UberGuy

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  1. UberGuy

    Freedom? Hardly

    Quote:
    Originally Posted by Santorican View Post
    Not to mention most old timers are getting the shaft when it comes to their vet rewards.
    As an old timer who's been on Beta, this is news to me.
  2. UberGuy

    Freedom? Hardly

    Quote:
    Originally Posted by Nyx View Post
    I have to leave for 2 months because of other duties/(surgery) that require my attention and therefore I have to go premium...Im assuming since I bought absolutely all of my purchases retail or through the game store.

    But since I wont be home, I wont have the ability to sign on...which I also assume means that the things I already have will be stripped...ripped, and broken when I try and sub again.

    Which means Im losing my appeal
    What? Why are you making this assumption? That's not how it's ever worked here, and there's no indication that they're changing it with CoH:F.

    The only thing that ever got eaten if you unsubbed for an extended period was stuff left on the market. I'm not even sure that's still the case, but even if it is, that's the only thing that unsubscribing risks you losing.
  3. UberGuy

    Freedom? Hardly

    Quote:
    Originally Posted by MajorPrankster View Post
    To me, losing everything would pretty much just be like losing that last life in Asteroids at the arcade and having to put in another quarter.
    I'm guessing you realize this, but that outlook is extraordinarily rare in CoH in particular, if not other MMOs, especially among long-term subscribers. I don't know anyone who has a lot of long-standing characters, a large SG base, etc, who wouldn't be extremely pissed if the game reset on them.

    The ability to accumulate achievements (inf, IOs, levels, SG bases, badges, costumes, etc.) is, in many ways, the point of a persistent world. If there are no achievements to attain (and retain) then there is little value in persistence. Asteroids is not a persistent game, outside perhaps of the short list of High Scores. CoH is persistent, and the expectation of the vast majority of players is that their achievements (in whatever form) will be retained.
  4. Quote:
    Originally Posted by Rodion View Post
    5) Run trials to get Astral merits, which will allow you to obtain rare recipes in less calendar time than alignment merits, at the expense of more real time. These can be obtained at the rate of 5 or 6 per trial with no limit on the number earned per day, and since rare recipes cost 16-32, you can, if you want, run them to get LotG: +recharge recipes until your fingers bleed.
    Related to this, running lots of iTrials for their actual completion salvage table rewards looking for rare and very rare drops, while not spending Astrals to create the many commons you get (since common and uncommon drops are abundant) leaves you able to create a lot of recipes in addition to making Incarnate progress. I am simultaneously making Incarnate progress and creating a huge bank of stuff for my next few characters. My last few characters put through the iTrials have earned about 900 Astrals which were not spent on incarnate salvage. (I stopped spending Astrals on salvage after we got the ability to downgrade uncommons, and around the same time we were told what else we would be able to spend them on.)
  5. Quote:
    Originally Posted by Doctor_Gemini View Post
    And Dumpleberry, no, we cannot confine posts to a single thread because its pretty clear it's being ignored. Let's see how much it's ignored when we can get 50 or so active threads going at once.
    Seriously? You think this will get them to do anything they aren't already doing, or, more cynically, will move them to action if they are currently doing nothing?

    I think that's silly.
  6. Yeah, I wouldn't be able to date it without referring to something like Paragon Wiki, but I knew it was old.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Where are you people getting these "regime changes" and "government topplings" and whatnot? Are we reading the same thread?
    Those comments were specific to the Praetorean context, where regime change and government toppling are the express, core goals of the Resistance. They were in answer to your response to my comments about great victories in Praetorian storylines.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't know why it is that every time I speak about these things, people assume I want to start the game from scratch or kill everyone or some such. All I want is more of what already exists - more of the Power arcs for villains, and more of the successes those bring.
    I think it's because, as the discussions drill into more detail, you get more expansive in your explanation of what you dislike about villains, until it sounds like you're saying the entire system is flawed to the core. (You wouldn't be the only person saying that, so it's not a strange thing to infer from the right statements.)

    I agree (and always have) that the fundamental "lackey to Arachnos" feel is poor. I'm sure i could have been done better, even keeping Arachnos in the picture. I'm sure Arachnos itself could have been depicted in a better, less disfunctional way, even while keeping with its Darwinist philosophy. IMO, too many people in the Rogue Isles are depicted as flat-out morons, as if someone conflated the overall grunge of the Isles with the idea that it should be populated with underachievers.

    Improving on things like that hasn't sounded like what you've been looking for in the last few posts.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    So, raiding a TEST facility multiple times, killing all TEST soldiers in there - multiple times - shutting down the Seer network, destroying the Enriche plant, exposing the War Works project... Those aren't massive victories? Come on, Guy!
    They don't lead to regime change. There's no culminating mission where the Resistance takes down Cole, or even turns the general population against him. These actions should be major dents in the status quo, but they don't actually change it. So, no, there's no massive victory.

    In Praetorea, a massive Resistance victory largely assumes that we either convert society to rise up against Cole, or at least free it from him to do its own thing. A villain has pretty different motives. If the narrative assumes we're so powerful that we can smack Recluse (and his entire organization) around, why aren't we in charge of the RI, or some other place all our own? Are our villains just that lackadaisical that we're willing to leave the status quo in place despite having the power to destroy or take over it? The fact that this is a persistent world means that is nigh impossible to implement. Instead, it's a lot easier to present that we can't overcome the status quo.

    Is that the only way they could have presented it? I don't think so. I also think that even given a storyline assumption that we can't overcome the status quo, we could have been given a better presentation on where we fit within it. But I think I understand why they gave us the overall place in the picture that they did. Part of it I put down to not "getting" what people would want a villain to be - I do think CoV's creators were too hero-centric in their views. But part of it was down to creating something that made sense as a status quo in a place crawling with super-powered miscreants.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    This is why Daos' threat is empty - because there's nothing in the game that in the slightest suggests to me that he can do anything more than railroad the plot. Let me remind you that I took down a literal god, not to mention ALL of the Freedom Phalanx by myself. I ain't worried, and the game telling me I'm worried isn't changing that.
    Your functional, game mechanical level of power and the level of power the story assumes you have rarely support one another well under scrutiny in any game I have played. The story very frequently assumes you have limits that you don't actually have in practice, or when those limits exist, they are enforced not so much by your powers, but rather by fiat - you can't go out and take over the world because the zone borders won't let you out, for example.

    On top of that, welcome to episodic storylines written by multiple, disparate authors. I'm not defending this, but wild variations in what it's assumed protagonists can do are common in a lot of episodic media. My classic example is Star Trek: TNG, where the ability of the Enterprise C to absorb or dish out damage often varied wildly as served the plot. That happens in our in-game stories, too, except it's just a fluctuation in what the mission narrative assumes about us, not a change in our actual mechanical capabilities.

    If the presence of continuity breakdowns like this deeply mar your experience, you're going to be disappointed a lot, and not just in video games. (Heck, for all I know, that's already the case.) If you want to ensure that the game canon holds continuity with the fact that in some TF you once defeated a god, then either everything from that point on needs to assume you only ever face threats on that par, or it needs to never let you defeat a threat at that level to start with. I prefer to have the story variety, and I will mentally gloss over the inconsistency on my own. I'm here to beat stuff up, not to read a grand novel. It's a good thing if the narrative that accompanies that doesn't suck, but it doesn't set boundaries on my enjoyment.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    You lack imagination. On Praetorian Earth, our characters manage to be enemies of the state and still survive just fine despite opposing a government of VASTLY superior technology and material means, not to mention one of much tighter control of its territory
    And yet they do so by being cautious, sometimes hiding a lot, or not being terribly overt in most actions, even if they are somewhat overt in their position. And notably, none of them has managed to overthrow Cole's regime. Surviving just fine is not the same as massive victory.
  12. Yeah, I still do have fun redside. In terms of story, even though I don't actually like the story that much, I consider its packaging and delivery so superior to blue side that I prefer it. I started playing a lowbie hero again after months of working on level 50s and was reminded how ... dated the story and presentation of low-to-mid-level CoH is. Go defeat 30 X's. Go run up and down the length of Skyway just to talk to people who's phone number you might have. That sort of thing actually reduces my fun more than the story villain side ever did.

    Could my villain side fun be made better with a different backstory? I like to think so. Is the backstory so awful in my eyes that it drains the fun out of it for me? No. It's not close to that.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Fixing villain-side would require giving Recluse a little more dignity as the de facto lord of the realm, possibly by giving him a zone that's less of a shithole, and at the same time giving players more opportunities to oppose him successfully, giving them the sense of having overcome a credible threat.
    I don't disagree that some or all of those might be welcome story changes, but I certainly don't feel they qualify as being required to "fix" the villain side. There are many things that dissuade players from playing villains, and story is only one part of it. Honestly, the forums are the only place I ever see anyone gripe so intensely about that aspect of the over-arching villain-side story. I have heard plenty of people mention they wish it was different (and I wouldn't mind, myself), but it isn't a deeply pervasive reason people avoid villain side.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Just for the sake of perspective, I'm the sort of person who actually needs closure and appreciates finality. All good things must come to an end, because it is this end that makes it feel like they ever amounted to something. I beat the game, I reached the end, my character is complete, and I am now free to pursue another character, instead. I can still play this one to marvel in his full power, but I have achieved all there is to achieve, and I am happy that I have. This is the sort of satisfaction and closure that level 50 used to represent to me, and in a way, still does. As I don't care even the tiniest bit about the whole iCrap, I still consider 50 to be the end.
    Don't take this wrong, but given the above, it seems to me that you really may not have a very useful perspective, then, to judge whether CoH's end game ended up hard, slow or boring. The reason is because you would dislike any possible thing it could have been if indeed it was an endgame.

    Unlike you, I do not seek or even want closure for my characters. In the old days, I used to avoid hitting level 50, because I did see it as "the end", and I did not want my characters to be done. I don't get to 50 with something I don't love playing. If I love playing something, I don't want to stop playing it just because I reach some milestone with it, but with no goals to pursue, I flounder. I9's Invention system let me breathe new life into my high level characters, giving me long-term progress goals for them that literally added years to my playtime with them. Incarnate progress, while my ways to achieve it are depressingly more narrow at this time, provides more new goals in that same vein.
  15. Quote:
    Originally Posted by TheJazMan View Post
    Yuuuuuuuuuuuuuuuuuuuuup. Like I said: IMO. I really think most story lines should conclude much quicker than this Coming Storm stuff. Do you really enjoy the years it has taken to get this Coming Storm dealt with?
    Is that a serious question? If it is, the answer is "yes". If I hadn't, why would I be playing the game? If they never resolve it, it's not going to bother me. I mean, sure, I'm curious where they are going with it, but why would them not wrapping it up make me not enjoy what else they have done meanwhile? (Not that I've enjoyed everything, but I've enjoyed it or not on its own merits, not based on whether or not it clearly furthered the "coming storm." Or really, whether or not it wrapped up any existing story line.)
  16. Quote:
    Originally Posted by TheJazMan View Post
    I hope the devs realize waiting years to conclude a major storyline is beyond lame, IMO.
    It is?

    Edit: Well, you did say "IMO". But other than via this post, how would the devs know your opinion on this?
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    I said it a long time ago that "end game" can never be good, because it has to be either very slow, very difficult or very boring. Ours ended up being all three.
    Eh. This is opinion which will vary from person to person. I don't find it difficult or slow. I've "finished"* 10 characters now through the system, and I think the "hardest" part of it is getting people to listen and cooperate, not the content itself.

    Boring I don't agree with personally, per se, but I wouldn't disagree with anyone that said the available trial content wasn't sufficiently varied. It has only two trials that people run consistently, and one that enough people dislike that it isn't run much at all. The design of the system inherently promotes running the available content many times. In order to obtain the components require to "finish" 10 characters I have run over 500 trials. Adding things that the iTrial merit currencies can buy other than just Incarnate progress only heightens the number people may be compelled to run. Given all that, providing significantly more than two (popular) trails to run should be a high priority, IMO. We need both quantity and quality here, because given the critical mass of "average" players needed for successful trials, players will aggregate into the trials that are easiest to form and complete, and harder and/or less enjoyed trials will be less traveled.

    * By "finished" I mean I have Very Rare powers in Alpha, Judgement, Interface and Destiny, and at least a Rare ability in Lore. Some of my characters have Very Rare Lore and/or additional Rare powers , usually in Destiny.
  18. Quote:
    Originally Posted by Golden Girl View Post
    Or as they work on several Issues at once, Going Rogue/I18 was being designed at the same time as I19 and I20, and they were trying to give a taste of just how powerful and dangerous the Praetorians were.
    I don't want this to be the explanation, because that would be spectacularly stupid. That's not the way you introduce new players who just bought your nice new boxed set to the game.
  19. I don't really have a stake in the argument of whether Praetorea was intended as end-game content and then retrofitted to be low-level content. I don't track the history of the game closely enough to really have an informed opinion on it.

    However, I do want to point out that there's another possible explanation for the Praetoreans being so comparatively brutal at such early levels. That theory would be that the people who designed them either had never designed anything but upper-level critters, or had not done so in a long, long time. The designers who designed level 10 Skulls and Hellions were probably gone, or if they were still around they had probably been designing Longbow, Arachnos and Vanguard in their recent history. It's my opinion that those critter factions (and now the IDF after them) bear the fingerprints of a steady creep in the combat viciousness of critters in an effort to track the increasing power of player characters.

    If you take someone who has spent the last several years in CoH designing such critters (or who has never done anything else in CoH) and ask them to create a critter appropriate to a level 10 character, you're likely to get something with (possibly significantly) inflated threat levels compared to older critter designs. It's not the guaranteed outcome, but lacking certain controls, I would find it an unsurprising outcome.
  20. One of the ways you can try to make farming fun is to farm with/against something that's actually risky. Now, getting dead much isn't very efficient, and beyond a point it's probably not fun, either. So the point isn't to "farm" something that kills you tons. You want to farm it, not let it farm you!

    Sadly, I can't really offer specific advice on this, since it's going to be very build dependent. I recommend finding something that can't quite handle +4/x8 on some farm map of choice, and then turning it down (probably in team size, but maybe (also) in level if +4s are too slow for good farming) until you can just barely do it, including using inspirations.

    Making the farm keep me on my toes to survive keeps me engaged. Others might hate it since it's hard to "zen out" when playing this way. Ultimately what's "fun" is going to vary by individual, so YMMV.
  21. Quote:
    Originally Posted by Garielle View Post
    Case in point. on the blue side, there are 11 normal zones plus 9 hazard zones for a total of 20 zones. On the red side, there are 7 normal zones, and no hazard zones. This means blue side has nearly three times as many zones. One upon a time, this used to be balanced by the fact that to travel between these zones, you had to make multiple hops. For example. to get from Atlas Park to Talos, you had to take the train to Steel Canyon or Skyway, switch lines, and then take the train to Talos.
    I don't see this as a downside for redside.

    Hazard zones, while nice for flavor and backstory, are ghost towns. They have been so basically forever, except for periods when some of them were popular for street sweeping. The devs almost certainly took their que from that observation when they neglected to give villain side similar zones.

    The argument about "normal" zones has some merit, but I can see it from two sizes. On one side, more zones is more diversity and therefore more depth. On the other, more zones is just more space that people don't really congregate in anyway in a game so heavily oriented towards instanced content.

    I like the structure of the open zones in the Rogue Isles. It's basically one zone per level range, with some overlap in the higher level zones. The only two that really compete significantly for the same level ranges are Nerva and St. Martial.

    Notably, CoH is reducing its number of non-hazard zones by one in I21. Galaxy city going away, discounting the echo we'll retain for badge purposes.
  22. Also not directly Defender related, the Epic Pools all had another power added. Also, via side switching (available through that Going Rogue you purchased), heroes can get unlock the villain equivalent, Patron Pools. Once you have unlocked these, they become permanently available even if you switch back to being a hero.
  23. I love hitting that level range, because I finally start getting three slots per level. Powers are great and all, but they need slots, and until the 30s, there aren't enough available for all the powers obtained by that point. I finally feel like my character starts to become powerful in the 30s. It's not a long, dark time for me. It's when light at the end of the tunnel starts to show a clear opening beyond which I can see blue sky and clouds.