I16- Your Thoughts


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Posted

Quote:
Originally Posted by CaptainMoodswing View Post
It seems weird to try to tell people where to farm, doesn't it?
It depends on the reasons, I think - if they want the AE to be a story making tool, then it doens't seem so weird that they're trying to encourage farmers to go someplace else to farm.
If the devs were really anti-farming, then they'd have put a 40+ entry cap on PI ages ago - but not only have they kept it totally open, they've now opened up a level 35-50 co-op zone to level 1s too.


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Posted

Energy Assault is broken again. Instead of red energy blasts it's defaulting to blue ones.

The good news is that I can fix it without having to wait who knows how many weeks/months for a patch.

The bad news is that I have to PAY to fix it on every single costume!

Of course after my experiences with trying to edit Ice Assault, I'll be lucky if I can get anywhere close to the real default color.


 

Posted

Quote:
Originally Posted by Dr_HR View Post
As the title says: whats your first view on the new issue.

Game Play, bugs, powers, colours etc.

discuss
Not much, first day didn't do much when finally able to team, game went bust, so called no joy for the night.

Helped run the MS raid actually went smoother than expected everyone who was there was at least lvl 35 and the ssk allowed a much easier time of the raid for our raiders. Lots of people like the color purple.

QoL things I have picked up on so far are interesting. Still would like to see water in the bases.

AV


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When you wake up seek the courage and strength to do the right thing.
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Posted

Quote:
Originally Posted by Golden Girl View Post
It depends on the reasons, I think - if they want the AE to be a story making tool, then it doens't seem so weird that they're trying to encourage farmers to go someplace else to farm.
If the devs were really anti-farming, then they'd have put a 40+ entry cap on PI ages ago - but not noly have they kept it totlaly open, they've now opened up a level 35-50 co-op zone to level 1s too.
True.

AV


Quote:
by Star Ranger 4
WIN LOSE OR DRAW, WE WILL FIGHT.
WE ARE HEROES This is what we DO!
When you wake up seek the courage and strength to do the right thing.
Decide that this will be another day in which you Walk The Talk.

MA #14724 Operation: Discredit @American Valor
Sentinel Of Liberty SG

 

Posted

Quote:
Originally Posted by Nethergoat View Post
So the largest addition of character customization since the game launched doesn't meet BI's requirements.

Surprise, surprise!
Over here, character customization does not necessarily = new costume pieces.

If it does in your world, good for you. It doesn't for me, sorry. I can only imagine the comments that would be coming out of your keyboard were I to pop in here arguing about how being able to color your powers is a new costume piece; but since this is you saying this, its all ok. At least, this seems to be the argument you are making.

Whatev.


 

Posted

Quote:
Originally Posted by Lazarus View Post
Energy Assault is broken again. Instead of red energy blasts it's defaulting to blue ones.

The good news is that I can fix it without having to wait who knows how many weeks/months for a patch.

The bad news is that I have to PAY to fix it on every single costume!

Of course after my experiences with trying to edit Ice Assault, I'll be lucky if I can get anywhere close to the real default color.
...wait for Friday?


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Posted

Yep, just like with Ice Assault it is not possible to get the default color for Energy Assault back. None of the tintable options have anywhere near the brightness of the default, not even this so called "Bright" Energy.

I want my old red energy blasts back!


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
The difference with your first two examples is that they affect others. The latter one does not. If what someone is doing doesn't affect me, and they're enjoying it, why should they be denied it?

I have no problem with farming for influence or recipes or whatnot. I have a problem with rampant PLing because it does affect others. It impacts on everyone playing the game. We lose more players due to attrition than anyone of us will know. The cash flow for this game is replay value.
It should take a fair amount of time to reach 50. By then you'll have alts you'll want to play.

When you can get your 1st 50 without ever doing anything, it affects everyone. How many new players signed up when AE came out only to have their first 50 in 2 missions, doing what they thought they were supposed to be? Those same players aren't still here contributing to the financial health of the game. They aren't here still adding to the community.
They left for a more stimulating/challenging endeavor.
They took their $15.00 a month with em too.
That in turn affects how much money gets put into Issues.
See a pattern?


How's that for hyperbole...


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Posted

In reference to my previous post about influence and so forth being changed, I understand that the only posted changes are what people will immediately notice, but it seems that there were more changes in my post-i16 experiences than what were advertised.

Perhaps I'm just reading into things too much, however, I have seen a lot of people agree that drops are broken.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Something I noticed, is that I periodically get knocked down while hovering or flying. That's right, I'm in the air and get hit by a knockback/down effect and fall onto an invisible floor several feet above the actual floor...
Haven't played a flier in a while, have you? They've been getting knocked around for a couple issues now.

Most notably, the in-place backflip you do when you're hovering was retweaked so it imposes a significant animation-type delay to activating other powers. Less than the one you get when you get knocked down but you get up again, but still noticeable.


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Posted

Quote:
Originally Posted by rian_frostdrake View Post
and im not sure how tossing a few new arcs out there is going to solve that.
i for one would love to continue "the coming storm" storyline or findout who that mysterious person is that is leaving notes in the Ouroboros missions.

maybe even take that trip to the fabled moon base that was mentioned ?

stuff like that would get me excited ....the mission architect didn't and hasn't appealed to me ....because it's just using the same maps "office building,cave,sewer," you can't make something from scratch your just using the same maps you have ran threw hundreds of times already.

you mention issue 10 and i for one loved that one it was awesome i been waiting for another issue like that...the invasion when it first happened was really fun ..collecting merits to get costume pieces,badges ...missions ..

it added more than people think http://paragonwiki.com/wiki/Issue_10


 

Posted

Quote:
Originally Posted by GlaziusF View Post
Haven't played a flier in a while, have you? They've been getting knocked around for a couple issues now.

Most notably, the in-place backflip you do when you're hovering was retweaked so it imposes a significant animation-type delay to activating other powers. Less than the one you get when you get knocked down but you get up again, but still noticeable.
It's the get knocked down then stand up again animation that is activating. The midair flipping around still happens, but occasionally I fall down as if I were on the ground.


 

Posted

Geez, what happened with the ambushes in mayhem missions?

I was doing Founders Falls, one I have run hundreds of times by now. Set my diff to be 2 players, +0 levels, bosses on. The equivalent of Malicious (diff 2) on the old system.

Well, all the normal spawns of PPD and DE are the normal size, however the ambushes are WAY bigger. As much as double to triple times in size. Before I'd see 2-3 Longbow/PPD, tonight it was anywhere from 6-8 at a time.

I know there are not stacked ambushes, these are coming at the same rate as before issue 16 and I can often see where they spawn from, they're all appearing at once.


 

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Originally Posted by BackAlleyBrawler View Post
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)
Actually no... I wouldn't like a game that went on forever... I mean, I would, but not one that I had to continue levelling up in forever. I'd much rather have a game where my character is actually finished at some point, so that I can then have fun playing the game.

So I guess I agree with folks who say we need level 50 content... But I don't think it should be the same textbox, run to door, fight mobs in instanced mission, run to contact, new textbox, etc.

Needs something genuinely new.

I was just saying the other day that the problem with MMORPGs is that there are only two ways to measure one's progress in a game: Impact on the world/storyline, or development of the character's power.

The whole reason there are PLers and farmers in the game is that there's zero, yes zero capacity to affect the game world, or storyline. Nothing I do actually changes the game world. So, the game inherently becomes one of getting more powerful. Coming up with better builds, levelling to 50, and grinding for the IOs to make them uber. There's nothing else to do, really.

Well, RP, but that's not really part of the game, that's something we do while we play the game. And don't get me wrong, I like RP. But I could do that just as easily with a bunch of friends sitting around a table in RL, or in a chat room somewhere, and it would be basically the same RP as I could do in this game. It's not really related to the game mechanics in any way.

Which is a problem with CRPGs in general, no real relation between game and RP. And even in cases where there is some relationship it's generally exceedingly shallow and/or immature (Good/Evil morality points for actions changing your character's alignment/appearance/etc are an example of this).

