Obsolescence with latest issue
As much as I enjoy most of the changes that came with Issue 20/Freedom, I have a couple of problems.
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1a) Origin was always useless beyond veteran attacks and type of enhancements you can use. Adding back 5 lame level 1 to 5 missions won't change this.
2 - Red side has always been a graveyard. Going Rogue sealed its fate and Freedom put a nail in the coffin. There's nothing new here, aside from people not being 'forced' to play a blue side AT they didn't want to because they don't like villains or having to spend 20 levels in a setting they hate to play the AT they want to play in the place they want to play it. Freedom did more damage to Praetoria that it did to red side for this very reason.
3 - No comment, as I skip the new tutorial just like I skipped the old ones.
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As much as I enjoy most of the changes that came with Issue 20/Freedom, I have a couple of problems.
1) The Hollows and the radio missions have become neglected as characters level past them after a few runs through the sewer trials. I have managed to hit level 16 in a matter of a couple of hours with about half a dozen runs through the trial. On the surface, this is great, but there was a lot of good content in the lower levels. Maybe we need to find a use for all those initial, origin-based contacts. As it now stands, origin is meaningless, beyond role-playing "color." |
The Tutorial now has less meaning. The run-up to the release touted it as a more "streamlined" experience. It certainly is more brief, but it lacks the informativeness of the original. Sure, the content had gotten a little stale, but I could have set my 10 year old loose in the "Breakout" tutorial and been reasonably confident he could have picked up all he needed to know to play the game, short of intermediate-level strategy. Now, there's just enough instruction to get you able to run around and attack things. The audio cues are annoying, at best, and the audible exposition is kind of pointless.
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Don't blame Freedom for people not wanting to play the Hollows or redside. They're still there, you still have the ability to do the stuff there. People just don't want to do it.
1) The Hollows and the radio missions have become neglected as characters level past them after a few runs through the sewer trials. I have managed to hit level 16 in a matter of a couple of hours with about half a dozen runs through the trial. On the surface, this is great, but there was a lot of good content in the lower levels. Maybe we need to find a use for all those initial, origin-based contacts. As it now stands, origin is meaningless, beyond role-playing "color." |
The Hollows have been neglected for a long time and way before this issue was released. The typical pattern was to run through the sewers till around level 8 and then head to Kings Row.. do the missions there.. do bank mission.. get rocket pack.. Then off to Steel Canyon. This was way before the current content.
And I agree with what someone else said. Origins are meaningless except for concept reasons. It has never meant anything substantial in the actual game
Making a Villain ("red-side") character is now pointless, causing all of that content to now be neglected. I have yet, even during peak periods, to see anywhere near the volume of traffic in the Rogue Isles that I once saw before Issue 21/Freedom. With the blurring of archetypes, making a character on "red side" is now meaningless. The changes to Mercy Island are nice, even interesting, but everyone is making Regen brutes and Masterminds in Paragon City, now. Any time I get on, again, even during peak periods, there are not enough players in the Rogue Isles interested in the sewer trials to get a group formed. |
I also believe that people who play villains lend themselves to playing solo more than teaming. I see villains playing, but I do tend to see people running more solo than team. Everyone is not making Regen brutes and Masterminds. I believe many people are doing like me turning Villains into Rogues allowing them to run whatever content they wish and not being restricted to one since.
Also my suggestion is always utilize your servers Global channels to find teams. Many times no one wants to start a team so there are no teams running. The best way to find a team is to start a team. [/quote]
3) The Tutorial now has less meaning. The run-up to the release touted it as a more "streamlined" experience. It certainly is more brief, but it lacks the informativeness of the original. Sure, the content had gotten a little stale, but I could have set my 10 year old loose in the "Breakout" tutorial and been reasonably confident he could have picked up all he needed to know to play the game, short of intermediate-level strategy. Now, there's just enough instruction to get you able to run around and attack things. The audio cues are annoying, at best, and the audible exposition is kind of pointless. |
I'm not jumping ship, or anything, but I'm a whole lot less enthusiastic about maintaining my "VIP" status. |
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
1) The Hollows and the radio missions have become neglected as characters level past them after a few runs through the sewer trials.
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As for the radio missions, I don't see them being neglected. Certainly, they are less popular now that we have the tip missions which are newer/better. But the radio missions have the appeal of the bank missions (which are pretty good), which offer powers all the way up to the 45-50 range. The radio missions are not 'low level content'.
2) Making a Villain ("red-side") character is now pointless, causing all of that content to now be neglected. I have yet, even during peak periods, to see anywhere near the volume of traffic in the Rogue Isles that I once saw before Issue 21/Freedom. |
3) The Tutorial now has less meaning. The run-up to the release touted it as a more "streamlined" experience. It certainly is more brief, but it lacks the informativeness of the original. |
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I didn't buy CoH. Every game in the world lets you play the hero.
I bought CoV.
Great! You can play CoV to your heart's content. But apparently, many people bought CoH and prefer it.
If you want to propose a way to make redside more attractive to players, sure, great. If you just want to lock people in there even though they'd rather play blue, you might find less support.
Edit: This seems like completely the wrong subforum for such a thread...
I usually switch sides every few months based on what I feel like doing toon wise. I recently have been redside for the past year now and dont see the problem that is often brought up about it being a dead place (Freedom & Virtue). I always recommend relooking at what server you play on and go from there if you enjoy villain content.
No opinion about the rest of the original post since I rarely did the tutorial and got tired of the hollows about 3 years ago.
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I view most contact/arcs as solo play for those who enjoy a story. And some of the Legacy Arcs... well, the story is lost in really bad design of street sweeps, fedex, and repetitive missions, which, though maybe necessary in their day, not so much anymore.
Most of the stories of the legacy arcs, which were told in 12 missions can be done today in 3-4 missions.
But once you've gone through the story once or twice or ten times... no need to anymore. Stick to powerleveling trials and TFs.
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I think it's worth keeping in mind that what used to be covered in the Tutorial now has been spread over the first 20 levels of the game. What you now call the tutorial is really the first part. the REAL tutorial is running that, the Matthew Hashby arcs and Dual Shots arcs Blue side or the Inquisitors arcs and Doctor Graves arcs redside.
Those cover all that Breakout and Outbreak used to cover and more. Of course, they do it way too slow and too far apart, but they do cover it. Is it a good make-over? Heck no! The write-up for the arcs is pretty good, and sometimes very funny, but by the time they tell you about stores or Icon, chances are anyone but a rank newbie is on his second costume with every slot filled already. And nowhere is it advertised that those arcs teach you about the game, which I'd say is a criminal oversight. But ultimately, the information IS there.
For the record, I would watch the crap out of a Venom cartoon.
1) The Hollows and the radio missions have become neglected as characters level past them after a few runs through the sewer trials. I have managed to hit level 16 in a matter
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The sewer trial really prepped me (who didn't do TFs) to join in iTrials. BAF was understandable and made less confusing by a familiar interface and prompts. Far superior to what I've seen in other games, and TFs are a confusing mess in comparison.
2) Making a Villain ("red-side") character is now pointless, causing all of that content to
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I wouldn't say being red-side is "meaningless" - the meaning is to have fun. I would say it's at a disincentive, which is an unfortunate thing to do to one of the game features that can draw and keep players.
3) The Tutorial now has less meaning. The run-up to the release touted it as a more
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The stuff I see new players confused about is not things that were in the tutorial (new or old).
I don't really see this related to VIP one way or the other.
what about Preitoria? last night on server chat a player was complaining about lack of players so he deleted the char he was running and re-created a hero version.
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what about Preitoria? last night on server chat a player was complaining about lack of players so he deleted the char he was running and re-created a hero version.
