Sad State of the Game
Sorry for not rounding out the OP, as I had intended to add a second post to look at solutions, because I believe it could be possible to save the "civilization"
For those who laugh at the Roman analogy I think it is quite appropriate considering recent releases.
Now back to the problem as I see it. As I stated in the OP it appears the current leadership's vision has been to assuage the masses rather than expand and cause the empire to flourish.
Lets look at some solutions shall we?
First and perhaps most important is a revealed and truthful vision for the game going forward. With player numbers somewhere in the 100K-200k(estimated) the game has stable income to keep it going for at least a couple more years without major fauxpauxs curtailing true gaming(as I believe AE does in it's current configuration). I believe a real vision and plan aught to be laid out before the whole CoX community. With 6 years under it's belt, CoX isn't about having to establish itself, it's about continuing to build upon past successes.
Therefore I believe that the lead developers should give us a true vision of where they are leading the game. Ideas on future content and meaning to the game, not just information on the next issue, but REAL VISION. That has really been lost I believe and now what we get from the Developers is snippets here and there but not with a broad vision for the future.
If CoX's current Ceaser got up and said "In the next 3 years we plan to increase the content by 50% and create 4 new ATs and expand to a real PvP servers." and then on a regular basis give the CoX community an update on the progress toward those long term goals, that would be meat we players could sink our teeth into. That is feeling we early CoH players had, that the future was bright and promising, we really had something to look forward to!
Onward....
As we know the AE implementation is extremely flawed because it totally negates the rest of the game content. So what to do?
First and foremost institute a usage limit of AE facilities including the following:
a)Minimum level 20 usage, so it isn't a direct "Farm/PL" methodology, instead players will have to use other means to reach 20 then they may gain access to AE.
b)Put a counter limit on all AE missions. No AE mission can be run by more than 7 groups in a 24hr period. This would reduce running content for "farming/PL"
c)We already have precedent in the reward limitations for TFs, a similar idea could be used for AE. The same AE rerun in a 24hr time period would gain no tickets. If this is implimented then the rewards could be recalculated upwards.
d) Cap the total number of AE missions/arc an account can run in 24hr period. This would dampen the spirits of the AE only crowd who don't explore the rest of the CoX landscape. The idea is to promote CoX gaming not farm/PL playing.
e) Revamp the AE ticket reward structure to provide more specific AE rewards rather than entire gamechanging rewards. With PvP IOs now available, why not AE IOs? AE is supposed to be a total fabrication so allow players to have extra special AE powers, Super Taunt, Super Damage, Super Health, etc.
I had great hopes for AE when it was announced and I believe those hopes could be rekindled, but not without the developers seriously restricting it's usage so that it doesn't take away from the rest of the game but instead adds a continuing dimension.
I seriously believe that "Going Rogue" will have a great effect on this game if it is truly instituted gamewide to flip existing characters. That effect will be felt greatest in PvP zone gameplay and will shake up PvP forever. Will it be AE like in implementation? I certainly hope it will be far better for the game!
"It is that balance, the ground between EB and AV, where the PvP struggle should exist. Where a 1v1 becomes a struggle of equals, and 1vMany gives the benefit to the 1."
Freedom: Fireocity, Electro Imp, Gotya
Infinity: Meteor Storm, Mutai Kid, General Bot, Da Smasher
[ QUOTE ]
For those who laugh at the Roman analogy I think it is quite appropriate considering recent releases.
[/ QUOTE ]
Really? Because I don't think anyone's life is at state due to recent changes. Nor do I think that the game is under any pressure from the Visigoths.
Your analogy was massive hyperbole, and therefore took more away from your argument than strengthened it.
[ QUOTE ]
First and perhaps most important is a revealed and truthful vision for the game going forward. With player numbers somewhere in the 100K-200k(estimated) the game has stable income to keep it going for at least a couple more years without major fauxpauxs curtailing true gaming(as I believe AE does in it's current configuration). I believe a real vision and plan aught to be laid out before the whole CoX community. With 6 years under it's belt, CoX isn't about having to establish itself, it's about continuing to build upon past successes.
