Statesman gets it ...


123456789

 

Posted

[ QUOTE ]
[ QUOTE ]
Ah - therein lies the issue. Personally, I see the level 40 minion in a whole class than a level 5 minion. They're from other dimensions. They're equipped to the teeth with experimental weaponry. They're giant robots bristling with missiles.

When you say "they're not different", it's straw man because I never said that the rank (i.e. minion) changes meaning over levels. To me, the difference is, and should be the level.

[/ QUOTE ]

Well, then it breaks down to you doing the exact same thing for 50 levels just with different graphics...

Not sure how much I enjoy that prospect myself though. Course for myself, it's particularly worse, since as I advance, I become less fit and able to combat equal level minions (silly hit point escalation without damage escalation).

[/ QUOTE ]

oh it's worse than that. they scaled up the damage even level cons do too. you got folks getting one shotted by even level bosses. bosses that hold you.... through hold resistances.

Alpha striking greys is looking more and more like the way to go.


 

Posted

I would find this whole discussion funny if it wasn't so maddeningly stupid. You people are actually arguing that 2 fives and 1 ten aren't worth as much as 1 twenty dollar bill.

I mean, REALLY. 6 of one, half a dozen of the other; it's the same freakin' thing. Your dellusions of grandeur aside, there's no difference here.

Assume, for a second, that there are no "minion", "lt." or "boss" tags anymore, but only combat level to gauge things by. What have you got? Varying villains of different levels. Would anyone be complaining then?

Tell you what, I'll trade any of you 10 fives for 3 twenties. Look how many more bills you'll have! WOW!

(Yes, I'm being acerbic. I'm amazed by this whole situation.)


 

Posted

Lets see, now that Issue #2 is in, wonder how long util the difficulty uppgrade gets in. There is alot of commotion over the nerfs and changes to some villands, so the noise when the difficulty fix rolls in will be amazing


 

Posted

Hey Heph,

Why do you play this game? Do you enjoy being miserable? I'm not trying to pick a fight, I would really like to know.


 

Posted

i think the formula of 3x2x1 makes sense min, lue, bos... i think that works. and i also think its cool too have your friends help you survive against mobs. the hard part i keep seeing, is the number of mobs and the hardware. also the boredom factor (yes i just beat 1,127 bad guys, all level 1) so its hard to balance.


 

Posted

Now, Foo, patience please! Remember the furor caused over capes? It's all about asthetics which are NOT irrelevant in a game. CoH's primary advantage over other MMORPG may well be the ability to tailor your character. Aesthetics.

I also think it's more about semantics. The word minion doesn't conjure up terror in me. Had the choosen terms like: Soldier, warrior, lt, Boss and so on, things might be different. But that would also require "minions" not named silly thinks like "medic".

Regardless, what you should be asking is this: how will Statesman achieve this objective? Your tank will only be capable of fighting 1 red minion at level 40. How will that be possible given the state of invulnerability?

It's a good question. I can't imagine anything less that a global nerf--or damage so severe that blasters will be one-shotted left and right. I think it's too late for such drama.

Simply give us a difficulty slider, grant us the ability to fight purples, and let us go at the higher mobs for great eps. Higher Mobs=harder mobs=more need for balanced teams=fun for everyone.

And we can still stand in packs of white minions and feel pretty darn superior.


 

Posted

[ QUOTE ]
Ah - therein lies the issue. Personally, I see the level 40 minion in a whole class than a level 5 minion. They're from other dimensions. They're equipped to the teeth with experimental weaponry. They're giant robots bristling with missiles.

[/ QUOTE ]
This would be great if it were true. However, there are Crey Medics in the 30s and Nemesis guys with rifles in the 40s. Those are very same-feeling as any other "normal guy" minion.

Rikti minions do feel like an appropriate 3-on-1 foe for a high level hero. Crey guys dressed like riot police don't.


