Soloability and End Game


Adeon Hawkwood

 

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Originally Posted by Samuel_Tow View Post
To be honest, sometimes I wonder how much of this game's success is due to how good it is and how much is due to the fact that basically the sum total of our competition is complete garbage and consists of essentially a completely different type of game.

Because, yes, I have tried the competition, and if ever I had gripes about soloability here, those pale in comparison to those same gripes in every other MMO ever made in history.
Yes COH is probably the most soloable game in the history of mmos.

A fact I find hilarious with some of the arguments being made here.

For the longest time the devs focused on most soloable content. The words "End Game" didn't even enter into their vocabulary.

I have NO PROBLEM with them adding some moderately difficult endgame content that focuses on teaming after YEARS (literally) of NOT doing so.

And I say this as a person with a child now and extreme work hours.

Eventually soloable endgame content that requires you to have something slotted (and as far as I'm concerned THIS MUST be a requirement as it's one for the teaming Incarnate Content) will come. For now if they want to focus on the more group oriented content I have no issue with that.

I would however, NOT be opposed to them adding in a soloable, guaranteed SINGLE shard per completion missions or arcs. Stick a soloable EB in there and call it a day. (Just make sure it can't be farmed too much. Maybe only make it completable once every 7-12 hours)

Also to Golden Girl, you are very close to ending up on my ignore list as well. (and that's saying something as I've ignored ONE person in 6 years posting here). STOP. You're not funny.


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Posted

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Originally Posted by Aura_Familia View Post
Eventually soloable endgame content that requires you to have something slotted (and as far as I'm concerned THIS MUST be a requirement as it's one for the teaming Incarnate Content) will come. For now if they want to focus on the more group oriented content I have no issue with that.

I would however, NOT be opposed to them adding in a soloable, guaranteed SINGLE shard per completion missions or arcs. Stick a soloable EB in there and call it a day. (Just make sure it can't be farmed too much. Maybe only make it completable once every 7-12 hours).
Un-bolded for the sake of discussion. This, really, is what I hope will happen. You say this with certainty, but right now I'm more inclined to say it with doubt, in the "I'll believe it when I see it" sense. Really, though, that's I've ever asked - Incarnate content, defined as requiring Incarnate powers and narratively assuming such - that can be done solo and would offer a more certain way of obtaining Shards than having to rely on random drops that seem to hate me.

I have my doubts that this will ever happen, but if it does I intend to apologise and eat crow as I should.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

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Originally Posted by Samuel_Tow View Post
Un-bolded for the sake of discussion. This, really, is what I hope will happen. You say this with certainty, but right now I'm more inclined to say it with doubt, in the "I'll believe it when I see it" sense. Really, though, that's I've ever asked - Incarnate content, defined as requiring Incarnate powers and narratively assuming such - that can be done solo and would offer a more certain way of obtaining Shards than having to rely on random drops that seem to hate me.

I have my doubts that this will ever happen, but if it does I intend to apologise and eat crow as I should.
It will happen but just not soon. I think they want to focus on building up the actual CONTENT we can do teaming wise to be just two tfs before they tackle that aspect. I assume if such a mission or arc (missionS? arcS?) come that it won't be at least until issue 22 or some such later date.


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Posted

Interesting thread.

I recently played another MMO. I got to a certain point, then my character was totally destroyed by the enemies in a "mission". I wondered what the heck was going on, then was told that mission was a "raid" and impossible to complete solo.

Not "difficult" to solo. Completely impossible. Like each minion does 1000% more damage than minions in regular missions and confronting even the first mob is suicide.

I found that weird, since doing that mission is the only way to get certain high-end items which are *required* to do other, even more difficult content. Items that look really great and have the best stats.

That was my first experience of proper "raid" content, proper "end-game" stuff. Coming from a start in CoH, then trying out other MMOs afterwards, this concept seemed really stupid to me. I suddenly felt really happy about the years before when people protested asking for "end game content" but didn't get what they wanted, because if they meant this sort of thing I'm glad it never emerged.

"Raids" where you can only attempt them once a day or once a week, with each raid *possibly* giving you a raid reward, and you needing 800 rewards to buy the top gear.

