Slashman

Mentor
  • Posts

    746
  • Joined

  1. Quote:
    Originally Posted by Nethergoat View Post
    Being wrong makes you wrong.
    Your position being ridiculous makes it irrelevant.

    but please continue feeling like some sort of persecuted freedom fighter for the cause of...uh, whatever you're on about.

    *salutes*
    Ok...first, I don't dislike MA because people farm in it. I've got friends who farm in this game. It's simply not an activity that I like or want to take part in. I have two fifties and countless alts. I'm in no hurry to level and I'm not particularly hurting for cash so I can buy IOs if and when I want for my toons.

    My dislike of MA has nothing to do with farmers...and I don't think I have stated otherwise in this post. My dislike of MA is the fact that the available content isn't all that great and the in-mission gameplay is still the same old that we've had for 5 years. MA isn't going away and at this point I don't care.

    What I want to see from the developers is deeper gameplay and content built around it. You can continue to farm or treasure hunt for decent stories on MA all you want. The changes in issue 16 should take care of most of the annoying tells etc. centered around MA activities.

    You keep seeing what you want to see, Nethergoat. I can understand if the current content in the game is just your thing. Great for you. I, on the other hand, think this game could be a lot better if the devs concentrated on adding some new game systems and mechanics that made basic missions more immersive and less repetitive. This was never about bashing MA farming. The devs know what they want and do not want in the MA and are taking appropriate steps.

    You seem to be the one ready to jump up and take up arms in defense of something I really couldn't care less about. I want the game to live up to its potential, and I don't think a giant farm-sim is what the devs have in mind. You can take it up with them though.
  2. Quote:
    Originally Posted by Silver Gale View Post
    So if before the MA, the vast majority of people looking for teams in Peregrine Island (the level 50 zone) were looking for farms, that means even before the MA CoH had very little level 50 content that wasn't farms?
    There are several differences between MA and PI.

    The most obvious being convenience. For a level 1 toon to get to PI takes a bit of effort if that person is a brand new player. And a brand new player would not ordinarily even attempt to get to PI without participating in at least a bit of the game beforehand because most of em don't know about PI powerleveling.

    Now that is not to say that newbs don't ask to get powerleveled or don't attempt to find ways to level fast. However, MA has made it so much more convenient that its not even funny. This is all a moot point come issue 16 anyway.

    But to address your point. There is no level 50 content in this game. There is content that you can do at level 50 that you can also do at level 45(SFs TFs). There is content that you can do at 50 that you didn't get to do in the earlier levels. But really...there was never any endgame content targeted at max level players only.

    People who wanted to farm would look for 'farmable' missions and do that. Like Dreck before he got a timer nerf etc.

    I'm not sure what else you're trying to say.
  3. Quote:
    MA is new...
    This I will agree is true. It wasn't there before and its there now.

    Quote:
    MA is innovative...
    MA is something that has been rarely done in MMOs. It's not the first MMO to do it. Saga of Ryzom has/had the Ryzom Ring which let players create content(and I think it actually had a much wider range of options and scope than MA). It just wasn't a big name MMO.

    Is it Innovative? I guess the work that went into it and the ease of use of the interface may qualify...so Ok. There is a some innovation in its design.

    Quote:
    MA is content.
    It's not content in and of itself. Its tools that let players design their own content with strict limitations that do not allow anything other than what we have been getting in missions for the past 5 years. Thus the developers have not delivered the new content. They gave us a tool for generating it. A LIMITED tool. Which prevents innovation in our content and allows us to differentiate our arcs with nothing else besides story.

    You can shut your eyes and scream innovation all you want. But in terms of adding innovative elements to gameplay. We got zip! Nada! Nothing!

    The last innovative elements to gameplay that this game really got were Mayhem missions. No matter how intricately I weave my story. Whether I'm a Terry Goodkind, Stephen King or Robert Jordan...there is NOTHING I can do with MA besides make missions that are kill alls, kidnaps, escorts or glowie clicks. If something else has been added to MA that exceeds the mission options that we've had for the last 5 years(which haven't changed in any way), then please enlighten and educate me.

