And this is why City of Heroes will always be unique


Arcanaville

 

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Originally Posted by SuperOz View Post

The majority of play I've had in that other game has been with groups. And here's the thing: outside of this game...I can't think of too many others that have the overabundance of 'quick' gathering tools that this one has. And that's fine, there's a lot of tools that enable that, but I think as the Trial experience has shown, people found their own way to group when the tool appeared to be broken, and embraced that policy enough to continue with it when the tool was fixed.


S.
I agree with a lot of things you said, but the bolded just isn't true anymore. MANY MMOS now (including one of the direct competitors to this game) have a system in place that makes queing for teams easy. This game's que system for raids actually fails in the face of some of those other systems.


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Posted

Quote:
Originally Posted by Radio_Silence View Post
I completely forgot I had one! That would shave a pretty significant chunk of time off.

Of course, in the spirit of Worst Case Scenario, twelve minutes is still a pretty good ballpark for someone who has nothing more than sprint and some temp powers.

Less, of course, since as I think on it, even without the Pocket D porter you can catch the truck to the D in Shark and skip Indy faster than you can get to Janus anyway.

This is a very connected game we have here.
I see Pocket D as LENGTHENING the trip, not shortening it.

Thorn Tree -> Ferry -> Cap North -> RWZ -> Peregrine -> FBZ

Pocket D takes you to Kings Row, and Faultline (useless for a trip to the Shard), Founders (run halfway across the zone to get to the Vanguard Base, zone to RWZ, zone to PI), or Talos (run across the zone, take ship to PI).

If you're porting to the D, it will shave time off the trip, but since the challenge included not using Ouro to get blueside, I'd assume all porters are off-limits.

Otherwise, the trip takes 15 seconds + zoning time + flying across one zone (Mission Teleporter + a blue friend in the right zone and a repeatable mission contact).


@Roderick

 

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Originally Posted by BellaStrega View Post
I actually like the new model, simply due to the increase in new powersets and costume parts.

I am half dubious/half okay with Super Packs, although I did purchase some after learning how frontloaded the Elemental Order pieces are. Considering I got six pieces in four packs, I'm not fussed about that.
My problem with the new system is that I don't like knowing there's stuff out there that I don't have. I want to have everything the game offers, but I'd have to sink a lot of money into the market, beyond my subscription, on a weekly basis to keep 'up to date'. This is nagging at me in the back of my mind, and it's an active stress factor for me. I don't play games like CoH to be stressed out, so the current hybrid model is actively reducing my enjoyment of the game because I can't just ignore it.

I don't want to quit CoH, but I think it's only a matter of time before the strain of the hybrid model reaches a point where it outweighs my loyalty to the game.

And I realize it's just me being weird, but hey. I can still sadface over it!


Thought for the day:

"Hope is the first step on the road to disappointment."

=][=

 

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Originally Posted by SuperOz View Post
I haven't had a single-player experience in this other game; I've had an MMO experience, which is what the game purports to be, and I really just wanted to say that in response to what I think is a lot of knee-jerk reactionism to a game that 'doesn't have what this one does'. That's really how a lot ot the criticisms sound to me, and I think that's not only unfair, but unrealistic. It's apples and oranges. I'm taking the game for what it is, just like I am this one. Taking a step back and seeing the positives and negatives in both is something we could all do a little more of.
Hear hear.


Thought for the day:

"Hope is the first step on the road to disappointment."

=][=

 

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Originally Posted by Slaunyeh View Post
My problem with the new system is that I don't like knowing there's stuff out there that I don't have. I want to have everything the game offers, but I'd have to sink a lot of money into the market, beyond my subscription, on a weekly basis to keep 'up to date'. This is nagging at me in the back of my mind, and it's an active stress factor for me. I don't play games like CoH to be stressed out, so the current hybrid model is actively reducing my enjoyment of the game because I can't just ignore it.

I don't want to quit CoH, but I think it's only a matter of time before the strain of the hybrid model reaches a point where it outweighs my loyalty to the game.

And I realize it's just me being weird, but hey. I can still sadface over it!
Actually, you could probably get all of the costumes, powersets, and such available in the shop for about $150 worth of points. It will cost more if you want more inventory, costume slots, or character slots, and of course consumables can be an endless expenditure.

I don't find that the things I don't have fuss me much.

I


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Posted

I think a lot of folks aren't cutting that other game a lot of slack because of who it's made by.

They aren't some new kid around the block, even if they are new to mmos.

And more importantly their (relatively) new overlords ARE sure as hell NOT new to mmos. Important things like being able to form teams easily or communicate easily are not things players are willing to cut new game slack on, becuase this is NOT the first time at the rodeo. There are so many mmos that have come out in just the past year (lets not even talk about the past 5 years) that the BASICs are things people expect to be there at LAUNCH. If they aren't you're (the developers/publishers) going to hear about it. Loudly. Doesn't matter whatever reason those basics aren't there. They are expected to be their for one reason: cause they're the mmo basics!

With that said I personally am willing to cut them SOME slack. But not much and not for long, with how much that game reportedly cost to make and how large their staff was.

With that said for the hour or so I played it on a friend's comp that game was fun, and certainly did not feel like a solo affair. Did I NEED to team? NO, did I enjoy it: sure. Was it better than the FIRST game based on that IP. HELLS YES. Would I quit this game for it. No. Would I sub to it. No. It was fun but it sure as hell didn't blow my mind enough to compete with THIS game or other more recent mmos I've played. (yes I know that's not the majority opinion, but when have I ever cared about what the majority of mmo/video game fans care about.)

I don't think more opportunities for "forced teams" (notice the quotes) are what mmos need. I think more reasons to want to do so cause it is fun and EASY TO FORM A TEAM and GET TO YOUR TEAM, are key.


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Posted

Quote:
Originally Posted by BellaStrega View Post
Actually, you could probably get all of the costumes, powersets, and such available in the shop for about $150 worth of points. It will cost more if you want more inventory, costume slots, or character slots, and of course consumables can be an endless expenditure.
I just don't like dealing with the points and the store. They could give me $150 worth of points every month, and it'd still be horrible.

If there was a subscription (and really, I don't care how much that would cost) that just gave me access to everything (excluding consumables, I guess) without the free paragon points, that would be fantastic. I'd snatch that up in a heartbeat.

The current hybrid model is draining away my will to play. And this makes me a sad fallen jedi.


Thought for the day:

"Hope is the first step on the road to disappointment."

=][=

 

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Originally Posted by Darth_Khasei View Post
His thread is one that is in violation of the forum rules and needs to go as well. I guess they are cutting him some slack since they were so bias in the past, which prompted the thread.
I'm pretty sure Arcanaville is an unshackled AI, and not a "He".

..whaat?


Thought for the day:

"Hope is the first step on the road to disappointment."

=][=

 

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Quote:
Originally Posted by Aura_Familia View Post
I think a lot of folks aren't cutting that other game a lot of slack because of who it's made by.

They aren't some new kid around the block, even if they are new to mmos.

And more importantly their (relatively) new overlords ARE sure as hell NOT new to mmos. Important things like being able to form teams easily or communicate easily are not things players are willing to cut new game slack on, becuase this is NOT the first time at the rodeo. There are so many mmos that have come out in just the past year (lets not even talk about the past 5 years) that the BASICs are things people expect to be there at LAUNCH. If they aren't you're (the developers/publishers) going to hear about it. Loudly. Doesn't matter whatever reason those basics aren't there. They are expected to be their for one reason: cause they're the mmo basics!
I have a big problem with "MMO Basics," actually. A while ago, I saw an up-and-coming MMO marketed, more or less, as "has crafting, gear, market, PvP." Um, what game is that? "Doesn't matter. It has crafting, gear, market, PvP. It's an MMO. What else matters?" This, to me, is anathema, and is probably the most prominent source of the creative bankruptcy of the modern MMO scene. You have essentially two types of MMOs. You have WoW, and you have dozens of MMOs trying to be WoW. And that makes for a hideously boring, uninspired gaming environment.

