Get Realistic PvP IO's


300_below

 

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So is THAT what I should expect from my light hearted Hero based MMO I started with my 8-year old son in January?


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Heh.
Exactly.

We're the "casual friendly" game, for better or worse.
Comparing availability to games built around raiding isn't a useful yardstick.

I think we all agree that the PO's (my favorite nomenclature) were intended to stimulate participation in PvP. They didn't really work as released, and the changes to address arena farming don't seem to do anything except make them almost impossibly rare. And that's not good.

And this is coming from the guy who fought tooth and nail against liberalizing costume drops.

I don't think it serves the game for POs to be vastly rarer than purples. There's a happy medium between vendor trash and impossible.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

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Honestly, any MMO with loot is going to end up having a few stupidly rare items. At least in CoX anyone, even casual players, can eventually get any item in the game. Play a 50 long enough and you will end up with enough inf to buy even the PvP 3% defense IO. It may take a long time, but it's possible. Compare that to many other MMOs where it's literally impossible for a non-hardcore player to ever get the top loot because doing so requires a lot of raiding for non-transferable items. Like in FFXI, where there is a boss that requires dozens of people on a 24 hour raid to defeat it. You can probably count the number of times it's been beaten on one hand. Or WoW's "grind raid dungeon A for months to get gear so you can grind dungeon B for months so you can get gear to grind dungeon C for months..." format. The worst I've seen was Earth and Beyond, where there were items that gave crafters a huge advantage by boosting item quality... and the items were hyper-rare random drops that had a drop rate of around one per year per server. Needless to say, they could not be bought at any price... the only one I ever heard of being sold went for a large chunk of real-world cash.

Compared to that nonsense, a billion inf for the game's rarest IO isn't that bad...

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CoX has never marketed itself with an uber raid mentality. The game has ALWAYS been focused on all levels of game player rather than lvl 50 end game content.

Just because other games choose to utilize that design is not really a logical reason for CoX to, especially given how the game was launched and has grown. Even if we agree that ultra rares (like beyond purple rare) is acceptable, it should never be the pvp class of rewards.

Every single thing in this game that is inherently un-casual friendly has pretty much fallen on its face. That isn't to say they shouldn't continue offering things for more hardcore players, but the pvp revamp was specifically designed to make it MORE friendly to casuals (ie anti hardcore initiative). Making PO's exceedingly difficult to attain is a move in the exact OPPOSITE direction.

No worries though, the dev's seem to have a harder time grasping that concept that anyone else.

I'm not even kidding when I say that if they actually want pvp rewards to entice players they need to practically rain down on them while pvp'ing. I'm not saying the current PO's need to fall from the sky (more attainable than now tho), but some sort of meaningful reward does.
-maybe that's normal IO recipes
-or more common set recipes
-or salvage dependent upon the origin of your opponent
-cashing in rep for merits, or recipe rolls

If I pve for a couple hours pretty much all my loot tables are full (enhances, recipes, salv) there is no reason that something similar shouldn't happen when I pvp provided I'm actively engaged (yes that means even earning rewards when you get killed because we want to encourage participation, not necessarily winning). A short cooldown period will take care of arena farms, but if someone wants to farm they will. Most loot farms have near zero risk, I'm not convinced a pvp farm is significantly different.


 

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cashing in rep for merits ? yes please!


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

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except it isn't 'something for nothing', it's a lure to get players to try PvP. Think of the drops as a promotional cost.

Rather like 2xp itself, come to think of it.

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Upping the drop rate of PvP IOs for a short period of time will probably have a negligible impact on the actual PvP zone/arena population - they won't care about anything other than the drops so as soon as the rate goes back to normal they'll leave.

I don't think double XP has any appreciable effect on subscriptions either - people that aren't subbed probably won't re-up for a month just to get two days of double XP. People that subscribe but don't log on often might come on more during that weekend, but if they're already paying for the game, financially it doesn't matter how often they log on (especially now that they're not releasing game-specific subscription and "max players online" stats).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

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PvP IOs are nowhere near as good as purples, especially in PvE.

Compare the set bonuses AND the attribute modifiers. Purples not only enhance a power better, but also have even nicer set bonuses.

PvP IOs are now more rare redside than Purples.

All this has accomplished is widen the gap between the serious PvPer and the casual player.

Honestly, I have a hard time understanding why even farming PvP IOs was a concern.

The Dooooom! of PvP Rarity:
-Now that PvP IOs are dropped via the reputation system, the only way they can be farmed is by organized groups. RMTers will provide the market with ridiculously expensive PvP IOs at their price.
-The money you foolishly gave to the spammers you spend acquiring PvP IOs, making them even richer.
-Players sporting the rare IOs will specialize their builds, becoming even more efficient at killing the casual player.
-The casual player complains to Posi that they can't PvP.
-Posi nerfs PvP and in the process inadvertently deletes the regen powerset completely, to be known as ERN - Epic Regen Nerf.
-A mass player exodus to planet Mars seeking life to hopefully one day develop a better MMO leaves the world economy in ruins.
-Nuclear War ends all life on the planet.

Now you see? All this could be prevented had PvP IOs been a little more accessible to the common player.


 

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Honestly, any MMO with loot is going to end up having a few stupidly rare items. At least in CoX anyone, even casual players, can eventually get any item in the game. Play a 50 long enough and you will end up with enough inf to buy even the PvP 3% defense IO. It may take a long time, but it's possible. Compare that to many other MMOs where it's literally impossible for a non-hardcore player to ever get the top loot because doing so requires a lot of raiding for non-transferable items. Like in FFXI, where there is a boss that requires dozens of people on a 24 hour raid to defeat it. You can probably count the number of times it's been beaten on one hand. Or WoW's "grind raid dungeon A for months to get gear so you can grind dungeon B for months so you can get gear to grind dungeon C for months..." format. The worst I've seen was Earth and Beyond, where there were items that gave crafters a huge advantage by boosting item quality... and the items were hyper-rare random drops that had a drop rate of around one per year per server. Needless to say, they could not be bought at any price... the only one I ever heard of being sold went for a large chunk of real-world cash.

Compared to that nonsense, a billion inf for the game's rarest IO isn't that bad...

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excepot. Y'now. theres less rare loot thats insanely better.

IE Purples.


Want comedy and lighthearted action? Between levels 1-14? Try Nuclear in 90 - The Fusionette Task Force!

Arc ID 58363!

 

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Upping the drop rate of PvP IOs for a short period of time will probably have a negligible impact on the actual PvP zone/arena population - they won't care about anything other than the drops so as soon as the rate goes back to normal they'll leave.

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Manufacturers don't hand out coupons because they fail.
It gets people to buy your stuff, and if a couple of them keep buying it when prices go back to normal it's been worth your while.

Getting people to try your product is the only way to grow the population. With PvP, a game activity that generates a lot of negative preconceptions, convincing people to check it out has a lot of up-side.

Maybe a drop rate boost isn't the best motivator, but they should do something to attract the masses. IOs that are impossibly rare won't do diddly to boost participation.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

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PvP IOs are nowhere near as good as purples, especially in PvE.

Compare the set bonuses AND the attribute modifiers. Purples not only enhance a power better, but also have even nicer set bonuses.

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The gap isn't that far apart. PvP IOs , along with purples, are the only sets that keep their set bonuses when exmplaring, even when the skills they're slotted in are disabled.

Also, since most of the PvP IOs are NOT unique, that means multiple sets from the same category can be used on a toon, unlike purples. For example, lets say you have 3 skills that take melee sets on your toon. Whereas you can only slot one Hecatomb set, you can slot 3 Gladiator's Strike sets.

In addition, they're not restricted to level 50 only, thus being able to drop at all levels of PvPing.

