Biggest Problems with the Game Today


Aggelakis

 

Posted

Quote:
Originally Posted by Teeth View Post
I see a lot of repeated suggestions and complaints, but I'm curious: What do you think the most important problems with the game are right now?

Personal answers:
Unnecessarily clunky team formation
Lack of supply and excess inflation on markets, especially Red
Lack of PvP support (distant third place, though)
  • Server lag
  • Client crashes (the ones after a new patch)
  • Zoning takes too long (even on a high performance pc)
  • Gopher missions. (run across 3 zones and go talk to Wincott/Peebles etc, then kill 20 of something in another zone, then run back to contact in another zone.)
  • Contacts who wont let you call them, even after the 4th mission.
  • The player list bug - tells you player is on the mission map, when he isn't, he is really in his supergroup base. Or sometimes if they are in their base, the player list tells you he is on an arena map. This causes all sorts of problems for timed missions & mayhem/safeguards.
  • The inability for players on a trial account to REPLY to tells.

I'm sure ill think of more later, but these ones off the top of my head annoy me a lot.


Quote:
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.

 

Posted

Quote:
Originally Posted by sleestack View Post
For me it has to be repetitive *snippet* mission maps. Even with MA giving us a boatload of stories ranging from decent to excellent, they are all on the same maps that have been in the game for years. The spawn points are the same. Most maps I can almost run with my eyes closed at this point.
This.

I have been asking for new maps a lot lately, with more variations to the existing ones, with closed doors opened into new hallways, etc.
And for mobs to act intelligently instead of cluster-clucks of dumb sheep huddled up for the slaughter.

*edited typo*


Quote:
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.

 

Posted

Quote:
Originally Posted by CaffeineAddict View Post
[*]Contacts who wont let you call them, even after the 4th mission.
This is one of the most annoying things in this game. As a hero/villain you are given missions by contacts, essentially they are asking you for favors, yet they refuse to give you their "number" to contact them. IMO with holding the number serves no real purpose in the game. If it's a matter of the contact not "trusting" you with the number, guess what... they are in the same location everyday all day and you can't touch, them so what's the big deal?

Traveling from one end of Mercy Island to the other back and forth from mission to contact is the reason I could never get into playing villains.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

*EDIT*
Ignore this post. Seems the forums went screwy on me and double posted my previous one. >_<


Quote:
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
*snippet*
- Enemy behaviour. Mentioned this in an "AI" thread, but why does Group B not react when one of Group A runs by, on fire, getting zapped, frozen, etc? You'd think they'd, oh, investigate instead of saying "Ahh, there goes Frank on fire, what a kidder. Oh, look, he's dead. Anyone for more coffee?"
This. Bill summed it up perfectly for me.


Quote:
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.

 

Posted

Quote:
Originally Posted by houtex View Post
(TLDNR) (QR)
*snippet*
1) Lag. Incessant lag in certain things, such as the valley in the ITF. I would simply *love* to mow down all those enemies "just because" but it'd just simply be horrible to do. Hami lag. Any of that kind. Power lags too.
Seriously now.
How long has the ITF been out already (a couple years?), and yet, they have never bothered to fix "lag valley"?
The lag on this mission is so epic, I have been expecting a fix for ages now, yet nothing has been done to fix it...


Quote:
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.

 

Posted

Quote:
Originally Posted by CaffeineAddict View Post
Seriously now.
How long has the ITF been out already (a couple years?), and yet, they have never bothered to fix "lag valley"?
The lag on this mission is so epic, I have been expecting a fix for ages now, yet nothing has been done to fix it...
They have to fix Creys Folly and Grandville first.


 

Posted

I have another complaint to lodge actually.

The only things my hero can do are stop crimes.

... ... ...

Ok, yeah, that sounds silly. But hear me out!

Heroes DO do other things. They stop natrual disasters, for one. Other disasters too. Not everything has to be about stoping kiddnapings.

Lets see some "Disaster contacts" that hand out tough missions with time limits on them. Lets save people from burning buildings(Ideally carring them out, which should be an option for all rescue/kiddnap missions). And stop/avert floods. Catch falling planes. Stop an erupting volcano.

You could add multiple ways for it to be acomplished. Not everyone can just catch the plane.

And by the same token. I'd like my villains to be more proactive in the same way. Cause dissasters and such. Hey, maybe they could even be competitive. Inditect PvP where villains can cause dissasters on the hero side that heroes can fix. Similar to the LGTF causing Rikti invasions.

...*cough*

*scurries off*


 

Posted

Quote:
Originally Posted by SDragon View Post
Lets see some "Disaster contacts" that hand out tough missions with time limits on them. Lets save people from burning buildings(Ideally carring them out, which should be an option for all rescue/kiddnap missions). And stop/avert floods. Catch falling planes. Stop an erupting volcano.

You could add multiple ways for it to be acomplished. Not everyone can just catch the plane.

And by the same token. I'd like my villains to be more proactive in the same way. Cause dissasters and such. Hey, maybe they could even be competitive. Inditect PvP where villains can cause dissasters on the hero side that heroes can fix. Similar to the LGTF causing Rikti invasions
From what I can remember off-hand, the only mission that doesn't involve a) punching things in the face, b) clicking on objects or c) talking to people (often before punching them/others in the face) are the Fire Alarm missions.

If villains could do missions to collect petrol, matches, services of a pyromancer, etc, and upon completion set a building on fire that heroes had to put out... that'd be better instead of just $randomZone Fire Alarm Sounded!

It might work both ways, consider the warning text redside, upon completion of a suitable heroic mission blueside:

'Orphanage has been built in Sharkhead Isle!'

Implict in there is to punch orphans in the face, but mostly about destroying the building.


Blueside Union: Starblayde (Blaster), Pax Imperia (Tanker), Pax Britannia (Defender)
Redside Union: Natasha Redshade (Stalker)

 

Posted

Quote:
Originally Posted by SDragon View Post
I have another complaint to lodge actually.

The only things my hero can do are stop crimes.

... ... ...

Ok, yeah, that sounds silly. But hear me out!

Heroes DO do other things. They stop natrual disasters, for one. Other disasters too. Not everything has to be about stoping kiddnapings.

Lets see some "Disaster contacts" that hand out tough missions with time limits on them. Lets save people from burning buildings(Ideally carring them out, which should be an option for all rescue/kiddnap missions). And stop/avert floods. Catch falling planes. Stop an erupting volcano.

You could add multiple ways for it to be acomplished. Not everyone can just catch the plane.

And by the same token. I'd like my villains to be more proactive in the same way. Cause dissasters and such. Hey, maybe they could even be competitive. Inditect PvP where villains can cause dissasters on the hero side that heroes can fix. Similar to the LGTF causing Rikti invasions.

...*cough*

*scurries off*
I like this idead though I have no idea how you would make this work. Another thing that I've given some thought lately (and probably have been discussed before) is: that it would be nice if super strenght characters could utilize their strenght in other ways as in; lifting cars and throw at enemies, rip down light posts (don't know what it's called in english but I mean those large poles that light up the road) and use them as a baseball bat, pick up enemies and throw them, etc.

Just a thought


 

Posted

Quote:
Originally Posted by CoX_Starblaydia View Post

It might work both ways, consider the warning text redside, upon completion of a suitable heroic mission blueside:

'Orphanage has been built in Sharkhead Isle!'

Implict in there is to punch orphans in the face, but mostly about destroying the building.
I would SO play red-side more if it had orphan-punching missions. Your first mission from Burke should involve gluing cats in trees or lining crosswalks with landmines for little old ladies. >:-)


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

For me, the biggest problem with the game is that a majority of the players are now longtime veterans. All the other problems stem from this.

First, it means that a majority of the playerbase have seen nearly everything in the game umpteen times, which makes them want to powerlevel past content, do hardcore min-maxing, and just generally complain a lot. It also exacerbates parts of the game that really do repeat, such as mission instances.

Second, as a corollary of the first, many (I won't say most) players know so much about how the game works that they consider anything less than maximum xp-per-minute to be "sub-par" and "broken." (See, for example, current crop of threads complaining about lacklustre performance of Dual Pistols. Is it "the best" blast set in mechanical terms? Of course not; it has those elaborate, silly John Woo animations that players begged for in a set for years and years, which makes it somewhat slow. Does that make it "the worst?" Of course not. Many players have a similar attitude toward AE; they won't do it [except for farm-type missions] because it's less-than-maximum xp.)

Third, it means a majority of players are jaded, which makes it hard to retain them, leading to some fairly quiet servers. I like playing on the smaller servers, personally, and I never have problems forming or joining teams, but I do notice substantially fewer players around than, say, a year ago. I'm happy to see new people joining the game, as we see here on the forums from time to time and I see in-game as well, but I'm unhappy with the way everyone tells them to play on Virtue or Freedom.

What I'd most like to see would be a large influx of new blood on all the servers. I imagine that Paragon Studios convinced NCSoft to fund Going Rogue with the suggestion that it would do just that, but given that the game is more or less marketed only to current subscribers, I think it's unlikely. At most, I see a few reactivations and a slight increase in the population of the largest servers.

I don't really see any of these as problems with the game's design. All of them are problems that anything six years old with a loyal fan base will develop. It's almost as if the game is becoming a victim of its own successes.


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

Posted

Quote:
Originally Posted by Olantern View Post
First, it means that a majority of the playerbase have seen nearly everything in the game umpteen times, which makes them want to powerlevel past content, do hardcore min-maxing, and just generally complain a lot.
I think I personally complain less now, since I have enough experience to avoid the content and ATs that I just don't like. Besides, some vet whining isn't all that justified, but just as much of it is because they're in the best position to see what's wrong with the game.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Quote:
Originally Posted by SDragon View Post
I have another complaint to lodge actually.

The only things my hero can do are stop crimes.

... ... ...

Ok, yeah, that sounds silly. But hear me out!

Heroes DO do other things. They stop natrual disasters, for one. Other disasters too. Not everything has to be about stoping kiddnapings.

Lets see some "Disaster contacts" that hand out tough missions with time limits on them. Lets save people from burning buildings(Ideally carring them out, which should be an option for all rescue/kiddnap missions). And stop/avert floods. Catch falling planes. Stop an erupting volcano.

You could add multiple ways for it to be acomplished. Not everyone can just catch the plane.

And by the same token. I'd like my villains to be more proactive in the same way. Cause dissasters and such. Hey, maybe they could even be competitive. Inditect PvP where villains can cause dissasters on the hero side that heroes can fix. Similar to the LGTF causing Rikti invasions.

...*cough*

*scurries off*

Definitely a fan of some of the ideas mentioned here... sadly I doubt we'll ever see anything close to them.

I'm still planning to purchase GR but I doubt it's going to have the amount of change I want to get me as "into" the game as I once was. This game is awesome and I am stoked for the upcoming double xp weekend but I've always had a feeling of something missing that I never felt in WoW. There's so much potential for some really cool things to happen (especially regarding PvP) and it seems the majority of the population is just too casual to want a real challenge, that's not meant as a dig on anyone... that's just the way the game's set up, it's an action game that you can play with a large group of people.


Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute

 

Posted

Quote:
Biggest Problems with the Game Today
Too many dumb-butts.

--NT

[Edit: uncensored]


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Posted

I've only been back for a day, but I was very surprised to find that the box where you edit your character's description is still buggy--if you try to backspace a newline, it simply won't let you.

I can't remember which issue they broke this in, but I thought they eventually fixed it...and now it's broken again (but with new symptoms)?

I realize this probably doesn't rank among the *biggest* problems with the game today, but it definitely makes me wonder what the codebase for the game looks like and why something like the description box would get broken constantly...


 

Posted

Quote:
Originally Posted by FallSe7en View Post
I realize this probably doesn't rank among the *biggest* problems with the game today, but it definitely makes me wonder what the codebase for the game looks like and why something like the description box would get broken constantly...
Parallel builds. You have several devs working on different projects at once and merging them when they're finished with their respective sections. This occasionally means that an old bug will be reintroduced because someone failed to fully update part of what he was working on.

This is often seen and fixed, but minor bugs--like the window editing bug--sometimes slip through.


 

Posted

Quote:
Originally Posted by Olantern View Post
Second, as a corollary of the first, many (I won't say most) players know so much about how the game works that they consider anything less than maximum xp-per-minute to be "sub-par" and "broken." (See, for example, current crop of threads complaining about lacklustre performance of Dual Pistols. Is it "the best" blast set in mechanical terms? Of course not; it has those elaborate, silly John Woo animations that players begged for in a set for years and years, which makes it somewhat slow. Does that make it "the worst?" Of course not. Many players have a similar attitude toward AE; they won't do it [except for farm-type missions] because it's less-than-maximum xp.)
This is a terrible generalization. Min/maxers and people who care about XP aren't so black and white, and people who aren't min/maxers aren't always oblivious to leveling speed or reward rates. If such generalizations were true, no one would play anything but FotMs (Elec/SD Scrappers, Rad/MM Blasters, whatever), and they would all be farming and/or PL-ing full time. None of those things is true for most people.

By the same token, the people who are more ambivalent about reward rates or what powerset has the best DPS still often notice if they play for an hour and get a lot less progress, or if they build a character that kills half as fast as some other one they've played. They may not care to go about quantifying it, but they often notice.

I'm a min/maxer, and I play all sorts of sub-optimal things. I might have a higher bar for minimum absolute performance than some people, but I don't just play what's "best". I also don't spend all my time worried about optimized XP/hour, inf/hour, whatever. (I do like my shinies, so I do try to be fast, but I'm also OK with being, for example, a fast example of a slow character type.)

Depending on what the mission has in it, the AE can be a lot worse reward/time. That's due to a combination of reduced rewards and unusually challenging critters. I'm not going to care if something is 10% worse XP/foe (that happens all the time with normal foes). I may not notice if something takes me 15% longer to win against. If my foes take me twice as long to defeat and give 1/2 the XP, that's a big difference. That's the kind of thing you can run into with the AE currently. (There is an expectation this will improve with I17.)

Basically I'm cautioning you not to give in to a bad case of prejudice where you paint everyone into one of two camps, when the reality is much more blurry. Giving in to that tendency is likely to taint your experience with the game and its community.


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Red
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Posted

Quote:
Originally Posted by UberGuy View Post
This is a terrible generalization. Min/maxers and people who care about XP aren't so black and white, and people who aren't min/maxers aren't always oblivious to leveling speed or reward rates. If such generalizations were true, no one would play anything but FotMs (Elec/SD Scrappers, Rad/MM Blasters, whatever), and they would all be farming and/or PL-ing full time. None of those things is true for most people.

By the same token, the people who are more ambivalent about reward rates or what powerset has the best DPS still often notice if they play for an hour and get a lot less progress, or if they build a character that kills half as fast as some other one they've played. They may not care to go about quantifying it, but they often notice.

I'm a min/maxer, and I play all sorts of sub-optimal things. I might have a higher bar for minimum absolute performance than some people, but I don't just play what's "best". I also don't spend all my time worried about optimized XP/hour, inf/hour, whatever. (I do like my shinies, so I do try to be fast, but I'm also OK with being, for example, a fast example of a slow character type.)

Depending on what the mission has in it, the AE can be a lot worse reward/time. That's due to a combination of reduced rewards and unusually challenging critters. I'm not going to care if something is 10% worse XP/foe (that happens all the time with normal foes). I may not notice if something takes me 15% longer to win against. If my foes take me twice as long to defeat and give 1/2 the XP, that's a big difference. That's the kind of thing you can run into with the AE currently. (There is an expectation this will improve with I17.)

Basically I'm cautioning you not to give in to a bad case of prejudice where you paint everyone into one of two camps, when the reality is much more blurry. Giving in to that tendency is likely to taint your experience with the game and its community.
This is indeed a good thing to remember. Incidentally, I am also like this.


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

Posted

Quote:
Originally Posted by Edgewater View Post
Without a doubt, my vote goes for PvP.

MMs are worthless in PvP. I spend all the time getting set up, only to be destroyed in 5-7 hits from a blaster, while my bots take away maybe 1/8th of their HP. My brute tries to stand toe to toe with a blaster, only to fall in 5 hits.

If the devs were willing to change a not broken PvP system into a broken one, why not fix the current build? Or does Castle's pride get in the way?
Just played some pVP with my slotted PVE mm... I pretty much kill any blaster I meet. Go for youre debuffs... sneak up on them.. debuff.. hold... summon pets... let them attack... then upgrade...

And that is if you have to go without tp foe... Because if you do its tp foe on debuff and all pets go in.


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Posted

Inability to send offline invites or promotions for SG admin. Too many of my friends have left the game, I only have one account and am having to wait a week to get my toons into my own SG.

The difficulty slider needs to be put back in for TFs, I really miss being able to turn them up and some of the TFs spawn -2s at standard diff which KD throws all over the place.

My other major beef will be fixed in I17 by the emailing of items, which was the removal of the ability to dump stuff in coalitioned SG bases.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by SDragon View Post
Lets see some "Disaster contacts" that hand out tough missions with time limits on them. Lets save people from burning buildings(Ideally carring them out, which should be an option for all rescue/kiddnap missions). And stop/avert floods. Catch falling planes. Stop an erupting volcano.

You could add multiple ways for it to be acomplished. Not everyone can just catch the plane.

And by the same token. I'd like my villains to be more proactive in the same way. Cause dissasters and such. Hey, maybe they could even be competitive. Inditect PvP where villains can cause dissasters on the hero side that heroes can fix. Similar to the LGTF causing Rikti invasions.
Quote:
Originally Posted by Spazztastics View Post
I like this idead though I have no idea how you would make this work. Another thing that I've given some thought lately (and probably have been discussed before) is: that it would be nice if super strenght characters could utilize their strenght in other ways as in; lifting cars and throw at enemies, rip down light posts (don't know what it's called in english but I mean those large poles that light up the road) and use them as a baseball bat, pick up enemies and throw them, etc.

Just a thought
Those are both really good points/ideas and they are things I've wanted to see in the game for a long time - they would help to make the game feel more dynamic and less repetitive. I know the forthcoming DCUO has some dynamic content (arch-villains like Bizarro appear in the city and just start causing trouble, player-heroes can combat them alongside NPC superheroes like Superman, and player-villains can pitch in to fight alongside the AV), and is going to have interaction with the environment as well (they've showed player-heroes/villains throwing cars and throwing enemies that other players have frozen into a block of ice) - CoH needs to start adding stuff like this asap so that it will be able to compete.


 

Posted

Quote:
Originally Posted by Minotaur View Post
Inability to send offline invites or promotions for SG admin.
Ooh... what about inability to remove people from global channels if they're offline? I know of a few global channels that have filled up and there's nothing you can do about it but start a new one. Like Virtue LFG.


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

here's my list:

  1. CoX EU and CoX US being separate worlds, http://boards.cityofheroes.com/showthread.php?t=212140
  2. Market, superheroes do not spend hours at the action house, period, leave that to those fantasy-MMOs
  3. IOsets and purples, those discourage alt-ing, very heavily unbalance PvP, favor farm and PL, and some more devious effects
  4. features for soloplay (teamsize diff setting, better avg xp per mob in soloplay, debt nerf, DXP, blasters shooting while sleeping, ...), is CoX turning to City of Soloing?