Solo and Team Play


2Negative

 

Posted

It is nice that you wish to encourage players to team. A recent change in issue 3 however now makes it harder for some archtypes to be effective in a team. Since issue 3 the rain powers cancel taunt causing mobs that have been provked by a tank to scattter upon it's application.
BURN howver does not overide taunt making it much easier for fire tanks to solo.
This confuses me a great deal.
Why do the rains break taunt when burn does not.
The use of rain and taunt requires a team
The use of burn does not
Why then has the power combination that requires a team to execute been nerfed, when you state that you want to encourage teaming.
Why has my Def's best power been made unusable in a team when you want people to team.
Does this make sense to you?
It doesn't to us storm defenders, just go over and check the defender forum there is a thread devoted to our inability to be effective on a team and it's as long as this one.
There are similar forums on the blaster forum.
It would be nice if you would at least explain your position but so far there has been no dev response to this issue.
You claim to want people to team but the changes in the game just make it harder for my storm defender to either solo or find a team. Now that i can't do either why should i bother playing?


 

Posted

[ QUOTE ]
It is nice that you wish to encourage players to team. A recent change in issue 3 however now makes it harder for some archtypes to be effective in a team. Since issue 3 the rain powers cancel taunt causing mobs that have been provked by a tank to scattter upon it's application.
BURN howver does not overide taunt making it much easier for fire tanks to solo.
This confuses me a great deal.
Why do the rains break taunt when burn does not.
The use of rain and taunt requires a team
The use of burn does not
Why then has the power combination that requires a team to execute been nerfed, when you state that you want to encourage teaming.
Why has my Def's best power been made unusable in a team when you want people to team.
Does this make sense to you?
It doesn't to us storm defenders, just go over and check the defender forum there is a thread devoted to our inability to be effective on a team and it's as long as this one.
There are similar forums on the blaster forum.
It would be nice if you would at least explain your position but so far there has been no dev response to this issue.
You claim to want people to team but the changes in the game just make it harder for my storm defender to either solo or find a team. Now that i can't do either why should i bother playing?

[/ QUOTE ]

Wasn't it stated in the patch notes that rain type AoE powers would cause mobs to try and leave the area? This includes Burn. In fact, Burn was specifically mentioned. I recently grouped with a fire tanker, and did observe mobs attempting to leave the Burn patches everytime she dropped one. However, she simply taunted them back. Worked like a charm.

Now, if tankers are unable to taunt mobs back to them, after Rain type powers are applied, then that would be a bug. The patch notes did state that mobs should be tauntable back to the tanker after leaving the AoE. If thats whats happening, I'd /bug it.


If it aint fun, why bother playing?

 

Posted

[ QUOTE ]

Wasn't it stated in the patch notes that rain type AoE powers would cause mobs to try and leave the area? This includes Burn. In fact, Burn was specifically mentioned. I recently grouped with a fire tanker, and did observe mobs attempting to leave the Burn patches everytime she dropped one. However, she simply taunted them back. Worked like a charm.

Now, if tankers are unable to taunt mobs back to them, after Rain type powers are applied, then that would be a bug. The patch notes did state that mobs should be tauntable back to the tanker after leaving the AoE. If thats whats happening, I'd /bug it.

[/ QUOTE ]
That may be the case and it may make sense. But it still means it far easier for a fire tanker to use his powers then a team is. The imediate application of a taunt after a rain power requires a great deal of coodination and if that coordination is not there the mobs scatter and typically kill the rain caster quickly. A fire tanker can do it solo. Why doen't the taunt powers have a duration like they use to. And if they do have a duration it's silly that only the damage from a rain type power should cancel it. If the change was made to make it harder for fire tanks to do what they do it has failed. it has only made team combos more difficult do to the inherent coodination problems. And as such made it impossible for a storm defender( who had grouping problems before issue 3) to be effective on a team.


 

Posted

why am I hearing about all this "after the fact"??? why are we (the players) not informed of changes before they are instituted???? is there not a place to test things out before you implement changes?? oh and when will you update the ingame help file??


 

Posted

[ QUOTE ]
why am I hearing about all this "after the fact"??? why are we (the players) not informed of changes before they are instituted???? is there not a place to test things out before you implement changes?? oh and when will you update the ingame help file??

[/ QUOTE ]
This is a joke right? It was announced at least 2 weeks before the boss rollback actually happened. And they have this whole "Test Server" that everyone is invited to play on and give feedback about things. As for the ingame help file, who knows.


Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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Posted

[ QUOTE ]

• The Mission UI will be improved to designate various elements of mission: timed missions, team up required, etc.
• A system will allow players to drop unwanted missions or do old missions that have been passed over (the infamous “flashback”).


[/ QUOTE ]

Thank you. Finally. My friends and I have been wanting these kinds of fixes since before Issue 2... can we please have these fixes in an update before Issue 4 ? Honestly, I don't understand how this kind of fix would take so long, it is very needed.

Also, please consider showing us when we are being offered a story arc, along with the other much needed mission descriptors... I think your stories are great, but I am much more interested in knowing beforehand about timed, simultaneous disarms with arch-villains and starting a story arc... surprises are not a good thing with regard to choosing missions.

Again, thank you for listening to your player base, may CoH live a long life! Back to the game I go...


 

Posted

Flashback, I think Statesman said around Issue 6...


 

Posted

[ QUOTE ]
Good changes, I like the long term ones

Might i suggest if possible.....that on "Bomb" missions, those all be timed. There is no sense of urgency on a bomb being defused if you have unlimited time to worry about it.

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I'd like to see that too so when i hit them I can let them time out and drop if I don't want to form a team.


 

Posted

This may have been brought up before but one thing is still lacking in the difficulty settings. It's cool that it raises the levels of the enemies, but that doesn't make it any harder really, since it doesn't increase the actual number of enemies. Please if some of us want to run at invincible dif. make more guys in the missions for single players. just multiply by 3 or so, that should be fine. I play an ice controller and when soloing the game is quite boring. It plays like this "ohh, look 2 or 3 villians..." Freeze...wait for Jack frost to finish them off while chain holding 2 or 3 guys. It isn't hard to control a group of 3 for any controller. It is hard to control a group of 8 or 20, real hard, which is fun. Scrappers and other players who like to run solo probly feel the same way...where's all the guys, this is supposed to be invicible. So for solo play, for those of us specifically set to the highest difficulty set the enemy numbers up! Please. And thank you to all the staff at COH for making the world's best game!


 

Posted

[ QUOTE ]
why am I hearing about all this "after the fact"??? why are we (the players) not informed of changes before they are instituted???? is there not a place to test things out before you implement changes?? oh and when will you update the ingame help file??

[/ QUOTE ]

Ever heard of the test server? Everything implemented on the live servers is first tested on the test server.

As for solo play for blasters, I solo'd all the way to lvl 38, with little or no problems. Only time I needed assistance was with AV or multiple bomb defuses.

However, and I have addressed this before, now, at lvl 38, I have no new contacts, at all, and everyone is telling me that I won't be able to get any until lvl 40, which is what, only, 2,800,00 xp away. And thats if I can figure out who they are, and where they are. Yay, I am really looking forward to that. So, I am supposed to streetsweep or team up with other players for almost 3 million xp worth? At least, thats what they told me in the email when I sent in a petition about this. That'll take what, 3 or 4 weeks or more, if I play a few hours every night? Oh, but I can spend my time looking for badges,etc. Except I have every badge I can earn at my level, including all history and exploration badges. In one word, FRUSTRATION. Oh, I almost forgot, I don't have the Rikti Monkey badge, but hey, I only need another , say, 8,000 of those. Talk about a ridiculous amount of kills for a badge. This is turning into a grind, which is why I quit EQ in the first place. Alot of people have complained about the lack of solo availability at post 38, but the devs seem really unconcerned about it. Some say that Issue #4 will have lvl 30-40 content added, but at lvl 38, I will only be able to do a bit of that. My lvl 27 tanker could only do 3 missions in striga when it came out in #3, before he out leveled that area. I hit level 16 with one of my other blasters in the hollows, and all of a sudden the contact said I was too powerful to complete his missions. And I started in the hollows when I was level 6. In my opinion,........on second thought, I'll keep that to myself. Moma always said, if you have nothing nice to say, don't say anything.


 

Posted

There's the Numina TF - Only need 4 to start this one. You can't beat "Car on a stick".

There's the Sewer Trial, though you're at the bottom of the level range for it. Great XP, if you can avoid dying. Timed - 90 minutes, once you get past the first "Kill 150 Rikti" portion. Not too hard, if you have a decent team.

Level up to 39, and there's the Eden Trial. That's a very, very cool trial. Can do it in just a couple hours, with the right team. It's timed, with a 4-hour limit. Also lots of debt potential, along with a great deal of XP to be earned.

There's the L34 respec trial. Always folks looking to do that. If you're the right archetype/build, and a very good player, you might even be able to solo it, if you can get three others to start the trial with you and then quit the team. (They *might* have to actually log off, though.)

If you haven't done the extra costume slot and the aura missions, you can do those, too.

You can offer your services to help take out AV's.

Yeah, almost all of this is team content. If you insist on soloing only, you'll be missing out on three of the coolest trials/tf's the game has to offer. I understand it can be hard to find large enough blocks of time to do these things. I have that same issue, being a husband, a father of two, and working a full time job. But at least the first three above are so very much worth it, you should make the effort.


 

Posted

One possibility--if you haven't done so yet, you can do the missions for all the store contacts in FF and Brickstown. You've probably done the missions for your origin's store, but the other stores will all let you take on their task.


My arcs are constantly shifting, just search for GadgetDon for the latest.
The world beware! I've started a blog
GadgetMania Under Attack: The Digg Lockout

 

Posted

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You cannot force strong and weak teams to fight the same stuff. It may have a feel good effect for those who prefer things easy but it simply isn’t fun for experienced players on cohesive teams and these are the people that make or break an MMO in the long term. Sooner or later almost everyone becomes a strong experienced player of quits altogether.

[/ QUOTE ]

There is a way ... stupid ennemies are fine for small groups of ennemies ... but the AI should go up a notch when the group gets bigger ... and with that ... the reward ...

For example ... with bigger groups ... snipers should snipe ... healers should stand back ... controlers should try to take heroes out of combat ... 2 or 3 scrappers should concentrate on one hero ... you know .. the stategies we all use when attacking them ... now that would make for a good reason to make bigger teams ... and you would have to think your way thru.


Arc: A Little RnR (17523) - Poster
Char Site | My DeviantArt
Global=@Thornster

 

Posted

After utilising this change, i like it alot. I often do only have a half hour or so to play, sometimes my log in time is just to sell enhancements or something.

I'd say the short term so far has been successful for me and my style of play.


 

Posted

[ QUOTE ]

• We will roll back the Boss changes.
• Team up XP bonuses will be increased.

Mission UI will be improved to designate various elements of mission: timed missions, team up required, etc.
• A system will allow players to drop unwanted missions or do old missions that have been passed over (the infamous “flashback”).
• Only until players can drop missions will we look at the Boss difficulty again.

[/ QUOTE ]

sweet, i got a mish from 16 i need to drop. I love you.


~the poster formally known as GI_Shmo~

Champion- Always BS/WP Scrapper, Difficult Bots/Dark MM
Infin- Peace Pirate PB

 

Posted

"We will be making it so that a Boss will NEVER show up on the mission for a solo player at the lowest Reputation level (Hard-Boiled, though we’re changing that to Hero). Instead, any named villain will be a Lieutenant."

Has this been put in place already? I've been doing solo missions a lot the last few days, and all the named Archons I've seen have been Lts, not Bosses.

NewScrapper


 

Posted

[ QUOTE ]
"We will be making it so that a Boss will NEVER show up on the mission for a solo player at the lowest Reputation level (Hard-Boiled, though we’re changing that to Hero). Instead, any named villain will be a Lieutenant."

Has this been put in place already? I've been doing solo missions a lot the last few days, and all the named Archons I've seen have been Lts, not Bosses.

[/ QUOTE ]

I think this is live. I was amazed the first time I saw a Lieutenant-class Eidolon.


 

Posted

I had the same thing with a council mission, but it was a council liuteneant on same crey miussions the named bad guy
is a minion.


The Legendary Cosmological Prince Reigar 53rd Illusion Control/Storm Summoning/Primal Forces Mastery/Incarnate

It's a dark and story night. That means something bad is happening out there

 

Posted

I ran a mission yesterday, and upon completing it was handed another, "part two" timed mission. Unfortunately, CoH neglected to check my schedule to see if I had time to run off and do a second mission at that point. So I had to punt on the timed mission.


Partial Character List: http://www.warlock-inc.com/CharList.html

 

Posted

Wow. I must say, between the changes made and changes slated to be made to the missions system, I'm about as excited right now as I was when I entered beta.

This is all excellent news.


 

Posted

I got TWO Elite Bosses the other evening in a mission I was doing Solo I /bugged it.


 

Posted

[ QUOTE ]
I got TWO Elite Bosses the other evening in a mission I was doing Solo I /bugged it.

[/ QUOTE ]

What mission has two Elite Bosses in it? Did they change the Skulls/Hellions pseudo-leaders in the last mission of the Bonefire arc into Elite Bosses?


 

Posted

Hello all.

I have two complaints regarding the game that I wish to voice at this time.

1. In the Stop All Villains in Warehouse mission in Independence Port a group of 3 of us, all level 27, zoned into the mission and we found the mobs to con: white, yellow, orange, and red. At the Heroic level of difficulty this is unreasonably difficult.

2. My two teammates each took the cape mission in Atlas at the same time. The first time we did it on the same night we had only a handful of mobs in the memorial. The second time we did it, immediately after the first time, we had about 3 times the number of mobs in the zone. The same mission with the same group should have a consistent number of mobs.

Heidi Ho (level 27 controller Infinity server)


 

Posted

This has happened to me a number of times, too! I get handed an unexpected 2nd-part/follow-on mission that is TIMED and have to tank it because I have real-world obligations to do.

HATE that!


 

Posted

Getting a timed mission without notice is very annoying I agree. It's 2 am, I'm tired, should go to bed, convince myself to do so...........complete the mission, exit, get a timed mission right away, office complex, defeat everything, and I'm on invinc diff. Yeah, I went to bed.