Let Tankers be Tankers: Remove the Agro Cap
I don't care how unbalanced it was, herding wolf maps was quite fun and made a tank feel like a true super hero.
That and Perez Park herding with my 50. Start at one end and try to draw every mob in the street with you. Extra points if you slotted a KB power and sent them flying
I find it ironic that the vast majority of people posting here (both pro and con) have never really experienced true herding from back in the day.
I can only assume that for many of these people, they are picking up the pro/con debates that older players have made, based upon preference for the player and their own thoughts on hypothetical situations that haven't actually encountered. I did a *ton* of herding back in the day. I herded whole mission maps and entire sections of zones. Let me try to debunk a little of the misinformation about herding (and the agro cap): 1) Herding was primarily done (after the yaya factor) to clear mission maps faster and/or gain XP faster. It was back then, not the most efficient method of XP/inf farming. CoT portal missions (which were nerfed) and bridging the demon farms (which still exists today) were far more efficient. It would even be less efficient then doing the AE farms today (as is all other forms of prior farming). If the farming aspect is what bothers you, then I suggest you take a look at the genre of game you are playing. MMOs are built on repetitive game play as part of their business model ... in other words they depend on players farming. 2) Players getting kicked from teams for not wanting to herd ... I never kicked a player once from one of my teams because they didn't want to herd ... in fact I only ever had one complaint about in the entire time we did it, and that was a simple "I don't like herding" and the person left of his own volition. If you don't like it, you don't to do it. Fairly simple. These are the only two real debates I've heard against lifting the agro cap. I can understand if it does nothing for your game, but why would you go out of your way to try and block something that many other people would enjoy very much? Again, the sad truth is that CoH doesn't offer the content to continue characters. That leaves the player with a few choices ... continually build new characters and/or farm with max level characters. I *want* more content. I've wanted more quality content for this game since beta. Alas, Paragon Studios and Cryptic before them either don't understand what content for an MMO entails or don't have the development team to keep up (or both). To that end, the only things we are left with are ways to make the current content more interesting ... lifting the agro cap would help achieve this in a very simple to implement way. |
I experienced herding. I even enjoyed it for a small period of time, but the problem with systems in games that trivialize content or make it so you are sitting around for large periods of time is that they frequently get very boring, very quickly. People might like them for a while, but eventually they start to question what they are even doing in the game if all they have to do is sit there and hit a few buttons every 5-10 mins only to keep doing that over and over.
MMO's can be about grinding, but usually they aren't ONLY about grinding. Otherwise there would be no point towards releasing new content patches. If people could be satisfied just doing the same thing over and over indefinitely then why bother changing the game. Find something they like to do, and keep making it easier.
Oh... and for the record:
Account Created On: Aug 10, 2004
Oh the old... you guys aren't as good as me because you weren't around so you don't know what you're talking about ploy.
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I experienced herding. I even enjoyed it for a small period of time, but the problem with systems in games that trivialize content or make it so you are sitting around for large periods of time is that they frequently get very boring, very quickly. People might like them for a while, but eventually they start to question what they are even doing in the game if all they have to do is sit there and hit a few buttons every 5-10 mins only to keep doing that over and over. |
Most people who continued doing it were Tankers who enjoyed the crowds and AOErs who enjoyed blasting everything at once.
CoT Portal missions, PI portal farms, bridging and dumpster diving were all much more efficient then map herding. Some of these got taken away (CoT portal farms) while others got nerfed (dumpster diving via mob collision detection) and some were left to stay while others and ironically the most efficient means of power levelling and farming, was left in the game in the PI portal farms.
The devs even acknowledged (and by proxy gave it their blessing) of extreme farms and levelling with the addition of Ouroboros so characters could go back and do content they out levelled.
Since then we've had many more ways of trivializing content instituted by the developers including IOs, positional defense and the AE system. All of these do *much* more to trivialize the game then repealing the agro cap ever would.
So while I'd agree with you in theory on a freshly released MMO, that's just not the game you are playing today, whether you want to deceive yourself or not.
MMO's can be about grinding, but usually they aren't ONLY about grinding. Otherwise there would be no point towards releasing new content patches. If people could be satisfied just doing the same thing over and over indefinitely then why bother changing the game. Find something they like to do, and keep making it easier. |
Oh... and for the record: Account Created On: Aug 10, 2004 |
Dunno what you were doing.
Kruunch seems to be working on raising his own personal aggro cap.
I really was going to walk away from this thread, but.
