If you were a dev...
I'd then emigrate to Easter Island or somewhere to avoid the imminent nerd-death that would chasing me once I had nerfed it.
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I can agree that there was a point where Hasten was broken and should have been nerfed, and it was, and then it was nerfed again. In the beginning Hasten also gave a +def boost, that had to go. Then the recharge time on it was increased, so that (in theory) it could never be made perma again. Now though it sits next to burnout.
There was a time where suggestions like what you and Roderick made would have worked, and been the right thing to do. That time has past, and now we are at a point where some of those changes would do more harm than good. Here is why.
I will start with this. Balance is a mater of perception. It is clear that what I see as balanced in a Superhero game does not match up with what you see as balanced in a super game. I am sure there are plenty of people out there that are the same as how we see it, and plenty who are different than both of us in their perception of balance.
With that in mind, is it worth balancing the game to one person's perception after it has existed in its current state for so long? I would say no because it would further decrease the player base with no guarantee that the balancing would replace the players that left. As you said Hasten in its current state is institutionalized. Doing it 6 or 7 years ago and it would have worked and been justified. Doing it now would just damage the game.
Oddly what gave me a greater perspective (that word again) on this thread was the CoX as a tabletop thread. I started thinking about Hero system and the preset power level/point ranges the game offered. I think it started at 50 for talented humans, and went up for there. 150-200 may have been street level. Forgive me it has been a long time since I looked at those rules, and there is a point here.
CoX started as a low point game with some powers that were above the street level theme, hasten is one of those powers that was a bit above the power level. Remember it is not about what the powers/abilities are, but how powerful they are. You could have an energy blaster in a street level game. Generally as characters progressed they left street level, and moved into the range of super powered. Not like JLA power levels though. We were still only in the 350-450 range. We were like JLA side kick range.
After 8 years we have moved to a point where we are at the 500+ point level and are more like JLA members, well we are getting close any way. That is why I have no problems with the current point of balance in the game. I am looking at it as a I would a Hero system game I have been playing for 8 years. My characters and powers are where I would expect them to be after all that time and point investment.
This sucks a bit for newer players, but it is what it is. Changing things like hasten runs the risk of doing more harm than good. It is however something they should keep in mind for a CoX 2. See there is one area where I do agree with you, no pool power should be better than a primary or secondary power set.
In the end on balance I think we will have to agree to disagree. Less because of us disagreeing on what balance is, and more on us disagreeing on where the game is. If I am reading right some would like this to still be a 200-400 point game. I am happy with it being a 500+ Cosmic level game. The characters I have that are not at that level do not run the incarnate stuff, or fully IO.
There are options that will allow a player to stay at street level, it just removes advancement. Even at level 50 you can choose to not be cosmic powered. You can do this by not using the IO system, or not using the Incarnate system. However, I do feel it is wrong to say that the whole game should be stuck at that level of play just because that is what you (not you specifically) want.
The game has progressed. We fight gods in space now, powers like hasten make plenty of sense when looked at from that perspective. That is just my opinion though.
Wow, I did a Sam and wrote a whole paper. I am a bit more rational and in a very good mood today for various reasons.
Consider the following post by Memphis_Bill for where I am coming from in this post.
Tri-stat, if I feel evil. (Seriously - have you ever played Silver Age SEntinels tri-stat? At one point I was rolling something like 20 dice at once for an attack. At once. If that game - which led to my picking up COH in the first place - had gone on for a year, I'd probably be rolling cardboard boxes full of dice at the end of that year.)
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http://boards.cityofheroes.com/showthread.php?t=289042
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I agree with Zyphoid. There really isn't a monolithic "VIP community" in this regard; one block of people who all generally think one way or the other. We frequently dissent and argue over exactly what free/premium players should and shouldn't have access to. Personally, I agree with you, that VIPs should embrace free/premium players more, make them feel welcome in the game.
Paragon Studios is trying to walk a fine line between making enough free to encourage free/premium players to spend money in the Paragon Store, but provide enough incentive to VIPs to encourage people to upgrade to a $15/month subscription. (And for that matter, continue to provide incentives for VIPs to spend additional money on Paragon Points to purchase stuff past their monthly stipend.) We players like to pretend like we know what is and isn't obvious that free/premium/VIPs should and shouldn't have access to in order to maximize the studio's profit, but the harsh truth is that only they have the mined data on what people are spending money on and they are in the best position to make authoritative decisions based on actual data. Obviously, this doesn't mean that they will reject all of our input, but it also does mean that sometimes they will do things that don't necessarily make sense to us but that there is a compelling business case for based on data to which we do not have access. The mark could be overshot on either side--providing so much free stuff that people start dropping their VIP subscription, or providing not enough free stuff so that people don't bother wasting their time playing on a gimped account and choose some other game. |
As for access. This community locked their message boards down behind a pay wall many years ago and I am sure in general this is why Premium players are still treated as little more than non-paying customers on the boards. But I, along with many other Premiums, do spend some money (almost monthly) on the game and it would be nice to participate in the larger community.
A lot of people appear to have misunderstood the thread topic...Hmm...
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
If I were a dev?
Easy.
MORE CUTSCENES.
Michelle
aka
Samuraiko/Dark_Respite
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)
I know it isn't the whole of the community (which is why I used the some word). In reality much of the attitude has gone away over the months since Freedom launched, but I was here when it launched and the vitriol was heavy then.
As for access. This community locked their message boards down behind a pay wall many years ago and I am sure in general this is why Premium players are still treated as little more than non-paying customers on the boards. But I, along with many other Premiums, do spend some money (almost monthly) on the game and it would be nice to participate in the larger community. |
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Yeah, that'd probably get me to quit. I've never gotten a brute past level 26. I've rolled a number, but I can't say I care to play them. They end up deleted or transferred to a server I don't play on. I enjoy playing Tanks though, and a plurality of my characters are Tanks.
I understand that it becomes difficult to balance things when there are four different melee archetypes, but they each play significantly differently, except perhaps when on a team. I don't understand why you would want to decrease diversity like that. |
As for the Scrapper/Stalker hybrid doing less damage, that's my own fault in the post - the original proposal (which was in one of the Stalker feedback threads) used the Scrapper damage modifier, and included AS and Placate in the primary with AS locking out the AoE that it replaced and Placate locking out Confront. I deliberately ditched the second part of that as I was writing the post and changed it to the Assassin's Focus toggle and didn't proofread the lines above as well as I should have because I was thinking about how to integrate Stalkers better into a Scrapper AT. Note to self: just typing the word instead doesn't cut it.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I will start with this. Balance is a mater of perception. It is clear that what I see as balanced in a Superhero game does not match up with what you see as balanced in a super game. I am sure there are plenty of people out there that are the same as how we see it, and plenty who are different than both of us in their perception of balance.
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Whether or not massive recharge bonuses are integral to someone's enjoyment of the game is irrelevant to the fact that there's really only one very easy source of getting them, with all other sources being more costly and less productive. If that level of recharge has to be retained, then it needs to be retained by other means.
Consider this in the same light as Stamina. Giving Fitness to everyone for free was not an idea solution, and one Castle was staunchly against, but it was an easy solution to the very obvious problem - Stamina was never a choice. If everyone or close to everyone takes the same power every time, then that power pick is not a choice, and you end up with one less choice than there could be. A solution is necessary to ensure every choice is real, presenting a selection of at least superficially comparable options.
I've said this many times before - having a choice between two equal options still presents more variety than having a choice between 9 wrong ones and one right one, because that presents no variety at all. The very reason "tank-mages" are feared in most MMOs isn't because they're too strong pet se, it's because they're so strong they make choosing anything BUT them pointless, thus robbing people of their choices. Yes, the choice is still there, but when it's "wrong," it doesn't count.
You're welcome
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.
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In the end on balance I think we will have to agree to disagree. Less because of us disagreeing on what balance is, and more on us disagreeing on where the game is. If I am reading right some would like this to still be a 200-400 point game. I am happy with it being a 500+ Cosmic level game. The characters I have that are not at that level do not run the incarnate stuff, or fully IO.
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I'd let there be the 500+ point cosmic game, it just wouldn't be available in the normal 1-50 game. That was the initial promise of the Incarnate system, you get your shiny Alpha slot in the old content, because that power can't do any worse than IOs for borking balance, if you want the game breakers you have to be in content balanced around them.
Like the "Earth for Humans" billboards "1-49 for non-Incarnates".
Ohhh, yeah, I have a few.