Therefore I believe that the lead developers should give us a true vision of where they are leading the game. Ideas on future content and meaning to the game, not just information on the next issue, but REAL VISION. That has really been lost I believe and now what we get from the Developers is snippets here and there but not with a broad vision for the future.
If CoX's current Ceaser got up and said "In the next 3 years we plan to increase the content by 50% and create 4 new ATs and expand to a real PvP servers." and then on a regular basis give the CoX community an update on the progress toward those long term goals, that would be meat we players could sink our teeth into. That is feeling we early CoH players had, that the future was bright and promising, we really had something to look forward to!
[/ QUOTE ]
Problem with this: Anything they say they are 'working on' that doesn't pan out, or they can't make work the way they want, becomes something that players will say the Devs "promised us!" The Devs have learned to not announce anything until it's ready. Want to blame somebody for that, blame the players.
The Devs give us a yearly address about what they're doing already. And when something in that doesn't work out, we get complaints that we were promised a feature, and weren't given it. It's nobody's fault but out own that the Devs aren't interested in sharing what they're working on further in advance than they do.
[ QUOTE ]
As we know the AE implementation is extremely flawed because it totally negates the rest of the game content. So what to do?
[/ QUOTE ]
Faulty premise: AE implementation doesn't negate the rest of the game's content. I'd challenge you to backup this assertion.
[ QUOTE ]
First and foremost institute a usage limit of AE facilities including the following:
a)Minimum level 20 usage, so it isn't a direct "Farm/PL" methodology, instead players will have to use other means to reach 20 then they may gain access to AE.
[/ QUOTE ]
Again, this gets rid of the intended purpose of the AE to be an alternative leveling path from level 1-50 in the game.
[ QUOTE ]
b)Put a counter limit on all AE missions. No AE mission can be run by more than 7 groups in a 24hr period. This would reduce running content for "farming/PL"
[/ QUOTE ]
No, it really wouldn't. It would just mean more arcs with the same things in them clogging up the system. Or, it would just mean that people would take down and republish their arcs to reset the counter, since republishing gives it a new arc number.
[ QUOTE ]
c)We already have precedent in the reward limitations for TFs, a similar idea could be used for AE. The same AE rerun in a 24hr time period would gain no tickets. If this is implimented then the rewards could be recalculated upwards.
[/ QUOTE ]
Same as above. The TF content remains the same. AE content can be taken down and republished using a new ID number. This suggestion would do little to hurt the farmers, and likely hurt casual players.
[ QUOTE ]
d) Cap the total number of AE missions/arc an account can run in 24hr period. This would dampen the spirits of the AE only crowd who don't explore the rest of the CoX landscape. The idea is to promote CoX gaming not farm/PL playing.
[/ QUOTE ]
If I take a day off of work, and want to just run good, intelligent AE missions all day, why should I be limited? At the same time, I could make larger farm missions, to limit the number of missions I need to do to gain levels.
Wouldn't do anything to farmers, would hurt casual players.
[ QUOTE ]
e) Revamp the AE ticket reward structure to provide more specific AE rewards rather than entire gamechanging rewards. With PvP IOs now available, why not AE IOs? AE is supposed to be a total fabrication so allow players to have extra special AE powers, Super Taunt, Super Damage, Super Health, etc.
[/ QUOTE ]
No, just no.
Not without allowing players to get regular rewards in addition to tickets in the AE missions. Instead of getting enhancements, recipes, and salvage in these missions, you get tickets instead. If tickets would only allow the purchase of things that benefit you in the AE system, you'd really kill any casual players or farmers from wanting to use it. Instead of modifying the AE system, you've just destroyed it.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
They don't need to tell us what they have in store.
If you don't like AE, don't play in it.
Basically all your suggestions are "put a damper on lots of valid enjoyment of the system because a couple people abuse it".
Instead, I prefer the current method of punishment for those who DO actually abuse it. What if I have a couple days to blow and just want to run missions there? Suddenly I can't run more than a couple, and wanted to finish someone's arc? No thank you. That's not a solution, that's a big problem.
AE doesn't take away from the game. It might change your experience of the game because of annoying farmers, but frankly, go to another zone, get a team of your supergroup friends, and run other things elsewhere. "Problems" solved.
