Where CoH went wrong
pvp- felt like like it was tacked on the a pve game. I dont think the i13 changes helped although seemed to be for good intentions just a bit on the heavy handed side.
AE-Very good idea very good concept on paer, but implemented, seemed unfinished and or lot of things that was not forseen cropped up. It eneded up exaberating the farming rate and problem. I do wish there wasa way to make it easier to find good written AE arcs out of the ones that were solely made for farming.
Exaulted- Another server that I do not think was needed at that point in time. Seems to just splinter the player base even more across the already numerous servers.
LFG- I think it should of stayed in the oven a bit longer. Another great idea on paper but not in practice.
Not enough solo based end of game content. The rate for earning Incarnate stuff solo compared to teaming was too wide.
Too much chance based things. Everything based on chance. Sometimes I couldnt tell if I was playing a hero game or gambling in a casino MMO.
-Female Player-
1. Enhancement Diversification was a disaster. Of PR and mechanics.
2. Separating the Rogue Isles and Paragon City. Crippled red side from the get go.
3. Reward Merits. While the devs realized their error in later content (like Incarnates) reward merits killed vast swathes of content obsolete while doing nothing to help the content no one liked anyway.
Those are the big three for me. There are many other things I might have done differently, but the devs did a great job all things considered.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Invention Origin set bonuses... in my opinion it would have been better to have a hard cap on the various bonuses (possibly with sharply diminishing returns past the cap) to keep them from really getting out of hand.
The crafting system didn't need all those ingredients.
The Incarnate system and associated rewards and methods of accruement...
Merits of all sorts.
While I personally detest PvP, it certainly seemed harsh to turn the whole thing on its head and then never go back to it.
Character-specific costume unlocks.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
It's been a while since I played proper but there were two things that drove me off after a bit:
#1: Separating the villains from the heroes almost completely. Very very little interaction. IIRC I even had to log a toon on the hero side to see if my friend was on.
and #2: Too many repetitive and somewhat grindy missions. Getting those missions from the newspaper thingy it was always the same few maps and the same few mission types (and of those, there were only a few types I did consistently; I never ever took the escort missions).
@Xiang Shao, wow, that pic broke my heart, but mostly because of some bad things that happened involving a dog I loved named Rex.
Here's hoping they think about CoH2, but go about it in a better way. To me, CO will always be a cheap knockoff of CoH/CoV.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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Well... first to clarify, this is not "this is where CoH went wrong and due to it the game is canceled" but instead "this is where CoH went wrong and could have gone much better"
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I also have a few grudges with AT balance, especially tankers. |
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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We've been accused of thinking the game is perfect and hate people who say otherwise.
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Anyway, I think one of the major issues was that the game started really slow. At low levels you'd just stand there and trade blows with a Hellion while waiting for your attack to recharge. It doesn't help that combat becomes fast-paced, dynamic and fun in the late 20s if it's a chore to get there.
For some reason, the chief complaint I hear about the game from people who no longer play CoH, is the repetition of mission maps. I never had a problem with this myself, but I accept that this has been a major issue to some people. Although, while the mission maps could have been more varied and/or dynamic, it's also worth noting that these are the same people who have grinded the same WoW dungeon for years. I don't know if I trust their definition of repetition.
Thought for the day:
"Hope is the first step on the road to disappointment."
=][=
Looks like the boards ate my last post.
Anyway: more permissive trial accounts (and then more permissive F2P accounts). With no broadcast and no ability to start a team (definitely happened in the trial accounts, not sure about F2P) it meant that new players could very easily feel isolated.
I had friends who started the trial but quit in only a few days - if I wasn't there to open the game up in terms of teaming and talking to them, they felt quite isolated. That's not how you want potential players to feel.
Wow, I can't believe I forgot this in my previous post, but they should never, ever have removed, or reduced the requirements for, badges that people already had.
I can understand reducing the requirements for the Empath badge from 10 billion to 1 billion, and again to 100 million. Nobody could possibly get it. It was estimated that even if the healy-est healer were to spam heals 24/7, it would take 17 years to get the badge.
However, I practically screamed when I came back from a break and saw that the requirements for the Back From The Future badge had been reduced from 1,000 pillboxes to 100. During a particularly obsessive badging period, I spend countless, countless hours hunched over the keyboard, taking pillboxes in RV with my Warshade, mostly solo. I still remember the look in my 8 year old's eyes as he stood by my desk, begging me to play catch with him in the backyard, just this once. "No, dear," I would say as I ruffled his hair, "daddy still has 327 pills to go! But we'll have three minutes while the zone is resetting. Hand me that crumpled piece of paper, I'll toss it to you a few times."
Okay, I'm kidding there. But if I had a kid, I probably would have neglected him as I put in those countless hours grinding pills, just to see my badge counter ding. When they reduced it, I was so incredibly POed that I gave up badging until this past month.
