I hate what super boosters have done to the community
I'm not saying the game is doomed or anything else, just that this is a legitimate concern and only a fool would ignore it.
So long as they don't start balancing the game based on booster packs (which they have not), who the <bleep> cares?
You can teleport instantly to missions, get a permanent assemble the team, teleport to Pocket D from anywhere, the 30 second jump pack, the Secondary Mutation (+30% recharge for 20 minutes, 15% Movement Speed, 30% Regen/30% End Discount/50% Resist to Hold/Stun/Sleep/Immob/Terror, +5% Def(Smash, Lethal, Energy, Fire, Cold, Negative), +3% Acc 60% Perception +3% Def(Ranged, AoE, Melee), Devolution) and finally the Super Tailor.
Heck, the Secondary Mutation alone provides significant boosts (most of the chances, anyway) for a long period of time. Plus, it's cumulative, everything they add will combine with everything they have now. |
Teleporter with 30 minute timer to Pocket D which may or may not be helpful. I probably used it once in the last week meanwhile I use Ouroboros TP and base TPs dozens of times a night.
30 second jump pack with 3 minute timer.
You only get one of the secondary mutations at a time and one is a 2 minute can't do anything as a Rikti monkey.
Super Tailor? Oh I see a huge benefit in changing my character's gender. Are you throwing that in because you don't know what it does or to try to make it seem so overwhelming?
You sure are making your case there to anyone who doesn't actually have the ability to use them on one account and not use them on another to see how little difference they actually make.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
You think +30% Recharge makes little difference? That's more than +Rech than Accelerated Metabolism gives.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
I keep saying this in these kinds of threads and it keeps getting ignored, but over a six year lifespan not raising the sub fee IS "increased value".
I'm not interested enough to do a detailed survey, but I'll wager there aren't that many entertainment services that haven't hiked prices in the last six years. $14.95 in 2004 dollars carried more purchasing power than $14.95 today. The fact that we've ALSO been getting 'increased value' via big changes arriving with the 'free' issues is pretty amazing, and IMHO should earn the devs some credit with any reasonable gamer. Boosters are a way for them to increase income without increasing sub fees. Players that want to 'opt in' can do so, everyone else can just ignore it. I really don't understand all the complaining. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
You think +30% Recharge makes little difference? That's more than +Rech than Accelerated Metabolism gives.
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Go ahead. I'll wait.
There are 6 powers. If the devolution rarely happens and we choose to ignore it you have a 20% chance every 20 minutes for that boost. Good luck.
Meanwhile there is a base empowerment buff for 20% I can have whenever I want.
Do you know anything about playing this game?
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
uhhhh I agree with boosters being used, but I have to ask, has ANY modern mmo increased it's sub fees from where it originally started?
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They're going to get their money one way or another.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
It's just one of the six powers, yeah, the others are a power that's almost as good as the Weave pool power for no End Cost, another that's as good (or better) than many of the Auto defense powers in Brute defense sets, and the one that gives the End Redux/Regen/Status Resistance.
At least four of them provide very significant bonuses for a significant period of time.
Maybe you should actually READ what the power can do?
uhhhh I agree with boosters being used, but I have to ask, has ANY modern mmo increased it's sub fees from where it originally started?
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But that's not relevant to my point, which is we're paying less in real terms to play now than we were in 2004.
That's added value.
Given the impracticality of increasing sub fees (if they thought it would work someone would've tried it by now) they have to find profit somewhere else. All MMOs do this in various ways, either through microtransactions or regular expansions or whatever.
I guess I understand why people gripe about this (who doesn't want something for nothing?), but it isn't reasonable or realistic.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I have to ask, has ANY modern mmo increased it's sub fees from where it originally started?
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Since then, $14.99 seems to be the standard monthly rate and I can't imagine anyone wanting to be the first to increase to seventeen a month when everyone else is still at fifteen bucks.
I've got nothing against Super Boosters. I just don't want it to get to the point where the powers feel too useful not to have and people feel obligated to buy them just for those powers.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
So given the choice of:
a) NC selling booster powers b) NC raising subscription prices c) NC shutting down City You find option "a" to be the worst one? |
d, selling things that are not powers, would be my absolute preferred choice. Well, no, b would personally be my preferred choice, but d would probably be a big deal to fewer people.
At least Paragon/NCsoft never said outright "we will not sell anything that has an effect on gameplay" (to my knowledge) and then put the boosters out, unlike Cryptic in STO.
You can teleport instantly to missions, get a permanent assemble the team, teleport to Pocket D from anywhere,
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Then of course there's the biggest equalizer of all, one that few people mention in these discussions: Newer players have a better game from the outset. They benefit from all of the growing pains the vets played through. I'm not saying that vets endured any undue hardship, but there have been countless quality-of-life improvements to the game since it launched. I'd have to spend two or three hours sifting through patch notes just to give you a semi-accurate list.
Honestly, I rarely even bother to put half of my perks on my power bar. They help a bit in the lower levels, but for the most part I don't use them. It's one thing to talk about how well the Nemesis Staff, Blackwand, and Sands of Mu lower your attack downtime, but most of those powers on any given character don't strike me as thematically appropriate. Heck, with normal attacks, brawl, origin powers, the accuracy boost, the lack of debt, the market, the availability of temp travel powers from Mayhems -- with all of those things available to every player, the lower levels should breeze by no matter what.
Making Inherent Fitness part of a Booster Pack would have been objectionable. None of the things we've gotten from Boosters/Vet Rewards are even in the same league. If you want to find annoying microtransactions, go check out what Cryptic's doing in Star Trek Online -- selling individual ships with unique gameplay advantages for $15+ a pop. And in STO, gear is virtually meaningless; there aren't any significant improvements you can make to your build through in-game means.
Here, the best case for inequality you can make references the cumulative effect of everything. That means being a launch-day vet, and having every available upgrade. That's like $1,500, and the total advantage you get for that relatively large investment still doesn't hold a candle to the advantages you get for IOing out a build. There is no meaningful competitive imbalance at the high end.
the 30 second jump pack, the Secondary Mutation (+30% recharge for 20 minutes, 15% Movement Speed, 30% Regen/30% End Discount/50% Resist to Hold/Stun/Sleep/Immob/Terror, +5% Def(Smash, Lethal, Energy, Fire, Cold, Negative), +3% Acc 60% Perception +3% Def(Ranged, AoE, Melee), Devolution) |
Well, the acceration only takes place when you're actually jumping, when you go down to the fall animation after the peak of your jump, it slows down considerably, which is why it's better for small jumps, you don't have to stop the accerlation to land
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EDIT: for a demonstration, find a building that you can easily run off. Run off with Super Jump on (run, don't jump) and note how far you travel before hitting the ground. Now go back up and do it again with Super Jump turned off. Note the difference.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Nope. But the others tended to sell expansions on a regular basis with prices relative to the time frames between them.
They're going to get their money one way or another. |
As a personal aside, would I rather have had expansions in this game instead of the boosters: Yes.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
It's just one of the six powers, yeah, the others are a power that's almost as good as the Weave pool power for no End Cost, another that's as good (or better) than many of the Auto defense powers in Brute defense sets, and the one that gives the End Redux/Regen/Status Resistance.
At least four of them provide very significant bonuses for a significant period of time. Maybe you should actually READ what the power can do? |
You were the one who singled out +Recharge and I was responding to it.
Meanwhile someone who knows what they are doing doesn't need it. They use IOs and/or base empowerment station buffs.
You are welcome to be concerned about things that aren't a concern to thinking people who know what they are doing but don't expect us to join you trembling in the corner as you dodge every intelligent rebuttal to your irrational concerns.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Yeah true. Though they say most expansions are optional, in reality they are not.
As a personal aside, would I rather have had expansions in this game instead of the boosters: Yes. |
When I played EQ I bought each expansion and enjoyed it. Just as I will do here for boosters that have something I want. All the handwringing in the world by the tremblers won't affect my decisions in the slightest.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
You can teleport instantly to missions, get a permanent assemble the team, teleport to Pocket D from anywhere, the 30 second jump pack, the Secondary Mutation (+30% recharge for 20 minutes, 15% Movement Speed, 30% Regen/30% End Discount/50% Resist to Hold/Stun/Sleep/Immob/Terror, +5% Def(Smash, Lethal, Energy, Fire, Cold, Negative), +3% Acc 60% Perception +3% Def(Ranged, AoE, Melee), Devolution) and finally the Super Tailor.
Heck, the Secondary Mutation alone provides significant boosts (most of the chances, anyway) for a long period of time.
Plus, it's cumulative, everything they add will combine with everything they have now.