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Posts
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... a lot of us leaving are probably leaving from burnout more than despair, we've been around the block, done everything we'd want to ingame, and what's been presented in the new issue isn't enough to keep our interest and we're fed up of hearing SOON whenever we ask what's coming.
Some of us will play CO, a few have played the Beta, but most of have said that we may return in the future, and most of us probably will return. But for now, there's nothing left in Paragon City and the Rogue Isles for us.
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I suspect that a lot of other "veterans" have reached this point a few times over the years and have left, come back, left again and come back again several times over, and with no dramatic "look! I'm a veteran and I'm leaving!" posts.
Everyone gets bored sooner or later, especially "veterans" who have played for years. Take a break and come back if you feel like it or don't if you don't. Why does it have to be such a big issue? -
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For me it's simple, if I feel like playing, I play. If I don't, I don't play. For months, sometimes. I don't see why I need to make those decisions into a show, beyond necessary precaution of warning SG mates of not kicking my toons just yet and similar technicalities. If I want critique dev team's decisions I do so. If I feel that what devs did was justifiable I say so. I don't see a point of turning this simple process into something MORE IMPPORTANT and a way to SHOW THAT I CARE. It's just a game, a very good one, one of the best I played ever, but still just a game.
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And that's the most sensible thing anyone's said since before all this drama began.
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Been playing on-and-off for 4 years and will be playing on-and-off for 4 more probably, if the game's still here. I've played just about every other MMO out there but keep coming back to CoH. It may not do very much but what it does do it does better than anything else out there by a giant margin.
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You call what they did to the hollows a revamp? You make me luagh! as TheMESS says above, it was a "Makeover".
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Revamp, makeover, whatever, it doesn't matter people complained about a lack of new zones no matter what was done to make old zones more interesting.
The devs are never going to win by trying to give the players what they want because players don't all want the same things. -
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To be honest. It would not even take much to breathe life into the zones. All it needs is a few contacts and some arcs. With the new MA tools, a thing much easier to accomplish.
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Would you really want a few more contacts and arcs in Boomtown instead of a new zone featuring stuff we've never seen before? Can you not see what the forums would look like if that's what we got?
"Great, the competition is on the horizon and this game needs shiny new content and stuff to do. And what do we get? A couple of new contacts and few new missions in Boomtown. In BOOMTOWN! We need more than this... stupid devs... ignoring players... etc etc etc"
When Faultline got its revamp, I distinctly remember people complaining that they'd rather have new zones instead of revamped ones. Even more so after the Hollows revamp. That's the problem that developers have: different players want different things at different times, and, just to complicate matters, players also have short memories. -
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I overwhelmingly got the impression that Posi thinks it's their game, they know what's best and sod the paying customer.
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It IS their game. They can't give players what they want because players want everything, they want it now, and they don't even want the same things as each other. You can't build an MMO on that basis.
Posi, like Jack Emmert and any other lead designer in the industry, have to have a "vision" for the game and they have to take a chance on that vision finding the audience they need to keep them in jobs. -
It got a lot better out of Atlas. Had quite good fun chasing alerts around Paragon with a full team in the end.
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The event looks like it could be fun but, man, the lag...
It's worse than the old style Hami raids on my ancient PC from 3 years ago, the one with the mismatched RAM and PCI GPU. -
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My point is:
The game is easy enough already without MA farm maps, i want the new players to feel the same pride when they hit max lvl playing without farming, i felt when i first hit 40 or 50.
If you get pl to 50 you wont never be as proud or close to your char as you would be lvling him/her the hard way, therefore never be as closely connected to paragon as the old gamers are.
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That's it exactly. It devalues the achievement and makes it something trivial. -
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craft and sell common ios
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Fair enough, although I'm surprised the profit margins are that high with the various expenses involved in crafting them. -
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In an imaginary post-invention method of the game, in which farming was impossible, for example the "anti-farming drop code" which is in place for Guild Wars. ( For those unknown of this, it simply decrease the quality of your drops if you farm the same mob/zone.) then I can personally guarantee that recipes such as 'purples' would be probably 1.5x( and that is being very very very small-minded) the value they are right now in 'City of Villains.' Which at 100 million, is 150 million and that is very difficult to achive. I done some maths, the average 1-50 player from mobs alone obtains a pityful amount of influence/infamy, in which the marketing environment would be insane for one to obtain said rewards.
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And the reason why the some people have enough inf to pay such daft prices?
Farming.
Without farming the market could only sustain prices that everyone could pay. With farming the market is a farmers game, which is the reason I've given up on it altogether.
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You can make 4 million+ a day for 5 minutes of effort.
Without farming.
And you could do this before i14.
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How does that work? -
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In an imaginary post-invention method of the game, in which farming was impossible, for example the "anti-farming drop code" which is in place for Guild Wars. ( For those unknown of this, it simply decrease the quality of your drops if you farm the same mob/zone.) then I can personally guarantee that recipes such as 'purples' would be probably 1.5x( and that is being very very very small-minded) the value they are right now in 'City of Villains.' Which at 100 million, is 150 million and that is very difficult to achive. I done some maths, the average 1-50 player from mobs alone obtains a pityful amount of influence/infamy, in which the marketing environment would be insane for one to obtain said rewards.
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And the reason why the some people have enough inf to pay such daft prices?
Farming.
Without farming the market could only sustain prices that everyone could pay. With farming the market is a farmers game, which is the reason I've given up on it altogether. -
Feel free to review either or both of the arcs in my sig. The Tsoo one needs a bit of work so if it's a choice between one or the other give Dry Land Bones a go first
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Whats best is the teams that fight in near dead silence...
While slaughtering ANYTHING in their path. They have no need of mere communication, they simply KNOW what to do against such and such AV, which ends in said villain face down with a broken arm and a pair of cuffs on 'em. The silence is only broken by the 'Gj' at the end of the mission, the odd 'lol' at some funny glitch, or 'lvling' between missions.
-starts playing Indestructable byt Disturbed-
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That gets dull after a while. For me it was when I began to realise that it wasn't taking as much skill as I thought it was. -
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The farming and PLing thing is a separate issue really, as many players have been finding the quickest and easiest ways to get inf/XP for ages now
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Team A: Join a team with normalish xp and possibility of a level or 2
Team B: Mega xp with mega levels.
Hard choice to make !!!
Unless of course your team C which offers something different, make a team fun to make people want to team with you.
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For me, a good team is one who can keep it together when things get wildly out of control. It takes no special skill to keep things easy in CoH, but being in a team that can react to the moment enough to turn a team-wipe situation round into a victory is one of the most special things that can happen in this game. The best fights always end with everyone red-lined, IMO. That's the buzz I'm looking for and XP/inf are completely secondary.
Years ago I had a regular late night team with a guy called Judder Man. We'd put together a PuG and run stupidly over-level missions. They were kamikaze runs really and we'd usually come out of it with more debt than XP, but those two or three victories out of five or more fights made those teams some of the most fun I've ever had in this game. The shared adversity and the banter that went along with it was pure gold. Nowadays I love playing in PuGs with new players, because the fights are almost always exciting.
With a few months experience and a generic uberised build anyone can rinse and repeat. It's a completely trivial exercise, IMO. -
Well I think the MA is great, possibly the greatest thing ever added to the game. There's some brilliant arcs on it and I love making my own and seeing what other people have done with it. Speaking personally, the MA is the only thing that'll keep my CoX sub going once CO comes out.
The farming and PLing thing is a separate issue really, as many players have been finding the quickest and easiest ways to get inf/XP for ages now. It's lame really as it neither activity takes much skill or dedication, and neither deserve any respect as it's just the shortest cut to the biggest rewards.
It seems like a lot of people have forgotten that a pimped-out level 50 is nothing to be proud of in itself, it's the effort and challenge involved in achieving that goal that earns the respect.
A power-levelled 50 kitted out with farmed IOs is a fake IOed 50, IMO. It's certainly not "hardcore". -
Why would you go to a pub whose beer tastes like toilet cleaner?
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I've never understood PLing. It's like going to the pub, buying a pint and then pouring it directly down the toilet without drinking it first.
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As others have undoubtedly suggested, there should be a classification system so that we can cut to the kind of mission we want without having to wade through missions we don't want.
Story, Farm and Challenge would be good starting categories. -
The bloat is pretty irritating, especially given how hard it was to squeeze a half-featured arc into the original 100k on test.
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This is why nobody wants to have the star in a team. You have to spend ALL the time you have the star sending chat messages.
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You can speed this process up after you've sent your first tell by pressing enter (to start the chat line), then shift+up cursor to bring your last chat line up, then you can change the recipient's name to the next one you want to send the tell to. You can retrieve several previous lines by pressing shift+up cursor several times.
Blind invites are a pain because you never know what level the team is, what level enemies they are fighting or what kind of missions they are doing. A quick tell along the lines of "Hello mate, wanna join a level xx-yy team doing level zz missions?" will work wonders for your team building. Sure, it's a bit slower than just spamming invites, but everyone who joins will know exactly what they are getting into and your team will be much better off for it.
As you'll find out if you stick around, there's few things more annoying than joining a team only to find yourself fighting green mobs with a team 4 levels lower than yourself. -
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If that does what I think/hope it does, sets the placement of spawns and ambushes etc on maps, I can already envision the following at least;
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Some nice ideas there, but I think I read somewhere over on the US boards that enemies will spawn at the preset points for the map that's used.
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I read that too and lost a bit of interest in the MA as a consequence. I was hoping we'd be able to overcome some of the generic aspects of CoX missions with the MA, but it looks like it'll be fairly limited in that respect. Which is a shame. -
On the rare occasion I give advice to a PuG of new guys, based on tactics that have worked countless times in countless other groups, something inevitably and randomly goes horribly wrong in ways that it never has before. So I usually keep my mouth shut.
Besides, you get much better fights when no-one really knows what they are doing. It's a great feeling when a team somehow claws victory from the jaws of a teamwipe. -
Yeah, but at least Bravestarr will have his robot horse.
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I don't know if any MMO's are hard, to be honest. They all follow the same kill-everything-that-moves formula and things are either killable with your class/build or they're not. If they're not, you can get another few levels or bring a team and then they're not so much. Raids are a bit different, but they're just a matter of trial-and-error and then a bit of organisation and patience.
Really, if you think about it, MMOs are basically Top Trumps with a fancy interface. You compare your numbers with the enemy's numbers and whoever has the best ones wins. Like Top Trumps, the trick is to pick the best numbers on your card to compare with your enemy's card.