Now, factoring in the PvP-only set bonuses, they end up becoming the "purples" of PvPing, which is a major use of the "PvP" sets. In fact, the PvP-only set bonuses make alot of these sets even more useful than their purple counterparts in PvP.

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PvP IOs are now more rare redside than Purples.

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Well, you can't really compare the absolute values directly, as much more ppl PvE than PvP. The drops would have to be normalized to the amount of each activity. Thus, as a percentage, purples and PvP IOs probably aren't that different. It's just the sheer difference in the amount of players doing PvE, as opposed to PvP.

That, in it of itself, is a whole can of worms. While I personally won't get into a detailed debate about that here, having "rewards" in PvP should always come secondary to making the PvP itself fun, whatever that is. PvErs and PvPers ofte times have very different mindsets when it comes to "fun" and "rewards."

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All this has accomplished is widen the gap between the serious PvPer and the casual player.

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Couldn't you say the same thing about purples and serious PvErs vs. casual players?


 

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Compare the set bonuses AND the attribute modifiers. Purples not only enhance a power better, but also have even nicer set bonuses.

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The gap isn't that far apart. PvP IOs , along with purples, are the only sets that keep their set bonuses when exmplaring, even when the skills they're slotted in are disabled.

Also, since most of the PvP IOs are NOT unique, that means multiple sets from the same category can be used on a toon, unlike purples. For example, lets say you have 3 skills that take melee sets on your toon. Whereas you can only slot one Hecatomb set, you can slot 3 Gladiator's Strike sets.

In addition, they're not restricted to level 50 only, thus being able to drop at all levels of PvPing.

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A PvP IO dual aspect IO at 50 has these numbers: (set is Fury of the Gladiator)

Dam->26.5
Rech->26.5

A Purple dual aspect has these numbers:
Dam->33.3%
Rech->33.3%

Set Bonuses for 6 for PvE/PvP:
PvP IO:
2) 1.89% Fire+Cold Res / 10% Slow Res
3) 3 Pts KB Prot / 7.5% Chance Repel Prot
4) 2.5% Damage / 3.13% Fire+Cold or 1.565% AoE (depending on which type is higher on the character)
5) 1.58% Toxic and Psionic Resistance / 2.25% Hitpoints
6) 7.0% Accuracy / 7.5% Recharge

Purple:
2) 4% End Rec
3) 2.52% Fire Res
4) 15% Accuracy
5) 10% Rech
6) 5% Res Tox

For the attributes they modify, purple IOs are more effective at doing so. The set bonuses of accuracy and recharge (usually highly desirable in high DPS builds) are double what a PvP IO set can do. Side by side, these IOs should not be equal.

Now, factoring in the PvP-only set bonuses, they end up becoming the "purples" of PvPing, which is a major use of the "PvP" sets. In fact, the PvP-only set bonuses make alot of these sets even more useful than their purple counterparts in PvP.

The PvP IO does have the advantage in that it is not unique. However, the best PvP build would utilize purples first, and then add in PvP IOs. It should also be noted that in a power such as PBAOE, few sets have more than one of these powers to slot. Perhaps my example could have been better since AoEs aren't usually the best power to use in PvP 1v1. In any case, in my planning, I would purple first, then PvP. As such, purple IOs are better, excluding the very attractive uniques, which should be expensive.

Right now, PvP and Purples are beginning to look similar in price. If the inf I had to spend could only buy one purple or one pvp set (excluding the PvP uniques), which would you buy?

Isn't that a problem?

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PvP IOs are now more rare redside than Purples.

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Well, you can't really compare the absolute values directly, as much more ppl PvE than PvP. The drops would have to be normalized to the amount of each activity. Thus, as a percentage, purples and PvP IOs probably aren't that different. It's just the sheer difference in the amount of players doing PvE, as opposed to PvP.

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Bolded for emphasis. I don't think they were normalized to begin with.

In comparing, I can compare what exists on the market. Despite the farming, I failed to see a signficant influx of PvP IOs on the market - on either side. In fact, those that I know that consistently farmed it do not have more than enough to outfit themselves. The drop-rate would have been ok with farming IOs. I fail to see why this type of farming was a significant problem.

Overall, I would like to see PvP IOs being much more common. If that means coming out with entirely new more-common sets that drop frequently while these remain the 'purples', so be it. But the entire point of PvP should be that casual people can step into a PvP zone with their character and fight well. This is not the case, for a myriad of reasons (cough lolz new pvp cough). PvP IOs just serve to widen the gap.


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All this has accomplished is widen the gap between the serious PvPer and the casual player.

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Couldn't you say the same thing about purples and serious PvErs vs. casual players?

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But this was my entire point: PvP IOs would better serve the players if they weren't treated as purples! Those that PvE will find certain uniques quite useful, but as a whole, most sets don't provide the best bonuses (recharge, for example) to PvE (excluding Gladiator's Net)

The reason I don't advocate Purples for All is that they are labeled as Ultra-Rare recipes. If the developers want Ultra-Rare PvP recipes, they should provide stats similar to Purples, both in terms of the degree of attribute modification AND set bonuses. The numbers they modify are closer to set IOs. As such, they are better served to follow that market pricing, with the uniques from the sets following the uniques from these sets, the numi/miracles, and LOTG 7.5's (yes, not unique).

Something does need to be done about these. The message continually being sent out with PvP is that the elite rule in PvP. Literally everything done thus far has widened the gap, not closed the gap between the rich and the poor player. This makes absolutely no sense IF the developers want to attract new people PvP.

Now if they want the elite few to continue to dominate PvP, then I congratulate them on reinforcing this. I have started being interested in PvP, and PvP IOs began to increase my interest in PvP. Without sidetracking this further, I realized very quickly that for one to shine in PvP takes a lot more time and investment than I am currently willing to spend. If I could outfit my characters with PvP IOs cheaply, I would be more likely to reconsider a second PvP build.


 

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Now if they want the elite few to continue to dominate PvP, then I congratulate them on reinforcing this. I have started being interested in PvP, and PvP IOs began to increase my interest in PvP. Without sidetracking this further, I realized very quickly that for one to shine in PvP takes a lot more time and investment than I am currently willing to spend. If I could outfit my characters with PvP IOs cheaply, I would be more likely to reconsider a second PvP build.

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Not really a market issue, but you can toss in the fact that PVP and PVE are now two very different games. Even if you have one of the superior pvp AT/Powerset combination the builds that perform well on one side aren't going to be that hot on the other.

Good example, ranged defense blasters are a very viable build choice for pve, and an exceptionally poor choice for pvp.


You can also toss in that with Elusivity not showing up properly in the real numbers tool, there is an additional element of trial and error in creating a pvp build.


 

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Addendum: Set Comparison of Strike of the Gladiator and Crushing Impact:

Crushing Impact, 5 slotted to best efficiency:
Acc: +68.90%
Dam: 97.49%
End Redux: -42.40%
Rech: -68.90%

Set Bonuses:
*Resist Immob 2.2%
*1.13% HP
*7.0% Acc
*5% Recharge

Strike of the Gladiator:
Acc: 92.8%
Dam: 92.8%
End: 61%
Rech: 87.5%
+ Smashing Proc to achieve acc/rech

Set Bonuses:
2) 2.5% Rec / 2.25 Max End
3) 1.13% Health / -5% Mez Resist (Multi)
4) 2.5% Damage / 3.13% S/L Def or 1.565% Melee Def
5) 1.89 S/L Res / 10% Chance for repel protection
6) 7% Acc / 7.5% Rech



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I can make a few observations:
-Crushing Impact does not have it's attributes balanced as well as Strike, i.e. The devs have learned how to better make sets.
-The quad in gladiator's strike makes the biggest difference.
-The bonus in strike is entirely dependent upon the 6th IO slot, which some builds may not wish to devote.
-Strike is SK friendly.
-The Paired S/L resistance means the devs acknowledge resistance sets should be paired. IO bonuses need revamped.

I can see why PvP IOs are so great. They balanced the modifiers better (grumble). But they are far from purple stats (which also have balancing problems of their own)

Hecatomb, 5 slotted, with negative proc:
Acc: +59.62%
Dam: +89.92%
End Redux: -33.13%
Rech: 89.92%

I see a few points:
-Why don't purples have more triples/quads, specifically the single aspect IO? This is the only reason why the modifiers remain similar (that and you're only using 4 IOs vs. 5 IOs to achieve these numbers)
-The set bonuses in the purples are great. I may only be able to slot one Hecatomb, but you better believe I will.
-I can shore up the Acc/End with an IO, or throw another proc in.
-Purples are in a class of their own. If they got the PvP treatment for balancing modifiers (implying purple quads/triples) you would exceed the ED cap on everything.


 

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But this was my entire point: PvP IOs would better serve the players if they weren't treated as purples! Those that PvE will find certain uniques quite useful, but as a whole, most sets don't provide the best bonuses (recharge, for example) to PvE (excluding Gladiator's Net)

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While the absolute numbers may not be as good PvE-wise, the fact that they are mostly not unique AND at the same time have set bonuses that stay while exemplared means they need to be balanced in absolute number-wise.

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The reason I don't advocate Purples for All is that they are labeled as Ultra-Rare recipes. If the developers want Ultra-Rare PvP recipes, they should provide stats similar to Purples, both in terms of the degree of attribute modification AND set bonuses. The numbers they modify are closer to set IOs. As such, they are better served to follow that market pricing, with the uniques from the sets following the uniques from these sets, the numi/miracles, and LOTG 7.5's (yes, not unique).

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Only problem is you're thinking of them for strictly PvE use. They're "PvP' IOs for a reason. As such, you should factor in PvP-only set bonuses into the equation.

Fury of the Gladiator
2: Increases Slow Resistance by 10.00%.
3: Gives a 7.5% chance for Repel protection for 10s.
4: Increases Fire and Cold Defense by 3.13%.
4: Increases Area Effect Defense by 1.565%.
5: Increases maximum Health by 2.25%.
6: Improves the Recharge of all your powers by 7.50%.

Gladiator's Armor
2: Increases maximum Endurance by 2.25%.
3: Gives a 10% chance for Repel protection for 10s.
4: reduces the duration of Mez effects on you by 5.00%.
5: Increases Slow Resistance by 10.00%.
6: Improves the Recharge of all your powers by 7.50%.

I just listed the PvP-only set bonuses of 2 of the sets, but as you can see, these are "purple" level bonuses with regards to their effect on PvP play: decrease recharge, increase range, reduce mez (big one!), defense increase, increase health/endurance, slow resist (another big one!), etc. etc.

If you're strictly a PVEr, why are you even bothering with these sets in the first place, if they're just "another set IO." This is really just sounding like PvErs wanting a new shiney for their PvE builds, even though these are clearly stated as "PvP" IOs.

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Now if they want the elite few to continue to dominate PvP, then I congratulate them on reinforcing this. I have started being interested in PvP, and PvP IOs began to increase my interest in PvP. Without sidetracking this further, I realized very quickly that for one to shine in PvP takes a lot more time and investment than I am currently willing to spend. If I could outfit my characters with PvP IOs cheaply, I would be more likely to reconsider a second PvP build.

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Well, then that's the wrong attitude. PvP takes a long time to learn and gain experience before getting "good." It requires patience and frustration sometimes. Perhap, PvP is simply not for you if you can't invest the time/energy.

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Right now, PvP and Purples are beginning to look similar in price. If the inf I had to spend could only buy one purple or one pvp set (excluding the PvP uniques), which would you buy?

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For strictly PvEing, if it was absolutely one or the other and not both, I would go with purples. However, for strictly PvPing, I would absolutely take the PvP sets over purples anyday. Since these aren't unique, you can stack multiple sets of the same category and get some huge, huge boosts in set bonuses. You have no idea how much mez and slow reduction helps in PvP. Add to the fact these exemplar like purples, you wouldn't need to get specific level IOs to fight in lower level zones like warburg or siren's call.


 

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I would like to see PvP IOs being much more common. If that means coming out with entirely new more-common sets that drop frequently while these remain the 'purples', so be it.

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IMO, this suggestion would probably be the best compromise. More "stuff" will drop so the PvP-wannabe PvErs can satisfy their "gotta have shiney" cravings, while the higher quality "purple" PvP IOs will be reserved for the dedicated PvPers.

The point I'm trying to get at is what percentage of the casual PvErs have purples and why should a higher percentage of casual PvPers have the "purple" PvP IOs. Purples are generally relegated to hardcore PvErs, so why shouldn't it be the same with hardcore PvPers.


 

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CoX has never marketed itself with an uber raid mentality. The game has ALWAYS been focused on all levels of game player rather than lvl 50 end game content.

Just because other games choose to utilize that design is not really a logical reason for CoX to, especially given how the game was launched and has grown. Even if we agree that ultra rares (like beyond purple rare) is acceptable, it should never be the pvp class of rewards.

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A person without ultra, uber rare items in CoX isn't restricted from any actual game content. Unlike WoW, where you need raid gear from a lower level raid just to survive a higher level raid, CoX is balanced around SOs. Unlike FFXI, there are no content practically restricted to the uber guilds, requiring a huge application just to get in (after a "trial" period). CoX is far, far removed from hardcore MMOs.

This really isn't about casual-friendly anymore. It's about people always wanting what they don't have, the "credit card" mentality. People can still be casual and experience everything in the game. Person A having better gear doesn't negatively impact Person B, other than the latter's inherent jealousy. That's a human flaw, rather than game design flaw.


 

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Only problem is you're thinking of them for strictly PvE use. They're "PvP' IOs for a reason. As such, you should factor in PvP-only set bonuses into the equation.

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'
Reread my post. I did - the stuff after the "/" were the PvP bonuses.

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Well, then that's the wrong attitude. PvP takes a long time to learn and gain experience before getting "good." It requires patience and frustration sometimes. Perhap, PvP is simply not for you if you can't invest the time/energy.

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Perhaps then PvP should be more casual friendly. You are correct, though. The current pvp system leaves me with no real desire to PvP once I began learning about it. In any case, what is one less player in pvp anyway?

I don't mind working for something if it is worth it. However, these PvP IOs are not worth 100 million a piece to me. I'll be cashing in on mine when I find the right moment.

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IMO, this suggestion would probably be the best compromise. More "stuff" will drop so the PvP-wannabe PvErs can satisfy their "gotta have shiney" cravings, while the higher quality "purple" PvP IOs will be reserved for the dedicated PvPers.

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I'm glad you agree. I'm concerned about the wannabe label. If you would like PvP to be a bit more popular, I'd drop it. Entrance-level player is far nicer and implies they might become a serious pvper someday.

As someone who would indeed like to explore PvP, the cost of these isn't helping.

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I just listed the PvP-only set bonuses of 2 of the sets, but as you can see, these are "purple" level bonuses with regards to their effect on PvP play: decrease recharge, increase range, reduce mez (big one!), defense increase, increase health/endurance, slow resist (another big one!), etc. etc.

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If they were purple level bonuses, they would have +15% accuracy, +10% Recharge. PvP IOs are good, but they aren't purples. If I were building a PvP toon I would use purples AND PvP IOs. Purples being the priority for certain powers, especially given DR. They may have behaviors similar to purples, but they aren't purples. The sooner they start being treated as non-purples, the better for the PvP community.


 

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CoX has never marketed itself with an uber raid mentality. The game has ALWAYS been focused on all levels of game player rather than lvl 50 end game content.

Just because other games choose to utilize that design is not really a logical reason for CoX to, especially given how the game was launched and has grown. Even if we agree that ultra rares (like beyond purple rare) is acceptable, it should never be the pvp class of rewards.

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A person without ultra, uber rare items in CoX isn't restricted from any actual game content. Unlike WoW, where you need raid gear from a lower level raid just to survive a higher level raid, CoX is balanced around SOs. Unlike FFXI, there are no content practically restricted to the uber guilds, requiring a huge application just to get in (after a "trial" period). CoX is far, far removed from hardcore MMOs.

This really isn't about casual-friendly anymore. It's about people always wanting what they don't have, the "credit card" mentality. People can still be casual and experience everything in the game. Person A having better gear doesn't negatively impact Person B, other than the latter's inherent jealousy. That's a human flaw, rather than game design flaw.

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Actually, that's really sort of the point, isn't it? It seems incredibly silly to have ultra super-rare items in a game that is completely and utterly otherwise "far, far removed from hardcore MMOs." This applies to purples and PVP IOs.

When the entire rest of the game is built around being easily and immediately accessible to players, sticking in items that require huge amounts of grinding, luck and time to get when nothing else in the game is similarly inaccessible is both inconsistent, and clashes with the rest of the game design, which does nothing really except encourage deviant gameplay in order to achieve them. When you make a game so casual-acessible, adding items that are counter to that encourages them to play the game in unintended ways to achieve those items.

'Breaking' the intended system via farms, arena farms, etc. becomes the only way the target audience of the game (which, by all indications, are those players who do not have the time/desire to spend their lives slaving/raiding away as they would in more 'serious' MMOS) ever sees themselves obtaining any of the items, ever. Given that all other items are accessible fairly easily accessible to them, it creates a perception that these items should follow this same pattern, and really, the system as it is currently designed isn't really set up at all to handle drops this tedious to get while playing missions and pvp the 'intended' way, as is evidenced and pointed out repeatedly in this thread.


 

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Well I plan on getting around this update really easily, I am going to roll a */regeneration scrapper and a fire/ff controller PL them to 50 then only choose revive from the scrapper secondary and keep it on auto, then go sit in RV and farm to my hearts delight.


Virtue: @Santorican

Dark/Shield Build Thread

 

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what is one less player in pvp anyway?

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LOL about 25% of the population*.



*For the humor impaired that's called a joke and don't worry you are handicapable.


 

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If there is one saying that has stuck with me through my years of game play in CoH is the developers change the maze and the mice find another way to the goal.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

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Well I plan on getting around this update really easily, I am going to roll a */regeneration scrapper and a fire/ff controller PL them to 50 then only choose revive from the scrapper secondary and keep it on auto, then go sit in RV and farm to my hearts delight.

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Let me know how that hero killing a hero thing works out for you.... Y'know because RV isn't free for all....


 

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Oops I was thinking Warburg

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I figured that but couldn't be sure.


 

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except it isn't 'something for nothing', it's a lure to get players to try PvP. Think of the drops as a promotional cost.

Rather like 2xp itself, come to think of it.

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That thing you do in RV to get the temp power mech. Make that drop some PvP recipes (maybe not all of them, but some of them).

Perhaps some PvP recipes could be bought with Siren's Call bounty.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

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When the entire rest of the game is built around being easily and immediately accessible to players, sticking in items that require huge amounts of grinding, luck and time to get when nothing else in the game is similarly inaccessible is both inconsistent, and clashes with the rest of the game design, which does nothing really except encourage deviant gameplay in order to achieve them. When you make a game so casual-acessible, adding items that are counter to that encourages them to play the game in unintended ways to achieve those items.

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I suspect the devs' are trying to deduce how other MMOs retain players. While you're right that part of the appeal to this game is how casual-friendly it is, the fact is that there's not just one type of player, there's a wide spectrum. It could be that the devs want to introduce a slow trickle of uber-elite goodies to get hardcore players something to strive for. Even in this casual-friendly game there are hardcore players. Players that are willing to pay 100M+ for purples and LotGs, and 600M+ for the PVP uniques.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.