My suggestions to make the game more accessible
1) Use the middle mouse button.
2) I THINK there is already a way to do this, in the option menu, but I don't know what it is.
3) How new it this other game? I'm not sure if this old clunker of a game could handle something like that. Would be nice, though.
4) Already in the game. Use both the left and right buttons to click somewhere, and you move there. It does turn on auto-run after a bit, though, but I think you can turn that off.
5) Maximum? I'm not sure. Starting with 10 should be enough, but definitely more than three-four.
6) You learn to play the game in the tutorial, but I agree that more training in the first few missions would be nice, versus waiting for level 5.
7) Agreed. The LFG system needs to be expanded.
8) I don't think that this is a good idea. If you don't want to run it, there's a lot of other things to do in the game. If people like running it, why stop them?
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1.) Unlock the camera from back view. I really think that the camera should be able to spin freely by holding down the right mouse button.
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3.) Add competent auto-routing to missions/objectives. I recently started playing another MMO that allows for you to double click the location of a quest and be auto-routed to it. It's very competent, in that you don't need to actively jump/redirect yourself like the "follow" function in our game, which is pretty horrible. This other game accounts for and handles environmental obstacles on its own as part of auto-routing.
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4.) Implement click to move. This comes from many other games, and I think it's a good feature to have. Some people like moving with WSAD and I'm not saying that should be removed from this game, but I think the option for both would add a lot in terms of making the game more accessible to a variety of potential players.
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5.) Allow new characters to start with maximum inspiration inventory. Inspirations are a big part of the low level game, especially for soloists which I think many people are likely to start off as. I guess it just seems illogical to me for inspiration storage to grow as you begin to need it less.
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One, inspirations drop often enough that nobody should ever run completely out of them fighting normal enemies.
Two, at higher levels (and higher difficulty settings), when you start fighting archvillains (and no, not the ones in DFB -- real archvillains), you start relying on inspirations more, not less. That hole in your defenses against psionic damage becomes a lot more problematic against certain enemy groups. Running out of endurance means instant death as eight different toggles drop all at once while you're surrounded by twenty-plus angry Malta, not just "now I have to wait a few seconds to attack again." Accuracy inspirations are the difference between being blinded or not being blinded. Damage inspirations are the only thing allowing you to do damage faster than your opponent is regenerating it.
6.) Make the training missions begin at level 1, as the first contact available. I don't understand why you would have to "go play the game for a bit, and then we'll show you how afterwards." I just think it was a silly design decision.
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7.) Add more TF's to the LFG cue. Death From Below is overplayed because of its convenience, many people get to high levels without having played anything else, which leads me to...
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EDIT: Also, they're already talking about making it possible to play while you wait. Meaning , you'll be able to do door missions while you're still in the queue waiting for an event to start.
I can't get behind this one. People, especially new players, need to get out of the sewers and play the game, yes, but don't punish everyone. Personally, I've been playing for years, and because I'm not all that interested in low-level stuff I've seen a thousand times anymore, my SOP lately has been to take a new character through DFB runs until level 22 (when I can buy single-origin enhancements and hopefully have a few tip missions ready to go), then start playing "for real" in Talos. And it actually makes me more interested in my new character, not less. Because I don't have to slog through Twinshot's arc or run off to see Detective Wincott or do any of that other tutorial stuff again. I can skip it and get right to the point where I have a proper attack chain, and my defenses are starting to shape up, and so on.
FUN FACT: That burst of light when you level up is actually the effectiveness escaping from your enhancements all at once.
2) I THINK there is already a way to do this, in the option menu, but I don't know what it is. |
3) How new it this other game? I'm not sure if this old clunker of a game could handle something like that. Would be nice, though. |
4) Already in the game. Use both the left and right buttons to click somewhere, and you move there. It does turn on auto-run after a bit, though, but I think you can turn that off. |
5) Maximum? I'm not sure. Starting with 10 should be enough, but definitely more than three-four. |
8) I don't think that this is a good idea. If you don't want to run it, there's a lot of other things to do in the game. If people like running it, why stop them? |
Play more. One, inspirations drop often enough that nobody should ever run completely out of them fighting normal enemies. |
Two, at higher levels (and higher difficulty settings), when you start fighting archvillains (and no, not the ones in DFB -- real archvillains), you start relying on inspirations more, not less. That hole in your defenses against psionic damage becomes a lot more problematic against certain enemy groups. Running out of endurance means instant death as eight different toggles drop all at once while you're surrounded by twenty-plus angry Malta, not just "now I have to wait a few seconds to attack again." Accuracy inspirations are the difference between being blinded or not being blinded. Damage inspirations are the only thing allowing you to do damage faster than your opponent is regenerating it. |
I can't get behind this one. People, especially new players, need to get out of the sewers and play the game, yes, but don't punish everyone. Personally, I've been playing for years, and because I'm not all that interested in low-level stuff I've seen a thousand times anymore, my SOP lately has been to take a new character through DFB runs until level 22 (when I can buy single-origin enhancements and hopefully have a few tip missions ready to go), then start playing "for real" in Talos. And it actually makes me more interested in my new character, not less. Because I don't have to slog through Twinshot's arc or run off to see Detective Wincott or do any of that other tutorial stuff again. I can skip it and get right to the point where I have a proper attack chain, and my defenses are starting to shape up, and so on. |
Heh, well I certainly wasn't suggesting that inspiration inventory should work in reverse and you should get less as you level higher, so your point here is kinda lost on me.
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FUN FACT: That burst of light when you level up is actually the effectiveness escaping from your enhancements all at once.
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If you use the middle mouse button and rotate the camera then release the button with the camera in the desired position it doesn't. Or at least it never has for me (just double-checked in game) and I don't recall ever fiddling with any settings to get it working that way.
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Ah, that is neat. I feel like this should be a default setting- In just about every formal review I've read/watched about the game, the camera has been a point of contention.
Enabling Free Camera Movement..will also help the camera not do the spastic auto-rotate..
210 50s and still counting!
Enabling Free Camera Movement..will also help the camera not do the spastic auto-rotate..
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I've been playing around with some of these things. I switched my settings up to have right mouse rotate the camera and it seems that the camera spastically auto-rotates less, but when it does happen it's still just as annoying.
I also don't like that wasd is tied to a "back view" perspective, instead of being based on the actual perspective of the character? I know I'm wording this very poorly, but for example: if you are viewing your character from a certain angle other than back view, the movement keys seem to work "backwards," instead of how most would naturally assume they would work. I don't know if this is making sense or not.
You're talking about "camera view" movement versus "character view" movement.
Games like ....uhhhh, Tomb Raider, Skyrim, etc.: if you push W, you move forward from where your camera is facing.
I *HATE* that. I have stopped playing a large number of games that do that.
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They should make it a toggle.
I started a new character this afternoon, and I've been keeping in mind how the game might look to a new/free player. I'm almost to level 13 right now and I wanted to share the things that came to mind- Some features/things I would change to make the game easier to get into. I'm not saying that any of this is absolute at all, it's just my personal opinion.
1.) Unlock the camera from back view. I really think that the camera should be able to spin freely by holding down the right mouse button.
2.) Stop the camera from "auto-returning" to back view every time a power is fired. It makes the game feel clunky and awkward, especially in an enclosed space. Having to hold right mouse at all times is not comfortable at all.
3.) Add competent auto-routing to missions/objectives. I recently started playing another MMO that allows for you to double click the location of a quest and be auto-routed to it. It's very competent, in that you don't need to actively jump/redirect yourself like the "follow" function in our game, which is pretty horrible. This other game accounts for and handles environmental obstacles on its own as part of auto-routing.
4.) Implement click to move. This comes from many other games, and I think it's a good feature to have. Some people like moving with WSAD and I'm not saying that should be removed from this game, but I think the option for both would add a lot in terms of making the game more accessible to a variety of potential players.
Edit, because I forgot stuff.
5.) Allow new characters to start with maximum inspiration inventory. Inspirations are a big part of the low level game, especially for soloists which I think many people are likely to start off as. I guess it just seems illogical to me for inspiration storage to grow as you begin to need it less.
6.) Make the training missions begin at level 1, as the first contact available. I don't understand why you would have to "go play the game for a bit, and then we'll show you how afterwards." I just think it was a silly design decision.
7.) Add more TF's to the LFG cue. Death From Below is overplayed because of its convenience, many people get to high levels without having played anything else, which leads me to...
8.) Limit Death From Below runs to only a few times a day per character. Once again the other MMO I have been playing has a low level trial similar to our DFB, but the number of times per day it can me run are restricted. I think this is a good idea.