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Posts
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The very first character I made is EM and almost never play him now because the animations are so long I almost never get to land a punch.
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No it's not non-sense. If the game had always been set up so that at level 10 you could take on 3 skulls, but at level 50 you could take on 15 skulls, it wouldn't be percieved as a problem now that skulls don't become completely obsolete as you level up. No one would of played the game and thought, "now that I'm level 50 skulls should never be able to hit me anymore." if it was never that way to begin with.
The SK system and AE and certainly the new SK syste make levels completely arbitrary. The ability to circumvent the level difference in these ways illustrates how useless having it is. Trying to make the argument that haveing a system where everyone can play at what ever level they want to (as long as they play with someone who is that level) is fine and desired, but somehow a system that everyone essentually is always the same level (doing nothing but elimnating having to jump through hoops to circumvent an arbitray system) is broken is an asinine argument.
However, as I have noted, The super Sking system answers my primary concerns for why I wanted such a system (ie easier team formation). As folonius mentioned a week ago "what you suggest, and what the Op implies are very similar." -
Quote:Depends on who is the leader of the group. What's grey or purple is completly relative with the new sking. Beyond your power selection and enhancements being level 10, 32, 50 is relative based upon the team leader. Which is pretty close to what I suggested, except I wanted to remove having to constantly adjust the groups level by changing the leader.
Your team of level 32 characters will still run into Purple Carnies that will be almost impossible to touch in Peregrine Island, and sill still run into Gray Hellions in Atlas Park that you can kill with ease, but will get no xp for.
However, I understand that the new sking system is easier to implement and accomplishes my main reason for the suggestion in the first place.
Quote:If you were, in fact, proposing a system very like the one we are getting, you did not present it very clearly.
Quote:However, this does not mean that I am being hypocritical. While I did not like your idea as presented, there are things that bother me about the "supersidekick system" we are getting in Issue 16, too. One of my main points of discontent with your idea is the idea that I can get xp for defeating foes that I outleveled ten or more levels ago.
Quote:However, I admit that this is mainly a disagreement from a philosophical, rather than mechanical, standpoint. If I'm level 30, Skulls stopped being a threat 15 levels ago. -
Quote:Yes because some aspects not being implemented wouldn't qualify for "almost"? The new side kicking falls just short of what I suggested. My suggestion was basically to treat everyone like they were side kicked all the time and the super side kicking eleminates the need for having mentors/exemplars, while in groups.The fact that you approve, and that it has aspects of your idea does not make it "almost exactly the same thing."
It sounds a lot like your grasping for justification for your previous discontent with my idea. Most of the precieved problems mentioned with my idea are going to have to be answered with the side kicking system as well (although they were problems with the current system as well, but that didn't seem to stop people). The devs don't seem to think those problems are actually problems either. -
Quote:It only effects street mobs if your SKed. While I still think making the street mobs even levled would add to the immersion of the game, the super sking system accomplishes the intent of making team formation easier.For example, the system being implemented does nothing in regards to the street mobs.
Quote:What they have removed is the need to actually sidekick or exemplar to someone. The game will do that for us automatically. The new system is, essentially, making the mission holder or team leader the "mentor" for the rest of the team.
Quote:I'm still a little leery of level 40 characters getting expereince for beating up Skulls, especially if the auto exemplaring allows them to retain their powers, as has been implied in Positron's description of one of the hurdles the testers are jumping right now. -
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I guess we'll get a chance to see how right I am. All the balance issues, that everyone made up in their heads, the devs seemed to find away around. One thing I notice is how well recieved it has been.
http://boards.cityofheroes.com/showt...86#post2112186 -
Quote:See, at least this I can buy as an argument. I can understand why you would feel that this would be an issue.I'm trying to think of the game I played where the enemies scaled to your level in a really noticable way...I want to say 'Oblivion', but I'm not sure.
Anyway, probably part of the reason I don't remember is that for me it ultimately made the game feel very flat. Everywhere you went, the challenge levels were the same. There was no sense of risk exploring the world -- no worry about finding yourself in an overwhelmingly dangerous area or running into a terribly powerful NPC. Sure, as you levelled your equipment got shiner and you got more spells, but the difference was relatively small. There was never a time when you had to retreat, and come back much later as a more powerful hero to overcome the challenge which had been too much before. There was no big stuff and little stuff.
