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The problem of levels and how to solve it.

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TheMightyPaladin
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Redlynne wrote:
Tannim222 wrote:

The idea is not to end up with "the real game" begins at level 20, the game begins at the start of character creation.

But that is precisely the effect you will have if we can't make the character's we want to make from the start.
Anything I'm forced to wait through before my character becomes what I wanted, is a waste of my time.
If I like the low level stuff it'll probably be with the kind of character, I'll turn XP off on at 20th level or sooner.

You need to realize that in a superhero game, characters are Primary. Content will always be secondary.

Redlynne wrote:

For what it's worth, my experience of games where this option was permitted did not yield the desired overall effect. For one thing, it tended to splinter the community such that only a self-reinforcing reductional fraction of the playerbase would be playing early content. This in turn led towards community attitudes that skewed against the kinds of "Adopt A Newbie" attitudes that we like to think of as being a bright spot in City of Heroes that were founded in Altruism rather than Elitism.

For what it's worth I don't value and wont be part of any "community".
I'm hoping to play the game and that's it.
I'm very excited about the offline version of the game I've heard about,
I probably wont log in at all, except to get updates.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Leo_G
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Tannim222 wrote:
Tannim222 wrote:

Finally, keep in mind that from the very start of play your characters will be making decisions that determines their alignment, who likes and dislikes them, and shapes the narrative for your character's particular story within the game. It is not so cut and dry, black and white, every time. The idea is not to end up with "the real game" begins at level 20, the game begins at the start of character creation.

Ps: this statement probably frustrates me more than answers because you're letting sensationalist statements like "the real game starts at blahblah" while also making bold claims in an attempt to placate forum readers. Altought it may be hypocritical to say the last part considering the past posts I've made, but people take to heart things like "the real game starts at character creation" just like how people who play gw2 take the whole "play how you want" thing to heart.

Lastly, I'm pretty skeptical on the choice system. I'll keep my expectations low as what I'm really putting my eggs is the non-combat basket in hopes my crafty/smart/resourceful characters will feel such.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Tannim222 wrote:
The idea is not to end up with "the real game" begins at level 20, the game begins at the start of character creation.

But that is precisely the effect you will have if we can't make the character's we want to make from the start.
Anything I'm forced to wait through before my character becomes what I wanted, is a waste of my time.
If I like the low level stuff it'll probably be with the kind of character, I'll turn XP off on at 20th level or sooner.
You need to realize that in a superhero game, characters are Primary. Content will always be secondary.

But its a MMO 1st, then a Superhero game.. Right!!??

TheMightyPaladin
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Wrong!

Wrong!
I'm not playing it because it's an mmo. I'm playing because it's a superhero game.
That's way I said I'm really excited about the offline game.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Empyrean
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Leo_G wrote:
Leo_G wrote:

Well answer how the game wasn't repetitive. I can make a list of what was the culprits:
- at some point, you memorize the portions of the maps not to mention many maps are used a lot more often than others.
- objectives were limited. You can pretty much boil them down to "kill all", "click glowie(s)", "kill boss" and "kill last room". It was rare to come upon something different.
- enemies weren't varied within their groups making them very predictable. There ate exceptions like the Rikti or CoT but they were the minority and yet still wholly predictable.
-character progress wasn't very varied. Badges and accolades was a start but they could have expanded more on it so it wasn't just gaining xp, inf, enhancements then incarnate stuff at max.
-Because of the above, mission structure could *ONLY* be repetitive. From gaining missions from contacts to traveling to the instance door and doing the same structured content.
There's other minor things like textures and music that might be looked over as just limitations of budget but these things made what content was developed for the game very stale. There were other aspects of the game that helped keep people playing such as the customization and AE to make your own missions but none of that makes the flaws go away.

Hmmm. After reading and considering your post, I understand much better.

Like all games I've played, there was some amount of repetitiveness in CoH (just realized I typo-ed both spellings of "repetitive" in my initial post. That's embarrassing.). But for some reason it didn't bother me like it did in the other games.

Upon further reflection, I realize that the reason was that, for me, the game itself was so much more fun to play than the others that the repetitiveness not only didn't feel stale to me, I barely even noticed it.

I think my question has been answered. Thanks :).

TheMightyPaladin wrote:

Wrong!
I'm not playing it because it's an mmo. I'm playing because it's a superhero game.
That's way I said I'm really excited about the offline game.

No matter why any individual player decides to play it, it's still both.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

TheMightyPaladin
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Once Again wrong

Once Again wrong
I'm actually playing it IN Spite OF it being an mmo Because its a Superhero game.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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I was not aware that there

I was not aware that there was an offline version of this game. I thought it was an online MMO game only. Am I wrong?

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

TheMightyPaladin
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There is a forum thread about

There is a forum thread about the offline version
http://cityoftitans.com/forum/consider-offline-version

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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TheMightyPaladin wrote:
Empyrean wrote:

TheMightyPaladin wrote:
Wrong!
I'm not playing it because it's an mmo. I'm playing because it's a superhero game.
That's way I said I'm really excited about the offline game.

No matter why any individual player decides to play it, it's still both.

TheMightyPaladin wrote:

Once Again wrong
I'm actually playing it IN Spite OF it being an mmo Because its a Superhero game.

Just to be clear, your statement does not negate or make my statement wrong in any way.

Whether you're playing it "because it's a Superhero game" or "in spite the it being an MMO" doesn't change the fact that it is both.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

TheMightyPaladin
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Actually the offline version

Actually the offline version makes your statement false
For those of us who only play offline, it wont be an mmo at all

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Actually the offline version makes your statement false

If you only play the offline modules of the game, then you are technically correct--which, as every good bureaucrat knows, is the best kind of correct.

But should they design the entire game as if it were an offline game and then let people play it as an MMO, or should they design the game as an MMO and then let people play it offline? It seems obvious which of these is more workable.

Or, more to the point WILL they design the entire game as if it were an offline game and then let people play it as an MMO, or will they design the game as an MMO and then let people play it offline? It also seems obvious which of these they will do.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

TheMightyPaladin
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Seriously I don't know. It

Seriously I don't know. It depends on just how limited that is. Frankly I'm more interested in patrolling the streets than doing missions but I'm going to give both a try. What I wont try is teaming up with other players, and pvp. The things that make it an mmo. And I wouldn't be doing that kind of stuff even if there were no offline game.
I'm also really looking forward to being able to make missions in whatever version of AE is included.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Empyrean
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Seriously I don't know. It depends on just how limited that is. Frankly I'm more interested in patrolling the streets than doing missions but I'm going to give both a try. What I wont try is teaming up with other players, and pvp. The things that make it an mmo. And I wouldn't be doing that kind of stuff even if there were no offline game.
I'm also really looking forward to being able to make missions in whatever version of AE is included.

Well, even though you won't be participating in the MMO portion, could I run your missions for fun anyway :D? Maybe even :O, with you some time?

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

TheMightyPaladin
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Sure, if player made content

Sure, if player made content is accessible to other players. That's up to the devs.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Leo_G
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Empyrean wrote:
Empyrean wrote:

Leo_G wrote:
Well answer how the game wasn't repetitive. I can make a list of what was the culprits:
- at some point, you memorize the portions of the maps not to mention many maps are used a lot more often than others.
- objectives were limited. You can pretty much boil them down to "kill all", "click glowie(s)", "kill boss" and "kill last room". It was rare to come upon something different.
- enemies weren't varied within their groups making them very predictable. There ate exceptions like the Rikti or CoT but they were the minority and yet still wholly predictable.
-character progress wasn't very varied. Badges and accolades was a start but they could have expanded more on it so it wasn't just gaining xp, inf, enhancements then incarnate stuff at max.
-Because of the above, mission structure could *ONLY* be repetitive. From gaining missions from contacts to traveling to the instance door and doing the same structured content.
There's other minor things like textures and music that might be looked over as just limitations of budget but these things made what content was developed for the game very stale. There were other aspects of the game that helped keep people playing such as the customization and AE to make your own missions but none of that makes the flaws go away.

Hmmm. After reading and considering your post, I understand much better.
Like all games I've played, there was some amount of repetitiveness in CoH (just realized I typo-ed both spellings of "repetitive" in my initial post. That's embarrassing.). But for some reason it didn't bother me like it did in the other games.
Upon further reflection, I realize that the reason was that, for me, the game itself was so much more fun to play than the others that the repetitiveness not only didn't feel stale to me, I barely even noticed it.
I think my question has been answered. Thanks :).

Well hopefully you'll understand other's perspectives as well as how to provide objective feedback, or at the least recognize when you're bias. Subjectiveness and nostalgia have their place and it's up to us to know where those boundaries are.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

You need to realize that in a superhero game, characters are Primary. Content will always be secondary.

Actually it's the other way around, this is primarily an MMO - a video game - using the superhero genre as its basis. As such, we are all subject to the constraints of the game's systems which includes levelling.

And as for the off-line mode, we do intend to make it a possibility however there will be a bunch of caveats with the off line version of the game as in, it won't see much if any support after it is available other than making sure any character ported from the main game can be ported back but will sync up with the on-line version's files. I highly doubt we will see players level characters off line and load them up on line for example. And the off line version of the game will not have the majority of the systems which require online connectivity.

Leo_G wrote:

Ps: this statement probably frustrates me more than answers because you're letting sensationalist statements like "the real game starts at blahblah" while also making bold claims in an attempt to placate forum readers. Altought it may be hypocritical to say the last part considering the past posts I've made, but people take to heart things like "the real game starts at character creation" just like how people who play gw2 take the whole "play how you want" thing to heart.
Lastly, I'm pretty skeptical on the choice system. I'll keep my expectations low as what I'm really putting my eggs is the non-combat basket in hopes my crafty/smart/resourceful characters will feel such.

I only meant to say that is the intent of the game to begin at character creation not at a later point. This is mainly due to the decisions made early on will dictate reputation and alignment and the narrative of the character's story from early on to say level 20 or later. What contacts the character has access to, what the world looks like to the character based on their choices, are based on the story they have been a part of from the beginning of play.

And don't hedge on the non combat system quite yet either. There is still quite a lot of development with this system from where it will exist allowing for additional flexibility on character builds and functions all the way to where it won't exist at all and anywhere between.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

But that is precisely the effect you will have if we can't make the character's we want to make from the start.
Anything I'm forced to wait through before my character becomes what I wanted, is a waste of my time.
If I like the low level stuff it'll probably be with the kind of character, I'll turn XP off on at 20th level or sooner.

I'm having a really hard time seeing this as anything other than a very selfish outlook on gaming. Taken to its logical (extreme) conclusion, this sounds an awful lot like wanting to create characters at the Level Cap so as to skip over all the "boring stuff" designed to waste your time. Indeed, this perspective borders on the "just gimmie the cheat codes already!" entitlement that some gamers have (and project).

The point I'm trying to make here is that [b]it sounds like[/b] you're saying only a minority "slice" of the game's content will ever interest you ... rather than the entire game as a whole ... and that anything outside of that "slice" is of absolutely no interest to you (because it's a "waste of your time" as you said).

May I say that hearing such sentiments is something I find sorrow inducing and pitiable?

TheMightyPaladin wrote:

For what it's worth I don't value and wont be part of any "community".
I'm hoping to play the game and that's it.
I'm very excited about the offline version of the game I've heard about,
I probably wont log in at all, except to get updates.

So you want to play SOLO rather than MULTIPLAYER.

Fair enough. This is actually a relatively common sentiment. A LOT of gamers prefer to play Solo as their default mode of operation. Indeed, I'd even go so far as to say that in most MMORPGs, the majority of Players are Soloists most of the time. Indeed, the majority of Mids' Hero Planner builds posted on the old City of Heroes forums were Soloist builds, as opposed to Team builds.

However, it's a fairly big jump to go from "I [b]could[/b] team up if there's a team doing content I like" to the almost opposite pole of "I'll [b]never[/b] team up with anyone else ever!"

Saying that you "don't and won't be a part of any 'community'" as you have ... really limits you ... in ways that I'm not sure you appreciate. And I'm honestly sorry that you feel that way ... [b]even before having played City of Titans[/b].

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TheMightyPaladin
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Redlynne wrote:
Redlynne wrote:

I'm having a really hard time seeing this as anything other than a very selfish outlook on gaming. Taken to its logical (extreme) conclusion, this sounds an awful lot like wanting to create characters at the Level Cap so as to skip over all the "boring stuff" designed to waste your time. Indeed, this perspective borders on the "just gimmie the cheat codes already!" entitlement that some gamers have (and project).
The point I'm trying to make here is that it sounds like you're saying only a minority "slice" of the game's content will ever interest you ... rather than the entire game as a whole ... and that anything outside of that "slice" is of absolutely no interest to you (because it's a "waste of your time" as you said).
May I say that hearing such sentiments is something I find sorrow inducing and pitiable?

I didn't say I would never be interested in the low level content. In fact I plainly spelled out the circumstances in which I will be interested in the low level content. When playing characters who's concept focuses on the low level content. Characters that I wouldn't want to play at high levels because they wouldn't fit in there. So I would turn off gaining XP somewhere around 20th level or even lower, and never turn it back on. (I'll be able to tell hat the cut off point is as soon as I see the progression trees) I play a lot of toons like that, and I've even mentioned that we've probably all had toons that stopped making sense after a certain level. Like my namesake the Mighty Paladin.

The fact is: The frustration of not being able to make more powerful characters who start out that way, will more likely keep me away from the higher level content. Remember how I mentioned that in COH I had just a few 50th level toons? and only 2 of those made it without farming? Well since I'm not going to team I'm not going to farm so I might never see the higher level content at all.

Redlynne wrote:

So you want to play SOLO rather than MULTIPLAYER.
Fair enough. This is actually a relatively common sentiment. A LOT of gamers prefer to play Solo as their default mode of operation. Indeed, I'd even go so far as to say that in most MMORPGs, the majority of Players are Soloists most of the time. Indeed, the majority of Mids' Hero Planner builds posted on the old City of Heroes forums were Soloist builds, as opposed to Team builds.
However, it's a fairly big jump to go from "I could team up if there's a team doing content I like" to the almost opposite pole of "I'll never team up with anyone else ever!"
Saying that you "don't and won't be a part of any 'community'" as you have ... really limits you ... in ways that I'm not sure you appreciate. And I'm honestly sorry that you feel that way ... even before having played City of Titans.

I really don't care, it's just a game. I see my friends in real life.
And I have experienced playing with other players online in COH, and DDO.
I didn't like it.
It mostly really slowed the game down. Tons of frustrating waiting around. Lag inside missions, Angry people yelling at each other for the way they play and God help you if you actually messed something up, like not being able to keep up with the guy they told you to follow.
Plus a lot of the time I'm not playing missions I'm interested in, and even if I am, I can't take time to read the details. (Did I mention that I'm a slow reader, and I can't type and play at the same time, because I have to look at the keys to type? No I probably didn't) also, it's embarrassing because I'm somewhat dyslexic and chat windows don't have spell checkers. It just sucks and I'm not going to subject myself to that anymore while trying to play a game and have fun.
It's like saying I'm going to the museum but to make it interesting I have to take this pack of squirrels, on really long leashes. Oh and these are magic squirrels. Sometimes they turn into bears unexpectedly.

So now the only time I ever team up is when playing missions that are impossible to solo. And I hate those missions.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Empyrean
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Leo_G wrote:
Leo_G wrote:

Well hopefully you'll understand other's perspectives as well as how to provide objective feedback, or at the least recognize when you're bias. Subjectiveness and nostalgia have their place and it's up to us to know where those boundaries are.

After I read and considered your post and said that it helped me understand and changed my views, you said that you hope I will understand other's perspectives.

Then you clearly insinuate that I'm biased, subjective, and nostalgic and that I'm unaware of where the boundaries between biased and objective lie and so need to learn how to give objective feedback.

Which of course assumes that what you stated is unbiased, objective, and not influenced by sentiments such as nostalgia. Basically, that you are right.

But since we are all, as humans, unavoidably somewhat biased, subjective, and influenced by sentiment--which of the two of us is it who doesn't know where the boundary lies?

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Characters that I wouldn't want to play at high levels because they wouldn't fit in there. So I would turn off gaining XP somewhere around 20th level or even lower, and never turn it back on. (I'll be able to tell hat the cut off point is as soon as I see the progression trees) I play a lot of toons like that, and I've even mentioned that we've probably all had toons that stopped making sense after a certain level. Like my namesake the Mighty Paladin.

I can't say how many people make concepts where they refuse to improve, especially in life threatening situations that could result in casualty or property damage like crime fighting. I actually do have a character like that but the concept is that hero is retired and chooses not to actively participate in crime fighting although she retains the ability to do so.

But the way content is made from a story perspective, it wouldn't support such a character who is meet with a challenge and cannot or will not seek to do their profession better. The logical step for a villain who faces such a Foe is to obtain the means or manpower to overcome said hero. If they don't take that logical step, they aren't good Villains. If it just so happens your hero fights unworthy Villains then I suppose more power to you, but I always ask myself, if I decided to transition my character to a permanent physical medium like writing or sequential art, would the story continue to be compelling and draw readers? If it was beating the same Villains with the same stakes with other dramatic aspects having no solid influence, I couldn't say it would keep bringing in readers.

Lastly, regarding higher levels and getting stronger, that's also something you take into consideration. The act of leveling up and getting stronger is part of the concept you should craft, explaining why the phenomenon is occurring. It could be that the incarnation of your character is from the past before they mastered their Powers, a younger/less wise version that just didn't have crime fighting experience, gradual mutation of their Powers, slowly gaining public trust and only through helping can you prove that it's safe to use all your power, gradation of power acquisition from being in the dimension, reattaining memories of your old abilities after an accident, everything is a training simulation based on real past events. Examples go on and on. It's up to you how you compose your universe of characters and how they interact with the world and each other. Some of the fun and challenge comes from taking the unbending aspects of the game and morph them to further enrich your character. I actually created a single character who, as he grew and developed, created a veritable universe of characters around him that still are telling stories to this day. And that start up character isn't the center, just a small participant, fyi.