 

Posted

i`m not sure what the problem here is. If the minion is the same level as you then they should be able to make at least a moderate fight.

To take a "super hero wiping out minions (in comic books) with one punch scenario" well, in comics the minions aren`t the same power level as the hero, are they?
The bosses may be but the minions power is not on the same level.

In this game the minions ARE. The lower end of the level, sure, but the same level.

It seems to me that if we want to go through minions effortlessly, then fight lower level minions.

If you want to fight equivelent level minions (and get decent xp in the doing) then you should have to struggle a bit.
And an equivelent level boss should be a tough fight.

I think Statesman is on the right track here.


 

Posted

If they increase the difficulty ... I hope they will just make the higher level missions tougher, by increasing the level range,

... that would be cool.

All they would have to do is add +3/5 mob levels at 40. (except in Shadow Shard Rularoo missions)

If you solo Shadow Shard missions like I have, it's a bit tougher fighting Rularuu at current levels. (though not particularly challenging) unless you fight those dang bosses. They are really hard.


 

Posted

The problem with States theory is that all progress is measured in XP, which is only garnered through defeating enemies. Because XP scales with level, such that defeating a foe 5 levels your junior is meaningless, the system will be broken. If XP were static, based on level, then altering which level presents a "challenge" would be acceptable, but as it stands, the scale would be very broken in this system.

-Hellwraith


 

Posted

Fighting 3 red minions and barely winning makes me feel like a superhero.

Fighting 3 minions THAT LOOK EXACTLY THE SAME except they're white and barely winning makes me feel like a gimp.

Uh huh...

BTW: my amplifier is louder than yours because mine goes to 11 and your's only goes to 10.

And I'm richer than you because I've got 10,000 YEN and you only have 5,000 pounds. Obviosly I'm richer because 10000 is bigger than 5000. Please don't bother trying to explain exchange rates, that's obviously a DEVOLOPER TRICK TRYING TO TAKE AWAY MY UBERNESS!

Feh, you guys are idiots.


 

Posted

I have not read every post so forgive me if someone has posted something similar already

How about making the number of minions scale as you lvl? (even con mobs.)

1-20
3 minions = 1 hero
1 lts = 1 hero
1 boss = 2 - 3 heroes
AV = team (4-8)

20-30
4 minions = 1 hero
2 lts = 1 hero
1 boss - 2 heros
AV = team (4-8)


30-40
5 minions = 1 hero
3lts = 1 hero
1 boss = 1 hero
Av = team (4-8)

40-50
6 minions = 1 hero
4 lts = 1 hero
1 boss = 1 hero
AV = good team

Sounds logical to me and would accomplish giving you the feeling you where more powerful as you lvled.

Please keep in mind my numbers are just an example but I think they are fair. I am sure they could use some tweaking.

I think that 3 minions isn't that be bad considering in other MMOs if you try to solo a single even con mob you stand a 50/50 chance of dying.


 

Posted

Read a couple pages on this topic and wanted to toss my couple cents in.

The idea of making minions tougher at higher levels has some merit, I feel, but ONLY if you reduce the number of them in the same encounter.

Otherwise, all it is is a 'masked' method of forcing grouping.

I don't want to be able to tank 2 +4 bosses at the same time, at least not solo. Grouped? Yes. I should be able to TANK them. Kill them? Heck no, that's what the scrappers and blasters are for =)

But I digress...

If one of the game concepts was supposed to be "feeling like a superhero", then you SHOULD be able to handle more "even" minions as you increase in level. Or else provide incentive to fight lower-level minions.

Yes. Those even minions are now higher level than the ones you fought before. That's fine and good from the "real world" perspective. But from the GAME perspective, you're talking about removing almost ALL sense of increased power as you level from the game.

Why level if the fights are all going to be the same scale?

If you turn the game into the same scale of combat throughout the level span of a character, you're increasing the grind factor, reducing the 'I'm a stronger hero now than I was before" factor, and just changing the feel of the game, when the feel is the most important part for me.

