What's the big deal? Powerleveling and the AE "nerf"
If that random mission door or TF/SF contact was the only location in the zone to access literally hundreds of thousands of story arcs, and there weren't more than a few people there, I'd definitely say something is wrong. Or, to put it another way - if every mission in a zone were tied to one mission door, or if every TF or SF were tied to one contact, you'd damn well better expect there to be a decent amount of activity at that location. Anything else is indicative of a problem. If players could pick their own contact locations and mission entrances, you'd have a point.
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For about 2-3 weeks before I16 I was running Unai's To Save a Thousand Worlds arc from Ouroboros over and over and rarely saw anyone in Portal Corps.
Since I16 there are people there and often at the portals to the missions.
I think a lot of the PLing moved back to PI but not all of it so there was not a complete population shift from Atlas Park's AE to PI but that plus all the broadcasts about sewer teams in Atlas Park make me think we didn't lose people as much as they went back to old ways of playing. I think any online population drop could also be explained by Aion, CO, returning to school...
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
(although I could reverse that point of view - I don't know why someone would spend that kind of time leveling a character and then only dig them out once in a blue moon while they're leveling something else).
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I agree about non-IOed characters feeling slow and clunky. That's why I start using IOs at level 7 or 12, and never bother with DOs and SOs. It's actually cheaper to add permanent common IOs as you level than re-outfitting with temporary enhancements every five levels.
I also start using IO sets when the main bonus starts to cap out due to ED. That's usually in the late 20s and early 30s. I don't mind that they don't have the maximum possible bonuses because the sets have 55-60% accuracy and 95% damage (or other main effect), which when combined with the accuracy and recharge bonuses I usually get with the sets I choose make the character very snappy and responsive.
Because my characters are fun to play pretty much the whole time I'm playing them, I really feel no need to PL. Most characters built this way can easily solo at +1/x5 or +2/x4, or team with another character or two at +2/x8. That combined with maxed-out Patrol XP (from playing so many alts) means you're basically PLing yourself whenever you play.
The other benefit of using IO sets early is that when you're exemped down, you retain the bonuses you had at that level.
Finally, the most tedious levels (1-stamina) now go by in just a few hours. I can see why people want to PL through that (always having to rest, never enough attacks), but the devs have cranked up the XP so much for 1-20 that it's barely enough playing time to get to know how the powers work together.
I'm not interested in getting lots of purples because of the time and expense involved, and, frankly, they don't have a lot of the bonuses that I want. Most of the purple sets have the same bonuses (recovery, regen, recharge, accuracy, toxic resist). While these are great bonuses you can get 50-75% of many of those effects with rares and certain commons. Some of the bonuses don't really offer much for most characters: they can't get enough regen to make a difference with burst damage, characters with IO sets rarely have end problems, and your to-hit caps at 95%, so global accuracy bonuses greater than 30-40% are overkill. The only generally useful bonus is the 10% recharge. If I really need that much recharge I'll take Hasten.
The bonus from IO sets that many people are looking for these days are the Defense bonuses, and only one purple set gives any defense bonus. There is a certain degree of "I must have it because it's the best" mentality with purples. Having six sets of them doesn't really do much for you unless you happen to need the bonuses they give, and most characters can get what they need much more easily elsewhere.
Well I'm going to admit, I enjoyed AE (Bosses, Hami Bubbles, Those Paragon Protectors) while it lasted and boy was it fun! I've been playing for 2 years and about 6 months...
It was one of the highlights of my time playing, but it's gone now and I don't really care, the game is still fun for me, I farm, I PvE, I PvP, I Market... I do just about everything the game has to offer, and AE being "nerfed" doesn't take away the fun of the other things. (in fact it made marketing easier, with supply of something dropping fast) I made about 3.9 Billion influence from my time at AE and it was fun, I also helped many of random people level. And yes I did make a few 50s... Truth is AE isn't "dead" but I don't think it's going to get back to the glory days... It's just crippled, compared to before, but it still can do what it was meant for. (In fact I still see it as the better method of farming since you can buy rare salvage with the tickets) Anyways my two cents, sure they "nerfed" it but I still find it useful. |
*shrug* I can still level faster with less risk in an MA mission than I can via using standard content, and tickets are better reward than most standard drops. I'll keep using the MA when I want fast XP, and other farms when I want purples.
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Well, when you think about it, the fact that the AE building is empty isn't very odd at all.
To illustrate why I say this: Go to a random mission door in Talos. How many people are gathered there? No one, you say? Why should AE be any different? A second example. Go to a random trial or TF/SF contact. How many people are clustered there, spamming broadcast? Very few to none, you say? I think I am seeing a pattern. |
AE is "dead" (and I use the term in strictly tongue in cheek fashion) because its reward structure isn't as overwhelmingly dominant over normal content anymore. It still has utility and it's still useful to those who look beneath the surface, but most people aren't interested in doing that. It's no longer what "everyone" is doing and the initiators (i.e. the people starting and running those teams) are no longer there so the sheeple aren't there anymore either.
The whole game is the journey from level 1 to level 50. Doing this in 200 hours of gameplay versus 20 hours of gameplay is the difference between a player staying (and paying monthly fees) 5 months and 5 years.
So, when the devs nerf any kind of exploit that allows for fast advancement, they are protecting their income, and the future of the game. |
Yeah, I'm an extreme case (if only due to having two accounts) but using the logic that 'giving the players a fast rate of advancement will fuel your subscriber churn' sells short your longtime players who don't see that as be-all, end-all. There are people right now who have two dozen (or more) 50s and they're still playing.
While I don't agree with the 'I pay $15, I should be able to do what I want and have everything I want' crowd, I also don't think you should pander to the opposite end of the spectrum (which I would pretty much be a part of, given the fact that 'Asian grind MMOs' don't affect me in the least). The answer lies somewhere in the middle, where AE is a viable alternative to standard content. We're not quite there yet (many of the recent changes have mainly impacted story writers far moreso than farm creators) but hopefully we will be soon enough.
@Remianen / @Remianen Too
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The whole game is the journey from level 1 to level 50. Doing this in 200 hours of gameplay versus 20 hours of gameplay is the difference between a player staying (and paying monthly fees) 5 months and 5 years.
So, when the devs nerf any kind of exploit that allows for fast advancement, they are protecting their income, and the future of the game. |
A blanket statement like "...difference between a player staying..." is utter BS. MMOs live and survive for years on the hardcore dedicated fan base that doesnt go anyway. Though new players might drift in and drift out, having a basic base that is there no matter what is what keeps any MMO going. Its when that base starts moving away that the game really starts to falter.
If a player comes in and buys a box and sticks around for 2-3 months while they see everything and then leaves, but in order to keep that 2-3 months the devs have made a game that someone that has paid, and would be willing to keep paying after 5 years, and they leave, who is the bigger loss to the company?
Rodion, EXACTLY. I could have written that, it's so close to how I play.
BS. See me registration date? I have been playing and paying since the game launched. Or shortly after. I have not taken breaks, or let either of my accounts lapse. And i farmed my *** off when the AE was cranking. For no other reason then it was fun to do. It was fun to advance a character quickly through the game i have played for 5 years and more now.
A blanket statement like "...difference between a player staying..." is utter BS. MMOs live and survive for years on the hardcore dedicated fan base that doesnt go anyway. Though new players might drift in and drift out, having a basic base that is there no matter what is what keeps any MMO going. Its when that base starts moving away that the game really starts to falter. If a player comes in and buys a box and sticks around for 2-3 months while they see everything and then leaves, but in order to keep that 2-3 months the devs have made a game that someone that has paid, and would be willing to keep paying after 5 years, and they leave, who is the bigger loss to the company? |
I submit that people who post here, and who are still playing the game with multiple 50s and years of vet rewards under their belt, are not necessarily representative of the general population. (Yes, myself included.) There are players out there who just want to "win" the game and move onto the Next Shiny Thing.
Oh, and I got -rep from someone for my last post, about people being reasonable. Cute.
My characters at Virtueverse
Faces of the City
Does anyone honestly care (or need to care) anymore? I mean we got by just fine for, oh, how many issues was it prior to the AE? Oh yeah, 14 issues. The awful players the powerleveling churned out was just unsightly.
I say we move on
(Bonus rep if you can guess the Left 4 Dead Bill quote I've got in my head about this subject).
Does anyone honestly care (or need to care) anymore? I mean we got by just fine for, oh, how many issues was it prior to the AE? Oh yeah, 14 issues. The awful players the powerleveling churned out was just unsightly.
I say we move on (Bonus rep if you can guess the Left 4 Dead Bill quote I've got in my head about this subject). |
That new rep feature is pretty useless. The way it's being used here, you'd almost feel like you were in high school again. I'm sure whoever -rep'd you sure showed you to never get out of line again! Muhaha... etc.
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I treat Rep (+ and -) the same way I did most of my fellow students in high school. I ignore the rep. although, some of the comments can be humorous...when comments are actually left.
There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"
For much of the game's history "the journey" hasn't been that interesting.
Things have greatly improved lately, but the game has a tradition of players finding their own fun dating back to day one.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone