Do you ever miss the challenge?
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No. I never wanted challenge, and I never cared about challenge. To me, games are about entertainment and problemsolving, not difficulty and exclusivity. Any encounter which requires me to use my full spectrum of abilities is "challenging" enough, whether I had any difficulty in actually defeating it or not.
I do not need nor do I want to be challenged. |
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I'd have to go with Dr. Mechano and ask 'what kind of challenge'? The challenge of learning my class and how to maximize my effectiveness in my team - i.e. how not to faceplant as a blaster lacking IO sets and how not to faceplant Apex with the IO sets, that's still there. I imagine that if one's played long enough those challenges may not be there, but that's true for every MMO. Hence the 800 pound MMO gorilla constantly shaking things up with new tricks for their end-game content, and Paragon starting to follow their lead.
Soloing content with certain classes, especially Praetorian content, well, that's not as much a 'challenge' to me as 'annoying'. I've already dropped a couple stalkers after they barely set foot in Imperial City, and I'm about to transplant the current one redside. (The Isles better for his concept anyways.) I like surprises and varying things up, but I also like the content to be fast. If I'm taking forever to beat the same mobs to complete the arc or even the mission, then we've crossed the line from pretendy fun-time games to 'bored now, time to websurf'.
This is still worth repeating. I was a heavy and early lobbyist for the -1 setting. If I could earn rewards in this game by reading and telling stories, I'd be happiest. Luckily, I can almost barely make it by defeating fake bad guys.
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Would you mind elaborating just a little on what the game as a whole should be for you ideally? Cause it might just be the distance between your viewpoint and mine, but it seems so vague to me I just can't quite make it out.
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Out of all responses so far this one particularly intruiges me.
Would you mind elaborating just a little on what the game as a whole should be for you ideally? Cause it might just be the distance between your viewpoint and mine, but it seems so vague to me I just can't quite make it out. |
I'm in the minority, I get that. Defeating an AV, even a gimmicked up AV like the Reichsman, means nothing more or less to me than defeating any other mob in the game, be it boss, lieutenant, underling, etc. The story is what matters to me. Having fun with characters immersed in the story and with team mates who are also telling stories in a cooperative persistent world is why I'm here.
For example: it matters more to me that Director 11 is trying to get his hands on Praetorian portal technology, and I need to stop it from falling into the wrong hands...than spending hours and hours preparing for a successful Midnight Dodger run. I say that being the owner of a Midnight Dodger badge.
Spending more than 30-45 minutes wailing on the guy while his invisible midgets infest the map with mines is NOT FUN for me. New costume booster packs, new story arcs, new maps--that's fun for me. I'm happy playing at -1, except when I encounter those missions that I can't just outright drop. Stupid timed Malta Kronos Titan mission on three different characters.
The challenge to the devs is to find a balance between not just you and I, but the other ~149,998 or so folks here.
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
Originally Posted by TriAngel_EU
Do you ever miss the challenge?
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No. I never wanted challenge, and I never cared about challenge. To me, games are about entertainment and problemsolving, not difficulty and exclusivity. Any encounter which requires me to use my full spectrum of abilities is "challenging" enough, whether I had any difficulty in actually defeating it or not.
I do not need nor do I want to be challenged. |
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Solo, I die a lot.
I tend to tweak the difficulty settings until I find the point where I probably won't die in a mission if I'm playing well unless I get careless, or unlucky. It keeps things interesting. It's sometimes fun to steamroll through a mission or two, but if my health bar never falls below half I'm going to get bored and it's time for another visit to the Fateweaver.
On teams I prefer the same. The occassional team wipe keeps everyone on their toes, but wiping on every second group is just a pain after a while.
One thing I do hate is joining an ITF or similar full of purple'd out 50s with set bonuses up to their eyeballs, and then the leader sets it to 0/x0. We have all this power - let's use it! Then I just see how reckless I can be without getting killed... or /kicked, if I'm really reckless.
I imagine from the Devs' point of view, balancing this stuff is getting harder and harder (and incarnate powers will surely make it harder still.) I remember an all MM Barracuda on 0/0. We walked the entire SF without a single death until the ambushes in the final mission wiped us. Then we came back, defeated the ambushes and beat Reichsman down by brute force... no temp powers used (I don't think anyone knew we were meant to, it was on Test.)
What was the challenge/difficulty in running bosses?
The Boss is running away! Proceed to out run them! |
Obviously I can't speak for Samuel and I'm not sure if you were here when CoH started (back when mobs running away was an actual issue for melee peeps).
But the whole bosses/mobs running away was really annoying for me, heck that's why I never seriously leveled any melee toon past like lvl 4...attack, attack, attack, oh look the boss/lt/minion is running away...and it has super-awesome leaping abilities....if the 'run away' AI was in football games like Madden.... :P
Anyways....
As to the OP, there are times when whenever I team with people (usually PUGs lately) it's still a challenge; sure there are teams/times where we steamroll through things but there are still occasions where we get swarmed and I actually have to actively use both hands pushing buttons/moving the mouse/etc....and barely making it out alive or keeping all my teammates alive....that's fun
One of the "challenges" that I love when I'm on my Empath is keeping everyone alive; if the team has so many buffs/debuffs then yes playing an Empath is boring but when there is damage flying every which way and peeps are counting on you to keep 'em alive....good times!
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Not I said "require me to use all my abilities," not "swap abilities I have for other abilities" or "go get more items/powers/etc." Challenge, as such, comes down to what a player does in real time, not how a player prepares beforehand, at least in my eyes. "Challenges" where the only difficulty comes from having minimum build requirements, after which point they become easy are exactly the wrong kind of challenge, and those are the sum total of challenges we have.
Build stronger. Optimise more. Grind for more "phat lute." Bring more people. The game encourages us to trivialise challenges by building to prepare. These, I am sorely uninterested in. I don't play City of Heroes as a puzzle game where the point is to find the right build to tackle each challenge. I play it like an action game, where MY build has to tackle each challenge, or I do indeed walk away and never try again.
The Boss is running away!
Proceed to out run them!
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