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I'm someone who retires their toons at 50 - if they get that far - and while I don't seek to raise the cap I do see the typical forum argument against raising the cap as a fallacy.
The argument usually goes "But if we raise the cap to 60 because people complained about the cap being at 50, then what's to stop people from complaining about having the cap at 60?"
Well, it's all about play time and proportions. According to the argument above, there should be no reason to not have the level cap at 10. I mean, why raise the cap to 20, 30, 40, or 50, when people will just complain about it. So why not leave the cap at 10?
The point of raising the cap is that you can enjoy playing your toon longer. That argument is valid for toons capped at level 10, 50, and 60 - provided there is new content to explore up to the cap.
I think the actual argument coming from Paragon Studios has been more along the lines of "We don't want to do more content. We'll give you more systems to play with, but not more content."
In that sense, the devs extended the end game for many players by creating the IO system, with the ability to grind for a long, long time to get special sets, purples, PvP IOs, etc.
Expect the "end game" from Posi to be something more along these lines than anything involving more levels and/or a ton of new content. -
Quote:I've never really liked hunt missions either, but I think at least part of that is because I don't like having hunt missions included with door missions as an obvious attempt to fill out the arc.Considering that Hunt missions are by far my least favorite type of missions and I often just auto-complete them, I'm not sure I want street-sweeping back.
I am pretty much entirely with Samuel on that one, so I'm not gonna repeat what he says. I'm not gonna oppose the idea of havingSecurity Chiefs handing out hunt missions, either, but honestly? If people wanna repeat the same completely generic content, they'll be doing radio missions before they'll do a series of hunt missions.
I appreciate that you want a heroic feel, but I'm not sure jumping into a dumpster or back-alley while entire gangs follow you, upon which your team-mates will unveal their trap and shoot'em in the back was the pinnacle of heroism to begin with.
I'd rather have my story told entirely in instanced missions.
However, if I WAS to do outdoor, open zone missions, I'd like to have them structured in a way that makes sense and could be fun. Security Chiefs could give missions for variations on defeating X of foe group Y in district Z. This could possibly include defeats of mobs doing a specific activity, like Hellions who are purse snatching, Skulls breaking into cars, Circle kidnapping, Clockwork scavenging, or Trolls peddling Dyne (if the code can support it). The hunts could be complicated by responses from the foes, such as an ambush, and a sequence of hunts might conclude with a scanner-like door mission.
A completely separate sort of activity might be to look for and defeat certain mobs - or to locate and click certain glowies - that might unlock some sort of content.
For example, in Talos there is an antiquities dealer who keeps getting attacked by Tsoo. Well, if you find him and free him, he might become a contact and unlock an arc. -
Quote:If you ask me, the whole notion of engaging the audience with storytelling vanished from the design before CoH was published. I think the notion was originally there, but it was cut and we've not seen hide nor hair of it since.So I guess what I'm asking is, how do I get to the good stuff? Does it even exist? And by "good stuff" I'm talking about missions where you get to do things like interact with the major characters of the game. Custom missions that aren't in the same warehouse, tunnel, or research facility that i've seen 1000 times before, killing the same old enemies, etc, etc.
If you pick through the bones of the lore in the old zones, you'll find that someone was thinking about how and why things happened. For instance, there's Ingelbert Maahs, who became Igneous, the Magma Master, in the Cavern of Transcendence. There's the mysterious plot that led to The Hollowing, the questionable fate of Grendel, what I believe is the introduction of the Coralax long before CoV, and so on.
However, the storytelling aspects of the game design were insufficiently developed prior to publication, with too much emphasis being placed on large blocks of text in the mouths of contacts and tucked away in clues. Players on a team could not easily share in the storytelling process. Instead of an adventure game, what developed was an emphasis upon almost arcade-like action.
Now I think CoH has great action ... it's a strength of the game. But storytelling really should have been there too, and it's a shame the developers have looked the other way all these years and failed to improve upon that part of the gaming experience.
If you feel inclined, give my architect missions a shot. We've got the same limitations in AE storytelling that we have in the rest of the game, but I've tried to use what leverage I could to tell story in a way intended to make the story more accessible for teams and - hopefully - a step or two closer to being more immersive.
