Is COH: Freedom Putting the Cart Before the Horse?
Down with the Terran Cockroaches! Begone with the Conglomeration Anew!
Forever the Vanu will Reign! |
...on that note about villains, there's been several recent studies that indicate given a choice of options without any outside influence, people tend to pick the more altruistic ones. These decisions then build and construct societies rather naturally.
Re: Galaxy City
I certainly hope we can skip the new tutorial just like we can the old ones.
Re: Percentages of new players who will choose villains
I believe the OP is starting that no matter what percentage of players choose villains for their first character, it will surely be a non-trivial number. So if only 25% of Free Players choose villains first, one would still want to give those 25% of Free Players the best experience.
I rather enjoy the architectural atmosphere redside. I enjoy the shanty-town nature of Mercy Island. And pre-GR, I often preferred the villainous ATs. And WAY BACK before everyone could have all the COV costume bits, I made villains because they had more options available.
I do think that the Dev Team *is* trying to address some of the complaints about redside. I've long heard about people complaining about the 'Destined One' arc being all about you being a lackey for Arachnos. And now, with i21 and the Mercy Island revamp, the Devs claim to be moving away from that.
(That said, and off-topic, us all being lackeys for the Well of the Furies seems to be repeating the same mistake again. It would have been better for the Well to NOT have been sentient, but merely a shared source of power.)
I gave City of Heroes a pass when I first saw it.
When I saw City of Villains, I said, "Finally!"
A jillion games let you be the good guy.
@Joshua.
From what I have witnessed in all my years playing the game, the main reason people prefer hero to villain side has nothing to do with the archetypes.
People are CONSTANTLY making villain archetypes into heroes, and from what I have always heard is that it is due to the depressing environments that you have to sit through for so many hours to get to 50. I don't really think there is anything that can be done about that. The environment matches the story and the theme - it is just that many people don't like it as much. Again this is just a common answer I have gotten from people all these years since CoV launched. |
And signature stories should help to provide other story lines that are mostly free of the 'Thug for Hire' syndrome that much of Redside suffers from.
So I'm hopeful.
Let's Dance!
Down with the Terran Cockroaches! Begone with the Conglomeration Anew!
Forever the Vanu will Reign! |
What did you think of the new trailer?
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I think the problem is the more strict storyline red-side [it's gotten better recently]. The more pro-active nature of villains makes it harder to write for. Mako did a good job with what he had, but it ran up into the problem of having to tell the player what the character's motivation was. And unfortunately, for a lot of content red-side you're resigned to being a gopher. It's gotten better, and I suspect that the changes to Mercy Island will also improve that situation with regards to being Arachnos's Predestination Paradox.
And signature stories should help to provide other story lines that are mostly free of the 'Thug for Hire' syndrome that much of Redside suffers from. So I'm hopeful. |
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Anecdotaly speaking...
I've experienced a situation where a development team tried through various methods to encourage players to play one faction vs another faction, for the purpose of balance. Now in the situation I've experienced, it was key to the way the game worked, crucial in fact, on a level that does not apply to CoH. What was said about players playing what players want to play usually rings true. Inflated incentive can only do so much to entice people to do something they would otherwise not do. Of course we will always continue to develop compelling content for both factions to play in addition to our continued development of co-op content. We do anticipate that many of the new players will be very interested in the experience of playing a nefarious villain rather than a sappy do-gooder . |
1. Perma-overcast in the majority of the game. No sunlight in many areas = depressing game. I am not saying everything has to have rainbows everywhere but red side is depressing with all the trash everywhere and grundgy look it has.
2. All original villain ATs came pre-nerfed out of the box, the the gimmicky inherrents tacked on to make the pre-nerf not seem so bad. The worst of this was dominators but alot has been done to fix that issue. Right now the biggest issue is stalkers which the devs for some reason will not recognize at this point as needing the most help in the game right now. For some retarded reason they think stalkers have aggro issues but the issue is damage.