Increase the HPs and difficulty for higher-level minions, fine. But I think, as has been suggested, that a better approach would be to scale up the encounters by adding an intermediate level between Boss and Archvillain, and then increasing the number of LTs and Bosses out there.

Or replace the current minions with "Lackeys", make Minions tougher, somewhere between current minions and LTs.

Anyway. My couple cents. If the most you should be able to fight is 3 even minions, or 2 +1 LTs, or 1 +2 boss, then you'd better also rescale the missions so that I don't run into 6 even minions, 4 +1 LTs, and a +2 boss all in the same 10' x 10' room on a solo mission.


 

Posted

[ QUOTE ]
Read a couple pages on this topic and wanted to toss my couple cents in.

The idea of making minions tougher at higher levels has some merit, I feel, but ONLY if you reduce the number of them in the same encounter.

Otherwise, all it is is a 'masked' method of forcing grouping.

I don't want to be able to tank 2 +4 bosses at the same time, at least not solo. Grouped? Yes. I should be able to TANK them. Kill them? Heck no, that's what the scrappers and blasters are for =)

But I digress...

If one of the game concepts was supposed to be "feeling like a superhero", then you SHOULD be able to handle more "even" minions as you increase in level. Or else provide incentive to fight lower-level minions.

Yes. Those even minions are now higher level than the ones you fought before. That's fine and good from the "real world" perspective. But from the GAME perspective, you're talking about removing almost ALL sense of increased power as you level from the game.

Why level if the fights are all going to be the same scale?

If you turn the game into the same scale of combat throughout the level span of a character, you're increasing the grind factor, reducing the 'I'm a stronger hero now than I was before" factor, and just changing the feel of the game, when the feel is the most important part for me.

Increase the HPs and difficulty for higher-level minions, fine. But I think, as has been suggested, that a better approach would be to scale up the encounters by adding an intermediate level between Boss and Archvillain, and then increasing the number of LTs and Bosses out there.

Or replace the current minions with "Lackeys", make Minions tougher, somewhere between current minions and LTs.

Anyway. My couple cents. If the most you should be able to fight is 3 even minions, or 2 +1 LTs, or 1 +2 boss, then you'd better also rescale the missions so that I don't run into 6 even minions, 4 +1 LTs, and a +2 boss all in the same 10' x 10' room on a solo mission.

[/ QUOTE ]


Out of morbid curiosity i delved to the last page of the tanker forum "just to see". i found this thread at the end, about how 3 minions should be a challenge from lvl 1 to lvl 50. i quoted this post, because they have it right.

All these nerfs, all these changes, all the change in direction in this game...and almost every poster on this 24 page thread disagreed with the idea of making all the fights from 1 to 50 play out the same.

Krunch( i think he left some several months ago now) thought states "got it". I dont think so. i think it sounded good, i think states felt that this was the reson people thought of the last 20 or so levels felt like a grind.

he was wrong, but i dont fault him. I have been upset with the dev team in the past over nerfs etc like everyone has, but i dont fault them for their reasoning or for doing what they think needed to be done. but it wasnt right, not quite.

the grind comes from the lack of new toys from lvl 32 on(mostly, worse for some sets then others). it comes from no new paths openiing for your fleshed out hero build, no new style of missions, no different type of challenge. there is the portal corp, and hami, but even portal corp has a lot of similar missions going into it, and hami once is hami a thousand times for the most part.

This game didnt need nerfing to make it enjoyable, it needed some new content. it needed the new mayhem missions, it needed the newspaper contact, it needed more powersets.

I will not deny it needed some tweaks, like ending the stacking bug, to make things deemed exploits end. I personally dont think herding needed to end as it was a "new type" of play for higher lvl toons to do.

there is talk recently from posi about a new lvl 50 "improve your hero" content being added possibly in I8. I cant help but think if the devs hadnt spent a year nerfing the hell out of everything it would be here already. all that time spent datamining and internal testing so 3 white minions will challenge a lvl 50 as much as they challenged a lvl 1.

