XP Range changes coming


45th_Parallel

 

Posted

Have not PL'd nor plan too. Have plenty of friends I SK to and they Exemp down don't feel like I am losing anything or not contributing. Also, most in our SG/friends have alts of various levels and don't know how many times even in pick-up groups it is have an alt at this level or that.

Personally if someone wants to PL I do not care, what I do care about are the constant calls to PL, the PLers who are new to the game in pick-up groups at higher levels, etc.

Don't think it will be that hard to nerf PLer's and have little effect on SK's PLers are space takers not contributers to a team and the current changes are not bothering me.

Are their going to be exceptions? There always is, but that is the nature of the beast, just don't see a mass exodus of players if it is harder to PL. On the boards and in game in my experience PLers are not going to be missed.

A middle ground solution to the issue to me would be to do something like give a slot or two that a char can be created up to the highest level char currently developed. Lets the veterans skip content if wanted, but still make newer players have to learn the game(hopefully).


Some are legends because of their posts, others just post becoming legends in their own mind.

[i]I refuse to have Numina regen/recovery envy.

 

Posted

To be honest, If the content would change maybe missions very each time you get them.. make them more random. I would not be tempted to PL.. i have played since beta and have seen and done the same missions over and over. The mission buildings/caves/hideouts are all the same.. varity is not a word I would use to describe this game. If the maps where more random and the mission goal different I would accually want to go thru the story lines. Throw in some random temp powers thru-out missions (pick up a gun, a artifact recovered.. whatever.). I know there are people that are anti-loot.. but loot adds interest to the story and a drive to accually do things other then just to get another power slot.

Make power leveling obsolete, temp power loot non-transferable and missions exciting. If you get to level 50 by power leveling make it so you miss out on a more powerfull build then if you go the average player speed. each level should offer somethng great and accually make you feel as though you accomplished something.

thats my 2 cents


 

Posted

I do not think that it is necessarily the fact that PLing is being nerfed... I think that it more comes down to the fact that the players are being told how to play. The decision making has been taken away from the players. If they want to PL, let them. If they do not want to... that is fine too. If the biggest problem are the calls for PLs ... then ignore them. There will always be someone broadcasting something that is going to be irritating to someone. Let the people decide how they want to play! PLing should not be nerfed because a few voices have been heard saying that they find it annoying. Who cares? If you do not like it.. don't do it. Is it hurting anyone? No. Is it taking away from your game experiance? No. If the chatter in the box is bothering you, maybe the devs shouls create a PLing tab where PLers must shout out from there instead of bothering everyone. Then, if someone is looking to pick up someone to PL.. that is where you go. If you are a PLer looking to be PLed.. that is where you go. But to nerf it is not going to solve anything.. just create more tension.


 

Posted

To the person that said that PLers just take up space ...
PLers make the mobs larger in your missions and then add to your XP. Because of this they are contributing, even if indirectly. Everyone is benefiting from this if they take part of a PLing mission.


 

Posted

[ QUOTE ]
To the person that said that PLers just take up space ...
PLers make the mobs larger in your missions and then add to your XP. Because of this they are contributing, even if indirectly. Everyone is benefiting from this if they take part of a PLing mission.

[/ QUOTE ]

No.

One team made up of 4 stooges taking a PL and 4 people actively fighting earns XP slower than a team of 8 fighting. You want good xp everyone contributes.
A level 6 sked to a level 40 does not fight as well or as fast as another level 40.

If you really want to be efficient and level quickly, the people on your mission who increase the spawn size should be able to contribute well.

Justifying someone's place on the team as being there for the spawn size is bunk. Even the hard core leeches know this. Stooges slow the game down.

-rain


 

Posted

The "tell me how to play" argument is not valid and always pops up when someone doesn't like a change. It is cause and effect. Let people PL, makes team make-up different and effects peoples play, ways around it and ways to avoid it but now you are telling ME how to play, take it away and telling YOU how to play. Welcome to the real world, not a slam just the way it is as you can see from ONE of MY experiences below.

Someone will not like the changes, the INV changes to scrappers changed the whole ballgame for me. Didn't like it, but still love and playmy scrapper.

Content I understand, I personally would love to see more random events in mission such as booby traps, massive ambuses(could trip an alarm and all mobs come for you) as well as more content in general. This would cause just as many people to yell about debt, forced teaming and many more, but like the risk/reward/challenge potential.

I still see more against PL then for personally. Unless someone comes up with a better solution it appears they will keep trying to put it in check and will have to be a solid solution not a I like it not hurting anyone arguement imo.


Some are legends because of their posts, others just post becoming legends in their own mind.

[i]I refuse to have Numina regen/recovery envy.

 

Posted

[ QUOTE ]
To the person that said that PLers just take up space ...
PLers make the mobs larger in your missions and then add to your XP. Because of this they are contributing, even if indirectly. Everyone is benefiting from this if they take part of a PLing mission.

[/ QUOTE ]

Given the choice between nursemaiding a PL exp leech or having someone who can contribute fully to a mission, I'll take the person that actually plays at the level of the mission every time. The latter gets my mission done better, faster, and with less debt AND pads the mission spawn exactly as much as the leech, but does much more towards whacking the mobs.

I loved the idea of each player being able to sidekick one person- but the SK being leveled up to the SK level of the highest member on the team. Bye-bye, bridging. SK player gets to contribute at the level of the team, but can no longer be bridged into mega-super exp.


 

Posted

[ QUOTE ]
The "tell me how to play" argument is not valid and always pops up when someone doesn't like a change.

[/ QUOTE ]

Wrong and wrong.

Lots of balance changes happen without any player angst. Those changes don't "tell a player how to play" any more than unpopular changes.

Making Elude non perma-able doesn't tell anyone how to play. Yes, it's a bad change to a set that needs help, and noone was calling for that nerf but 8-year-old Jimmy in the Arena.

It breaks builds, sure. But that's not telling anyone how to play...it's a power change.

Altering outdoor map XP? That is not a power change. It's not an AT adjustment.

That will affect how people group. That will affect where people group. Affecting where and how people group is, in effect, "telling them how to play."


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

 

Posted

Great Post, Frostybot! As usual, high quality argument. I'd like to correct a few things that I think you got wrong here, though...

[ QUOTE ]
Given the choice between nursemaiding a PL exp leech or having someone who can contribute fully to a mission, I'll take the person that actually plays at the level of the mission every time. The latter gets my mission done better, faster, and with less debt AND pads the mission spawn exactly as much as the leech, but does much more towards whacking the mobs.

[/ QUOTE ]

If the mission can already be done at maximum speed by the Heroes already present, there is nothing a capable person can add.

It's irrelevant, for example, whether the Claws/Regen Scrapper in my Team last night was level 2 or level 40, the 3 Fire Tanks had things well in hand, regardless.

The SK in question, far from being a leech, tried to help out, but couldn't target anything before it was dead already. Try another argument?

[ QUOTE ]
I loved the idea of each player being able to sidekick one person- but the SK being leveled up to the SK level of the highest member on the team. Bye-bye, bridging. SK player gets to contribute at the level of the team, but can no longer be bridged into mega-super exp.

[/ QUOTE ]

Given the typical "3 or more" level spread in a high-level mission, this is a horrible balance problem. After all, the SK'd Heroes will be too powerful relative to the mission.

In fact, I can see this being expoited! Get 4 Heroes, a three 40's and a 46. Add 4 "level 46" Sidekicks, and finish all of the lower level missions.

Congrats, now we're PL'ing the Side-kickers. And the XP for the Sidekicks won't be bad, either, as they need less XP to level, anyway...


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

 

Posted

[ QUOTE ]

One team made up of 4 stooges taking a PL and 4 people actively fighting earns XP slower than a team of 8 fighting. You want good xp everyone contributes.
A level 6 sked to a level 40 does not fight as well or as fast as another level 40.

If you really want to be efficient and level quickly, the people on your mission who increase the spawn size should be able to contribute well.

Justifying someone's place on the team as being there for the spawn size is bunk. Even the hard core leeches know this. Stooges slow the game down.


[/ QUOTE ]

This is not necessarily correct.

A level 50 teamed with another level 50 (or someone sk'd to 49) will receive less XP per kill than a level 50 teamed with a level 41, no sk. The only difference is that having another 50 may make the killing go faster - but since AoEs scale perfectly, it is entirely possible for it to be more efficient for both characters in the 50+41 case.


 

Posted

[ QUOTE ]
Given the choice between nursemaiding a PL exp leech or having someone who can contribute fully to a mission, I'll take the person that actually plays at the level of the mission every time. The latter gets my mission done better, faster, and with less debt AND pads the mission spawn exactly as much as the leech, but does much more towards whacking the mobs.

[/ QUOTE ]

[ QUOTE ]
If the mission can already be done at maximum speed by the Heroes already present, there is nothing a capable person can add.

It's irrelevant, for example, whether the Claws/Regen Scrapper in my Team last night was level 2 or level 40, the 3 Fire Tanks had things well in hand, regardless.

The SK in question, far from being a leech, tried to help out, but couldn't target anything before it was dead already. Try another argument?

[/ QUOTE ]

Sure. That combination would make anyone feel useless, right?

Now change that to three Fire Tanks and a SK'ed Dark Defender vs. the Psychic Clockwork King. That DD just got a lot more useful, no? His Tar Patch amplifies your 3 Burn Patches with minimal level differential. Darkest Night's still Psi-shielding you.

You can't change the effectiveness of one AT teamed with another on any given mission, but you can sure make sure level isn't a problem. After all, SK'ed or not under your example the Scrapper is equally useless or useful- heck, SK'ed he can gleefully start on the group next door while SK'ed to one tank as the other two melt down another. As two pairs, you might well have gone even faster.

[ QUOTE ]
I loved the idea of each player being able to sidekick one person- but the SK being leveled up to the SK level of the highest member on the team. Bye-bye, bridging. SK player gets to contribute at the level of the team, but can no longer be bridged into mega-super exp.

[/ QUOTE ]

[ QUOTE ]
Given the typical "3 or more" level spread in a high-level mission, this is a horrible balance problem. After all, the SK'd Heroes will be too powerful relative to the mission.

In fact, I can see this being expoited! Get 4 Heroes, a three 40's and a 46. Add 4 "level 46" Sidekicks, and finish all of the lower level missions.

Congrats, now we're PL'ing the Side-kickers. And the XP for the Sidekicks won't be bad, either, as they need less XP to level, anyway...

[/ QUOTE ]

Of course, the level 40's are at least within sanity's reach of the mission to begin with. Finish off the lower level missions? Okie-dokie...the 3 SK'ed 45's and the the 46 get next to nothing, the 40's get a decent amount of experience.

But you don't have a low-level getting bridged up to a Dreck mission and dinging levels like a pinball machine on a steady diet of +9's. And those SK'ed (to 45) heroes are not going to be as effective as a full-power 45 in any case...the greater that divide between real and SK level, the worse it'll be in fact- exp gain will be slower with them along than a real group of 45's. But the SK's won't be getting a free ride. They'll be more effective, enough to matter- but can't turn that into a huge gravy train of experience. It won't be a pile of +9 exp kills for a low-level hero...it's be whatever the top dog in the team is getting, +1 level. Is this a bad reward for a sidekick? Is it somehow unbalanced?

And how many people herd +8's to them here? Anyone? Take on large numbers of +8's regularly and with ease? Even 1 at a time?

Sure, you can't remove PLing. But you can eliminate the worst abuses of it- and bridging is a good example of it. You want to take a 41-44 into a L50-53 mob mission with a group, be my guest. I'd like to see the change I've mentioned in SK'ing for folks like that, too. Go take on the big guys, have fun doing it without worrying about who SK's who so much. You'll be strong enough with a good top dog to play in the pack.

It's when you bring in someone in the teens and use a bridge to PL them a few zillion levels that I think we need to stop- and to a lesser extent, further down the line. Want to SK someone and wow them with a hunt in RCS, or PI,or Founder's Falls, or Bricks? Cool. Want to bridge them so they're sitting there eating cheesy puffs and reading dirty magazines as you teach them the joys of exp gain from the deepest of purples? Non-cool.


 

Posted

[ QUOTE ]
It's when you bring in someone in the teens and use a bridge to PL them a few zillion levels
that I think we need to stop- and to a lesser extent, further down the line. Want to SK someone
and wow them with a hunt in RCS, or PI,or Founder's Falls, or Bricks? Cool. Want to bridge them
so they're sitting there eating cheesy puffs and reading dirty magazines as you teach them the
joys of exp gain from the deepest of purples? Non-cool.