You can find my arcs listed under @Khonshu (different spelling from what I have as my forum name). -
It's been suggested multiple times, by myself and others, that the Security Chiefs be reconceived as open contacts for zone hunts.
Without going into too much detail, they could be a bit like Meg Mason, but offering zone hunts for xp AND mish bonus. -
Quote:Well, if I can vote AGAINST, I'd vote against Panty and Pantsu. I can't see any self-respecting hoodlum following a leader named "Panty." Members of rival gangs would be calling them all sorts of names, many of them derived from feminine hygiene products.Vote tally so far on boss nickname
Panty: 1
Zompy: 1
Pantsu: 1
TZ: 1
....well that's really decisivepesky democracy!
Pantsu sounds like maybe it is a ninja panda or something. -
11. Zompy.
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Well, one solution to the "but it takes a team to do a TF" argument is that if the Moonfire TF was required to unlock Kheldian ATs, it could also have the team size requirement dropped to 1.
That way anyone could solo the TF and earn the reward.
(The AV would probably have to drop to boss or EB as well, I guess, if the TF was being soloed.)
Frankly, I think the 2 biggest obstacles to running the Moonfire TF have been the high team size and the out-of-the-way location (at least since i8-ish). -
I imagine what the devs are doing is they've decided to make epic ATs the reward for new players who successfully complete the Praetorian content. So they'll ding 20, be ready to travel to Paragon or Rogue Isles, and unlock the epic ATs in one fell swoop.
With a touch of schadenfreude I imagine the disappointment on a new player's face as they leave the shiny confines of Praetoria and grind their new epic toon through the wasteland of early blueside content. -
I don't know if that's what people are thinking or not. For me the main issue is that we usually unlock features with content. Even capes, auras, and costume slots are unlocked with content.
So why not unlock the EATs and VEATs with content? -
In general, I favor using themed content to unlock rewards in the game.
In my opinion, when that design policy is followed it adds to the game, and when it isn't it can detract from the game.
Unlocking the hero epic ATs could be linked to the Moonfire TF (level 23-28), but there isn't an appropriate analog on the villain side. I would be okay with linking VEATs to the Renault SF, however, as a reasonable compromise.
Yes, the Renault SF relates to the "coral magic" arc in Sharkhead and not the villain epic ATs, but it is at the right level range (25-30) and it is the first open strike force you can do on behalf of Arachnos. (Virgil Tarikoss of the Cap SF is not really with Arachnos, and you need a base with a supercomputer to unlock the Silver Mantis SF.)
I don't imagine the devs really want to do new content or revamps for this, but if it was allowed, I'd slightly re-write the Renault arc to favor the Widow and Soldier ATs, and slightly alter the Diviner Maros arc to either: a) feature the Leviathan battle from the end of the Renault SF, or b) have the Leviathan battle as a new villain Trial unlocked by the Maros arc. -
Quote:Actually, the subject matter of the Moonfire TF has much more to do with the Nictus than with Peacebringers. Since a Warshade is a "redeemed Nictus," it fits to award both PB and WS for Moonfire TF. (Or, it fits better to award WS instead of PB, but hey, we covered the PB angle with the badge.Save the Khelds, earn the Khelds?
I guess it would work for PeaceBringers since that Task Force awards "Honorary Peacebringer"
Maybe we could get a second task force for "Honorary WarShade")
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Quote:I've often seen the notion of unlocking Khelds used as an excuse for power leveling. IMO, the requirement for Kheldians should have been fixed back in 2005. I've advocated awarding kheldian ATs for the Moonfire TF since my first few months in the game.Do players play and get to lvl 50 *just* to play Khelds? I was under the impression you'd want to play a character to 50 to have fun, develop the character and play out said character's 'story', not for some unrelated perk at the end of the road. And if you *did* play to lvl 50 so you can play the EATs, don't you think the devs would catch on that that's the wrong reason to play to lvl 50?
But IMO, I think lvl 20 is rather a shallow goal to unlock them. Why not a TF in the 20-30 range that has to do with something involving the Khelds? It'd make a lot more sense than just an arbitrary level.
I agree with you that automatically unlocking the epic ATs at level 20 seems particularly empty. Heck, even for capes you must do a special mission.
The likely counterpart for villains would be the Renault SF. Naturally it would fit better story-wise for Renault if the villain epics were Coralax, but at least Operative Renault is clearly an Arachnos agent.
