Where CoH went wrong
If I had to pick just one thing, I'd pick PvP. Adding PvP after the fact is a really tough needle to thread, and when you try to do it in a game that allows players to be gloriously imbalanced.... it's going to be a disaster.
And as others have pointed out, this decision bled over in to a lot of other bad designs and issues. |
Mind you, by permanent I dont mean literally permanent, just damage that cant ever be healed back by direct heals or accelerated regeneration, only some minor natural regeneration would apply against that.
The idea is one I took from games like Xmen Vs Street Fighter, where they set a max to the amount of health you can regain by swapping characters and stay off screen regenerating.
We still would have balance issues but at that point they are easier to address. Offensively, you could make certain rules, like "weaker attacks have larger percentages of sticky damage" while stronger hitting attacks can take a lot more health but deal less sticky damage.
The first attack in an assault (like jumping from stealth or landing your first hit against the target) may also not land any sticky damage and finally, perhaps range also could determine how much damage would be sticky (the farther away you are, the less of it would be sticky.)
All this would have required new code, but same applied to suppression.
How does the trope goes?
Cop - Did you take it?
Guy - I never took that money!
Cop - I never accused you of taking money...
You are someone's alt account, because I don't think anyone accused you of being "this Another Fan guy" by name
How does the trope goes? Cop -Did you take it? Guy -I never took that money! Cop -I never accused you of taking money... |
Maybe you missed them ?
Documentation is not about keeping a diary... its about keeping and updating a single featureset "bible" where everyone can go and look at what can do what, and list every single potential problem (that you likely dont even know about until some one brings up X or Y.)
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"And in this moment, I will not run.
It is my place to stand.
We few shall carry hope
Within our bloodied hands."
Precisely...and software developers are notoriously bad about doing this sort of code documentation. Moreover, software companies are notoriously cheap about hiring a specialist (software technical writer) to perform this critical task. The result: slow progress on certain kinds of bug fixes and horrible code bloat.
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That said, I'm not sure any of the forum posters thought the game was perfect. I think the forum posters all had their own ideas on what should be priority.
From a RP perspective, I think MA was a great thing. From a player perspective, I think MA was a waste of resources.
I think MA became what the mass majority wanted. A way to PL. But then to be fair, players will always figure out what's the fastest way to level, even if the fastest way to level is only 1% faster.
BrandX Future Staff Fighter
The BrandX Collection
These last two weeks are going to send a wave of emotions throughout the community. I'm fine with you guys expressing any of them as long as it's within reason. One thing I will be extra sensitive about, though, is trolls. If you troll this forum over these last days, I will remove your posts first and then, if your activity continues, I will ban.
This community deserves better.
Thanks.
Jessie Lawrence
Assistant Community Manager
Paragon Studios
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Precisely...and software developers are notoriously bad about doing this sort of code documentation. Moreover, software companies are notoriously cheap about hiring a specialist (software technical writer) to perform this critical task. The result: slow progress on certain kinds of bug fixes and horrible code bloat.
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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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IANAD (I Am Not A Dev)
HOWEVER, I do agree that while both COV and GR introduced incredible content and systems, which certainly injected new life into the game, they did have the unintended side-effect of also dividing the player base.
It was definitely a concern that we as a studio had. This was why with Freedom you saw the Unified Tutorial, so that you could at least choose your path versus having it thrust on you. There were other plans in the works, some more solid than other.
We were in a bit of a sticky pickle. If we homogenized content too much, there would be no uniqueness to being a Hero or Villain. But it was also nearly impossible to create enough unique content for six different factions. Players don't want generic content that works for both Heroes and Villains, they want great content that makes them feel truly heroic or villainous.
I think that's one of the reasons that for a lot of the content over the past few years, you started to see much more intense storylines, with greater weight placed on consequences.
So to wind this back up to the beginning, I'm not sure I'd say that COH went wrong with having multiple factions. They did have a tremendously positive impact on the game. But I think in hindsight, there were a lot of consequences down the line that no one could have seen coming.
-Hosun "Black Pebble" Lee
Help me beat Dr. Aeon! Follow me on Twitter.