3. All the content is so much harder on redside. Villains have to deal with insane smashing/lethal resistances alot early on. Psi defense and mobs with higher mez resistance. The higher mez resistance thing is why I will never ever roll another dom on redside or play there ever again. To me its like your punishing players for doing their jobs. It would be different if this was done against controllers who have a secondary to fall back on for protection but doms do not have this so its too unfair to make the mobs have higher mez resistance especially at lower levels. Lastly just look at the longbow. What were they thinking when they gave them grenades that can drop you resistance beyond zero when you have fully slotted resistance powers?
4. Un-equal rewarding on story arcs and sfs on red vs blue sides. The villain arcs are harder therefore should give more reward despite being shorter. The whole time taken thing is irrelevant due to how its easy to fast travel in this game so the time metric needs to be tossed out. The LRSF is a good example of why the time metric needs to be thrown out.
5. The lack of additional content to get parity in this game. There are almost twice as many hero tfs than there are villain sfs. That needs to be corrected. Fill in every where there is a level range for the. Basically what needs to happen from here on out until parity is reached is add 2 to 3 villain sfs for ever 1 hero TF they add. Also new villain zones like the hollows, striga and dare I say it the shadow shard. And for the love of gawd stop making so many tfs where villains have to be side kick to the heroes. In only a few comics you would have heroes and villains working together like this, realistically the villains would do their own thing to stop whatever force that is intruding on their territory instead of playing sidekick to the heroes. Just for once make a SF where the heroes are actually the sidekick of the villains where they are having to choose the lesser of two evils instead of the villains doing something for the greater good.
6. Lastly the Role-playing aspect of redside. Up until now there are almost no real villain story arcs. Your either barely in the grey area and I would hardly call it villainous. Aside from the Westin Phipps arcs I cant think of anything thats really evil in this side of the game. You do more evil stuff in the short time in Praetoria than you do in levels 1-50 on redside. Now thats just not right in my opinion and needs to be corrected. Reboot the storyline or whatever you want to call it just like they are doing with all the movies in hollywood now so that villains can be evil.
All these things are why red-side sucks and why you have so many people who converted when GR started. You do have a few massocist who like staying on redside but they are not the norm here.
What you can do as developers is look at whats been done and try to fix it in each of the upcoming issues. Otherwise you will end up in a situation similar to one other nearly dead in the NA, Korean NcSoft title which will remain nameless where the devs are offering huge incentives to play the losing faction due to similar imbalances which they took entirely too long to fix. True enough pvp does not matter as much as here as it did in the game where they are doing this but you can see why it happened because they made similar mistakes.
Bump and Grind Bane/SoA
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Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
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Thank You Devs for Merits!!!!
Honestly, when speaking to the majority of the playerbase, I am not sure the majority even read any mission stories at all.
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And, at least in single player missions, the dialog boxes do a bit to force the player to read some of the mission text .
But I am a believer in the need to have the story tell itself through more than just the text. It's unfortunate that the heavily recycled mapsets in this game make environmental storytelling more difficult, but there have been real improvements.
Let's Dance!
I find it rather funny that a game that people keep harping on saying is about grouping doesn't allow free accounts to start groups when that's a key thing that will keep them subscribed instead of dragging out their xbox and playing any other single player game.
It's going to be funny watching a dozen f2p accounts trying to group up together only to realize they can't.
Really. Not allowing free accounts to start groups is a poor move.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
I find it rather funny that a game that people keep harping on saying is about grouping doesn't allow free accounts to start groups when that's a key thing that will keep them subscribed
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No, I get your point precisely. My point stands. Free players aren't subscribed. The free game is there to encourage people to subscribe, or alternatively go ala carte as a Premium player. To the extent that free accounts and premium accounts are missing features that would encourage them to subscribe, that is because they are missing features that would encourage them to subscribe.
We will lose people who say "I would pay to have more if I was given more for free, but since I'm not given enough for free I won't pay for what I want" and frankly, that's a good thing.
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I find it rather funny that a game that people keep harping on saying is about grouping doesn't allow free accounts to start groups when that's a key thing that will keep them subscribed instead of dragging out their xbox and playing any other single player game.
It's going to be funny watching a dozen f2p accounts trying to group up together only to realize they can't. Really. Not allowing free accounts to start groups is a poor move. |
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Free players aren't subscribed.
