paradox_NA

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  1. [ QUOTE ]

    At 140+ characters, almost all of them in the teens or higher (I get to level 14 ASAP after creation), it is no great chore to play for a bit before I find my team.

    [/ QUOTE ]
    LOL, that alone I think makes you unable to empathise.



    [ QUOTE ]
    As long as the difficulty is appropriately set, it doesn't matter whether the Controller is a Fire / Kin or an Ice / Storm, whether the Defender is Dark / Sonic or Trick Arrow / Archery, or whether the Tank is Stone / Super Strength or Ice / Ice.

    [/ QUOTE ]

    yes, but the pace of the game changes and the reward changes and that can discourage players from wanting to play. The goal should be to help players be able to play at the pace they desire as easy as possible...within the limits of the game (not talking about power leveling or farming, but a normal eightman team). Not to make the players have to conform to a pace due to lack of players to play with.


    [ QUOTE ]

    The point is that it is the the perception that the reward and pace of the game based upon the party make-up isn't worth it.

    [/ QUOTE ] reguardless it's the peoples perception that is going to keep them coming back to COH and not some other game. Again you can quibble about what "you" think people should percieve, but that doesn't change the reality that if people do percive that the game is slow they will look for a game that they don't percieve as slow. Nitwits or not if they don't support the game that means less assets for the game to expand with.



    [ QUOTE ]


    If you are staring at the screen, it is because you have made the choice to do so. I have told you how I play. I get on teams becasue I am patient.

    [/ QUOTE ] And if people don't have fun playing how "you" say they should they should just keep playing anyway? You hoestly think these people aren't trying toi have fun? Perhaps they just don't find the same things fun as you do. Sorry, but that comes off not only very arrogant, but niave as hell. You ever think that with the time to create and level 140+ characters that the cost of milling about in game filling time might not be the same to you as most other people?

    [ QUOTE ]
    You have the same choice. It is a boring wait for you because you seem to have certain requirements that you have imposed on your gameplay.

    [/ QUOTE ] Sure, I do, however, the vast majority of people do. Particularly people with other responsibilities and limited play time. You want to make this about me and what I do or don't do. What I'm telling you is that this is a problem with coh being competitive in the upcoming market. The people at home who play every day for several hours are not going to be able to support COH.


    [ QUOTE ]
    I don't want to send out tells for 15-20 minutes looking for players, either, which is why I have a hard limit of five minutes (or less, if the team that I have is getting antsy), and then I start. If you won't start without a full team, you have made the choice to bore yourself and the rest of your team while you search for that perfect team configuration.

    [/ QUOTE ]

    Again you can tell people what they "should do" but that's not what people byinlarge want to do. It might be what they put up with, but given the option they won't.



    [ QUOTE ]
    So, explain again to me how the Skulls, a lowly street gang, should still be posing a challenge to a team that took down the Freedom Phalanx?

    [/ QUOTE ] I don't think they do. a full team of level 50's are going to sweep right through a skull mission. The level system makes that immersion worse though...why should something I beat the crap out of all the time now be untouchable because it's a higher level?


    [ QUOTE ]

    Bwuh?!! Weren't you just saying that you wanted to make level 50 Skulls. Even if they don't get any more powers or mobs, they will still have level 50 mob hit points. How does this NOT break immersion.

    [/ QUOTE ]

    There is already code to adjust mobs hit points ect, but you don't need to add new powers and such as you suggested. As for immersion how is not having a better chain of attacks, mpre defenses(more powers) and being able to hit with more accuracy/damage not being better (enhancements)?

    Yeah it's far more immersive to run by a guy whose robbing a purse and just ignores you...eerr not.
    .



    [ QUOTE ]
    But, if there is no difficulty,

    [/ QUOTE ]
    then don't fight them, no ones forcing you too. there are a lot of things that aren't a challenge now. I assume you don't chooser to do them.

    [ QUOTE ]

    why should you be earning XP?

    [/ QUOTE ] More importantly, why shouldn't you be earning xp on scale to their difficulty? Why should skulls be no challange and no one else get any reward simply because you wanted to play too?
  2. [ QUOTE ]
    [ QUOTE ]
    I'm not sure how any of this addressed my answers that there is more then mob level in deteming how challenging a monster is?

    [/ QUOTE ]
    The whole idea of these games is to provide the player with a scenario that has to be overcome by using the tools the player has. This isn't a chess game, it's a math-game made interesting by skewing the odds in favour of the AI (at least at first) and allowing "random" numbers to affect the players tactics... when the numbers are skewed later on in favour of the players, the AI loses constantly, so I'm not sure what sort of challenge you think will be left if you remove "level debuffing"?

    Can you perhaps give me an example of how an NPC would have a chance to fight at all without the "unfair" advantadge of "level debuffing", and without changing the games' engine to include more sophisticated AI scripts?

    [/ QUOTE ]
    I'm not saying there isn't debuffing. I saying there would be a a hard cap of +4-5 and that the con level would be the same for everyone on the team reguardless of their level.

    However, that's not what we were dicussing before. Before we were dicussing how a level 10 mob (a mob that usually would be capped at level 10) could be balanced for a level 50 player. And, I said it doesn't need to be the xp reward is already balanced for a mob based upon how hard they are to defeat.
  3. [ QUOTE ]
    If I understand correctly why you want this (so that it's easier to find teams, since the level spread won't be as big of a deal), then I'm not sure the idea will really help all that much.

    For me personally, and a lot of other people I play with as well, we don't like to invite people a lot lower level than us to a team, even if we have the sidekick room. 5 levels is about my limit, due to the fact that every level lower means fewer powers, with fewer slots in them, and that means less effective in combat. Mobs are designed with levels in mind, so it's not really feasible to remove them at this point.

    [/ QUOTE ]

    there are people like that, however there are much more that aren't. There are much more that don't care what level, or are ok with 10 levels, or 20 or 30. But it would be a lot better then the current optionss and would give more options based upon who is on to play at any given time..
  4. [ QUOTE ]

    Explain. Why would you be spending most of your time in down time? I spend most of my time, even solo,

    [/ QUOTE ]

    because if I jump on wanting to team and I'm killing time as you put it. I consider that down time. I think most people would. If your not really enjoying yourself and just filling time so you can do what you want to do ( for more then a few seconds here and there) ...then there is something wrong.

    [ QUOTE ]

    There is no setting lower than Heroic (by the way, your idea completely removes the ability for a player who is being challenged on Heroic to gain a level to make things easier.

    [/ QUOTE ] if that's an issue add one.
    .

    [ QUOTE ]
    I take it that you have never teamed with a good Controller and a good Defender as a Tank? What isn't locked down by the Controller is being debuffed by the Defender, or the Defender is buffing you into a jackhammer of destruction.

    [/ QUOTE ]

    I have played with many good players in my 5 years of playing, but as you know it also depends on the type of controller/tank/defender. you can quibble all you want, but the point is that not all powers sets are as compatible as others and the game is balanced (primarily) with full teams or solo in mind.



    [ QUOTE ]
    You don't have to run on Invincible you know.

    [/ QUOTE ]
    The point is at some level the reward and pace of the game based upon the party make-up isn't worth it. That varies depending on the individual, but most people aren't going to stand for running with 2-3 teams 25-50% of the time they play. You can say they should do sonething else and keep them selves busy in other ways as much as you want, but they will and it will be not playing this game.


    [ QUOTE ]
    The fact that you can never gain a level over your content is a problem with your idea. Some missions I know are going to be tough, so I plan to ding during the mission so that the final fight is easier. If I time it really well,


    [/ QUOTE ]
    Yes, because other then the very rare exception this is how people plan their mission choice. that's weak and nothing but argumentative.

    [ QUOTE ]
    You are playing a video game. One of the many definitions of "killing time."

    [/ QUOTE ]
    But that doesn't mean you don't have goals or want to set in front of a blank screen because you are wasting time. When I want to play, I want to jump on and play not have to find things to do in hopes that I can play either. Most people are like that.

    [ QUOTE ]


    So, the de facto leader doesn't have to worry about sidekicks or exemplars any more? I'm pretty sure, just like you are, that they still won't want the star because it still requires them to take responibility for something.

    [/ QUOTE ]
    Like I said it has to do with time. Most people don't want to send out tells for 15-20 minutes looking for players. Broading the field makes it much easier to find players.

    [ QUOTE ]
    Your suggestion does nothing to provide incentive for the a player to have the star.

    [/ QUOTE ] But it makes having the star far less of a burden. ie time suck.


    [ QUOTE ]
    So, explain again to me how the Skulls, a lowly street gang, should still be posing a challenge to a team that took down the Freedom Phalanx?

    [/ QUOTE ] I don't think they do. a full team of level 50's are going to sweep right through a skull mission. The level system makes that immersion worse though...why should something I beat the crap out of all the time now be untouchable because it's a higher level?

    [ QUOTE ]
    Nor have you addressed that in order to do so, you would need to add 30 levels of capability to the Skulls (new mobs, expanded power selection, etc.).

    [/ QUOTE ]

    actually, I have touched on it. essentually you don't. a skull is a skull is a skull.

    [ QUOTE ]
    For a while, there was a Family Farm that took advantage of the fact that you had outleveled the Family by ten levels for phat xpees. They finally had to gut their experience output because they were being farmed.

    [/ QUOTE ]
    I can't confirm that. However family are a pretty simple mob even if they are within your level range. It's not anymore farmable because now your ten levels higher. In fant it's less so. your still better farming freaks/wolves as they give more xp.

    [ QUOTE ]
    If you are going to gut the experience so much that they aren't worth fighting, why bother fighting them?

    [/ QUOTE ]
    I didn't say I was going to gut the xp, I said the xp is already balanced based upon their difficulty.

    [ QUOTE ]

    The SK either learns his lesson that that +7 is too tough for him, or he manages to hold out long enough for back up to arrive. Your suggestion also eliminates the chance for this kind of heroic stand against the worst of odds.

    [/ QUOTE ]

    That has nothing to do with it. It's not an either or situation. It's not like just because you can't fight a mob that is even more purple that you aren't heroic. The ability to fight a +8 or farm them (which the devs aren't particulary thrilled with anyways) measured against the ability for a broader range of your players to actually play together isn't even equatable.
  5. [ QUOTE ]
    [ QUOTE ]
    While the OP's idea isn't really feaseable, I empathize with what he's wanting, which is essentially a broader playing field.

    Similiarly, I wish there was some incentive for higher level characters to go back to 'lower' zones on occasion. I like playing my 50s; I love the zones of Striga and Croatoa - but they went their separate ways long ago...

    I wish there was some mechanic where I could go to those zones on a 50, explore a bit, and experience a challenging fight here or there. The OP's mechanic would allow that, but brings in a whole slew of other problems.

    Even so, I wish there was *some* way to do it...

    [/ QUOTE ]

    Go to Ourobouros, start a Flashback mission in that level range, and you will be autosidekicked down to that level. You can even do all of the Croatoa story arcs via Ourobouros if you missed them on the way up. The fights can even be made more challenging. There are settings where you can't use Inspirations, or Termporary Powers, or your powers are unenhanced.

    Wish granted?

    [/ QUOTE ]

    That's really only an option unless you're wanting to solo all the time. Lower levels can't get there and the mechanic doesn't allow new members to join, and it only allows you access to one whole story arc at a time. Which, is why the zone is pretty much only used as a short cut.

    seriously, the suggestion of Ouro as a substitue is pretty weak
  6. [ QUOTE ]
    . The OP's mechanic would allow that, but brings in a whole slew of other problems.