So yup, this isn't just a rant, it's an AE Farms R Bad, MMKAY? thread, and should be treated as such. You want to tell the devs how to run their business? Maybe you should email them and get on their production staff and then see how that sounds.
Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed
[ QUOTE ]
As we know the AE implementation is extremely flawed because it totally negates the rest of the game content. So what to do?
First and foremost institute a usage limit of AE facilities including the following:
a)Minimum level 20 usage, so it isn't a direct "Farm/PL" methodology, instead players will have to use other means to reach 20 then they may gain access to AE.
b)Put a counter limit on all AE missions. No AE mission can be run by more than 7 groups in a 24hr period. This would reduce running content for "farming/PL"
c)We already have precedent in the reward limitations for TFs, a similar idea could be used for AE. The same AE rerun in a 24hr time period would gain no tickets. If this is implimented then the rewards could be recalculated upwards.
d) Cap the total number of AE missions/arc an account can run in 24hr period. This would dampen the spirits of the AE only crowd who don't explore the rest of the CoX landscape. The idea is to promote CoX gaming not farm/PL playing.
e) Revamp the AE ticket reward structure to provide more specific AE rewards rather than entire gamechanging rewards. With PvP IOs now available, why not AE IOs? AE is supposed to be a total fabrication so allow players to have extra special AE powers, Super Taunt, Super Damage, Super Health, etc.
[/ QUOTE ]
Do you think that the issue is "Farming Is So Lucrative, Most Players Now Do It"? Your solutions would seem to help curb that, and seem to have precedents. I had not considered "farming curbs" as such, so this was interesting.
My thought was that the problem has become "The Old Ways of Finding Teammates and Missions Have Been Seriously Affected by AE" and that Modifying the Search Functions for Teammates and AE Missions would be the way to go about fixing the problem.
For me, farming holds about zero attraction, no matter how lucrative it gets, so I had never thought that curbing it, beyond what the Devs are already about, would solve the trouble I am having getting teams up. This presupposes that there are lots of folks, like myself, who would run non-farm missions in AE and out if they could find like-minded folks.
Farming is on the Devs' hitlist, for sure. You may have some good ideas in that regard. I have been thinking about how to get teams going once it is only the hardcore farming types who are trying to farm. The methods for finding like-minded heroes to play good content surely need help in some manner.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
[ QUOTE ]
Therefore I believe that the lead developers should give us a true vision of where they are leading the game. Ideas on future content and meaning to the game, not just information on the next issue, but REAL VISION. That has really been lost I believe and now what we get from the Developers is snippets here and there but not with a broad vision for the future.
If CoX's current Ceaser got up and said "In the next 3 years we plan to increase the content by 50% and create 4 new ATs and expand to a real PvP servers." and then on a regular basis give the CoX community an update on the progress toward those long term goals, that would be meat we players could sink our teeth into.
[/ QUOTE ]
That kind of specificity just won't happen. First, plans change. If you look back at the August marketing survey you'll see it included hints of several items that have been or are in the process of being implemented. So it was obviously a snapshot of the coolest ideas they had at that point. Yet Babs has stated that several items on that survey have been abandoned or dramatically reworked. And that's from less than a year ago. If they gave a 3 year vision with specifics, players would constantly gripe about it not being done, not being done fast enough, or that a bait-and-switch was pulled because the vision changed, because the vision absolutely would evolve over time, that happens with all software projects.
The other problem is that the competition is watching. Don't you think that at least a part of why we're getting power customization is because Champions touted it as a key advantage? If our own devs were to lay out bold specifics years in advance, the devs for Champions and DCUO would say "Hey, thanks for the tips!"
Another problem is that sometimes the boldest software projects flat-out fail. The web site they developed to be able to show characters and their enhancements was scuttled; they had it working well enough to demo, but found out it not only didn't scale up but couldn't scale up. They had a revamped base editor mostly done but had to scuttle it too. A dev posted they've tried and abandoned several new travel powers over the years. My point is that sometimes you get excited enough about something to swing for the fences, but when you do that, sometimes you fail. If they announced "within the next 3 years we're giving you destructible environments and wall crawling" and then later said "sorry, we worked really hard on those but just couldn't get them to work" can you imagine the massive nerdrage?
The final reason is that 3 years is an eternity for a 5 year old MMO. While I'm very excited about Going Rogue and the currently large staff of the game, who's to say that in 18 months we won't see a gutting of the dev team as the bulk of them shift to developing a new MMO, as happened at Cryptic?
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
[ QUOTE ]
Only games that allow for player made content outside of the intended scope are flawed, which was my position in the first place, which you failed to see for a second time while incorrectly citing my position...
[/ QUOTE ]
Explain to me then how my statement, "The game included a mechanism that allowed people to cheat, so rather than play it the way it was intended, and maybe enjoy it, you got rid of it," is incorrectly citing your position.
I have never played Neverwinter Nights, so I don't know if they removed all developer generated content and you were FORCED to make your own content to play the game, and further you were forced to cheat when making your own game content. If that's the case then, yes, I misunderstood your position. However, if you gave up on the game because it allowed cheating, but didn't require it, and it was possible to play the game without cheating, then I think my statement was on the money.
If you didn't like the game, regardless of the ability for players to generate their own content, then that's one thing, but you seemed to indicate that the ability to cheat is why you gave up on the game.
I guess you'd never play a pen-and-paper game like Dungeons and Dragons either since it allows players to create their own adventures, huh? The best-selling RPG of all time and likely the reason games like WoW, EQ and even CoX exist in the first place, but it is fatally flawed because it allows players to create their own content.
(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon
No, no D&D is fatally flawed because other people are allowed to *play* created content.
Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed
I respect the OP opinion and I'm sure he's sincere. But I wouldnt like the devs to think that a majority of players consider the MA is flawed and ruins the game.
I really do think a very large majority of players love the MA. In my case I had stopped the game for a few months break just before : the MA made me return, and I never looked back.
Its content is so rich, and it's not only one side : run alot of new content, it's also : create your own content, so others can run it too. It's totally awesome. Just the few annoying "team bugs" prevented me to enjoy it to its fullest until now, but I'm sure those will be fixed in i15.
Also the possibility to level your toon inside the MA, or to run the old content just as well, is totally awesome. I really hope it wont change !
I want to thank the devs for that. And I hope the future of CoX will see many improvements to that feature, like the possbility to run "multiple choice" missions, with different ways, different endings according to the player choice or actions : in my opinion it would totally get the players into the storyline and remove this feeling "well it's just about killing stuff and clicking glowies anyway".
Thanks devs !
[ QUOTE ]
a)Minimum level 20 usage, so it isn't a direct "Farm/PL" methodology, instead players will have to use other means to reach 20 then they may gain access to AE.
[/ QUOTE ]
Runs contrary to the dev's stated vision about allowing the AE to be used for levelling between 1-50. Not going to happen.
[ QUOTE ]
b)Put a counter limit on all AE missions. No AE mission can be run by more than 7 groups in a 24hr period. This would reduce running content for "farming/PL"
[/ QUOTE ]
Publish, unpublish and you have a new arc number. Not going to work.
[ QUOTE ]
c)We already have precedent in the reward limitations for TFs, a similar idea could be used for AE. The same AE rerun in a 24hr time period would gain no tickets. If this is implimented then the rewards could be recalculated upwards.
[/ QUOTE ]
See above.
[ QUOTE ]
d) Cap the total number of AE missions/arc an account can run in 24hr period. This would dampen the spirits of the AE only crowd who don't explore the rest of the CoX landscape. The idea is to promote CoX gaming not farm/PL playing.
[/ QUOTE ]
Already covered. All this would do is tick off legitimate players in addition to the farmers.
[ QUOTE ]
e) Revamp the AE ticket reward structure to provide more specific AE rewards rather than entire gamechanging rewards. With PvP IOs now available, why not AE IOs? AE is supposed to be a total fabrication so allow players to have extra special AE powers, Super Taunt, Super Damage, Super Health, etc.
[/ QUOTE ]
No, limiting AE rewards to the AE system would kill it (which I feel is your intention all along, as is the intention of many of the so-called anti-farmers.)
There's honestly no real way to prevent the AE from being used for farming. All the devs can do is track and patch out the worst exploits. Farmers will always find a way to do it and existed long before AE did (PI, anyone?) The AE just made it a lot more noticeable.
