Biggest Problems with the Game Today
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I remember, a long time ago (sometime in I4?), where there were calls for the devs to stop releasing any new content for one issue, and just focus on QoL.
As much as I love QoL additions, I just want the Devs to focus on adding content to existing zones now and more mission types/variety.
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I assume that the perception is they've done this, and now people want it back the other way.
Current main:
Schrodinger's Gun, Dual Pistols/Mental Blaster, Virtue
Avatar: Becky Miyamoto from Pani Poni Dash. Roulette roulette~
The old complaint as I remember it was "Stop adding new content and make several issues of nothing but bug fixes." Those of us with the ability to see into the future would keep on saying that this would not work, that people would complain, that people would leave, etc., etc., but some people's heads are made out of granite, so...
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Ok, so does that mean we should stop trying and be happy with the abysmal set up we have now? It is impossible to have completly balanced PvP, EVER in any game. You are completly correct because it all has to do with the variables that come with throwing a group of people into a setting where they all have different skill levels. The thing is just because it can't be balanced doesn't mean you should give up on it.
Really, PvP is extremely hard to balance and as far as I know, no game has it right!
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I recently started PvPing again because as much as I hate i13 PvP is in my blood and right now I can't afford to pay for CoX and WAR. I hate it, I think it is stupid, but it still beats PvE. But I will always PvP because it is fun to me and nothing beats it and I would hope that the Devs would at least continue to try and make it more tolerable, which in my opinion would mean rolling back i13 but I digress...
"Balance" is impossible because no matter what you do you can't balance peoples commitment and skill level so there will ALWAYS be someone better than you at everything.
No relation to Arachnos!
Part Pack: Now the majority of players know how we, PvPers, have felt for years now. Don't want to be so "civil" now that you have been completly ignored, do you?
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Nope, that's not what I said.
Ok, so does that mean we should stop trying and be happy with the abysmal set up we have now?
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Basically that was just an excuse to show off a funny video.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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The new player experience has been a longstanding issue and its crucial for the long run health of the game.
Builds take careful planning and some advance reading to avoid really bad errors, for new players, and there's no contextual in-game help for new players for such issues. Enhancements are very difficult to figure out for a new player, as well, especially with those deliberately difficult-to-decode enhancement names. You still need to figure out the train system on your own, as no in-game NPCs help you figure out how to move around in Paragon City. Poverty is still built into the early game for the first few characters, as by default you do not earn enough to afford that first round of SOs for each character, before they hit level 22; a built-in default state of poverty is probably a vestigial leftover from the time period during which "struggle=fun" was the dominant design philosophy. The markets *can* be an answer to built-in, initial poverty, but it takes time to learn how to use them to your advantage. And, those attracted to a superhero / supervillain game probably don't design their first character with the expectation that they'll need to sharpen their trading skills to help them buy gear for their characters; that's a significant departure from the game's source material that newcomers are likely to have in their minds, when they start.