    You can shut your eyes and pretend that you don't see what I'm saying and talk about bias as much as you like. My point remains that MA is a weak and limiting SDK...because that's all it CAN be. This is an MMO and we can't be allowed to use our own art assets, makes our own powers up or change the terrain and make our own maps. But even all that is besides my point. The devs have not delivered any huge pieces of story content and missions to this game since the second Rikti Invasion. Even the Midnighter stuff was relatively small.

    That doesn't mean I'm saying they did nothing. They have done a lot of great work on this game. But they obviously have been holding stuff back with GR cooking in development. At least that's my bet. YMMV.

    Quote:
    That isn't bias, that's observing reality.
    Sure it isn't...if you're willing to skew reality into something else.
  4. Quote:
    Originally Posted by Nethergoat View Post
    The gameplay is the same as we from the rest of the package.
    Which, unless you weren't reading my post completely is a big part of my problem with MA.

    Quote:
    The revolution is in putting a fairly robust SDK in the hands of players opening up limitless frontiers of story exploration.
    Ah...the Revolution. Let's put an SDK in the hands of players which limits them to doing the same things we have been doing for the past 5 years with the game in terms of gameplay. But they can fill in all their wonderful stories!!

    We probably have a few decent story spinners in our community. Probably a few that are more than decent that use the MA. How many people have been using the MA for the great stories that are available? And how is having more story content addressing my previous point about innovative new forms of gameplay?

    Quote:
    That's "new". That's "content". Saying otherwise is ridiculous. Pretending the devs have been playing tiddlywinks and not giving us anything of note in the last six issues requires ignoring a huge genre innovation.
    In other words, your bias is showing.
    You're mixing 2 separate points and attempting to make it look like I said something I didn't. I never said the devs were playing tiddlywinks or not doing anything. I did say that the things they did do were very much focused on QoL and other improvements of the like. Day Jobs anyone? That turned my play experience inside out for sure.

    Also, if MA was really this huge genre innovation(and we're not the first MMO to do player made content), where is the huge splash in the MMO world that it supposedly made? For that matter, how did it change the entire CoX gameworld for the better? How do other people see MA?

    On several of the gaming sites I visit, whenever there's a news post or blurb about MA, most of the comments are about farming and PLing. Regardless of the accuracy of those comments, that's mostly how people from the outside are seeing MA in CoX.

    And so for me, it didn't offer this huge revolution in gameplay. My powers still work the same, enemies still act the same, the environments are still as static as before and no new gameplay elements have been added to the basic mission structure. But we have a long list of stories of questionable quality to wade through and maybe find some decent ones. So yes...perhaps my bias is showing.

    Shame on me for wanting cooler things to do in missions.
  5. Quote:
    Originally Posted by Oddballica View Post
    I agree and disagree. I like exploration badges in some out of the way place, but at the same time I agree that there should be more exploration badges that involve you going to see something significant.
    You know what just occurred to me? On the matter of exploration badges being hard to find because they are in out of the way places.

    Why didn't we get some kind of indicator that flashes as we get close to an area with a badge that we don't have? I was playing Far Cry 2 just now and the green light that flashes on your GPS when you get near a diamond cache is just the sort of thing that might encourage people to wander around the city and find interesting places with exploration badges.

    It would mostly negate people having to use external websites to find a badge spot that you've been passing by for ages while never knowing something interesting was close by. It would make badge hunting a bit more fun as the indicator flashes more strongly when you get closer to the area of interest. Might encourage people to zip around the city with a bit less disregard of where and what they are passing by. Who knows?
  6. Quote:
    Originally Posted by Neg_rogue View Post
    Poop?
    Or perhaps Power-Leveler 1.1

    Seriously. I know you think that MA is some kind of radical gameplay advancement, Nethergoat. Unfortunately for me...I still see the same tired old mission formulas and objectives that have been here since issue 1. We just have lots of stories(many of questionable quality) to go with them.

    Gameplay advancement, for me, is something that changes the way we execute missions. Gives us more and different things to do in them, makes environments matter, allows us different ways to defeat(or maybe otherwise neutralize) our enemies.

    I'd like some things that resemble the detective work and snooping that goes with heroes in most comics. Some choices to make that affect what happens next instead of a straight ride on a roller coaster with rails. Things like that would represent an advancement in basic gameplay.