I cannot tell you how sick I am whenever I see a new MMO coming out with the same god damn interface that WoW had back in 2005. I see a Warhammer 40 000 game advertised, but it has a WoW three-branch skill tree. I see a Warhammer Vanilla game advertised and it looks exactly like WoW. I see a gang-based game, a space shooer, an ancient Chinese games, and they're all remakes of the same one game, which itself is a remake of about half a dozen others, just done with more money.

When City of Heroes first came out, it had no loot, it had no raids, it didn't have dozens of currencies and so forth. And many of us were here because of it. Because we didn't want a game that's about these things. Because we didn't want the one and only one type of other MMO on the market. That's why I'm so leery of accepting "MMO basics" any more, because the kind of MMO basics that are usually accepted are exactly the things I hate. Raids are an MMO basic, and I hate the very concept of them. Loot is an MMO basic, and I never wanted any of it. Crafting is an MMO basic and I felt City of Heroes was better without it. Time sinks, death penalties, gear decay, money sinks and so forth are MMO basics, but I don't want any of them.

I get that certain conveniences are to be expected and their lack expected to be a problem. But the LAST thing I want to do is hold an MMO developer to some kind of colouring book MMO template, because I've seen all the template-made MMOs out there, and I'm not impressed.


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
I have a big problem with "MMO Basics," actually. A while ago, I saw an up-and-coming MMO marketed, more or less, as "has crafting, gear, market, PvP." Um, what game is that? "Doesn't matter. It has crafting, gear, market, PvP. It's an MMO. What else matters?" This, to me, is anathema, and is probably the most prominent source of the creative bankruptcy of the modern MMO scene. You have essentially two types of MMOs. You have WoW, and you have dozens of MMOs trying to be WoW. And that makes for a hideously boring, uninspired gaming environment.

I cannot tell you how sick I am whenever I see a new MMO coming out with the same god damn interface that WoW had back in 2005. I see a Warhammer 40 000 game advertised, but it has a WoW three-branch skill tree. I see a Warhammer Vanilla game advertised and it looks exactly like WoW. I see a gang-based game, a space shooer, an ancient Chinese games, and they're all remakes of the same one game, which itself is a remake of about half a dozen others, just done with more money.

When City of Heroes first came out, it had no loot, it had no raids, it didn't have dozens of currencies and so forth. And many of us were here because of it. Because we didn't want a game that's about these things. Because we didn't want the one and only one type of other MMO on the market. That's why I'm so leery of accepting "MMO basics" any more, because the kind of MMO basics that are usually accepted are exactly the things I hate. Raids are an MMO basic, and I hate the very concept of them. Loot is an MMO basic, and I never wanted any of it. Crafting is an MMO basic and I felt City of Heroes was better without it. Time sinks, death penalties, gear decay, money sinks and so forth are MMO basics, but I don't want any of them.

I get that certain conveniences are to be expected and their lack expected to be a problem. But the LAST thing I want to do is hold an MMO developer to some kind of colouring book MMO template, because I've seen all the template-made MMOs out there, and I'm not impressed.
I . . . don't consider any of the things you listed as basics. Crafting maybe, and most certainly not pvp. (yes I know contrary to public opinion again, I don't give a Pancake. ).

When i say basics I mean the following:

1. making it easy to form a team when you want to. This games main competitors used to be terrible at this! One of them has gotten better, the older one is still god damn horrendous at trying to form a team and have everyone doing the same missions . . . which by the way is a problem with the 800 lb gorilla also, which they copied.

2. making it easy to communicate. The chat box that I mainly use to form said teams should not make me pull my hair out, have to do jujitsu on my keyboard, or chant an incantation for it to allow me to easily talk to other players. i should be able to click a name and reply, not type in an un-intuitive keystroke to get it done. The other two games have fixed this a bit, but their chat boxes are still god awful one compared to this game's.

3. make it easy to get the team together to go to the place where the team content is (open world or not). If I have to travel for 10 to 30 minutes (or more for some mmos, including the 800 lber if there is no one on team who can teleport you--which is more often in that game since teleport is EXTREMELY class specific in that game) then I'm not going to bother. I'll just bow out and say "sorry my sg is calling" or "my house is on fire" and keep on soloing.

That's pretty much it when I say the basics. Everything else should be based on the creative faculties of the game dev and the world they are in.

If the three things that define an mmo from a single player game are so difficult that it makes you smash your head against the keyboard, the mmo team (no matter how young or old or experienced with single player games or mmos they are) has failed. Full stop.

That nonsense has driven me FAR away from many an mmo in the past 5 years . . . right back to HERE, where they get each of those basic features RIGHT.

If a game launches with one of those things missing, okay. I can wait, if it launches with more than one . . . I have to question what in the hell your dev team was thinking in the first place. And I may or may not wait patiently, but if it makes 80% of your game painful for teaming, yeah screw you, I'll go back to the game that gets it right: City of Heroes.

EDIT: Contrary to popular belief not every game needs crafting or pvp or raiding as endgame (I find that last one as archaic idiocy that needs to die in fire--raiding as endgame is the most non-creative thing I see most mmos copy. They need to ******* stop.)

Those are NOT basics (IMO). If it's tacked on "just because every mmo must have it" and it ends up sucking then your team has failed in that aspect. Do it innovatively and well or don't do it at all.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
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Quote:
Originally Posted by TonyV View Post
If you have a more difficult path to something and a less difficult path to something, people will flock to the less difficult path.
(bunch of other good stuff! scroll up and read if you missed it!)
So seriously, because I'm sure the devs would love an answer to the question themselves. How would you deliver on that rich multi-player experience? How do you make people want to team up without gating stuff behind team-oriented content? How do you keep City of Heroes from becoming a single-player game with a few multi-player features tacked on as an afterthought?
I think Tony has brought forward some things to ponder in an eloquent matter. Others have also made some solid points.

I think that our player base is a broad spectrum, a diverse group. Different ages, different socio-economic factors, etc.
The only way I think to assess how people will react to any given change is to look at similar changes in the past and see how things went.
Let's take a look at the iTrials. When BAF, Lambda and Keyes came out, I think it's safe to say that most preferred to do BAF. Why? For me, it's because it was fairly straightforward. There weren't many hoops to jump through to get the reward, unlike keyes - which initially, was an exercise in jumping around avoiding green death rays and a lot of repetition.

With a diverse playerbase that includes 6 year olds playing on their father's right side and single mothers that have asserted control over the account because their child has out grown the game, or no longer finds it fun for some reason and unemployed people who have a lot more free time than they'd like, answering the question is going to be different.

I'm thrilled for the solo path, because when I'm sort of tired and grumpy, I don't have to herd the cats. What an appropriate description that is sometimes! On my server, it would seem if I want to do an iTrial, or team,
I have to look through the global list and see who's solo and would like to come along. Invariable this will be 1 to 4, leaving me with having to fill the rest.
Because zone story arcs and tip missions don't have any greater significant reward at the end when teamed as opposed to solo, there is nothing that motivates me to put up with the recruiting delay.

And its more than just a recruiting delay -there's an incredible amount of "wife aggro", "baby aggro", "gotta put the kid to bed", "roommate tried to commit suicide", etc. On some teams, a teammate sitting out for a minute is not that big of a deal. Other times, because of bad team composition, a tank can make a bad team pretty good. Sadly, not much can be done about recruiting delay, except maybe have the contact assemble all members of the team to the first mission door, but nifty as that would be, it doesn't solve the problem.

We have met the enemy, and the enemy is us. There is no greater obstacle to teaming in this game than the player. We each have our goals for our characters. If there's "nothing in it" for our character to make us "feel" like teaming at that time, then there's not gonna be any teaming at that time.
For most (definitely not all players) forced teaming would be like summer camp. You wouldn't want to go, but once you got there and got in a routine and made some friends, you'd have some fun. Probably more fun than if you stayed home. (solo) However, there are always a few who are mal-adapted and just can't team up. Bad/old computers, physical maladies which inhibit game play in the typical manner, mental deficiencies, etc. are all reasons for some people not teaming. If it were forced, those people would likely become frustrated and quit.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

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Originally Posted by Ukaserex View Post
I think Tony has brought forward some things to ponder in an eloquent matter. Others have also made some solid points.

I think that our player base is a broad spectrum, a diverse group. Different ages, different socio-economic factors, etc.
The only way I think to assess how people will react to any given change is to look at similar changes in the past and see how things went.
Let's take a look at the iTrials. When BAF, Lambda and Keyes came out, I think it's safe to say that most preferred to do BAF. Why? For me, it's because it was fairly straightforward. There weren't many hoops to jump through to get the reward, unlike keyes - which initially, was an exercise in jumping around avoiding green death rays and a lot of repetition.

With a diverse playerbase that includes 6 year olds playing on their father's right side and single mothers that have asserted control over the account because their child has out grown the game, or no longer finds it fun for some reason and unemployed people who have a lot more free time than they'd like, answering the question is going to be different.

I'm thrilled for the solo path, because when I'm sort of tired and grumpy, I don't have to herd the cats. What an appropriate description that is sometimes! On my server, it would seem if I want to do an iTrial, or team,
I have to look through the global list and see who's solo and would like to come along. Invariable this will be 1 to 4, leaving me with having to fill the rest.
Because zone story arcs and tip missions don't have any greater significant reward at the end when teamed as opposed to solo, there is nothing that motivates me to put up with the recruiting delay.

And its more than just a recruiting delay -there's an incredible amount of "wife aggro", "baby aggro", "gotta put the kid to bed", "roommate tried to commit suicide", etc. On some teams, a teammate sitting out for a minute is not that big of a deal. Other times, because of bad team composition, a tank can make a bad team pretty good. Sadly, not much can be done about recruiting delay, except maybe have the contact assemble all members of the team to the first mission door, but nifty as that would be, it doesn't solve the problem.

We have met the enemy, and the enemy is us. There is no greater obstacle to teaming in this game than the player. We each have our goals for our characters. If there's "nothing in it" for our character to make us "feel" like teaming at that time, then there's not gonna be any teaming at that time.
For most (definitely not all players) forced teaming would be like summer camp. You wouldn't want to go, but once you got there and got in a routine and made some friends, you'd have some fun. Probably more fun than if you stayed home. (solo) However, there are always a few who are mal-adapted and just can't team up. Bad/old computers, physical maladies which inhibit game play in the typical manner, mental deficiencies, etc. are all reasons for some people not teaming. If it were forced, those people would likely become frustrated and quit.
Just for many of the reasons you listed I'm glad that Issue 22 came out and that teaming still really isn't forced in this game . . . meaning you don't need to team to get the best loot . . . to a degree.

This will be even more true if/when you can get emps in some determined way (read not fast, but determined) via DARK ASTORIA and whatever small teams/solo Incarnate zone they come up with next.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

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Quote:
Originally Posted by SlickRiptide View Post
We've never been told what the point of the rule is. Presumably it was handed down from NCSoft Legal or as policy from the big corporate wigs in Korea. As Sam has intimated, there was a time when the mods were quite lenient, then one day they weren't any more. That coincided with the game devs pulling back and hardly posting any more, compared to how they had been very open and involved with the players prior to whetever "event" it was that brought down the proverbial curtain.

Technically speaking, simply not mentioning a game's name is not enough to keep you safe, speaking from experience. The most draconian mods follow the rule to the letter - no discussion at all about any game whatsoever. I've even been modded in the past for talking about NCSoft's other games.

As for Arcana, I don't know how often she gets modded but I know that she does get modded as draconically as anyone else. If this thread has survived this long it might mean that our new Assistant Community Manager just hasn't caught on yet to how hard he's supposed to be wielding the Ban Hammer. Heh.

I'd rather think that it means that they're loosening up a bit, but I suppose that we'll see.



