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I hate Extremus.
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QQ more.
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Reroll alliance both of you -
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Well, in a moral sense, we still are top of the list
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You are still under -
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More time for the beautiful whimmin huh? I know how you love the Forsaken women.
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You mean he likes the drop dead gorgeous types?
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Pfffft dont hang around Extremus too much.He stinks of holy light. -
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Ding. It has high market share. Dang it has less than half a percent of the market. (oops)
Ding. It's a monopoly. Dang. It wont be a monopoly for long. And its known that for years now. (oops)
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You are contradicting your own words.First making a point that the game has a small market share then you go on admitting that it wont be a monopoly for long and a few posts earlier you proclaim CoX
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us being the only mmo super hero game in the wold
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which kinda reinforces the whole monopoly and high market share thingy.
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In fact I'll even say its legible, if complete nonsense.
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I am still laughing with how you rip yourself to pieces by calling low market share and admitting a monopoly in 2 sentences.
Not bothering with the rest cause the post simply fails in 2 sentences back to back.
Just a small pointer on the 3% hit rate.
It's mostly useful in Industrial Marketing due to high costs involved.Double you tea ef does it have to do here????
We are taking Consumer Marketing here and not B2B unless you wanna market CoX to some other business.(I bet you got a way for that too).
Also 3% hit rate?!Need get out of telemarketing where hit rates involve sales people,bonuses from selling dishes and so on and do some corporate level marketing.
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Seems to me, that as I am a major critic of the way the game is being run, that there is a simple way, in fact the only way, to state i'm wrong.
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Being critical is one thing.Pretending to be the new Marketing Guru when you actually appear to know little when it comes to brand awareness and brand marketing as well as strategic marketing and investors relations just enhances the ignorance part. Telephone marketing is not the same as marketing on high end managerial level.
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Healthy subs.
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Increasing subs are not the only way to have a product that from business perspective is successful for a company.
I will break it down to elementary managerial level for you to understand it.BCG matrix product placement method categorises products based on Business growth rate and relative market share position.4 categories : Star (high growth,high market share),Questionamrks (high growth,small market share),Dogs (small growth,small share),Cash cows (small growth,large market share).
You wanna take a wild guess where CoX fall unders this very elementary product portfolio method?Ding Ding u got it!Its a cash cow.It has a low growth rate by now due to a large product cycle but keeps a high market share (in fact a monopoly).As long as this product remains with that share it will be a cash cow.So the subs are healthy enough obviously while any gain is good and of course can always help in preparing brand awareness for upcoming star products of the same company ----> CoX2 anyone?
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then you can tell me im ignorant, big boy.
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I just did.
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And if you think that with super heroes dominating the media, us being the only mmo super hero game in the world and the way the subs have been declining for years are pointing to a healthy well managed game, then what can I say?
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You can say exactly what is obvious.You know jack about marketing,product placement,brand awareness as well as MMO market and relation of media to the MMO industry.Just because The Dark Knight did 530million during 2008 doesnt mean all these people wanna put on a cape and tights.Some people just like movies or action movies some other people dragged their girlfriends to watch this movie just like that friggin High School Musical 3 movie that my fiancee dragged me to watch and i literally almost fell asleep.Doesnt mean i wanna grab a mic and play Disney Karaoke.
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Okay, it was still an insult, and TG, you're a naughty boy
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Guilty as charged.Happy to face consequences. -
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i actually got the rotation macroed in one button
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It is a text book marketng strategy to let your potential customers know what you are planning.
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I would like to know where you got your degree in marketing because that is one steaming hot pile for dogpoo right there.
Stop posting marketing/managerial related comments because majority of them fails hardcore,they are not backed up by any textbook (because strategic management/marketing changes from industry to industry and text books dont apply to everything really ESPECIALLY in fast paced markets with high indicators of fluidity,amongst other reasons) and just enhances the general consensus that you are dumb.
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The outside world knows about CO and DC.
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Not really.The world knows the usual "hype" bla bla and not what actually goes on in game which is quite usual for creating product awareness for an upcoming product as well as reassure investors and banks that actually keep track of their investments/funds.There is only an actual listing of the features but there is no actual awareness how the features actually work.
So please try post about something else cause marketing/management wise you fail as usual.
I am not a fanboy of the way development of some aspects of the game but you my friend are plain ignorant and make an easy target for everyone else.
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Shotta stop abusing SRM account
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Ssh, it's a way for everyone to throw stones at SRM when he comes back
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Why use stones when you can use bricks?
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Bricks are subject to DR and as such stones are the cheaper option and do the same amount of damage.
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Pssshhhh.Go back in naxx.
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WHY DON'T YOU SPAM STEADY SHOT ABOUT IT?!
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BETTER THAN KEEPING CONCENTRATION UP ALL THE TIME.PSsssshhhh -
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Shotta stop abusing SRM account
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Ssh, it's a way for everyone to throw stones at SRM when he comes back
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Why use stones when you can use bricks?
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Bricks are subject to DR and as such stones are the cheaper option and do the same amount of damage.
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Pssshhhh.Go back in naxx. -
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I don't see the implementation as a complete fail. More so if people who are thinking selfishly and who have shown lack of individual respect leave.
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Wow!So anyone that left the game because they judged that i13 in regards to pvp changes was an utter failure are selfish and have no individual respect?Because you know some of us been sitting in the back waiting for some PvP changes since pvp was introduced without shoving it down anyones throats and just waited and waited and simply organised things ourselves.Its selfish to leave after 7-8 issues of asking some change and when the change comes to be a hard slap in the face and obvious letter of eviction from the game?The people that left did so because they had some self respect and was about time to be selfish.
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I would seriously lower the merit costs
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Merits shouldnt come from pve when it comes to PvP.People wanna get pvp merits to get pvp items,create pvp merits so people have a purpose in the zones and the zones are used for once how they are supposed to be used. -
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Personally, I think to entice people into PvP you need a more level playing feild rather than a more unbalanced one. I know thats a bitter pill for hardcore PvPers who have spent biliions on a great build to swallow, but there it is.
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Well playing on an even field i agree is what casuals might look for.On the other hand there needs to be a sense of progression through PvP.The mentality of a PvPer in terms of progression is not different than someone who PvE's.You need to be given the sense of progression,reward for efforts and the feel that yes all that you do helps your character. And this is the tricky part really where the companies make or break PvP.CoX has done the everyone on a level field thing.Pre I9 everyone was on level field.The situation from my experience was not better.In fact there was no level 50 PvP pre i9 i spent most of time battling it out in Bloody Bay,Sirens and sometimes Warburg.Imo there have to be other ways for casual pvpers even hardcore ones to acquire IO's besides farming.Could be a merit system similar to PvE where u gain merits uppon completing the zonal events.That would give life to RV/WB/Sirens/BB even.Although imo those mini games are designed all wrong due to their heavy PvE nature.Also allow an auto balance system in the zones when 10 heroes 5 villains in the zone would mean villains gain 100% hp and damage.Tips the scales nicely and allows for battles to go on even with 1vs10 where the 1 person is buffed lets say 1000% to AV proportions and has an epic fight instead of getting ganked.
Much more fun in my opinion much more effective and well its doable cause bits and parts exist in other games as well so is not something unfeasible.
I would be 100% ok with such a rebuilt even if it meant that all my IO's would be worthless for PvP or totally scrapped from my character because it would mean more people in PvP zones and more fun at all times with more choices.
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of course, NCSoft may take the veiw that forcing people into grinding for uberness is good from a business perspective.
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To be really honest,CoX has turned into way too much grind.the road from 1-50 compared to other games if u take the normal way is much slower ( i aint talking powerlevel cause we are talking casual players here).The IO's story is something else and the uncontrolled market just makes it even worse.The grind for IO's i am sorry to say but atm is worse than WoW or WAR epic items.Took me a week of chilled gameplay with friends to fully epic a hunter in WoW while in CoX in 1 week a casual player can barely acquire half the IO's needed for a fully tricked level 50 toon.Now merits system might have changed that and if thats the case please let me know since i aint had some hands on with that system. -
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I believe that for PVP to thrive and survive in CoX it needs to be embraced by the majority of players as being "doable" (not to be confused with winable) and most of all FUN
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Righto i understand what u mean.