- Tankers' gauntlet does damage, (all attacks AoE) and uses the highest damage scaler, but have diminishing returns to ANY +recharge enhancements/powers/set bonuses. They do, however, all have a high accuracy bonus. End result? Tankers can hit entire crowds with every blow, (doing high burst of damage with each hit) but their attacks all have slow windups, and their attack chain would ALWAYS be slow.
- Remove any and all target caps, but have enemies actively avoid any AoE powers. (They actively scatter when they see an AoE headed for their buddy) NPC's all prefer range against melee archetypes, not wanting to get close enough to get pummeled to death.
- Remove all travel suppression, and all melee powers if out of range have a 'seeking' mechanic that also honors active travel powers: so if you are way out of range of an enemy, triggering a melee power will have you leap to that enemy until you can hit them as you execute the power. So hitting 'knockout blow' as you are flying would have you to fly straight to a foe as you swing and punch them. BUT....damage delivered would be based off of the weapon/fist/foot actually connecting. As such, if your enemy ducks out of the way or you try to swing as attempt to 'kite' a foe, the enemy will take no damage at all. Likewise all ranged attacks, particularly ST ranged attacks, would have far faster projectiles and far longer range, but the blasts would have to hit a foe, and would not 'seek' them. as such, blasts could both be walked into or dodged by foes.
- A 'manual' mode to all powers. players can choose to either allow their abilities be based off of chance-based rolls, or they can manually target. In the roll-based case, the engine would calculate chances, and if successfull, you punch would connect. In manual modes powers execute based off of character position, and will hit based entirely off that, and will not 'track' at all. Example: 'ice blast' fires a blast of ice straight forward. if a zeus titan is there, it WILL be hit. If a council soldier is there, it will get hit. if it's a tsoo warrior, and they move out of the way, the power will not hit. Accuracy enhancements act as 'reflex' boosters for manual mode players, causing blasts to travel faster and all powers to activate more quickly, lowering the chance for a foe to move out of the way or dodge.
First: I.. would turn the Auction house into a Market house, no more auctions. Players can list there items and the price they are selling it for, and other players can choose which one they want to buy. It may promote some competitive pricing making it easier for new players to purchase IOs.
Second : i would lock this thread and bury deep deep in the archives where it would never be seen again! wow some of your ideas are just mean!
Second : i would lock this thread and bury deep deep in the archives where it would never be seen again! wow some of your ideas are just mean!
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HATE, BURNING HATE"
Instead of following the format, many have taken the chance to put forth crappy ideas they want to really see happen but know they really have no merit and would be exposed as such standing alone in their own thread.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
C'mon, Batman and superman wipe the floor with huge mobs all the time. |
The whole point of the Super-Hero genre is to be as ridiculously over-powered as possible. |
Now I'm gonna have to call bull here. I mean you're doing something you hate purely to for the sake or profit? Kind of selling your soul there, aren't you? |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
I'd let there be the 500+ point cosmic game, it just wouldn't be available in the normal 1-50 game. That was the initial promise of the Incarnate system, you get your shiny Alpha slot in the old content, because that power can't do any worse than IOs for borking balance, if you want the game breakers you have to be in content balanced around them.
Like the "Earth for Humans" billboards "1-49 for non-Incarnates". |
You also have to understand that a large portion of the players would rather do their own balancing. This is why mission sliders were so popular when introduced. I think the greater issue is that it is time to increase those sliders. Also consider some people just want to go back and get revenge. I remember the first time I did an all incarnate STF. We stomped a mud hole the size of texas in the AVs all at the same time. It was VERY satisfying... VERY. That first time it was great, now I like to run it at +4/x8 (yes I know the x8 part is redundant) which is still a challenge for an incarnate team. Not as much as it was in the old days, but still some.
At this point, my Incarnate toons (my true incarnates, the ones that I feel are cosmic characters) Hardly ever leave DA except to help friends when requested.
Again, a point we will have to agree to disagree on. Because I worry older content would be abandoned by those who want to continue with character progression if it were the way you suggested. Also, I don't remember them ever saying anything about not having the powers outside of incarnate content, just the level shifts.
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Instead of following the format, many have taken the chance to put forth crappy ideas they want to really see happen but know they really have no merit and would be exposed as such standing alone in their own thread.
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I really do think we should have sharks though, and I do like the idea of property damage and inf debt because of it. I also have posted for years that it should hurt when we are hit by cars, trucks, and trains.
Shoot though man, some of the changes in this thread that could cause not just burning hate, but geek murder.
Here are the things I would really do and think would make the game better. Again I accept that better is a mater of perspective.
1. Cars and trucks do damage: Yes this is addressed to those who like to stand in the middle of the road for no reason at all. Getting hit by a car does half health, getting hit by a truck does damage equal to falling from the max fly height.
2. You powers do damage to things around you: Right now you are thinking "How is that bad?" It is bad because each time you go to the hospital they take Inf away from you to pay for the property damage you have caused. This can be circumvented by running what used to be the aura mission at level 30. I would make it so that running that mission would allow you to toggle on or off property damage.
Those of you with a self rez may be smiling right now, but the government gets it's money! Even if they have to doc your wages from the AH, or increase the cost enhancements.
You do have to option of a decreased total amount if you come to the City Office once a month to cover the bill. Much like super group bases.
3. Sharks: Not with lasers those of you who are getting happy. No sharks that attack like those they film flying out of the water because they are attacking seal at such a high speed. These sharks maybe can even jump high enough to hit some low flyers.
5. All t9 Armor powers would switch to a function like the old quantum flight. When you click it it is 0 end for the first 60-120 seconds. After that the end cost increases by 1.5 for every 10 seconds that you continue to have it up. There would be no max cost, so it could in theory go up to 200 end per tick. (The numbers on this would need a tweak, but I would prefer this mechanic)
6. Scrappers, brutes, stalkers, and tanks would get dual pistols as a primary.
8. Brutes would have a 85% resistance cap, to put them below tanks.
9. Tanks would get an increase to their base damage, and damage cap. However I would still be hated for this because it would not be enough to make J_B happy.
10. I would dump all of the old base tech, and have my new and much more competent staff (actually those working there now) rebuild it. Some would love me and say I was the best ever, others would hate me for destroying all of their hard work through the years. To appease those who hate me, I would give them x2 their total (spent and stored) prestige, but as I know how the players are, they would still hate me.
11. Conserve power would go away for melee ATs. They would all get Superior Conditioning in place of it.
12. I would be the most Melee focused Dev ever. For this all those who do not play melee ATs would hate me. To make them love me more, I would give Blasters MA as a secondary.
This one I would try to get away with if I am being honest. But I am pretty sure the someone would attempt to take sense into me.
7. Scrapper crit chance would increase 2% every 5 levels. This would stack with any other item/power that increases critical chance, and with the current base rates.
Really though, I think it would only end up being about a max 36% crit chance and that is with purple ATIOs. Which is 3% higher than the current stalker max when grouped in melee range with a full team.
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A couple of these wouldn't be raaaaaaaage inducing.
- Team size is now capped at 4. Content will be rebalanced accordingly, but the current x8 spawns will still be available through the difficulty system.
- There will be 4-person routes to all Incarnate rewards.
- Solo XP will increase a bit, and the teamed XP bonus will be ramped up considerably.
- Controllers lose Overpower, but make it so no mobs have mezz protection beyond what their rank should grant outside of Incarnate content.
- All content will have diminishing rewards after the first run, and take several days to recover.
- Enemy resistance will be normalized so that all damage types are roughly equal. On the other hand, all damage types will also have their equivalent of psi vs. robots on a fairly common enemy.
- All nukes become crashless nukes and get adjusted accordingly.
- All NPC heights get normalized down to about 5.5 feet, and every existing character gets offered a one-time adjustment to make all of their costumes match this height.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
A few of mine were like that. The scrapper buff being the main one.
snip.. |
Occasionally players come up with good ideas about some things. Looking at things over time balance issues are not a good area for player suggestions, on the whole few within the playerbase can handle the issue well. You see this in a lot of games that allow for player mods. I have stated this before.
Players are generally so much better at costume suggestions and QOL stuff and awful at balance. The funny and sad thing about this part is that players always think they are better at balance than they actually are.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Purely to cause hate: Roll back inherent fitness. And combined trains/ferries. And get rid of sidekicking/exemplaring entirely. Also, cancel Christmas.
Not sure if serious: Zero (okay, almost-zero) tolerance policy for farming. Hire more GMs etc to enforce it.
Note to OP: I was one of those who absolutely refused, back in the day, to stick bits of the Hamidon in my character(s) and who really wanted to see that come back and bite those who did someday.