That pretty much sums up my views on the subject of banning game industry discussion.
You could very well be right. We'll know in a few hours.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
When City of Heroes first came out, it had no loot, it had no raids, it didn't have dozens of currencies and so forth. And many of us were here because of it. Because we didn't want a game that's about these things. Because we didn't want the one and only one type of other MMO on the market.
You forgot: No player search function, respec and i think exemplaring among others.

But seriously, I wouldn't necessarily say "we" wanted CoH because it didn't have those mmo "basics". For me, what got me into CoH at its launch (actually beta already sold me) was mostly because i liked making character concepts and the superhero genre. Not to mention that promo video was pretty exciting...they should do more of those cgi videos.

I didn't really take into account the lack of pvp/loot/market. Probably because i came from previous mmos that had those and i didn't have a problem with them since they were not that intrusive to my experience.

In that 13yr old fantasy mmo, pvp was by consent or relegated to a separate server altogether and the market wasn't a mini-game...it was just there, you had goods to sell, you posted it with a specific price.

I don't really judge games based on bullet points on a feature list. Games are supposed to entertain me in whatever form they use based on the overall experience of the game as a whole.

If i were to play only games that had specific features that my previous game had, i wouldn't have moved to CoH to begin with. I mean my baseline mmo had level grind, pvp, market, loot, crafting and lots of traveling. My second mmo didn't really have levels (older glow sword mmo) and combat wasn't the only thing to do and you can build houses among other things. Then we get CoH without many of those previous features i've grown accustomed to seeing.

Maybe i'm different or i'm too old-school hehe. But i go strictly by how i feel more than what i can or can't do. Not to say features don't matter, they do but not necessarily "specific" features if the game as a whole is entertaining enough. The other "missing" fuctions, i could rationalize as QoL additions.


 

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Originally Posted by SuperOz View Post
I can't attribute that solely to the license it represents
I can, and it takes very little effort to do so.


 

Posted

Although the thread got side tracked a bit, as I mentioned yesterday its irrelevant to my point whether the referenced game has a good or bad environment for teaming. I can make that case strongly, but I'm not really intending to do that here. What is objectively true and isn't a comment on the game is that lots of other people are making that case and the remedy is often stated to be that teaming needs to be more mandatory.

Its that design philosophy that isn't just espoused by developers but also many players that is at the heart of my commentary. If you believe teaming is great in that other game, fantastic. You can still comment on why people often think it needs to be more mandatory than it already is for progress, whether you think the current teaming model sucks or is awesome or anything in between. Its a commentary about player beliefs and preferences, not a specific game being referenced only for its contemporary relevance.

I also say that City of Heroes seems to have stumbled into a unique environment where that principle doesn't have to be seriously challenged. Its a given here that that should be minimized to the best extent possible ("best extent possible" being a matter of judgment). Both the majority of developers of the game and the majority of players of the game seem to take this completely for granted that teaming should be barrier-free, but not overly leveraged, end game notwithstanding. I originally contended that this may be largely unique in the MMO space, although other players have suggested that its not as unique as I originally asserted it to be. That the environment may be more or less unique is also primarily about this game, and not really about other games except as they represent counter-examples to the assertion.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I originally contended that this may be largely unique in the MMO space, although other players have suggested that its not as unique as I originally asserted it to be.
I still agree there's a conjunction of unusual factors that results in a unique environment, both from a play perspective and from a development perspective.

Our carte blanche capacity to ramp up self/team buffs/enemy debuffs/crowd control essentially without limit doesn't show up anywhere else, and the nature of how these things are distributed amongst (non-Blaster) ATs means essentially anyone coming to the party has brought treats to share.

The total combination of ease of joining teams AND large world AND rapid travel doesn't show up anywhere else; the scale of what we can cross so fast has its own impact on the psychology of 'I can go ANYWHERE, at ANYTIME'. (The best counterexample I have for equal ease of joining teams existing in other MMOs has a very small world in comparison; it doesn't need fast travel accordingly, but the lack of it results in a subtly different experience).


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

 

Posted

Heh. I've tried that whole "discuss the state of gaming, not the games" schtick before and had it fly like a Led Zeppelin.