    [/ QUOTE ]

    See I don't get what those problems are?

    The answers I have gotten have been

    1. I was unclear...so I went and rexplained
    2. they couldn't read the red writing...so I changed it (for those with the villians screen up)
    3. I don't have a problem with down time so it's not needed.

    But that doesn't mean that their isn't a problem for a lot of other people.
    4. It could be exploited to farm lower level mobs for xp.

    But it really wouldn't be a very good way to get xp. And it is certainly less effective then having a couple of higher level players get misions at +4 while a team 5 level lower (for a total of 9 level difference) beat on them. Which happens all the time.

    There is no actual "answer" to what problems would be generated. Mostly just a bunch of deflecting.
  7. [ QUOTE ]
    Custom AE Mobs do more damage, and because they are customized by the player without some restrictions that Devs use, we can make combinations that challenge some AT/power-set combinations, e.g. MindControl/DarkMiasma NPC's. The control AE authors have on NPC placement is still very restricted IIRC because you cannot place an NPC in a spawn-point you've chosen, only in a map-region designated as "Front/Middle/Back". The fact that was can now see the individual spawn locations for each of the F/M/B designations doesn't mean we actually control individual NPC placements.

    Custom AE Mobs still use the same AI scripts that dictate to them how to attack us and therefore are still vulnerable to the same tactics we use to reduce the risk when fighting NPCs. This is evident when you read about (and perhaps experience) the exploits in AE farm missions.

    [/ QUOTE ]

    I'm not sure how any of this addressed my answers that there is more then mob level in deteming how challenging a monster is?
  8. [ QUOTE ]
    One can certainly design a game without levels - purely stats based, some opponents are simply more or less dangerous, story driven rather than level driven.

    But retrofitting that to a system designed with levels? Unlikely, and darn difficult. It's a fundamental kind of design decision.

    [/ QUOTE ]

    and yet the system wasn't designed with levels they were tacked on when Emmert took over creative control.
  9. [ QUOTE ]

    What group of four villains can't handle any mission in the game, barring Strike Forces and Trials. What group of two can't?


    [/ QUOTE ]
    Can't is a strong word, but not everyone want's to spend most of their time in down time. Some people would rather not play then play with three blaseter on heroic or lower. Some would rather not play then try an push through with a tank, controler and defender. Some people don't want to have to respawn 10 times. Just because you "can" play doesn't make it desirable. the whole point is to make the game appealing and accessable. The level system in my veiw gets in the way of that.

    [ QUOTE ]
    It's called "killing time." You do at football games between quarters, and you can do it between teams in City of Heroes. I happen to think it is more fun "killing time" by soloing while waiting for the team invite than it is to wander around the football stadium "killing time" between quarters.

    [/ QUOTE ] well yes, but I would hope how you can see how having to kill time in a game would discourge people from wanting to play said game. If I want to kill time, I can go do plenty of other things. Or, look for a game where I don't have to kill time as much.

    [ QUOTE ]

    Well I've played from day one (longer in fact)and have a large enough network to know that isn't the problem. I am sure I can go out and in 1/2 hour find 10 posts complaning about teaming posted within the ast 24 hours.

    [/ QUOTE ]

    [ QUOTE ]
    There you go, two five person teams; or one six and one four; or one eight and one duo. The only thing keeping the teams from forming is "fear of the star." Your suggestion does nothing to eliminate fear of the star.

    [/ QUOTE ]

    It's not the only thing it does...I mean someone still has to lead the team. But it makes having the star far less of a chore. And, but reguardless your not going to change the people who don't want to lead. So you better accommodate them because they make up the largest part of the player base.

    [ QUOTE ]

    Exploits are closed all the time, and people who abuse exploits are punished.

    [/ QUOTE ]

    Generally COH doesn't recognize exploits, that's to say the policy is usually if the system allows for it , then it's legal. If the devs don't like it (enough )then they will change the system.

    My point is that you can already gain xp much faster using the current system then you could ever get by beating up a bunch of level 50 skulls. So even if it was an advantage to beat on level 50 skulls (which it isn't) it is still better then the current system.

    [ QUOTE ]

    And you contribute just as much to the team and would get the same rewards as you would under your suggestion, if I understand it correctly.

    [/ QUOTE ] except you don't have to try and spend time finding an SK, which can be considerable amount of time, if you even do find one. And you don't have to worry about the SK trying to fight +s 7 mobs if there isn't a higher level partner.
  10. [ QUOTE ]
    As far as I know, until we have integrated true AI opponents, ones that can actually think... and attack intelligently, what you call "level debuffs" (if I understand this correctly) is the only way to challenge players in games based on the player having to wisely choose which attack to fire off when, and on which enemy to win a fight.

    [/ QUOTE ]

    So when mobs are created in the AE they don't get harder based upon how many powers they have, what they have, or how they compliment the other mobs with them? Their movment and positioning (which you can also pick in AE) can't make them harder either? I'm not saying to throw out the difficulty rankings...but they are hardly the only way that has been used to make mobs more challenging. And in fact you'll find that the mobs made by the devs are generally far weaker then what you can make on the AE.

    Probably because they have to compensate for the large level range used and can't make them to tough.
  11. [ QUOTE ]
    You're not really worrying about equality and many people wouldn't want equality anyway.

    [/ QUOTE ]
    At the core that's my point...you don't need arbitrary level debuffs. Power selections and enhancing already create enough of a spread of power that it won't be equal...but you could at least participate. The same is true about being more "challenging" some mobs are just more challenging then others. You don't need arbitrarty debuffs to create a challenge (at least to the current degree).

    (not that I'm including you into this catagory) I find that most people who want to be "challenged" by high level mobs are usually the same ones who want to fight nothing but werewolves and freakshow.

    [ QUOTE ]
    Most importantly, the I16 challenge customization should fix this right up if it's being done the way I think it will

    [/ QUOTE ] Hopfully, but I think the level system is going to end up being an albatross for this game.
  12. [ QUOTE ]

    So, if everyone is getting impatient, why didn't the team leader start with four, and fill as he went, like I suggested?

    [/ QUOTE ]
    you're not always able to (depending on the group make up and levels), not evryone likes to multi-task like that, and some people find it boring to run with 4 people or solo.

    [ QUOTE ]
    I know that I fill the time soloing while my LFT flag is up.

    [/ QUOTE ]
    Some times I like to solo, but sometimes I don't. Some characters it's boring as hell. And if that's the alternative people who don't want to are going to leave or have left for other games.

    [ QUOTE ]
    Unless you Broadcast in the three minutes it takes me to zone out of a mission and get to the next one, I won't see your "LFT" spam. Use Server channels instead. Most of these channels can be found in the appropriate server Forum. If you are having trouble finding any teams on Freedom or Virtue, I hate to say it, but "ur doin it wrong."

    [/ QUOTE ]
    Well I've played from day one (longer in fact)and have a large enough network to know that isn't the problem. I am sure I can go out and in 1/2 hour find 10 posts complaning about teaming posted within the ast 24 hours.


    [ QUOTE ]

    The Devs gave us Ourobouros and the ability to turn of XP to get around this. It also doesn't address the facts that some mobs were never meant to spawn above or below certain levels. Hellions never spawn above 20 (15?), and Rikti, outside of the Midnighter arcs, never spawn below 30. The Devs would need to make all mobs in the game spawn, scale and be challenging at all levels.

    [/ QUOTE ] Why? If I want to spend my time beating on thugs with guns...why can't I? It's not like it's any less callenging ten what's done to exploit the current system.


    [ QUOTE ]
    Outside of the Architect, if there is a 7-10 (or greater) level disparity among the team, no one gets XP. The XP bridge only works if you have sidekicks, which

    [/ QUOTE ]yes but I can sk to a level 46 while bunch of 50's beet UP LEVEL 54'S
  13. [ QUOTE ]
    If the OP is having trouble finding teams now... implement this suggestion and he will have absolutely no luck. Some teams (farms or POWAH!) just invite people for filler and aren't really looking for someone to actually 'work' their character.

    [/ QUOTE ]


    I don't know what you base this on, however, even if it is true, it won't happen as farmers will already not need people to fill in teams. The devs are implementing a system to already increase spawns.

    [ QUOTE ]
    I understand that time of day, time to play, server pop, etc. have a bearing on building a viable team, but I have played the clock around on low to mid pop servers almost exclusively,

    [/ QUOTE ] I guess experince differ. I play on more then one server and I know that I'm not the only person that not only has this problem, but has stopped playing because of it.

    [ QUOTE ]
    The whole 'dont like to build my own team' attitude is what I find to be the problem with people who 'can never find a team'. That plus the idea that they need an 8 man team.
    Oh, and /no thanks on this suggestion.

    [/ QUOTE ]
    you can "find it a problem", but most people hate to have the star and with out them you might as well shut down the game now.

    heads up I'll be gone for a while, but would like to continue this discussion in a couple of hours.
  14. Thx for the suggestions...I changed them. I have seen other people post multile times in red without complaint so it never occured to me that it was a problem.
  15. [ QUOTE ]
    Well, instead of changing the color, why don't you just split up the quote you are referring to? That way, you can tell what they wrote because it's inside the box, and yours is outside of the box. There's no real reason to need to change the color.

    [/ QUOTE ]

    To be specific about what part I am refering to. I have found that not doing so usually ends up with people deflecting comments out of context more often.
  16. so what color is better, for me its really easy to read. Are you reading it with a red back ground?
  17. [ QUOTE ]
    I normally try to find in any suggestion the part that I agree with and go from there, so that I can at least offer some form of constructive criticism, if not assistance. Either that or I just keep my trap shut. In this case, however, I'm unable to find any part of this I can even feel remotely comfortable about and find myself aggressively against this idea. I hope you'll forgive me, and please don't take this as a statement against you as a poster since I don't know you, but this particular suggestion would certainly destroy any sense of accomplishment or challenge for a large number of people who love to go against massive numbers of purples by having one person on the team set to invincible and then everyone else be another couple levels lower. It's not at all about power leveling and will, hopefully, be easier once the new challenge system comes out with I16, but it is something many of us love just for the thrill.

    Robin

    [/ QUOTE ]

    I accept that. You're right it would limit the level spread at which you could fight mosters. I question once people start fighting 6+s that the rest of the team is being "challeged." Usually the situation means that people have one or two higher levels grabbing all the aggro and/or debuffing while lower levels relentlessly spam attacks. Also, you can always add another level of diffuclty to narrow that gap for eveyone.
  18. I'm not angry and the red is simply to lable my response. It has nothing to do with my mood. It was simply the first on the color list
  19. [ QUOTE ]
    [ QUOTE ]
    How is this suggestion supposed to make the game better?

    Oh yeah. It doesn't.

    /unsigned and 2 BIG thumbs down.

    [/ QUOTE ]

    This.

    [/ QUOTE ]

    I can not be the only person that has trouble finding teams...(in fact I know I'm not). And, I find it incrediably dismissive and argumentative to insinuate that looking for a team outside of primetime isn't often an issue.
  20. [ QUOTE ]
    [ QUOTE ]
    How is this suggestion supposed to make the game better?

    Oh yeah. It doesn't.

    /unsigned and 2 BIG thumbs down.

    [/ QUOTE ]

    I touched on that, but didn't go into detail. First it allows people to play together with out spending time to find side kicks. It also, allows people of large level ranges to play together so it's much easier to find teams. It means it's far less likly to jump on a toon and no longer be able to find a team. It wouldn't take nearly as long to create a team. More playing less standing around waiting. Also, that would most likely keep more players playing longer and make it that much easier to find teams.

    It also allows you to be able to play with your super group mates and freinds easier.

    It allows higher level players to experince more content.

    It would also, slow power leveling down a bit (if that's an issue for you/someone).

    [/ QUOTE ]



    [ QUOTE ]
    Why do you need to spend time looking for sidekicks? I start my search by looking for characters close to my level, and then widen as I go. If I wind up on team with more lower level characters, I can exemp down. The system does work both ways. This goes for supergroups and friends, too.

    [/ QUOTE ]

    I belong to some large SGs and to include everyone and team together it is often a juggling act and people end up being excluded. Also, I have been on several PUGs that tryied anything they could just to put a full team together. Or even a 5+ team together. And, even then you often have players so far down the scale they are all but useless because they can't hit anything.

    [ QUOTE ]
    "More waiting, less playing," is a choice on your part. The absolute longest I spend forming a team before moving on to the next mission is five minutes.

    [/ QUOTE ]
    I have jumped on several times with serval characters and not been able to find a team at all. I can't count how many times I've gotten on brodcast on every channel I could, even looked in AE and waited for a 1/2 hour only to change to another level range and still not get a team. And I play on one of the most populated severs there is.


    [ QUOTE ]
    How does your idea allow "higher level characters to experience more content?" without a mob level sytem there is no longer a need to cap contacts and mission selection.

    [/ QUOTE ]

    [ QUOTE ]
    You have specifically said that your idea is NOT to implement the Giant Monster code across the board, but to, in effect, roll back the Purple Patch, making it so that it is easier to hit higher level enemies, and making it so that higher level enemies don't hit you as hard. This would slow down leveling how?

    [/ QUOTE ] it would slow down power leveling by reduce the level range players are getting xp for. no more getting xp for 7-10 levels above you while you're beeing power leveled.
  21. [ QUOTE ]
    I actually LIKE to solo. And sometimes a mission will be just a little too tough to handle. But I don't want to drop it, so I wait a level or two so it becomes easier.

    Your suggestion, if I understand it, would eliminate that. If they conned yellow when I got the mission, they'd still con yellow even ten levels later.

    Not A Good Thing!

    [/ QUOTE ]

    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.
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    How is this suggestion supposed to make the game better?

    Oh yeah. It doesn't.

    /unsigned and 2 BIG thumbs down.

    [/ QUOTE ]

    I touched on that, but didn't go into detail. First it allows people to play together with out spending time to find side kicks. It also, allows people of large level ranges to play together so it's much easier to find teams. It means it's far less likly to jump on a toon and no longer be able to find a team. It wouldn't take nearly as long to create a team. More playing less standing around waiting. Also, that would most likely keep more players playing longer and make it that much easier to find teams.

    It also allows you to be able to play with your super group mates and freinds easier.

    It allows higher level players to experince more content.

    It would also, slow power leveling down a bit (if that's an issue for you/someone).

    [/ QUOTE ]

    Finding teams is not difficult first of all. Secondly if you are having trouble finding teams, start your own...and thirdly, there is no need to wait around. Go play the game while you are trying to get a team together. This game is very solo friendly.

    Problem solved.

    One thing I do if I don't really want to start a team. I turn my looking for any flag on and go play. You'd be surprised how well that works.

    [/ QUOTE ]

    I do turn my flag on and I hate creating my own because it takes so long and would rather use the waiting time to do other things in in real life so I can actually play longer (as I have other responsiblities). I'm glad you never have a hard time finding a team. however, there is a significan't portion of players that do. Particularly certain servers, times of the day/night/morning and level ranges. As such problem not solved.
  23. [ QUOTE ]
    How is this suggestion supposed to make the game better?

    Oh yeah. It doesn't.

    /unsigned and 2 BIG thumbs down.

    [/ QUOTE ]

    I touched on that, but didn't go into detail. First it allows people to play together with out spending time to find side kicks. It also, allows people of large level ranges to play together so it's much easier to find teams. It means it's far less likly to jump on a toon and no longer be able to find a team. It wouldn't take nearly as long to create a team. More playing less standing around waiting. Also, that would most likely keep more players playing longer and make it that much easier to find teams.

    It also allows you to be able to play with your super group mates and freinds easier.

    It allows higher level players to experince more content.

    It would also, slow power leveling down a bit (if that's an issue for you/someone).
  24. [ QUOTE ]
    QR

    To be honest, Paradox. I normally don't bag on people about their spelling/grammer and that's not my intention here, but you need to present your idea in a more cogent fashion.

    Because I don't think many folks even understand what you're suggesting.

    [/ QUOTE ]

    I went back and edited the original post in an attempted to explain better. I have heard the term level debuffing used offten. I tought it was pretty self evident, I'm sorry it obviously was not.
  25. [ QUOTE ]

    No, I really have no idea what you're talking about here.

    [/ QUOTE ]
    sorry, i miss read what you wrote. It seemed to me like you explained yourself what I meant. What Chase_Arcanum said about removing the base decrease to hit, damage and defenses based upon level is correct. With the exception that everyone would be fighting the same difficulty of mob based upon their level. for example, what is red for me at level 10 is red for you at level 50



    [ QUOTE ]

    Actually, it's a little of both. Even using basic mobs, the AE system allows one person to PL 7 others. Your suggestion would make that kind of thing even MORE accessible. It would allow people to do what many think is wrong with the AE system in the outside game world, too.

    [/ QUOTE ] it doesn't change anything you have always been able to do this since the sidekick system was implemented. in fact it makes it better because what ever the higher level is fighting the lower level is getting xp based upon the same level of con...not plus tens because the lower level is side kicked to someone 4 levels lower then the power leveler.

    [ QUOTE ]


    No, but it wouldn't be slower, either. And with all of the complaints of people about "AE babies" who know nothing about the game on their level 50 characters, I don't think spreading that to the rest of the game world is the best idea.


    [/ QUOTE ]
    sure it would be slower. because you have to travel more, you can't cherry pick your mobs and your general assuptions are wrong.

    [ QUOTE ]

    How would it be any slower than running through missions?

    [/ QUOTE ]
    because you don't get mission rewards, you get more xp for missions, you can fight harder mobs in missions, mobs are closer together in missions, you get less debt in missions and several other reasons that you should be aware of.



    [ QUOTE ]


    1) Yes, but a Hellion would likely be so much easier to defeat than a Carnie that they'd likely be worth the reduced XP.

    [/ QUOTE ]

    If that was true people would be doing that on the AE, but they aren't. Why? because it's losy xp. Easier mobs don't give as much xp and they don't have higher ranking mobs (bosses,elites, Avs ect.)
    [ QUOTE ]

    2) This is assuming that the status quo of the AE system is where it should be (it may be much higher than intended), and bringing it out into the rest of the game world could mess with things even more.

    [/ QUOTE ] except that the people who use AE to farm power level will continue to do so because it will still be much more effective to do so, and power leveling will actually be less effective with this system.I use the AE system quite a lot; you know why? because I can find a team and because I can play with my freinds reguardless of level. And, I know many other people who use it for the same reason. Moving these aspects into the rest of the game sould actually reduce the use of AE not increase it.
    [ QUOTE ]

    3) How would you really create the feel of high-level content if level 1s can be running right beside you, doing the same thing you are?

    [/ QUOTE ] becausae they can't. why do you think AE's ask for only 30+ player and such. the ability to have extra powers and slot them makes you more then power enough.