Now I'm a "sad" MMO-er, but when you boil repetition down to such a basic cynical level and literally force players down rails (imagine if vill/hero merits and the PVP IOs were *necessary* for certain TFs) then I have to duck out and say no. I'm not quite *that* sad.


Now, we know (yes, we *do* know) that the next releases of incarnate content will involve team challenges. Honestly that doesn't bother me unless the rewards for this content are *necessary* for gaining badges and/or costume pieces. Which of course it will be, so damn.

What to do now? Well, I just hope (like a lot of peeps here) that there will be soloable methods to earn the same rewards that you get from the upcoming team "raids" or Trials, TFs, etc. Not necessarily as fast, but still reasonable.

I left two other MMOs after reaching max level on my first character solely because after that point the game seemed to reduce to "pay $15 a month and spend 2 hours every day of the month in this game and after 3 months you will have all the top tier gear on one character". That was it. No more story, no arcs or sense to anything. No my thing.

If this game had originally been developed such that every time you were in a Hami raid you had a 60% chance to get a special token, 50 tokens bought a Hami-O, and you *literally* couldn't do the LRSF without 10 Hami-Os slotted, I would have been gone back in April 2006. There are more than enough fun and easier console games out there to play.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
To be honest, sometimes I wonder how much of this game's success is due to how good it is and how much is due to the fact that basically the sum total of our competition is complete garbage and consists of essentially a completely different type of game.

Because, yes, I have tried the competition, and if ever I had gripes about soloability here, those pale in comparison to those same gripes in every other MMO ever made in history.
In my opinion, both CoH and WoW for that matter had the good fortune to not know what they were doing, and ended up targeting an MMO space no one else even to this day even thinks *is* a space, and doing it first. CoH ended up carving out a niche, and WoW, with about a hundred times the resources, ended up carving out the Grand Canyon.

No one seems to have learned the lessons of what makes *either* game work yet. Not even Cryptic. CO adds some genuine improvements, but it also deletes things that work well that suggest they didn't understand what the advantages of those things were in the first place. DCUO, well DCUO was designed on another planet that doesn't have MMOs yet. And every non-superhero MMO that followed WoW seems intent on doing WoW, only not as good.

I keep waiting for someone to learn the lessons without emulating the behavior of CoH, or since they make a billion dollars a minute, certainly WoW, but no one ever does.


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Posted

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Originally Posted by Arcanaville View Post
I keep waiting for someone to learn the lessons without emulating the behavior of CoH, or since they make a billion dollars a minute, certainly WoW, but no one ever does.
I'm curious as to your perspective on this. I never got to see any of your participation over in The Other Hero Game.. What is it you feel is the crucial aspect to CoH, the thing which makes it work that others are missing?


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Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

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Originally Posted by Void_Huntress View Post
I'm curious as to your perspective on this. I never got to see any of your participation over in The Other Hero Game.. What is it you feel is the crucial aspect to CoH, the thing which makes it work that others are missing?
8. Compare/Contrast and Off-topic threads.

...Also, please do not compare or contrast City of Heroes to any other game or product, as that is a violation of this rule and is not allowed.

>.>

Just saying it before a redname overzealously mods this thread.


 

Posted

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Originally Posted by Aura_Familia View Post
For the longest time the devs focused on most soloable content. The words "End Game" didn't even enter into their vocabulary.
Actually, it did - along with the vocabulary of a lot of players too - it's just that there weren't the resources to add the kind of stuff the Incarnate system is giving us.
But since NCSoft came along with a few truck-loads of 100 dollar bills and asked the devs what they'd like to do with them, they've had the resources to create an endgame system, which has been frequently requested for a very long time.


@Golden Girl

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Posted

Quote:
Originally Posted by Arcanaville View Post
No one seems to have learned the lessons of what makes *either* game work yet. Not even Cryptic. CO adds some genuine improvements, but it also deletes things that work well that suggest they didn't understand what the advantages of those things were in the first place. DCUO, well DCUO was designed on another planet that doesn't have MMOs yet.
DCUO is still way better than CO - it at least knows what it is, and where it's going - its major problem is that it just doesn't have the stuff it needs - it doesn't have the huge design flaws that CO does - although they do both share lumpy, ugly player avatars


@Golden Girl

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Posted

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Originally Posted by Arcanaville View Post
DCUO, well DCUO was designed on another planet that doesn't have MMOs yet.
Of all the awesome things you have said, this is now my favourite.