And i dont think even now that they succeeded. My lvl 30+ toons are easier to clean house with then my lower lvl ones are. this game has two factors...more powers, and more slots. one or the other would allow for this lineal challenge like states wanted, but not both.

in the meantime, they nerfed us all, and lost a lot of their long time supporters(long time in the sense of an MMO). new players have come, but this game has not grown like it could have.

Didi the new era of pvp cause some of this? i think so. Again, i cant fault the devs. I mean, a stand alone game of villains integrated into the stand alone of heroes, hero vs villain, it sounds so good. it is ground breaking really. but the system that was so unique, so refreshingly new in the MMo market, the system that drew in so many anxious players, would not work for pvp. Specialization has no place in a pvp game.

So they watered some of the AT's down. they still had their roles mostly, but it isnt the same, not by a long shot. they gambled that it would be worth it, that the new pvp system would turn out so well that it would turn nto the selling point of the game.

but I dont think it has. Maybe if they focus on it exclusivley, make rewards for it, make it like other pvp games, it would draw more. but it isnt balanced yet, and the pve side and pvp side wont ever agree i fear. the specialized AT system doesnt fly well with pvp. a tank that can take on a dozen mobs without fear cant be KO's by a defender that has mediocre damage. So we nerfed tanks. On and on it went, and will continue to go until cox is a photocopy of other MMO's. Tank/healer/dps triad for the win!


I saw in an interview with posi he wants to get back into the story aspect of cox. I hope that means more, and more detailed content for pve. I hope it means fleshing out older zones like perez and faultline that are vacant most of the time now. i hope it means a focus more on what got cox where it is today- unique AT's and content in an immersive world.

the 3 white minions and the pvp thing are all well and good, but they arent what made this game a contendor in the market share, and they never will be. I am glad for the added content and refreshing change of pace that pvp has brought into this game, but i loathe the nerfs and other changes it forced. A return to the old, a return to the origins of cox is what will grow this game again, and revitilaze its player base.

I dont expect Posi will read this, or any other red name really. But if they do, take heart and think back to the I1 and I2 days, to the excitment of releasing the hollows, or planning out striga isle even. Think back to the public cheers when capes were introduced. things like "go.hunt.kill skulls" werent invented in pvp. HO's werent nerf herded until the arena came about. Again, pvp isnt evil, its a welcome change of pace in the game. but we need to get back to what this game was founded on.

this is my opinion, but also a lot of what i pick up on when I read other's posts and threads. people want to immerse themselves in the comic book MMO, to delve into the cave or burnt out office and bring justice to their foes within.

to save that poor girl getting mugged by those hellions. You know, my wife really didnt enjoy video games like i did. Then she was watching me play coh one winter eve. I was playing my main, and was super jumping to the train from city hall off of a see azuria quest. i happened to land by one of those mugging scenes. I haymakered the first one, and punched the second before he could even get his bat out to swing. the girl in the green skirt got up off her butt, did the oriental handclasp bow and said thank you!! then ran off. My wife said to me " I want to make a chick and save people". so I got her an account and we started a duo....which we seldom played for the first 6 weeks. she was content running around and saving the civilians from the gangs.

I am sure there are still players drawn to that. I see it in posts, especially in the suggestion threads. players asking for changes in animations, or new costume pieces so that their hero can fit their image more closely as they protect the city. Know what sold me on this game? watching my friend demo it for me. his lvl 3 mind empath troller was fighting a fistful of hellions in galaxy city in between the hero corps and the train. he had grabbed 2 spawns, and was winning, but also having a rough time of it. a lvl 30 player came bounding in from a sj. did a classic heroic pose and healed my friend who did the "recieved healing" animation. then as fast as that toon in silver had jumped in, he jumped away again. it all went down in a few seconds, but it played out so well, so fluid. we both laughed about it afterwards. the animations, the community, the game and what it was.