[/ QUOTE ]

Great! I respect your opinion, you're entitled to it.

You, however, have utterly failed to explain how Powerleveling is bad?


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

 

Posted

[ QUOTE ]
[ QUOTE ]
It's when you bring in someone in the teens and use a bridge to PL them a few zillion levels
that I think we need to stop- and to a lesser extent, further down the line. Want to SK someone
and wow them with a hunt in RCS, or PI,or Founder's Falls, or Bricks? Cool. Want to bridge them
so they're sitting there eating cheesy puffs and reading dirty magazines as you teach them the
joys of exp gain from the deepest of purples? Non-cool.


[/ QUOTE ]

Great! I respect your opinion, you're entitled to it.

You, however, have utterly failed to explain how Powerleveling is bad?

[/ QUOTE ]

Go back far enough in some threads like this one and you'll see a few points- like the fact that PLing skews content development, leads to a top-heavy game, and creates a newbie-unfriendly environment.

When large portions of your subscribers skip everything under level 40, why bother making more content for the lower levels? And when all the new content is aimed at higher levels, the drive to PL is strengthened (as people like to play new things- witness Kheldians for a textbook example), which skews things further and further from a balanced content (that is, new content for all levels) to a game aimed at the top folks (ever increasing level caps, trivializing lower-level content as it's an "obstacle", and a general utter disdain for "newbies").

PLing is a wonderful way to make a game anti-social. The more people percieve high levels as needed for "good stuff", the worse things get. CoH as it stands is a remarkably social game- it even put in sidekicking so people could be more social with friends despite level disparity.

I don't want to see that ruined, or another game falling into the trap of uber-content = all like EverQuest did. PLing creates an increasingly newbie-unfriendly game cycle...and new players are the way a game survives and thrives.

More content spread across all levels means people want to play...and not skip...all levels. PLing forces the average level of a game into an un-natural curve, placing larger numbers at the top and resulting in large chunks of the game not being used...unless the new stuff is all at the top. That, over time leaves the guy fresh out of Atlas Park to PL out of the "dumb stuff" ASAP or suffer in a gap devoid of most of the playerbase. Frustrated, they will leave and not come back...and tell others not to bother.


 

Posted

[ QUOTE ]

When large portions of your subscribers skip everything under level 40, why bother making more content for the lower levels?

[/ QUOTE ]

Because with the exemplar feature (or better yet, flashback or content with an auto-exemplar feature), all new content is available to high levels as well.

I would like to have a new level 50 trial. But a level 14-20 Faultline trial would be almost as good...it would still give my 50s something to do.

Hmm, this thread is getting off topic. I don't think the XP range changes have made much of an impact on live, positive or negative. There's no one standing at the trams leveling up (real PLing takes place in missions, just like it always has), but on TFs with outdoor hunt missions I get screwed out of some XP. Not much difference really.


 

Posted

[ QUOTE ]
[ QUOTE ]

When large portions of your subscribers skip everything under level 40, why bother making more content for the lower levels?

[/ QUOTE ]

Because with the exemplar feature (or better yet, flashback or content with an auto-exemplar feature), all new content is available to high levels as well.

I would like to have a new level 50 trial. But a level 14-20 Faultline trial would be almost as good...it would still give my 50s something to do.

Hmm, this thread is getting off topic. I don't think the XP range changes have made much of an impact on live, positive or negative. There's no one standing at the trams leveling up (real PLing takes place in missions, just like it always has), but on TFs with outdoor hunt missions I get screwed out of some XP. Not much difference really.

[/ QUOTE ]

Pardon my devil's advocate here.

OK, I've done the content from the lower levels. I'm 50 and I'm bored beating Hamidon all day.

More content please!

Multiply this by a good chunk, and you start getting problems. Exemplaring or not, people want to advance. To use the fullest abilities available to their character. To expand those abilities.

Once you're there at the top, coming down isn't something you want to do 24-7, is it? Nah. So you ask for higher level content to match your level. Shadow Shard respecs. More epic encounters. And so on.

It's good to have lots on the way, but PLing means people's desires for content is based on what their current, pumped up levels will be....not what's below them. As you said- you'd rather have level 50 content than level 15 content.

Well, if people are cheerfully skipping those levels and content with PLing, you'll have plenty more company soon. Flashbacks and exemplaring are wonderful things, but in most cases, people leveling through a PL are trying to skip those in order to hit the "good stuff", which they equate to as high a level content as they can experience. They want to be "uber", and do the "uber" stuff.

Personally, I'd be happy to see low-level mobs all over high level zones, sniper-perception and range, ready to fill under-leveled newbies in PI or FF or Bricks full of lead. I'd like to see SK'ed players leveled up to the point of not being able to bridge +9 arrests.

Maybe then an "exp range" wouldn't be considered needed. It's explicitly put in the game to act as an obstacle to PLing, and if there's a better solution, perhaps the leash shouldn't be there.


 

Posted

[ QUOTE ]
well, problem is, if your team splits to hunt, its not so much that you get no xp's from the other half of the team, its the fact the xp is still be split for a team. lets say for arguments sake, 8 man team hunting in boomtown. they split into 2 4 man teams to hurry up a few defeat xx missions. now, while out of xp range of each other, their xp is still being split for an 8 man team, its just the other 4 guys xp is going to no one. in other words, each half of the team is taking a larger risk by splitting the team, but actually getting less of a reward.

[/ QUOTE ]

Yeah, I can see how that's messed up...guess it's better not to split the team, then...use the tanks to herd and slaughter 'em in one location?


 

Posted

[ QUOTE ]
Flashbacks and exemplaring are wonderful things, but in most cases, people leveling through a PL are trying to skip those in order to hit the "good stuff", which they equate to as high a level content as they can experience. They want to be "uber", and do the "uber" stuff.

[/ QUOTE ]

Actually, someone else has suggested a better idea for eliminating pl'ing: eliminate levelling altogether.

The reason people want to level as quickly as possible isn't necesarily to skip lower level content (although after your first 50, levelling alts through The Hollows can be a tedious grind), but to get the powers that come with advanced levels.

Why not simply make all the powersets and power pools available at the character design screen, and let people outfit their toons there (including all the slots you would get for a lvl 50)? Damage and powers would be still be scaled to level, and missions would reward with enhancements, TF's with respecs for people to tweak their builds as they learn what works and what doesn't.

PL'ing exists to get powers and enhancements. Let people have them all up front, and you eliminate the need to PL, and the missions become worth doing again, just to get the enhancements you need to fill slots. At that point, SK'ing becomes more fun, too, because you have the powers to go with any advanced level you might play.

Furthermore, creating alts and trying new builds becomes more fun, too.

I've always thought the notion that you had to work through levels to earn powers is a stupid way to get them, and leads to a lot of the problems all these other workarounds are trying to solve.

Simply remove the incentive to level at all, and you make the content - not levelling - the reason for playing the game.

If the devs are as confident of their content as they claim to be, then make it the reason to play. At that point, we'd really see whether the content alone is really worth paying for to play.

Doing this, however, would require the devs to put up or shut up about content, and I'm not sure these people are up to that.


 

Posted

actually..... serling has a point.
The times that I powerlevelled, where when I couldn't wait that one extra level to get a certain power (or to slot my hami'o)

Right now, the carrot, is in aquiring powers, while it actually should be in involving storylines etc.


 

Posted

Regardless of what people think, this is not a good plan. I'll easily grant you the point that it will remove PLing alltogether. But part of the fun in playing the game (IMO anyway, and I know I'm not alone) is the combination of the story AND leveling. Doing all the story as a static character with only potential respecs would bore me very quickly. PLing, to me anyway, is unattractive: I miss out on the story arcs, which are fun. Sometimes I'll permadebt just to get more story and Exemp even with no debt to go back and get some story I missed through other character's arcs. Or create a new alt with different powersets but the same AT and Origin, just to see the ones I missed. Removing PLing isn't truly neccessary. Are PLers annoying? Sure. But so are the people who can't seem to figure out that there is no "I" in team and that giving advice to someone who didn't ask / knows what they're doing is annoying too. They're not going to eliminate teams and chat just to fix those problems, now are they? Think of the fuss and how many quits they'd have. The game, as it is, seems to be very well done, and only slow upgrades and small additions (or Issues) truly seem to work. I'd love to never see another PLer, but I don't want the game to lose what attracts me to it do so. Some evils are neccessary, so quit whining and go be a hero.


 

Posted

[ QUOTE ]


Actually, someone else has suggested a better idea for eliminating pl'ing: eliminate levelling altogether.

The reason people want to level as quickly as possible isn't necesarily to skip lower level content (although after your first 50, levelling alts through The Hollows can be a tedious grind), but to get the powers that come with advanced levels.

Why not simply make all the powersets and power pools available at the character design screen, and let people outfit their toons there (including all the slots you would get for a lvl 50)? Damage and powers would be still be scaled to level, and missions would reward with enhancements, TF's with respecs for people to tweak their builds as they learn what works and what doesn't.

PL'ing exists to get powers and enhancements. Let people have them all up front, and you eliminate the need to PL, and the missions become worth doing again, just to get the enhancements you need to fill slots. At that point, SK'ing becomes more fun, too, because you have the powers to go with any advanced level you might play.

Furthermore, creating alts and trying new builds becomes more fun, too.

I've always thought the notion that you had to work through levels to earn powers is a stupid way to get them, and leads to a lot of the problems all these other workarounds are trying to solve.

Simply remove the incentive to level at all, and you make the content - not levelling - the reason for playing the game.

If the devs are as confident of their content as they claim to be, then make it the reason to play. At that point, we'd really see whether the content alone is really worth paying for to play.

Doing this, however, would require the devs to put up or shut up about content, and I'm not sure these people are up to that.

[/ QUOTE ]

Here Here! I like this idea!


 

Posted

[ QUOTE ]
Why not simply make all the powersets and power pools available at the character design screen, and let people outfit their toons there (including all the slots you would get for a lvl 50)? Damage and powers would be still be scaled to level, and missions would reward with enhancements, TF's with respecs for people to tweak their builds as they learn what works and what doesn't.

[/ QUOTE ]

But then it's no longer a game. What's the reward to playing if you can have everything up front?

[ QUOTE ]
PL'ing exists to get powers and enhancements.

[/ QUOTE ]

No, PL'ing exists partly as way of "Ha! I beat the system!" and partly because people *are* impatient to get to the higher level content (which can include powers) especially on their 2nd, 3rd and 4th time around the game (unless it's your 1st time around, in which case you want to hurry and unlock the Kheldian origin archtypes w/o stopping to smell the roses of the other powersets), and partly because some people are just plain old obsessive-compulsive about finishing a game.

[ QUOTE ]
Let people have them all up front, and you eliminate the need to PL, and the missions become worth doing again, just to get the enhancements you need to fill slots.

[/ QUOTE ]

No you don't - all you eliminate is the demand for the game itself. If I could log in as a first-time player and instantly set myself up for lvl 50 content why would I even bother playing?

[ QUOTE ]
At that point, SK'ing becomes more fun, too, because you have the powers to go with any advanced level you might play.

[/ QUOTE ]

Huh? I can't even make heads nor tails of this statement. SK is about playing with friends at higher/lower levels. In your scenario, SK'ing is completely eliminated. If I can create a lvl 50 toon, why do I need to SK? Why do I need to exemplar?

[ QUOTE ]
Furthermore, creating alts and trying new builds becomes more fun, too.

[/ QUOTE ]

It's already fun. Are you sure we're playing the same game?

[ QUOTE ]
I've always thought the notion that you had to work through levels to earn powers is a stupid way to get them, and leads to a lot of the problems all these other workarounds are trying to solve.

[/ QUOTE ]

Have you seen EQ? Depending on your class, you "level up" to attain fighting abilities and spells, but you can also work sideways with their skillcraft system (which is a leveling system on a different scale with a different aim).

[ QUOTE ]
Simply remove the incentive to level at all, and you make the content - not levelling - the reason for playing the game.

[/ QUOTE ]

Do that and you eliminate all incentive to even play the game - it'll become more of an interactive comic book movie rather than a game (and who's going to pay a monthly fee to watch pay-per-view on their PC?).

[ QUOTE ]
If the devs are as confident of their content as they claim to be, then make it the reason to play. At that point, we'd really see whether the content alone is really worth paying for to play.

[/ QUOTE ]

Bollocks. It has nothing to do with the devs confidence, and all to do with the consumers. The minute consumers lose interest in this game, there won't be a dev team - end of story. The content is worth playing/paying for - otherwise why would you be here posting comments on this board?

[ QUOTE ]
Doing this, however, would require the devs to put up or shut up about content, and I'm not sure these people are up to that.

[/ QUOTE ]

Turn it around - are we ready to put up or shut up about gameplay? The difference will speeak volumes to the Devs about gameplay moreso than this post. I know I would if I wasn't at the office right now - I'd rather be playing the game than reading this. But as it's a slow day, and your post made me laugh....

That said, could the game move along a little faster with a better XP bump here and there? Sure. But it's pretty clear that the devs can't keep up with players' levelling momentum in order to develop and institute fab new content so there's gotta be a happy medium somewhere.

I think the Devs are closer than ever to finding that delicate balance, but your post in response just doesn't even come close to helping them achieve it.

Best of intentions though, I'm sure.


 

Posted

[ QUOTE ]
] On a side note, I've found myself paying more attention to my Xbox and Sega CD isos (yeah, Sega CD, thats how bad this game is getting) and less on CoH. Who needs the aggrevation of perma-nerf anyways?

[/ QUOTE ]
KOTOR II and Revenge of the Sith are calling my name more that COH has been since I4.
I have been playing this game since the first month its been out, and I noticed at least 15 of my friends on teamspeak, and about 30 other friends have left since I4. I usually play at least once a day. now its about once a week.

The attempt to nerf pling has to stop! Because it is actually nerfing the FUN for some!!!

Hopefully I5 comes out soon, and I wont have to close my account. That is if its good enough to keep me.


@blood

 

Posted

[ QUOTE ]
[The attempt to nerf pling has to stop! Because it is actually nerfing the FUN for some!!!



[/ QUOTE ]
Yes, I agree..
It is nerfing the fun for SOME... PLing is hurting NONE! If you do not like it.. DO NOT DO IT!! Why try to alter part of the game if you take no part in it? People that are yelling to stop PLing take no part in it and therefore it does not effect them anyway. Why change something that does not effect you? If you answer "it does effect me because it will change the game contet" that is full of bunk! You know as well as I that the devs are constantly developing new game content for all level ranges. Flashbacks are coming and other things. Will people that PL miss out on content? well, with flash backs... no. It is again thier option if they want to take part in that portion of the content. Flash backs allow you to go back and do that.
Why do people constantly try to change things because in thier ideal it is wrong despite that a large number of people enjoy things as they are. Now, if PLing infringed on other players enjoyment of the game that would be one thing. It does not. If you say that you get asked all the time to PL someone... you should just ignore them and go on with your game playing. PLing is not hurting anyone or the game. It allows people to bypass content that they have already done many times before. If they want to go back and take part... they can exemplar down or flash back. If anything... it keeps players around longer because after doing the ginding levels to 50 people get bored doing it over and over. Those people would leave normally. But with the option of PLing they stay around. Paying money each month. That is the bottom line. Getting people to stay.


 

Posted

[ QUOTE ]
Based on data from the Training Room and feedback on the forums, we will be making the following changes to how XP, Influence and other drops are divided:

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. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when it’s defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.

If players are on a mission map, they always receive their full shares. There’s no distance limitation. Teams can split up in maps – players can be separated by elevators – everyone receives their XP.

This system does not affect Mission rewards.



We’ll be putting the distance and mission map changes up on the Training Room soon (week or so) to see how it plays out.

Now, let me clarify the situation with Badges and Defeat tasks. As long as you or any of your teammates are within 200 ft. of the defeated mob, EVERYONE on the team gets credit. This is not a change in Issue 4; this is the way that it currently works.

[/ QUOTE ]

WTH ?

I play a 100% healer toon.
My design makes it impossible for me to fight with it because all my powers are for team supports with heals and buff.
So if we go hunting in the street, I will be [censored] of the XP ??

Sorry, but I can not accept such solution.