The bit where the existence of Ouroboros is used as proof of an implicit blessing of PLing and farming, as if there were no possible other use or rationale for the flashback feature in a game where it's long been extremely rare for anyone to play all the arcs through on a single character?
Priceless. And a perfect example of molding evidence to fit the theory. Which is... I'm grasping for a word here... ah.
Disingenuous.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
Didn't say I was better ... just that I was around for herding back in the old days and a lot of people commenting on it weren't. Despite when they say they created their accounts
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You're saying:
Here is my experience and I owned herding.
Everyone else is saying:
That wasn't how I saw it and I was there back then.
Your response:
Well you're wrong and I'm right and you clearly are lying or are just pathetic.
See I don't think you did experience herding. Mission map herding was a very quick flash in the pan because it was proven over and over again that it was actually slower then just cruising through the mission with the group (a game myth that both me and Havok debunked way back in the day).
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Thank you though for continuing to tell me what I did and did not do in this game. It really does put this entire idea of yours into perspective and shows me never to listen to another one.
Since then we've had many more ways of trivializing content instituted by the developers including IOs, positional defense and the AE system. All of these do *much* more to trivialize the game then repealing the agro cap ever would.
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So while I'd agree with you in theory on a freshly released MMO, that's just not the game you are playing today, whether you want to deceive yourself or not.
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I've seen this posted in other threads and even other MMO boards and it's a silly statement. If you think about it long enough it will dawn on you why.
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Just an FYI ... the difference (apparently) between you and me ... I actually played the game back then, and at all levels the game had to offer.
Dunno what you were doing. |
Grow up. Seek therapy.
I actually agree with increasing or removing the aggro cap; not for the herding reasons people are talking about but simply because there are many situations where you have many more than 17 mobs in close proximity. As a tanker my job is to keep those mobs from squashing my squishier teammates; and if I'm at the cap... easy to do on a large team... and another group gets aggro'd then I'm completely helpless to do anything about it.
Like Kruunch I was around for the heyday of herding and I still have the original, untimed Drek mission on CMA. It was an incredible thrill to herd the entire main island of that map and stack them into one small area then unload with Seismic Smash and kill 200+ freaks with one shot. But you know, even if herding that many was still possible actually killing them would take forever in today's game.
You see, at that time Hami-O enhancements offered 50% enhancement and there was no ED so tankers could output roughly half again more damage. Additionally it was possible to stack hundreds of mobs into one location, literally inside each other's footprints so that a single target attack would hit them all. Now, with both of those things no longer possible you'd find that level of herding to be simply a parlor trick; and an inefficient one at that.
Kruunch isn't advocating a return to those days; I'm not advocating a return to those days. What bothers me about the aggro cap is the very thing I mentioned at the start of my post... that if you're tanking on a full team there are going to be situations where you're completely helpless to prevent an added spawn from wiping out the team. THAT is why I hate the aggro cap.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
The devs even acknowledged (and by proxy gave it their blessing) of extreme farms and levelling with the addition of Ouroboros so characters could go back and do content they out levelled.
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A lot of people were upset about that, and requested a way to go back and do the content themselves.
THAT is why Ouroborus was created. It was in no way a blessing on farming or extreme leveling. It was created so that people who had missed out on content through normal leveling could go back and do 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
What bothers me about the aggro cap is the very thing I mentioned at the start of my post... that if you're tanking on a full team there are going to be situations where you're completely helpless to prevent an added spawn from wiping out the team. THAT is why I hate the aggro cap.
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I think you'll find, if you read through the thread, that most people here aren't outright against raising the cap to something along the lines of 23-34 mobs, which is high enough to deal with those situations. I think you will find that there are a decent amount of people here who don't want the aggro cap eliminated completely, but don't mind it being raised.
I haven't seen anybody here who has minded the idea of increasing the aggro cap enough to handle two-spawn scenarios.
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
Like Kruunch I was around for the heyday of herding and I still have the original, untimed Drek mission on CMA. It was an incredible thrill to herd the entire main island of that map and stack them into one small area then unload with Seismic Smash and kill 200+ freaks with one shot. But you know, even if herding that many was still possible actually killing them would take forever in today's game. You see, at that time Hami-O enhancements offered 50% enhancement and there was no ED so tankers could output roughly half again more damage. Additionally it was possible to stack hundreds of mobs into one location, literally inside each other's footprints so that a single target attack would hit them all. |
Unfortunately, the same tactic didn't work on my Scrapper.