TheMightyPaladin wrote:

I really don't care, it's just a game. I see my friends in real life.
And I have experienced playing with other players online in COH, and DDO.
I didn't like it.
It mostly really slowed the game down. Tons of frustrating waiting around. Lag inside missions, Angry people yelling at each other for the way they play and God help you if you actually messed something up, like not being able to keep up with the guy they told you to follow.
Plus a lot of the time I'm not playing missions I'm interested in, and even if I am, I can't take time to read the details. (Did I mention that I'm a slow reader, and I can't type and play at the same time, because I have to look at the keys to type? No I probably didn't) also, it's embarrassing because I'm somewhat dyslexic and chat windows don't have spell checkers. It just sucks and I'm not going to subject myself to that anymore while trying to play a game and have fun.
It's like saying I'm going to the museum but to make it interesting I have to take this pack of squirrels, on really long leashes. Oh and these are magic squirrels. Sometimes they turn into bears unexpectedly.
So now the only time I ever team up is when playing missions that are impossible to solo. And I hate those missions.

Play experience will always vary with whoever you interact with. You point out a lot of the bad times but there had to be some good times you teamed too.

But I'm not trying to force you to like teaming. Personally I didn't care if I did or not, I tended to ignore blind invites and only joined when I could get something out of the ordeal. One aspect I often looked to was inspiration. I was a person who would read character bios examine costumes and customizations. It wasn't rare to find dumb joke characters that weren't worth the time to examine but sometimes I ran into pretty good ones that might inspire me to make or change one of my characters or they might have a combo of powers that, when seen in action, makes me want to try something I wouldn't have otherwise tried.

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Empyrean wrote:
Empyrean wrote:

Leo_G wrote:
Well hopefully you'll understand other's perspectives as well as how to provide objective feedback, or at the least recognize when you're bias. Subjectiveness and nostalgia have their place and it's up to us to know where those boundaries are.

After I read and considered your post and said that it helped me understand and changed my views, you said that you hope I will understand other's perspectives.
Then you clearly insinuate that I'm biased, subjective, and nostalgic and that I'm unaware of where the boundaries between biased and objective lie and so need to learn how to give objective feedback.
Which of course assumes that what you stated is unbiased, objective, and not influenced by sentiments such as nostalgia. Basically, that you are right.
But since we are all, as humans, unavoidably somewhat biased, subjective, and influenced by sentiment--which of the two of us is it who doesn't know where the boundary lies?

You can view it however you want. It just really struck me broadside that you couldn't recognize a unanimously agreed upon flaw (I mean practically everyone agreed that CoH was repetitive, it was pretty much the main flaw, gameplay-wise) then go on to explain why you don't see that as a flaw. I'm not some jaded player who secretly hated coh. I'd have never left if I wasn't forced to leave. Still not going to sugar coat it's issues.

As far as nostalgia goes, the more I read of this forum, the more nostalgia naturally pops up, but in a feedback thread, I get the impression that useful feedback is too rare because of nostalgia (yeah I said it, most posters don't leave good criticism) and if these forms are meant for nostalgia and the devs no longer want feedback, we'll. . . I'll just say that's probably a bad decision.

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Leo_G wrote:
Leo_G wrote:

Empyrean wrote:
Leo_G wrote:
Well hopefully you'll understand other's perspectives as well as how to provide objective feedback, or at the least recognize when you're bias. Subjectiveness and nostalgia have their place and it's up to us to know where those boundaries are.

After I read and considered your post and said that it helped me understand and changed my views, you said that you hope I will understand other's perspectives.
Then you clearly insinuate that I'm biased, subjective, and nostalgic and that I'm unaware of where the boundaries between biased and objective lie and so need to learn how to give objective feedback.
Which of course assumes that what you stated is unbiased, objective, and not influenced by sentiments such as nostalgia. Basically, that you are right.
But since we are all, as humans, unavoidably somewhat biased, subjective, and influenced by sentiment--which of the two of us is it who doesn't know where the boundary lies?

You can view it however you want. It just really struck me broadside that you couldn't recognize a unanimously agreed upon flaw (I mean practically everyone agreed that CoH was repetitive, it was pretty much the main flaw, gameplay-wise) then go on to explain why you don't see that as a flaw. I'm not some jaded player who secretly hated coh. I'd have never left if I wasn't forced to leave. Still not going to sugar coat it's issues.
As far as nostalgia goes, the more I read of this forum, the more nostalgia naturally pops up, but in a feedback thread, I get the impression that useful feedback is too rare because of nostalgia (yeah I said it, most posters don't leave good criticism) and if these forms are meant for nostalgia and the devs no longer want feedback, we'll. . . I'll just say that's probably a bad decision.

Well, fair enough,I suppose. Of course I can view it however I want and you can view it however you want--and of course we will. But you were clearly dismissive of my views, in a more than slightly patronizing way.

What you are calling nostalgia and sugar-coating I consider describing my personal experience of not having really noticed repetitiveness in the game, and your post made me realize this was because I just really enjoyed the actual playing of the game.

I don't remember taking any dismissive stance towards your assertion that repetitiveness was the generally agreed upon main flaw of the game. I just said it didn't bother me personally.

I think what really happens is my comments rubbed you the wrong way unintentionally and you rubbed back a bit.

So let's just stop rubbing :P.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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"It mostly really slowed the

"It mostly really slowed the game down. Tons of frustrating waiting around. Lag inside missions, Angry people yelling at each other for the way they play and God help you if you actually messed something up, like not being able to keep up with the guy they told you to follow."

While I can empathize with this to an extent, mostly from playing WoW, I disagree with this wholeheartedly. I found the leveling with 8 member teams to be much more efficient and faster than soloing. Also playing the content was a lot more fun with more people. Towards the end of CoH the waiting around was almost non-existent. Especially with Team Teleport Temp Powers. The only Lag I ever experienced was doing the ITF and running up the hill, otherwise I never saw any. I also rarely experienced any discrimination on CoH because of not having the right powers or playing a specific way, unlike WoW where it is a requirement. Sounds like you had VERY bad luck when it came to game play while playing CoH.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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The repetitiveness of CoH was

The repetitiveness of CoH was fun. The repetitiveness of other games is not. I think that boils down to how quickly the missions can be completed and how difficult they are. If it doesn't take a lot of time to finish and isn't extremely difficult, most people will not realize just how repetitious it really is. It's kind of like music in a store you work at, after a while you just tend to kind of tune it out and just go about doing your job not focusing on the same songs being played over and over again. If the missions are long and tedious then one tends to notice how painfully repetitious it is.

There is nothing wrong with being Nostalgic with CoH. CoH did MANY things right that other MMO's have NOT. In trying to keep true to CoH, we are attempting to help recreate this "Perfect" game we once had. Now I know it wasn't exactly "Perfect", but it was VERY close. Yes there are things that can be improved upon now that we have different hardware and software at our disposal, but there is nothing wrong with trying to keep it as close as we can to a game that we all loved very much and miss playing. Also CoT is being designed by players of CoH, naturally there will be some tendencies to try to emulate CoH. After all, they were players that didn't want to see their game shut down so it only seems logical to try to recreate that game as much as possible within the limits given.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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oOStaticOo wrote:
oOStaticOo wrote:

Towards the end of CoH the waiting around was almost non-existent. Especially with Team Teleport Temp Powers. The only Lag I ever experienced was doing the ITF and running up the hill, otherwise I never saw any.

Are you kidding me? Toward the end is when they started introducing those giant teams, with like 6 subteams. (can't remember what they were called) I tried that crap one time and that was enough for me to swear it off forever.
The waiting around for everyone to get ready and get briefed on what we were going to do was for freaking ever.
Then once it started, it was total freeking chaos. with so many special effects on the screen at once I was blind.

Even with a regular group, it wasn't always just getting everyone together, It was also people inviting their friends who were still in some other mission, or doing something else and making us wait around while they finished it. Sometimes we'd even be waiting forever on someone who was just AFK and we didn't even know, for sure, if they were going to join us when they got back. Then there were people who decided the group needed a particular type of character on the team so someone had to log off and switch to an alt who was the right class.

As for lag. I saw it every time I passed through Atlas park. I also remember having to leave the area around the Rikti Mother ship whenever there were enough people there to try to attack it, and having to leave the area of Rikti attacks because the lag would get so bad.

Leo_G wrote:

.
A bunch of crap that I wont bother responding to apparently he has a powerful desire to argue but nothing to say.

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oOStaticOo wrote:
oOStaticOo wrote:

The repetitiveness of CoH was fun. The repetitiveness of other games is not. I think that boils down to how quickly the missions can be completed and how difficult they are. If it doesn't take a lot of time to finish and isn't extremely difficult, most people will not realize just how repetitious it really is. It's kind of like music in a store you work at, after a while you just tend to kind of tune it out and just go about doing your job not focusing on the same songs being played over and over again. If the missions are long and tedious then one tends to notice how painfully repetitious it is.
There is nothing wrong with being Nostalgic with CoH. CoH did MANY things right that other MMO's have NOT. In trying to keep true to CoH, we are attempting to help recreate this "Perfect" game we once had. Now I know it wasn't exactly "Perfect", but it was VERY close. Yes there are things that can be improved upon now that we have different hardware and software at our disposal, but there is nothing wrong with trying to keep it as close as we can to a game that we all loved very much and miss playing. Also CoT is being designed by players of CoH, naturally there will be some tendencies to try to emulate CoH. After all, they were players that didn't want to see their game shut down so it only seems logical to try to recreate that game as much as possible within the limits given.

I didn't say nostalgia was bad, but when you're trying to give feedback and improving off of what once was, it can cloud your perception. Like you throw around praise like it being almost perfect. You don't bother with objective points of view like the poor story telling tactics. And because that, you don't think on how to improve the clue/arc overview system coh had. You say coh wasn't repetitive, let's just gloss over those taskforces that literally had repeat missions right after each other or the mission structure that spawned it and all the people that complained about it. And because that, you don't look to gain a better game, just a mediocre copy. But hey, as long as it has Supreme customization, you don't even have to play the game to enjoy it.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

oOStaticOo wrote:
Towards the end of CoH the waiting around was almost non-existent. Especially with Team Teleport Temp Powers. The only Lag I ever experienced was doing the ITF and running up the hill, otherwise I never saw any.

Are you kidding me? Toward the end is when they started introducing those giant teams, with like 6 subteams. (can't remember what they were called) I tried that crap one time and that was enough for me to swear it off forever.
The waiting around for everyone to get ready and get briefed on what we were going to do was for freaking ever.
Then once it started, it was total freeking chaos. with so many special effects on the screen at once I was blind.
Even with a regular group, it wasn't always just getting everyone together, It was also people inviting their friends who were still in some other mission, or doing something else and making us wait around while they finished it. Sometimes we'd even be waiting forever on someone who was just AFK and we didn't even know, for sure, if they were going to join us when they got back. Then there were people who decided the group needed a particular type of character on the team so someone had to log off and switch to an alt who was the right class.
As for lag. I saw it every time I passed through Atlas park. I also remember having to leave the area around the Rikti Mother ship whenever there were enough people there to try to attack it, and having to leave the area of Rikti attacks because the lag would get so bad.
Leo_G wrote:
.
A bunch of crap that I wont bother responding to apparently he has a powerful desire to argue but nothing to say.

Incarnate Trials. Okay, yes, some of those were pretty bad about getting people together on and also with the lag. I'll admit that. I was talking about the regular game though, as Incarnate stuff was for people who only subscribed.

Again, you had some BAD people you teamed with. I am sorry that those people ruined you on team play. It really is quite fun if you have the right people to play with.

If you saw a lot of lag everywhere, then I wonder what your computer was like at that time. If it wasn't running some of the top of the line hardware then I can see how that might affect you and be an issue. I know not everybody can afford to buy the top of the line computer systems when games come out, which is why I wish designers would try to keep that in mind when programming so as to not cause those people those issues.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Leo_G wrote:
.
A bunch of crap that I wont bother responding to apparently he has a powerful desire to argue but nothing to say.

So let me get this straight, you've got the aptitude to create PnP games comics for your characters yet you can't see why certain aspects of the game exists or how you could make creative changes to play along others? Are you being intentionally exclusive because you feel you're better than others or do you literally just dislike people?

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Leo_G wrote:
Leo_G wrote:

oOStaticOo wrote:
The repetitiveness of CoH was fun. The repetitiveness of other games is not. I think that boils down to how quickly the missions can be completed and how difficult they are. If it doesn't take a lot of time to finish and isn't extremely difficult, most people will not realize just how repetitious it really is. It's kind of like music in a store you work at, after a while you just tend to kind of tune it out and just go about doing your job not focusing on the same songs being played over and over again. If the missions are long and tedious then one tends to notice how painfully repetitious it is.
There is nothing wrong with being Nostalgic with CoH. CoH did MANY things right that other MMO's have NOT. In trying to keep true to CoH, we are attempting to help recreate this "Perfect" game we once had. Now I know it wasn't exactly "Perfect", but it was VERY close. Yes there are things that can be improved upon now that we have different hardware and software at our disposal, but there is nothing wrong with trying to keep it as close as we can to a game that we all loved very much and miss playing. Also CoT is being designed by players of CoH, naturally there will be some tendencies to try to emulate CoH. After all, they were players that didn't want to see their game shut down so it only seems logical to try to recreate that game as much as possible within the limits given.

I didn't say nostalgia was bad, but when you're trying to give feedback and improving off of what once was, it can cloud your perception. Like you throw around praise like it being almost perfect. You don't bother with objective points of view like the poor story telling tactics. And because that, you don't think on how to improve the clue/arc overview system coh had. You say coh wasn't repetitive, let's just gloss over those taskforces that literally had repeat missions right after each other or the mission structure that spawned it and all the people that complained about it. And because that, you don't look to gain a better game, just a mediocre copy. But hey, as long as it has Supreme customization, you don't even have to play the game to enjoy it.

I never said CoH wasn't repetitive. I said the repetition was more fun than other MMO's. I also said it was "Perfect", but not "Perfect". It offered more things that made it more fun than the other MMO's out there. So basically copy a lot of the things CoH did RIGHT and learn what NOT to do from the other MMO's. As far as you assuming that I can't offer any improvements because you think my judgment is clouded by my bias, you are wrong. I know there were some things wrong with CoH, and I know that there were things that were restricting CoH because of the software and hardware we had at the time. That doesn't mean I can't recognize that newer stuff is available for us to make improvements upon.

I think you need to stop putting words in people's mouths when you make statements like, I don't look to gain a better game, just a mediocre copy. You are wrong. I do want a better game. I just also want it to be as close to CoH as we can make it because it did a lot of things right. Super Side Kicking, Customization, Non Holy Trinity, Community, etc.

I'm not sure who peed in your Post Toasties this morning, but damn man chill out.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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oOStaticOo wrote:
oOStaticOo wrote:

Leo_G wrote:
oOStaticOo wrote:
The repetitiveness of CoH was fun. The repetitiveness of other games is not. I think that boils down to how quickly the missions can be completed and how difficult they are. If it doesn't take a lot of time to finish and isn't extremely difficult, most people will not realize just how repetitious it really is. It's kind of like music in a store you work at, after a while you just tend to kind of tune it out and just go about doing your job not focusing on the same songs being played over and over again. If the missions are long and tedious then one tends to notice how painfully repetitious it is.
There is nothing wrong with being Nostalgic with CoH. CoH did MANY things right that other MMO's have NOT. In trying to keep true to CoH, we are attempting to help recreate this "Perfect" game we once had. Now I know it wasn't exactly "Perfect", but it was VERY close. Yes there are things that can be improved upon now that we have different hardware and software at our disposal, but there is nothing wrong with trying to keep it as close as we can to a game that we all loved very much and miss playing. Also CoT is being designed by players of CoH, naturally there will be some tendencies to try to emulate CoH. After all, they were players that didn't want to see their game shut down so it only seems logical to try to recreate that game as much as possible within the limits given.

I didn't say nostalgia was bad, but when you're trying to give feedback and improving off of what once was, it can cloud your perception. Like you throw around praise like it being almost perfect. You don't bother with objective points of view like the poor story telling tactics. And because that, you don't think on how to improve the clue/arc overview system coh had. You say coh wasn't repetitive, let's just gloss over those taskforces that literally had repeat missions right after each other or the mission structure that spawned it and all the people that complained about it. And because that, you don't look to gain a better game, just a mediocre copy. But hey, as long as it has Supreme customization, you don't even have to play the game to enjoy it.

I never said CoH wasn't repetitive. I said the repetition was more fun than other MMO's. I also said it was "Perfect", but not "Perfect". It offered more things that made it more fun than the other MMO's out there. So basically copy a lot of the things CoH did RIGHT and learn what NOT to do from the other MMO's. As far as you assuming that I can't offer any improvements because you think my judgment is clouded by my bias, you are wrong. I know there were some things wrong with CoH, and I know that there were things that were restricting CoH because of the software and hardware we had at the time. That doesn't mean I can't recognize that newer stuff is available for us to make improvements upon.
I think you need to stop putting words in people's mouths when you make statements like, I don't look to gain a better game, just a mediocre copy. You are wrong. I do want a better game. I just also want it to be as close to CoH as we can make it because it did a lot of things right. Super Side Kicking, Customization, Non Holy Trinity, Community, etc.
I'm not sure who peed in your Post Toasties this morning, but damn man chill out.

Well don't tell someone not to put words in your mouth then turn around and do the very same thing.

And if you can keep it real and put out good criticism, then do so and you won't need people like me sounding like a Dour Danny. I was nearly floored when I was reading the music thread and people were praising coh music. Sure, coh didn't have bad music, but it was far from great and very limited. Luckily, people keep their reminiscing in check and hope for some dedicated composers.

As for whether the repetitiveness was 'fun', again, that's subjective. Heck, I easily ignored the repetitiveness of the mission structure too in various ways. That doesn't mean the repetitiveness was fun nor is it making the assumption that other casual or hard core players that aren't me will also feel or do the same as me. Which is why I spoke out about that in the first place. If someone doesn't, it's less likely that wheel will get the grease it needs.

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oOStaticOo wrote:
oOStaticOo wrote:

I'm not sure who peed in your Post Toasties this morning, but damn man chill out.

You No like Mini Cakes? Mmmmmmmmm.

[img]http://g.fastcompany.net/multisite_files/cocreate/imagecache/slideshow_small/slideshow/2012/12/1682097-slide-slide-3-urinal-cakes.jpg[/img]

Soooooo Tasty! :D

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"Well don't tell someone not

"Well don't tell someone not to put words in your mouth then turn around and do the very same thing."

LOL, ooooooooookay..........

U mad brah?

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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Leo_G wrote:
Leo_G wrote:

TheMightyPaladin wrote:
Leo_G wrote:
.
A bunch of crap that I wont bother responding to apparently he has a powerful desire to argue but nothing to say.

So let me get this straight, you've got the aptitude to create PnP games comics for your characters yet you can't see why certain aspects of the game exists or how you could make creative changes to play along others? Are you being intentionally exclusive because you feel you're better than others or do you literally just dislike people?

Leo_G seems to have a serious problem with putting words into other people's mouths.
The reason I didn't respond to what you said before was because you clearly weren't trying to understand my position and were making unreasonable suggestions.

Let me try make my position clearer to you.
Between down to earth heroes and cosmic heroes there is a great and impassible gulf.
This gulf can never ever be crossed by any character That I Play.
Down to earth heroes do not become cosmic and cosmic heroes don't start out as mere mortals
I'm not willing under any circumstances to play a character who starts out as a down to earth hero then becomes a cosmic hero. Such a concept is not just alien to me but offensive to me.
Mortals who aspire to godhood are cast down to Hell, No other outcome is possible.
So.....

1) If I want to play a cosmic hero, starting at first level is wasting my time because he wont be who he's supposed to be till like 15th level or so and anything I do up to then is just an extended character creation process.

2) Down to earth heroes stop making sense when they gain powers that go beyond their concept.
I'm not just talking about skills heroes like Batman but even really powerful heroes like Spiderman.
So at some point they need to stop leveling to avoid becoming ridiculous.

I understand that not everyone sees things that way, and that's cool.
I haven't asked for anything that would effect the way other people play.
I just want to be able to play my characters the way I want to.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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oOStaticOo wrote:
oOStaticOo wrote:

"Well don't tell someone not to put words in your mouth then turn around and do the very same thing."
LOL, ooooooooookay..........
U mad brah?

Not even close. If anything, I was attempting to help you not be a hypocrite.

TheMightyPaladin wrote:

Leo_G seems to have a serious problem with putting words into other people's mouths.
The reason I didn't respond to what you said before was because you clearly weren't trying to understand my position and were making unreasonable suggestions.

Right, because we already spent the last 100 posts talking about TheMightyPaladin's perspective. I was attempting to speak from my perspective so that other's reasonings might seem less foreign to you.

TheMightyPaladin wrote:

Let me try make my position clearer to you.
Between down to earth heroes and cosmic heroes there is a great and impassible gulf.
This gulf can never ever be crossed by any character That I Play.
Down to earth heroes do not become cosmic and cosmic heroes don't start out as mere mortals
I'm not willing under any circumstances to play a character who starts out as a down to earth hero then becomes a cosmic hero. Such a concept is not just alien to me but offensive to me.
Mortals who aspire to godhood are cast down to Hell, No other outcome is possible.
So.....
1) If I want to play a cosmic hero, starting at first level is wasting my time because he wont be who he's supposed to be till like 15th level or so and anything I do up to then is just an extended character creation process.
2) Down to earth heroes stop making sense when they gain powers that go beyond their concept.
I'm not just talking about skills heroes like Batman but even really powerful heroes like Spiderman.
So at some point they need to stop leveling to avoid becoming ridiculous.
I understand that not everyone sees things that way, and that's cool.
I haven't asked for anything that would effect the way other people play.
I just want to be able to play my characters the way I want to.

What concept I'm trying to convey is your prospect of cosmic and down to earth heroes divorces the most important part of the story: The Story. Levels aren't just an overall power level but also an indicator of where your character has progressed in the story. Just because a character is level 1 doesn't mean they are weak, just that the story has yet to be told and as the story unfolds, the stakes get higher. High stakes aren't limited to cosmic types but a literary tool to make the narrative more exciting as it comes to progressive climaxes.

Which is why I agreed with your idea for varied types of story Arcs. You can have a level 50 down to earth story just like you can have a level 10 cosmic story. What would ultimately make a cosmic hero cosmic is the types of powers you give them, the types of obstacles you face them against and the back story you give them.

Ps: you may find certain concepts as offensive but you're not the only person that can be offended. Imo, your concept of down to earth heroes is offensive to me as level restricts powers and enhancements. You think it's daft for a hero like Spiderman to reach max level of power but I find it daft that anyone in the marvel universe would be more capable with Web shooting and Web slinging fighting styles than THE iconic man that can do everything a spider can. How does one reach the maxim of Web use? By getting the bees Web powers available in the game, of course. How does one attain those? Yeah, and if I just so happen to want to create a cosmic man Spider hero with cosmic webs, I just make one and pit him against such foes.

The boundary of offensive and being offended then lies on us in how we handle our concepts. What I'm trying to do is put my view down. You can either ignore my concept and keep doing your thing or you can think of ways to play along with others. Either are perfectly valid.

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Your view seems to be based

Your view seems to be based on some abstract and arbitrary view of what levels can mean.
Mine is based on my experience of what levels actually have meant in games I've actually played.
In COH for example there came a point where we gained "ancillary/epic pool powers" That were not increasing the character's ability in his existing power set but tacking on crap that didn't make any sense. Then came the incarnate garbage.

What you described, well, I haven't seen it in practice at all.

This of course brings us back to one of the main problems with using levels in the game at all: It changes the focus of the game from the adventures to the rewards. The game becomes all about gaining power not being heroic. and that sucks.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Quote:
Quote:

In COH for example there came a point where we gained "ancillary/epic pool powers" That were not increasing the character's ability in his existing power set but tacking on crap that didn't make any sense. Then came the incarnate garbage.

But this is not what CoH had....the ancillary/epic were all optional. You could reach max level, have any character concept and play any content (baring incarnate) without taking those powers.
Incarnate powers were a reward for participating in a storyline (granted it was a thin and weak story).
Both epic and incarnate were optional. To me that seems like it would fit in your idea of playing the character you want at any level and your dislike of levels and game progression is a biased and personal view...if I am wrong please explain why.

Quote:

What you described, well, I haven't seen it in practice at all..

Didn't the TV missions include a bunch where you helped the poor of the rouge isles....without fighting any 'Cosmic" foes?
But what about the lost-rikti story. A pefect example of a street story turning into a cosmic one.
How about the carnies....they had a very street feel to the storylines but they were not exactly common thugs.
You also faced the family all the way to level 50 ....a mobster inspired group which just reeks of street storylines.
How do these fit in your idea of street and cosmic?

Quote:

This of course brings us back to one of the main problems with using levels in the game at all: It changes the focus of the game from the adventures to the rewards. The game becomes all about gaining power not being heroic. and that sucks.

CoH had two storylines that affected a characters powers (not including the respecs).... the vill side ancillary arc and the incarnate story...both of which were optional and were hardly the focus of the game.

I honestly do not understand your arguments.

You say content is secondary to characters...then say that adventures take a back seat to rewards in a level based system.

Is adventure not part of the content and rewards not part of the character?
as in...
My adventure was fighting the mob boss and now my character has a ray gun as a reward.

It just seems to me that you want to start the game with a static character and anything short of that is a waste of your time (your words). This isn't that type of game... and in my opinion should not be.

Before you ask...it hurts the games longevity....

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The Ancillary/epic powers

The Ancillary/epic powers didn't seem optional, because by the time you were getting them you almost certainly had every legitimate power in your set, already. And my 50th level toons already had those abilities before the option of turning off XP became available, (I just tried not to use them but when you run into a mob of 50th level bad guys holding back isn't an option, more on that later) and while Some rewards are part of the character. Rewards that totally change who and what he is are something else entirely.
True the incarnate stuff was totally optional. which it should've been.
The fact is my side already won that part of the argument, It's not being able to start my cosmic toons at higher levels that still erks me.

and as for normal mobs like the family all the way to level 50. That strains my ability to suspend disbelief.
Spider-man doesn't fight giant mobs of superpowered thugs, he fights supervillains that are a match for him and ordinary thugs he can one shot but who present a special kind of challenge because they can annoy and delay him, threaten civilians or do non combat stuff, like lure him into a trap, possibly get away, and tell the boss something or push the red button.

High level mobs the size of small armies are cool and all but when every member of the mob is a legitimate threat to a 50th level superhero because he has a billion health, not only does it not make sense but it makes the fights take freeking forever and it becomes tedious and boring.

Finally now we get back to a ridiculous example I cited early on: In champions Online, I fought off an alien invasion then battled my way across a radioactive desert full of mutants and supervillains, only to return to my home and find that I couldn't handle ordinary street thugs. I was assured that this was a problem of bad story telling, but the same thing could happen in COH and I expect to see it in this game too.
A hero who fought off several rikti invasions, battled his way through monster filled sewers and across insane uberviolent hazard zones and possibly helped battle several supervillains and giant monsters, might find that he can't handle a bunch of ordinary thugs, If the "ordinary thugs" are the COH version of the Family.
That means a "cosmic hero also couldn't handle these ordinary mobs.
Can you imagine the Silver Surfer going up against the Kingpin and getting his ass handed to him by the Kingpins thugs before he even reached Kingpin?! Not even one of the Kingpin's superpowered henchmen like the Answer (anyone remember him?) but just a bunch of palookas!

OK this problem I admit isn't inherit in levels it really is a problem of bad story telling and we should watch out for it. DO NOT have mobs of 50th level thugs. Instead, find other ways for ordinary thugs to be a challenge. Create more unique villains to fight at high levels like the green goblin, sandman and well most of the villains in every freeking comic book universe. Then give those villains some much less powerful goons, probably equipped with weapons that give them weaker versions of their master's powers. and have the villain be the center of some evil plot.
The clue system the devs want to use gives a perfect way to have this work. Let the main villain's henchmen be fought on the street, and when you beat them you learn that they were doing something to advance the villain's scheme and then you get into the adventure.

Mind you a 50th level mob could make sense durring a cosmic event like an alien invasion but they shouldn't normally be just hanging out in the streets.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Consider that Batman is a

Consider that Batman is a "down to Earth" hero, in the sense that he is mortal and his powers are something anybody could [i]technically[/i] attain...if they dedicated themselves correctly and could marshal the resources. Batman has taken on Darkseid successfully (albeit not easily and not with anything approaching a GOOD chance to win...and has died fighting him, as well, in other stories). He's also faced off with Brainiac and other cosmic-level threats. They're not his standard, but he does do it and succeed at it. It's one of the things that makes him so awe-inspiring to other superheroes, some of whom are more powerful in a technical sense and yet have less impressive track records.

Superman, meanwhile, is definitely a cosmic-level hero. Yet he still has a lot of "street-level" adventures. They tend to center less around personal danger and limitations, and more around ways that his moral code is used as a shield by unscrupulous bad guys, or around bad guys who get by with obfuscation of who they are, but they also happen.

So there's not necessarily this divide.

That said, if you have particular kinds of stories you want to see your characters in, that's more a matter of choosing what leads to follow, what missions to take.

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Segev wrote:
Segev wrote:

Consider that Batman is a "down to Earth" hero, in the sense that he is mortal and his powers are something anybody could technically attain...if they dedicated themselves correctly and could marshal the resources. Batman has taken on Darkseid successfully (albeit not easily and not with anything approaching a GOOD chance to win...and has died fighting him, as well, in other stories). He's also faced off with Brainiac and other cosmic-level threats. They're not his standard, but he does do it and succeed at it. It's one of the things that makes him so awe-inspiring to other superheroes, some of whom are more powerful in a technical sense and yet have less impressive track records.
Superman, meanwhile, is definitely a cosmic-level hero. Yet he still has a lot of "street-level" adventures. They tend to center less around personal danger and limitations, and more around ways that his moral code is used as a shield by unscrupulous bad guys, or around bad guys who get by with obfuscation of who they are, but they also happen.
So there's not necessarily this divide.
That said, if you have particular kinds of stories you want to see your characters in, that's more a matter of choosing what leads to follow, what missions to take.

+1 for two reasons

1) it makes me happy that the people involved with this game have such a good grounding in Superhero comic-book lore

2) as Sergev showed, this divide between cosmic and street in comic books does somewhat exist, but it's a gray area with many intermediate levels and exceptions

A hard, clean divide that is hardwired into the game really doesn't fit the actual comic book lore itself. It should at most be an optional system, and probably just handled by the individual player's internal story and choices.

TheMightyPaladin wrote:

Finally now we get back to a ridiculous example I cited early on: In champions Online, I fought off an alien invasion then battled my way across a radioactive desert full of mutants and supervillains, only to return to my home and find that I couldn't handle ordinary street thugs. I was assured that this was a problem of bad story telling, but the same thing could happen in COH and I expect to see it in this game too.
A hero who fought off several rikti invasions, battled his way through monster filled sewers and across insane uberviolent hazard zones and possibly helped battle several supervillains and giant monsters, might find that he can't handle a bunch of ordinary thugs, If the "ordinary thugs" are the COH version of the Family.
That means a "cosmic hero also couldn't handle these ordinary mobs.
Can you imagine the Silver Surfer going up against the Kingpin and getting his ass handed to him by the Kingpins thugs before he even reached Kingpin?! Not even one of the Kingpin's superpowered henchmen like the Answer (anyone remember him?) but just a bunch of palookas!
OK this problem I admit isn't inherit in levels it really is a problem of bad story telling and we should watch out for it. DO NOT have mobs of 50th level thugs. Instead, find other ways for ordinary thugs to be a challenge. Create more unique villains to fight at high levels like the green goblin, sandman and well most of the villains in every freeking comic book universe. Then give those villains some much less powerful goons, probably equipped with weapons that give them weaker versions of their master's powers. and have the villain be the center of some evil plot.

I do, however, in a general way agree with this. Please strive for as much internal consistency and logic as to power scale as is possible within the framework of the game.

*Just as a possibly amusing aside: I was talking to a good friend and fellow comic book fan about how inconsistent the quality level of the recent the Superhero movies has been (from on the low end Daredevil and Green Lantern to on the high end The Avengers and many of the Spiderman movies--some of which were on the low end!), and also about some of the logical inconsistencies. Cause, you know, I'm a nerd.

He said--"dude, think about how all-over-the-place and inconsistent actual comics can be! Only about one comic book in ten is actually good and only about one in a hundred is great. And sometimes a Superhero can barely get a cat out of a tree for a kid and then turns around and, oh, I don't know, punches out one of Galactus' Heralds."

He did have a point. The movies and games are generally doing much better than their actual source material.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Finally now we get back to a ridiculous example I cited early on: In champions Online, I fought off an alien invasion then battled my way across a radioactive desert full of mutants and supervillains, only to return to my home and find that I couldn't handle ordinary street thugs.

Maybe someone else can correct me if Im wrong, But...

Champions Online uses some Enemy Auto Balancing algorithm(s) so that every enemy you fight wont be so easy to defeat. (To Prevent One Shot-ing Foes, Even if you are 20+ levels higher than the Enemy :<)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

High level mobs the size of small armies are cool and all but when every member of the mob is a legitimate threat to a 50th level superhero because he has a billion health, not only does it not make sense but it makes the fights take freeking forever and it becomes tedious and boring.
Finally now we get back to a ridiculous example I cited early on: In champions Online, I fought off an alien invasion then battled my way across a radioactive desert full of mutants and supervillains, only to return to my home and find that I couldn't handle ordinary street thugs. I was assured that this was a problem of bad story telling, but the same thing could happen in COH and I expect to see it in this game too.
A hero who fought off several rikti invasions, battled his way through monster filled sewers and across insane uberviolent hazard zones and possibly helped battle several supervillains and giant monsters, might find that he can't handle a bunch of ordinary thugs, If the "ordinary thugs" are the COH version of the Family.
That means a "cosmic hero also couldn't handle these ordinary mobs.
Can you imagine the Silver Surfer going up against the Kingpin and getting his ass handed to him by the Kingpins thugs before he even reached Kingpin?! Not even one of the Kingpin's superpowered henchmen like the Answer (anyone remember him?) but just a bunch of palookas!

This is why I enjoy manga a lot more than comics, granted I can't say it's the comics fault for world inconsistencies but more the publishers attempting to hard-blend all their licenses for better audience coverage.

But anyway, it feels like manga more often creates it's own universe with its own rules, mythos and explains why things work the way they do. And if there are crossovers, they are handled like their own separate world that doesn't directly alter the original world.

Back to your example, you're right, silver surfer wouldn't have trouble with kingpins thugs nor kingpin himself. However, trying to run a parallel with CoH doesn't quite work because paragon isn't marvel. There is lore that explains why there are super powered foes by the dozens that exists on both sides, good and bad. That story point isn't present for marvel so it wouldn't make as much sense for King pin to have so many thugs with super strength and the ability to affect gravity.

I will agree that having an army of powered thugs lining the streets should be toned down and leave those thus with powers as something more special for instances.

But yeah I'm just gonna go down saying that the worlds you're trying to compare do have their differences. The ones that existed for coh had the purpose of explaining why there were so many powered PCs/NPCs.

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Quote:
Quote:

The Ancillary/epic powers didn't seem optional, because by the time you were getting them you almost certainly had every legitimate power in your set, already. And my 50th level toons already had those abilities before the option of turning off XP became available, (I just tried not to use them but when you run into a mob of 50th level bad guys holding back isn't an option, more on that later) and while Some rewards are part of the character. Rewards that totally change who and what he is are something else entirely.
True the incarnate stuff was totally optional. which it should've been. .

Honestly....I can't follow your train of thought. I mean there was no power in the game you had to use....even if it was on your power tray. If you can't suspend disbelief enough to ignore a few of your powers for the sake of your character concept that's deliberately going out of your way to not compromise.

Quote:

The fact is my side already won that part of the argument, It's not being able to start my cosmic toons at higher levels that still erks me..

You didn't win anything...you made up an argument and said don't do what you are already not doing. Here is another example of a made up argument...'Mother nature better not suck by making us breath chlorine.'.

And I am still at a loss as to how many of the arguments you have made will be solved by allowing a player to start a character at a higher level. All this does is allow you to skip content. It does not change the characters progression just his starting point. You will still face high level street thugs beside world shattering foes. My street themed character will have exactly the same chance as your cosmic one of defeating any foe in the game. If all you wanna do is skip content then fine... but it isn't about cosmic or street ...its about not wanting to do low level missions.

Quote:

and as for normal mobs like the family all the way to level 50. That strains my ability to suspend disbelief.
Spider-man doesn't fight giant mobs of superpowered thugs, he fights supervillains that are a match for him and ordinary thugs he can one shot but who present a special kind of challenge because they can annoy and delay him, threaten civilians or do non combat stuff, like lure him into a trap, possibly get away, and tell the boss something or push the red button. .

How does a level 50 family minion suspend belief? It still takes roughly the same time to fight as a level 15 Family minion. If anything it takes a lot less time to fight because you have more tools at your disposal.
Again...using comic books as an argument for how the game should act is not a good idea.
A comic is written by the author and no matter what the reader does will change the outcome. A game is co-written by the devs and the player and the outcome is not predetermined. Most stories you find in comics just cannot be translated to a game setting as they have completely separate rules for telling a story.

But I will assume you meant you want the general feel of a comic and not the actual story. I am fine with having alternate challenges to face in the game. Things like rescue, escort, delay, trap ect ect ect are all good to have and if done with a superhero theme can be fun and unique. But the core of the game should still include a gradual ramping of a players powers and the foes faced. It's this core that will allow new players to enter the game with familiar ground. It's this core that will allow long time players to just spend a few hours goofing around. It's this core that will keep the game sustained.

Quote:

High level mobs the size of small armies are cool and all but when every member of the mob is a legitimate threat to a 50th level superhero because he has a billion health, not only does it not make sense but it makes the fights take freeking forever and it becomes tedious and boring. .

Gross exaggeration. Very few minion class foes in the game were 'legitimate threat'. Even the Luet class foes were seldom a threat. Bosses, elites, AV/Hero or monsters were the big sacks of HP that took a lot longer to fight. But this was true of any level.
I am of course using CoH as the basis of this because CoT is being modeled after it....

Quote:

Finally now we get back to a ridiculous example I cited early on: In champions Online, I fought off an alien invasion then battled my way across a radioactive desert full of mutants and supervillains, only to return to my home and find that I couldn't handle ordinary street thugs. I was assured that this was a problem of bad story telling, but the same thing could happen in COH and I expect to see it in this game too.
A hero who fought off several rikti invasions, battled his way through monster filled sewers and across insane uberviolent hazard zones and possibly helped battle several supervillains and giant monsters, might find that he can't handle a bunch of ordinary thugs, If the "ordinary thugs" are the COH version of the Family..

Did you HAVE to do those missions. Did the game physically put you in those areas and send those foes at you.
I will agree that CO was not the best when it came to foe balancing and tended to use the idea that 'more foe hp means more foes challenge'. Some of CoH had this as well....and I do agree long drawn out fights are not exactly enjoyable to me. The devs have already said they are not going to do this as much so until I see the game I can only take them at their word.

Quote:

Create more unique villains to fight at high levels like the green goblin, sandman and well most of the villains in every freeking comic book universe. Then give those villains some much less powerful goons, probably equipped with weapons that give them weaker versions of their master's powers. and have the villain be the center of some evil plot. .

This is exactly what CoH and CO did....heck even DCUO did this. Granted many of the stories were fairly limited but that was the basic progression of every story. Whats more CoH had a way to weaken the foes you faced in a mission (and CoT has said they will do the same)...the notoriety system....or mission slider. This way you can have kittens until the main foe if you want.

Quote:

The clue system the devs want to use gives a perfect way to have this work. Let the main villain's henchmen be fought on the street, and when you beat them you learn that they were doing something to advance the villain's scheme and then you get into the adventure..

This is just an alternate way to a mission arc. I love this mind you, but it doesn't introduce anything new to the actual mission arc.

Quote:

Mind you a 50th level mob could make sense durring a cosmic event like an alien invasion but they shouldn't normally be just hanging out in the streets..

So a level 50 character can't do street sweeping? Seriously?

The foes concept is what determines if it is 'street' or 'cosmic' not its level. A level 1 rikti was not a street foe and a level 50 family is not a cosmic one.
This is the exact reason you have foes that have various concepts. So the player can choose what foes he wants to face to fit his personal story and still progress all the way through the levels.
The reason why these foes groups are balanced against one another is game mechanics. To offer an equal challenge to any player character concept without having to have separate games.

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The first thing we need to

The first thing we need to remember is that everyone who buys the game is entitled to play how they like as long as they're not disrupting other players. If one person wants to play only solo even to the point of playing offline (if that's possible) then that's up to them. Their doing so might be considered a waste by others but hey, they paid their fee the same as the rest of us. However the first time they pop in with cries of 'Not enough content' our reply will likely be 'Try playing the other 3/4ths of the game.'

Common versus Cosmic characters: This conversation, seated in the comic book realm, has NO place in a game setting. Those stories are scripted by writers with the outcomes already planned out. Unless you expect to play a scripted scene in an MMO you're out of luck. There is no way to accurately predict what will happen and anyone who expects otherwise will be disappointed. The same can be said of character concept. The game HAS to be designed with the broadest possible player base or it's doomed to fail. If only 20% of those players want cosmic characters guess where most of the content will be? There HAS to be a certain level of flexibility on the part of the players or again they're going to be very disappointed. By the way, cosmic level characters fighting only cosmic level foes is very boring. How many regular comic lines out there right now have such story lines? Superman stops common crimes all the time. Dr Strange does not. Who gets more pages printed per month? Not Dr Strange I can tell you that.

Repetitiveness: Yes, I agree with you here. My burning desire all through COH's history was one new map every time they had a new update. An office building, a warehouse, whatever. Static maps are among the least time-consuming things you can add to a game and yet we saw only a handful in 8 years. New missions was another issue. How many times can Dr Evil steal the oxygen-destroyer (and WHY would anyone build such a thing anyway)? However you again have to realize that there are a finite number of ways you can run the equation. You have X number of maps, Y number of missions and Z number of enemies. Even if you don't limit some of the combinations (to avoid the Fishmen fighting you in the Desert) you have a limited number of things to do. Interacting with others is one way to keep things fresh. Alts is another. I'm hoping the new Alignment system will also add some interesting wrinkles to the game. The players STILL have to maintain some suspension of disbelief. Otherwise a game like this simply isn't possible.

On skipping levels and/or content: Players WILL do this anyway but I see no reason to enable or encourage it. This is similar to the Total Respec thread we had running for a long time. Replayability is the lifeblood of an MMO since there is no other way to generate content as fast as a player can chew through it. Allowing players to start characters at any level higher than 5 (an estimated point at the end of the tutorial) is a bad idea IMHO. Say a player like Paladin won't be playing his street-level toons past 25 or so. How long before he plays through every combination to that point? Once he has then he's done and on to another game. Plus, skipping lower level content in any way means new players in for the first time might be looking at a ghost town instead of a lively city. This is NOT a good first impression.

I have no problem with others playing the game however they want as long as their play style doesn't interfere with mine or is not bad for the game in some way. If it's bad for the game than I say no.

I remember when Star Wars was cool...a long, long time ago...

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Poor Darth Fez
By the way, we could easily have cosmic heroes and street fighters in the game by providing different content and directing them toward it according to the paths they choose. A cosmic toon might get more power to start and find himself in a different starting place with different contacts and missions being offered. They would seldom encounter each other but that makes sense.

So, what you're really after isn't one game. What you're really looking for is a dozen different games with a single character creation screen. While this is an interesting idea, it's not a part of what makes MMORPGs "massively multiplayer".

The whole point of a MMORPG instead of a simple console game is the immersion of a diverse playerbase into a single unified virtual world. In order to achieve this, any MMORPG must have these things:

1. Adequate content to cover a diversity of playstyles
2. Communication tools allowing diverse players to conveniently play together (along with tools to allow them to ignore one another)
3. Some method to recognize experienced players and reward those individuals who have supported the game financially
4. Enough content to satisfy both new players and players who have been around for years

These are not options. In order for the game to succeed in a global market with players from many different countries, cultures, social standing, and economic standing, it must have all four of these assumptions written into the core system design. Anyone who desires to make a MMORPG must provide real-world functionality that answers all four needs. Any game that does not answer these four needs is NOT a MMORPG. It is an entirely different kind of game.

Player character progression, either through character levels or skill levels, is fundamental to the necessity of answering all four needs. Unless one is building something like Second Life, which is not really a MMORPG at all, there must be some form of player character progression. Without it, you will not be able to attract enough players to pay for the server and bandwidth, not to mention employee salaries.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Another thing to remember is that most players wont give a fig about game lore. They'll bring their own characters, probably characters they've played before in other games, and they'll have their own background stories. They might be playing This game because it lets them see their hero in action on the screen, but in their heads their playing in the same world their hero comes from.

Not true. Not even close to being true. Many players work within the Lore of whatever game they are currently playing. A few players bring in concepts from outside the established Lore, but those players are in the minority. If you want to play a D&D character in CoT (and if CoT follows the character creation diversity of CoH), then it will be up to the player to effectively explain why a character from Greyhawk City (or wherever) is now in a completely different fictional universe. Players like myself who keep their character completely immersed in the Lore and assumptions of whatever game they are currently playing will consider a character brought in from some other fictional realm as delusional, insane, and untrustworthy.

However, the safe money bet is that both groups (totally immersive, totally unrelated) are minorities within the much larger playerbase (the mythical "most") that falls somewhere between the two extremes.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

For me and I believe an increasing number of people who play MMOs the social aspect is dead or dieing and we have no interest in reviving it. We don't want to meet strangers online.
We don't want to team up with strangers.
We don't PVP
And if we can't solo we aren't interested. That's why there's so much interest in the offline game.
The 2 things that will keep us interested for a long time are:
1) Lots of character customizing options
2) lots of different content to play.

What you're looking for isn't a MMORPG. And that's okay. No problem whatsoever. However, CoT will be a MMORPG. That's simply reality. If MWM wants to create a standalone version of their game for use on PCs, tablets, smart phones, Nintendo 3DS, or whatever, there are many tools giving them that capability in today's world and perhaps they will eventually do so, perhaps they won't.

It strikes me is that you are assuming your personal opinion magically represents a majority of the potential playerbase. I disagree. There are some players who prefer not to play MMORPGs. There are some players who only play MMORPGs. These are two completely different markets and a game company must decide which market they are trying to compete in.

Myself, for example, after spending three years playing a huge number of different online games, I finally settled in CoH and spent seven of my nine years in the game playing nothing but CoH. I didn't even play card games or board games. When they introduced the Mission Architect, I spent as much time soloing my own missions as I did running casual PuGs or running missions with my SG or VG. I would never assume I represented any kind of majority of players in CoH, let alone a primary market for CoT. However, I'd bet good money that I was not alone in my playstyle.

Your playstyle is perfectly okay. However, there is no reason to assume you represent some kind of majority of potential players. One option you might consider is making your own game. Unity game engine has a free version (as do many others) that would allow you to make a game with an incredibly diverse character creator and several different kinds of gameplay each determined by what kind of character you create. If your game is good enough, you can rent a server easily enough to put it online and see how many other players you can attract.

The other day I came across an interesting proverb:

"In life you can pursue your own dreams or get hired by someone pursuing theirs."

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This is an MMO first. Along

This is an MMO first. Along with its unique genre makes it special too us (Of course not the only reason.) We are not donationing and piping for simply a hero game that allows you to make your own hero. Its more than that but its an MMO first. Whatever your reason for playing, this game is based on the idea and concept that we fight as our own heroes TOGETHER. You can solo and enjoy that. It's not a single player/multiplayer online game. This is an MMO first. If you want a single player game go play that game. I don't go to single player game to play with people.

Levels are part of the structure of the game we lost. They are trying to recreate that feel here. The core of this game is the core spirit/foundation of COX. There will be levels.

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CrownArts wrote:
CrownArts wrote:

Levels are part of the structure of the game we lost. They are trying to recreate that feel here. The core of this game is the core spirit/foundation of COX. There will be levels.

[img]http://i.imgur.com/sFqMQGX.png[/img] ;)

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Greyhawk wrote:
Greyhawk wrote:

TheMightyPaladin wrote:
For me and I believe an increasing number of people who play MMOs the social aspect is dead or dieing and we have no interest in reviving it. We don't want to meet strangers online.
We don't want to team up with strangers.
We don't PVP
And if we can't solo we aren't interested. That's why there's so much interest in the offline game.
The 2 things that will keep us interested for a long time are:
1) Lots of character customizing options
2) lots of different content to play.

What you're looking for isn't a MMORPG. And that's okay. No problem whatsoever. However, CoT will be a MMORPG. That's simply reality.

Pretty much. And while an MMO can be played in a fashion that is similar to single player games, that does not make it one.

I think of it like this. If someone buys a pickup truck and intends to use it to pull a plow to till their fields, it may well be able to do that. Might even manage to do it well. But that does not mean that the pickup truck is a tractor. It has similarities (engine, wheels, etc), but it was not designed to be a tractor and it should not be expected that the company making pickup trucks needs to redesign them to be better tractors.

Brand X
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Those who ask to go levelless

Those who ask to go levelless tend to sound like "I hate leveling." posts. When, all leveling is, is playing the game and if you don't like to play the game, why not just quit it?

Then there's a lot of posts (not saying the OP specifically) who talk about wanting to be as close to CoH as possible, but then want changes.

My thought is, figure out what actually sells, and go with it. If it's levels in the game, put levels.

Maybe even look at FFXIV, their "dailies" for level 50's tend to be things that help lower level players. Want to upgrade that weapon, run FATES in the lower level areas.

Oh, look, get that high level currency by running low level content to help those lower levels looking for teams.

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Jacke wrote:
Jacke wrote:

I would prefer a levelless skill-based system where you improve your skills by using them, just like in the real world.
The game would still need a system to rate how tough a character or an NPC was, though.

see even with that you are still working with levels... if the cap skill is 100 on said skill then that means you have X amount of skills to level up to 100.... either way you can't avoid levels in a game. I have played several games and there are always some time of levels in the game rather it be noticeable or not. unless it is a single player game where your health is your health and there is no increase to it unless you farm the gear to do so. If that were the case then that would mean your gear would still have a level or "item level" rating on it to make you stronger. There is no avoiding the leveling system no matter how you do it.

Zekna, Black Mana Guardian. (sewer power leveler)

Gangrel
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That is taking the definition

That is taking the definition of "levels" to an extreme though.

Yes, it *could* be viewed as levels... but not in the traditional RPG sense.

Pick up a copy of the old school Call of Cthulhu RPG (non D20 version) and tell me how much XP it takes to get to level 2, level 3 or level 4. You can't because it is a "levelless" system.

Yes, you have "levels" if you view percentages as a "level" (ie 10%, 11%, 12%).. but not in the "level 1 character", "level 2 character", "level 3" character.

And the games of Shadowrun, Cyberpunk 2020, Heroes Unlimited, Deadlands, Vampire The Masquerade, Werewolf: The Apocalypse, Trinity, Aberrant... there are a LOT of TableTop RPG's that use the "levelless/skill based" system compared to the original Dungeons And Dragons "level system".

So when people say "levelless" system, they generally refer to the "skill based" advancement system that Ultima Online and games of that ilk (The Elder Scrolls 3 and 4 spring to mind here as well, Fallout game) use compared to the City of Heroes/Everquest/WoW/Neverwinter Nights/Baldurs Gate/Icewind Dale/Diablo games, where skills get better when you level up even if you never used that skill ie My Fire Blast (Blaster Primary) gets stronger because I levelled up even though I spent 100% of the time using Psychic Scream (Blaster Secondary) to kill mobs.

They both have their pros and cons.

Side note: In Fantasy 8 the way in which that game works out what level mobs are is interesting. Square decided to base the difficulty on the *average* level of the party, and it is the abuse of this mechanic that lead to people being able to complete it in 7.5 to 9 (lower times are PC based, other times are Playstation) hours start to finish. In fact, levelling up makes the game harder in areas.

Its worth noting that some people in "skill based/level" progressions style games say that if you don't use skill "often" enough, then it actually degrades/gets harder to advance in. Those GM's though use this as a house rule, although I do believe that SOME systems have it built in as "alternative" rules (trying to remember which one).

Oh, and the argument of "which system is better"? Not just in computer games, but in tabletop groups as well... and it can get heated there as well. Hell, you cannot even say "the "level system" is easier to understand for new players," without there being opposition from some groups...

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Brand X
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Of course we should have

Of course we should have levels. People want a game like CoH. That means levels.

Also, if it wasn't level based and more skill point based, I would wonder why abilities couldn't be pick and choose (ie freeform).

Never saw a problem with levels. Only one it ever really seemed to bother (in my experience) was RPers who wanted to say their level 6 was really powerful and able to take on the max level characters!

Otherwise, if not RPing, then you're just playing the game and unlocking things like all games.

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I remember hearing the level

I remember hearing the level cap was 50 in city of heroes due to the game engine not being able to handle the travel speed at higher levels than 50. This seems like something the devs should be talking about at this point of development.

Three options I can see

Travel powers independent of and unaffected by leveling ( either the lotro buy a horse plan or unmodifiable speeds for travel powers). ... I am personally not a fan of this approach.

Travel powers that grow with character to level cap (the CoH approach). I'm a fan of this only if it doesn't inhibit endgame

Travel powers that have a level cap different than the toons that have them. (Lvl 60 brute running around with lvl 50 super speed) my current favorite if game engine of CoT has limitations similar to CoX

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Brighellac wrote:
Brighellac wrote:

I remember hearing the level cap was 50 in city of heroes due to the game engine not being able to handle the travel speed at higher levels than 50. This seems like something the devs should be talking about at this point of development.

I'm not sure when or where you heard this but it wasn't the case. The travel speeds had a cap. There was a coding issue with improving upon that until one dev figured out a way to work with / fix / bend to his will the code and was able to make powers like Afterburn in the flight pool possible.

The main reason the level cap was not being raised was due to design methodology. The devs purposefully chose to stick with a level cap to avoid the requirements necessary to provide increased level cap such as: build improvement of powers slots, enhancement sockets, and powers to apply, content creation (zones, missions, mobs) designed to work with higher level caps. They made the decision instead to use the incarnate system which gave improved character building, performance, and limited versions of increased levels.

This type of character progression is considered more of a horizontal progression vs additional levels or vertical progression.

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[color=#ff0000]Tech Team. [/color]

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Also one of my favorite ways

Also one of my favorite ways to progress. So much stuff to do at max level.

Puny Heroes.

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Cool. I am thrilled that u

Cool. I am thrilled that u guys have thought about these issues.

Thank you for the quick response

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