For what it's worth, I think the Renault SF could be completely reconfigured to better favor the villain epic ATs. The Leviathan battle could be removed and used as the basis of a Trial or be folded into the Diviner Maros arc.
There's a lot that could be done in that area if the devs ever relax their policy on revamps. -
Actually, I think it would be a better policy if the devs unlocked the Kheldian ATs as a reward for completing the Moonfire TF.
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Consider me /signed to most of the above in this thread.
The main thing I'd like to see, if I was to pick one thing, would be an enemy group spawn profiling system that takes each foe in a group (minions, lts., bosses, uniques) and gives the stats on them for every five levels on a range of 1-50 (e.g., 1-5, 6-10, etc.). That way your spawning program selects foes with powers / defenses appropriate to every 5-level segment, and you can have every foe group available from 1-50 with minimum fuss.
I know AE automatically matches the player to the level of the content. But it does not automatically match the levels of the foes to each other, and it does not really address the issue of how some foes are designed to be fought at early (trainer or DO) levels, and some are designed to be fought at later (SO + Stamina) levels. It would also clear up the annoying problem of level gaps within a group.
The next thing I'd want after this would be customized named bosses for all enemy groups. That's what I do in my arcs; it's not much trouble, and it has the added feature of showing / telling more story.
Speaking of which - and I apologize in advance for a tiny thread jack here - but I'd like the see content designed with more of an emphasis on storytelling-as-you-go, as opposed to the expository lumps we get from contacts and clues that many players never see or read. In my AE arcs I try to tell as much story as I can through pop-up windows, dialog, and mission objectives. As far as I can tell it works pretty well, but it could be helped with the addition of a few more tools. -
Am I not allowed to say that?
I think it is relatively common for writers in a workshop to suggest to one another that characters, plots, subplots, themes, and even whole works be scrapped.
It's intended as a constructive opinion about the arc itself. And it is just an opinion. I don't pretend to speak for everyone, nor do I pretend to speak with false authority.
So ... scrap it or keep it. I've provided you with my view, but it's your choice. -
Quote:That's an interesting thought, but as it exists now, rent goes up as you add stuff to your base. Not sure how we'd effectively pay in advance in that case.My first thought when you said pre-payment was base rent. Is that a weird thought?
However, anything that eases monthly trips to the SG/VG registrar would be great! I have umpteen bases I pay rent on, and I just wish I could use a cellphone or other similar mechanism. -
Quote:I don't know what the pre-payment refers to. GR is the most logical thing, but what if it isn't that?If they do have a Going Rogue pre-order thats going public, they better have a good rundown on what comes with this expansion.
Would they be introducing a lifetime subscription option?
And if so, would that be a good model for the future of the game?
</e shrug> -
Quote:Wow. Actual flames from people.You really have no idea just how bloody annoying that tagline is do you? Do you have any idea how often players on these forums have used rumors to justify their behavior or expectations? Till a rumor is proven, leave it alone.
In other words.
SHUT UP. Today's rumors ARE NEVER NEWS.
The first word in the title of the thread is "Rumor," so what are you doing wasting your time in the thread if you don't like rumors? -
Quote:I wasn't at that event, but please feel free to construct whatever mental image suits you.Ah okay so this is a rumor based on something a dev/moderator said in the game during an event. Well good then!
And no, I don't plan on divulging my sources, other than to say they were shadowy. It's a RUMOR.
Remember though ... today's rumors are next week's news. -
Quote:My point is that with a humorous arc the player doesn't take the consequences of actions seriously ... in the same sense we don't take the violence in "Tom & Jerry" seriously.Humor has been used to convey serious themes since, oh, the ancient Greeks? ( ... ) Likewise the mind boggles at the number of comedic books, movies or other works that have moral issues.
Your arc lacked moral weight because of the way it was presented. It glossed over the weighty issues and spent more time on distractions and jokes. A Greek writer or stand up comic would have hammered at the issues till they bled. That's one of the reasons why I suggested you add more weighty material, such as having the player save political prisoners.
Having people risking their lives for Christmas ornaments and fruitcake is pretty lightweight; it smacks of cartoon logic.
Quote:So you would deny the people of Port Oakes a chance to celebrate their holiday just because you don't like the person who's making it possible?
