Official Going Rogue Discussion


Aces_High

 

Posted

I want a pony. With frickin' lazer beams.

But I'd settle for some new devinfo.


Things to remember:
-Common sense ain't;
-Overkill is the only kill;
-If someone asks if you're a god, run away.

 

Posted

I can hardly wait to Go Rogue with my lvl 50 Dark/Dark Scrapper from my other account.


 

Posted

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Originally Posted by Thirty_Seven View Post
That would be monumentally dumb for the Devs to do. They have stated that they regret doing the "Level 50 Unlocks an EAT" thing, so I doubt HIGHLY that they would repeat that "mistake."
Also, of the small amount of info we've gotten from the devs, they've mentioned repeatedly that they are including a new starting area, and hinted that it'll be a mixed/co-op zone, where Hero and Villain ATs can work together. I think it was also mentioned somewhere that this would likely be a "neutral" zone, in that anyone who starts here would probably be in the grey zone morally. (So if you wanted to run a Mastermind to Atlas as soon as possible, you might need to start here.)

Also, as a full expansion, they'd want all the new features to be available to anyone who buys the box. Especially new players. Adding all this new stuff, then telling all the brand new players who just picked it up that they have to slog clear to 50 and then start over before they can do all the expansion content would trigger a massive ragequit.


 

Posted

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Originally Posted by OneAboveAll View Post
Since this is an expansion.....im going to guess you're going to need a 50 to play GR.
You're probably thinking in terms of other MMOs, where expansions typically involve raising the level cap, and therefore the new content is targeted at people who are already at that previous level cap who can move right on into the new content meant the new span. It's extremely unlikely at this point that the City of Heroes/Villains Level Cap will ever be raised again, and we've seen no indication at all that such a raise will be part of Going Rogue. We have seen indications that it may contain alternative advancement possibilities for high level characters, such as gaining new enhancement slots while retaining an effective combat level of 50, for example. We've also seen indications that it will contain new content across the whole span of levels, so your brand new starting characters will have something to do in this new expansion.


@Eisenzahn
GW2 - Melchior.2135
AIM - Euroclydon23
Email - scorpany@yahoo.com or <sameasmyAIM>@aol.com (for the sheer novelty of an almost 20 year old email address that hasn't been overwhelmed by spambots yet)

 

Posted

Quote:
Originally Posted by ShadowsBetween View Post
Also, of the small amount of info we've gotten from the devs, they've mentioned repeatedly that they are including a new starting area, and hinted that it'll be a mixed/co-op zone, where Hero and Villain ATs can work together. I think it was also mentioned somewhere that this would likely be a "neutral" zone, in that anyone who starts here would probably be in the grey zone morally. (So if you wanted to run a Mastermind to Atlas as soon as possible, you might need to start here.)
Source(s)? I haven't been able to find even that much information.


 

Posted

Ahh just want to say i so hope that GR is gonna be much more than just you can switch sides, new zones, more powers. if thats all pretty much that GR is gonna be please tell me so i dont waste more money on this game any more(48 month vet)
They need to revamp the whole game/ start all over is what i think would be best.
But I just wanna name a few thing that i would like to see to keep me playing, 1. should raise lvl cap i say raise it 5-10 lvls each year. 2 fix some raids like hami well maybe the rewards(hami raid waste of time why still have it if no one dose them)3. the whole 6 slot crap is BS should atleast 12 slot so you could have 2 diff IO sets)4. lol more end game content 5. better rewards (say for t/sf should up the merits, lot of us dont plat 8 hours a day and takes FOREVER to try to Purp a toon out, and should beable to buy purps with merits, i have not yet to have a toon purped) 6. uhmm sure no one ever thought of this lol diff maps ( not just new zone/ content eaither gets so old when you end up seeing the same map over and over) 7. the PvP sucks still
At min that i what i would be lokking for atleast, could do that with out making whole new game. just look at other mmo's and take the good and leave the bad but with COX own twist.
I hope GR will end up bringing COX back just hope they dont spend to much time or not enough time on it if you know what i mean, and be to little to late, GR should of came out a year ago WTF. sorry all if i seems like a $#$%#@^% but i just get so disapointed when i log on. I just played on double XP weekend and lol i still didnt enjoy it a bit, BUT PLEASE MAKE THE GAME FUN AGAIN WOULD YA!!