    I suppose MA is great if you're into farming/PLing...or if you really like seeing what stories people can come up with(at your own risk of sanity and/or bad grammar overload). I gave it the old college try as I've done everything that the devs have added to the game and even have an arc somewhere that I think is still working.

    Still I think there are people who are tired of the same old mission formulas and want some new things done to enhance the way we approach our crime fighting or acts of villainy.

    Meh...maybe I'm in the minority.
  7. Quote:
    Originally Posted by Primal View Post
    Regarding the emphasis on rewards, I feel the game has changed a lot since a few issues ago, and to me it's not for the better. Or maybe I should say, the rewards themselves have changed, and the game followed suit. Doom? No, quite the contrary actually, lots of people are much happier I'm sure. Eh, maybe I'm just burned out, or projecting, there's just so little...spark, magic, passion, any more.
    There's a combination of things at work. The fact that the game hasn't changed in any significant way in terms of gameplay. There are no new mechanics or environmental challenges. No puzzles etc. But we got more...stuff.

    Now the lack of gameplay advancement may well have been due to it being held back for GR. But GR isn't here yet. So people who are coming into the game are basically getting the same fundamental game, but there's these easy rewards dangling right in front of them.

    Something we forget. All these QoL improvements and power tweaks. The real numbers and stats. And even the Inventions. None of that stuff is going to seem as wonderful to a new player because they have never had the game without them. So all that aside...what is there that we have gotten that's new in terms of content and content execution that is different in the past 6 issues? Not a whole lot.

    Again, all that MAY be fixed with GR...but we don't have GR now.
  8. Quote:
    Originally Posted by Golden Girl View Post
    I think there'll be equal movement in both directions - I've seen quite a few people saying they want an evil Warshade, for example.
    Also, there are other challenges to try, like doing all-Villain AT runs of the STF, and all-hero AT runs of the LRSF

    EDIT: I wonder if they'll change the costume rules for VEATs who switch sides? Or will redeemed SoA just have to remember not to use their Arachnos costume slot, in case it makes people suspicious?
    I think you're deluding yourself on the equal movement thing. For one thing, more people play blueside now. And there are quite a few of the redsiders who want to play villain toons on blue. Then there are the staunch bluesiders who just want to play villain ATs but don't want to touch redside. Those are the one's who will make a villain and simply move it to blue as soon as they can. They don't want to experience the redside content.

    And that's what my point was. The devs never fixed the unappealing parts of redside. And I have no idea if they ever plan to. While it won't stop me from playing redside...I certainly see it stopping other people.
  9. While Sam posted an interesting post, and one that reminds me of a few things I've done in CoX myself, I don't think its going to be practical to do exploration in the way that people may be thinking.

    What is ironic is that there is so much cityscape in COX to see and there is very little in it that rewards exploration in an intuitive way.

    Take exploration badges. People don't actually explore to get them. People consult a website with a list of locations and coordinates and tramp their way to each and every badge spot.

    When they nerf hammered street sweeping, the dev team inadvertently caused something to happen to the general zones of CoX. They emptied. Door missions were now worth a truckload more XP and gave less debt. It made no sense to fight crime on the streets or go on patrol, which is ironic since that's what superheroes do.

    I don't think they ever looked back at their outdoor environments with a view to making them matter more to the player. It's a shame, because its a large and untapped alternative to regular mission grinding.

    We have a huge city with all these buildings and signs of interesting places that you think maybe you'd like to visit, but the doors are closed and nothing interesting is going on. Why?

    Why do MMOs consist of worlds that have lots of stuff that looks cool or interesting, but does absolutely nothing?

    Champions started with the right idea of having citizens come up to you and give you missions, but from what I understand, those are actually relatively limited and you run out of them after a while.

    As a hero/villain I should be able to traverse a zone and stop at places that seem interesting or get involved in a fight that, while it may not itself grant me a huge XP bonus...leads to an interesting clue for a mission or small series of mini missions that I can pursue.