ObTeaming - I would agree that one of this game's strengths is that it was usually relatively easy to join up with a team, and it has only become easier as time has passed. (Anyone remember in the original CoH beta when the tram literally stopped at every station on its particular line? If you were three stations away, you got on and off three times.)

Then again, I am still mystified as to why "sidekicking" has never really caught on in other games yet. I like to think it's because the whole concept of "levels" is slowly beginning to become obsolete, but we're a long way from that still, I suppose.

See, here's the thing - The "dial it down and then dial it up little by little" philosophy applies to a lot more than just things like damage stats from new powers.

When things are hard, people equate the effort with quality. "Look how much hard work I'm putting into this, it must be really valuable to spend my time this way."

They come to associate the pain with the reward. Typically, if there's a problem it's not that the pain exists, it's that the reward is too small. Snobs even complain about the easing of the pain as "dumbing down" of the game.

Travel is one of those measures of the pain, or of challenge if you prefer. Removing the "challenge" of travel and teaming is, in the minds of a certain breed of player, a reduction in the value of the game and in the value of the player's overall investment in the game.

The question really comes down to how influential your hard-core players are versus those who are simply annoyed by obstacles to travel and/or teaming. In City of Heroes, we don't bat an eye at base teleporters or Assemble The Team powers because they fit the genre of the game. In a science fiction game, a teleport to your teammates ability breaks immersion. It becomes a case of game mechanics intruding upon game experience, even though the mechanics in question ostensibly promote game experience of a different kind.

I don't think there's any one-size-fits-all answer. I DO think that people who assume the attitude that "all would be well if we just had more forced grouping" are people who have a particular idea of what the MM in MMORPG actually stands for. A lot of them are the old school raid crew and a lot of them are simply of the mind that anything you can accomplish alone is not really anything of value. If only you forced encounters to require groups, you'd be automatically adding value to the game without making any other adjustments!

I agree that it's a silly concept but that's how they think. A $20 bottle of wine is clearly better than a $8 bottle of wine regardless of the year, the grapes, the locale that produced it, the winery, or any of a myriad of other factors that might make that less expensive bottle a good value. Bigger is better to these people, and it happens that a lot of "these people" are either MMO developers themselves or they have convinced the developers that they are the largest audience that exists for a proposed game.

The only thing that will change the perceptions of these people is for new games to launch that succeed despite failing to cater to their preconceptions.


 

Posted

Quote:
Originally Posted by Void_Huntress View Post
I still agree there's a conjunction of unusual factors that results in a unique environment, both from a play perspective and from a development perspective.
Perhaps the phrases more and less unique start to lose meaning, so I'll say that I still think our situation is markedly different, even compared to other games progressing on similar lines. What seems not as unique as I first thought is that anyone else *is* trying to proceed along similar lines. I did not have that impression.

But here's an example of how we might still be unique in our outlook. I happened to talk to the devs about the current difficulty slider when it was being developed. I warned them that there were potential issues with the slider: it could be used for farming purposes, for example, and it could even be *construed* as the devs giving tacit approval for all farming performed under its settings.

However, *knowing all that* the devs still felt that it was more important to give the players that convenience option to adjust difficulty both for solo players and for different compositions of teams, that it overrode the potential problems associated with indirectly encouraging farming.

In this case, QoL trumped farming. Does that type of prioritization happen often in other MMOs of similar nature? It doesn't even happen here all the time. Even our dev team has its own limits. But it does happen often.


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Posted

Quote:
Originally Posted by SlickRiptide View Post
The question really comes down to how influential your hard-core players are versus those who are simply annoyed by obstacles to travel and/or teaming. In City of Heroes, we don't bat an eye at base teleporters or Assemble The Team powers because they fit the genre of the game. In a science fiction game, a teleport to your teammates ability breaks immersion. It becomes a case of game mechanics intruding upon game experience, even though the mechanics in question ostensibly promote game experience of a different kind.
To some degree that's true, but there's still the question of when does a dev team go along with the concept, and when are they willing to significantly modify it to fit their game design requirements. For example, does anyone think that the vast majority of potential players for a hypothetical Star Wars MMO envision Jedi wearing armor? Even if there are examples of that in the expanded universe, there's no question in my mind that the armor came first, and the justification for the armor came later.