No, I get your point precisely. My point stands. Free players aren't subscribed. The free game is there to encourage people to subscribe, or alternatively go ala carte as a Premium player. To the extent that free accounts and premium accounts are missing features that would encourage them to subscribe, that is because they are missing features that would encourage them to subscribe. We will lose people who say "I would pay to have more if I was given more for free, but since I'm not given enough for free I won't pay for what I want" and frankly, that's a good thing. |
*re-reads*
*scratches head*
*re-reads*
*ponders*
{light finally goes on}
Ah. I see what you did there.
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
Black Pebble is my new hero.
The majority of people simply prefer to be good rather than evil - and there's no way to change that.
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and round up everyone that knows more than they do"-Dylan
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
Free players aren't subscribed.
No, I get your point precisely. My point stands. Free players aren't subscribed. The free game is there to encourage people to subscribe, or alternatively go ala carte as a Premium player. To the extent that free accounts and premium accounts are missing features that would encourage them to subscribe, that is because they are missing features that would encourage them to subscribe. We will lose people who say "I would pay to have more if I was given more for free, but since I'm not given enough for free I won't pay for what I want" and frankly, that's a good thing. |
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
@Golden Girl
City of Heroes comics and artwork
The majority of people simply prefer to be good rather than evil - and there's no way to change that.
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I don't think that is the case - it certainly isnt from my perspective - I see it as the Rogue Isles maps are scruffy and dreadful, whereas the heroside maps look great (well most of them - lets just forget Faultline and Skyway and Steel C ..and Bricks and Boomt..) .... ok forget I said anything..
Talos is nice though..?
I don't think that is the case - it certainly isnt from my perspective - I see it as the Rogue Isles maps are scruffy and dreadful, whereas the heroside maps look great (well most of them - lets just forget Faultline and Skyway and Steel C ..and Bricks and Boomt..) .... ok forget I said anything..
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1. The PvE content is significantly harder on the red side, and specifically in ways not conducive to attracting new players. Consider that the red side sees far more endurance drain in the early game than heroes do, and endurance drain is notoriously annoying in a number of ways. If inherent stamina is intended to be attractive because you get enhanced recovery from the start, the red side is almost the equivalent of having inherent anti-stamina. Its also much more mez-happy, and critters statistically have a slightly higher number of attacks (critter offensive threat is almost directly proportional to the number of attacks they have, because unlike players they can't slot for recharge: the more attacks they have, the more offense they have, almost proportionately).
2. The red side content doesn't - at least overall - revel in being "evil" its more a caricature of evil seen through good's eyes. Evil almost never actually wins, and when it does it does in a way that makes the skin crawl on probably a majority of the players. The way I put this to the devs recently is that the red side doesn't range from Magneto to the Joker, it runs the gamut from Cartman to the Human Centipede.
I can see myself being Magneto. All I have to do is believe one thing: if I stand back and do nothing but hope for the best, all of my kind will one day be put on trains and disappear. Again. I could even revel in being the Joker: I'm nuts, and I'm out to prove everyone else is just as crazy as I am.
I just cannot relate to Phipps. This is a high level contact asking me to crush a school teacher. And whoever wrote the arc - which is well written for the most part, by the way - wasn't writing an arc intended to make the player happy. Here's what the souvenir says:
You kept this class syllabus afterwards. Each blood-stained page of it is filled with the promise of new chances at the future. Promises you made sure will never come true. You took it as a trophy, but every time you look at it, all you can see are Francine Primm's eyes looking into your own as the Arachnos guards took her away. |
As long as the writers don't believe in it, the players won't either. And this arc is an example of my belief the writers didn't really truly believe in the red side being legitimate.
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From what I have witnessed in all my years playing the game, the main reason people prefer hero to villain side has nothing to do with the archetypes.
People are CONSTANTLY making villain archetypes into heroes, and from what I have always heard is that it is due to the depressing environments that you have to sit through for so many hours to get to 50.
I don't really think there is anything that can be done about that. The environment matches the story and the theme - it is just that many people don't like it as much.
Again this is just a common answer I have gotten from people all these years since CoV launched.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom