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I play with several friends who prefer the Ghost Slaying Axe. I've tried it on a couple of toons, but honestly, I greatly prefer Sands of Mu.
It's a fun little mini-game to line up the foes so Sands of Mu hits more than one at a time, and it's particularly nice when a teammate also lands Sands on the same foes. -
Is there any reason why all players found in violation of the naming policy can't be given a temporary generic name and then a token for a free name change?
This seems so reasonable to me I'd assume it was already the case. But ... maybe it's not. -
Quote:I agree. But I have an answer for this one.That's what bugged me about the otherwise well done remake of the hero cape mission. They could have easily designated an official door for the memorial but they didn't.
The devs have said that there's difficulty in matching up transition points to zone doors. So if a door has not been already established as a transition point, they don't extend themselves to enable a new one. They will select an existing door or put it on random, and a random setting is easier as they don't have to look up the address of a specific door.
When the devs talk about having difficulties with old coding and old methods, I think this is one of those things. -
Quote:The game has had the ability to place missions at a specific door since the very beginning. The first mission in the Synapse TF, for example, is always the same door.I think they're going to start designating doors with GR, but I would think they could do that now, as the Cimerora TF has missions that always go to the same door... same with missions for the story arcs there. I don't know if that's more of their "we're not reworking old content" mantra, or what. It should be done, though.
( ... )
And I agree with the unique enemies thing... we need more unique encounters like Frostfire and Atta with those early level mobs that you take on.
However, in the early days the devs assumed players would find it more fun if the doors were randomized, so they created a routine to randomize the doors. They also used to randomize the order of missions in an arc, but that practice has been somewhat abandoned.
Unique bosses, in my opinion, have always been needed. I just did an arc the other day, the "Crown of Glory," and it featured about a dozen named but otherwise identical Warrior bosses. My preference would be to have each boss have a unique look - and perhaps unique powers - as often as practical.
In my AE arcs, I customize all of my named bosses as a matter of course. It's normally not that big of a deal. -
Des, I agree with you, but I don't entirely agree with you.
Yes, as I've said many times elsewhere, the mechanism of physically greeting contacts doesn't make much sense, game-wise. If it was up to me, I'd have all contact interaction occurring over cellphone, period. There simply isn't much point to having to physically visit a contact, and no reason for contacts to have a stationary position in a zone.
The game tries to account for this mechanic by saying the cellphone numbers are only given out to friends, but this is ridiculous. Which is more secure: giving a superpowered person a cellphone number (which can be a public number, or a number dropped or changed at will), or letting that superpowered someone visit you in person? Obviously, it should be the reverse of the current situation; if you were a contact, having a superpowered stranger visit you would be less secure. So the player should get the cellphone first, when the contact has no idea who you are. Perhaps you'd even deal with an assistant, and not the actual person. Only after you'd done a few deeds to prove yourself and elevate your status would you be likely to meet your contact in person. In fact, visiting your contact in person at the end of an arc could be a way of rationalizing the arc bonus: you get congrats in person from your contact on a job well done, and then you get a reward.
Also, as I've posted many times in other threads, players should not be forced into taking the various errand missions that pop up at the low levels. They should all be optional. The ability to give optional missions has been in the game since the beginning; it's hard to think of a more legitimate reason for its use than the errand to the Hero Corps Analyst (in another zone!) or to a PvP liaison. As for referral to another contact, we also have a built-in way of handling that which has been around since the beginning. Why send players all the way to The Hollows when you could just open the usual "you have a new contact" window?
Where I disagree is that I don't consider making these changes to be a revamp. I consider these to be errors that should be fixed. It should take a dev about a day to fix these problems in all the arcs, blueside and redside. Perhaps two days if there are a lot of interruptions.