In City of Heroes, we specifically had such a loose design that anything goes, and anything did go, and that has evolved over time into a philosophy that what the players can do is more important than the game environments they can do it in. If we can teleport to the mission, then players will be traveling through the actual zones a lot less. No problem. The devs lean in the direction of giving the players the ability over worrying about the parts of the game that ability makes less valuable. That's not always a good thing, but it is something that generates results you don't often see elsewhere. In a sense, the genre gives them the excuse, but its still a conscious decision to interpret the genre that way.

Even that other MMO justifies a slowly recharging teleport to destination as a shuttle trip. You can justify anything if you want to. The question is therefore when does a dev team want to, not whether the genre gives them the cover to do so.


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Posted

Quote:
Originally Posted by Arcanaville View Post
But here's an example of how we might still be unique in our outlook. I happened to talk to the devs about the current difficulty slider when it was being developed. I warned them that there were potential issues with the slider: it could be used for farming purposes, for example, and it could even be *construed* as the devs giving tacit approval for all farming performed under its settings.

However, *knowing all that* the devs still felt that it was more important to give the players that convenience option to adjust difficulty both for solo players and for different compositions of teams, that it overrode the potential problems associated with indirectly encouraging farming.

In this case, QoL trumped farming. Does that type of prioritization happen often in other MMOs of similar nature? It doesn't even happen here all the time. Even our dev team has its own limits. But it does happen often.
This isn't a direct match to your question, but the PnP inspired game has been leaning towards producing regular interval deterministic quest arc/raid reward choices. Every 3rd time you do a normal quest arc, the randomized table at the end includes ALL of the named/unusual rewards for selection. Every 20th raid, etc. It's a QoL change that assumes farming the content.

They've also largely not cared about players lowering quest difficulty to make it easier to try to get rare encounters (that can produce rare drops) over repeated runs, although they sometimes (but not always) adjust the drop table for chests based on difficulty.


Quote:
Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by Arcanaville View Post
To some degree that's true, but there's still the question of when does a dev team go along with the concept, and when are they willing to significantly modify it to fit their game design requirements. For example, does anyone think that the vast majority of potential players for a hypothetical Star Wars MMO envision Jedi wearing armor? Even if there are examples of that in the expanded universe, there's no question in my mind that the armor came first, and the justification for the armor came later.
That's one of the major problems with using fake Star Wars to try and sell the game - to score big sub numbers, they need to attract very casual gamers/non-gamers, in the way that WoW became a game for people who don't really play games - but to achieve that kind of breakout success, they'd need real Star Wars as a selling point, because the movies are the reference point everyone thinks of when they hear the name Star Wars.
Using the name creates an expectation that the game can't fulfill - there's nothing genuinely Star Wars about it at all.


@Golden Girl

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Posted

Hi everyone,

This thread is pretty interesting, and we appreciate the constructive discussion that's going on. All we ask is that you avoid discussing other games specifically, and follow other forum rules as applicable.

All the best,
~Freitag


Kevin Callanan
Community Specialist
Paragon Studios

 

Posted

Hmmm, a glitch in the Matrix. I guess the powers that be have spoken.

In regards to ease of teaming, it's something of a puzzle to me that the LFG queue, which makes teaming for certain things about as easy as it could possibly get, seems to get so little use. I even see people recruiting for Death From Below in Help channel, when I've sat in the queue for upwards of ten minutes without getting assigned to team.

It's as if the idea of a PuG is too much for many people to desire or handle, even if the team they ultimately organize themselves turns out to be pretty much just a PuG.


 

Posted

Quote:
Originally Posted by Freitag View Post
Hi everyone,

This thread is pretty interesting, and we appreciate the constructive discussion that's going on. All we ask is that you avoid discussing other games specifically, and follow other forum rules as applicable.

All the best,
~Freitag
Aww man, now I can't make my true colors shining through joke!



Now I'm going to have to save it for some weekend when the mods are at the beach.


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