Solo and Team Play
Thank you for the update - it's really appreciated, and I'm glad that things are going this way.
A part of me will be sad that the tougher bosses are going, as I've adjusted to them. On the other hand, I realize that I play scrappers designed to tear bosses apart, and I agree that everyone should be able to log in for 30 minutes or so to do a mission or two.
When this stuff was on test, I was all for rolling it back. I'm glad the feedback was heard.
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What I would like to see, for groups, is the ability to complete the same mission from multiple team members at the same time.
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Thats an excellent idea, I've done most of the various AVs now in other peoples missions, do I really have to slog though my own storyline, would be excellent if I could skip the missions that I've already done. Obviously this only relates to missions that require a team.
Errr... yes, in a large group it might be easier to kill things, however, the number of things requiring killing goes up enormously. Who hasn't taken on one of the TF's or missions with a maxed out group only to die a hideous fate several times over in the first few minutes because the game over-responded?
I would disagree with you on that point.
I love this!!! Thank you!!!
Oh and this:
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The "devs" aren't cooped up in an ivory tower
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Totally made me think of the Neverending Story.
"Bastion!!! Say my name!!"
I'll never doubt you again!
Larry Jablonski
Infinity Server
Arc Name: Old Folks Home
Arc ID: 261041
Synopsis: The Octogenician can control minds, but only of people over 80. He's taken an old folks home hostage. Beat up old folks screaming about the good ol' days to defeat the Octogenician!
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I want to make this very, very clear...these changes are due to not only the "data", but the well reasoned posts on these boards.
I really do read & really do listen! The "devs" aren't cooped up in an ivory tower; we love this game just like you do! In the end, we're all players. I have the privilege of being the lead designer. I want to do what's BEST for the game.
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That is good news for many of the players.
3-Part Question!
Will the number of bosses that spawn near heros on the street be effected
1.) At all?
2.) By the the mission slider?
3.) Or will there be fewer bosses on the streets also?
Regards,
PM
I usually solo my blaster on missions do to erratic playing time (both son and daughter want their time too). I do like the change being made though i will probably upgrade from hard-boiled (hero) to a higher level for my blaster. But I believe my tank will definetly be doing more team missions. The changes being made are definetly going to improve the enjoyment of the game for all players as their play experiance increases.
wow, these changes look excellent. Nice use of the variable difficulty.
Cool deal. Way to go States.
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As a suggestion for another alternative: Is it possible bosses could just scale up in difficulty for groups? Having them appear as LTs makes some mobs appear trivial (namely named story arc mobs) since you encounter LTs on a regular basis. Couldn't they still appear as Bosses (with the former difficulty) and, in groups, they'd appear with the current difficulty as Elite Bosses?
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Wow...you know what? I like that idea. In my group, we have two awesome controllers and an amazing healer. I can actually live through a boss encounter with them around.
(Although I did manage to finish a Boss mish solo yesterday by loading up on about 10 respites and hitting and running to an elevator. Only died once.)
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Whats our goal? Simply put: if a player wants to do something solo, it should be CHOICE. Teaming shouldnt be required, but rather encouraged. If a player gets a mission with an Arch Villain, hell be able to drop it and get another.
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Best... developers... ever.
Can't find anoher better MMP Devs on this planet, you give us what we want to play, not what you think we should take.
Thank you very much.
This pretty much just made my day. The choice of soloing or teaming is what made me love this game (well...that and super jump).
Thanks.
Adam Seven, MA/Regen, Lvl50
Warboy, AR/Energy, Lvl50
Sammy Sorrow, Dark/Energy, lvl44
Cariosus, DB/Will Brute, Lvl50
Myriad, Mercs/Traps, Lvl 42
So many others...
"From the cradle bars
comes a beckoning voice
it sends you spinning
you have no choice...... "
Thanks Statesman,
I think this is the right answer for solo and group play.
Reward grouping more, allow solo to still play.
As one of those who posted concern over the recent changes, just wanted to make sure to say thanks. Thanks for listening and for running a great game.
This is great.
The mission difficulty slider was a great addition [and now hard-boiled becomes 'easy-mode' which should take care of pre-pet controllers and other non-offensive builds], and, well as a blaster, couldn't be happier about the bosses.
It's also going to encourage teaming, believe it or not. increased xp bonuses for teaming [like that xp bug everyone was worrying about, say?] makes you WANT to team. The occasional "you will require a teammate to..." missions become far less trouble [the bigger the reward, the easier it is to find someone on the spot] to deal with.
I personally prefer solo-play. That's when you get to read all the juicy story-arcs [still can't believe the whole Freaklympics thing].
And since people get different contacts and different story-arcs,it's always interesting to get a look at what so and so is doing, meaning you help out for a handful of missions for a change of pace.
Sure grouping can be fun, but sometimes it's tedious, and/or you don't get along, so it's really nice to not be forced to do so.
One question States; you're probably not too keen on giving us direct mechanics like that, but how DO tripmines work in terms of being set off? A few on the blaster forums have been trying to figure why they sometimes need to be passed over a few times to set off...
And their stealth may have gone missing.
they seem to avoid them whenever possible, stopping short of the perimiter-laser and taking the long-way around instead of a straight run.
My concern is about the team XP being increased. It seems like a significant bonus already. Pre-Issue #2 (when the team and mission xp bonuses were increased, I believe), leveling seemed too slow. Since then, leveling seems way too fast. Having played since CoH went live, the level advancement that took a few months in the beginning for me seems to take just days for everyone now.
I think making team advancement faster than solo advancement is a great idea. But I don't want to see that make leveling a trivial matter.
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I want to make this very, very clear...these changes are due to not only the "data", but the well reasoned posts on these boards.
I really do read & really do listen! The "devs" aren't cooped up in an ivory tower; we love this game just like you do! In the end, we're all players. I have the privilege of being the lead designer. I want to do what's BEST for the game.
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Thank you Statesman, you've made the game fun for me again!
If I want to keel lots of baddies with my scrapper and tank I will just up my slider.
Increasing the xp bonus for teaming, or at least, minimizing the xp penalty for teaming, to me seems like the best and most logical way for the dev's to encourage people to group.
Encouraging grouping with rewards = GOOD.
Forcing grouping with tougher villains, and nerfs = BAD.
Hipp, Hipp Hurray, Hipp, Hipp Hurray!!
Thank you States.
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Solo and Team Play
Whats our goal? Simply put: if a player wants to do something solo, it should be CHOICE. Teaming shouldnt be required, but rather encouraged. If a player gets a mission with an Arch Villain, hell be able to drop it and get another.
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Which you could have EASILY accomlished by allowed just that: dropping a mish if you don't like it or it's too hard and you don't have time. Rolling back the Boss changes is exactly caving into whiners. And I don't play a tanker, I play one of the most gimped scrappers in the game. Caves to whiners. With U 4 can we have a new mob The Whiners, that not even the Dev's can defeat?
CoH exists because there's a little hero in all of us.
Ridolfo 50 DM DA.
& far too many alts
Perfect.
That's not a bad solution. However, you have to realize the boss changes were not universally bad. But you really mucked up your data by doing two things at the same time:
* Big increase to boss HP
* Large bump to boss damage
These two things both increase the boss's power, but they have a DRASTICALLY different effect on game play, especially as bosses get to the point where they are nearly one-shotting weak ATs. My Ill/Kin controller took about 780 damage the other day from an even-level freak tank, and I only have 8xx hp, iirc. (I got hit at the same time by another weak freak, so I went from full health to hospital button instantly). That sort of thing is a lot more gameplay-affecting than extra hp, I think. At least with high hp, you can do some hit and run tactics if needed. If they can one-shot you, there's NOTHING you can do to avoid it other than not let them get that attack off.
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Lets not start pointing fingers the whiners had their way or the games too easy, make it harder because I think the Boss changes violated a basic principle. Namely: never let a person make an uninformed decision.
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What if you do something like the mission slider with Bosses too ? If we want fight the big bad boss, feel the danger and face the risk give us a chance.
Some player, AT, team could have trouble fight a normal boss, other can fight 3 AV at same time.
Imho the diff. slider is a good idea but instead of let us select only the villans level, let us choice the number of villans, the level, how many bosses we'll find there, etc etc..so everyone can select his right difficult level
Ps: terrible english..sorry