It probably would have been impossible to implement, but I wouldn't have minded AT mods effecting set bonus numbers.
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That being said I'd have thought that AT dependent set bonuses would not be a particularly good idea. While it would be a nice way of differentiating between the melee ATs (and to a lesser extent between Defenders and Corruptors) it would really, really hurt Blasters who in many ways are the AT that gets the most benefit from set bonuses.
Outleveling content.
Even with Ouroboros, it just seems weird for a hero to let a crime take place just because it's beneath his notice. We should have been able to accept grey missions, even if they awarded no experience or rewards.
If only they had listened to you all those years ago.
Ok my personal one, making every set alike.
Was it a blaster, defender or a corrupter, most sets became available at nearly every AT possible. You could ramp it up with IO's imho too easy, making every set the strongest as long you invest IO's, dispite the AT.
And another, no eye for current content and gameplay, be it animations that were out of sync, powers that still dont work (hello Oilslick), or simple stuff like BU/Aim removing your weapon (dont start that cast/weapon thing again, it has delay). It was always about new content, new AT's, new sets, yet another 50 to be made.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
Given that they were boldly going where no MMO and few game devs had gone before, I don't think they went wrong in as much as they were stumbling through unblazed trails. And the game still lasted over eight years. I can't blame 'em for that.
That said, the PR disaster that was ED and the lesser PR disaster of Issue 13 were definitely unforced errors.
Forced GFX in a game which touted (and rightfully so) customisation as one of its strengthes has always irked me. I would have loved an option to have no FX or prop at all for any given powerset - i.e., playing a sword set without any sword in your hand, or a shield powerset without having to wear a shield. The case could be made it'd look silly, but so did, say, a giant big guy wearing pink shorts with a baby face, cat ears and a demon's tail, or any other crazy costume combination you could think of. There's nothing wrong with looking silly, if it results from a conscious player choice.
For something less personal and objectively more important I'll have to go with what B_L_Angel says. There was a culture in this game to develop new stuff consistently, and move on to newer stuff before making sure what came before was implemented correctly or fixed. The whole game felt like a building without sound foundations, where each tenant fancied themselves an architect and started their own renovations and additions without a care for how it'd fit in the greater whole.
Bravo
I feel the same way Charles Foster Kane felt in that picture. Now that it doesn't matter you feel free to regurgitate the issues I fought to get fixed for years. Good job. Edit: It was always impressive to see people discover they hated a regime after it has been toppled. |
Actually, there is zero evidence about Cryptic having any intentions to end CoH. They would have set it back into low-maintainance mode (like they did with Champions) but I have very high doubts that they would have shut it down, ever.
Mind you: I also doubt NCSoft would have let them have their chunk back so NCSoft would have been the one forcing it closed if Cryptic had refused to sell. |
I dunno. I think, had Cryptic gone the way they have with CO, this game would have died a long LONG time ago.
Being put on the kind of maintenance that CO is on would have been a death knell 5 years ago. Remember, we were five months out from i12. Being put on "maintenance" by Cryptic then would have pretty much STOPPED development. This was years before F2P became a viable option. There was no cash shop. And the game was still hemorrhaging players.
As angry as I am with NCSoft, they allowed this game to continue to grow. Yeah, their strategy of nixing advertising budgets was an asinine move. But still, the game continued to grow and change.
Just about everything related to CoV.
-Segmenting the playerbase
-The fact that you are rarely, if ever, taken seriously. People treating you as a minion works while you're still low level, but once you pass a certain point, people should start showing some respect. They never do. Don't even get me started on Hardcase.
-The whole Destined One storyline. I like Arachnos as an organization. I like the Arachnos characters. The storyline just sucked. If Arachnos wanted to use me for something, their methods needed to change over time. As above, treating me as a minion should have only worked while I was a relative unknown in the Isles. There should have been a point at which orders became requests, and then requests became ever more subtle, or more generous in the compensation
-The eventual nearly complete abandonment of villain content. I didn't roll Red-side so I could end up as a Blue Sidekick. The excuse was that there weren't enough Red Siders to justify decent Red side content. Maybe if there had actually been some decent Red side content, there would have been more Red siders.
-Longbow. Just...oh my god. Were there any CoV zones without Longbow? Were the any CoV missions without Longbow? (that's exaggeration for effect, btw) They may have been the single most overused NPC group in the game.
-Bases. As soon as they realized that the CoP and base PvP were crap (and my (admittedly biased) recollection is that the playerbase realized it pretty much immediately) they needed to completely revamp the base construction system. Making it so you could only earn Inf OR Prestige was also a terrible idea.
-The abandonment of some of CoV's unique enemy groups (Coralax, Light Mages, even Longbow Jr aka Wyvern) after the early levels in favor of Longbow, Longbow, and the same old groups we'd been fighting in CoH for years. (Oh look. More Thorns. Oh look. More Rikti. Oh look, Longbow and Thorns/Rikti.)
-etc.
One thing CoV got right is that it at least gave you some opportunities to get away from Statesman and his hanger-ons. If you ignored most of the mission text, you could at least pretend to be a bad person doing bad things for your own reasons.
That, and I prefer the CoV ATs almost universally over the CoH ones. So that's a pretty big win for CoV.
I dunno. I think, had Cryptic gone the way they have with CO, this game would have died a long LONG time ago.
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CO has been in very light development for many years and it still is alive and (I assume) profitable enough to not shut down.
CoH, despite it's competition, still had more players than either CO or DCUO, it would be very likely that had Cryptic been forced to shut down either, they would have looked at shut down CO first, and maybe even return development to CoH with a goal to modernisize the game at least visually.
Only one thing is certain: assuming the game did not die, CoH under Cryptic leadership would be drastically different from what it became under NCSoft leadership.
It may be worse, it may be better, it may balance out to be about the same but still different. Chances would point to being just stalled, though.
I think right now, many of us would rather if it simply had stalled and survived longer than having to suffer the upcoming fate.
This was years before F2P became a viable option. There was no cash shop. And the game was still hemorrhaging players. |
CoH lost a battle of attrition with its customer base by stubbornly adhering to principles that needed to change and "selective listening". It wasn't one specific thing or group. It was the base builders over here, the pvp players over there, the soloist, the villain, the non incarnate grinder, the non Praetorian and, in general, the disenfranchised. Like it or not, when it came to influencing positive change in CoH lets just say that some players were more influential than others... and it wasn't always based on the validity of the argument. The way the devs and the community treated these "minority" groups did not help the cause (for example, an "I do not pvp therefore precious resources should not be wasted on pvp" attitude). People insisting, to this day, that "everything is fine" did not do the game an overall service. They are just as bad as those who say "everything sucks".
Sometimes the devs "sticking to their guns" reached the level of the ridiculous. What real harm would have come to bumping base storage numbers sooner, switching pvp back to the way it was, having female mastemind pets,or doing a hundred other little things that would have promoted happiness?
And now (gulp) comes the really hard part to say. I honestly believe that CoH could have done a better job in the integrity department. I'm not saying anyone purposely "lied". But the players were told too many things on too many occasions that, in the end, simply did not (for whatever reason, legit or not) pan out. I have had devs look me straight in the eye from a couple of feet away and tell something (which I in turn, with permission, spread to the entire community) that did not happen. I gotta to tell ya that's a hard thing to "get over"... regardless of how much love you have for the game and those who play it. I wish I could say I was alone in having that feeling, but I know for a fact I am not.
In the end, it all unfortunately added up and CoH was sunk.
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
I hate the boneheaded decision to play me-too with raids on a budget that couldn't possibly support it in a game that previously did not have the raider culture and the establishing of raiders as special unique snowflakes that required any alternative paths to absolutely suck to force anyone who wanted those powers at a normal pace into the raids whether they liked them or not.
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Players asked for raids for a long time, at my most active time in a super group I was one of those that begged for raid-style content.
Since this game had no end-game, the non-raiders were mostly alt-oholics. You got to 50 and you would start a new character (perhaps IO out a few characters.)
But the raiding group was sick and tired that the only two raiding things in the game were the rikti ship and Hamiddon. And darn did they still repeat the things on a daily or weekly basis anyways!
So, I guess, the devs figured that they would be able to please everyone by adding new end-game content that was intended only for raiders as long as they also kept adding new content for more alt-oholics to experience during their new characters leveling process.
For the most part I think it worked. There were a lot of f2p players that were not even allowed to take part in the incarnate content and still spent money on new power sets and costumes for their new alts.
It may not have been the best idea, I admit. But it's not an inherently bad idea. It is an idea that made sense at the time. In fact, I think only a group even smaller than the raiders voiced strongly their dislike for this raiding content locking the alternate advancement system (incarnate progression.)
But it was not a betrayal, a conspiracy, or incompetence on the devs part that got us there. It's just not possible to always predict how everything will be perceived. And there is a limit to the changes they can implement based on the outrage of a loud group. They slowly listened and reacted, Dark Astoria was a low and careful change in that direction. They may had eventually loosened thing ups further, too late to know now.
Coming from a WoW background I consider Hami and MSR as world bosses, not raids.
While Hami was needed for HamiOs, the enhancements weren't bound to the character that received it.
You didn't need to be max level for the RWS and once they removed the level restriction entirely anyone could get in on a MSR as it was basically an AoE fest. Once Destiny was on the scene it was completely a merit pinata.
Mind you: I also doubt NCSoft would have let them have their chunk back so NCSoft would have been the one forcing it closed if Cryptic had refused to sell.