Now, with both of those things no longer possible you'd find that level of herding to be simply a parlor trick; and an inefficient one at that. |
The biggest challenge to that sort of gameplay if the aggro cap were raised or eliminated would likely involve the Tanker's actually holding all of the aggro; after all, I havent' heard anyone suggest that Taunt should be given infinite targets, or that taunt auras should be massively improved.
Kruunch isn't advocating a return to those days; I'm not advocating a return to those days. What bothers me about the aggro cap is the very thing I mentioned at the start of my post... that if you're tanking on a full team there are going to be situations where you're completely helpless to prevent an added spawn from wiping out the team. THAT is why I hate the aggro cap. |
If it's that big a problem, then you have ample cause to recruit a second Tanker - the uselessness of which has been a constant cause of complaint on these forums for untold years.
Kruunch, this was done in no way as a blessing to farming or extreme leveling. Since day 1 in this game, I have been able to take characters through the game normally, and still miss out on content, including things like Badge missions and new content that has been added that I'm now currently above level to do. If I was teaming with people, it became even easier. The only way, prior to Ouroborus, to do that content on an established character was to find somebody else doing the content, and exemplar down to them to do the content.
A lot of people were upset about that, and requested a way to go back and do the content themselves. THAT is why Ouroborus was created. It was in no way a blessing on farming or extreme leveling. It was created so that people who had missed out on content through normal leveling could go back and do it. |
Since day one, the levelling curve of this game didn't match the content correct? So instead of fixing the levelling curve, or content, they superceded both by giving a generic pass to everyone.
In other words, at that moment in time (well before actually) that Ouroboros was instituted, the devs in essence, gave up trying to match the levelling curve of this game to its content.
That right there is tacit approval (or admitting defeat ... however you want to look at it) of the devs that short of hacking the game, level at whatever pace you like.
And at 5 years in, the devs shouldn't be worried about levelling paces (except to make them faster if it were applicable) but should be worrying about what to do with all those max level players.
Something they should have been doing at the 1 month mark of the game when skads of people were hitting max level for the first time .... sigh.
P.S. - Badges weren't in at day 1 (can't tell you how much I hated doing Posi over again) and they didn't have badges for Story Arcs until after I6. Kruunch was L40 when Badges came out (had to do the new Sewer Trial over again too grrrr) ... he also had done every TF and most every arc (which only served the purpose then of filling up your souvenirs tab) through to those levels including all the herding and portal farms and so forth. So you didn't quite miss all the content you were talking about ... unless ... gasp ... you were power levelling
Think about what you're saying Aett.
Since day one, the levelling curve of this game didn't match the content correct? So instead of fixing the levelling curve, or content, they superceded both by giving a generic pass to everyone. In other words, at that moment in time (well before actually) that Ouroboros was instituted, the devs in essence, gave up trying to match the levelling curve of this game to its content. That right there is tacit approval (or admitting defeat ... however you want to look at it) of the devs that short of hacking the game, level at whatever pace you like. And at 5 years in, the devs shouldn't be worried about levelling paces (except to make them faster if it were applicable) but should be worrying about what to do with all those max level players. Something they should have been doing at the 1 month mark of the game when skads of people were hitting max level for the first time .... sigh. P.S. - Badges weren't in at day 1 (can't tell you how much I hated doing Posi over again) and they didn't have badges for Story Arcs until after I6. Kruunch was L40 when Badges came out (had to do the new Sewer Trial over again too grrrr) ... he also had done every TF and most every arc (which only served the purpose then of filling up your souvenirs tab) through to those levels including all the herding and portal farms and so forth. So you didn't quite miss all the content you were talking about ... unless ... gasp ... you were power levelling |
2) Having more content than possible for you to do going up through the levels is a good thing. It allows you to have options, and not have to do all of the content in order to gain levels. The bonus XP for teaming would also throw off any attempt to prevent people from leveling too fast and make them experience all of the content. Adding in new content in current level ranges also adds new options to the game, but allows you to miss other content while leveling up.
3) Players will always, always, ALWAYS be ahead of the Devs in terms of content. It happens in every game, and every MMO, that I've ever seen. How long did it take people to go from 40-50 and get bored again in this game? How long did it take people to go through Burning Crusade or the Wrath of the Lich King in WoW? Faster than the Devs created new content? You don't say! Adding new things to do at level 50, which they have done a couple of times now, will always be behind the curve of when players do them.
That is one of the reasons that the Devs wanted to put in the MA in the first place. It allowed players to create new content to do at a much faster rate than the Devs could. 100K players can create content faster than 15 Devs. It allows them to work on other things in the game rather than just new contacts in existing zones, which players will finish in a day, then be asking for more.
4) As for your P.S. - I know that badges weren't in on Day 1. I said "Since day 1 in this game, I have been able to take characters through the game normally, and still miss out on content, including things like Badge missions and new content that has been added that I'm now currently above level to do." I never said that was everything, or even hinted that badges were the only thing that you could miss out on. I said "including" for a reason.
Other things are just plain story arcs, Trials (which didn't allow you to start them unless you were exemped to within their level range), etc. There's more content than just the badges to miss, and I never said there wasn't.
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
1) You mean the steps they took to smooth out the XP curve don't count as trying to, umm...fix the leveling curve? I believe, but could be wrong, that that was done either before or at the same time as Ouroburus went live.
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For someone who is trying to seem so superior to everyone else because of his early game knowledge Kruunch sure doesn't remember how monumentally difficult the leveling curve used to be. When debt actually had a bite to it, and when gaining a single level was a feat post level 20-30. I remember going through entire task forces (which took substantially longer than today) and not leveling at all and just hoping I would dump my debt.
QR
I only managed to skim this thread, fair warning .
I remember the days of herding entire maps in a garbage container. Please, DO NOT remove the aggro cap. I think it's very telling that the only group I've come across even asking for it, are tankers...possibly because it was so incredibly boring for the rest of the team? Teams are much more fun, content is much more challenging, as is (compared to a no-aggro-limit environment). Not that consensus among us would influence the devs, but, thankfully, we do not have it anyway so, no real point in arguing it. Not likely to happen, sorry.
i never got bored.
QR
For someone who is trying to seem so superior to everyone else because of his early game knowledge Kruunch sure doesn't remember how monumentally difficult the leveling curve used to be. When debt actually had a bite to it, and when gaining a single level was a feat post level 20-30. I remember going through entire task forces (which took substantially longer than today) and not leveling at all and just hoping I would dump my debt. |
Just wow ... epic fail.
1) You mean the steps they took to smooth out the XP curve don't count as trying to, umm...fix the leveling curve? I believe, but could be wrong, that that was done either before or at the same time as Ouroburus went live.
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Yeah that "fix" worked out real well.
2) Having more content than possible for you to do going up through the levels is a good thing. It allows you to have options, and not have to do all of the content in order to gain levels. The bonus XP for teaming would also throw off any attempt to prevent people from leveling too fast and make them experience all of the content. Adding in new content in current level ranges also adds new options to the game, but allows you to miss other content while leveling up. |
I've seen people fired for being more competent then that (in the MMO community no less).
3) Players will always, always, ALWAYS be ahead of the Devs in terms of content. It happens in every game, and every MMO, that I've ever seen. How long did it take people to go from 40-50 and get bored again in this game? How long did it take people to go through Burning Crusade or the Wrath of the Lich King in WoW? Faster than the Devs created new content? You don't say! Adding new things to do at level 50, which they have done a couple of times now, will always be behind the curve of when players do them. |
Are you seriously comparing CoH's hideously barren content with other MMOs? CoH is one of the biggest offenders of flat line game play. Have you never played another MMO?!
That is one of the reasons that the Devs wanted to put in the MA in the first place. It allowed players to create new content to do at a much faster rate than the Devs could. 100K players can create content faster than 15 Devs. It allows them to work on other things in the game rather than just new contacts in existing zones, which players will finish in a day, then be asking for more. |
And the MA is the worst offender of content trivialization to date. Player content? You look at the same ole missions with player made stories as new content?! It's a complete admission that the current team of CoH developers doesn't understand or is not willing to put the time and resources into their game to actually develop "real" quality content. Apparently even rehashing the same old crap is too tough a job for them, so now they can get the paying subscriber in on the act while they reinvent co-op zones ala their second (in FIVE YEARS) expansion.
4) As for your P.S. - I know that badges weren't in on Day 1. I said "Since day 1 in this game, I have been able to take characters through the game normally, and still miss out on content, including things like Badge missions and new content that has been added that I'm now currently above level to do." I never said that was everything, or even hinted that badges were the only thing that you could miss out on. I said "including" for a reason. Other things are just plain story arcs, Trials (which didn't allow you to start them unless you were exemped to within their level range), etc. There's more content than just the badges to miss, and I never said there wasn't. |
You know what pisses me off the most about CoH ... it isn't a bad core ... in fact its an excellent core when you get right down to it. The graphics and animation and even the cludgy animation-lock style of fighting has driven this game for so long in a niche genre never challenged up until now (Champions Online) and they (NCSoft) are literally about to lose their market share to the first competitor to come along because of the lack of foresight, lack of agile development needed in the MMO world and utter lack of creativity past their initial launch.