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Whether or not anyone could have seen them coming...
Nothin's perfect!
Sometimes things that'll cause some other problems are still worth doing.
What was that motto that Tom Cruise's character in Risky Business says?
and round up everyone that knows more than they do"-Dylan
It's also possible that some of the original coding was "sloppy" compared to current coding practices. I'm sure they linked things in some ways to "make it work", that caused other issues when more code was added later on. The equivalent would be changing the wall switch in your house which then somehow causes the neighbor's sprinkler four blocks down to stop working right.
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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HOWEVER, I do agree that while both COV and GR introduced incredible content and systems, which certainly injected new life into the game, they did have the unintended side-effect of also dividing the player base.
It was definitely a concern that we as a studio had. |
We were in a bit of a sticky pickle. If we homogenized content too much, there would be no uniqueness to being a Hero or Villain. But it was also nearly impossible to create enough unique content for six different factions. Players don't want generic content that works for both Heroes and Villains, they want great content that makes them feel truly heroic or villainous. |
So... I just think CoV could have been just as it is, without preventing heroes from going to RI or villains from going to Paragon City and players from teaming up for missions. They would just not be able to take on contact from the other faction.
IMO, the worst bit is that SOE seemed to have thought that it worked so they had to do THEIR super hero MMO have the same faction wall (although they at least allowed shared zones.)
I think companies in general are cheap about hiring anyone
That said, I'm not sure any of the forum posters thought the game was perfect. I think the forum posters all had their own ideas on what should be priority. |
From a RP perspective, I think MA was a great thing. From a player perspective, I think MA was a waste of resources. |
But was it a good use of finite resources for Paragon Studios? That's definitely open to debate.
"And in this moment, I will not run.
It is my place to stand.
We few shall carry hope
Within our bloodied hands."
Honestly, while it's true that CoV split the playerbase it was a necessary evil to make them at least feel like villains. I don't think the tech was far enough back then for side switching so unfortunately it was.."the only way".
I mean, if you've ever played DCUO you'll know how having heroes and villains running around is somehow worse than dividing your playerbase in half.
I am not a software developer but my employer would have my rear end in a bear trap if I didn't document what I did in a day.
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And remember, CoH went through a few iterations in beta. So that's the time you throw what you can to make them work. Later they got cut back to 8 people trying to do the job of a full team and putting out some big content, constantly under crunch time.
I'm not saying it's good, and once there was funding I think it would've been smarter to have a team on documenting the parts not clear. On the other hand, I know the temptation to always have people on stuff that makes money now.
So I'm just saying that ideally none of that would ever happen. But things aren't always ideal.
My arcs are constantly shifting, just search for GadgetDon for the latest.
The world beware! I've started a blog
GadgetMania Under Attack: The Digg Lockout
It's also possible that some of the original coding was "sloppy" compared to current coding practices. I'm sure they linked things in some ways to "make it work", that caused other issues when more code was added later on. The equivalent would be changing the wall switch in your house which then somehow causes the neighbor's sprinkler four blocks down to stop working right.
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-Hosun "Black Pebble" Lee
Help me beat Dr. Aeon! Follow me on Twitter.
https://twitter.com/hosunl
From what I've heard, the Mastermind code was a classic example of that. I'm pretty sure if we were to do it again, none of the original code would be kept.
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I can easily forgive some missteps when blazing trails are involved. I mean, you don't know what's on those trails, there could be roots or something.
....I've tripped over a lot of roots in my day.
-Hosun "Black Pebble" Lee
Help me beat Dr. Aeon! Follow me on Twitter.
https://twitter.com/hosunl
While I'm somewhat adverse to any of this coming off as the reason why it was shut down, as I don't believe any faults that the game had were reason enough (individually nor collectively). It's a great, successful and profitable gaming business venture.
That said:
The thing that went wrong with it, in my opinion, is the lack of publicity.
I don't think that has much anything to do with the quality of them game, just simply, as people regularly pointed out throughout the game's existence, the lack of advertising.
