VictoriaHunt_EU

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  1. Quote:
    Originally Posted by Slax_ View Post
    If you love to RP, that's fine, but why do you care if others powergame/PL because they want only to PvP/play endgame/ collect 50s/whatever other reason?
    I don't care what others do, unless it has negative affect to this games future, also the consequences of those action can be seen by everyone. Example, chat broadcasting in Atlas, higher level players who don't have clue about the game, economy go skyhigh because so much inf. Mmorpgs are social games and people can't hide behind saying: "What you care what I do", if you can end in same team with me. People don't seem to like when someone say, You actions affects others, when it's agaist what they love. This was the same talk what was done long time ago with PvP vs PvE situation. Other players doing does affect in mmorpgs, unless they play totally alone.

    In my opinion, why not make so that every AE house has max mob limits based zone they are. So, example in Atlas the AE mobs can't be higher than 5 + difficulty + team size settings. This way the lvl 50's doesn't end in Atlas to powerlevel new players. If veteran player wants to PLing people, they can go to higher level zone like PI and do it. That doesn't really affect so much new players gameplay. If lvl 50 wants to do AE mission in Atlas, that's fine, because he would be auto Sked to lvl 5 character.
  2. Quote:
    Originally Posted by Empress_EU View Post
    ppl love to farm and get to 50 fast its a fact, there will always be a way even if AE is taken out. i dont see how moaning about it will change it at all.
    Actually not all people love to farm or get to 50 as fast as possible. There is still alot of roleplayers and people who like the journey of game, it's story and theme of superhero.

    How ever, I don't think it's good idea to take AE's out. Mostly because MA also has good side. The negative affect to new people just should be eliminated one way or other. On of the best feature in MA is that old players who has seen so much can have something new and challenging. Too bad this hardly happens at all, because the "reward" issues.

    Few other comment what has come here in other posts...

    First the farming it self or powerleveling isn't big issue, untill it becomes very popular and common game play. Farming because affect to economy and teaming. Mostly because some farmers don't care how they fill they teams to get max mob spawn size or who they are PLing with they farming. So, they can end "accidently" inviting lower level new players. That's not good at all.

    As for powerleveling, I don't support this much at all. I can understand it when some experience veteran is doing it, because they know what they are doing. How ever, new player should allmost never powerlevel, unless the player type in general is powerleveler.

    In general the biggest problem in MA is that it's in Atlas and it allows so extreme way to new players to level up. New players should enjoy the Cox content as much they can, not just become PLers, because some veterans are. This is not does powerleveling or farming exist, it's about how openly it is now done example in Atlas and it's affect to new players. Does developers support it or not isn't the point, they game system speaks behave of them, was it intended or not.
  3. Quote:
    Originally Posted by Mr_DJ View Post
    Was it as common? Nobody can say for sure since it wasn't as open as it is now. There certainly wasn't a lack of players who still didn't know how to play their characters well into the late game before MA.

    Before MA even existed I've encountered Regens that didn't know what Integration was despite having it in their tray, a Stone Tank who couldn't get through their mind that Hamidon's damage is unresistable and untyped, another Stone Tank who wouldn't take Rooted because it made them slow (yet had Granite) and didn't take Earth's Embrace, a Empath who had Fortitude but no Clear Mind at level 50, Empaths who skipped their RAs and took the Medicine Pool instead, a Invul Tanker that didn't take Unyielding for mez protection, yet had Acrobatics, a Stalker that didn't know what Hide was, and a Thermal that didn't take it's debuffs. I'm sure this list can go on for a while from several players.
    Yes, I met lvl 20 player with 3 travel power and only 2 primary power. This has allways happen. It's not the question does it happen, it's the question does game system support it to happen. More and more new players will be in higher level and don't even know how to play they characters, because they end in MA doing farm missions.

    Quote:
    I've played for 4 years, MA doesn't affect me in the slightest because I make use of the sources provided in the game, SGs, Global Channels, Friends. I see no real good reason to leave the game because of MA. I can understand why people left the game because of the PvP Changes in i13, but I don't understand why people leave the game because of MA...I don't accept "I can't find regular teams" as a reason either.
    I don't leave CoX because MA is affecting me, MA's affect is minimal, but it does affect as I'm PuG player. Meaning harder to get team and harder to get good players in teams. Good player means, someone who knows how to play they character. I'm leaving CoX because I don't want to support it with my money, because now CoX is openly supporting farming and powerleveling. It's about changing the player base from one to other.

