Hopfuly "Going Rogue" = no more levels
For example, the system being implemented does nothing in regards to the street mobs.
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What they have removed is the need to actually sidekick or exemplar to someone. The game will do that for us automatically. The new system is, essentially, making the mission holder or team leader the "mentor" for the rest of the team. |
I'm still a little leery of level 40 characters getting expereince for beating up Skulls, especially if the auto exemplaring allows them to retain their powers, as has been implied in Positron's description of one of the hurdles the testers are jumping right now. |
It's almost exactly the same thing, except that lower levels will be 1 level lower then the team leader.
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The fact that you approve, and that it has aspects of your idea does not make it "almost exactly the same thing."
New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)
The fact that you approve, and that it has aspects of your idea does not make it "almost exactly the same thing."
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It sounds a lot like your grasping for justification for your previous discontent with my idea. Most of the precieved problems mentioned with my idea are going to have to be answered with the side kicking system as well (although they were problems with the current system as well, but that didn't seem to stop people). The devs don't seem to think those problems are actually problems either.
Yes because some aspects not being implemented wouldn't qualify for "almost"? The new side kicking falls just short of what I suggested. My suggestion was basically to treat everyone like they were side kicked all the time and the super side kicking eleminates the need for having mentors/exemplars, while in groups.
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Your team of level 32 characters will still run into Purple Carnies that will be almost impossible to touch in Peregrine Island, and sill still run into Gray Hellions in Atlas Park that you can kill with ease, but will get no xp for.
It sounds a lot like your grasping for justification for your previous discontent with my idea. Most of the precieved problems mentioned with my idea are going to have to be answered with the side kicking system as well. The devs don't seem to think those problems are actually problems either. |
However, I admit that this is mainly a disagreement from a philosophical, rather than mechanical, standpoint. If I'm level 30, Skulls stopped being a threat 15 levels ago. There should be nothing new I can learn by fighting them now. I can earn the thanks of the City (influence), but, unless they have new tricks, they have nothing they can teach me (experience). I disagreed with it, philosophically, when you presented the idea, and I disagree with it, philosophically, with the "supersidekick system."
I, too, wait to see how it will be implemented.
New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)
Your team of level 32 characters will still run into Purple Carnies that will be almost impossible to touch in Peregrine Island, and sill still run into Gray Hellions in Atlas Park that you can kill with ease, but will get no xp for. |
However, I understand that the new sking system is easier to implement and accomplishes my main reason for the suggestion in the first place.
If you were, in fact, proposing a system very like the one we are getting, you did not present it very clearly. |
However, this does not mean that I am being hypocritical. While I did not like your idea as presented, there are things that bother me about the "supersidekick system" we are getting in Issue 16, too. One of my main points of discontent with your idea is the idea that I can get xp for defeating foes that I outleveled ten or more levels ago. |
However, I admit that this is mainly a disagreement from a philosophical, rather than mechanical, standpoint. If I'm level 30, Skulls stopped being a threat 15 levels ago. |
Depends on who is the leader of the group. What's grey or purple is completly relative with the new sking. Beyond your power selection and enhancements being level 10, 32, 50 is relative based upon the team leader. Which is pretty close to what I suggested, except I wanted to remove having to constantly adjust the groups level by changing the leader.
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but thats only a problem because that's how it has been, not because it's the way it should be. At level 30 even if a skull is a white con, it's still going to be an easy fight at level 30 reguardless. And like I said before, unless you never exemplar it's already a cvontradiction in the immersion of the game. |
Lower-level players not being able to engage in high-level content and fight high-level enemies without a genuinely high-level player present is a good thing, as is high-level players vastly outlevelling lower-level enemies. Multiple sidekicking changes nothing in this regard.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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NVM
EDIT: from what I've been reading it applies outdoors also. retracted.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
The SK system and AE and certainly the new SK syste make levels completely arbitrary. The ability to circumvent the level difference in these ways illustrates how useless having it is. Trying to make the argument that haveing a system where everyone can play at what ever level they want to (as long as they play with someone who is that level) is fine and desired, but somehow a system that everyone essentually is always the same level (doing nothing but elimnating having to jump through hoops to circumvent an arbitray system) is broken is an asinine argument.
However, as I have noted, The super Sking system answers my primary concerns for why I wanted such a system (ie easier team formation). As folonius mentioned a week ago "what you suggest, and what the Op implies are very similar."
However, I understand that the new sking system is easier to implement and accomplishes my main reason for the suggestion in the first place.
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there were plenty of people who seemed to understand it fine. Personally I think the real issue is because I suggested it instead of a dev people respond negativly out of reaction, for various reasons. It happens all the time on forums. |
I still don't understand how you seem to think this is deifferent from the current sk system or from fighting greens and blues. |
but thats only a problem because that's how it has been, not because it's the way it should be. At level 30 even if a skull is a white con, it's still going to be an easy fight at level 30 reguardless. And like I said before, unless you never exemplar it's already a cvontradiction in the immersion of the game. |
New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)
No thank you. I like to feel a sense of progression, and struggling to defeat pursesnatchers at level 50 wouldn't provide it. The universal conning system is great for GMs and Rikti/zombie invasions, but honestly, shouldn't you, at some point, just completely outclass some foes?
Arc 55669 - Tales of the PPD: One Hell of a Deal (video trailer)
Arc 64511 - The Wrecking Ball
Arc 1745 - The Trouble With Trimbles
Arc 302901 - HappyCorpse
No thank you. I like to feel a sense of progression, and struggling to defeat pursesnatchers at level 50 wouldn't provide it. The universal conning system is great for GMs and Rikti/zombie invasions, but honestly, shouldn't you, at some point, just completely outclass some foes?
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Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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Levels for progression purposes is fine, but the side kick system needs to be placed and all street mobs should be even cons and mobs in missions should be the same difficulty for each player reguardless of player level.
At the very least all new content should be coded with this in mind. |
Regardless of the fact that that Rikti may con White to both the level 2 and the level 50 characters attacking it, that level 2 doesn't stand a chance against it. He or she probably has no attacks that will get through the Rikti's defenses and on the flip side probably has no defense against the Rikti's attacks.
The same hold trues when fighting custom characters in AE or characters which have been artificially scaled down by the arc's author by adjusting the mission's level range. Unlike PCs, the NPCs get to keep all of their powers when their level scales down. Only the iintensity of the power is reduced.
- Garielle
No it's not non-sense. If the game had always been set up so that at level 10 you could take on 3 skulls, but at level 50 you could take on 15 skulls, it wouldn't be percieved as a problem now that skulls don't become completely obsolete as you level up. No one would of played the game and thought, "now that I'm level 50 skulls should never be able to hit me anymore." if it was never that way to begin with.
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I red up more on this super-sidekicking thing, and I find myself I don't like the concept of MANDATORY sidekicking and exemplaring for much the same reasons - it makes wimps suddenly super strong and strong men suddenly wimps with no way to opt out of it short of leaving the team. The one mitigating factor is that you at least have to have a higher-lower level member on the team for this to take effect, and you can always explain it away as "Oh, I'm just pulling my punches to show the new guys how we used to do it back in my day." I do not, however, exemplar my characters ever for any reason, so being on a team and forcibly exemplared such that enemies who shouldn't pose any threat now do is NOT something I like.
This isn't limited to JUST exemparing. A lot of genuinely high-level enemies don't make sense to be a challenge to us in the upper levels at all. Things like Crey Scientists punching and causing actual damage to a supposedly invulnerable character is absurd, and them having even as much health as they do is ridiculous. They're not armoured, many of them aren't armed, and some of them are BOSSES! Mobsters also have no business spawning at level 50, and the various Pratorians have a lot of enemies who have no business being as tough as they end up being. Marauder's "level 50 Hellions" are a perfect example. They're not super-powered. They're just very tough. But being tough doesn't protect you from a long-range missile rocket to the face.
The SK system and AE and certainly the new SK syste make levels completely arbitrary. The ability to circumvent the level difference in these ways illustrates how useless having it is. Trying to make the argument that haveing a system where everyone can play at what ever level they want to (as long as they play with someone who is that level) is fine and desired, but somehow a system that everyone essentually is always the same level (doing nothing but elimnating having to jump through hoops to circumvent an arbitray system) is broken is an asinine argument. |
That this can be circumvented for convenience does not mean it SHOULD be circumvented as status quo. Level-less games simply suck.
However, as I have noted, The super Sking system answers my primary concerns for why I wanted such a system (ie easier team formation). As folonius mentioned a week ago "what you suggest, and what the Op implies are very similar." |
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Yeah, /unsigned. Teaming is cake (no need to wait for 8, search as you play). I16 will make it even EASIER. The game is easy as it is; making it easier = making it BORING. I look forward to the new "Challenging" content in Going Rogue.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
???
I think I'd have to disagree with this being a good idea. Maybe that's just me though.
http://boards.cityofheroes.com/showt...86#post2112186
Levels for progression purposes is fine, but the side kick system needs to be placed and all street mobs should be even cons and mobs in missions should be the same difficulty for each player reguardless of player level.
At the very least all new content should be coded with this in mind.
Edit to clear up. By level debuffing I mean the decrease to hit, damage and defenses based on level difference. I'm suggesting it should be removed based solely on player level. However, if your fighting a yelow,orange,red con it (the con/mob) would still have the same bonuses as it does currently. The color con would no longer be based on "level" though. What is a red con for me at level 10 would be red for you at level 50. Everyone on a team would be facing the same color cons, reguardless of their level. The mission difficulty would be set at the same level for everyone on the team.
It should allow people to play together with out spending time to find side kicks. It also, allows people of large level ranges to play together so it's much easier to find teams. It means it's far less likly to jump on a toon and no longer be able to find a team. It wouldn't take nearly as long to create a team. More playing less standing around waiting. Also, that would most likely keep more players playing and make it that much easier to find teams.
It also allows you to be able to play with your super group mates and freinds easier.
It allows higher level players to experince more content.
Purples will still be Purples, and Grays will still be Grays, they will be as tought to fight, and you will be rewarded for fighting them, as appropriate to you current level, as determined by the mission holder or team leader.
What they have removed is the need to actually sidekick or exemplar to someone. The game will do that for us automatically. The new system is, essentially, making the mission holder or team leader the "mentor" for the rest of the team.
I'm still a little leery of level 40 characters getting expereince for beating up Skulls, especially if the auto exemplaring allows them to retain their powers, as has been implied in Positron's description of one of the hurdles the testers are jumping right now. But, really, that's a logical hurdle, and not a technical one. If a player is fighting and being challenged, they should be rewarded.
It just feels "dirty," somehow, taking all that XP from those defenseless Skulls.
New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)