So did the AE farm nerfs work?


Agonus

 

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Originally Posted by SwellGuy View Post
Nope. I especially like to do the Mercy ones since Kalinda isn't too horrible about sending me all over the place and I get merits from her but I still do my Galaxy ones.
I do Mercy until level 5 and then jump ship to Port Oakes until level 10. You can rack up quite a few merits from those early arcs on the redside.


 

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Originally Posted by Clouded View Post
What's the current state of the game that causes you to be dismayed?
Well I wasn't going to say anything but:

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Originally Posted by Latest Reputation Received
cry moar
Since someone asked so nicely...


AE has taken up so much time since it's insertion; time that could've been spent better elsewhere and now it turns out that it was because the regular game has been borked for drops since i9.

Power Customisation is not something to ride home about. It's still quite limited and has only brought City up to an even level as Champions. Maybe when it's finished...

We haven't had any decent story movement since i10 outside of TFs, i12 if we do count TFs not to mention the 5th TF is incredibly boring once you reach Bison in the last mission.


And finally; I'm sick of risk:reward. It's a pedantic buzz-word used to justify whatever nerfs come along in the name of 'balance'. The risk is different for every AT and every combination of powersets that comes along so it's a self-defeating term.


Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
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Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

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Originally Posted by Tyger View Post
AE has taken up so much time since it's insertion; time that could've been spent better elsewhere...
Uh no.
Their goal was to rejuvenate an aging franchise, which you don't accomplish by tarting it up around the edges and delivering more of the same thing you've brought in the past.
MA was a revolutionary step and an investment of time that will keep on giving going forward.

To paraphrase an overused maxim, give a player a mission and they play for a day. Let them make missions and they can play for the rest of their lives.

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Power Customisation is not something to ride home about. It's still quite limited and has only brought City up to an even level as Champions.
"Quite limited" my hairy hindquarters.
Pool powers & philosophical limitations aside, it lets you do just about whatever you want. And chances are they'll be tweaking it in the future.
It's freaking fantastic for a first swing.

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We haven't had any decent story movement since i10 outside of TFs, i12 if we do count TFs not to mention the 5th TF is incredibly boring once you reach Bison in the last mission.
One, yes we have.
Two, who cares.
As noted, when your intent is revitalizing the game you need to think bigger than "here's some content much like all the stuff that's already in the game". That isn't going to entice any new players.
And as I've noted over and over, the MA tools are for the devs as well.
I'm guessing the upgrade from spreadsheets and post-it notes to a robust, intuitive graphic interface will net us quite a lot of 'story' content going forward.

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And finally; I'm sick of risk:reward. It's a pedantic buzz-word used to justify whatever nerfs come along in the name of 'balance'. The risk is different for every AT and every combination of powersets that comes along so it's a self-defeating term.
On this we agree.
The actual formula is time = reward, but it wouldn't be politic for the devs to fess up to that one.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

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Originally Posted by Nethergoat View Post
Uh no.
Their goal was to rejuvenate an aging franchise, which you don't accomplish by tarting it up around the edges and delivering more of the same thing you've brought in the past.
I agree. Except that MA essentially delivers more of the same. We just get to add custom text and mix and match powers on our custom mobs.

The core mission gameplay has changed not one iota.

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MA was a revolutionary step and an investment of time that will keep on giving going forward.
That remains to be seen. I'm pretty skeptical myself...but I suppose it could turn out that I'm wrong. And I wish people would stop throwing around the words 'revolutionary' and 'innovative' so loosely.

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To paraphrase an overused maxim, give a player a mission and they play for a day. Let them make missions and they can play for the rest of their lives.
If those missions still have the same tired old gameplay as our regular content, what's the actual incentive to continue to play for the 'rest of our lives'?


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"Quite limited" my hairy hindquarters.
Pool powers & philosophical limitations aside, it lets you do just about whatever you want. And chances are they'll be tweaking it in the future.
It's freaking fantastic for a first swing.
I don't have any complaints with it so far apart from the sneaky move to not allow my Fortunata powers to be customizable


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One, yes we have.
Yes we have, but not terribly much.

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Two, who cares.
Obviously there are people who do.

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As noted, when your intent is revitalizing the game you need to think bigger than "here's some content much like all the stuff that's already in the game". That isn't going to entice any new players.
I can agree with that. I'm just not sure MA really counts in that regard currently.

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And as I've noted over and over, the MA tools are for the devs as well.
I'm guessing the upgrade from spreadsheets and post-it notes to a robust, intuitive graphic interface will net us quite a lot of 'story' content going forward.
I really REALLY hope they're using(and enhancing them) them well.


 

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I have been around for more than 60 months now and until recently, CoX was practically the only MMO game I was playing. However, the game was getting stale (see below) so I jumped on the Champions Online bandwagon. I must admit that I have been playing more over there than on CoX. Now back to the reason for this post...

Why I use FARMING missions:

Whenever I start a new toon, I have to go through the same base play as when I started the game years ago. Hence, I do farm a lot to bring my new toons to the 20+ level where gaming becomes more interesting.

Suggestion:

1. Offer a "fast track" for veteran users (36 months+ ???). In other words, perform a more complex mission and jump 5-10 levels w/all of the perks.
2. Change the low-level missions so that they are different than what we started with.

Granted, there have always been updates but lets face it, starting a new toon on say CoV, has you go through the same low level missions, fighting the same opponents, etc. All I want to do is move up past 20 very fast, hence farming missions.


Sidebar:

Is CO better? IMHO, let's say that it's different and newer (read: totally different content).

I still like CoX and although I know several friends who recently dropped their long time subscriptions to CoX for CO, I decided to keep both as I can afford to do so. Game play wise, I see myself on CO over CoX by a 4:1 ratio. I am hoping that "Going Rogue" will bring new interesting content and gameplay.


Many toons on CoV and CoH. On-line 80+ months
AMD Phenom-II X6 1090T | Corsair H50 Cooler | ASUS M3N78-EM | 4096 MB | EVGA GTX-560ti Classified (w/1.2GB DDR5) | Microsoft Windows 8 Professional x86 | SAMSUNG SyncMaster 245BW

 

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Originally Posted by Flashfox View Post
Why I use FARMING missions:

Whenever I start a new toon, I have to go through the same base play as when I started the game years ago. Hence, I do farm a lot to bring my new toons to the 20+ level where gaming becomes more interesting.
I've always found it amusing that people run the same missions over and over to get past content they've played over and over.

Not knocking it- I PL too when the mood strikes me.
But the cure for repetitive gameplay being more repetitive gameplay is funny.



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1. Offer a "fast track" for veteran users (36 months+ ???). In other words, perform a more complex mission and jump 5-10 levels w/all of the perks.
Between the exp changes and the various extremely handy vet rewards and the temp travel powers, they have added a 'fast track'.
Faster travel & more attacks = more efficient leveling.

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2. Change the low-level missions so that they are different than what we started with.
The low level hero game stinks on hot ice and could certainly do with a complete re-vamp.
Red side is fine, but there needs to be more of it.

With the SSK changes, players can team for any level range and still earn xp. That eliminates one of the longstanding barriers to extending the low level game- players don't spend much time there, so why pour in a bunch of resources? Now that all content is 'level appropriate' content for one is content for all.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

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Originally Posted by Clouded View Post
I joined a 6 player sewer team over the weekend and it took me less than one hour to hit level 5 once I hit atlas park after making my character and I didn't even do the tutorial.

I find the sewers to be perfect for getting to level 5 and then hitting KR for radio missions and temp travel powers.

By level 8, I have my raptor pack and it's only been maybe 2, 2.5 hours tops (teaming). I'm happy with that pace.
I always considered sewer teams like boring farms.
And I always reach level 5 in under an hour, playing regular content.