Bye, can I haz yer stuff?
The more people I meet, the more I'm beginning to root for the zombies.
[ QUOTE ]
Lets look at some solutions shall we?
[/ QUOTE ] The only solution that needs to happen is people like you should stop telling others how to play. I personally think you and your kind should cancel your subscriptions because it would be better for the game. People like you are the biggest problem this game has.
Probably the only thing they really should have done differently was to make the AE a separate zone, like Pocket D. Or place it inside Pocket D, for that matter.
The issue to me is less the fact that level 1 players have access to the AE in Atlas Park as it is that once a level 30 player has returned to Atlas to play in the AE, it's a long way back to Brickstown to visit one's contacts and resume playing the rest of the game (especially when you have a feeling that contact will send you all the way to somewhere like the Hollows). Might as well stay in the AE and just grab another mission there.
As it is, it isn't that hard to recruit a team if you do your recruiting in the AE, but it may not be as easy to get them to schlep all the way over to Crey's Folly. If the AE were a self-contained zone and had exits in Atlas, Skyway, IP, and Brickstown, it might not have impacted the rest of the game as severely as it did.
The only other thing that might have been a good idea in hindsight was to use the same sidekicking scheme as the rest of the game. Auto-sidekicking is more convenient, obviously, but it's possible that it's a little too convenient. Unlocking new content is supposed to be one of the chief rewards of levelling, and auto-sidekicking kind of takes away a bit of that shine.
I also think they are going to have to revisit salvage drops at some point. A couple of people have mentioned that the one undeniable effect of having the AE has been to drive up the prices of basic salvage. A few things like Luck Charms were always crazy, but Circuit Boards selling for 100K? Converting base salvage to invention salvage no doubt helped to drive up prices, too.
I would call the AE a net benefit to the the game, potentially a very large one, but it has had some little hiccups along the way.
I would far rather see changes to the hero side contact system (akin to what we got with COV) than any changes to the AE.
Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed
Does anyone know FF any more? He said, "y'all some punks in AE". He said he'd own any of you if you came back to the hollows.
[ QUOTE ]
Does anyone know FF any more? He said, "y'all some punks in AE". He said he'd own any of you if you came back to the hollows.
[/ QUOTE ]
Pfffff.
I pwnd his butt just a week ago. On a sonic/storm defender. He's a wuss.
Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed
[ QUOTE ]
Does anyone know FF any more? He said, "y'all some punks in AE". He said he'd own any of you if you came back to the hollows.
[/ QUOTE ]
True story: it wasn't until after I14 came out that I ran a character through all the Hollows contacts.
@Demobot
Also on Steam
[ QUOTE ]
I would far rather see changes to the hero side contact system (akin to what we got with COV) than any changes to the AE.
[/ QUOTE ]
No argument there. I'd even be happy if they made missions spawn in zones that made sense. There's one arc where you're supposed to clear the Tsoo out of three Family bases in IP and two Warrior hideouts in Talos Island, and I invariably get sent from IP to King's Row to Dark Astoria to IP again and back to King's Row.
*shrugs* there is farming at all levels of the game there are a lot of the anti-AE farmers here that has reset many a Frostfire. The only issue I have with AE is the spams on the broadcast channels. I do hope I15 will fix with the AE channel
"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)
I do feel OP's pointed out something accurately: the nature of the game, the "feel" has really changed in some ways, in some areas since AE was introduced.
I felt that way too about the introduction of markets and loot. I've learned to live with it, but it diluted the experience of what the game once was to me.
So far I haven't felt that way about AE - in fact I love making arcs and don't have to struggle too much to find something of interest that other players have made - but I can see that for someone else, AE might too feel like a dilution or distraction from what the game was about "in the early days".
[ QUOTE ]
[ QUOTE ]
Only games that allow for player made content outside of the intended scope are flawed, which was my position in the first place, which you failed to see for a second time while incorrectly citing my position...
[/ QUOTE ]
Explain to me then how my statement, "The game included a mechanism that allowed people to cheat, so rather than play it the way it was intended, and maybe enjoy it, you got rid of it," is incorrectly citing your position.