 

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Originally Posted by Dollymistress View Post
Interesting thread.

Now, we know (yes, we *do* know) that the next releases of incarnate content will involve team challenges. Honestly that doesn't bother me unless the rewards for this content are *necessary* for gaining badges and/or costume pieces. Which of course it will be, so damn.

What to do now? Well, I just hope (like a lot of peeps here) that there will be soloable methods to earn the same rewards that you get from the upcoming team "raids" or Trials, TFs, etc. Not necessarily as fast, but still reasonable.
This is pretty much how I feel. AFAIK, CoH is the ONLY MMO on the planet that lets you get top tier gear through soloing. Teaming cause you want to = fun. Teaming cause you have to = totally unfun.

It's not just the new focus on teaming, but now there's gated endgame content. I've been here since launch, but with this change in direction it looks like it might be finally time to hang up the cape. Which sucks, because I have always loved and lauded this game.
Shame.


 

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Originally Posted by Void_Huntress View Post
I'm curious as to your perspective on this. I never got to see any of your participation over in The Other Hero Game.. What is it you feel is the crucial aspect to CoH, the thing which makes it work that others are missing?
Canonical MMO design theory is to addict players to gameplay: to the pursuit of loot, to raiding, to PvP, to running dungeons. To acquiring gear, power, and stats. CoH attempts to addict players to characters. From the very beginning it asks the player "who are you" and "what do you look like?". It asks you to create a unique name, and make up a bio. Even if you don't want to write one, you are subtly asked to think about what kind of character you are when it asks you to pick an origin, and even an archetype. The fact that the game basically says "you can't change origin or archetype, so choose carefully" forces you to actually think about who and what your character is going to be before you even play a single minute of it. The game asks you to make a personal investment.

One of the great ironies I think about CoH is that when people say "my character is such and such, and I don't want to be limited by this or that" and in particular complain about not wanting to play the early levels before you get "the powers you are supposed to have" or want to be able to change power sets or archetypes because "they're wrong" I think they are indirectly and not deliberately confirming why those things are so important. They make players conceptualize their characters before they ever log in. With most MMOs you don't know, and have no preconceived notion about what your character is eventually going to become. But in City of Heroes, you know. You know because the game *asks* you. And that sort of personal investment in characters and not gameplay is something that I still think is unique to CoH. It's something I don't even see to the same degree in CO, CoX's kissing cousin. CO takes the critical detour of saying "you can be whatever you want to be, so don't worry about it now." There are pros and cons there, but I believe the critical con is that you lose that early opportunity to ask the players to make an investment up front. The character costume editor is often lauded as part of the reason for CoX's success, but I believe that it is only a tool serving the larger purpose: it asks you to invest in your character. It's part of a whole.

The other thing I think CoX does right is to recognize that the fundamental unit of community isn't the team, or even the guild. It's everyone that plays at about the same time with shared interests. In other words, it's the friends list. It's the global channel. For a game as fragmented as it is, and with a relatively low population, and heavily instanced, it would be easy for the
playerbase to disintegrate. It doesn't even though the game doesn't force us to be in a supergroup to get anything done, and it doesn't force us to find perennial team mates that we can build constant teaming relationships with, because teaming is critical. It let's us play however we want, but still reach out and find other nut jobs like ourselves. It let's us badge hunt, or LFT, or just ask what's happening. Or we can be totally silent but join teams being announced. The game probably owes more to global channels for it's continued survival that it does expansions.

Whenever you see an MMO claim that "character customization" is a priority to them, but the game does not ask the player the Vorlon question: Who Are You? within one minute of starting up, it doesn't understand the point to customization. The point is to make a connection between the player and the character and to do that, apparently not so obviously, THE CHARACTER HAS TO EXIST, at least in the mind of the player. It cannot be an amorphous lump of possibilities. And when you see an MMO focus on raid queues and voice acting but is weak on ways for it's players to communicate with each other, you know they aren't trying to give players the tools to build communities of their own design. For all of CoX's weaknesses, and it has more than a few, these are it's two greatest strengths in my opinion, and no one has yet thought to really steal them and especially improve on them.