Naturally, any content revamp should automatically fix these errors, but when people are asking for a revamp, I think they're asking for things like a reworking of the Cavern of Transcendence trial, the Posi TF, and stuff like that. -
Quote:Mmmm ... I'm not really aiming at debate on this, just discussion. But I'll try to frame my viewpoint a bit better.Konshu, you're assuming a lot more than I feel safe to. From the videos and people who were at Herocon, there were a lot of questions asked about GR that the devs "could not respond to yet." Besides that, their track record certainly proves they're willing to expand the game and add a lot of stuff, so I'm reasonably hopeful that there is a lot more to hear... they're just not saying it yet. Which I do think is an issue.
As for the "clues not being read by players," that's partially a player thing. If you're not going to read the clues, etc., you're missing out on a lot of the game. And reading stuff like that isn't all that uncommon for any game.
They have added cutscenes, but you mostly want to add those for flavor, and not give a lot of detail. There is a balancing point for cutscenes, as not every player wants to sit through them (especially if they've seen them before). Using cutscenes with written content is probably a good approach to that issue, I would say.
I haven't seen a lot of omissions in stories for CoX, as you seem to suggest. Yes, they have ongoing stories that are still being revealed, but I would hardly call that an omission. They should get to adding more to those storylines, though.
I think all the content released before 2007 has gone stale, especially the old CoH material. The content the villains got with CoV was fresh for a while, but I can't stand to play it any more after having been through it so many times. What I play these days are just the TFs, the occasional scanner, and some AE.
I'm sorry the devs don't want to renew their older material. I don't think they told the stories very well. When I play with other people, sometimes I quiz them on the backstory of the arc we're playing, or on the zone or whatever. Almost uniformly no one has any idea of what's going on. They're just pushing buttons.
I think that's sad, because what people keep telling me is that they'd like to know the stories, but the way the game is structured, you basically want to team, and when you're teaming you want to keep it rolling, so no one stops to read the contact text, let alone the clues.
I never had any idea of what was going on till I sat down and read through virtually everything, red and blue, on the various support sites.
Telling story through clues and contact info is about the worst way to do it. Telling it through cutscenes is a little better, in that you're actually SHOWING the story as opposed to giving an exposition, but people don't like the way cutscenes are placed and how you can't skip through a familiar one once it's started because of the multiplayer restriction on that sort of thing.
But showing the story is the key. I've been trying to draw attention to this from my first experiences with the game. In addition to showing the story, players need to get their information all at the same time, wherever possible. The narrative pop-ups we get upon mission entry and exit can help with this, but they're rarely used to tell story. Typically they just tell us a sewer smells like incense and peppermints because the Circle is there, or - as in a Croatoa mission I just played - we're in a sewer and they tell us we can smell the bad breath of the Tuatha. I guess it must be notable information if Tuatha breath is so bad it stands out when you're in a sewer (!), but the mission isn't about supplying Listerine to Tuatha who are desperately in need of it.
As for omissions, there's plenty, both in showing and in telling. Players in The Hollows don't necessarily realize they're in Eastgate. They don't realize that while doing some of the missions there they find a Coralax skull ... and we also don't know what role the Coralax were originally supposed to play in The Hollows. (The skull clue predates CoV.) They don't know that in the Peebles mission to rescue the Eastgate scientists, they're actually recovering a Coralax body (because they can't see the body, all they see is an anonymous crate). Likewise, players don't know that the ""Minions of Igneous" are literally minions of the EB/AV/GM or whatever known as "Igneous, the Magma Master." Igneous is tied into the story of the Cavern of Transcendence AND the Hollowing Event, but hardly anyone is aware of this because he never makes an appearance.
Players don't realize that the Marrow Drinker and Marrow Snap lieuts. they may meet (and defeat) in a Skulls arc are actually THE leaders of the Skulls. I guess part of the reason they're never identified is that they look and act just like any other Bone Daddy, and there's no consequence in the story for defeating either one - or both - of the leaders of the Skulls.
Players don't know that the Smuggler's Run is the association of the Warriors, Hellions, and Outcasts, and they don't know that this group is in opposition to the Superadine Connection, which is the Family, Skulls, and Trolls. I remember wandering through The Hollows back in 2005, wondering what the heck the Warriors and Family were doing there, and since no one could tell me I assumed they were just another bug. Who knew The Hollows was the epicenter of a "Gangland Fury?" It just looked like the area had been abandoned to the Outcasts, Trolls, and Circle.
I could go on, but perhaps this is enough to illustrate what I'm talking about?
I'm saying the storytelling is ineffective. There are stories the devs clearly meant to tell, but didn't. And the stories the devs did tell, most players didn't understand it, because the information was brought forth in a cumbersome and confusing way.
Furthermore, the devs have a lot of the tools you'd want to use to tell or show story as the players play, but they don't use them.
And when players ask the devs for a revamp of the old material, the devs say "but wouldn't you rather have new material?" as if : A) the devs can't do both new and revamped material in the same time frame, and B) as if the devs think the players want more stories told using their poor, unrevised techniques.
When players ask for revamped content, I think they're asking for the original content to finally be done right. Getting "new" content that is still poorly done is not much of a help, if you ask me. -
Quote:Well, I thought one of the devs made that very point in talking about Praetoria before. I don't recall if it was in one of the online interviews or from Herocon.I'm confused as to why people keep bringing this fact up -- I hope it's not to somehow support the idea of Praetoria being "one big zone" (I'm pretty sure you don't think that, konshu, based on your post, but I see this point come up quite often).
Just because there aren't War Walls doesn't mean there won't be zones. There will be, this we know for sure (pretty sure it was stated as such in one of the Hero Con presentations). The question, of course, is how many/how large/what levels/how much content/etc.
I thought they said "4 small zones" and "no war walls because there was no Rikti invasion." Perhaps that's not accurate, but it's the impression that formed in my mind over the last few months of dev-based teasers.
We'll see what it truly is when we get it.
Also, I'm not saying the things I'm saying to put GR down. I'm just trying to give a realistic portrayal of the impression I've received on it from all the info I've been given so far.
I think some people are expecting a lot more from it than I feel I've been led to expect. -
I think we've actually been told most of what will be in the expansion.
Praetoria, I believe, won't have war walls, because they have not been attacked by the Rikti.
From what they have leaked to us, I expect about 7-8 new foe groups. Expect reworked Clockwork, DE, rebels, Tyrant's forces, the Syndicate, and a few others, like maybe Circle, Crey, and 5th Column.
I think they've said there will be 4 small zones. I may be off on that, but it seems appropriate for a lvl1-20 experience. (In CoV you only need 3 zones to get to 20.)
There's been no word so far of a Praetorian TF. I think there will eventually be one or two of them, but I figure they will arrive in a later issue and not be exclusive to the GR expansion.
There's a few things I think won't be limited to GR, and that's the two new power sets (DP and DS) and the new enhancement feature for level 50s. There's also supposed to be a new zone (space station?) for upper level play, which someone on the forum said would be situated in Praetoria, but I don't see the devs limiting it to just those with the GR expansion. Also, the relatively minor graphics enhancements (shadows and reflections) appear to be already completed, and are likely to be given to the player base before GR is released.
From what the devs have said, I think GR is going to be a few zones (mainly different zones to house the different factions, plus maybe a high level zone), a few arcs for lowbie leveling and side-switching, and a few goatee-ish versions of existing enemy groups and NPC bosses/allies.
Yes, there will be a new Praetorian story that is told, but I expect 90% of it to be buried in clues that most players don't read as well as simply omitted, as has been the MO for this MMO.
I think the single best thing the devs could do is implement a set of rules and tools for telling story better, and then use them for revamps and new content, but I don't expect to see anything along those lines for GR. -
Quote:As far as content goes, I'd be surprised if GR is giving us more than 4 small zones and 18 new arcs.I do agree that GR really needs to set a bar, however... we haven't been getting a lot of things for awhile now (like new missions, etc.), so GR really has to deliver on those. So that IS an expectation we can have. I think the devs are expecting a lot from it too... it's a lot of work.
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Quote:Well, preferably you have 5 stars plus a zillion plays. If you only have a few plays, 5 stars may not be enough to get you into a spot where players will be able to stumble upon your arc. Five stars with just a few plays is nearly as bad as four stars.So that basically, to me, means that it actually doesn't much matter what the rating average of the arc is. The system itself is broken. There are presumably more than 340,000 missions now. The chances of any arc emerging from that large a pool, no matter how good or how bad, is diminishingly small.
But yeah ... the search tool will hide your arc in the pile. In a manner that reminds me of how everyone used to get shunted to The Hollows back in the old days, the search tool will point players to Dev's Choice and Hall of Fame arcs, and everyone else who is in front of you. In that sense, it's broken. -
Quote:If they would let me at the code, I'd make all contacts give you the cellphone number when they are first introduced. I see ZERO value in making players run over to some location to click and get their mission. It's pointless churn.I'd have them just give it right off, especially for the pre-level 20 contacts. You have hordes of them in CoH in the lower levels and unlike CoV, they are chock full of hunt missions and doors that aren't usually in the same zone. At least CoV contacts keeps you in the zone of the contact, generally. No "Oh, you're level 3? Do a door mission in the *** end of KR" from a contact in Atlas or a "You have a choice of defeat 10 level 12 CoT in Perez or defeat 10 level 12 CoT in Perez" when you're level five.
I would also remove all the silly hunt missions - from the lower arcs in particular. I would instead give the Security Chiefs hunt missions, and make them open contacts, so those who are actually looking for hunts can get a steady diet of them.
As for the errands you get sent on (to PvP zones, analyst, etc.), I'd make each one of those optional. So you can "go see Wincott in The Hollows" OR do a mission. Also, if you did "go see Wincott," you'd be able to cellphone the contact directly afterward, as opposed to being forced to trot all the way back. It is always annoying, for instance, to be sent to the Bloody Bay Liason, and then be sent to either Jim Temblor or Seer Marino ... basically retracing your steps, since you can't call at that point.
I would expect changing the cellphone policy and making errands optional to take about a day. Passing the hunts to the Security Chiefs in an orderly manner might take a couple of days, depending on how much alteration you decide to do.
All told, I don't see anything there that has to take a dev longer than a few days, tops.
It's dev policy, not a lack of time or personnel, that keeps these things from being done. -
Quote:1-20 or 1-30 has always been my favorite range of play. Typically, I play on blueside right up to 30, then I start running out of gas and maybe barely make it through Numina and ITF. Then that's pretty much it for that toon.I got a little tired of it when I started a ton of alts at the same time and ran through the content too many times at once. But it can be pretty fun... I still get thrills out of entering Atlas Park for the first time and hearing that music. Good stuff. The game also plays differently then (with pros and cons to that, of course), which is a nice change of pace from later levels.
I'm still a little annoyed that they added even more xp gain to the first 20 levels. They can be fun, and now you really rush past them. And the issues people could have with that level range could have been solved a lot more interestingly.
I'm glad to hear I wasn't the only one annoyed by the decision by the devs to speed up passage through the lower levels as opposed to adding more new low level content, which would have been the proper solution. -
Quote:I've been one of those asking for it since 2005, but I have my doubts about the new 1-20.New content for levels 1-20?
Hells yeahs, that's just what everyone has been demanding for YEARS.
First, because despite what people say, it sounds like it pretty much IS a goatee CoH. That automatically turns me off.
Second, because they really need to revise their old material. That's what I want to play, not another round of "fresh" incompletely told stories. -
Quote:I haven't really played much on redside since its heyday in 2006, but at the time I thought a good addition would be a fantasy type zone with adorable fairies and pure knights. Mainly because as a villain what would you rather squish?I'd prefer medieval - it'd be cool to see a fantasy style zone, but without elves or dwarfs
I also think art support for the following standard time-travel-y missions would be great: wild west (cowboys, indians, Civil War costumes), dinosaur / primitive, pre-modern European fashions (1900s, 1800s, 1700s, 1300s, 900s), pilgrim suits (would go well with Croatoa scenery, I think), pirates, modern cities other than Paragon / RI, and probably a few more things. -
The main reason I don't like PvP is it is boring. I have tried PvP in arena maps and - briefly - in the PvP zones. Beating (or being beaten by) another player just isn't a thrill. Even worse, PvP play is normally a matter of one carefully considered, relatively irresistable technique being used successfully (hold, attack from range, tp foe, slow, attack en masse, or whatever).
I prefer PvE because when it's done right it has more game strategy going on. I'm not talking about farming, which is also boring. I mean working with a team, trying to accomplish an objective with various constraints or complications (ticking clock; travel; if you split up, who goes with whom; stealthing; finding glowies; triggering ambushes; etc.) IN ADDITION to the basic mechanism of combat. It also helps if there is some randomness so players must cope with the unexpected, as opposed to the cut-and-dried procedural that is expected in, say, a Hami raid.
This is why I said that if you take PvE scenarios and adapt them for PvP play, they might make PvP more appealing.
In other words, add PvP to an already successful mission format as a supplementary challenge factor, and not as the main factor. -
A lot of good newbie advice there.
A few things I didn't see in the list, or which bear repeating, are:
Be sure to try teaming, especially with skilled players. You can learn a lot that way.
If a contact sends you to another contact - say, you get sent to talk to Wincott in The Hollows - you don't have to do his missions. Your original contact will probably still talk to you and give you missions.
Be sure to figure out the different chat modes: L (Local), B (Broadcast), T (Team) in particular.
Part of the game consists of gathering badges. It's not too important, but some people like collecting them, and sometimes you get powers or other benefits from certain combinations of badges.
You change your costume at either Icon in Steel Canyon (hero) or the Facemaker in Cap au Diable (villain).
You don't really need training enhancements. Feel free to slot or sell the ones that drop into your tray as a result of defeating foes.
At level 12 you have the option to buy dual origin enhancements at special stores. If you're having trouble with accuracy on a power, see if adding an accuracy DO helps. (The enhancement must match your character's origin.)
At level 22 you can shop at stores to get single origin enhancements. These are the best enhancements you can buy at a store, but you can make even better ones from recipes and salvage.
If you are gathering a lot of salvage, you can sell it or store some of it at the market (Wentworth's or Black Market) or at The Vault. Recipes can also be stored at the market, but nowhere else.
Be sure to do the police scanner missions in KR between levels 5-9, and again from 10-14, to get some temporary travel powers. They're worth it. (If you're playing a villain, they'll come naturally from doing paper missions followed by a successful bank robbery.) -
Let me make the following suggestion, since I haven't seen it show up in this thread yet:
Include a "recent activity" date on the arc entry. This gets updated every time someone either starts the arc or edits it. Include "recent activity" as part of the basic sorting criteria.
This way arcs that aren't seeing any play or revision fall to the bottom of the list. Arcs that were started and abandoned, or junk arcs, should fall away and arcs that see activity should float to the top.
If you're an arc owner and you want to be sure your arcs stay in the "current" pile, be sure to have some activity on each arc every month.
Aside from that, I totally endorse the idea of moving DC and HoF arcs to separate areas on the display, and out of the default search screen. The default search screen should show a random dump of the month's active arcs.
I also endorse the idea of binary ratings for arcs. Either you vote for it (1), or you don't vote (0). Each vote for an arc is worth 5 tickets to the architect, and if you are allowed to vote more than once, the timer has a cooling period of one week (so no more than one vote a week).
EDIT: Oops, make that 25 tickets, not 5. -
I think there were a few things done wrong on this holiday zone event. Probably the one that bugged me the most though was that SEVERAL times, not just once or twice, I found the Winter Lord and provided key debuffs or other support from the beginning of combat and yet failed to get the badge for defeating him.
Add to that the dynamic where players wouldn't tell you when a WL was up, or where he was, and instead preferred to announce when a LoW package was up, it was particularly hard for me to get that badge.
Irritated with that, and with the added annoyance of never knowing if you were going to have enough of the right players for LoW, I largely gave up on the event. -
While I think it is fine to discuss how the arc search, the ratings system, and so on could be changed to help aspiring architects get their work out to a larger audience, those of us with 4-starred arcs may have to bite on the bitter pill that perhaps no changes have been made to AE because it is WAI from where Paragon Studios stands. They simply may not feel motivated to make any changes.
I'm not saying I know WHY the devs would want it this way, but they didn't change it based on user comments back in beta, and it's been around a while with no changes or even any hint of future changes. They probably feel that players can now make their own content for play among friends, and architects can get ticket rewards from the ratings they receive, so all is well and good.
Maybe Dr. Aeon would have something to say about this. I don't know.
Regardless of where the devs stand on it, I agree with the premise of the OP. I have a few four-starred arcs that no one seems to play. Every once in a while I get a tell from someone - "fantastic arc! among the best i've seen in AE" - and then back to weeks of silence and no one playing my arcs.
I think it boils down to this: yes, the design is flawed from the standpoint of some architects and players, but the devs see it as functioning as intended and refuse to be dragged into making changes for a vocal minority. -
Quote:Ah, well that's okay. Petitions are actually rather boring. I prefer my own secret methods of getting things done.Third: There is no petition. Seriously. That's not just a "First rule of Fight Club" thing, there really is no petition. Nor can there be one because petitions aren't allowed.
(Blows dust off of old wooden box, opens lid, extracts waxy NCsoft figure along with pins and candle.) -
Quote:I agree about needing more content.I fail to see why animated hair even freakin matters. I have animated hair in other games, and wish they would have not bothered...
Same with weather... Its cool for 5 minutes. After that - who cares -
This game is awesome... Needs more stuff to do before we start worrying about pigtails bobbin up and down...
About the rest of it ... yes, people tend to get used to things once they have them, like better graphics. However, once you have had the improvement it is often painful to go back to not having it, so there may still be a value to things like costume items with physics, even after you've become used to them.
I think that if the devs were to introduce weather effects, then on at least some occasions, in some ways, it should affect gameplay. Presently we have relatively little effect from day / night, so it's not that important to us. But if, for example, street mobs only came out at night on blueside ... we'd tend to pay more attention to the day / night dynamic.
In fact, if they ever did bring villains to Paragon in some way, you could have the street mobs change from Longbow, PPD, and other security forces during the day to villainous street mobs at night. -
Quote:Actually, I'd like to see new content be placed under the superfluous contacts.May I add something? I'd quite like to see some of the contacts blueside paired down (so instead of a potential 2/3 contacts who give out exactly the same missions, reduce the number to those similar in the Rogue Isles).
Tony Kord, for instance, isn't a character that is returned to later (whereas Steve Sheridan is as is Justin Greene and others) through other missions.
When I look at CoH, my impression is that the original idea was to have branches of content based on origin. So a hero starts in Atlas or Galaxy, meets up with their first contact, and goes on from there.
However, I think the devs decided they needed to cut plans for content to get the game out on time, so they gave most of the contacts duplicate mission lists.
It seems to me that it is quite possible the CoH "bible" may actually contain notes for unique content for all of those contacts. -
Quote:Call me a pessimist if you wish, but I expect that at this same time next year we'll be hoping for animated hair and a revamp of the old content.Today we hope for the arrival of GR, animated hair, and many other things as well.
What do you think we will be hoping for the same time next year?
Feel free to fantasize and hope for things that might never happen! -
I agree; it's probably better to have a mode of PvP play where enh don't matter rather than alter all of PvP in a particular direction.
People like variety, and in this case, players wouldn't have to sweat over making a build specific for PvP. -
I play in windowed mode on Ubuntu Linux. I can always see the time (and access other programs with ease).