The whole point of the stories is that it isn't the stuff (of Christmas) that's important, it's the (Christmas) spirit.
If the people of the Rogue Isles wanted to celebrate their Christmas, they could have done it like the Whos in Whoville. They could gather, hold hands, and sing. No special Christmas stuff is required.
The main thrust of Scrooge's story, as well, is that we shouldn't get caught up in the spell cast by materialism, but should enjoy sharing our time, love, and happiness with others. The three spirits of Christmas came to Scrooge in his sleep to awaken his own Christmas spirit.
Your arc rather starkly breaks with the tradition, using the (heroic) player to fulfill a villain's wish to bring a cynical and material Christmas to the masses. That's one reason I was surprised and dissatisfied with it.
Quote:This arc is (another) example of a plausible circumstance which contradicts them. In order to deny that what Ramiel is doing is a greater good, yet done for reasons of self-interest, the above must either be interpreted capriciously or in a circular fashion.
What's worse is that the player must play along, trusting the author to provide a better (heroic) ending.
Quote:This I must take exception with. The arc does not throw the Idiot Ball. Ramiel tells you up front that his motives are self-serving. At no point is the player asked to do anything stupid.
Quote:Rather, you just don't like them because you have a view of morality that is utterly incompatable with actual social reality. Which is why I asked you to play it in the first place.
Scrap it and write another one. -
Quote:I haven't played the arc introducing Ramiel, but I did pick up on the idea that Ramiel is supposed to get a pass from the player because he's supposed to go heroic at some point.As someone who played "The Christmas We Get" ~and~ the one introducing Ramiel, I'd just like to throw out there the idea that it's still very possible for me to consider Ramiel if not a hero, certainly an anti-hero or ~possible~ hero.
Probably after I put him in jail. -
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Low, coded whispers from shady characters suggest that Ultra Mode may be coming to Test server sooner than Soon(TM).
I think I was told to spread that rumor. If not, please disregard what a shady little bird told me. In code.
Also something about "pre-payment" something or other, that we're supposed to really like. Not sure about it. If I wasn't supposed to say anything about it, well, you didn't hear it from me.
Asked if I wanted to know anything about GR, I thought "Not really," so I didn't ask.
Remember, today's rumors are next week's news! -
Venture, I won't address this point by point, as it seems pretty clear you believe in the story and its presentation. But just to respond to the morality question ...
Quote:First, let me clarify for the one or two people who might possibly read this, that we spoke via private message, and I asked you if there was anything in particular you wanted me to address or anything you wanted me to skip in my review. You told me you had no requests or proscriptions.Actually I was interested in your take on the morality issues vis-a-vis the earlier discussion in the Aeon's Challenge thread. I think this is the only thing you didn't comment on.
So I didn't address the "morality issue" because I found it hard to take the arc seriously. Until your rebuttal clarified the matter, I wasn't even sure YOU intended it to be taken seriously.
Humorous arcs don't have a morality.
Now that I see it was intended as a serious arc, I'm not entirely sure what to make of it.
As a player, I found the ethics sharply conflicted as I had to put on my cynical vigilante/secret agent hat to work so closely with a villain, but in order to have the "let's save Christmas!" idea be at all appealing, I had to put on my "head in the clouds, idealistic hero" hat. So for me that aspect of play was incompatible. As the gritty vigilante I could care less about saving a holiday, I'm concerned with justice and lives. And as the idealistic hero I would never further the plans of a villain. There is just no way I would help a villain conduct a publicity campaign designed to help him grow his forces.
In that sense, "The Christmas We Get" is one that should taste of ashes if we help Ramiel. I would have liked it better if I'd had some other option, where maybe I'd help Father Jack save Christmas and foil the plans of all the villains. Unfortunately, the way the arc is written, as players we can only take the mission that serves Ramiel or refuse to play.
For me, that breaks the arc. After batting the idiot ball around for a while the player finally gets smacked full on in the face with it. However, I take it that's how you intended the arc to go, so it works for you.
One thing this arc has in common with minimalist's arc is that it uses a villain as a contact for heroic missions. I think this is a very tricky thing to attempt, and as I see it both arcs failed to create a workable story because of it.
That is why I suggested you make Father Jack your contact, etc.
For what it's worth, I've heard your "Two Houses Divided" arc is pretty good. I'll give it a try.