I have never played Neverwinter Nights, so I don't know if they removed all developer generated content and you were FORCED to make your own content to play the game, and further you were forced to cheat when making your own game content. If that's the case then, yes, I misunderstood your position. However, if you gave up on the game because it allowed cheating, but didn't require it, and it was possible to play the game without cheating, then I think my statement was on the money.
If you didn't like the game, regardless of the ability for players to generate their own content, then that's one thing, but you seemed to indicate that the ability to cheat is why you gave up on the game.
I guess you'd never play a pen-and-paper game like Dungeons and Dragons either since it allows players to create their own adventures, huh? The best-selling RPG of all time and likely the reason games like WoW, EQ and even CoX exist in the first place, but it is fatally flawed because it allows players to create their own content.
[/ QUOTE ]
Your assumptions on why I got rid of the game are just your own. You aren't paying attention to what I say or how I say it. You are needlessly arguing assumptions and claims I haven't stated and refusing to acknowledge what I say as I explain it. Therefore you no longer get any acknowledgement of anything you say from this point on.
Doc Mech-Nec (Exalted): 50 Bots/FF MM
Crey Radiation Tank (Exalted): 50 Rad/Rad Corr
Servers: Exalted, Triumph, Champion
Alts: 32
Steam Profile
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Only games that allow for player made content outside of the intended scope are flawed, which was my position in the first place, which you failed to see for a second time while incorrectly citing my position...
[/ QUOTE ]
Explain to me then how my statement, "The game included a mechanism that allowed people to cheat, so rather than play it the way it was intended, and maybe enjoy it, you got rid of it," is incorrectly citing your position.
I have never played Neverwinter Nights, so I don't know if they removed all developer generated content and you were FORCED to make your own content to play the game, and further you were forced to cheat when making your own game content. If that's the case then, yes, I misunderstood your position. However, if you gave up on the game because it allowed cheating, but didn't require it, and it was possible to play the game without cheating, then I think my statement was on the money.
If you didn't like the game, regardless of the ability for players to generate their own content, then that's one thing, but you seemed to indicate that the ability to cheat is why you gave up on the game.
I guess you'd never play a pen-and-paper game like Dungeons and Dragons either since it allows players to create their own adventures, huh? The best-selling RPG of all time and likely the reason games like WoW, EQ and even CoX exist in the first place, but it is fatally flawed because it allows players to create their own content.
[/ QUOTE ]
Your assumptions on why I got rid of the game are just your own. You aren't paying attention to what I say or how I say it. You are needlessly arguing assumptions and claims I haven't stated and refusing to acknowledge what I say as I explain it. Therefore you no longer get any acknowledgement of anything you say from this point on.
[/ QUOTE ]
I guess that's better than just answering my question.
(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon
[ QUOTE ]
[ QUOTE ]
Unless you have s specific recommendation for what the Devs should do to the AE system to make the players leave the AE and play the other content, I really don't know what this thread is doing here.
[/ QUOTE ]
No rewards for AE missions outside of "cool look what I made fun-ness". Problem solved, no more PL-ing or farming to be found there, it becomes what they intended, and we can return to our happy normal lives of dealing with nausiating faming spams in PI and the joy of watching lowbies get sniped as they try and make their way to Portal Corp to beg to be PL'd.
-Berliner
[/ QUOTE ]
QFT -- and humor ... it made me giggle.
Seriouly though I RARELY do an AE mission and if I do it is because:
A) A friend wants me to see what they have created.
or B) I need to get to a certain lvl ASAP so that I can do a specific TF/SF with my SG/VG
Just avoid the AE buildings and find a good SG and you're golden.
A am in Total Agreement that the AE buildings should have been put in Low Traffic Areas only... like Galaxy, IP, Founders Falls.
Cheers
This should be moved to CoH General, there really is no reason for it to be here, as it has nothing to do with the OP asking other players for help with a question.
[ QUOTE ]
My overall opinion is that the game has lost alot of the lustre and promise of the early days.
[/ QUOTE ]
That's crazy talk.
I'm no blinder-wearing dev enthusiast, but overall the game has been evolving in a positive direction for a while now and there is a lot of exciting stuff in the pipeline.
This or that specific change or policy deserve criticism, certainly.
But taking the long view, we've seen vast improvements in nearly every aspect of the game.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone