
Thanks again to everyone. -
Ok, I just hit 35 on my Tri-form Warshade and I'm faced with the choice of 2 powers.
Unchain Essence...of which I like the idea and Inky Aspect which also sounds neat, if slightly dangerous.
I'm doing pretty well right now so I wouldn't say that Inky Aspect is critical...but it's nice to stun bosses, which I would be able to do with Gravitic Emanation and Inky Aspect together.
Any thoughts on how to proceed?
All comments appreciated. -
Quote:Well I've gone through some on suggestions and some in different threads.Which begs the question: what are some of the things you would like to see implemented, and how would you like to see them done?
If the Devs are thinking in this direction, it isn't too early to suggest what we might want.
Here are a few things I'd like to see get added over time.
1) Story arcs that branch. I think the devs have the means to make that happen and with what GR is looking like...it may actually be coming. I'd like to play a story arc and just decide to do things differently sometimes. Making a hard decision about what to do as a hero or villain and having that translate to a change in the story somehow.
Like the Kelly Uqua arc. At no time in that arc are you ever presented with the option to betray her. Even after you know what she is...you can only continue to follow the arc and do her will. It begs to have a branching storyline. When you meet the Longbow EB and he drills it into your head about what she is...why can't I have the option to turn the tables and betray her by forming a temporary alliance with him? Even if I end up betraying him after(which would be very cool). In the game he is literally begging for me to do it. Some villains might keep working with her, but not all of them.
That kind of simple change would effectively double that value of a story arc. You can play through it and take a different path each time with different toons.
2) I'd like to be able to obtain missions in different ways. From people on the streets that I rescue and perhaps just from street sweeping I'd uncover clues to some bigger goings-on that I could get involved in. I think you suggested something like that earlier. Even having NPC civilians approach you for help. I think it would be nice to actually have the option of not pursuing the regular ingame contacts allthe time.
For villains I can see the same thing coming from beating up other groups on the streets like Longbow or the Legacy Chain and maybe getting tips on something they are doing that you can cash in on.
3) How about some actual real rescue missions? Instead of using our powers to beat up a horde of bad guys, we're using them to clear burning debris from our path so that we can lead civilians to safety after they are trapped in a burning building. Something like that could even be an add-on to the Hellions arson in Steel Canyon. Some heroes go inside the building while the others combat the fire outside for instance.
It would be nice to face the environment as an 'enemy' with some civilian lives at stake.
4) I have no idea what's possible now with our engine, but I would love to see more interactive elements in mission environments. This is a broad category so I'll just list a few things:
Smashing down doors and walls. The idea that I can always walk calmly through the front door into any villain/hero hideout is bordering on absurd. We can smash through 3 foot thick steel vault doors, but have to look for keys to access other areas in a warehouse and doors are never locked to prevent us from getting into a base.
It would also be nice to have a few dangerous objects that we can interact with in missions. Like canisters of flammable liquid or super-cooled gas that we can use on enemies.
I'd just love to see more destructible objects scattered around missions that aren't mission objectives. Stacks of crates we could topple over onto enemies, maybe using one of the mini-cranes in a warehouse to swat an enemy spawn or drive a forklift into em. Just things to break up the monotony of regular missions.
5) EB and AV fights that aren't always about huge bags of hitpoints. Can I defeat this boss by smashing the magical gems that give him his power instead of trying to take him on directly? Stuff like that.
I'd have to dig through some of my suggestions from threads before(I'm feeling kinda not in the mood for thinking right now), but there have been lots of this kind of thing from others on the forums before. I'm not sure the Devs are short on ideas about this...I think it may just be that haven't been able to prioritize them before.
I'm hoping with the staff ramp up and GR coming that we get to see some of these kinds of things come into being. I do remember Positron saying that there were people working on new game systems a while back...but he didn't elaborate. -
Quote:This is exactly my point. After all this time, our mission types haven't really expanded beyond click glowy, lead out hostage/kidnap victim or beat everything up. And then a mayhem or safeguard after you do 3 - 5 of the above.There is just so much stuff that is fun to do that it is difficult to fit it all into one game and have it all be good.
However, it seems that MMOs may have an advantage here.
Years after launch, if you think up an awesome minigame or a cool new area or a scary new boss, you can just add it.
In theory, anyway...
What we have now is nothing to sneeze at, but at the same time we're expanding costume options, power options, graphic options and epic ATs. Not to mention badges and temp powers.
But we've seemingly left behind mission types and environmental interactivity and alternate mission outcomes. None of those things are threats to the gameplay we have now...they would merely be a means to enhancing it. And as time goes on I would expect that the devs might be working on ways to add some of those things to make missions less predictable and give story arcs and missions more replay value. That's just my own thinking though... -
Quote:I picked up CoX because it looked interesting and because I like superhero stuff. I liked the game enough to stick with it for 5 years(with year or so break in there). That doesn't mean I want it to stagnate or not do more to become more than it was at launch or even more than it was two issues ago.To each his own. I picked up City of Heroes because it looked like a good game and DESPITE it being a super hero game, not BECAUSE of it. I'm not terribly concerned, myself, with what's actually expected of super heroes, or for that matter what's expected of MMOs. I'm mostly concerned about having a good, decent game. And I do. It's a fighting game, from where I'm standing, but then that's really good enough for me. Marvel Super Heroes was a fighting game... Very much a fighting game, yet that was one of the better games ever made with the Marvel characters.
I can't really see it doing that without adding more things to do in the game
Quote:This goes back to the old argument about "depth," which in turn probably goes back to "what makes an MMO." Personally, I don't see depth as a necessary prerequisite of any MMO, or indeed any RPG. As a matter of fact, what passes for depth all too often interferes with the actual gameplay of the game, and I've never been above just playing the heck out of a simple, shallow, fun game. That's why I fell in love with Torchlight as much as I did.
Look, I enjoy taking Serious Sam: Second Encounter and blasting my way through weird alien hordes as much as the next guy. But that's not the ONLY thing I enjoy in games. And while it may not for you, that level of gameplay can get old after an extended period. It also won't appeal to as wide a range of people. And we ARE talking about a genre of game that's trying to make as many people play it as possible, for an extended period.
Quote:Is that what makes an MMO? Depth, things to do outside of combat, an accurate representation of the source material and so forth?
Those things should go hand in hand with a great combat system, making the core gameplay(combat) stand out even more and be more satisfying.
I'm not advocating forcing players to stop engaging in combat or to do less of it. But having missions be more than just beat-em-ups is something that is long overdue in this game
Quote:I recently spent a lot of time talking about "just a good game," and really, MMO or otherwise, this is what I look for. I don't expect any one game to have everything, and if an MMO opts to be combat only or even just combat mostly, that's fine. Combat is good enough and, to be completely honest, the more they muddy the waters with out of combat activities, the less I actually like the overall game.
Quote:I'm REALLY the wrong guy to talk to about this. I never actually liked comic books, so a game which screams "super hero" would be a serious turnoff for me. I HATE that "cheesy silver age dialogue" and all the concepts that come with it. If I have to be quite honest, that's a big reason I highly doubt I'll ever take another look at Champions Online. All the camp and the cheesy just grate on my nerves. If that's what it means to be closet to comic books, then let them have it. I'm happy with THIS game exactly because it does not follow the comic book genre too closely.