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It's easy for a hero or villain to join a Praetorian for leveling (providing you have access..) but a Praetorian is simply stuck.
As for the topic itself...
1) As said before.. The Hollows gets boring rather fast. Personally I managed to drag 6 or so characters through the missions right up to Flux's Frostfire.
1a) Read above posts.
2) TheBruteSquad and Airhammer said pretty much everything I would. Most people enjoy playing Heroes even if the (clasically) Villain ATs are more fun for them.
3) Netphenix5 and SwiftOneSpeaks have a lot to say that I agree with here. I do however agree that the "audio overlay" in the new tutorial is horrifically cringe-worthy. They really do need to remove the audio and replace it with either the pop-up captions of the pop-up dialogue windows that already existed in-game.
Between the Loyalists and Resistance, I'd be tempted to support Praetorian Hamidon.
One side uses mind police and will "disappear" you and the other uses poison gas and bombs on civilians. Hamidon? He'll just have a tree eat you. Much simpler. If we're all going to be oppressed and/or killed by someone, it might as well be the walking trees. At least they don't speak in annoying code or doublespeak. They just devour you. |
what about Preitoria? last night on server chat a player was complaining about lack of players so he deleted the char he was running and re-created a hero version.
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Having more starting options is great, but when there's forced segregation as there is with Paragon City, the Rogue Isles and Praetoria, it seriously hampers teaming on all but the most populous servers.
Looking at it from a practical point of view: if people were to spread out among the starting zones evenly, it would reduce the number of potential team mates by 2/3. The most common question people have when selecting a new server is, "How busy is it?" Players want there to be lots of activity on a server. In a social game, most players want to be where all the other players are. (Not all, of course. I actually like playing on less populated servers. Since the players need each other more, they tend to be more civil.)
The availability of other players becomes especially important with TFs and trials, which have minimum team/league sizes. That's the main reason why all the incarnate trials are co-op. On small servers it would be all but impossible to put a trial together if heroes and villains couldn't team together. That is, until all the villains become rogues or heroes.
ive always and only will play redside, never felt like a graveyard to me, i love the redside content and zones, heroside annoys me at every turn and EVERY toon i make goes redside, no question
i do feel that the one side which is neglected is praetorian, theres little to no reason to make a praetorian unless you like being trapped in a jail for 20 levels
As much as I enjoy most of the changes that came with Issue 20/Freedom, I have a couple of problems.
1) The Hollows and the radio missions have become neglected as characters level past them after a few runs through the sewer trials. I have managed to hit level 16 in a matter of a couple of hours with about half a dozen runs through the trial. On the surface, this is great, but there was a lot of good content in the lower levels. Maybe we need to find a use for all those initial, origin-based contacts. As it now stands, origin is meaningless, beyond role-playing "color."
2) Making a Villain ("red-side") character is now pointless, causing all of that content to now be neglected. I have yet, even during peak periods, to see anywhere near the volume of traffic in the Rogue Isles that I once saw before Issue 21/Freedom. With the blurring of archetypes, making a character on "red side" is now meaningless. The changes to Mercy Island are nice, even interesting, but everyone is making Regen brutes and Masterminds in Paragon City, now. Any time I get on, again, even during peak periods, there are not enough players in the Rogue Isles interested in the sewer trials to get a group formed.
3) The Tutorial now has less meaning. The run-up to the release touted it as a more "streamlined" experience. It certainly is more brief, but it lacks the informativeness of the original. Sure, the content had gotten a little stale, but I could have set my 10 year old loose in the "Breakout" tutorial and been reasonably confident he could have picked up all he needed to know to play the game, short of intermediate-level strategy. Now, there's just enough instruction to get you able to run around and attack things. The audio cues are annoying, at best, and the audible exposition is kind of pointless.
I'm not jumping ship, or anything, but I'm a whole lot less enthusiastic about maintaining my "VIP" status.