 

Posted

Welcome to the forums, Christopher44

GR will mostly be the side switching system, several new zones and enemy groups, a few power sets, a new system that will make 50s even more powerful, and some sort of new low level content.
It's also very likely there will be some kind of graphics upgrade, as well as new mission maps - but GR will not be a total reworking of the game - it's just an expansion, maybe the same size as CoV, maybe a bit smaller.


@Golden Girl

City of Heroes comics and artwork

 

Posted

I would suspect that you won't be able to start in Praetoria, but it will be accessible relatively early on (say early to mid teens). I'm basing this on the statement of "several new areas". So you might have a 15-20 zone, a 20-25 zone, a 26-30 zone (or maybe slightly wider level ranges).

Regardless, I can't see it being "Welcome to level 1 Praetoria."


 

Posted

Quote:
Originally Posted by christopher44 View Post
Ahh just want to say i so hope that GR is gonna be much more than just you can switch sides, new zones, more powers. if thats all pretty much that GR is gonna be please tell me so i dont waste more money on this game any more(48 month vet)
They need to revamp the whole game/ start all over is what i think would be best.
But I just wanna name a few thing that i would like to see to keep me playing, 1. should raise lvl cap i say raise it 5-10 lvls each year. 2 fix some raids like hami well maybe the rewards(hami raid waste of time why still have it if no one dose them)3. the whole 6 slot crap is BS should atleast 12 slot so you could have 2 diff IO sets)4. lol more end game content 5. better rewards (say for t/sf should up the merits, lot of us dont plat 8 hours a day and takes FOREVER to try to Purp a toon out, and should beable to buy purps with merits, i have not yet to have a toon purped) 6. uhmm sure no one ever thought of this lol diff maps ( not just new zone/ content eaither gets so old when you end up seeing the same map over and over) 7. the PvP sucks still
At min that i what i would be lokking for atleast, could do that with out making whole new game. just look at other mmo's and take the good and leave the bad but with COX own twist.
I hope GR will end up bringing COX back just hope they dont spend to much time or not enough time on it if you know what i mean, and be to little to late, GR should of came out a year ago WTF. sorry all if i seems like a $#$%#@^% but i just get so disapointed when i log on. I just played on double XP weekend and lol i still didnt enjoy it a bit, BUT PLEASE MAKE THE GAME FUN AGAIN WOULD YA!!
Normally I would come up with some cutting remark to that sort of drivel.
But I think trying to read that just blew a few cerebral coils, and fritz a couple of diodes to boot.

In related news: \o/purples


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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Originally Posted by Kierthos View Post
Regardless, I can't see it being "Welcome to level 1 Praetoria."
What would they call the tutorial? We already have Breakout and Outbreak. Outout? Breakbreak? Boutoreak?


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Kierthos View Post
I would suspect that you won't be able to start in Praetoria, but it will be accessible relatively early on (say early to mid teens). I'm basing this on the statement of "several new areas". So you might have a 15-20 zone, a 20-25 zone, a 26-30 zone (or maybe slightly wider level ranges).

Regardless, I can't see it being "Welcome to level 1 Praetoria."
Posi confirmed in one of the interviews a few weeks back that there are going to be level 1 Praetorian zones along with a new tutorial.

I'm guessing that if you start in Praetoria, you'll start as a neutral rather than as a hero or a villain.


 

Posted

And like I mentioend before, if the new starting experience isn't a revamp of the low level CoH and CoV content, and doens't take place in Praetoria, then where would it take place? Some sort of neutral island between Paragon City and the Rogue Isles, maybe?