My characters at Virtueverse
Faces of the City
Make people have to upgrade Henchmen one at a time again.
I miss entering a mission and hearing 80 billion upgrade sound effects going off
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#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
1) Rework the defense, resistance, damage, accuracy, etc. stacking systems so that, say, Super Reflexes characters don't take a bunch of set bonuses and other Defense-related powers. To continue the example, defense should start off working really well, considerably better than the base powers we have now, but layering in more on top should be less effective. The scales on which these kinds of diminishing returns happen should vary based on archetype, so that you can have, say, Tankers who get lots of resistance out of only their primary powers. It would also allow for things like Maneuvers and Weave to provide decent base amounts of defense to, say, Blasters, since they wouldn't be stacked on top of even more base defense.
2) Greatly reduce the amount of status effects thrown out by enemies (e.g., only three to five enemy types in the game would have it) and remove status protection from the game.
3) Ban some forum posters and police complaint threads particularly harshly.
4) When the higher-ups want to shut off funding for the game "because it's 8 years old when we could be funding [what have you] and all your 'fans' do is criticize it," give up. Then I'd post about the exchange on the fora and let the players know what the results of all their complaining turned out to be. It sure would make people hate me, but at least it might cure some people of the bizarre belief that "the squeeky wheel gets the grease." It doesn't get the grease. It gets the whole vehicle junked and replaced with a new model.
That's all for now.
"Bombarding the CoH/V fora with verbosity since January, 2006"
Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers
A CoH Comic: Kid Eros in "One Light"
Back to the topic:
Roll back the inherent fitness change. Give all players a recovery and regeneration gain to compensate and then allow fitness back into the pools. Perhaps tweaking stamina and health so that although they provide a small recover and regeneration bonus, they offer some other protections that would make them valued for those reasons. (-end protection for stamina and -reg protection for health for example)
Players are generally so much better at costume suggestions and QOL stuff and awful at balance. The funny and sad thing about this part is that players always think they are better at balance than they actually are.
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- rock
Occasionally players come up with good ideas about some things. Looking at things over time balance issues are not a good area for player suggestions, on the whole few within the playerbase can handle the issue well. You see this in a lot of games that allow for player mods. I have stated this before.
Players are generally so much better at costume suggestions and QOL stuff and awful at balance. The funny and sad thing about this part is that players always think they are better at balance than they actually are. |
The problem is that players are bias. No matter how much they don't want to be, or swear they are not, they still are. They all have their pet issues that cloud their view of the rest of the game. For example, mine is scrappers. I don't bother hiding it, and have been openly honest about it. I can have that luxury because I do not work for paragon. I play this game, therefor I can make all the bias clouded suggestions that I want. The devs are free to pick and choose from those suggestions as they will.
Really players are only seeing the game from their small point of view, which is far smaller than they think it is. Most of the time suggestions are made that do not take future content into account, because they are clueless of said content. They also don't have to really worry about things like the overall health of the game when making suggestions, and even if they think they are there is still that personal bias.
Now, the devs on the other hand may want to be bias, but are not suppose to get the option. They also tend to be formed up into teams to keep each other in check. Speaking from experience Devs look at a broader picture, and have to worry about multiple interlinking balance points that we don't even know about.
That is why our balance suggestions fall short, and this includes my own. I try to stay away from balance discussions that go beyond this is too easy, or this is too hard. Because I realize I am only looking at it from the PoV of the AT I enjoy. I play this game for fun, not a pay check.
The exception is when I beta test. At that point I feel that I am being given a privilege in helping with the future of the game. So I gave very honest feedback, which has sever times included that I feel something is too powerful on my beloved scrappers. Why? Because it is the right thing to do. In situations like that I also take the side of caution and look at some things as OP when they really are not. If something is going to get nerfed, I would rather it be in beta than on the live server.
That was a really long way of saying I agree with you. Also when I have serious suggestions, I do not post them on the boards. I PM them to the devs.
Now after all of that, you know giant sharks jumping out of the water attacking swimming and low flying heroes would be awesome! Come on, admit it.
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Mission briefing - Cutscene
Mission one - Cutscene
Boss fight - Cutscene
Repeat for three more missions, with the players doing practically nothing.
Yeah, that would be super annoying.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
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If I wanted people to hate me? Get rid of badges. Not just stop producing them, but strip them from the game.