So in a small list without sidetracking here is my list of what i believe would make pvp more accessible.
- Balancing around teams and not solo
- Retain IO's but make sets for every category with pvp stats and accessible only through PvP.
-Keep current IO's without bonuses in PvP zones and only sets to provide bonuses should be gained through pvp
- Provide mini games in mini zones and arenas with rewards
- Shut down all comms between heroes and villains even emotes in pvp zones.
- Allow zonal balance buffs based on numbers.10 heroes 5 villains in zones should provide hp and damage buff to villains thus keeping scales equal at all times in zones.
- Restore mobility in pvp,turn some heals into hots instead of spikes.
- Give melee gap closing abilites with unresistable effects
- Allow dual builds to use first build enhancements.
Should be a good place to start. -
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It seems to me that the casual players, those that *might* pvp occasionally for fun are put off by
1: Those with certain pvp powersets
2: Those with uber builds
3: Those with lots of practice
Dominating the zones.
I13 was trying to level out the playing field, which imho went horribly wrong.
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To be precise, the goal of the changes in I13 was to de-emphasise the first two of those items listed.
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First of all seriously the developers think that i13 solved the certain powersets issue?The people that were running around with "certain" powersets in their majority had 1 of every possible FoTM have the developers considered that?I was in top ranked PvP SG in EU with 8 members tops.Between us we shared a total of nearly 60-70 yes you heard me 60-70 level 50's in the majority fully tricked out with IO's/Prolly even more than that considering 2 of our members shared almost 60 level 50's between them.We had every possible combo for arena/zonal heroes and villains side.You think we were the only ones?US side the same deal was going on with people owning multiple accounts and powerleveling in 26 hours played toons.I13 would stop certain powersets?Of course not.You cannot avoid FoTM's but FoTM's without skill mean nothing.There is countless examples of people with FoTM's and 1billion builds getting owned by SO's or running to the boat in WB like little schoolgirls.
Uber builds without players that know how to handle them mean nothing really.Also if the purpose was to avoid uber builds to exist then IO's shouldnt have been introduced in first place and taking it a step further ED shouldnt have been there as well considering we were fed some myth that ED was introduced in order to gives us back pre-ED power through invientions and rewarding our efforts and time spent to perfect toons.From what i experienced in the short term test drive i had with i13 the developers managed to just switch the FoTM's around from ranged to melee and simply change the playstyle of some specific playstyles.Noone will want blasters in teams everyone will want stalkers now and well melee will be king.Funny from one extreme to the other.26 hours later all pvpers left will have the new fotms up and running,tricking out stalkers villain side through the SG/VG bases that are linked bug with hero market IO's that are cheaper and there u go.Same thing different archetypes.
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The third, assuming that practise brings skill, isn't as huge an issue. Anyone with a genuine interest in PvP (that includes 'casual' PvPers) should not be scared off by being beaten by player skill. Being beaten by a specialised niche build that saps fun (eg getting perma-dommed and being unable to do much of anything until you die) is far more likely to cause a prospective PvP player to not play.
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And what happen to the part where all this game was supposed to be balanced around teamplay?When suddenly the empath walked in and saved the day against perma dom?I guess it was better to nerf the dominator the empath the dps and everyone else for the sake of the person entering the zone for the first time and didnt know what was going on instead of providing resources as rewards through trying to increase your own personal skill.
It was of course very hard to introduce a merit system for pvp with pvp IO's that worked only in PvP and were acquired only through PvP and instead creating this failure from ground up was easier and more effective. -
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Fair point. Im just saying the current PvP (in g ame, i should have added) attitude puts off causal PvPers. *shrug*. Again, if you want to attract PvErs to PvP you have to appeal to them. If you dont, fair enough, PvP zones will not swell, and PvE'ers wont loose anything. Perhaps PvPers wont either? but the thread is about how to attract PvErs to PvP. And a different attitude would help IMO.