    The average joe player won't do like Sam and set goals of exploration for himself. But if with a little effort and exploring of his own...he/she 'stumbles' into a cool mission/situation while traveling around the city, that's something quite different. And if it happens to them once and they get some nice reward or XP from it...they will likely do it again.
  10. Quote:
    Originally Posted by Golden Girl View Post
    We need Flurry to be more like that.
    Yeah...Flurry is a bit slow and clumsy looking.
  11. Quote:
    Originally Posted by EarthFury View Post
    An expansion largely built around being able to change my morality and tossing in a new story line doesn't matter much to me. The two new AT's sounds interesting, but I'll withhold judgement on that. If they are just different versions of a MM and blaster -- variations on a theme, then meh again. To me the news in the article is the fact that there is nothing new beyond what we already know. I was expecting a graphics upgrade to the engine. Better yet I was hoping they'd add some dramaticley new and interesting tasks to complete missions besides the monotonous killing baddies, clicking glowies, and escorting. Or new mission dynamics completely. Those would be big changes which if they were part of the expansion they would be marketing. Disappointed so far.
    Hate to further disappoint you, but Dual Pistols and Demon summoning are powersets...not new ATs. So one will be for masterminds and the other will got to blasters, corruptors, defenders is what I'm thinking.

    One additional thing to note is that Champions is live now...so they have no real reason to keep holding back info on the expansion. It really is past time to let people get a better feel for what's coming. These snippets that don't tell us anything new aren't really helping much on the publicity front. And if this game needs one thing, its more exposure. It's terribly under advertised.
  12. Quote:
    Originally Posted by JeetKuneDo View Post
    I see what you are saying, but the Devs really get put into impossible situations. Those ideas you had are good ones....but heroes would have to get a version of it too or there would be much teeth gnashing.
    Actually heroes would not have to get a version of villainous things which make villain players stand out as villains.

    The entire bulk of the game is setup for heroes to save the day and be counted as stalwarts of freedom and justice. There is nothing in the game that gives the equivalent(or acceptable alternative) for villains. That's the fundamental problem with being one. Apart from the powersets(and proliferation is dissolving that barrier), there is no inherent differentiating feature that measures, enhances or highlights your choice to oppose the forces of good.

    That is probably what contributes to people not liking redside. Not only do they get the unheroic feeling of being second-class villains...but they can't truly revel in their evil choices. And by that I don't mean ultra-sadistic graphic evil. But having one side offer you something that the other doesn't is very important if you're going to have two opposing factions and one is the late-comer.

    With GR, do you think people are more likely to want to move red to blue, or blue to red? My money is on a mass exodus of red to blue, because red side receives so little attention and content upgrades, that its become somewhat self-defeating.

    If GR doesn't do something to enhance the redside play, then I suspect that only us true stalwart red players will remain. And redside truly WILL become a ghost town.

    I'll end my rant here.
  13. Thank you konshu for busting my happy bubble!
  14. Quote:
    Originally Posted by TheJazMan View Post
    No new info here at all. Kinda pointless to read but there ya go. Nice to see the game get some press.

    The first 'post' made a good point when he noted missions are generic and repetitive (and not villainous). I have to agree. The missions on both sides are pretty much the same in appearance. It's rather sad and a cheap way to add more 'content'. The article notes CoX has 5 years worth of content...well...as the ag old saying goes: it's quality, not quantity. Sadly, I will have to wash my hands of this game if ROGUE adds more of the same old same old.
    On the point of redside missions. I agree that there are too many of them that force your character into a 'mercenary/do odd-jobs for some cash' role. That's not to say that the missions themselves are bad...but when you do a redside mission, if someone was standing over your shoulder and watching the actual mission...they would be hard pressed to tell if it was blue or red. There aren't any villain game mechanics in redside content with the exception of mayhem missions.

    There are not missions/story arcs that even give the illusion of being proactive as a force of chaos/evil. You just do what you're told. One of the things that villains needed badly was some kind of metric to measure their villainy that translated into the game. Whether that was some kind of map overlay that showed your evil grip on a zone growing as you do your dirty deeds and eventually lead to you establishing some kind of personal stronghold(NOT a VG base). Or even if contacts grew increasingly afraid of you as you gained levels and power and allowed you to make choices as to how you deal with the situations they presented(do you truly work to help them or help yourself at their expense?).

    Those types of things(off the top of my head), are what would make villains stand apart from heroes. I hope GR will address some of that.

    My biggest concern now is that with GR being a huge heap of content, we are unlikely to see new story content added to the game in any great quantity until its launch...which will certainly make me unhappy if its launch is a significant period of time away still.
  15. Quote:
    Originally Posted by Sardan View Post
    I could see Uwe Boll hired on to do a WoW movie.
    Uwe Boll actually went to the Blizzard offices and OFFERED to make a Warcraft movie. They kicked him out...

    True story.
  16. Quote:
    Originally Posted by KaliMagdalene View Post
    Even though the real reason was posted, my joke reason was:

    "She went out to make a deposit and asked Azuria to watch the shop. While she was gone, Hellions stole it."
    Proving that Azuria really IS good for nothing.
  17. Wow a serious Steelclaw post.

    Most of these things I have stated that I would like to see in the game several times.

    However, the first one especially, is something that I think can add a LOT of personality to the game. Random missions from encounters in the street form the basis for a lot of superhero adventures in comics and cartoons. Most heroes don't have a series of successive 'contacts' doling them out tasks. Really, most heroes have a single trusted contact that THEY will go to when they are pursuing an objective, not the other way around.

    The contact system is better suited for people wanting to hire mercs/villains...except that our villains get pushed around by their contacts more often than not...
  18. Slashman

    Croatoa Query

    It really doesn't feel like the last arc. And I cant remember seeing the merits awarded pop-up on the screen.

    Guess I'll have to find something else to pursue with my Warshade now...
  19. Slashman

    Croatoa Query

    Hi,

    I am actually going through all the Croatoa content for the first time on a single toon. I've done bits and pieces with several of my alts, but never really went from top to bottom.

    I started with Gordon Bower of course. However...now that I'm on Buck Salinger(is that spelled right?), I seem to have hit a wall. I went through his story arcs and *SPOILERS AHEAD* after stopping the Red Caps from moving Salamanca into the spirit world, everything just stops. I got no reference to a new contact and no real sense that the story had ended...I don't think I even got merits to indicate that I had completed a story arc.

    My Warshade was 32 at the time with less than a bar left to hit 33. Is my level too high, or is this how the Croatoa content ends?

    Any responses will be appreciated!
  20. Quote:
    Originally Posted by Diellan_ View Post

    It will be balanced, but not broken.
    MUAHAHAHA!!! In MY hands it will be broken beyond belief.
  21. Slashman

    Decisions! Help!

    Ok...I just 32 on my Bane Spider and I am faced with the choice of Placate or Crowd Control. I want both...but which one would make more sense to get first?

    Currently have Mace Beam, Poisonous Ray, Bash, Pulverize, Shatter.

    All answers appreciated and considered!
  22. Not only is Power Sink reliable end recovery...its the reason I don't have stamina on my elec/elec brute. Just slot it up a bit and even one enemy will give you back a huge chunk of end. 2 or more will pretty much fill up your end bar and unlike Consume and Dark Consumption...it has a very decent recharge as well as the effect of draining end from your enemy.
  23. Play more Prototype!!!

    There's nothing wrong with being Wolverine, Venom, Hulk, Thor, The Guyver, Captain America AND a biologically leeching viral organism all rolled into one! In fact, I highly recommend it!
  24. Slashman

    AE Stories.

    [ QUOTE ]
    Although that's not to say that there aren't TONS of horrible mastermind players out there especially the new ones spawning from AE farming, even I'm hesitant about teaming with people I don't already know anymore, and I was a PUG [censored] for years.

    [/ QUOTE ]

    Yeah...currently it's SG mates and/or friends from my global only that I team with. PUGs are really not my thing these days.
  25. Slashman

    AE Stories.

    [ QUOTE ]
    [ QUOTE ]
    I've been doing ticket runs on red side frequently to finish my brute build, and the most clueless AT I have run into are Masterminds. If I get on a team that has more than two, I jet. I just can't do it.

    [/ QUOTE ]

    Hit me up if you're on Victory some time. I'm in a Masterminding mood Currently in the process of getting one to 50, but making a new arc delayed him by about a week.

    And no, I'm not a terrible player

    [/ QUOTE ]

    Why do people find masterminds hard to play? If you can play a simple RTS...then you can play a mastermind! Even if you CAN'T play an RTS to save your life...understanding game mechanics isn't hard.

    The problem is that most MMs don't seem to like to actually control their pets or realize that they have other teammates to consider. I don't use binds or macros for my pets and I never have problems controlling them when necessary.

    There is nothing wrong with the MM AT.