I'm not saying, by the way, that all MMOs have to do these things to be successful. WoW took a different path to success entirely (but still shares similarities with CoX in other areas I think CoX also does well in). But I think many MMOs don't just fail to steal these ideas, they don't replace them with anything interesting of their own. They don't steal, and they don't innovate. They leave it to chance. And chance is not generous.


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Posted

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Originally Posted by Arcanaville View Post
Canonical MMO design theory is to addict players to gameplay: to the pursuit of loot, to raiding, to PvP, to running dungeons. To acquiring gear, power, and stats. CoH attempts to addict players to characters. ...

While I don't agree 100% with everything you said I'd say you're pretty accurate there.

Another huge draw for me, which I've said many times, was the UI in CoH was (and still is) a huge draw for me. Things were so easy to understand/what things did (I will say it took a little bit getting used to the health/end. bar at the top right instead of top left like all other MMOs ) but...man...love the UI (even for all its faults).


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Posted

Quote:
Originally Posted by Arcanaville View Post
Whenever you see an MMO claim that "character customization" is a priority to them, but the game does not ask the player the Vorlon question: Who Are You? within one minute of starting up, it doesn't understand the point to customization.
I think this distills the essence of what I was looking for, right here. Thank you, that helps.

With your analysis there I'm now able to recall a reviewer once noting that in CoX, even if you don't actually intend to "roleplay", if you at all approach the game with an intent to engage with it, you have to 'RP' a little just in the process of creating the idea of your character. You can't help it; with the choices of archetype, powersets, and costume creator, and the opportunity for a bio.. An idea HAS to form. A story even in its barest skeletal form gets told just to make your character happen.


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Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

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Originally Posted by Energizing_Ion View Post
Another huge draw for me, which I've said many times, was the UI in CoH was (and still is) a huge draw for me. Things were so easy to understand/what things did (I will say it took a little bit getting used to the health/end. bar at the top right instead of top left like all other MMOs ) but...man...love the UI (even for all its faults).
I have a love-hate relationship with the UI, but I will say that I have never had to look up how to do anything with it. I can't say that for most MMOs I've played.


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Quote:
Originally Posted by PumBumbler View Post
8. Compare/Contrast and Off-topic threads.

...Also, please do not compare or contrast City of Heroes to any other game or product, as that is a violation of this rule and is not allowed.

>.>

Just saying it before a redname overzealously mods this thread.
... I really hope they don't. They've been bad about it, and I think it's harmful to the community, because these discussions help us better understand our own game better. :(

Just in case, I'm saving a copy of that page.


Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

Posted

I take my hat off to Arcana, because this was beautifully stated and nicely encapsulates how I feel about the game.

I've often said that City of Heroes is the only game where my characters feel like they are truly my own, like something I came up with, designed, though of and "own," even if I don't own it legally. I'm not entirely sure of the processes that lead to this, but our characters here rarely feel like "toons," in the sense of mathematical constructs that we design just to serve as our tools for interaction with a virtual world.

You'll note that a lot of people, even devout non-roleplayers, will often talk about their characters as "he can do this" or "she just got that" or "I made him whenever" and so on. Even subconsciously, a lot of people see their characters as characters, possessing at least enough personality to be referred to as a separate entities, rather than the player always saying "I did, I got, I beat" and so on.

The game is constantly nudging us ever so slightly into making a deeper connection with our character. "Pick an origin. But pick carefully!" "What do you want to look like?" "What's your backstory? Well, whenever you think of one is OK." "Did you make a good costume yet? That's OK, here's another slot in case you think of something else." City of Heroes gives you many character slots and deluges you in constant inspiration and ideas, always offering more and more ways to personalise your own characters, to the point where they feel interesting enough to use somewhere else, be it in another game or in another context entirely.

---

I also have to agree on the communication angle. I remember the horrible old days when Team Search only looked in the same zone you were and where Local Friends were all we ever had. We didn't even have server-wide chat channels like Help is nowadays. Now, with all the options we have, even anti-social dicks like me end up as part of the larger community, for no effort more than just being member of a few channels and having a long-ish Global friends list.

I've often joked around with people I mostly only chat via global that "this is how I do the bulk of my teaming," and it's actually true. People like Nuclear Toast, Serevus and the Vulpish One I have NEVER teamed with for a single mission, yet I chat them up every time I catch them on, and while I did team with the Mental Giant for one Lady Grey TF, most of our interaction has been over global tells. The game's proliferation of communication means that I don't have to be on a team with people and we don't have to be attacking the same enemy in order for me to both be part of the community and to be social.

If the goal of teaming in an MMO is to create friendships and familiar bonds between players and thus retain people longer, then that has been a huge success on me despite the fact that I almost never team. Why? Because THE FIRST thing I do when logging in is to check my Global Friends screen to see if there isn't someone on I can chat up.

This is where the "MMO = teaming" mentality fails for me. Yes, multiple players occupying the same persistent world is more or less build on the assumption that these people will interact with each other, but that interaction does not have to be teaming.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Arcanaville View Post
The fact that the game basically says "you can't change origin or archetype, so choose carefully" forces you to actually think about who and what your character is going to be before you even play a single minute of it. The game asks you to make a personal investment.
I would make a slight disagreement to a possible implication that other games don't ask you to make a personal investment at character creation. To me they do, but not all of that investment is upfront (creation).

Well only going by my experience with this game and a certain fantasy mmo (no, not that one...the 12 year old one.)

In that game i actually did feel invested in my character when i was creating one, in the sense that i wanted to pick one that fit my personality. I wanted one that can play like i would like to play...to behave in that world like i would want to behave. Not necessarily in an RP standpoint but in that game, the game world is a good part of your character choices than it is here. And that made me really evaluate what race (origin) and class (archetype) i choose. Which i also couldn't change by the way.

And the actual origin (race) choice had more of an impact in that game than it is here. And not just how your character will look (troll, human, elf etc) or whether or not that world's inhabitants will be hostile to your character, but with things that alters your view of that world. My first alt there was a dark elf wizard and for a while couldn't understand why other players using other races had so much trouble at night till i realized dark elves had decent night vision, among other things (which i skipped in the description out of excitement the first time)

But i think the biggest difference in relation to character conceptualization at the time of creation is that in that game, the "fine-tuning" of that character is not at the start but later after acquiring gear that alters that character's looks and here, you get that complete look (with some gated costume item exceptions...don't get me started on that) at the start.

The character here looks cool enough at lvl1 and can be wildly diverse in appearance while in the other game, my character gets that feeling after getting nice gear acquired at higher levels though might look like other players who also got the same gear.

Another difference is that it took me a much longer time to hit the level cap than here and the fact they kept raising that cap only increases that gap. But it's ok over there because your abilities are pretty much the same for the most part except you're using a more powerful version of what you had before. But that also means that it makes me reluctant to start over.

The main reason i want to start over is to make one of a completely different class (archetype) but once i've made a wizard or a warrior etc, there's no real incentive for me to make another one since it's pretty much the same.

Here, archetypes have further differences depending on which primary/secondary combo you choose and which powers in those you skip or choose and "when" you choose it.

So at least for me, it's not just the character editor that pushes me to make new alts. The relatively short trip to level cap (progression) sort of pushes me to altism along with much more choices of classes (archetype/primary/secondary combination) possible here than in the other game.

Another part is the actual game world. Over there, i felt the world itself and how my character is treated in that world was an attraction that made me feel endeared to it and that specific character together. Which pretty much every level cap raise, they usually also add which amounts to a whole new world of zones to explore with that.

Some would absolutely hate the long travel times in that game but i liked it. The world felt "real" and dangerously exciting at times to just travel across it and when i returned to my "home town" in that game which could've been months because the game sort of pushes you to stick with one or few characters, so i felt nostalgic and home sick.

Over here, the world is almost inconsequential. I don't feel any attachment to my home town (atlas/galaxy etc.) so that pushes me to focus more on my character by itself. The heavy and constant exposure to recycled instancing maps you can access almost anywhere in the game world is part of the reason.

There are other reasons but that's some that first comes to mind.


 

Posted

(Originally Posted by Memphis_Bill in the Strike Pack! thread...)
Dear Positron, et al;

City of Heroes has been a game in which solo and team content has existed quite well side by side. Neither has been required to advance your character - levels and abilities haven't been locked out. The vision of "Bite size gaming" has been met and maintained right alongside trials and larger raids for years.

The recent announcements regarding the direction of the Incarnate system, however, have those of us who - for whatever reason - find ourselves less able to partake in task forces, raids and the like concerned.

Some clarification as to the Incarnate system's content, namely the upcoming availability of Incarnate-level, Incarnate-appropriate, solo and small team content, would be appreciated to alleviate our worries.

Thank you,

The COH soloist/small team playerbase.


 

Posted

Two things that I'd be interested in seeing is something like:

1. Flexible team TF/SFs. For example, permit players to add other players into an TF when someone Quits (as opposed to just logging off or disconnecting). It may even permit you to reinvite the same person, who might've accidentally Quit.

It could be exploited, I'm sure, players switching to specific characters for specific missions in a TF. But in the bigger scheme of things, I don't think it will matter much.

Maybe the merit rewards could be reduced (but Components I guess can't) for swapped out TFs based on how much of the TF the character was present for (not just time, but based on x of y missions, or something).

Edit: Also, I'm not sure I like the idea of even the Alpha slot having two very different schemes for acquiring the Very Rare Alpha. It seems like every 6 months, there's some new loot added to the game, Tickets, Vanguard Merits, Reward Merits, Alignment Merits, Shards and before those, Invention Salvage, Invention Recipes, Purple Recipes, PVP Recipes, and before those, Prestige, Base Salvage. I like that they are there now, but it seems like the goal posts keep moving. I find that frustrating, particularly when playing my less frequently played toons. One solution to that is global account management (the ability to use these rewards on any character, regardless of who earned them).

2. More TF/SFs for higher level content designed like 1-2 mission runs (maybe even 1 mission runs ideally). The mission can be longer, more complicated, and more difficult, but something that could arguably be done in 20-60 minutes with a competent team of 8 Incarnates.

For a few years, I hardly ever ran in any TFs. With the new incarnate content, I started participating and leading them again, including Master Of runs, back to back TFs, etc, but almost all L50 range. I enjoy being able to play TFs again, but it is a sacrifice in my personal life sometimes, and I would prefer the feeling of a PUGs for shorter durations while still being able to participate in ALL of the Incarnate system, even if it's at a slower pace (like the early Alpha stuff is right now).


 

Posted

Quote:
Originally Posted by MadHobbit View Post
hi,
first to a previous post the DEVS DID reduce the street mob xp and number of mobs, to stop the screaming by the players they added the 1/2 debt to missions.
Actually, they did this to reduce street sweeping and encourage people to do door missions. Teams of street sweepers were leveling faster than they wanted and ignoring all the content.

Sewers til you can get to Perez til you can get to Boom til you can get to TV... etc

It didn't have anything to do with solo appeasement.

To everyone (not just the quoted):

I would venture to say that the average MMO player teams and solos. The average MMO player enjoys persistent worlds that has regular updates. Being in an MMO doesn't mean you are here to play with everyone all the time, usually you have a select handful of folks you enjoy playing with. You can meet new people and they might be new friends, too.

Many changes to the game that made it more "solo friendly" according to the "it's an MMO!!" crowd benefit everyone, not just solo play. Some were implemented to help smaller groups. For example, reduced prestige costs to help the smaller SGs... not all SGs are roster capped juggernauts, many are made up of a handful of friends.

I mostly solo. This is because of my time constraints, the hours I play, but also because I am kind of picky about who I spend my leisure time with. I'm here to have fun. I have fun in teams. I have fun solo. I never have fun with annoying people. In the online world, there's lots of annoying people. To some folks, I'm among the annoying people. That's cool, too. We're both happier not interacting.

I've been here a long time. Of course I want to enjoy new stuff as much as anyone else. My money is worth the same. What I want is worth as much as what you want. What the devs want is for both of us to be happy and keep paying our money.

I'm never asking to exclude someone else's style of play. Never. I only want to ensure that I'm not excluded, either. I need new stuff, too, if they want me to keep paying.

I am often confused by "hardcore" team players wanting challenge, but also insisting their way should be both of more benefit (xp bonus, drop bonus, whatever) and also faster. This is the opposite of more challenge, isn't it? You get things easier and faster....

When I ask for solo content, I'm not asking it to be exclusively solo content (unlike exclusively team content which seems to be championed by some I'd consider short-sighted). I'm simply asking for content to be accessible when solo. I don't mind paying the dues for my choices, but give me my choice.

If you exclusively team, you don't miss out on any game systems or content (with the rare exception of a couple Praetoria missions). If you exclusively solo, you do miss out on a few rare things, but can even still enjoy some "team" style things (you can still go on a Hami raid while not on a team/solo, you can still hit the Rikti Mother ship, but you can't do everything). My concern is team exclusive bits like the recently discussed higher tier Incarnate goodies.

Excluding people will drive them away sooner or later. Driving away players means less money for development and maintenance of the game. This becomes a downward spiral that doesn't benefit anyone but competing game companies and eventually loses you this game, entirely.

I've been with COH a long, long time... I believe since even before NC Soft was with it (not trying to establish cred, just pointing out I'm easy money for the devs). I'm happy to stay. However, excluding me from things can and will eventually influence where my money goes. Everyone interested in the longevity of the game and continued added features should share my concern. People who scoff and believe COH won't miss my piddly $15 are mistaken. It's why they charge me the $15 to begin with... if they didn't care, they'd let me keep playing for free


 

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Originally Posted by Golden Girl View Post
Neither do the 2 new TFs



Just think of it as a kind of therapy to help you come out of your shell



Builds, no - strategies, yes



Prepare for more "gimmicks" in upcoming Issues



See above
GG, you're the last person I would have thought that would resort to this "LRN2PLA" nonsense


There is no such thing as an "innocent bystander"

 

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Originally Posted by Diggis View Post
The only difference between the Apex and Tin Mage TF's and the other ones is they are shorter, and require the Alpha Slot for you to be effective. They are still easy to run. Yup, they take some tactics, but thats NOT a bad thing.

And since when did this game become YOUR game? It's as much mine as it is yours so my desires are every bit as important as yours.
They aren't changing the game in a direction going against your play style. Must be nice


There is no such thing as an "innocent bystander"

 

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Originally Posted by ClawsandEffect View Post
The game is not about what Eiko_chan wants it to be.

It's not about what Grouchybeast, Golden Girl, Arcanaville, Bill Z Bubba, Werner, or ClawsandEffect want it to be either.

It is about appealing to the largest amount of people possible. There are things that will thrill some players that others will despise. There are things that will increase difficulty, just as there are things that will decrease it (if getting Stamina at level 2 isn't a difficulty decrease, I don't know what is).

You do not have sole possession of the game, and neither does anyone else. If you don't like part of the game, you have the option of ignoring it and doing the stuff you do like.

They will continue to release soloable content, because the devs are well aware that there is a significant number of players who enjoy soloing. In fact, I will be very surprised if there isn't some kind of normal mission content taking place in Praetoria for Primal Earth characters to do, probably in the 30-40 and 40-50 range. Releasing it with i20 would make sense. They very seldom release details about new mission arcs months in advance, so it doesn't surprise me that we haven't heard anything about any yet.

Saying that the game should remain casual, and not cater to people who want a challenge AT ALL is just plain ridiculous. There have been 18 issues of "casual", and now there is content that is more challenging, and is also completely optional.

Since I started playing this game over 5 years ago, I have NEVER seen anything in it that was absolutely required in order to advance. Everything in the game, from badges and task forces to IOs, PvP, and marketeering is optional.

Name ONE thing that you absolutely MUST do to advance in the game, that you absolutely can't do by yourself. I can't think of anything at all that fits that criteria, can you?

You're outraged that they are changing YOUR game into something you don't like. Since when are we playing City of Eiko_chan? Yeah, I just looked at the header at the top of my forums, it still says "City of Heroes". It's not YOUR game, it is the game of anyone who chooses to play it, and you do NOT get to dictate that "this is a casual game, go take you challenge seeking and play something else"
Please, stop beating my brow. You like stuff? Enjoy it. Other people don't? That means you must berate them?

Classy


There is no such thing as an "innocent bystander"