Release Notes for 19.20090918.3T - 9/24/09


3dent

 

Posted

Quote:
Originally Posted by CoX_Junkie View Post
Throwing a hissy fit nerd rage on the forums about a change to the game? Lolz, Sad.
Changes to the game that for NO reason take away a challenge portion of the game that actually gave DEBUFFERS something to do.


 

Posted

Settle down, I can sense the tears coming.


 

Posted

Quote:
Does it now use the melee damage modifier instead of the range damage modifier?
It appears to still be using the scrapper ranged damage modifier.


Be well, people of CoH.

 

Posted

I'm guessing that one of the reasons is that high level TF runs distort merit calculations.

If it is, then just don't count those runs, please.

Removing the ability to have any kind of challenge for a team other than maybe 4 of the hardest TFs is a bad idea. That's not an exaggeration. Most teams trivialize most of the game. Base challenge should be easy, but there should be higher settings for stronger teams.

This needs to be emphasized. Without +x TFs many teams will have almost no non-trivial PVE options.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
Removing the ability to have any kind of challenge for a team other than maybe 4 of the hardest TFs is a bad idea. That's not an exaggeration. Most teams trivialize most of the game. Base challenge should be easy, but there should be higher settings for stronger teams.

This needs to be emphasized. Without +x TFs many teams will have almost no non-trivial PVE options.
I really feel this needs to be emphasized.

Some of the most regular TF runners I know run them at level 50 on well-established characters who are not only extra effective due to long familiarity, but also often well-honed builds, sometimes further enhanced with powerful Inventions. A TF at default difficulty is, for such people, absolutely no challenge at all.

I know full well not everyone wants or needs extra challenge, which is not an issue as long as the default settings remain available. However, taking extra challenge options away from the folks who actually make use of it really seems a poor route to follow. Especially when it's on what most people seem to use as their primary repeatable team content.

Please, look into what is behind this and see if there's a way to address it. If their is, please consider deferring this change until you can address the underlying problems some other way. Unless there is a serious stability issue involved, I have to wonder how critical it is to change this after it's been available for so long.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Niviene View Post
Added restrictions to prevent player difficulty from affecting Task / Strike Forces
This stinks. Previously we could have a bunch of people below the level of a signature TF and face tougher enemies, or be at the max level and turn the difficulty up to make them tougher.

Now, with supersidekicking, everyone is SK'ed up and the task forces are boring (*WERE* boring, until we turned up the difficulty).

If this means we can no longer increase the enemy level, it well and truly STINKS.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Wow, this TF change sucks. I'm okay with it as it disallows the -1 setting, but I am not okay with it as it disallows any setting above standard. If a TF team is capable of running with enemies 2 or 3 levels higher than the team (I'd say 95% of my TF teams are) why shouldn't they be allowed to?

EDIT: Also, where are my PvP travel suppression changes to Mind Link and Fiery Embrace? You fixed the accolades, this shouldn't be any different.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I have to agree with those asking to not go forward with this change. I would rather have a bunch of people running -1 TFs than force everyone else to play on +0. Is it that big of a deal if people get merits faster? Or get Master badges? -1 TFs are kinda cheap, but I don't think they're cheap enough to remove the ability of the rest of the playerbase to challenge themselves without the "forced gimp" Oro options.


 

Posted

Add me to the list that wants to make sure that the +level difficulty option remains for TFs. I did an ITF last night on the equivalent of 'Unyielding' simply because my team was capable of it. I'd have hated for that team to run at +0/+0.

Also, taking away the difficulty options for Oro will, frankly, kinda suck.


 

Posted

Quote:
Originally Posted by CoX_Junkie View Post
Settle down, I can sense the tears coming.
Good to see you're advocating the removal of the ability for teams to challenge themselves.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by UberGuy View Post
Guys, no. Just say no.

You've made it so you can't change the difficulty in Ourobros. (Yes, I tested this.)

Edit: It does still work in the AE, despite it being similar to "TF mode"
Actually... I would like it if they made Ouroboros more like AE in the mode... so you can add and remove teammates like you can for any other kind of mission.

x Jeremy M.


Global Handle: @JeremyM
City of Heroes LiveJournal Community

 

Posted

Quote:
Originally Posted by JeremyM View Post
Actually... I would like it if they made Ouroboros more like AE in the mode... so you can add and remove teammates like you can for any other kind of mission.

x Jeremy M.
The problem with this is calculating merit rewards - the reward is based off a person being there from start to end, and I'm not sure if there exists a good system to balance rewards for people who aren't there the entire time that wouldn't also be game-able.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Liquid View Post
I think the -1 feature should remain for solo content, primarily for low damage/defense types like some defender builds. I have no problem with it being ignored and treated as +0 if you have more than one person on the team, or are on an actual TF (I think it should be available for Ouroboros content).
You know... a thought occured to me... Why not keep it, and make it buff TFs by +1 level normally. So it would be more like a range of +0 to +6?

I am rambling... that didn't make sense. Not sure I can get behind this change completely.

x Jeremy M.


Global Handle: @JeremyM
City of Heroes LiveJournal Community

 

Posted

Quote:
Originally Posted by Minotaur View Post
Nooooo, the riktispec is unplayable on any difficulty less than +1 as it insists on spawning -2s otherwise, meaning all your knockdown becomes knockback.
It does that for Sky Raiders as well, WTH is up with that? As if the Reactor Trial wasn't already stupid easy and boring with the huge waits between attack waves.


 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
Removing the ability to have any kind of challenge for a team other than maybe the final encounter of 4 of the hardest TFs is a bad idea. That's not an exaggeration. Most teams trivialize most of the game. Base challenge should be easy, but there should be higher settings for stronger teams.
Fixed it for you.

There is now no point to doing the ITF anymore, at least not the way I liked to do them. Ouroboros will now exist for the sole purpose of getting the Spelunker badge, since I'm off heroic by the time I'm high enough level to use it.

Less options is bad. Less content is bad. Making fun content boring = less content for a lot of players.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by AmazingMOO View Post
Add me to the list that wants to make sure that the +level difficulty option remains for TFs. I did an ITF last night on the equivalent of 'Unyielding' simply because my team was capable of it. I'd have hated for that team to run at +0/+0.

Also, taking away the difficulty options for Oro will, frankly, kinda suck.
i rather agree. Invincible-equivalent T/SF's has been a major source of keeping the game interesting.

i really, really hope removing the ability to adjust T/SF difficulty is just an interim step. Implementing the original settings as a T/SF-only menu would be preferable to keeping fixed difficulty (in my opinion).


Dr. Todt's theme.
i make stuff...

 

Posted

These patch notes were meant for the Forum Games section.

Corrupt A Wish (Multi-page thread 1 2 3 ... Last Page)
Wish: I want to be able to set the difficulty to whatever I want then make the game spawn lots of enemies for me to shoot.

Corrupted: Granted. Except on Task Forces. You can't even use the old settings on those anymore.


 

Posted

Quote:
Originally Posted by AmazingMOO View Post
Add me to the list that wants to make sure that the +level difficulty option remains for TFs. I did an ITF last night on the equivalent of 'Unyielding' simply because my team was capable of it. I'd have hated for that team to run at +0/+0.

Also, taking away the difficulty options for Oro will, frankly, kinda suck.
Add me to the list as well. Almost all the content I do with my lvl 50s is TFs, since the "entire game" to me is the ability to have fun "maxxing out" my toon once it hits 50 and getting together with my fellow coalition mates (who are doing the same thing) to see if we can rock a TF at higher diff settings.

Not a good change.

Like, at all.

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


76 characters and Twenty-four 50s later, I still love this game.
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Posted

Add me to the chorus of people who think a better solution would simply be to disqualify the -1 level setting from earning Master-of badges.


 

Posted

Quote:
Originally Posted by Starjammer View Post
Add me to the chorus of people who think a better solution would simply be to disqualify the -1 level setting from earning Master-of badges.
Or even SFs in general.


 

Posted

Quote:
Originally Posted by Starjammer View Post
Add me to the chorus of people who think a better solution would simply be to disqualify the -1 level setting from earning Master-of badges.
I don't think that's the problem. Even if they did that, the problem is that -1 was causing level 49 enemies. +0 would make AVs that are normally 54 to appear at level 50. It would still be easier. If they did it the other way, presumably +4 would be making level 58 AVs.

The devs have said there are issues besides just the -1 setting. Disabling it isn't going to solve all the issues there currently are.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

How hard would it be to require a new difficulty setting in the task force of ignore SRSLY/ 4XP Setting and make that required for Master Of badges?


 

Posted

And IW for widows is still bugged :/


 

Posted

My two cents...

Less options is bad. Period.

People are going to find ways to challenge themselves, regardless of the limitations any developers place into the game. Stripping the ability for the reputation/SRSLY/4XP system to affect TFs is silly.

If you don't want the SRSLY/4XP system affecting it, have the old rep system in place at the starting pop-up, before or after the Oros Difficulty options splash. Or instead, since there's no point other than masochism/challenge to the Oros Diff options with TF/SFs.

If it's the high Difficulty TF/SFs that are the issue, why? I understand the "cheapening" of the "Master of" Badges through -1... But with SSK in place, there can be no "uber" Exp rewards for fighting on max difficulty.

So, TLR...

Leave it as is, or if it has to change, bring back the old rep system into TF/SFs only.


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