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Originally Posted by Smiling_Joe
My point, though is that the police band grinding in the lower levels is one of the factors that leads to the kind of player mentality that justifies the use of exploits as a means to an end. One of the developer mantras leading up to the release of the MA was "we want the MA to hilight story-driven content, not farming."
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I don't assign any moral value to playing efficiently.
If someone wants to zip through the levels by blasting through scanner missions, good for them. If they want to PL to 50 in MA, great. If they like running "real" content, great. If they like playing fun, original story arcs in MA, great.
A lot of players like efficiency and don't care that much about story. If you hand them a mechanism that delivers exp efficiently at the expense of plot and character, they're going to take it.
I don't buy scanner missions as some sort of "gateway drug" leading inevitably to
OMG EXPLOITS.
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The fact that farming was the result can in all likelihood be traced directly back to the mentality encouraged by police band experience farming (calling it what it is).....
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Nonsense.
Players are what they are. They come pre-equipped with a love of efficiency and don't need to be 'led astray' by wantonly seductive content. On the contrary, they'll actively seek it out, and if it isn't on offer they'll fashion their own as best they can from whatever's lying around.
Players have been 'farming' here since the second the doors opened. The first 50 in the history of the game was an ar/dev farmer who street-swept his way to glory on the back of "exploits". Nothing leads them astray, they actively seek efficiency.
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BUT the early levels are the prime time to get players hooked on story-driven content, and by and large it's being squandered. Only have five or six powers? Playing through an engaging storyline that challenges me to learn to use those six powers in creative ways are what makes the later levels so much more fun for me - even moreso than pl'ing in that I don't just play to get to the good stuff and then remove the "lesser" powers from my tray. I get a break from reality, a feel for my character and a fuller knowledge of what the powers can do. I can get all of that to a lesser extent from just grinding away experience, but the enjoyment and skill I get from story-arc leveled characters is exponential to those with which I've slogged through police band and PuGs.
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It'd be nice if they re-did the lower levels and made them more engaging.
Since they probably aren't going to, lovers of story can camp out in MA and
drown themselves in it if they like. Or they can PL to the level of their choice if they like. It's all the same to MA.
And when GR hits we'll have another option for the low levels, which will have all the advantage of the past 5 years of advances in mission design.
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My point, though, is that in a well-rounded game no levels should be a chore to play. Don't get me wrong, I'm not disparaging the fun-factor of CoX in general - it's loads of fun to play as it is, else I wouldn't play it as often as I do. However, the OP expressed the opinion that the lower levels of play could stand vast improvement, and if the response in this thread is any indication, vast improvement =/= faster passage. Otherwise let me start my character at level 24 and be done with it.
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I don't consider any levels a "chore" the way the game is currently set up.
My blaster only suffered through Kings and Skyway because I wanted to see if it was as bad as I remembered (yes, it was). If I were playing "normally" I'd have mixed together scanners, street sweeping, Safeguards and some teaming until I got past stamina. Or alternately I could have hit MA and either PL'ed or run lowbie friendly story arcs.
Tedium is now voluntary- the game provides many options to avoid it.
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But for how long? How long until players have used all their new powers the exact same way to do the exact same thing ad nauseum, and need a further fix from yet more powers? Sure, it lasts a little longer than the early levels, but just load into Atlas Park AE and count the number of lv 40+ characters begging for teams because they're dying to get to 50.
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The game is the game. It's been around 5 years, it'll be around for at least another 5, and right now it has more and better content than it ever has, with a bunch more on the way.
I don't see what you're worrying about.
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Will we see as a result a future QoL improvement that speeds up the later levels so we can get to all those shiny epic pool powers?
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No, we won't.
The devs are largely content with the levelling speed at the upper levels, they weren't content with the speed at the lower levels.
You always progress faster at lower levels than at higher levels- players are used to it. They're not going to riot in the streets because the higher levels take longer to traverse.
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But players are also entitled to make requests for improvement regarding whatever way they like to play (so long as it isn't against the EULA), and telling them that a solution that works for others should be good enough for them isn't really addressing their concern.
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Request away, nobody's saying you can't.
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Speeding up the early levels don't make them less tedious, it makes the tedium easier to bypass. Bypassing the tedium is one of the motivations for a great majority of the controversy in this game, and I fail to see the logic in capitulating to that "REWARD NAO" mentality, but then I'm the enjoy-the-ride type of player that prefers that the entire gaming experience be enjoyable.
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As noted, the tedium is now voluntary.
We have plenty of options, choose the one you like.
If you like story-driven advancement, MA awaits- there are a LOT of good lowbie friendly arcs waiting for you to play them.
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And while I don't expect the developers to cater to the playstyle of every player, I see nothing wrong with the OP pointing out areas that could use some improvement, and really that's all this is.
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MA is the ultimate 'playstyle-caterer'.
If you don't find what you want, make your own!
As I've said repetedly, it'd be great if they re-did the early levels top to bottom. Pointing out that it probably isn't going to happen because they'd rather make new stuff than fix old stuff is hardly saying the OP is "wrong" or trying to silence his brave call for reform.
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And that's my point. The story arc content was such that you ran to police band to level past it. You could just as well have gone to AE and farmed your way past in a few hours, and without all the tedium of repeating the same set of missions with mix/matched enemy groups for fifteen levels.
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Or I could have hit MA and run story arcs with engaging plots and interesting enemies.
Why do you consistently ignore that option?
If your point requires you to wear blinders, maybe you should reconsider its logical foundation.
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Either way, you were farming experience, and the lack of attention to story arc content encouraged you to do so. You might have a tipping point where you stop powerlevelling, but other players clearly don't, and their experience with content has led so many of them to farm that AE in Atlas Park is frequently so jammed that it lags.
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The early levels could deliver a Half-Life quality storytelling experience, and if MA let them level faster everyone would still be in MA.
You aren't going to get farmers out of MA with great storytelling.
You get them out by improving the rewards available from 'regular' content.
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And more power to them, if that's what they enjoy. Me? I'll hold out for improved content.
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MA *is* improved content- that's why so many people are in there.
The farming is tremendous, yes, but it also delivers great stories.
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With you 1000 percent there, but I wonder if Story Arc content isn't obsolete in the current gaming environment? The developers have already demonstrated through rcent changes that task forces are the preferred core content, so why not abandon the story arc mechanic altogether?
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You're
really reaching here.
The bulk of the "story" talent is obviously working on GR. They wanted to put *something* out, so we got TFs. And frankly the older TFs are mostly
lamer than the old story arcs- more TFs that don't make you pass out from boredom should be welcomed with open arms (even if, like me, you lack the time to play them).
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Story arcs already award merits, so why not give them the task force architecture, but with a minimum requirement of only one player? Then everyone could share in the rewards, the rewards wouldn't have to change, and teams would be more inclined to run them.
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An interesting idea.
TL/DR:
MA
is a viable story-based alternative to the crappy lower level game.
Players by nature seek efficiency, they aren't seduced to their doom by phat exp.
It'd be great if they re-did the whole low level game, but since they won't MA and eventually GR will have to do.