I think if you're going to have level 50 content, you're gonna need to give us a way to have a tangible, visible impact on the game. The story and world can't stay static. Or it'll just be one more thing to farm so that we can "win" and be done.

And I'm most certainly not talking about shallow PvP mechanics. Items of Power and base raiding don't work here. Playing tug of war between villains and heroes for damage and defense bonuses isn't really having an impact.

What would be much better would be missions where your success/failure has consequences for the city. I mean, we've all been sent to save the Terra Volta reactor. But what if it would actually explode and be unavailable for a while if we failed? What if the Rikti could attack because the power for the War Walls was down?

What if we were sent to stop Dr. Vahz, and failure meant that Vahz spawns would increase throughout the city?

Even better... What if it's not just the level 50s who have an impact? What if enemy groups became more or less powerful depending on how actively they were being hunted, and how many missions against them were being accepted, declined, dropped, won, or failed?

And what if that was what would eventually culminate in some member of Freedom Phalanx contacting a higher level player out of the blue to say, "Hey, <Archvillain> of the <Enemy Group> is about to <insert diabolical scheme>. He/She/It must be stopped!"

There could even be multiple tiers involved... One low level group isn't being hunted much, so a level 20 mission spawns and a call is put out to heroes around that level... And then if that mission is failed or ignored, it escalates to higher and higher level players, with bigger and more pervasive consequences for success or failure at each level.

See... This would actually get me interested in life outside the AE again. Let me actually save something! Let me do something that matters.

And again, I stress this should be PvE content. PvP creates an atmosphere that isn't particularly conducive to hero or villain roleplay, and exposes all the biggest weaknesses of the game (Hey, didn't I just kill you 5 times in a row? Why won't you stay dead? What exactly is the point of our battle, if no one can die, and therefore neither of us can ever truly win?).

But, those are just my thoughts.


 

Posted

Quote:
Originally Posted by Calash View Post
Na, the reason is simple.

Everybody wants to RP with multi-colored glowing catgirls.

There HAWT!

werd


 

Posted

Dear cabbage brain brain who -repped me with the comment "still need content" will have one more chance to actually read the post:

(Adding flexibility to mission difficulty) x (every mission in the game) = a metric ton of new game experiences

New stuff to do = content.


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My City Was Gone

 

Posted

Quote:
Originally Posted by Bad_Influence View Post
Over here, character customization does not necessarily = new costume pieces.

If it does in your world, good for you. It doesn't for me, sorry. I can only imagine the comments that would be coming out of your keyboard were I to pop in here arguing about how being able to color your powers is a new costume piece; but since this is you saying this, its all ok. At least, this seems to be the argument you are making.

Whatev.
I'm referring to a long thread where you disregarded every costume piece added to the game since the advent of the Wedding Pack in a failed attempt to claim we'd never get anything "good" again without paying for it.

A character's powers are every bit as visible a manifestation of their identity as their costumes- sometimes more so. The ability to customize them is a HUGE addition to character creation, on par with the release of CoV.


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My City Was Gone

 

Posted

Way back in the old days, we DID have games that went on forever (as long as you had the skill and patience). Examples include Pong, Pac-Man, Gorf, and so on...


 

Posted

Power customization is a terrific addition to the game and long overdue. Unfortunately, for me, the "overdue" part is key -- it's just too late. Two or three years ago, this would have been a source of unspeakable joy for me; now, it's a minor diversion to a game that doesn't really excite me any more. The Dev team did a fantastic job on this feature but, like so many of the new additions to the game lately, it just feels like a new coat of paint on an old car.

I can finally fulfill some long desired character concepts, and I will undoubtedly have fun in the character creator. But then I've always enjoyed creating characters, the problem is I don't actually enjoy playing them. I play 3 or 4 hours a month, tops, and really only keep my account active out of attachment to my characters and because $15 per month is pretty inconsequential.

My hope for rekindling my passion for the game now rests solely on ROGUE: new zones, new foes, new powersets -- that's really what this game is in need of.