My only answer to that is first, the way MMOs and SPRPGs are played, are completely different. Most people don't go back and redo/explore content in MMOs because of the leveling systems make a very clear path for advancement. Secondly, MMOS are already flat. A lot of what you do is grind, grind, grind in an MMO. It might be a grind you enjoy, it might be a grind in which you enjoy the story, but essentually , and particularly after you've experinced it the first few times through, it's ability to engage a player is going to be flat for ost people. Thirdly, not to sound like a broken record, but the game already allows for people to do what I am suggesting. If you have ever played the AE, or SKed or exempt or played any of the auto level content and enjoyed yourself , what I suggest would be no less flat. -
Quote:I have been listening, I just disagree and instead of answering my responses people keep making the same arguments without addressing the reasons I have already stated the argument is invalid. Part of the point of posting something like this is to have others veiws of what's wrong with an idea or how it can be improved. Hoever all i've gotten as a response is that the teaming doesn't need to be easier , which is crap, and that it either makes lower mobs to strong or hiogher mobs to weak...but the current AE, Side kicking, Exemping system already allows for that. How can that be used as an argument when it's already done in the game? The only thing that I am suggesting is make so you don't have to spend time to make some arbitrary team make up to make it work.I know I'm only perpetuating the problem. I should just ignore it, because he's not going to listen anyway. But I'll bite.
Quote:No, it doesn't. Batman can look after and teach Robin while he's with him. Batman cannot look after and teach Robin, Cardinal, Blue Jay, Baby Hawk, Little Eagle, Dodo, and Rooster Boy all at the same time.
Quote:You, sir, need a remedial course in English.
Quote:Finally, you argue that letting people PL is bad. Yet you want to force the AE auto SK system across the board. -
Well if a hellion is a threat to your level 50 then you got much bigger problems then the level span anyway. And as I keep saying to this argument which no one ever responds to...how is it any differnt then exemping and then a hellion being an even bigger treat. Because the current system is even worse in this reguard how can anyone actually think this is a valid argument?
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I'm trying to decide which I should take; Chain Induction or Jacobs ladder.
Any suggestions, why? -
Quote:Yeah, the negative responses given thus far seem like knee jerk responses (or simply trolling, both which anytime you post anything you have to expect) to the idea of changing things in general. The arguments of it making it to easy to farm, not challenging or it allowing players to access content to early all already exsist under the current system and usually even worse then what I'm suggesting.So what are some of these reasons why the AE sk sytem is bad? I haven't seen any in this thread yet.
Making it eaiser for people to team together and find players to play with will only serve to add to the vast majority of players enjoyment and thus help the game. The arguments made asking as to why that would be important, or does not need to be done, are completly asinine. As Foloinis stated the success of AE would suggest that this would be something that people would want. -
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Like several people have already said, this idea is a solution looking for a problem. The funny thing is, you seem to be the only one seeing this problem and most people here tell you that your perceived problem is a major required component in the game... even if you were right, this means the if your suggestion were to be implemented, chances are, a lot more people would get upset with it and leave the game.
Also, do you know of any other MMO where your ideas exist??
[/ QUOTE ] there have been some others who like the idea in part or whole. That being said I already stated that I aknowledge that the idea is not popular (neither was ED). But the reason given have been pretty weak. Most of the reasons given are issues that already exsist in the game and the system Isuggest should make better.
And yes there are other MMO's that use a much broader mob ranking system similar to what I am talking about. and others that are coming out . -
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Hi. You idea is not a good idea for this game. Perhaps, a new MMO could model something from your suggestion but installing an almost entire revamp of the leveling system in a 5 year old game is a terribad idea.
Just terribad. I believe it's time for you to take your ball and go home.
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They have revamped this game over and over with changes as big if not bigger then this already. That's not a sound argument. -
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The point is that the hellions should be rewardless for anyone that they con grey to currently. They are weak, and this should be reflected with the game's mechanics. As your hero gets more powerful, he should stop beating up muggers and go after world domination type enemies.
[/ QUOTE ] Why? superman never saves someone from a mugger, or from falling from a building?
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Levels HAVE TO exist, otherwise, there is no point to playing. There MUST BE a difference between a hellion and a malta operative.
[/ QUOTE ] again, using that logic there should be no side kicking system.
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The sidekick system is a bit problematic because it enables a level 50 to kill things while a level 46 has a sidekicked 45 just to get PL'd. But the system makes sense and you can't do away with it. If Batman wants to bring Robin along, even though he won't be nearly as strong as Batman, he should be able to. If a level 3 gets sidekicked to 49, he's no where near as powerful as the 50 because of SO's and IO's in ADDITION to the lack of powers.
[/ QUOTE ] and the system I am suggesting actually simulates that concept better.
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If everyone is the same, no one will have ambition, there will be no point to playing,
[/ QUOTE ] Yes, because having 10 more player, doing twice as much damage and missing 1/2 as much would make you the same as the other guy 20 levels below you. -
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I love how some people post ideas, then as soon as their ideas are criticized and reasons they might not be good ideas are brought to light, they act as though they were personally attacked.
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how did I do that exactly? -
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No, you could still set your difficulty at what level you desire. However, when teaming everyone would be fighting the same difficulty reguardless of their level. if on heroic everyone fights white/yellow cons (or higher if the mob is a righer rank lt, boss ect.), if the dificulty is lower all mobs would spawn lower, if the higher dificulty they spawn higher. If they con yellow to one, they con yellow to all, yes? So instead of a fixed numeric level, they'd have an effective level, and a yellow con would be an effective +1.
