Where CoH went wrong


Adeon Hawkwood

 

Posted

As unpopular as it was ED needed to happen when it did, though I don't believe all those people spouting ED was put in to make room for IO's, they happened to far apart to really have anything to do with each other.

I remember playing several characters before ED, and it was fun being invincible and being in no real danger, but it wouldn't have stayed fun. Nothing was a challenge at the end game back then. I'm sure all those grey names that happened in my global friends wouldn't have stuck with the game this long if ED had not happened. And I know I wouldn't have played the game for the very long time I have. And with CoV, the villain AT's without ED would have been completely broken.

My big gripe with the game, was really the game play itself. The stories, the TF's, the people the atmosphere was great. But being rooted every time I used any attack annoyed me the entire time. and in the recent times playing even with the revamped starting zones after being done with the new stories, it was just the same game, and the last few times I had played I had tried to make new alts and could just not power through those early levels anymore.

I love the game, I was going to give it a break and come back, and now I'm sad I won't really get the chance to.


 

Posted

Quote:
Originally Posted by Machariel View Post
I've come to resent what Incarnate powers (or really, just specifically Judgement) has done to the game at 45-50. It makes a huge gulf between the people who have incarnate powers (including a level shift) and the people who don't - first of all if you're on a 50 team and you're <50, you're two levels down from the incarnates, which has to be frustrating.

But what I really can't stand is Judgement spam. It makes the game way too easy and very, very boring, especially when you've got 3+ incarnates so almost every spawn is getting hit and nuked.

Grouping enemies together? unnecessary, judgement has huge area. Mezzing enemies? they're already dead. trying to reposition yourself to line up a cone or whatever? again, already dead.

I try really hard not to use judgement when I'm teaming. I'm here - and I assume everyone else is - to play the game, not to watch "Judgement Critical!" pop up 20 times every 20 seconds.
Yeah, I experienced that during one of the raids (Lambda, maybe) and it was like cruise control. I basically hovered and sniped through a Tank every now and again while listening to a TED talk.

What I asked for when Incarnates were first talked about was the ability to go mano-a-mano with giant monsters. That was something that seemed perfectly comic book superhero to me. Instead we got Farming 2.0.

Oh well, hindsight is 20/20.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

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Quote:
Originally Posted by Ironik View Post
What I asked for when Incarnates were first talked about was the ability to go mano-a-mano with giant monsters. That was something that seemed perfectly comic book superhero to me. Instead we got Farming 2.0.
As fun as Judgement is, it totally eliminated the need for 'trollers/doms at Incarnate levels, except as buffers. No need to mez crowds when absolutely everyone can just push a button to kill them all.


 

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Originally Posted by Interface View Post
As fun as Judgement is, it totally eliminated the need for 'trollers/doms at Incarnate levels, except as buffers. No need to mez crowds when absolutely everyone can just push a button to kill them all.
That's why my favorite slots were Alpha and Interface, they didn't really step on anyone else's toes (the way Interface stacked made sure of that).

Judgement and Destiny were normal game wreckers and really shouldn't have been allowed out of iContent. I never got into Masterminds so I don't know how they felt about Lore.


 

Posted

Three things that went wrong. IMHO, these caused the demise of the game.
(1) Fracturing of the population. This was accomplished with CoV, Praetoria, and too many servers. They should have reduced the servers to about 6-8 total. CoV introduced new classes which were great, but they should have allowed all ATs on all sides and switching early on and make it very easy to swap sides. Praetoria was beautifully designed with decent stories, but sadly the low level content was tougher than the other zones and did not appeal to the masses. I liked the zone and the challenge, but low levels were something that people just wanted to get through and not dwell on by most. I would have saved Praetoria for a new COH2 perhaps or made zones to 50 upon its release. The problem in the end however was with all the servers and zones, finding a team was sometimes a challenge unless you played blue, so a lot of resources were spent fracturing the group.
(2) Incarnate System - Grinding short TF's over and over was a huge mistake. They should have made incarnate system like an accolade, but with choice of powers. The accolade could have required certein tf and mission badges of course. The new trials were fun, but after the 50th time I did a SLAM and still was not tier 4, it was depressing.
(3) The marketplace - Loved the idea originally, but the marketplace made it quite challenging to for new players to enter the economy of the game and therefore, they probably turned a lot away. The inflation rate after the market was introduced in the game was ridiculous and players that used to have 10 million were considered rich once, but now 10 million became laughable. New players would take 6 months to a year to earn enough influence to really enjoy the IO system. I think the marketplace introduced a facet to the game that was unnecessary, and the occasionaly time iron cost 1 million influence would even bother me.

