I16- Your Thoughts
The only thing bugging me about i16 is how it's once again bringing the cranky players and doom-sayers out of the woodwork. Really people: if you don't like X, Y, or Z...
why are you still here? |
I remain here to point out that the same day I16 came out, freedom didnt go yellow.
There are still broadcasts lft AE Boss farm
Ae boss farm LFM
And people still want all the AT's you dont think they need.
Oh yeah, PVP still sucks.
PS: and the final annoyance....PL meh
Lots of 50's yada yada. still finding fun things to do.
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I�! I�! Gg�gorsch�a�bha egurtsa�ar�ug d� Dalhor! Cthluhu fthagn! Cthluhu fthagn!
You are in a maze of twisty little passages
The issue could have just changed the side kicking mechanics and I would have been happy. Add in the difficulty slider and it rocks! The game has just become brand new to me. Missions that were a breeze to do are now quite difficult.
Also, some nights when I am playing a level 40 character and can not find a team, I just go to KR or Steel and join some low level teams and have a great time while getting full xp.
Good job guys!
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<3 Difficulty Slider
Maybe now the price of purples on the market will come down.
Freedom may not have gone yellow, but Virtue did!
make of that what you will
There is no such thing as an "innocent bystander"
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Freedom may not have gone yellow, but Virtue did!
make of that what you will |
Lots of cat girls got laid.....
Lots of 50's yada yada. still finding fun things to do.
Cthulhu loves you, better start running
I�! I�! Gg�gorsch�a�bha egurtsa�ar�ug d� Dalhor! Cthluhu fthagn! Cthluhu fthagn!
You are in a maze of twisty little passages
Wouldn't it be awesome if it you actually spent forever leveling up a character? As in literally forever? How awesome would the game have to be if for you to be willing to play it forever. And how super awesome would it that Death itself wouldn't be able to stop watching you play over your shoulder long enough to tote your soul off into the afterlife. You'd be immortal and entertained!
Although, I suppose if you're more cynical you could view it as some kind of eternal punishment. IE, replace the fire and pitchforks with an uncomfortable chair and an eternal climb to ding level 50 in CoH (undoubtedly on a really bad PUG). (This post is all in good fun, and I truly regret that you feel the leveling pace of the game has become too slow for your tastes) |
Is that too long to reach level 50?
I've got... what 16 slots on Pinnacle? Let's say the average time to 50 (SOLO, we must keep in mind) is 150 hours. Let's say I decide to delete all of my characters and start from scratch. And get the server filled with 50s.
2400 hours. 100 days. Or 300 days if I play 8 hours a day. Or 600 days if I play just 4 hours a day.
600 days. Less than 2 years. I've been playing on and off since Sep of 04. I've deleted more characters than half the game's population has made. *possible hyperbole there*
103 hours doesn't seem like a long time to get to 50. Were I to be someone that teams more, I'm sure that this number would have been even less.
And that's that.
Be well, people of CoH.
I'm just thinking out loud here... will we see CoH become City of Lone Purple Farmers, where everyone gets on their favorite farming toon and farms until everything in their stable is slotted with those shiny purple IO's and then farm some more and more and... just because essentially, I16 with its increased difficulty will emphasize even more that other than purple-farming there's little high-level content for soloists?
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I16 was an issue made to appeal to existing players not to leave, but not really to attract new players. This is simply because the proportion of players who quit CoH/V because they couldn't be the Emerald Crystal is exceedingly low, while those who quit for reasons of repetitious content is quite high. Watching Dark_Respite's I16 video confirmed this to me - a lot of features only matter to existing players, where it is new players that CoH/V needs.
It's an issue that took a lot of work to get done, but as a customer I reserve the right to be completely unimpressed by the end result.
I16 with its increased difficulty will emphasize even more that other than purple-farming there's little high-level content for soloists? |
You're confusing me. Soloist get the same content as teamers in this game. Except for the TF/SFs that demand a minimum team size, of course.
Gaining inf and drops (YES, DEVS, THE RECIPE DROP RATES ARE BROKEN) is secondary to why the increased difficulties are so wonderful. Playing my main hero was boring solo before I-16. Now? I'm getting my but kicked.
2 +4 Master Illusionists in one spawn followed up by 2 +4 Ring Mistresses in the next make for a VERY bad day for an SR scrapper. I actually got angry at how quickly they tear through Bill Z with their non-positional psi attacks.
And yet I kept going back until the mission was done. Masochism? Maybe. A challenge that before was simply not present? Definitely.
Will CHV become City of Lone Purple Farmers? No more than it already was.
Teamers team. Soloists solo. Most do both to one degree or another. That ain't changing.
This weekend, my rebuilt main brute has to to badging. Good thing I-16 lowered some of the requirements for those accolade badges. I have to run all the villain side SFs as well just because.
Then I'll go back to farming inf/drops with paper missions in Grandville.
Be well, people of CoH.
Gaining inf and drops (YES, DEVS, THE RECIPE DROP RATES ARE BROKEN) is secondary to why the increased difficulties are so wonderful. Playing my main hero was boring solo before I-16. Now? I'm getting my but kicked.
2 +4 Master Illusionists in one spawn followed up by 2 +4 Ring Mistresses in the next make for a VERY bad day for an SR scrapper. I actually got angry at how quickly they tear through Bill Z with their non-positional psi attacks. And yet I kept going back until the mission was done. Masochism? Maybe. A challenge that before was simply not present? Definitely. |
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
I16 was an issue made to appeal to existing players not to leave, but not really to attract new players. This is simply because the proportion of players who quit CoH/V because they couldn't be the Emerald Crystal is exceedingly low, while those who quit for reasons of repetitious content is quite high.
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When you refer to people quitting, you are referring to existing players. Prospective players cannot quit, because they have not joined! If you had said, "Being able to be emerald crystal does not attract new players, but new content will", then you'd be supporting your thesis. But what you said is "Being able to be emerald crystal won't prevent existing players from quitting, but new content will." Which is exactly the opposite of what you initially said the purpose of I16 was.
Incidentally, I agree with the second part of your statement. Existing players, who have had the chance to explore all the content available, are more interested in new content they haven't played. New players, for whom all the current content would be new content, haven't been swayed to join by the amount of content already available, so adding additional content does nothing for them - but a visual upgrade like customizable power colors might grab their attention. So, I'd say that the flagship feature of I16 is most definitely a new player attractor.
(AE, on the other hand, would have been an excellent retention measure - that it was marketed as a feature for new players is one of the many ways in which it was mishandled. But that's just my opinion.)
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Super Side Kicking now makes it harder to get the Mentoring Badges.
Mayhem missions have some destructable objects that are scale to level until it reaches its max level. ie a level 5 in AP Mayhem has level 5 cars and trucks. At level 10+ cars stay at level 10. I like this even though it may be a bug as it is not documented in the Patch Notes.
Powers Customization, I don't like the whole Dark/Light only options, as the Dark overwhelms the colors on most powers. But I like the effort and the direction it is leading. I do like changing the attacks of SS though so they don't look like everyone elses powers.
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I don't know if somebody's included in their list of praises, but...
We've been able to color the text global channels display in for a while. But those colors never seemed to persist across zones.
UNTIL NOW.
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16 is a nice shiny, but it doesn't hold too much to keep me interested. I like creating new characters and their looks as much as the next guy, but I'm over the same costume parts and coloring powers doesn't make up for that really.
To whomever said that leveling was too hard (that BAB's responded to) should probably learn to play better. This game has gotten insanely easy to level in since they did XP smoothing.
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The only thing bugging me about i16 is how it's once again bringing the cranky players and doom-sayers out of the woodwork. Really people: if you don't like X, Y, or Z...
why are you still here? |
I should also point out that "Why don't you quit" posts are against the EULA.
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The new super sidekicking combined with the new field analyst settings have given a huge boost to enjoyment factor for me.
Throw in the great start to power customisation, and I16 is wonderful to me. Big thumbs up.
Just wanted to throw a positive reaction into the mix here.
I don't know why there is so much negativity in this thread. I am really enjoying I16 so far. It adds so many new ways to play that I am practically paralyzed with options. The rest of my SG is all very excited too, and a lot of them have resubed to play I16.
Just had my first full teaming since I16 last night, and I've seen a negative. Most of the team had picked BRIGHT colors with over-saturation, and with all those buffs on ever character and ever effect, I found myself literally getting sick. My eyeballs were actually hurting. I'm guessing the effect might not be so bad in open air missions, but in tight quarters fighting it was painful. Might do for some to keep in mind that sometimes a little subtlety in color is actually a good thing.
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Super Side Kicking now makes it harder to get the Mentoring Badges.
Mayhem missions have some destructable objects that are scale to level until it reaches its max level. ie a level 5 in AP Mayhem has level 5 cars and trucks. At level 10+ cars stay at level 10. I like this even though it may be a bug as it is not documented in the Patch Notes. |
This has been this way as long as I can remember. The first two mayhem missions I generally aovid destroying most items and just hit the bank/sides. In the later levels, I'll take my time and destroy most everything. I like seeing 45 minutes on my timer.
Just played my story AE to see how much the various changes impacted it. It is 4 missions full of robots and fun.
Before set on Rugged I would net 1300-1500 tickets
Now, set to 5 person team with no bosses: 1920 tickets.
The new settings let me really challenge my Tank while giving my that "Super" feel.
Other notes: New SS animations are wonderful. They feel like they hit harder and mesh quite well.
New Fire Aura colors and style makes me a happy tank. Do wish we could test multipul auras being on before committing to the changes. Perhaps a personal instanced mission full of target drones for when you are using the tailor?