the dev team though, seems to have lost this in recent issues. the game has evolved and grown, but there is no reason that the original ideas should be outdated, or changed even. it is still fun to save the day, to protect others through might and swift justice. so much focus has been on "balance" and eliminating "exploits" and power leveling. I7 in itself is boasted about as much for the changes to the defense sets as it is the new content. the players are simply amazed and releived that a wave of nerfs and rebalancing isnt included this time. they are relieved that maybe they can "get back to stomping baddies" instead of worrying about how their playstyle will get whomped by the nerf bat.

It is time to stop worrying about balance for a while, to stop worrying about someone being slightly overpowered. it is time to bring in some of the classic feeling of this game. Put those contacts into perez and boomtown a la hollows style. make a tf in perez involving the lost and the hydras and culminating in a kraken spawn. add some new sets. bring with them some new heroic animations, and some new costume pieces. flesh out the tried and true older game, and let the newer parts get some game time in. the pvp game is established, and is doing its part in drawing new faces. we have lost so many of the old ones, it is time to give them somthing to come back for.


Liberty server
Eldagore lvl 50 Inv/ss, co-founder of The Legion of Smash
3.5 servers of alts....I need help.

May the rawk be with you.

Arc #'s
107020 Uberbots!
93496 A Pawn in Time

 

Posted

Holy graveyard Batman!

Funny thing is, someone near the top posted that they (devs) would have to nerf everything (to acheive the goal Stateman had in mind at the time).

Here we are long after the original post, and we have GDN and ED. Everything was nerfed. Yet still, at the highend 3 white minions are not a challenge.

Also, Statesman did post in the balance thread that the difficulty should scale with level so things could look like a challenge when facing 3+3 minions at once (given as an example and not ment as an exact metric me thinks).


 

Posted

[ QUOTE ]
It is time to stop worrying about balance for a while, to stop worrying about someone being slightly overpowered. it is time to bring in some of the classic feeling of this game.

[/ QUOTE ]

I agree. Who cares about stupid minions? You're not supposed to care about them, they're minions! Give me some stories. Give me crazy NPCs that are involved in missions. Give me more AVs and elite bosses. Give me story archs that give me loads of xp and eliminate the feeling of the grind.

TFs are one thing, but in my opinion are often too long, people can't always commit that kind of time.

[ QUOTE ]
the grind comes from the lack of new toys from lvl 32 on(mostly, worse for some sets then others). it comes from no new paths openiing for your fleshed out hero build, no new style of missions, no different type of challenge.

[/ QUOTE ]

I agree here too. In my experience it begins to take a lot longer to level around mid 30's, with not a whole lot to look forward to. I have been around since the beginning, and never gotten to 50. Why? Because it starts to feel like a chore.


 

Posted

Resurrected.... I SAY NERF ALL! lol


 

Posted

Nice post. I like reading game lore and have seemed to have missed this one.

I agree that the game needs to focus more on story. I want to play my own comic book. From 1-30, I like the speed of leveling. But what kept me going through the 30s and now in the 40s is my SG. I wish also that there could be some content and story elements (different mish, etc.) that I could look forward to. So I want the major balancing changes to be over as quickly as possible so efforts can be directed to these ends.

PvP...I'm a casual PvPer. It's fun to me but in moderate doses. But, as it stands now, PvP does not resemble a comic book battle, at least ime. I hope that it can get to that point since it can unlock huge potential.

Like having a villain as your nemesis, beyond just fighting each other in a PvP zone or arena (and talking trash). Imagine dynamic mishes linked btwn one hero and one villain (or a group), say 3-5 mish long. The begining mishs are PvE - the villain has to rob a warehouse for a tech device and fight the guards. The hero has to assault the base to recapture the device, only to find that the villain hid it somewhere else. The middle mish are designed where success or failure affects the other ppl's mish and objectives, until it culminates into 1-2 PvP battles.