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I can relate to what you are saying.Imo the best way to solve this problem would be to lockdown communication between heroes and villains.Works in other games would work in this too.Could of course allow faction chat in coop zones but no arena/broadcast/local channels common as well as tells in rest of zones. -
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because at least with Battleground/Arena gear you could have a choice of what you want to do.
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You still do.There is pvp gear throught BG's of ilevel200 there is pure honor purchaseable items there is pieces of gear with arena rating and there are multiple ways to obtain this gear some even involving pve. -
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Having given this careful thought, I've come to the following conclusion.
PvP can NEVER be "fixed" in this game. It doesn't matter what the devs do, there will always be a group of people who aren't happy, and will make damn sure everyone knows it.
Best course of action, roll back to i12 PvP so that hopefully the PvPers who left in a strop come back, and forget about trying to get more people in to it. It's just not going to happen.
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^ This.100% agree. -
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Or, we could just go play WoW instead of trying to import it.
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Or we could just incorporate some good ideas from other games just like other games do incorporate ideas from this.
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Clearly, you've never seen a professional chess tournament.
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I have.Actually seen quite a few Kasparov matches but adrenaline aint exactly flowing.Excitement is something else but your heart rate aint exactly jumping.
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Well, actually, you're wrong. PvP is indeed a major feature in WoW, and it has a considerably greater following than in CoX, but it's still a minority sport compared to those who just go do PvE. More of the 'non-PvPers' probably do Battlegrounds, but then, you can just stand around with your brain in neutral and still get rewards there.
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And actually i am not wrong because PvP servers are quite a lot and of really healthy population plus you need recheck some things cause brain neutral doesnt cut it for PvP rewards in WoW.And anyway some rewards better than no rewards at all.
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The amount of effort put into PvP by Blizzard is related to their desire to push WoW as an e-Sport.
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The idea of an e-sport came long after pvp was developed.Plus the e-sport arguement comes from arena competition which kinda makes the arguement invalid considering Blizzard develops all aspects of PvP as much especially BG's which are not related to e-sport.
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People participate in BGs to get cheap epics.
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And again wrong considering a)BG epics are not as good in PvE due to different stats that focus around stamina and resilience.DPS in PvE drops through PvP gear so kinda void pvping to get cheap epics for pve.The arena solution was perfect to end the amount of people pvping afk.Plus well this season is even better.In the 2vs2 bracket in Blackout which i participate there are 5000 teams and that is a PvE server bracket.Thats hardly a falloff i would say.
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WoW is all about the Epics and the Bragging Rights. Take those away for most (and the rating restrictions will take them away for most) and the membership will drop away.
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Its all about rewards and thats how PvP is.And why not bragging rights.Thats how in all PvP games goes.Show me a PvP game that doesnt involve rewards and bragging rights.Except CoH.But then again no rewards is part of what led to this.
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Casual gamers cannot get this stuff, because they don't have an couple of hours to kill doing raids.
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Ok this is getting awfully a lot talking about wow.But its not like this anymore.You dont need a raid.5 people guild works just fine.You can fully ilevel 200 without ever stepping into a raid.The rewards from casual gameplay are just great as well.You dont need raid gear anymore to have a well rounded character.
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Dual-builds. Suggested multiple times by the PvP community. Now implemented.
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True but the way it was implemented wasnt great.Still i think it was a good thing and prolly one of the things that were needed.
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Result: complaints from everyone about having to fork out for two sets of fully setted IO enhancements.
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These complaints are quite valid imo.But thats just me.
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Conclusion: Never listen to players regarding what they want. They don't really know, and complain if you give them what they asked for.
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I would agree if we were talking about few people complaining while the rest are quite in sync with what devs delivered.But when 1000 accounts is the loss for the gain of 100 people trying out the new golden egg from the devs and ditch it after sometime then there is something really wrong.Dissing loyal player base even if its considered a minority (but a minority that owns double,triple,quadruple accounts) then something really really really wrong is happening.
I would still like to hear why the whole summary of the pvp community suggestions was ignored,why the pvp community wasnt allowed to test the mini games that supposingly were tested and not fun and most of all why after the fiasco in closed beta there wasnt a decision to backtrack and correct the situation. -
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That only works when the game is balanced on the individual player. If you balance on the team, you need to give rewards per team. Individual skill is then rewarded in as much as it is applied towards a team victory -- the goalie might not score goals, but that doesn't mean he isn't important for the team victory.
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While i agree that would require teaming to be always with same people etc etc etc.Plus if you team is not online you are doomed.An individual as well as team rating would open up way for both.Lets say you participate in a 5vs5 arena tournament and you win all time then your team rating is good.However you participate in the 2vs2 as well and not do that well you receive a lower rating.Prolly the rating between the two determines your individual rating and the rewarss you receive.
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Chess is player versus player too, yet I've never been trashtalked during a chess game.
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And football is a player versus players as well and the trashtalking there is a whole new level.Chess aint that competitive and well doesnt get adrenaline rushing.You dont get to lose anything but a few pons while in MMO pvp annihilation = virtual death.Not that big of a deal but still worse than losing few pons.
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And even so the MMORPG PvP is insignificant compared to PvP in Real-time strategy and first-person-shooter games. (And I'm going to question WoW's PvP being a "major target in term of sales" -- from what I can see, the vast majority of WoW players are more or less casual PvE-ers in their late twenties and over.)
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Its not as insignificant as you think really.GW,WOW,EVE tournaments are well received events and growing pretty fast.As for WoW well ok you are wrong.PvP is a major feature and has a major audience involving a huge portion of the player base.Which is obvious of the amount of development that goes into it the amount of PvP servers the amount of people participating in the arena ladder and BG's.
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I disagree -- the upcoming mission architect is an example of something new PvE wise; and CoH PvE has several aspects which individually are small, but taken together makes the PvE game both different and in many ways better than the competition's. For instance, no other MMORPG comes even near CoH when it comes to allow for casual play.
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Well here is where we seem to disagree totally although i am fine with it.In terms of casual play most other games have really caught up with this.Simple example of WAR public quests and accessibility of pick up and play.WoW saw a major shift in terms of casual play as well.No more necessity of organised guilds,no more forcing to invest countless hours gaming.Pretty much seems they picked up exactly what CoH did and adopted it to their own game.Fast accessible gameplay with up to 30-40 min time span with very nice rewards as well as pick up and play attitude through variety of pug tools that work awsome.
Anyway i not wanna compare really PvE CoX has its own beauty and well seems to work for most.
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And clearly, the previous attempt at a PvP system failed to do so.
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Yes but the reason it failed is cause the PvP community wasnt listened to.Not once.Was ignored totally despite all the constant efforts to help steering PVP development towards the right direction. -
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I would be really interested to see what ATs the PVPers who dont like the changes are.
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Lets see: Blaster,Defender,Defender,Tank,Peacebringer,Ar/dev blaster,controller,Corruptor,Fortunata at 50 gap
Lower level pvp toons: Stalker,Dominator,scrapper.
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some people like pretending it was busy before.
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A lot busier than the sahara desert that it is now. -
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Just because my view does not agree with yours, then obviously in your eyes it must be that I dont understand the changes.
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And just because the pvp community that obviously quit by judging these changes as bad is according to you blind and of course you know best.Its people like you why such [censored] changes were implemented to this game in first place.Using some seal that pre tarnishes people with some brush to prevent any disagreement with you wont help you much.
And while indeed just cause you were not there every night doesnt make your arguement less valid it doesnt make it right either.
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It is people like you that gives PVP and PVPers a bad name.
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Yeah because anyone that dares to argue against you must be trashed immediatelly by using the PvP brush and the usual arguement. /golfclap
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First, roll back I13 PVP changes. At least I12 worked, if not great. (But I sadly doubt this will happen for fear of a massive loss of Devs face.)
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Won't happen.Ever.Mainly due to the fact that developers of this game wont admit they made a huge mistake.Even when they had the chance in beta to remove this fail of a system they didnt do it.Even though thats what beta's are for.
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Secondly, then implement the following: Buff the primary characteristic of the AT. Blasters do kick@$$ damage. So let them do that. But a Defender can defend, a tank is exactly what it says. Maybe a defender cannot solo well in PVP. But then, why should they? A Defender can't solo well in PVE either. If you want a damage toon then choose something else. But give a Defender a massive role in Team PVP.
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This cannot happen.Why?Cause in every MMO spike is king.If you give to blasters kickbutt damage exclusively you will turn this game to a blaster battlefield.The reason why Defender were SO good prior to i13 was because in non spike fights they were able to come on top in terms of sustained dps.
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Third, I believe that it's overcomplicating things to have "Zone" and "Arena" PVP with different rule sets. Even with dual builds, that means you have a build missing unless you're dedicating yourself to PVP. There should be a single rule, end of.
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I can relate to that but Arena needs a variety of rulesets since its a more controlled environment.
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Fourth: CoX lends itself to Team PVP more than Solo. I would much rather see Dev time dedicated to making PVP more accessible to the part-time PVPer which will then have a knock on effect - the better PVP is for more people the more fun it becomes. THAT will bring in people who enjoy PVP in other games. Win/Win.
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Sorry but this has always been the case.The AT's have always been balanced for Teamplay rather than solo.Nothing new there.
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Fifth: PVP Server Environment Server: Give us a server with PVP all over (yes I know it would need work) and also remove the need for anyone who is really anti-PVP to go into the zones on the PVE servers. (ie exploration badges etc.) Yes, if you're a badge-wossname, then you might miss out unless you bite the bullet but some sacrifices have to be made.
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NO.Just no.Enable flagged pvp on servers yes.But pure pvp server no.Why?Simply cause a world PvP server needs a specific framework.Rewards from PvP and reason to engage in World PvP.Throwing people in a world pvp server wont change a thing and will be abandoned within a few weeks.This game developers have yet to prove the capability of developing tactical gameplay options both PvE and PvP and hence a world PvP server would be a disaster.Develop a framework within which such a server would function and yes then we can talk about it.But that would mean a WHOLE lot resources to PvP which we know aint gonna happen.
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Sixth: A Dedicated PVP Champion amongst the Devs. Somebody who will have as a major part of their brief the PVP community.
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Good luck with that.Considering the developers/lead team of this game see the PvP community as not worthy development target crowd there is no reason for such a staff position.Hell there was no such person prior to i13 when PvP community was going strong.Now that it died i doubt there is a reason to put on a payroll a person for 10 people.
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Get in place an in-game, automatic arena league and cup system, with in-game prizes and published listings. Involve supergroups in the system
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Agree.
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Zonal PvP has to be rejigged to be not just balanced for teams but also focused on teams. The decision to go into a PvP zone should be taken by a team, not individual players. For instance, with branching story trees, it should be possible to introduce PvP into regular PvE storylines as a choice to either continue the story as normal in the PvE zones, or branch out to perform story missions or patrol goals in PvP zones for a variant ending.
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Please NO!PvP should be kept at all times totally separate from PvE.The only situation that PvP would be acceptable to include PvE encounter would be some major encounter in a PvP zone where one faction tried to kill other faction leader and the defending faction rallies to defense.
Trying to mix PvP with PvE in the past resulted to developers being constantly mocked for their choice of filling up the zones with mobs.Sirens was an attempt of faction clash playstyle which ended up bad due to people killing each other in non mob areas and just avoiding the purpose of the zone.Who gives a damn who controls sirens.The reason to control it is so unlucrative is not even funny.
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The incentives, "game flow", bonuses, rewards, wins and defeats of PvP has to be based on the team as the central entity rather than the individual character.
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Imo individual skill when it comes to rewards should be counted in as well.
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1. Arena option "Disable invetion bonuses". That means I can have a cheap PvP second build without fartarsing about farmiing to be viable. This is a fairly straightforward intervention.
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Sorry but i will have to disagree here.I understand some people are furstrated but there is something really obvious.You simply CANNOT expect to be on same terms with a hardcore PvPer.I am not talking about nubs cause nubs can be killed even when they got a billion build and u are in simple SO's.Against a seasoned PvPers you cannot ask to be on par simply because they spend ALL their time perfecting their builds/skills.Its unreasonable to ask such a thing as it would be for me to ask all badgehunter titles to be reset on a monthly basis or weekly simply because i wanna badgehunt and be on par with other seasoned badgehunters.
You wanna separate IO's?The ONLY viable solution is to have IO's sets for PvP only with stats ONLY for PvP.Thus seasoned PvPers still get to work on their builds and obtain these sets only from PvP while PvE newcomers need to work their way towards such sets without farming minldessly in PvE.
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Phase Shift. (and other escape powers). Nerf them to the point of complete uselessness please.
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If this happens i would demand a variety of powers to be buffed up in order to compensate for the lack of OH SHI moment powers.There must be powers in the game that are tide breakers and give u the chance to turn a fight around.There is no such thing atm.Only blasters nova was coming close to such thing and that was turned into some fluffy pink thing.
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Offensive Toggles. Make me laugh. Now you these get detoggled every 3 or 4 seconds it makes things like radiation infection useless. Supress them, dont detoggle.
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Quite agree but then again i consider toggles in general a joke.
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Buff the effects of AoE powers by 50% stat.
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I am all for that but there should be a way to build res against aoe specifically.
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Buff the effects of placable AoEs by 100%
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Agreed but need to gain res to PBAoE through AoE res mentioned above.
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PVP community attitude replacement.
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Sorry but this really is out of place.I understand most PvE exclusive players keep a calm attitude and prefer to taunt each other in other ways but PvP is what it says.Player versus Player.The taunting and the trashtalking will always be part of it.Now of course i am all against breaking rules,calling names cussing etc in pvp zones.However the trashtalking is part of what gets the blood boiling in PvP and many times part of tactics to taunt your opponent to rush in mistakes.Wont change dont wanna see it change and if people are easily offended or have a weak heart stick to cookies baking and playing pokemon.There have been many PvE players i seen set foot in PvP zones and despite what goes on they know the drill keep calm and do their thing and hats off to them cause they get it.
And you know what?PvE community is JUST as bad.Maybe the bad boys in PvEers dont come out as easy due to the carebear nature of PvE but when they come out oh boy!So i think this "Hollier than you" attitude that some exhibit is kinda [censored] considering there is equal drama going PvE side and at least PvP side noone pretends to be a saint.
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To be honest, I don't think CoH can both satisfy its current PvE-heavy subscription-base and hardcore PvPers. To "fix" CoH in order to please hardcore PvPers strikes me as robbing Peter to pay Paul.
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The way development has steered this game and some mechanics/content choices makes me agree 100% with this.Hence why there is no real PvP community left.
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In a casual friendly system, any newbe needs to be able to wander into a zone for the first time and have a chance in a fight. That means seriously handicapping experienced players, since in a fair system an experienced, skilled veteran should squish the newbie like a bug.
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This.100% accurate.
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But hardcore PvP-ers are not the core market for CoH (in fact, I'd go as far as to say they're not the core market for MMORPGs in general.)
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And while the first part is totally correct the second part is totally inaccurate.WoW,Lineage,WAR top ranking MMO's all of them have PvP community as a major target in terms of sales.
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And the hardcore have not quit. Tho I suspect they might if something doesn't get done.
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From what i know majority of hardcore PvPers have already said goodbye to this game.The ones that are left are just hoping for a change while some others have just shifted to the PvE side of the game and just sticking around with their friends.
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they are fans of a style and form of PvP that, as far as we can say, does not appeal to the wider subscription base and does not appear to draw new people to the game.
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And this is the reason why you dont see new subs coming.Pve wise there is a saturation.Nothing really new offered that is not already done better than other games.While customisation is awsome majority of mmo players dont play for rolling alts and playing the costume creator.They are not all Superhero fans.If NC approaches the game with this mindset maybe something will change.Because its ok to satisfy the current playerbas but need to find ways to attract more customers from different target crowds and not making the main business goal to retain what you got and just try attract maybe some more crowd from this niche target audience and maybe some do some word of mouth marketing as well.
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the views and opinions of the few remaining regulars quite honestly dosesn't matter, because it's not the regulars who are going to rejuvenate the venue and make it profitable again.
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And honestly that works bothways because the opinion of what the regular PvE players of this game thing doesnt count for jack really.They are not the ones that would make PvP side of the game better but attracting more PvPers would.
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While there is a vocal faction who seem moribound to oppose any kind of PvP, whichsoever, in CoH, I don't believe they're representative of the majority. I think the majority of CoH players hold views similar to my own: I'm not negative to the idea of PvP in CoH, just the current implementation
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And allow me to disagree because ever since the introduction of PvP there have been numerous occasions where PvP has been branded as abomination without any reason and only due to previous experiences of players.There have been occasions that people have been trashed on public channels just because they are PvPers.There have been PvE channels that wholeheartedly trashed PvP population as a whole for x y z reason which was usually something along the lines of insane crying due to dying in a pvp zone.
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Unfortunately, some PVPers seem to go temporarily blind when it comes to other people not agreeing that I13 is all doom and gloom and that "everyone" hates it.
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Right let me explain you something.The one that is blind is not the PvP community.You know why?Cause while you dont have a clue how these changes impact PvP a seasoned PvPer knows exactly what these changes mean.They know that this is just a spit in the face to all the hardwork to contribute to a huge [censored] list that was detailing exactly what was needed to spark pvp even more.And instead this was delivered.Now while you may not know what PvP mechanics/tactics/strategies exist and what are the norms in relation to other PvP games we do.So you are the blind here and not PvP community.
This game has been turned into a stand and fight game and while i wouldnt mind this if done right after seeing the changes there are games with FAR FAR FAR better stand and fight gameplay and far more rewarding.
Its absolutely out of place and blatantly wrong from a development team to allow the primary dps archetypes to go in the middle of the DPS chain.This premise on its own is just wrong.Healing supression is what denotes inability to balance heals in a team environment.Instead of bothering to balance heals because there was just too much spike heal (which would have been solved if some of the spike heals where considered to be turned into HoT's) they simply introduced healing supression which is at least ridicilous.
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I welcome the changes and will doubtless get bawled out by the same few people who refuse to accept it and have a go at anyone who dares to disagree with them.
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All good for you but yeah you will get bawled at least from me because first of all you call blind the people that can see better than you how these changes impact their area of the game.
Sorry for the long post but marriage preparation season and lots of stuff to do so needed to reply in one go.My only suggestion is remove PVP from the game.No reason to beat on a dead horse.Focus totally on PvE aspect of the game and focus on bringing in subs from PvE target crowd.Developing PvP is not this development team strong point.
PS:Apologies for grammar spelling errors here and there but wrote in a rush will try correct some. -
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the huge wow-like advantage
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There is no such thing in WoW anymore.Its been solved for sometime now. -
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Also travel powers cant negate distance. Between 2 targets that travel with the same speed the one firing from range and moving always has upper hand compared to the one trying to move in to fire.And well nothing really negated routing from ranged dps.
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Doesnt work that way anymore, since travel suppression on the one shooting takes longer than on the one being shot at. Not to mention that even if one shot misses, the shooter still gets suppressed while the target does not.
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I am aware of that and obviously speaking about pre i13 because frankly the new system sucks and is for people playing with one hand instead of two and watching TV at same time. -
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you'll be able to use the environment to help with that also.
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Allow me to disagree with this.Huge vertical movement makes using environment in advantage for melee powers impossible.There are only 2 locations that make this possible and thats the WEB in warburg and arena cage map.Pre i13 anyway.
PvP in this game has always worked in favour of ranged dps due to huge vertical/lateral movement plus projectiles following around corners and so on.
Also travel powers cant negate distance. Between 2 targets that travel with the same speed the one firing from range and moving always has upper hand compared to the one trying to move in to fire.And well nothing really negated routing from ranged dps.