XP Range changes coming


45th_Parallel

 

Posted

NERF.... trees?


 

Posted

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Meaning? THIS DOES NOT AFFECT YOU ONE LITTLE BIT IF YOU ARE HUNTING LIKE YOU ARE SUPPOSED TO BE!

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Sorry I guess my copy of the game was missing the "hunting rules" Here I was thinking I purchased a game where I get to figure out how to make progress...

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What rules? What the hell are you talking about? Did you even READ the rest of the post? As long as [censored] #1 is killing monsters, and [censored] #2 is on his team draining xp, he'll get the same amount of xp regardless of whether he's on Live without these changes or on test WITH them. The difference is that now [censored] #2 isn't rewarded for doing nothing. [censored] #1 is not hindered at all.

[/ QUOTE ]

According to the original quote there is apparently a "supposed to" way of hunting. I was unaware that not "killing monsters" was doing nothing.


 

Posted

Statesman,

I want to start by saying [braces for the flames] I am glad you are doing something to stop the PL “problem”…though I personally don’t care if someone does PL. However, I see some valid arguments from many of the people who have posted responses. I will not address those concerns here…there are a million posts that already do.

I have posted a LvL Threshold suggestion for the XP Range “issue” before, but after talking it through with a bunch of people I have refined it even further. I am now posting this here to see what you think. The first section is an overview. The Second section is kind of a set of “Use Cases” where I explain exactly what is going on. I was going to have another section showing a technical break down of the conditions, but ran out of time. It is probably not needed anyway.

-------------------------------overview--------------------------------------------
The following is an overview of my proposed “XP Leash”:

IF AT ANY TIME YOU DO DAMAGE YOU GET FULL XP

When outside of XP range the system looks to your Original Combat LvL (combat lvl before any SKing…not security lvl) to determine how much XP you get. If your Original combat lvl is within the the LvL threshold your XP gain is not limited at all. If your Original Combat Lvl exceeds the Lvl Threshold you will either receive XP based on a LvL Cap or won’t receive XP at all (depending on how low you are. If you wouldn’t get XP in live you wouldn’t get XP here.)

Using the original combat LvL will take care of the “SK Bridge” issue.

When inside of XP range the system looks to your SKd Combat LvL to determine how much XP you get.

As far as the “while dead” rule …
2 suggestions:
- they get treated like the guy camping out by the entrance to the mish or the train station (I.E. treated like he is outside the XP range). This means some people SKd will get no XP when dead depending on how low there original combat lvl was but other people will have the LvL Cap on there XP gain.

- or use some form of the “Death Exemp” rule I have seen suggested by NewScrapper…I think that was his name.

-----------------------------use cases------------------------------------

The following are the use cases of my proposed “XP Leash” using 3 lvls as the threshold and 3 lvls as the lvl cap these can obviously be adjusted as desired. Some people I have talked to feel that the LvL cap should be +0 (even conned XP):

You have the following all on the same team:
a Lvl 27 blaster
a lvl 24 tank
a lvl 13 scrap SKd up to the lvl 24 tank
and lvl 20 Def are all fighting lvl 26 mob.

A lvl 20
a lvl 25
a lvl 10 character all hang back at train.

The Lvl 20 character at the train only gets xp as if the lvl 26 mob was really a lvl 23 mob (+3 lvl cap while outside of XP range and lvl difference exceeds the threshold of 3 lvl difference).

The lvl 25 character at the train gets xp for a +1 mob (the way it works in live)
If the lvl 25 exemps down to the lvl 20 he gets debt reduction as if the mob was +6 whether he is in range doesn’t matter(no lvl cap because his lvl difference does not exceed the lvl threshold of 3 lvls)

For better or worse this also means that if the lvl 27 blaster Exemps down to the lvl 24 Def and they are on a team fighting lvl 31 mobs he gets debt reduction at +3 if he is out of range (out of xp range and exceeds LvL threshold of 3 lvls) and at +7 while in range.

The lvl 10 that hangs out at the train gets no XP. If he SKs up to 20 he gets nothing. If he SKs up to the lvl 25 he gets nothing. (with no SK this is the same effect as on live. With a SK he gets nothing because he is outside of the XP range, so the system is checking against his combat LvL and not his SK lvl.)

Lvl 20 Def buffing\debuffing while within range gets full xp (+6 to their lvl). While out of range gets the capped XP (+3 to their lvl) unless he did damage at which point he gets full XP even if he is out of range.

(speeking to the “If damage is done rule”. Arguments can be made here that Defenders and Controllers don’t do damage so this is unfair to them, but the reality is that both ATs can do damage. The real problem here is that it’s less risky for Tanks and certain Scrapper builds to do damage as they won’t get one shotted.)

Lvl 13 scrap SKd to the lvl 24 tank gets +2 while in range (he is SKd to a lvl 24 fighting lvl 26 mob) and nothing while outside of range, Unless he did damage.

Lets say the lvl 13 scrap SKs up to the lvl 20 Def. Because his original combat lvl is 13, he doesn’t get any XP while he is out of range unless he did damage (very dangerous for a combat lvl 19 scrap to do against a lvl 26 mob.) If he SKs up to the lvl 20 and is inside range he gets full xp (+6 to his original combat lvl)

The Lvl 27 blaster and lvl 24 tank get xp as normal even if they are outside of the XP range because they are under the +3 lvl threshold.


Let me know what you think.


 

Posted

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...This change is being implemented to target a small group and will have consequences far reaching beyond its intent...

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Yeah, that's my only real problem with it. It has too much collateral damage associated with it. If they are set on implementing this, than I'd like to see them at least add another layer to it.

Maybe something like an XP cap when you're out of range, so you only get half XPs or XPs for +1s or +2s regardless of the level the mob that was defeated. Or, the XPs you get could be based on the people defeating it rather than your level. So if you are out of range and the team beats something that is +6 to you but only +1 to them, then you only get XPs for a +1. Something like that would have much less severe side effects, but it still might have problems. That's just something off the top of my head.

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That one has even more holes in it, I understand that it was something that you pulled out of your lower orifice, but I can see exploits for that which are far worse than the 'no xp for the bridge' exploits... but they actually require work.


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You did say that putting a stop to PL'ing will make my game better.


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Removing blatant temptations allows for a better game.


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So...I asked how that would improve the game for me. I'm still not seeing any benefit to a lack of PL'ers when I log on.


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I get a kick out of this guy losing track of his own arguements.


 

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Except you and I disagree in one thing. The side effects. I believe them to actually be POSITIVE, thus even more of a net gain for the Light Side.

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Well, you seem to be in the minority on that one. But enjoy your viagra/aspirin.


 

Posted

okay, 38 pages is a little much for me to read through, so what i say has been said before, just kindly ignore me.

the lastest online RPG that i've played before CoH was Final Fantasy XI (FFXI from here on out). the exp system in FFXI is very similiar to that which States is suggesting. if you are dead, you'll get no exp no matter what, and your death timer is set to one hour before you are automatically sent back to your Home Point (hospital). so, just be greatful of what you guys already are getting and see the inherent break in the system with the dead still getting exp.

also in FFXI, there are level ranges and modifiers as well as distance limits. for example:

say your buddy is lvl40 and you are lvl3. screw side kicking and just have the lvl40 solo some mobs. in the current system, the lvl3 would get the same base exp from the kill with a party modifier, say for sake of arguement, they both get 100 exp for a white mob. however, in FFXI, the lvl3 would get something like 1 exp for this kill. how? the base the exp off of the highest lvl and then had modifiers to that.

using the above example, assuming that the white mob is worth 50 exp to the highest lvl in the party of two, if he had solo'ed it, here's how the break down of exp to each person would be:

(50)(.6)=30xp

now this 30 exp would be modified further by lvl checks, so the lvl40 would get 30 exp since he is the highest lvl in the party, but the lvl3 would get:

(30)(3/40)=2 exp

in theory, you could pwrlvl this way, but it'd take forever. a good compromise would be to add the lvl modifiers to be a little more "harsh" for wide lvl variants. this won't affect SK and EXE at all, and you could get rid of the distance modifier to keep everyone more or less happy.

by no means is FFXI a perfect game, nor is CoH. the way that exp is handed out in FFXI is a little bit more fair though. granted, it means that inorder to be pwrlvled, you'll need an outside healer to keep the team cured as they kill much higher than the average party, but realistically, it'd take so much longer to kill.


 

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okay, 38 pages is a little much for me to read through, so what i say has been said before, just kindly ignore me.

the lastest online RPG that i've played before CoH was Final Fantasy XI (FFXI from here on out). the exp system in FFXI is very similiar to that which States is suggesting. if you are dead, you'll get no exp no matter what, and your death timer is set to one hour before you are automatically sent back to your Home Point (hospital). so, just be greatful of what you guys already are getting and see the inherent break in the system with the dead still getting exp.

also in FFXI, there are level ranges and modifiers as well as distance limits. for example:

say your buddy is lvl40 and you are lvl3. screw side kicking and just have the lvl40 solo some mobs. in the current system, the lvl3 would get the same base exp from the kill with a party modifier, say for sake of arguement, they both get 100 exp for a white mob. however, in FFXI, the lvl3 would get something like 1 exp for this kill. how? the base the exp off of the highest lvl and then had modifiers to that.

using the above example, assuming that the white mob is worth 50 exp to the highest lvl in the party of two, if he had solo'ed it, here's how the break down of exp to each person would be:

(50)(.6)=30xp

now this 30 exp would be modified further by lvl checks, so the lvl40 would get 30 exp since he is the highest lvl in the party, but the lvl3 would get:

(30)(3/40)=2 exp

in theory, you could pwrlvl this way, but it'd take forever. a good compromise would be to add the lvl modifiers to be a little more "harsh" for wide lvl variants. this won't affect SK and EXE at all, and you could get rid of the distance modifier to keep everyone more or less happy.

by no means is FFXI a perfect game, nor is CoH. the way that exp is handed out in FFXI is a little bit more fair though. granted, it means that inorder to be pwrlvled, you'll need an outside healer to keep the team cured as they kill much higher than the average party, but realistically, it'd take so much longer to kill.

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No offense but comparing CoH to any other game such as FFXI is pointless. They are not even close to similar. Zones in Final Fantasy XI are very different in nature, combat is different, and the entire nature of the game is nothing similar to City of Heroes. Sidekicking is unique to CoH and changes all the equations.

Well folks I'm out for the day (most of the weekend as well), States I REALLY REALLY REALLY hope your listening to these posts..


w00t Radio

 

Posted

I still hope it's an April Fools joke. It is, right States? States?


 

Posted

i know the two games are differnt, but you cannot disregard how they handle the exp, and possibly take an idea from that. no game is in a vaccum. it makes no sense to have a lowbie character to gain the same amount of exp from a kill that a higher lvl can without side kicking. what i am saying is that adding the lvl modifiers like the ones in FFXI would curb the issues that people see and won't have to worry about a distance check.

it'd be a win win for everyone.

edit: if you can't seem to get what i am trying to say, i am not comparing the two games. what i am doing is suggesting that CoH adopts something along the lines of the lvl modifers from FFXI. i may have a low post count, but i am not a fool.


 

Posted

Powerleveling effects me because its widespread practice means that higher-level characters' players simply PRESUME that I want to powerlevel if I'm on a team with them unless told otherwise, and when I do say otherwise, they're surprised--or even insulted that I'd not want their "generousity" and wish to actually be USEFUL as a sidekick.


 

Posted

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If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP.

[/ QUOTE ] I have an issue with this.

As a controller I have teamed and done no damage during any combar. I only used mass sleep and heals. Now your saying if the squishy died and stays dead till the end of combat he gets nothing.

This does not seem fair.


 

Posted

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Powerleveling effects me because its widespread practice means that higher-level characters' players simply PRESUME that I want to powerlevel if I'm on a team with them unless told otherwise, and when I do say otherwise, they're surprised--or even insulted that I'd not want their "generousity" and wish to actually be USEFUL as a sidekick.

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That's like asserting that the existance of left handed people causes you, being right handed, to have to explain to people why you want to sit on a certain side of the table every time you eat. If you have to explain that you don't want to PL every time you team (or even more than 1/4 of the time) you have the worst luck in the game world.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

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If you are close enough to hold the mob, you're within 300 feet and will get your XP share, why the need for 0.01 dmg?

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Because you might not STILL be in the 300' range when the MOB dies. Is 1/100th of a damage pip such a big concession to give to support ATs in light of this change? How could that possibly have any effect in a battle OTHER than making sure the support AT gets credit for MOBs he truly helped the team kill?

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How? Because any damage you do to a sleeping target will wake them up. 'Sleep the target, apply debuffs, everyone line up Alpha strikes, and *zorch*' can be a viable tactic against some targets... but if you make holds and debuffs do damage, you've just shafted that tactic.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Thanks for the constant updates States.

Edited because when I reread the original post I realized the answer to my question was in there already


 

Posted

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Powerleveling effects me because its widespread practice means that higher-level characters' players simply PRESUME that I want to powerlevel if I'm on a team with them unless told otherwise, and when I do say otherwise, they're surprised--or even insulted that I'd not want their "generousity" and wish to actually be USEFUL as a sidekick.

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/agreed 100%

I have been on teams with lvl 40+ characters who were shocked that I did not want a PL. I would have liked to do a couple missions with them though, but they kicked me... they wanted to use me as a bridge I'm guessing.


 

Posted

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If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP.

[/ QUOTE ] I have an issue with this.

As a controller I have teamed and done no damage during any combar. I only used mass sleep and heals. Now your saying if the squishy died and stays dead till the end of combat he gets nothing.

This does not seem fair.

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Yep like i said defenders/controllers are evil well it is all about the damage dealers the rest of you are just tough out of look. Stay within 300 feet do not die. That is the devs answer to all your woes.

I think i got this figured out if everyone quits playing the non damage dealers they have balance now because all they have to balance is the damage guys

Statesman yep you support classes have been given the raw deal on this end. The whole process is stupid but hey it is there loss of accounts.

Welcome to the city of damage dealers only


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

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Powerleveling effects me because its widespread practice means that higher-level characters' players simply PRESUME that I want to powerlevel if I'm on a team with them unless told otherwise, and when I do say otherwise, they're surprised--or even insulted that I'd not want their "generousity" and wish to actually be USEFUL as a sidekick.

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That's like asserting that the existance of left handed people causes you, being right handed, to have to explain to people why you want to sit on a certain side of the table every time you eat. If you have to explain that you don't want to PL every time you team (or even more than 1/4 of the time) you have the worst luck in the game world.

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Explaining TWICE why I don't want to be PL'ed is too often IMO. PLers need to understand that unlike some other MMOG's, CoH has some GOOD content, IN DEPTH storylines, and tons of history that's actually WORTH READING.


 

Posted

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If you are close enough to hold the mob, you're within 300 feet and will get your XP share, why the need for 0.01 dmg?

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Because you might not STILL be in the 300' range when the MOB dies. Is 1/100th of a damage pip such a big concession to give to support ATs in light of this change? How could that possibly have any effect in a battle OTHER than making sure the support AT gets credit for MOBs he truly helped the team kill?

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How? Because any damage you do to a sleeping target will wake them up. 'Sleep the target, apply debuffs, everyone line up Alpha strikes, and *zorch*' can be a viable tactic against some targets... but if you make holds and debuffs do damage, you've just shafted that tactic.

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Yeah, I didn't answer that concern 100 posts ago.


 

Posted

Holy cry fest. You suckers really don't have any idea how good you've got it, do you. A few hours of debt to work off? Having to stick together as a team when you're hunting? Pff, that's easy stuff. Get over it.

Back in my old NWN's days, if you died at high levels you would lose MONTHS of experience in one fell swoop. And if no one was there to drag your butt to a priest, you might even STAY dead. Grow up, jeeze!

These changes are aimed at eliminating the kind of players they don't want in their game. It IS their game, after all. We pay to play. Don't like it, find something else. I know of plenty more MMOs that're nothing but twinkfest XP grinds. How boring.

If you quit cuz this beautiful responsive game's "broken", joke's on you. I dare ya to find something as vast that's anywhere near as captivating.

If I were States, I'd take all these people who threaten to quit over stupid stuff seriously. And just ban their accounts.


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh

 

Posted

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Explaining TWICE why I don't want to be PL'ed is too often IMO. PLers need to understand that unlike some other MMOG's, CoH has some GOOD content, IN DEPTH storylines, and tons of history that's actually WORTH READING.

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Yeah, so lets break out the system that mildly punishes everyone for the sake of the few who are missing out. Especially when not all of us care.

What happens when you next join a team and their shocked you don't want to street sweep? Or... hunt for badges? Will your annoyance at those things drive you to seek some sort of limitation on everyone's ability to do those things?

I don't think PL-ing is a good thing, but I simply cannot care about it to the level where I want any imposition on the good things in this game. I could give a damn about other people's interpretation of how the game should be, how teaming should work, or how XP should be distributed, and I'm not going to argue them other than to say I was happy with how they were. And now, because of something I did not care about, a "problem" I do not think needed to be fixed with any urgency, I lose out on the game working how I liked. Well that's dandy.

For all that I think PL as a "way of life" is lame, I think this is far more lame even with the latest improvements. And I'll gladly say I don't feel it was the PLers who brought it on.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Far as the street sweeping bit goes, you're foolish if you still do that.

With missions set on Invincible you will make more running them with a good team than you EVER will in the streets.

Streets are for newbs!


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh

 

Posted

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Far as the street sweeping bit goes, you're foolish if you still do that.

With missions set on Invincible you will make more running them with a good team than you EVER will in the streets.

Streets are for newbs!

[/ QUOTE ]

Tell me about that next time you hit 400,000 XP an hour in a mission. At level 37.

Thanks.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Maybe I was a little accepting earlier, but after some pondering, I've decided this change is simply ludicrous.

And I may be replying to some old posts, but I went and saw Sin City (which was great) so forgive my lateness.

Ok first off, as a Kinetic, I rely on Inertial Reduction. It's how I get around and one of the luxuries to the Kinetics powerset. And usually, I am the last person to get anywhere. When street sweeping, scrappers (who mostly have SS) go from mob to mob very quickly. I cannot keep up with them with IR, because after the fight I may not have any endurance left. So I plod along, getting some xp in the process and catch the tale end of a fight. The next time I have enough for IR and can make it promptly.
There's another scenerio that this effects, more def/controller problems since many kinetics (not all) opt for IR and probably run into the same problem.

Ok onto some replies:
LordArkaine:

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Are you completely daft? This is EXACTLY how it currently works on Live. Instead of throwing away the extra experience, they do give it to the person lagging behind, but it's not like YOU get it, even on Live. A person lagging behind is ALWAYS a drain on team experience. They are not helping AT ALL with the battle, but are still stealing a chunk of your experience.

THESE CHANGES DO NOT TOUCH THAT FACT AT ALL!!!

There IS an option if you want a smaller pie. GET A SMALLER TEAM! But this is not discouraging teaming as so many have said because THE EXACT SAME THING happens on Live. People who are in your team will always diminish your experience. Guess what? That's exactly what's happening even now. The difference? These changes basically say to the lagger, if you're going to be a drain on team xp, you don't get any xp for doing it. The current situation on Live gives YOU the same xp, but also REWARDS the laggers with free xp for being slow.

Meaning? THIS DOES NOT AFFECT YOU ONE LITTLE BIT IF YOU ARE HUNTING LIKE YOU ARE SUPPOSED TO BE!

[/ QUOTE ]

I dont care that I lose xp, but I would rather that xp go to someone who is on their way to a fight rather than just POOF! into midair, because sometimes that lagger is me. I'm not selfish, and I care about my entire team's progress, even its just a pick-up. And so what you've never lagged behind before? Ever?

And to the last statement, I'm sorry I missed your manual on how we all should play the game your way, please email me a copy.

LibertyJustice:

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Well you'll never get rid of the lag, either their going to find a place to stand on top of a building or they're going to stand near the team they're hunting with. Its not like they'll ever disappear.


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Excellent point, the lag goes nowhere, and if this change is too stop entrance point lag, then it is not worth it. I do not need a leash just to stop a little bit of lag.

Dwimble:

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Think of it as the Paragon City Beautification Project.


[/ QUOTE ]

If that is how the devs want us to see it, I would rather a City Beautification Project involve adding animals, new people models, vehicle models, building models and weather effects to make my experience more enjoyable. Not adding a hinderance to me to "beautify" the city. Removing inconsequential lag (from someone who gets a lot of lag) is not reason enough to leash me to every mob I want to fight.

Laughsalot:

[ QUOTE ]
As a Tank running around PI it doesn’t affect my gameplay one bit, because if I get a random /tell asking to be PLed I just ignore it. It doesn’t even slow me down. I don’t know how a piece of text appearing in a chatbox can cause a player the inability to move, use powers, or remember basic tactics to play the game, but apparently it can? I guess I must be naturally immune to the side effect of yellow text sent by strangers asking for PLs causing this gameplay affecting syndrome.

[/ QUOTE ]

Good call man. Have people never just ignored a comment? And if they just CAN'T let yellow text scroll on up, then there is the /hide and /ignore commands. That's why the devs put those commands in there.

fuji2001:
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by no means is FFXI a perfect game, nor is CoH. the way that exp is handed out in FFXI is a little bit more fair though.

[/ QUOTE ]

So giving everyone a fair share of xp, according to levels and SKs, with no wasted xp, EVERYONE ADVANCES is not fair at all? Cause thats how CoH works now.

MrNoj:
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Explaining TWICE why I don't want to be PL'ed is too often IMO.

[/ QUOTE ]

Wow, someone wanted to be generous. If you're that bothered, there are /hide and /ignore. And if you are tired of explaining, make a macro for it, its that simple. I rarely have gotten invites to bridge from people I do not know, so if this happens lot, go with the macro.

Look my parents had a leash for me when I was a kid, I need it cause I was a devil, but thats besides the point. I don't need a leash now, its just an annoyance, especially if the only reason is to reduce lag in unimportant parts of the game. When you are at your house, do you spend most of your time in your foyer?? Or do you go chill in the living room and relax? Where do you spend most of your time in CoH? At the trams or in the field kicking some villainous butts??


 

Posted

We don't justify bad implementations by citing worse ones. As this is a change to the current system of XP, I intend to compare it to the current XP system - not an XP system some other brain-dead MMO created.

The good news is that the devs are listening and revising the idea. The bad news is that even in its best implementation this hurts "legit" players as much or more than PLers. The improvement is that they've decided to let PLers PL in missions so that legit players aren't hurt by this implementation when in missions. That makes it a less bad solution, not a good one. But it also demonstrates that the Dev team is good enough to care more about gameplay than lost development time.

I hope that their next attempt at curbing PLing will have fewer side-effects than this one. I applaud them for deciding that support "legit" play is more important than quashing a form of PLing. I look forward to testing this to see if the effect on my gameplay is minimal.

I'm not about to count myself lucky because the Devs don't emulate stupidity found in other MMOs. They get my money every month because they aren't other MMOs.

I do count myself lucky that the dev team listens, cares and thinks.


 

Posted

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[ QUOTE ]
Explaining TWICE why I don't want to be PL'ed is too often IMO. PLers need to understand that unlike some other MMOG's, CoH has some GOOD content, IN DEPTH storylines, and tons of history that's actually WORTH READING.

[/ QUOTE ]

Yeah, so lets break out the system that mildly punishes everyone for the sake of the few who are missing out. Especially when not all of us care.

What happens when you next join a team and their shocked you don't want to street sweep? Or... hunt for badges? Will your annoyance at those things drive you to seek some sort of limitation on everyone's ability to do those things?

I don't think PL-ing is a good thing, but I simply cannot care about it to the level where I want any imposition on the good things in this game. I could give a damn about other people's interpretation of how the game should be, how teaming should work, or how XP should be distributed, and I'm not going to argue them other than to say I was happy with how they were. And now, because of something I did not care about, a "problem" I do not think needed to be fixed with any urgency, I lose out on the game working how I liked. Well that's dandy.

For all that I think PL as a "way of life" is lame, I think this is far more lame even with the latest improvements. And I'll gladly say I don't feel it was the PLers who brought it on.

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Pretty much stopped reading when I realized that you think I want this system in. This is the worst idea they've come up with in a long time. This system makes it easier for the PL crowd and makes everyone else suffer. I am COMPLETELY AGAINST THIS.

Edit: NWN is not about heroes, thus you are rewarded for running away from fights that you are going to fail, and punished HARSHLY for trying to save your teammates and dying in the process.

CoH is about heroes. You are not punished very badly for dying, because you only die for noble causes in the game. Nobody would play heroically if there were such a harsh penalty for dying. And nobody would have defeated Hamidon... or even Dr. V if they had to worry about losing 3 levels or more.

So on that point I say :P