There were lots of small mistakes, but in the end, the mmorpg needs to build community, and to build community, the players need to be kept together close, have new challenges and focus on playing the game, not taking lots of time to build IOs or such. The devs should have revamped missions and arcs more frequently than they did. They spent too much time worrying about closing exploits and not updating content. Lot of new content started to show since GR, but there was a large lag time until updating the content really took off.

I also have to add that CoH did a lot of things right. Great character customization, great animation and powersets that really created so much alt-itis, and some great task forces and great events. While we are saying what the did wrong, remember, they did a lot right. Over 7 years of active players and so many of us in an outcry means they did quite a lot right I would say.


 

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Originally Posted by NightSable View Post
They should have reduced the servers to about 6-8 total.
Shouted down by the forumites quite often. ("LOL Merge the servers!")

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The marketplace - Loved the idea originally, but the marketplace made it quite challenging to for new players to enter the economy of the game and therefore, they probably turned a lot away. The inflation rate after the market was introduced in the game was ridiculous and players that used to have 10 million were considered rich once, but now 10 million became laughable. New players would take 6 months to a year to earn enough influence to really enjoy the IO system.
Shouted down by the forumites even more often. ("LOL Ebil marketeers!")

We have seen the enemy, and they are us!


 

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Originally Posted by Coyote_Seven View Post
Shouted down by the forumites quite often. ("LOL Merge the servers!")



Shouted down by the forumites even more often. ("LOL Ebil marketeers!")

We have seen the enemy, and they are us!
yeah.

That market was WoW without the good part.


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Posted

Quote:
Originally Posted by NightSable View Post
(1) Fracturing of the population. This was accomplished with CoV, Praetoria, and too many servers.
Huge agreement on this. And to be fair, SWtoR was made years later on a much bigger budget from a much more experienced publisher, and still got it wrong. MMOs are social games, and should be deveoped from day 1 thinking "how can we help people play together." CoH was a leader early on with search tools, sidekicks, servers that could handle zone instances, and global channels. But not everything was run through this test, and it's a shame.

And vocal players against server merges are understandable, but devs should also read between the lines on the quiet ones who get lonely and leave.

(I will defend the market, but that's because cash generation is a separate problem.)


 

Posted

Hmmm.

- Lack of focus. One of my complaints earlier when I left for a bit was the feeling the dev team was like a hyperactive dog in a room of superballs - chase one thing, then another, then another. AE felt abandoned, for instance. Villainside didn't get much attention for a bit, etc. Something new would be introduced, then not integrated into what came after.

- Going to extremes. Specifically I'm thinking of hero vs villainside. Heroside had people complaining there were "too many" zones (which I still don't honestly agree with.) I'll go with "underutilized" and "similar missions," but if they'd had unique paths in each... Villainside had too few, to where it was actually acting against me (300+ alts...) wanting to roll a villain. There could have been a happy balance in the middle.

- "It's someone else's idea, they left, we're nto going to work on it." Ugh. I hated hearing this. So we have wings - so what? Make avilians. Do the whole gadzul/blood of the black stream thing, and so forth.

- I13. Instead of dropping everything as one major change, the changes should have been rolled out a bit at a time, tested, adjusted, rolled out, etc. Still saddens me to see how the zones just died.

- Incarnate system. I *still* feel that there should have been a slight increase in power in regular content, with them getting to go full bore in Incarnate content. And the dropping of shards after Alpha... eh. (And not at all in DA.) Raid content should have had solo/small team content rolled out right alongside it, and so forth.


 

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Originally Posted by Anthius View Post
As unpopular as it was ED needed to happen when it did, though I don't believe all those people spouting ED was put in to make room for IO's, they happened to far apart to really have anything to do with each other.
Not exactly.

ED was supposed to happen around the same time as the "out of combat skills system" (SSOCS) - which as initially designed was apparently no fun. (Remember we had the universities pop in really early - IIRC, the construction was there in I4, and released in I5... with nothing to do there.) THAT morphed into the IO system.


 

Posted

My initial hope for the incarnate system was that each level gave you an additional enhancement slot once you achieved each incarnate level. Where you could use the final slot to 7 slot one power, should you chose to do so. Nothing as broad a stroke as the Alpha slot, nor as game changing as Judgement/Destiny/Lore, etc. What we could have done with an extra 10 slots on a build... the idea leaves me drooling. Sigh.


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Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Just to throw this out, here's how I would have handled the Architect:

Have the basics be as it is; you write an arc first as a text file locally, then publish it when done. However, basic published arcs have a significantly reduced XP/INF rate, and drop nothing but inspirations. The rate should be high enough so that players don't feel that they're wasting their time, but still low enough that even the most lucrative farm earns less than running radio/paper missions. As a pulled-out-of-my-rear estimate, 50-60%.

However, players who feel that they have created a gem of an arc can pay a small fee, maybe $5-$10 worth of Paragon Points, to have their arc looked at. First, a GM or low level Paragon employee spends five minutes looking over the arc, to make sure that;

1) The author spent more than ten minutes on it; it works properly and is not riddled with spelling errors.
2) It's not a farm.
3) It's not horrible. ("Mynx's Furry R.ape Adventure")

Then, some player volunteers play through it, with the author's name removed to prevent favoritism. Arcs that tell a good story and/or pose a worthy challenge are given a "Paragon Stamp of Approval": they are listed separately from the bulk of arcs, and yield full XP and drops.

And, 3-4 times a year, the devs go through the top rated arcs and choose one or two that they really like. These become part of main CoH lore, like the SSA, and the author gets some sort of reward.

Opinions?


 

Posted

Quote:
Originally Posted by Interface View Post
As fun as Judgement is, it totally eliminated the need for 'trollers/doms at Incarnate levels, except as buffers. No need to mez crowds when absolutely everyone can just push a button to kill them all.
True, and it's just another element that pushed the "steamroller" playstyle to the fore. That can be fun...but for people who enjoy more challenging play (that you can't just blow through with minimal risk) and the opportunity to get in a bit of RP during missions, the pace of the game had become an annoyance.

Don't get me wrong: I love fast, edge-of-my-seat, frantic combat. But if that was all I wanted in a game, I probably wouldn't be playing an MMO at all. It and certainly wouldn't be CoH, whose combat system is, to be blunt, nothing special. Multiplayer shooters do that whole frantic combat thing a lot better.

This shift toward the "mad rush through combat" had actually brought me close to the point of leaving the game, or at least finding different people to play with, despite the many good friends I have here. . The game was becoming less RP-friendly (for those of us who don't restrict our RP to hanging out in Pocket D, etc...)


"And in this moment, I will not run.
It is my place to stand.
We few shall carry hope
Within our bloodied hands."

 

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Originally Posted by Memphis_Bill View Post
Hmmm.
I mostly agree with you here.

Quote:
- Lack of focus. One of my complaints earlier when I left for a bit was the feeling the dev team was like a hyperactive dog in a room of superballs - chase one thing, then another, then another. AE felt abandoned, for instance. Villainside didn't get much attention for a bit, etc. Something new would be introduced, then not integrated into what came after.
I hardily agree here. They would introduce some new technology aspect to the game engine and then ignore propagating it throughout the game for a long time. Improved buildings/textures in Praetoria, power customization, higher resolution costume parts, branching story arcs, power dynamics (dual blade - I11, Street Justice and Titan Weapons - I21, Staff Fighting - I22), no war walls (Praetoria), engine animated cut scenes (I6 but I could live without them, still rarely used since I6). Those are just a few. Now as a software developer myself I can understand why they couldn't either propagate them all at once or over the next year, improved features aren't as sexy as new features and it all boils down to resources/manpower.

Quote:
- Going to extremes. Specifically I'm thinking of hero vs villainside. Heroside had people complaining there were "too many" zones (which I still don't honestly agree with.) I'll go with "underutilized" and "similar missions," but if they'd had unique paths in each... Villainside had too few, to where it was actually acting against me (300+ alts...) wanting to roll a villain. There could have been a happy balance in the middle.
I always say that the push from street sweeping to instanced missions quickly altered the perceived population of the game. Then over the years of factoring in new ways to quickly travel from mission to mission without use of Trams, eliminating the need to go to Icon, Wentworths, University made seeing groups of players in one place a rarity. If you were a new player, it made even the more populated servers seem like a ghost town. Of course all of those changes helped the individual player cut down the downtime between missions which to them was a good thing however the overall impact in my opinion was it left what was once zones alive with players now empty and deserted. Sum all the deserted zones together and I can see why players blame the number of zones as the reason.

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- "It's someone else's idea, they left, we're nto going to work on it." Ugh. I hated hearing this. So we have wings - so what? Make avilians. Do the whole gadzul/blood of the black stream thing, and so forth.
I got nothing, since I don't understand the point.

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- I13. Instead of dropping everything as one major change, the changes should have been rolled out a bit at a time, tested, adjusted, rolled out, etc. Still saddens me to see how the zones just died.
Now I wasn't much of a PvPer. That said I didn't mind the Rock/Paper/Scissors aspect of it. What I minded was the 5 to 1 ganking or the preventing of me from leaving the zone. But that's players not the underlying mechanics. Also the choice to either build your character for PvP or PvE but not both was a problem. I13 introduced alternative builds but if that was done a few issues previously I think it would have helped the PvP population. Instead they tried to "ballance" the unballanceable.

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- Incarnate system. I *still* feel that there should have been a slight increase in power in regular content, with them getting to go full bore in Incarnate content. And the dropping of shards after Alpha... eh. (And not at all in DA.) Raid content should have had solo/small team content rolled out right alongside it, and so forth.
They were doing so well moving away from required team content only to introduce a path to grow our level 50 characters that required teaming. And not just teaming, grinding. But grinding "is bad" so the devs put a timer on the rewards. So even if you didn't mind grinding it would still take you days or weeks to earn enough whatevers to craft your first whatchamacallit but that's only a 1st level whatchamacallit so you have to grind for weeks more to improve upon it. I get a headache thinking about it.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Quote:
Originally Posted by Father Xmas View Post
They were doing so well moving away from required team content only to introduce a path to grow our level 50 characters that required teaming. And not just teaming, grinding. But grinding "is bad" so the devs put a timer on the rewards. So even if you didn't mind grinding it would still take you days or weeks to earn enough whatevers to craft your first whatchamacallit but that's only a 1st level whatchamacallit so you have to grind for weeks more to improve upon it. I get a headache thinking about it.
This.... and I thought the system was especially daunting to players in my situation, who as the result of long time membership had a couple dozen level 50s (at one time, more than 15 on Victory alone.) Grinding them all to the Alpha slot was enough of a pain. And I had all these characters so I could simply bring whatever was in demand for what people wanted to run. With the addition of content that was locked to incarnate levels, this was no longer true.

So I figured, all that can wait for another day. Until it happened that it couldn't.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Well done !!!


 

Posted

Quote:
Originally Posted by Interface View Post
Just to throw this out, here's how I would have handled the Architect:

Have the basics be as it is; you write an arc first as a text file locally, then publish it when done. However, basic published arcs have a significantly reduced XP/INF rate, and drop nothing but inspirations. The rate should be high enough so that players don't feel that they're wasting their time, but still low enough that even the most lucrative farm earns less than running radio/paper missions. As a pulled-out-of-my-rear estimate, 50-60%.

However, players who feel that they have created a gem of an arc can pay a small fee, maybe $5-$10 worth of Paragon Points, to have their arc looked at. First, a GM or low level Paragon employee spends five minutes looking over the arc, to make sure that;

1) The author spent more than ten minutes on it; it works properly and is not riddled with spelling errors.
2) It's not a farm.
3) It's not horrible. ("Mynx's Furry R.ape Adventure")

Then, some player volunteers play through it, with the author's name removed to prevent favoritism. Arcs that tell a good story and/or pose a worthy challenge are given a "Paragon Stamp of Approval": they are listed separately from the bulk of arcs, and yield full XP and drops.

And, 3-4 times a year, the devs go through the top rated arcs and choose one or two that they really like. These become part of main CoH lore, like the SSA, and the author gets some sort of reward.

Opinions?
I wouldnt have reduced xp for arcs vs normal missions. What I would have done was to allow selection of preconfigured "power groups" for your custom groups. For example, you could select the "Carnival Faction" power group for your custom mobs, and they would behave exactly as carnies would in normal content. You only get to customize the appearance of the mobs and perhaps the color of the powers. This would have cut out 100% of the farming seen in AE. No more creation of all fire attack mobs for Fire Farms, for example.

Having done that, they could have then concentrated on providing EVERY feature that the devs have for creating arcs.


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Posted

The one thing I disliked was the Freedom Phalanx and Arachnos becoming stagnant and irrelevant for a long time.


 

Posted

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Originally Posted by Hercules View Post
I wouldnt have reduced xp for arcs vs normal missions. What I would have done was to allow selection of preconfigured "power groups" for your custom groups. For example, you could select the "Carnival Faction" power group for your custom mobs, and they would behave exactly as carnies would in normal content. You only get to customize the appearance of the mobs and perhaps the color of the powers. This would have cut out 100% of the farming seen in AE. No more creation of all fire attack mobs for Fire Farms, for example.

Having done that, they could have then concentrated on providing EVERY feature that the devs have for creating arcs.
For the Architect I would have to designer set classifications, farm or story with farm being the default. This way if someone who was actually using it for a story, they would likely spend the moment it takes to set the designation as Story. It would have also allowed those only interested in farming or those only interested in doing other player's stories to find those missions that interest them.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Where did CoH go wrong? I don't think it did. I liked it for what it was.

Still, it's interesting to consider paths not taken.

The founders of CoH (Rick Dakan, Jack Emmert, and others) indicated that they had played the Champions pencil and paper roleplaying game, and that's what inspired them to create a superhero MMO. When CoH was released, its strengths included character creation, travel powers, and strategic combat (all big parts of Champions). I told a friend about my initial impression from playing CoH, "It's a great superhero combat simulator."

But, for me, that was largely the extent of CoH's appeal. I played for the first month's subscription that came with the game purchase, and then I canceled my account.

At the time, I had played several other MMOs and was tired of their conventions. I didn't like the emphasis on gaining experience points and levels. Much of CoH's gameplay, such as hunting Skulls in Perez Park, seemed mindless and lacking in charm. I wanted more of a story and a more complete roleplaying experience.

A gaming friend whom I had met while playing Ultima Online commented that he had tried City of Heroes as well as many of the other MMOs of the era (Everquest, Asheron's Call, Dark Age of Camelot, and so on), and, despite the technological advances in the later games, he had never found a roleplaying environment that was as sophisticated, complex, and involving as UO.

UO was created by Origin Systems, and their slogan was "We create worlds." Their approach was very different from CoH. I had friends in UO who enjoyed playing the game by managing a store where they sold player-crafted goods; they rarely bothered with combat. Others roleplayed as elected town representatives in a player-run political system. A chess or checkers board could be placed on a tabletop as a decoration in a player-owned house, and when clicked on, a window opened showing an enlarged board with moveable pieces, allowing players to play chess or checkers.

CoH offered comparatively little in terms of roleplaying environment. For example, we could make up secret identities with a civilian occupation; but, besides Day Jobs and multiple costume slots, the game didn't provide mechanics to support it.

The basic concept--there's a coastal city in Rhode Island that's the focal point for heroes and villains in the world--was acceptable for an MMO at the time. But, the premise would be rejected as nonsensical by any editor of a comic book or producer of a movie or TV series. (Unless it was a metaphorical setting, like "the city" in The Tick.)

CoH provided the opportunity to dress up as a hero and go fight bad guys, and that was good enough. Casual play was a strength.

I returned to CoH after a friend told me that a lot of good stories had been added. He was right. The game constantly improved, particularly after the staff increased from 15 to 80. Toward the end, the latest wave of designers provided fresh, new approaches to storytelling.

Still, I would like to see a superhero MMO or single-player game with more of a roleplaying environment.

However, I doubt it will happen. Industry trends seem to be going in other directions, more towards casual play on mobile devices for mass appeal.

__________________


 

Posted

Quote:
Originally Posted by Hercules View Post
I wouldnt have reduced xp for arcs vs normal missions. What I would have done was to allow selection of preconfigured "power groups" for your custom groups. For example, you could select the "Carnival Faction" power group for your custom mobs, and they would behave exactly as carnies would in normal content.
There are actually many standard mobs that are easily farmed by particular power sets.

There was one mission (the "Family Farm") that was so heavily abused by Fire/Kins that Family XP was heavily nerfed (by 50%? Don't remember exactly). Freaks were nerfed at least once, and the stunner was added to make them more challenging. Battle Maiden's minions are trivial for Inv tankers. Mu mystics are no challenge for Electric brutes. Even Nemesis are pretty easy for IOed Fire tankers if you know how to fight them (especially leaving the LTs for last). And some of the worst exploits involved using standard mobs in ways the devs didn't foresee (the Rikti and Cimeroran exploits).

The biggest problem with allowing customizing the NPC powers in AE was the waste of dev resources. They spent an inordinate number of hours trying to give us the flexibility we demanded for character creation, and then AE authors would find some exploit and make the devs redo the whole system again to prevent it. They iterated on that at least five or 10 times, each time generating more and more ill will with every level 50 cranked out in two hours.

This is a perfect example of how the devs trying desperately to cater to players' demands worked in everyone's worst interests.

But forcing AE authors to use hard-to-fight NPCs like Carnies for all missions would have been the kiss of death for AE.

Given the game's history of customization it was hard to justify not giving us power customization for AE mobs. Just allowing us to recolor stock NPCs would not have been acceptable because it wouldn't let you create new characters; all you could do is rehash CoH story lines with CoH NPCs.

What the devs should have done up front was set an upper limit on the amount of XP you can get per unit time. (They ultimately did something like that for AE, but the limit was set ridiculously high so you'd never see it unless you were using one of the craziest exploits.)

As long as that limit gave you the same XP per unit time you could get from the standard NPC groups, it doesn't really matter what you're fighting. But this is problematic as well, because of all the whiners who complained about "artificial limits" on leveling speed.

The XP throttle should have been implemented game-wide and active all the time to prevent excessively quick leveling when the inevitable bugs and exploits crop up in the game (such as the Winter Lord in the first winter event). That would have prevented the devs from having to take any action against anyone for getting too much XP from exploits, because the system would just prevent it (except for those exploits that got you around the throttle, of course ).


 

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Originally Posted by Rodion View Post
The XP throttle should have been implemented game-wide and active all the time to prevent excessively quick leveling when the inevitable bugs and exploits crop up in the game (such as the Winter Lord in the first winter event). That would have prevented the devs from having to take any action against anyone for getting too much XP from exploits, because the system would just prevent it (except for those exploits that got you around the throttle, of course ).
I agree with this. The XP throttler, MARTY, is already in place, they would just have had to tighten the screw a bit. (According to Black Scorpion, it only kicks in now in cases of massive XP gain.)

Still, I stand by what I said before. When I created my epic trilogy, I would gladly have paid $10 for a chance to have even a low level dev look it over and say "Not bad," or "needs some tweaking here and here".


 

Posted

Quote:
Originally Posted by Hercules View Post
I wouldnt have reduced xp for arcs vs normal missions. What I would have done was to allow selection of preconfigured "power groups" for your custom groups. For example, you could select the "Carnival Faction" power group for your custom mobs, and they would behave exactly as carnies would in normal content. You only get to customize the appearance of the mobs and perhaps the color of the powers. This would have cut out 100% of the farming seen in AE. No more creation of all fire attack mobs for Fire Farms, for example.
I would never have used the MA if they'd done that. Where's the fun of storytelling? You're just seeing it as another mission creator rather than a creative venue, which I believe is its primary purpose.

What should've happened about exploits like farms is that the Devs should've ignored them. Who cares what others did in their missions? None of that stuff was game-breaking. (Well, maybe market-breaking, but I could never fully employ or enjoy the market because people who treated the game like a second job always had billions of influence, no matter what the Devs did.) The continual habit of swatting a fly with a sledgehammer was ridiculous. Travel Suppression was the thing that most irritated me, but there were so many others.

Just allow players to tag a mission with "farm" or "story" or whatever and move on to providing something else cool.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

Posted

CoH went wrong by being too fun, Needed more gear grinding and l337 gear based PVP, Because every game needs PVP or it sucks.

I am totally probably sorta serious.


 

Posted

my 2 cents:

Everyone seems to have covered off on in-game stuff. Mechanics, QOL issues, etc.

What I will always see as the big missed opportunity is how this game was marketed and how that marketing message could have shaped the content.

I think that greatest strength of the Co* brand was the ability to explore and create your character. The costumes, the emotes, the back stories, even the missions to support it all. Its what separates this game from the WoW clones.

Minecraft is a solid explorer brand. Little Big Planet. Second Life. All games the have vast opportunities for self expression and creation.

Co* belongs on that list too, but I think the perception among outsiders - when there is any perception among outsiders - is that its WoW but with capes and tights.

This is a HUGE message, a huge chunk of brand relevance, esp. in a market that increasingly wants to explore themselves as they explore content. NCSoft never delivered that message, not in a way that really had any emotional punch to it, and their marketing dept owes a HUGE apology to the dev team, and to the fan base.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.