And its sadly ironic that they are going to lose it to the original developers of this game who (from everything that I've seen in the CO beta) have finally learned that lesson. And *still* this game founders after all that.
And for all that ... I'm still pulling for this game because it has been, above any other MMO, the game that could. Unfortunately it will end up as the game that never did.
P.S. - This is not directed at you Aett ... just the general state of the game.
City of Heroes broke 180k subscriptions at launch, had 194k in Q4 2005 (after City of Villains), and had 125k subscriptions last November. I don't know what current numbers are, although Positron said that there was a spike in active subscriptions after AE was released.
I think 50k is extreme lowballing. It also won't influence the devs, who likely have access to accurate numbers.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
I always thought that a good idea for end game content was to add hazard zones that would only be available to level 45 - 50 characters to start. Set them up something like the Rikti War Zone where a beachhead of sorts has been established and the higher level characters would spend time completing story arcs, TFs or trials in order to secure more of the zone. As time went by the zone would switch from hazard to city by degrees and then finally the zone level would be reduced to whatever level ranges were originally intended by the developers.
Here's another thought, change the con system so that all mobs con to players like giant monsters. Regardless of a player's level a minion will always con as a minion, a lieutenant as a lieutenant, a boss as a boss and so on. This way if you make it to 50 without seeing all the content you can go back and grab an old contact and do their missions in any zone with using Ouroborous or losing powers in the process. Still allow players to increase their reputation but instead of it only upping mission difficulty it increases the difficulty of all mobs in the game for your character. You want to fight everything at +1, you got it! It's kind of the inverse of what they are doing with Super-Sidekicking.
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
I always thought that a good idea for end game content was to add hazard zones that would only be available to level 45 - 50 characters to start. Set them up something like the Rikti War Zone where a beachhead of sorts has been established and the higher level characters would spend time completing story arcs, TFs or trials in order to secure more of the zone. As time went by the zone would switch from hazard to city by degrees and then finally the zone level would be reduced to whatever level ranges were originally intended by the developers.
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The closest thing to this that I've seen in an MMO has been in games like Guild Wars or WoW, where you go into different versions of a zone depending on what quests you've completed. This way you can see the world changing due to your actions. (That doesn't encapsulate your lowering the level barrier / progress being seen by others not participating, which is good and bad.)
Here's another thought, change the con system so that all mobs con to players like giant monsters. Regardless of a player's level a minion will always con as a minion, a lieutenant as a lieutenant, a boss as a boss and so on. This way if you make it to 50 without seeing all the content you can go back and grab an old contact and do their missions in any zone with using Ouroborous or losing powers in the process. Still allow players to increase their reputation but instead of it only upping mission difficulty it increases the difficulty of all mobs in the game for your character. You want to fight everything at +1, you got it! It's kind of the inverse of what they are doing with Super-Sidekicking.
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Interesting, but what would happen when it's a city zone? Would those higher level trials and story arcs go away? That would kind of be a shame to use all that dev time on a zone and all its content for it to vanish when it becomes a normal city zone. At any rate, they already said that zone restrictions on hazard zones are going away anyways.
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The problem with that is people could lean towards fighting early game mobs such as Hellions, Skulls, etc. Low level mobs start with fewer attacks that deal less damage, have less status effects, etc, compared to high level mobs. With everything being able to use all their powers (since they wouldn't be exemped) on lower level mobs, they'd have a(nother) way to circumvent challenge. |
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
An increase to the aggro cap would be nice but I don't agree with the elimination of the mechanic all together. Limited the # of critters seems reasonable and 30-35 would seem appropriate. Anything more and it just seems "off" if that makes sense.
In a perfect world, I would suggest the Aggro Cap be determined by the Team Size (and/or difficulty of the mission) rather then just a flat number. This would be present for all ATs and would be different per AT and not universal.
Tanks might start with an Aggro Cap of 10 while solo and could potentially increase the cap to 35 when teamed with 8. Brutes might start at 10 and cap out around 25, possibly less. Point is that any AT with Armor (primary or secondary) should have a higher cap than those without.
Squishier ATs, like defenders, would start with a cap around 8 and max out at 17.
Remember these numbers are all fictious and just my idea.