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Posted

Quote:
Originally Posted by Nethergoat View Post
(Adding flexibility to mission difficulty) x (every mission in the game) = a metric ton of new game experiences

New stuff to do = content.
Mathematically: yes. Practically: no.


 

Posted

Quote:
Originally Posted by rian_frostdrake View Post
I have got to say, I agree that the issue definitely is a draw to older players, but i find some of your conclusions odd, or at least born of strange expectations. This issue addressed something we have been asking for since issue 1, and was at one time suggested would be in issue 3, so as a longtime player, yeah, i can understand where you are going with that, but im not sure what you expected would bring in new players that was overlooked. A new player would have quite a lot of existing content to go through, and outside of the low level hero stuff, most of it is quite good. If anything repetitious content is more the complaint of long time players who complain that the game is repetitive, and im not sure how tossing a few new arcs out there is going to solve that.
My point was that although a popular change with existing players and maybe a small draw to new players, exited players who left for any reason are unlikely to be draw back just to turn their electricity black. The major complaint about CoH/V is that there is a lot of repetition in running mission maps over and over and over again, particularly on the same maps. It is a major complaint that hasn't been addressed since something like Issue 2 iirc, where early level mobs had some custom maps added that better reflected their origins. It isn't sexy, it probably isn't going to set the boards on fire, but that's what CoH/V needs. More map types with some neat tricks we haven't seen before.

This is why I believe GR really needs to bring something new to CoH/V. If it is doing the exactly same thing we can do currently in CoH and CoV, but with a change of scenery, then it isn't going to hold onto players who are coming back to test the waters. I fully expect GR to include public quests, but there are a number of neat tricks that already exist in CoH/V that are used as one-offs yet really add to the game (like the 'Trap Sprung' event in the Hess(?) TF, or the storyline in the Vangard missions complete with cutscenes, and so on).


 

Posted

Yeah, I hope so. Last time I ran Hess the trap didn't even seem to spring correctly. That was one of the things that made me think "Whoa, cool!" the very first time I did it. They show creativity here and there, introducing cutscenes was good--the Reichsman using Fist of BEATDOWN on the barracuda SF and loading you into a Column base jail cell? That was slick, even if the story in those 2 TFs were pretty iffy. And trying out the gadget fight was alright, I guess, just do it better and don't leave stuff so buggy with it if they do it again.

If they don't have some new map layouts i'm just going to be sad. So very sad. The Tyrant should have a palace, not a cave with a throneroom.


 

Posted

Quote:
Originally Posted by Paladin_Musashi View Post
I was just saying the other day that the problem with MMORPGs is that there are only two ways to measure one's progress in a game: Impact on the world/storyline, or development of the character's power.
I like your ideas. Someone on the european boards before merging had a similar idea about affecting the game world. It was to do with the 'hazzard' marking on each map (ie the red, yellow and green zones) and how they would grow and shrink depending on missions and street hunts that were taken place there. Shops would shut up if things got too bad, more enemy groups would appear untill the heroes banded together to take them out and restore peace. It would make the city more alive.

I'll see if I can find the original post.


 

Posted

I don't know about anyone else, but I'm sure enjoying the issue. This kind of surprises me, since I'd always though power customization was among the silliest, if not THE silliest, thing constantly requested by the player base. To my own surprise, it's got me playing shelved characters again and really enjoying some new ones, too. Would I have liked some new story stuff? Sure, but I'm surprised by how much I like this.

However, the gloom in this thread has once again convinced me that the game's on the downslope. If the game's own official forums, which one might expect to be dominated by its cheerleaders, think it's on its last legs, that's just sad.


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Originally Posted by Olantern View Post
However, the gloom in this thread has once again convinced me that the game's on the downslope. If the game's own official forums, which one might expect to be dominated by its cheerleaders, think it's on its last legs, that's just sad.
People on these forums have been pretty consistently saying the game's dying since about... the first day of beta. Being the ones with the most interests in the game also means being the ones who bawl first if they don't like how something looks.


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