Despite the low/nonexistent budge for advertising, I do think they did a better job over the past year. While we, as fans, may not have thought so, the publicity they kept getting with online sites and with more social media was better than previous times (I think).
The big problem, at this point, is that most of the gaming world (uh, most of the world) is jaded when it comes to age. That game is how old? It doesn't even matter how great the game may be (nor how much better the game is for HAVING all of those years behind it), you've already lost some people who simply will not even try a game that old.
So, I can see how the biggest problems of the game may have been something much earlier on (before I came here), because mmorpgs really require that big surge early on in order to have more people to slowly lose.
I know that the original game was not one I was interested in playing. I only checked it out briefly, at a friend's house, while I was busy loving my other mmorpg from a galaxy far afar away.
It wasn't until that game was NGE'd and after CoH had added a lot of great things (ragdoll, weapon customization, villains, wings, Vanguard and Rikti shtuff) that I fell in love with this game.
I don't say that as a bad thing though. While this game was not necessarily for me from the start... it became a game that I dearly loved and have been subscribed to ever since (and planned to continue to be for a long time to come... even after I could have played for free).
and round up everyone that knows more than they do"-Dylan
So what you're saying is, we needed more TV commercials with Chuck Norris and Mr. T.
ED and GDN were colossal missteps. Many people have forgotten, but the outrage over that literally destroyed the forums.
PvP -- I'm a huge fan of PvP. I had to sell my copy of Halo to get my life back, and I have no idea how many hours I played multiplayer Call of Duty 1 & 2. But in a rock-paper-scissors MMO? It fundamentally doesn't work. And worst of all was the spill-over into PvE. Travel Suppression has no reason to exist outside of PvP, yet it affected everything, making one of the best aspects of the game borked. Once "good enough" alternatives to travel powers opened up (helllloo Ninja Run + Sprint! and the earnable jet- and jump-pack) I never took another travel power again.
Good ideas poorly executed -- AE, bases and IOs are chief among these.
- AE -- Player-made content is a no-brainer for community vitality. But when it was first announced everyone said that Sturgeon's Law was going to be a severe underestimate as to the quality of the storytelling. When we finally got a taste of how it worked, warnings of the exploits were ignored and -- my personal bugaboo about this game -- using the in-game story to explain game mechanics slapped you in the face with the "virtual reality holodeck" aspect of the AE.
- Bases -- this is kind of related to cramming PvP into the game, with no clear plan as to how base raids would work. Making bases just wasn't fun. I've seen screenshots (and videos) of incredible player-made personal housing in Star Wars Galaxies. To make an incredible base here required too much investment of time and needed too large a group of people. And yet most still looked like a poorly-lit basement. Where were the personal lairs? The Batcave? Peter Parker's apartment? Avengers mansion? The Hall of Justice? The Satellite of Love? I mean, just look at this one-person abode in SWG. It's GIGANTIC. And it has NPCs moving around in it. Why weren't CoH's bases 10 times better?
- IOs -- A lot of people claim that IOs were the reason for ED, but they were added so many years later that I find that hard to believe. It feels more like IOs were added to mitigate the damage ED/GDN did to the original ATs. I also think they're too complicated. I know a lot of people simply didn't bother with them because of that aspect.
Too many currencies -- I stopped caring about what kind of money could buy which kind of doodad years ago. I have neither the time nor the inclination to learn about these merits, those merits, this reward, that reward. "Keep It Simple, Stupid" is a truism for a reason.
All the new content -- I hate raids. I hate open-world quests. These are two big reasons why I hate WoW and CO. Why they were added here I have no idea. After the second time through the new tutorial, I skipped it AND Atlas and went straight to Kings Row.
Dissolution of the playerbase -- why were new zones continually added, further scattering the population? Just make dead zones co-op or RvR areas. Dark Astoria, Boomtown, Eden... revamp into RvR areas, or if you must, co-op raid zones.
...
Issue 24 had enough coolness to it to get me to re-sub anyway, so the fundamentals were still there.
I feel that CoH2 would've solved some of these issues, but I think there was a bit of push-me-pull-you going on behind the scenes that led to these weirdly-implemented decisions.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
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!