    Quote:
    If there's a true problem with MA, it was how it was marketed on the box by not including what CoX has to offer outside of MA.
    In my opinion worst stuff in MA is the affect what it can have in new players. Meaning new players in powerleveling and farming teams in Atlas zone. Old veteran players at least knows what they are doing, but new players can miss hole real old story content because AE missions. Basicly new players can get totally wrong image what CoX is all about.

    So, it's more about not supporting the direction of CoX.
  4. Quote:
    Originally Posted by Folonius View Post
    Then please, quit the game and stop complaining. I'm sure 2 people will replace your spot.
    My account is allready close, week left to game play. REASON to my account be closed is MA. Do You think I'm only one who has left this game because MA?

    You have your opinion, have a nice day. I only say goodbye the old good CoX and welcome farmers and powerlevelers CoX.

    Quote:
    Originally Posted by Mr_DJ View Post
    this was already possible before AE even existed.
    Yes it was, but was it this common that it is now?

    I played the old CoX over 3 years. So don't come to say me that I don't see the major shift in playing style. People like me, who actually liked the old CoX are leaving because MA.
  5. Quote:
    Originally Posted by Max_zero View Post
    Thats where your wrong. These problems have ALWAYS existed. MA didn't invent PL and farming. CoX has ALWAYS been a farmers and PL'ers paradise.

    What's good for the game is more content. Whats good for the players is more choice.

    If players CHOOSE to play a single type of content it's not the games fault.
    To CHOOSE something they have to be equal desired.

    1. AE missions, no level limits, in normal mission levels does limit, even with SK system.
    2. AE missions allows like 10 times faster leveling.
    3. AE missions doesn't require traveling

    To have CHOISE they have to be equal desired, do you think they are?

    Farming and powerleveling allways exist, no-one here is denying it. It's just question, what is dominate game playing style. The old story related CoX is dying. New Cox is all about farming and powerleveling. CoX has never been farmer and powerlevels paradise, before MA. Just because it exist in EVERY mmorpgs, doesn't mean game is design for it. It's not about can you do it, it about how common it is in the game. Little like 10% player doing it or 50% player base doing it.
  6. Quote:
    Originally Posted by Folonius View Post
    Of course some of those stuff is depending view point of player as what kind of player is.

    Here's the modified Positives:

    1. More challenging missions and maybe even possibility for new missions.
    2. Higher level players can easyly to get in AE teams
    3. Player can design missions and create new looking missions.
    4. Extreme fast powerleveling which can get players to end game content quicker.
    5. Allows new players the option to experience more of the game quicker.
    6. Players no longer have to farm the same mission over and over.
    7. Encourges game play beyond level 50.
    8. Much easier to find teams if your running AE or regular content.

    Basically, those 5 negatives that you listed are my 5 positives. This is my opinion, just like your list is your opinion. I won't debate that the above hasn't happened, but I will debate the effect it has had on this game.
    Like You and me sayed, these stuff is depending players own view points.

    How ever, this and many other threads about AE problems, would not even exists if there would not be something wrong. You are powerleveler and farmer, so you view point isn't surprise. I'm just sad that so many player looks they own needs and doesn't think what's good for the game in long run. Because CoX is becoming joke, farmers and powerlevelers paradise. I use to recommend CoX in other forums as good game, I don't do it anymore.
  7. I agree with OP, AE is lowering value of characters. At the moment CoX is farmers and powerlevelers paradise, notthing else. As for people saying there is other choises. Yeah, right. Who would waste weeks doing normal missions to get they charcater to level 50, when they can do same in few hours with AE missions.

    In my opinion AE is destroying this game. I don't say AE doesn't have good points too, but the bad is alot worst than the good. AE system needs to be redesign so that it doesn't allow extreme powerleveling. Why they don't make so that players doesn't get access to AE missions, before they have at least one lvl 50 character or lower the amount of exp getting in AE missions about 90% less what it's now.
  8. Quote:
    Originally Posted by WoefulKnight View Post
    Also if you want the Personal Salvage Safe that is more control.
    What's Personal Salvage Safe? Crafted item?

    PS: In my SG has only one player and that's me. So, no-one else has access to my base.
  9. Quote:
    Originally Posted by Fury_Flechette View Post
    I know that the obvious answer to my semi-rhetorical question is because of the belief that farming the toughest critters in the game yields the most xp. But does it really?
    It's not just about exp, but actually challenge for good team. Meaning you can actually die. Lvl 53's are pretty easy.
  10. Okey thanks, was just checking, because Hero Designer did not count Combat Jumping values.
  11. Does these powers defense stack?
  12. Quote:
    Originally Posted by Armsman View Post
    ^^^^
    What does that matter, as long as they are having fun in game, honestly?
    Because with AE, they gonna level 10 times faster and get bored with game 10 time faster. That's the problem here.

    You really think they would not have fun with doing old content? You really think that AE content is only way to have fun?

    It's not about do YOU have fun, it's about how long this game survive if developers does make this game fast food game.
    Quote:
    Originally Posted by ChaosAngelGeno View Post
    If AE has taken the joy out of it for you, quit, stop playing.
    This is wrong, never suggest anyone quit because sertain game content. AE should be addional content to players to have fun, it should not affect anyone else ability have fun. This is about balance, old content vs new AE content. AE content should be option as giving something new and interesting for players who has done it all. Now AE content gives so much faster leveling for new players, than why would they even try old content?
  13. Quote:
    Originally Posted by Evil_Greven View Post
    I'm going to have to go with Deth here, I was bored of CoH before AE came out. I'd resub every few months for a couple of months, and burn out. I haven't had this problem since AE came out, and have enjoyed the game more for it.
    Of course, but we aren't talking just old player, what about new players?

    Do they play the old content or do they just play AE content?
  14. Thank You, I got it.

    How ever, before I need 2 generators, I would need some useful items what use power more than my one generator can product. So, question is what's I'm still missing?

    Energy Terminal:
    1 x Basic generator (+1000 energy)
    2 x Circuit breaker (+300 energy)
    Control room:
    1 x Supercomputer (-500 energy, +500 control)
    Teleport chamber:
    2 x Basic telepad (-100 energy, -50 control)
    4 x Zone beacons (-20 control)
    Secure Portal room:
    8 x Basic telepad (-400 energy, -200 control)
    16 x Zone beacons (-80 control)
    Infirmary:
    1 x Basic reclamaitor (-50 energy, -25 control)
    1 x Enhancement table
    Workshop:
    1 x Invention worktable
    1 x Basic worktable (-20 energy, -10 control)
    1 x Radiation Emulator
    1 x Inspiration collector
    8 x Salvage rack
    Oversight Center:

    EDIT: Added these pictures, so that there is no confusion about the energy and control consume.


  15. Quote:
    Originally Posted by Max_zero View Post
    That it makes it harder for non MA players to find groups is kinda irrelevant. Whenever new content comes out it because harder to find groups for other content simply due to the fact there is more content thus people are spread out more. Should we stop introducing new content? Who's to say if they weren't doing MA they would be some other activity you don't approve of?
    If the new content isn't better, but it's new and interesting, then it's okey. But if it offers faster way to level and better "rewards". Then the "new" content is luring players to play the "new" content and leaves others without teams, because old content doesn't seem so good anymore in eyes of new players. I ques this is more like is the content in balance? Question is like does MA add new content or did it replace the old content too, because it's more rewarding and faster.
    Quote:
    Originally Posted by _Deth_ View Post
    1. Yeah, I got bored WAYYYYYYYY before AE came out, mostly because they kept messing with my ability to farm up new toons to play with.
    It's not about did players get bored before. It's the question how fast new players will get bored to this game.

    Quote:
    Originally Posted by _Deth_ View Post
    3. Hate to tell people this, but leveling from 1-50 on pure content is not that hard anymore. They pretty much "cheapened" level 50s in issue 4 or 5(can't remember which) when they changed the leveling curve and reduced debt the first time. One of the reasons they did that - rampant farming. Farming will NEVER go away, it will just change forms.
    Like above, it's not question does farming or powerleveling exist. It's the question how fast the powerleveling is now and how common the farming is. Meaning, how does it affect the games future and is this right direction to go?
  16. Quote:
    Originally Posted by Kelenar View Post
    And the solution to this is making us spend half an hour jogging between missions?
    Half hour?

    I get you point, but good missions last from 30min to 2 hours. Traveling between missions by using travel powers takes about 5 minute.

    Different is like having fast food or good meal. Sure, we can make games where traveling isn't needed at all, so no need for travel power. We can put all enemies in line and same spot, so easyer to kill. How ever, when people talk about have to work, they mean that when player has achieve something, they feel good about it. If game is just easy and fast, it doesn't have the feeling that it's worth of players time.
  17. Quote:
    Originally Posted by RemianenI View Post
    I love how people latch on to one negative aspect of a feature and close their eyes (or gouge them out) to anything that could be a positive result of the feature's introduction.
    There is both posive and negatives in AE's.

    Positives:

    1. More challenging missions and maybe even possibility for new missions.
    2. Higher level players can easyly to get in AE teams
    3. Player can design missions and create new looking missions.

    Negative:

    1. Allows extreme fast powerleveling, what can cause faster burn out of players (bored).
    2. Spoils the new players, as they can be invited to these PL farm AE missions.
    3. Lower the achievements of this game, like value of lvl 50 characters.
    4. Alot of farming as doing same missions over and over, what could mean bored players.
    5. Players who don't do AE missions for farm or PLing, has alot harder time to find normal teams.

    Of course some of those stuff is depending view point of player as what kind of player is.

    Now the problem isn't the positive effects, but that some negative effects aren't neccassary and are bad design. They could be fixed, but does developers want it, is the question.

    In long run, I don't see this extreme fast powerleveling and openly done farming doing any good for this game in long run. I have farmed with my lvl 50 scrapper and I like it, because it's extreme easy way to get alot of prestige, inf, good recipies and they are harder missions to do. How ever, I don't farm or PL with any of my under lvl 50 characters. Those characters also have notice how bad affect the AE has this game. Mostly because teaming has become alot harder as half the player base is just farming and powerleveling they characters.

    What I haven't seen yet is real good non farm AE missions. I ques only few teams actually do them. So, the base idea about challenge and player missions is lost under all this farming and PLing.
  18. I don't have power problem. I have 1 basic generator (1000 energy) + 2 circuit breaker (150 energy) connected to it, what gives 1000 + 2 x 150 = 1300 energy. I consume now with 10 teleport (20 beacons) 1070 energy and 385 control.

    So, 1300 - 1070 = 230 extra energy.


    In control room I have supercomputer what producs 500 control. I consume now 385 control.

    So, 500 - 385 = 115 extra control.


    If I want more energy I could add Compo power and control unit to my Oversight Center room, what would give +125 energy and +75 control. How ever, I don't seem to even need it. I was just testing bigger energy option for future base expand situations. How ever, I don't know why would I need to expand my base at all, because I don't know that else I could need? Is there some usefull items what I'm missing?
  19. Why ask here how to exploit?

    Why not ask developers add some stuff or function to base system?

    You need something done, then ask for it.
  20. Quote:
    Originally Posted by Rodion View Post
    but there's just too much time wasted in travel.
    In my opinion this is what is destroying every new and old mmorpg. Not about what the person sayes, but what attitude and meaning behind it. Problem isn't the players whining, but developers actually listen them.

    People are just too LAZY to work for anything in mmorpgs anymore, they want everything as easy and fast they can. Then they end to be bored and complaining that notthing to do. Talk about **** and dummer.

    All mmorpgs aren't anything else than WASTE of peoples time. We play to have FUN, but fun doesn't mean allways that it's easy. Without ability achieve and accomplish something, why play at all.

    It's not free innovation what's ruining the game, but the idea that everything has to be easy and fast. Easy and fast = bored players really fast = END of the game. Peaople don't play the game if they have no goals to accomplish. No-one likes to do same stuff over and over forever.
  21. Like above sayed...

    One 2x2 workshop cost 100k and one workshop room can hold 9 storage.
    So 1 storage for the 100 enhancements. Rest on two workshop room (8 + 9) salvage racks with 30 storage = 510 salvage storage.

    So the cost is 2 x 100k from two room. 17 salvage racks at 15k will cost 255K and the 1 enhancement table 95k.

    Total cost 550K.
  22. Quote:
    Originally Posted by RemianenI View Post
    Um, what? This isn't true of any major MMO (with levels) of CoH's age or older. Not including alts (and even including them in at least one case), the high level population in games like WoW, EverQuest, and such far outstrips the low level population. Are you counting free to play MMOs?

    Even before AE, people didn't stay low level for long. That's intended, I would think. This isn't early Age of Conan where the first few levels of the game are the best part of the entire game.
    I ques, we disagree this one.

    Allmost every mmorpgs, I don't mean does players have high level character. I mean players who are online, what characters they play. If You look any mmorpgs, you will see that lower levels has more players online than higher.

    Just login and start counting the population (not in CoX), by using mmorpg group search

    Quote:
    Of course, the solution is easy. The folks at Paragon Studios must be less than sharp to not have seen this "easy" solution, right?
    Interesting point of view, but maybe it's because they don't want to change it?


    Quote:
    So why not ask for a feature that adds onto the existing difficulty system? And if it's insulting to you, why do you continue to do it or put up with it?
    I did ask it, read the orginal post.
  23. Quote:
    Originally Posted by PosterChild View Post
    [ QUOTE ]
    Why wouldnt it happen? If AE is causing people to leave the game, won't they remove it seeming that they want people to stay?

    [/ QUOTE ]
    Leaving it only to 50s, almost no one would use it.

    The only thing I can think of is a little marker that comes up next to a lvl 50 chars name that says if they spent most of their time in the AE building, or running dev content.
    I agree with OP mostly. I have played now while for AE missions with my level 50 character.

    Why?

    Even with 20 boss enemy groups, it isn't much a challenge for good lvl 50 team. So, it's only way to find even some challenge. I do agree that it's booring because most the time it's just same mission over and over. How ever, I think reasons for that is more exp and reward related. I'm building my own personal single player base and I get nice amount of prestige by been in those farm teams. I only do AE missions with my level 50's, because it doesn't matter what missions my lvl 50 does, it's all about challenge and rewards.

    So, what wrong?

    MA's are destroying this game really fast because:

    MA allows extreme fast leveling. People are powerleveling characters to 50 in few hours, so powerlevelers can do even multible 50's in same day. This lowers value of having lvl 50 character for everyone. Because it use to be mark that someone actually knows how to play they character. Today, with this fast powerleveling, we have lvl 50 characters who doesn't even know how to play they characters. Also it spoils the new players, if they think AE missions is the way to play this game.

    I looked player base in union server (CoH side). This was result.

    Amount of players:
    Level _ Workday _ Weekend
    01-10 __ 16% ____ 13%
    11-20 ___ 9% ____ 9%
    21-30 __ 10% ____ 16%
    31-40 __ 13% ____ 19%
    41-50 __ 52% ____ 43%

    Usually there is less high level players in mmorpgs than lower ones, but not in this game. Because with AE missions, no-one stays lower level long.

    If the developers even care little bit about CoH they could solve most the problem easy.

    1. Try to remove exploit possibilities (Like ability do mission without risks)
    2. Remove the auto SK feature by droping the MA system from Task force to normal missions.
    3. Allow normal mission (not MA ones) have bigger spawns for challenge.

    Example level 50 scrapper doing solo missions with spawn 2-5 enemies is insult.
  24. I have basic generator what gives 1000 energy and two circuit breaker connected to it, so total amount of 1300 energy. In my control room has supercomputer what gives 500 control and inspiration collector. Basicly I could use bigger energy room, but so far I still use 200 less energy than it can product. Same with control, still 140 unused control. Infirmary I have basic reclamator and enchancement table. In workshop room, I have 8 salvage rack, basic worktable, invention worktable and radiaton emulator.

    I was thinking long time about those 3x3 teleporter rooms, but they don't really save much space in this small 8x12 base, maybe when I have 12x12 base. Could think the bigger ones 3x4, it could save some spots and make it more compact. Have to try that..

    As for layout, I have not yet deside what it will be. This kind?



    Okey, I changed the layout alot.

    PS: I checked the bigger energy room, but it doesn't allow 2 generators in same room, even if the room should allow. I ques it's the plot type what's limiting it?
  25. Okey, I need also little bit help.

    I'm building my own single player small base, but I'm not sure what's really needed. I upgraded my plot to 12x8 so that I could get little more teleport rooms. I haven't done much decoration or anything like that, because I need first to get all working and deside what rooms and what stuff in those rooms I really need.



    I have at the moment about 1100/1300 energy and 360/500 control.
    I have 2x2 rooms, 5 teleport rooms, 1 workshop , 1 infirmary, 1 energy, 1 control and 1 entrace room

    So,any suggestions?