You have a level 10 and a level 20 attacking the same yellow-con mob. So the mob is an effective level 11 to the L10, but an effective level 21 to the L20.
[/ QUOTE ] Yup that's it
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Yup that's itWhat kind of attacks does the mob have? Only the ones appropriate to a level 11 mob?
[/ QUOTE ] It's static. That's to say any mobs would preform as they currently are designed to perform.
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And changing difficulty isn't going to help people like me. I play to play, not to get max XP, so I play on Heroic. I CAN'T lower it to make the mission any easier.
[/ QUOTE ] That's already been discussed. That's easy to address
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And with your suggestion that yellow con is STILL a yellow con ten levels later. If it doesn't have the attacks of the higher level, then he's not really a +1 any more, is he?
[/ QUOTE ] assentually that's true, however, that's already the case. not all mobs are an equal threat just because of their con under the current system either. -
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no, that's not the idea. that would be true about street mobs (but there isn't any real street cleaning done any more)
[/ QUOTE ]Right, so people like me don't count.
Leave my hazard zones alone. >:|
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the context of what I was saying was meant to illustrate that street cleaning wasn't an effective way to try and power level anymore. Not to single you out.
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Not everybody does things to power level, you know, right? Some people just like to level normally or find challenging fights.
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You caught the point of I was talking about the quote in "context," right? We were talking about how powerful a higher level player would be against a lower level designed mob, and the possible rewards, at the time I wrote what was quoted. -
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no, that's not the idea. that would be true about street mobs (but there isn't any real street cleaning done any more)
[/ QUOTE ]Right, so people like me don't count.
Leave my hazard zones alone. >:|
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the context of what I was saying was meant to illustrate that street cleaning wasn't an effective way to try and power level anymore. Not to single you out. -
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/unsigned. I'll give you my ability to mass-kill lowbie Skulls in Perez Park when you take it from my cold dead hands.
[/ QUOTE ] You already have the ability to beat on mobs in hazard zones that are blue/green cons and few people do that.
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Oh and also it makes no sense. The entire purpose o the leveling system is to represent the progression of your character's powers, abilities and skills. A demi-god should not face any significant native threats when he returns to his old stomping grounds.
[/ QUOTE ] Again using that logic you should do away with the entire Side Kicking system. Also, I think people are severly underestimating how much more powerful you are with 20-40 extra levels of enhancements and powers. -
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A level 10 Carnie? Are you serious? There is a reason the level divide exists - it's to keep high-level content high-level. A villain fresh out of the Zig has no business attempting the Time After Time arc, and a hero fresh out of Outbreak has no business taking on Malta,
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With that logic there should be no side kicking either. The only thing that changes is that now you don't have to find someone for a SK to partner to and they don't have to be up your butt the whole time. I'm not suggesting there be any change for the mission progression. (other then you could go back and do missions you haven't done.)
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And look at it on the flip side. Why the HELL would my level 50 hero trekking through Atlas Park find a deadbeat Hellion a meaningful challenge?
[/ QUOTE ] uhh you could be Batman. Seriously if you fel it's something beneth you don't do it.
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I am firmly against any idea that lets low-level characters access high-level content by themselves
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that was never part of the suggestion
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and that makes low-level enemies con white to high-level characters.
[/ QUOTE ] again then don't ever exemp for a mission. because under the current system you're far more gimped then what I'm suggesting. -
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Then I don't see any issues. ...and my guess is that's why level adjusting in AE is the way it is; as an experiment to see if it should be added to regular content. At least that's what I think.
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That's my thought/hope as well. hence the thread title. -
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I've been watching this thread, and I'm still a little confused as to what exactly the suggestion is. If it's to make everyone on the team a set level similar to what AE does, then I wouldn't mind. . [/b]
[/ QUOTE ] Basiclly, that's the idea. The mob difficulty is based upon whatever the difficulty of the mission is set at, but it's the same difficulty reguardless of level of any individual player. The only difference being that if the player is a higher level then the mission difficulty you wouldn't loose any of your powers and would still gain normal rewards. -
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Is it just me
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Yes. It's just you.
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I get it. You don't like the idea, noted. But as you seem to have nothing to add, other then attempting to belittle me for no reason other then your unsupported disagreement; Why don't you go troll somewhere else? It's not like I am forcing you to read this thread. All your pain could be gone simply by going away.
Edit: That's not to suggest I don't find value in people simply stating they don't like the idea. I do. i am aware the idea doesn't seem popular although thus far the reasons given for the discontent seem pretty thin to me. -
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is it just me, or did anyone else feel their brain turn to mush and iq points spill out of their ears while reading the OP's responses?
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Is it just me or is it pathetic when people are to dense to add anything to a dicussion. So, they just troll because someone has the nerve to actually criticize somthing and it might actually tarnish their rose colored glasses.
just saying