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Reiska View Post
Posi confirmed in one of the interviews a few weeks back that there are going to be level 1 Praetorian zones along with a new tutorial.

I'm guessing that if you start in Praetoria, you'll start as a neutral rather than as a hero or a villain.
The starting off neutral, and then chosing a side by moral chocie missions bit is correct, but I don't remember anything about it being confirmed as a Praetorian zone?

EDIT: Also, for in-game reasons, it might be a bit strange that the only people who started off neutral were from another dimension


@Golden Girl

City of Heroes comics and artwork

 

Posted

http://www.tentonhammer.com/node/74507

Quote:
Going Rogue will also have new entry-level content in Praetoria, for those starting new characters in that zone. “We acknowledge that our tutorial is about four or five years old. We’ve added stuff to it piecemeal as we’ve added systems on, but for the starting zone in Going Rogue, we are rewriting and modernizing the new player experience.”


 

Posted

Quote:
Originally Posted by Reiska View Post

Ooh, I must have missed that - maybe it was that picture of Foxbat ont he top right that made me skip through the article

A third tutorial sounds interesting - I wonder what storyline it will have?

Maybe superpowered people in Praetoria are only allowed to serve Tyrant, and if they refuse, they're locked up, and you start off as an escaped superpowered person? Then the tutorial could take place around the area where you were locked up, and then you exit into the new starting zone, and because you'll be hunted, you have to try and find a way out of the dimension, and the moral choice missions you play there will lead you either to a portal to Paragon City, or to the Rogue Isles.


@Golden Girl

City of Heroes comics and artwork

 

Posted

It's also interesting to see in that interview that he confirms you can stay as a neutral the whole time, although he doesn't make it clear if that means you can access hero and Villain zones whenever you like - and that you won't lose badges when you change sides.


@Golden Girl

City of Heroes comics and artwork

 

Posted

I've seen another interview where one of the devs stated that "equivalent" badges will likely change names when you switch sides, at least for the Accolade badges that include powers. Probably to prevent people from stacking them. Hopefully they won't revoke badges that don't have a mate on "the other side" though - it would be a good way to allow characters to have some history for people that care about such things.


 

Posted

I'm pretty sure one of the first press items or interview said that there would be a something special for characters that never wavered from a single path. I don't have a link though.


 

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Originally Posted by ShadowsBetween View Post
I'm pretty sure one of the first press items or interview said that there would be a something special for characters that never wavered from a single path. I don't have a link though.

Yeah, Positron has mentioned that those who stay loyal to their side will get some special stuff, but he didn't mention badges.
Why I was wondering was that if there was a loyalty bagde or badges, then that might cause a bit of rage, because the only way to get them would be to pass up the chance to change sides and get Villain or Hero badges


@Golden Girl

City of Heroes comics and artwork

 

Posted

Oh, I like it. Mutually exclusive badges. "If you want to get *this* badge, you can't even attempt those 50 easy badges over there. Have fun!" Of course, depending on what's required for the "loyalty" badge, it might still be possible - especially if you can't lose it once you've got it. "Ok, you made it to 50 as a villain. Congratulations, you're a psychotic thug. Wait, where are you going? Why are you getting on that sub to Paragon, I haven't given you a mission yet."


 

Posted

Oh boy, oh boy, normally I don't do this, but I'm just gonna have a field day here on that post.

Quote:
Originally Posted by christopher44 View Post
1. should raise lvl cap i say raise it 5-10 lvls each year.
This game is not WoW. WoW may have been build to have its level-cap raised all the time, but CoH is balanced around the magic number 50, not to mention that level-cap raising doesn't just magically fix something or add something new, all it automatically does is make you grind more to reach maximum.

If you can add more level 50 content, why not do that? In fact, isn't that preferable to make something you can access right away than to make something you first have to grind for?

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2 fix some raids like hami well maybe the rewards(hami raid waste of time why still have it if no one dose them)
'Fraid there can't be done much here. You already get HO enhancements that are better than the SO stuff, even though the HO you get is random, and you get quite a good amount of merits with which you can just buy your invention recipes of choice. Hell, merits are already half-way there on trivialising random drops.

And, at least here on Virtue, we have weekly Hami Raids on both sides, and I am fairly sure most even do them just for fun, not any tangible reward. I mean, yes, rewards are nice and the best incentive an MMO could probably have, but if you don't have fun doing a Hami Raid now, will you have fun doing a Hami Raid when it gives you a Plus One Gold Armor?

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3. the whole 6 slot crap is BS should atleast 12 slot so you could have 2 diff IO sets)
Here's the thing: If the players get twice as many slots, they'll be roughly twice as powerful as well. To counterbalance that, enemies will also need to become twice as powerful. Best case, nothing actually changes and we're back at square one. Worst case, the game becomes so difficult that the leasurely teams are not possible anymore. No more throwing teams together just for the sake of it, only TANKER SCRAPPER HEALER from now. I don't wanna see that myself.

It's a question of game balance. If you want to be so powerful that nothing can faze you, or the majority of the player-base, the two obvious solutions are nerfing players or making enemies more powerful. You can't have your cake and eat it, too.

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4. lol more end game content
See 1.

You want more end-game content, but you also want to push the level-cap up every year? That's not how it works.

Right now, the level 45-50 end-game consists of two raids, four task forces and the several end-game story arcs that nobody ever cares to mention. Too much? Just right? Not enough? I leave that up to you to decide.

But now push the game to 60. The current end-game content had YEARS to build up. If we now have a new leve level 55-60 end-game, it'd either take extremely long to make and be a drain on Paragon Studio's resources just to get something equal in quantity to the level 45-50 range, or you'll get one raid and one TF and a couple of story-arcs. And what then? Will you then again remark about the lacking end-game content?

Long story short: More end-game content IS always welcome, it's even one of Going Rogue's intended purposes. You just can't have both more end-game content than before and a new level-cap.

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5. better rewards (say for t/sf should up the merits, lot of us dont plat 8 hours a day and takes FOREVER to try to Purp a toon out, and should beable to buy purps with merits, i have not yet to have a toon purped)
SO LET ME TELL YOU ABOUT MY CASUALLY PURPED-OUT WARSHADE.

Let me break this myth for you: Purple sets don't make your toon into an unstoppable juggernaut. True, they do make you more powerful, perhaps significantly though, but the real reason to have purples is just to show them off, like bragging rights, so to say.

In fact, purples ARE supposed to take forever to get. Aside from the raids and TFs, they're the big end-game scavanger-hunt of the game. You can't both demand more end-game and demand it's done in a month. Again, you can't both have your cake and eat it, too.

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6. uhmm sure no one ever thought of this lol diff maps ( not just new zone/ content eaither gets so old when you end up seeing the same map over and over)
And on that one, I actually do agree with you. Generic missions, like Radio/Paper missions, might suffice with generic maps, but the thing is, you see the same warehouse, office building and laboratory map all the bloody time. In a game that is all about instances, actually unique environments are more than just nice to have. While MMOs, by their very nature, are a lot more about repitition than other video games, it's about how you hide the grind.

Quite honestly, it's hard to tell what the difference between farming and doing a Citadel Task Force is. Actually, there's a key difference: At least farms stick to the same place.

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7. the PvP sucks still
I'm not a PVPer at heart, so I can't say too much on it. It's true, PvP is more or less just tagged onto the main-game. CoH was simply designed as a PvE game. I really can't say more about it because I just don't PvP much. I dabble occasionally in some of the PvP zones, but that's it.

Now, mind, the game isn't flawless, far from it. As far as I'm concerned, the early content is showing it's age, coming from the EQ design school of 'let's make the game as tedious, slow and repititive as possible AND THE PLAYERS WILL LOVE IT'. There's nothing wrong with adding new stuff, either. I like new stuff, I think everyone likes new stuff. You just need to take a minute to think what kind of new stuff we need. Your shotgun approach of THIS AND THIS AND THIS hardly adds anything valuable.

Oh, and please, use some bloody line-breaks. Do you know how painful it is to read a list when you can't visually tell where the first point ends and the second starts? Show some bloody courtesy when you post on a forum and use the enter key.


 

Posted

Quote:
Originally Posted by Noxilicious View Post
This game is not WoW. WoW may have been build to have its level-cap raised all the time, but CoH is balanced around the magic number 50, not to mention that level-cap raising doesn't just magically fix something or add something new, all it automatically does is make you grind more to reach maximum.

If you can add more level 50 content, why not do that? In fact, isn't that preferable to make something you can access right away than to make something you first have to grind for?
As an extremely casual player of that other MMO, I can tell you that raising the level cap doesn't help. You know what the first thing is that happens when they raise the level cap? The same players that sat around at the old max level raiding and whining about having nothing to do race straight for the new cap. Go on a few raids, work out the new strategies. And then sit around raiding and whining about having nothing to do.

For everyone *else,* you've just gone from being ten levels away, to being twenty levels away. And given how the experience tables usually work, if you *aren't* in a big guild with people willing to power level you, those shiny new levels can take almost as long as you've *already* spent playing the character.

Not to mention the "value" of an expansion full of new high level content, most of which you (the casual player) are weeks or months from ever being able to see. Heck, the expansion for that game has been out for a year, and the *only* new content from it I've experienced myself are Death Knights.

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It's a question of game balance. If you want to be so powerful that nothing can faze you, or the majority of the player-base, the two obvious solutions are nerfing players or making enemies more powerful. You can't have your cake and eat it, too.
Right now in that other MMO, there's *massive* sections of the original game that people avoid like the plague. Why? Pretty much for the same reason people avoid the Positron TF. Those areas are *old* and were made with a whole different design philosophy. Which can pretty much be described as "EQ Delerium," or the delusion that pointless, time wasting grinds are good for keeping players subscribed to the game. Actually, it turns out that what keeps players subscribed is gameplay that is interesting, challenging-without-being-insanely-hard, and actually fun.

For example, in the "old world" areas, it's pretty common to get a quest that amounts to "get me ten pieces of zebra steak." Under the old design model, the developers dumped a hundred zebras in a nearby area, and set each one to have a 20% chance of dropping "A Zebra Steak." At level X, a zebra should take about a minute to kill, and you'll need to kill an average of 50 to get your steak. There, aren't you satisfied? The developers just "entertained" you for an hour.

In the new areas, there's apparently a goblin that gives you such a quest. "Get me some mammoth steaks." Except then he hands you a bomb, and the following instructions:

Step 1. Find a Mammoth
Step 2. Feed Bomb to Mammoth
Step 3. Wait 30 seconds
Step 4. Collect Steak

The part that makes it fun and challenging (or so I'm told) is Step 2, convincing a mammoth to eat a bomb. It might require additional steps, and might still be set up to take an hour. But you're actually *doing* something. You have a goal. You're not just sitting there playing "Whack-a-Mole" with some random critter.

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You want more end-game content, but you also want to push the level-cap up every year? That's not how it works.
Agreed. As I said, in that other game, there's places no one ever goes, at least not for XP. Almost all the original "end game" dungeons fall into this. Most of them are long, tedious, and very difficult at any level where you can still get XP for them. After all, they were originally intended to occupy time for the max-level players. Unfortunately, now there are newer, better areas where the content covers the same range, but is actually fun. So, good luck getting a group for that quest there. Mostly what happens now, is that people come back to solo with their new Max Level characters, who are 20 levels higher than the old endgame boss, and curbstomp him. Or as often, still get stomped, because some of those dungeons are so insanely difficult that even being twenty levels higher than everything isn't enough to beat it.


Quote:

And on that one, I actually do agree with you. Generic missions, like Radio/Paper missions, might suffice with generic maps, but the thing is, you see the same warehouse, office building and laboratory map all the bloody time. In a game that is all about instances, actually unique environments are more than just nice to have. While MMOs, by their very nature, are a lot more about repitition than other video games, it's about how you hide the grind.

Quite honestly, it's hard to tell what the difference between farming and doing a Citadel Task Force is. Actually, there's a key difference: At least farms stick to the same place.
One thing that helps is good variety for critters and areas. One thing that does annoy me about CoH is the fairly limited selection of enemies. Yes, there's a large number of enemy groups, but almost all of them boil down to "crazy guys with weird clothes." Where are the dinosaurs? The giant mutant insects? The nightmarish alien monsters from another dimension? Heck, nevermind lions and tigers and bears, I'd be impressed with robot guard dogs at this point. One of my favorite areas so far is the Shadow Shard. I liked the first "holy torpedoes, what the snarf is THAT?" moment when I first encountered an Overseer. After so long fighting Mafia guys, and Circle guys, and Malta guys, seeing a flat-out fantasy critter was totally unexpected. They're still one of my favorite enemies.

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I'm not a PVPer at heart, so I can't say too much on it. It's true, PvP is more or less just tagged onto the main-game. CoH was simply designed as a PvE game. I really can't say more about it because I just don't PvP much. I dabble occasionally in some of the PvP zones, but that's it.
Personally, I strongly dislike PvP, in any game. I think I've gotten Shivan Shards exactly *once* in the year since I started playing, and I doubt I'll try again. I have zero interest in being anywhere near the type of player you're most likely to notice in PvP. (Not necessarily the most common type of PvP player, but the ones that you *will* remember afterwords.) I'm sure that polite, mature, intelligent people engage in PvP. But the immature, rude and moronic dingbats are the only ones I ever seem to see.


 

Posted

Quote:
Originally Posted by Golden Girl View Post
It's also interesting to see in that interview that he confirmes you can stay as a neutral the whole time, although he doesn't make it clear if that means you can access hero and Villain zones whenever you like - and that you won't lose badges when you change sides.
Interesting question about losing badges not meant for the other side. There is good reason for losing them after all. Whether they outweigh the reasons for keeping them is the question.

Advantages of Keeping them:

1) Makes badgers happy and adds some additional content for them (assuming that is a good thing)
2) Everyone hates to lose some thing they worked for
3) Badge counts would get screwed up if you lose some badges and don't get replacements which would really upset some people
4) If Overall Heros, Villains or Neutrals could get more badges, all seriously insane badgers would feel obligated to play that line lol

Disadvantages Of Keeping Badges:

1) Badge counts would get really high for those who get all 3 sets and again serious badgers would feel forced to play all 3 lines. (not sure if this is a real problem or not but some will definitely complain long and loud)
2) Simpler coding/recoding for devs, no worries about stacking Accolades and such.
3) Preserves game imbalances. Much easier to get many Accolades as a Hero than as a Villain. This is a problem because again people would complain about having to become a hero to get Accolades easier (Atlas and Crey Accolades are especially easy for heros plus no 5 hour badges).

What it really comes down to are perceptions and what the majority of players would prefer. I know Disadvantage 3 annoys me red side (the 5 hour badges in Accolades stink and annoy PvPers and non-PvPers alike as far as I can tell). So I probably would switch to Blue to get Accolades then switch back because playing mostly solo farming Paragon Protector Bosses red side isn't fun, much easier fighting minions Blue side for example.

It will be interesting to see how this one shakes out plus the Influence/Infamy/Combined Markets issue. I don't see how they can do this without Combining markets which doesn't make much sense thematically, but the game comes before the story.


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You can't please everyone, so lets concentrate on me.

 

Posted

Quote:
Originally Posted by Ultra_Violence View Post
So I probably would switch to Blue to get Accolades then switch back.
I'm not sure switching will be quite that easy

They might even make some sort of penalty, to make a second switch harder, as your former friends might not be that willing to welcome you back


@Golden Girl

City of Heroes comics and artwork