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I don't know about hard. I've died once on my stalker - I stubbornly refused to buy inspirations before the mission(laziness).
Then I died once on my kin/energy brute due to a team wipe involving clockwork with -def beams. Which is kryptonite for a /energy brute anyway.
My dominator hasn't died yet. And that's about it.
When starting a new toon I immediately turn the difficulty to +1 anyway. And that equates to +2s in the normal game. No difficulty settings in Praetoria that I have seen so it's been nice and smooth for the most part.
If you're a vet player and find these missions hard...then I have no idea what to say other than...use inspirations and play a bit smarter. -
And why do you think it would be desirable to the developers to have a brand new game populated with insanely rich players who have complete economical freedom?
Also...you think your IOs would be usuable in a brand new COX? That's laughable. -
Quote:I wouldn't say it needs to be gone entirely. I don't want the game to become too static or predictable. However, it needs to be tailored so it makes snese for the type of enemy you face.The "running enemies" mechanic needs to die in a fire. Today. I don't want to see it reduced, I don't want to see it contained. I want it GONE. There is absolutely, positively no benefit whatsoever to having enemies running away and having to be chased because your mission is a kill-all, or because they're par of the spawn guarding a hostage. This needs to go.
Zombies...should not run for instance. And mobs who do run should not leave the area of the fight entirely and forget who they were fighting. Give them debuffs to indicate their demoralized state that makes them easier to dispatch. There are lots of ways to make a fleeing enemy feel more like part of the game instead of an awkward and annoying piece of bad AI programming. -
Quote:I'm not sure that's what happened with EQ2 exactly. It was more a case where a lot of the stalwart EQ players just didn't want a new game that was different from the original. So they stuck with EQ. It's still running to this day after all.And if you don't have character porting, I believe the devs would risk alienating the existing players of CoH1. As I rather vaguely recall, this is what happened with EQ?
In any case, why would porting your characters over to a new COH be a priority? It's unlikely to have the same power structure, character attributes and mechanics as the original. You would definitely not be starting at the same character levels(as that would be ludicrous from a dev perspective).
So what exactly is it that you think players would keep besides a costume look?
I have to agree with Arcanaville on this. Porting to a new COX game would be worthless. -
Quote:I would not have expected this from you...but it was funny as heck!12 solo only missions out of 20 levels is no way even remotely close to being mostly solo. Especially since you can skip them.
So your claims are full of crap.
Not only should you have been shouted down, you should have been held down and given pink bellies, atomic wedgies, and wet willies, then finished off with a chocolate swirlie.
Neener neener neener. -
Quote:I'm pretty sure it's been stated that the devs don't actually use AE to make their content. And you're right in that I have no idea what percentage of effort went toward player only and what went toward developer tool improvement. Of course, unless you're part of the dev team, neither do you.
A great deal of the back-end that went into creating Mission Architect was an effort to improve the development tools the DEVS use to create things like the tips missions. Yes, they had to further idiot-proof them & then put out a lot of exploit-prevention patches, but the bulk of what makes architect ARCHITECT was also required to allow the devs to easily create new content like the tips and story arcs. When you think of what resources they "poured into" it, you have to look at what's needed JUST for the players, and not stuff that improves developer productivity.
In addition to that, I do believe that Castle himself made a note of all the extra effort in support that AE called for(hello mass bans and character deletions etc.) and that he wasn't exactly pushing for it. Obviously that decision wasn't in his hands.
Quote:As for "who uses AE now?" well, the devs stated they didn't want AE to be the ONLY way, but it should have some purpose. It gives a creative outlet to a certain niche, some new material to read for those interested in not repeating the same content, and an alternate reward system that, while no longer the be-all-end-all of reward systems, still has some good things going for it for people that know where to look. The ability to select your reward from the tokens given can be very helpful when the market monopolists have cornered the remaining uncommon you need.
Quote:But really, people severely underestimate the amount of time it takes for OFFICIAL content to be made.
Quote:Given the choice of OFFICIAL content of that scale, or several thousand times that in unofficial content... with the potential of fresh stuff being constantly added to it.... even if it's just appealing to a segment of the player base... that's still a pretty smart investment.
Quote:Furthermore, while the number of creative people that enjoy making things in Architect may seem small, these types often fill "thought leader" roles in their various communities. They're GMs for the pen-n-paper games, the storytellers. They often hold positions of influence in guilds... if not leading them. They're more likely to be fansite organizers and actively advocate the game. They're the people that offers suggestions on what to do when others just passively complain that they're bored.
That's a small but very valuable niche group to have in your corner, since they've got a better-than-normal likelihood of encouraging others to try/stay with the game. -
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Quote:I'm of the opinion that the effort and time put into AE vs. what has been gotten out of AE is probably somewhat less than other niches in the game.That depends on the niche. The end game is a niche. Task forces are a niche element of the game. Accolades serve a niche. Respec serves a niche. The markets serve a niche. The invention system serves a niche. Purples serve a vanishingly small niche. HEATs and VEATs are a single digit niche element to the game. Probably less than half of all players ever play a single controller or dominator, so its probably fair to say only a small percentage of players will ever roll an electric control anything.
Very few elements of this or any MMO have ultrawide appeal or use. The game is composed of a large set of overlapping niches. In my opinion, there's a lot of improvements that could be made to the AE that would make it have a wider appeal overall, but calling it a waste of resources because it only served a "niche" of the playerbase is missing the point. Nearly all things added to the game since launch are as well. In fact, since the devs have consistently stated that only a small percentage of the playerbase ever levels to 50, you could argue that all of Issue 1, and everything connected to it since then, including the entire game above level 40, is essentially one large niche addition.
Especially in terms of how it was talked about and marketed by the devs. If something gets added that satisfies some folks and not others...that's fine. Day Jobs I can certainly live without. I think I have more of an issue with pouring resources into something that not only doesn't end up doing what the original purpose of it was, but then also costs time and effort to police and fix due to abuse. Not to mention generated some very negative press for the game.
Compared to some of the other niches you mentioned...I don't think it's quite the same.
From my viewpoint, Tip missions come much closer to filling a content void than AE missions ever will. More regular content is probably what most people were desiring rather than feature/reward limited player content. -
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One more thing.
Please give us an alternate animation for Shadow Maul. Preferably something involving a massive hammer(maul) made of shadows.
I really am sick to death of the 'many punch' animation. It has been done to death and is also part of a Vet Reward. -
Muahahahahahahahaha!
Glee!! -
Primary on my list is a replacement animation for that awful double jab attack in the claws set...think it is slash. I'd like it replaced by an attack that starts with the attacker's arms spread wide and then crossed over his/her chest.
Please do this for the Widow attack that uses the same animation. I deleted my Widow because of this. Overly sensitive, I know, but it really gets on my nerves.
Other than that...some of the older blaster sets could use new animations/effects including: Electric Blast, Energy Blast and Fire Blast. -
Quote:To be fair, all that stuff applies to every single other MMO in existence. So are we saying that every single other MMO is showing the same population/earning trends?People may have had a new addition to their family, and decided to stop playing for a while
People may have gotten laid off from their jobs and decided to only spend money on top priorities
Another MMO just released, and people went there
People burned out and didn't want to play anymore
A power got nerfed, and caused people to ragequit (*snicker*) -
Quote:Those games were made from the ground up to be moddable by anyone with enough time and know-how on purpose.I think you're underestimating it. There's no need to replace an engine simply because it's old. I'm iffy on whether I'm allowed to say this or not with the ridiculous new rule, but Neverwinter Nights 1, 2, and The Witcher all use the same engine. Oblivion, Fallout 3, and I believe Morrowind all use the same engine as well.
You should look up screenshots from each of those games for comparisons
I don't doubt it's possible they could be planning a sequel, but I do not have any doubts whatsoever that it would be the single stupidest move of Paragon Studios' career.
I get the impression that COX did not have this thought in mind when it was made. That is to say, it was not made in such a way as to allow easy changes to its core systems. An example being, that adding Power Customization took a lot of work. Conversely, there are plenty of Oblivion mods that not only customize spells and abilities, but created new ones from scratch and added things like dragon riding etc.
It seems that most MMOs back in the day were not made with easy upgrading in mind. That in itself, takes a lot of work. Someone has to make the tools and test them and it all adds to development costs. More modern MMOs should have sidestepped these mistakes(hopefully) and left ample room for easier alteration by game developers.
That said, the games you gave examples of are all single player RPGs. They don't have to deal with a gameworld populated by thousands of players at a time and balance internet latency with rendering performance across a variety of systems and hardware.
Oblivion and Fallout 3 are masterful examples of a flexible game design. You can pretty much find a mod that does anything you want for these games.
The engine used for the Neverwinter Nights and Witcher games is great, but limited as well. The Witcher 2 is being made with a new engine that allows for more dynamic combat that was impossible in the first game. I'm eagerly looking forward to it. Geralt is the closest thing to a fantasy version of James Bond that I have ever seen. So many women...so little time. -
I don't think that anyone here really can answer your questions. That's the whole point.
The fact is that most people here(Nethergoat being a good example) don't really care how close the game is to 'failing'. As long as they can play it right now and for the foreseeable future.
Another hefty dose of reality that we all have to learn to swallow is that even if the game were at death's door, the devs would not tell you. They literally could not tell you, even if they knew, because they are beholden to a corporation that has rules.
No one knew that Tabula Rasa was close to shutting down until the very end. I was a player and looking forward to some of the updates they were working on.
Last thing. The devs are probably the last people to know when a MMO game is going to die(unless they self-publish and self-fund). That's a decision made at a corporate level that developers don't get to be in on directly in most cases.
In the end, I'd reserve this kind of thing until a few months after GR. It's too close to the launch of a new expansion to make any kind of prediction. I may have some concerns over how they market this game but I don't have any control over that.
Besides, even if the game did die, do you know how many other games there are out there to play? My Steam list is full of stuff that I haven't finished yet(and some I have yet to install) and more games are getting announced every month. Heck, I just saw the previews for Warhammer 40K: Space Marine and I'm stoked. -
Quote:A word of warning: Even if you are 100% correct in whatever you are trying to prove(and I'm not saying you are), this kind of thing is going to get you good and flayed around here.We ?
I was pointing out that some people have an incredible ability to ignore the elephant in the room. Whats more they think if they talk about how great the furniture is no one else will notice.
Other people who have long ranted on how population decline isn't happening and the people that complain about it aren't doing things right seem to be offended by reality.
Were I you, I'd just quietly let it drop and die. I am not you, however, and I think you are probably going to keep pressing until something explodes. Or is deleted, banned etc. -
It occurs to me that I'd really like to see a single player game set in the COX universe. Something with action along the lines of Prototype.
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The problem with new MMOs is that you only get about half a game.
As excited as I am to see a COH 2, I know there is no way it can have as many costume options, powersets and content as the game we now have.
So while on paper it's exciting, it'll probably be a long time after launch before it is in a state that feels half as complete as COX does now(and even now we have stuff that still needs doing). -
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Quote:This is my experience with Doms too. But the once every 6 mission EB has not ever caused me to quit. And as I said...I took down BABs with no pets.Ooooh yeah, now that actually does annoy the hell out of me. Now normally I don't care about perma-Domination at all and only really use it when I really feel I need it, which is to say when I run into bosses, but when I run into Arachnos it seems my entire Primary is being invalidated if I don't have perma-Domination to hold lieutenants, and $deity help you with bosses because even with Domination they take several applications of your power.
EBs you meet like once every ten missions are easily disposed off with inspirations, but when do you do a mission without lieutenants? It makes Arachnos-heavy story arcs a huge pain.
As someone who tries to not use inspirations often, the times I DO use them are for EBs, all of who I face as +1s with my dominators. I can't say that I've faired significantly worse with them than while playing my blasters or corruptors. Three purples and some reds really help.
If you got EB problems I feel bad for you son.
I got 99 problems but a BABs ain't one. -
I am going to bask in the manly manliness of way too many action heroes on screen at once!!!
EXPENDABLES OR BUST!!!! -
Quote:I was about to ask the same question. Add in the pretty hefty dominator damage buff that was given recently and I can't see what the point of his argument really is.I am confused. Your argument here seems to be that because a Blaster doesn't have Control powers... that the Triangles don't exist. Blasters can then freely wail on EBs and kill them with their damage? A Dominator, though it does have control powers... will still deal its damage no matter what the amount of Status Protection an EB has... same as a Blaster. I guess I must be missing something?
Maybe mind/energy is an especially difficult combo to level. But then again, there are many available combos for doms. So what is actually the issue then? -
Quote:In a sense they are, among controllers, because illusion works differently in certain ways than other control sets.More tellingly, if having an exclusive set is so important, what does that say about all the controllers who *aren't* illusion? Are they somehow less 'unique'?
There are people who don't want to do something different and will play whatever set is most popular or viewed as the default set for a given AT. Some folks are into concept only and will make whatever fits their idea of what the toon should be. Other folks just want whatever is the most efficient combination of powersets because they power game/farm etc.
I don't have anything against powerset proliferation myself, but I also wouldn't get choked up about each AT having a unique set that others don't, provided that all ATs have enough powersets to meet most any concept and build requirement within reason.
If going forward, the devs decided that the next several powersets added would each be exclusive to a single AT, I don't think I'd freak out provided each AT got something great.
Just as one might argue that there is no reason for x AT to not have a powerset, there is no rule stating that they have to get it at some point down the road.
Personally I think we be should be rolling in so many new powersets, that we don't have time to complain about missing sets from other ATs...but of course that's just fanciful thinking since we can't even get a single additional travel power set. -
Quote:I don't think the devs or whoever directs them should do something simply to 'shut people up'.I don't think there are any issues with finding teams, personally, but the above scenario would hopefully shut those up who seem to think there is.
Cross server teaming would only address the population problem(and yes I know there is no problem in a lot of folks' eyes) in a short term kind of way. If the game is bleeding players, that's only going to help the problem for so long.
As I said before, it is fine to sit in our comfy security blanket and say declining numbers have no effect. You can still get teams, you can still do TFs and SFs.
The longer term effect is going to be telling when expansions of the caliber and scope of GR simply don't get done anymore and/or updates start having less substance.
In the end, my current game experience is unaffected, but I'm not at all confident that this will remain the case in the long term if GR doesn't bring some decent numbers back to the game.
Forbin is right in his suggestion as to how to approach the problem. And the sad thing is that the longer they wait to truly do some effective marketing for the game, the more ineffectual it will be when they decide to actually try to do something about it.