As i said, the PvP battles dont really mirror the comics imo. But if it did, I would thoroughly enjoy running these "dynamic" linked mishs.


 

Posted

Statesman's response to the issue irritates me. Rather that providing more interesting challenges for very powerful heroes, he nerfed them to the point where routine numbers and levels of mobs were "challenging." Except when he says challenging, he means "time-consuming."

I enjoyed being powerful. I enjoyed being able to take on enormous numbers of high-con enemies with my heroes. I felt super. What I wanted at that time was for the developers to provide me with opportunities to play IN THAT MANNER in such a way that it furthered a storyline. That would have been great. Super-missions, that spawned large numbers of powerful enemies that might have challenged high-level heroes, would have been enormously fun and engaging. And challenging.

Instead we got nerfed. How original.

The thing about AI in this game is that it's very predictable when you're dealing with small numbers of NPCs. Increase the numbers of NPCs and you start to get somewhat chaotic behavior, because they're interacting with each other as well as with you. That's part of the reason taking on double-spawns is so much more exciting than taking on single-spawns. I routinely herd my missions nowadays, just to liven things up a bit.

In short, I don't think Statesman has ever understood what makes being super fun. "Super" is, after all, a relative description. You can only be super in relation to some analagous being, whether it be another hero or a flimsy NPC. If we aren't powerful compared to each other (balance), and the minions grow in power at nearly the same rate we do, at what point exactly does the word super ever come to describe our relationship to anything in the game world?

In the old days we started out being equal to 4 or 5 minions. By the time we hit 50 we could take on hundreds. In relation to our old power levels, we were truly super. Now, at level 50, you can probably take on 8 to 15 minions without using an overclock power. That's not really all that impressive, considering that with the use of a few inspirations we could have achieve the same results 40 levels earlier.

We are, in every way, less super than we used to be. Blasters, Scrappers, Controllers, Defenders, Tankers. All of us. For some of us, anyway, it's the memory of that superiority that makes whatever we achieve now feel mediocre. I was a god, and now I'm just a tough guy. That chafes a bit on the ego.

~Gabriel


 

Posted

[ QUOTE ]
That chafes a bit on the ego.

[/ QUOTE ]

Its a video game. If someone has developed an ego based on the performance of a virtual persona, I think it is time to back off a little.

However, I am guessing your statement hits closer to the mark for quite a few people. It is recaling or holding onto memory of what was which affects them.

Some hated the changes and left. Others rolled with them and continue to have fun. Others deal with them and sometimes have fun and other times get fustrated at their perceived "mediocrity" in comparison to the earlier CoH experience. Etc....

The game has changed and as I pointed out earlier, every AT did get "nerfed". I'm not going to get into the subjective argument of AT x was nerfed more than AT y because of z.

But what is and should be of concern now is the comparative performance of powersets within ATs for the functionality of their purpose, and then comparative performance between ATs.


 

Posted

There is alot of talk about the size and (+/-) difficulty level of a mob. I wonder, though, about AV's and Bosses. The Justice Leauge doesn't always band together to fight a single AV. Sometimes the Flash does an AV alone. Sure, he knows when he needs help, but he's got plenty of AV's at his level that he knows he can solo. I shouldn't expect to be able to solo ANY AV at lvl 15. Level 45 is, however, different. At higher levels, you toon has supposedly earned a bit of a rep. He should be able to do things at 45 that he could not at 15. You cannot just replace Council with Malta, and say see you could do 3 white council minions, now you can do three while Malta minions. Balance is fine, but there should be something else to being high level. Basically YOU should have moved up to " Boss " status. I never want the game to be too easy, but by some point in a toon's career he SHOULD be able to go after an equal level named boss (including at least a few guards) by himself. No I'm not saying huge mob, just a named boss and a few minions of equal level. As usual, there is a nugget of truth to the dev's claims, but it looks like they might take that too far.

So please, let's take into account this suggestion. At low levels, your toon basically is a minion. At some point (maybe via DO's) your toon should be like a lieutenant. And finally in his later days you should be a Boss (and after Hami you're an AH dude!).


--- Ollie


Professionally certified pessimism expert

Statesman is someone who shouldn't rap ever, even if he's trying to help people out. -IolitePhoenix

Check out my Infinity toons at the Vis Viva family web page.

 

Posted

[ QUOTE ]
Trying not to sound patronizing, but this is the first by Statesman that really confirms in my mind that he gets what an MMOG is supposed to revolve around.


[/ QUOTE ]

I disagree, sadly, he does not get it. I'll miss "set your own difficulty".

Not because it was overpowered, but because I now have a severly restricted playable-character choices.

The true value of an MMO is longevity, and longevity is equal to available variety.

This "balance" or "difficulty" fix that States is on is a red herring... either the game is playable or it's not. "Challenge" is very vague, and everyone has their own idea of it.

Meanwhile, while the rants back and forth about "balance" go on, I can't play my Fire/Fire Blaster (Scrapper) with any degree of success.

States can ignore the real reason that we are all still playing ( We were all very surprised to see how many characters players had ) at the game's peril.

Meanwhile, options keep getting removed...


Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?

 

Posted

Well, the first thing is to not get caught up in trying to make a comic book directly equal to a video game, especially an MMO. Alot of things do not simply translate well when you take overall balance into consideration.

However your desire to solo an AV is quite possible with the mission difficulty slider. Many build types can now solo an AV downgraded to an EB at the high end game. The few that I am certain that cannot (on the CoH side)are certain Controller builds (which is because of the triangle mez protection).

I would imagine it would be most difficult for Ice melee and War Mace to accomplish this as well (insufficient damage vs EB regen rate). Although, this is more of an AT powerset balance issue and not with the game design as a whole.


 

Posted

[ QUOTE ]
[ QUOTE ]
The problem is that this isn't a comic. This is an MMOG based on the comic book genre.

Trivial content (no matter what you title it) is boring in the long term.

And you would enjoy Burning 3 minions (for the poster above) if those 3 minions presented a challenge (tough fight) and reward (XP) equivelant for that challenge.

Or did you just want to spend a year or so annhilating 50 minions at a clip at L50? Because these guys want to keep you in this game for a year or more if possible.

[/ QUOTE ]

Crap krunch. when I hit 50 I'm retiring my guy and re-rolling a new toonl. they don't need to slow me to a crawl to keep me interested. In fact it's having the opposite effect. Why bother going through the grind again only to find our I'm no more effective at 40 than I was at 20?

Waste of freaking time.

[/ QUOTE ]

Here Here! By 40 you've "earned" something more then just a larger arsenal of powers. Yes, I want challenge, but I want the challenges a high level superhero would face, not exactly the same ones a new superhero would face. Give us kick-butt AV's and bosses at the end of a story arc with twists and turns. Plowing through a large number of minions (whom pose no real threat) to GET to that real challenge is the kind of fun a high level character should face.



--- Ollie


Professionally certified pessimism expert

Statesman is someone who shouldn't rap ever, even if he's trying to help people out. -IolitePhoenix

Check out my Infinity toons at the Vis Viva family web page.

 

Posted

It burns my ego too (my personal ego, not my character's) because I signed on to a SUPERhero game that offered something a bit different than the standard MMO business model of heavy grinds, timesinks and forced grouping. In the beginning CoH seemed like a game that trusted its players enough to let them be 'super', to let them do epic things they could never think of trying in other games. It dared to be different, but now everything I see from the Devs indicates that they've stopped trying to think outside the box and have firmly entrenched themselves inside it.

Want to keep players playing? Don't take away their toys. Add more things for them to do, especially high-level content. CoH's main flaw has always been that once you hit level 50, the game is essentially over.

We need more options for what to with our heroes, not less.