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DCUO dev admits that player creations are not a priority of theirs

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Lothic
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Izzy wrote:
Izzy wrote:

A temporary level Boost?

[url=https://paragonwiki.com/wiki/Inspirations#Level_Shifting_Inspiration]Welcome to CoX roughly 2010...[/url]

Izzy wrote:

Like how Disney boosts Cinderella on the night of the Ball, but expires after a time?

I'm not adverse to CoT bringing back the Ultimate Inspiration as a pair of glass slippers or something equally as whimsical. ;)

CoH player from April 25, 2004 to November 30, 2012
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Lin Chiao Feng
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Lothic wrote:
Lothic wrote:

Izzy wrote:
Like how Disney boosts Cinderella on the night of the Ball, but expires after a time?
I'm not adverse to CoT bringing back the Ultimate Inspiration as a pair of glass slippers or something equally as whimsical. ;)

Let's be honest and give them what they really want: Script Immunity! That's a staple power of so much writing...

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Plot Armor is the best

Plot Armor is the best defense!

Be Well!
Fireheart

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Lothic wrote:
Lothic wrote:

Huckleberry wrote:
I hate having to repeat myself, but by your answer, Lothic, I think you missed the point.
CoX was a subscription based game. So naturally, things were included in the game. If CoT will be F2P, then a lot of features that were included in the subscription based model will, naturally, have to be cash shop in the free to play model. So you can argue that charging for things in a F2P game that used to be free in a P2P game is a step back in capability, but you may as well argue against gravity.
Also, in your answer you state that
Lothic wrote:
I'm sure almost no one would buy them unless they did something really silly to make them artificially desirable for some reason. Also remember the number of people who'd ever actually want to "slow down" XP earning will always be much, much smaller than the number who'd want to boost it. Would MWM even make much money from the tiny handful who'd ever want to have a way to reduce XP earning so badly they'd pay for it?
, but I have two rebuttals:
1. So what. The number of people wanting something was not the point. The point was to avoid the perception that playing the game is just a means to get to max level rather than something to enjoy itself.
2. In your own argument you state that
Lothic wrote:
The XP toggle switch was added to CoX several years after the game launched presumably based on a number of requests for it (from what I recall from the CoX forums).
So which is it? Is it a feature nobody wants, or is it a feature so many people wanted that the developer had to rewrite code and put it in an update?
Of course, this whole argument would be made moot if the game includes a feature that ensures a character's power level is always appropriate for the content. There would be no need to stop XP gain and thus no need for an item to offered it.
Then we would be back to square one, dealing with the unintended consequences of offering XP boosters.
By the way, if we come out and state that the only reason to boost XP is to allow one person to catch up with his or her friend(s), then one way of dealing with it is by making XP boosters only available to people who are already at max level, who can then give it to their low-level friends. Of course, no sooner do I say that then I can think of a number of ways it could be abused. I think in principal the idea has merit, but I'd have to think about a more practical implementation.
I found the XP on/off toggle switch to be a very useful feature once it was added to the game. I personally knew at least a few other people who used it. It was requested in the CoX forums before it appeared so I can only assume the CoX Devs agreed it would be a useful feature thus explaining its origin and its implementation as a freely available toggle switch option for everyone. Obviously I don't know how many players ultimately ever used the toggle switch for their own characters, but I have to assume that adding it to the game was seen as a generally "positive" update regardless as far as the Devs were concerned.
Now I suppose one could make the argument (as you're trying to do) that virtually nothing should be taken for granted as a "free default" feature in CoT because of the differences in how the two games will be organized money-wise. Theoretically there would be nothing stopping the Devs of CoT from making the concept of a "XP delayer/reducer" only available as a temporary/limited "potion" like item in the cash store. All I can really say to that scenario is that I would consider that, at the very least, a step backwards and at the very worst a blatant cash grab to charge for something that worked perfectly well as a built-in free GUI option in the previous game for years. Again to me it'd be akin to charging players extra for using the color green in the CoT Avatar Builder - sure the Devs COULD do that but it would be seen by many as a very nit-picky and player-unfriendly maneuver.
It's also possible (as you point out) that CoT will be designed in such a way that the very idea of having "XP delayers" or "XP boosters" might be moot. In that situation I could accept that the need/desire for even a simple XP on/off toggle may be rendered quasi-pointless in CoT. But barring any other foreseeable eventuality like that we don't know about yet you have not demonstrated any substantial benefit the game would gain by NOT providing a straightforward XP on/off toggle switch as a default option regardless. Even if the Devs decided to sell some kind of strange "XP delayer" that provided some other random non-intuitive advantage (e.g. a temp buff that say gave you a big Defense boost in exchange for having to sacrifice say 50% XP earnings) there's absolutely no legitimate argument against ALSO having a binary XP on/off switch built into the game as a permanent default.

I personally hated that you could "outlevel" content in City of Heroes... and even when they introduced the "Earn XP" toggle, I had to refer to paragonwiki to work out *when* to enable/disable it so that I wouldn't miss out on content.

Other MMO's? Oh wait, you are level 50? Sure you can still run the content, but your rewards would be the same as someone who was level appropriate for said content.

For me, the toggle was a fix for something that shouldn't have been an issue in the first place.

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Halae
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I have to agree with you,

I have to agree with you, Gangrel. Having systems in place that auto-scale your level have made such games as Guild Wars 2 and Final Fantasy 14 much more palatable.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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https://forums.marvelheroes

https://forums.marvelheroes.com/discussion/262413/so-one-of-the-devs-from-dcuo-said-this/p3

Old news but I guess word gets around about these devs. Found this on the marvel forums another game I play. I feel DCUO will fall and not be picked up or re-branded. This Day Break staff is hands down the worst in the industry. EQ is a doomed franchise, beyond me how you can screw up such a popular brand.

http://forums.mmorpg.com/discussion/459342/daybreak-games-to-publish-lotro-and-ddo-wtf

http://www.wolfsheadonline.com/another-black-eye-for-the-mmorpg-industry-as-daybreak-games-cancels-everquest-next/

https://www.reddit.com/r/Games/comments/32u1yy/the_anticonsumer_shenanigans_of_daybreak_games/?st=izpuocco&sh=b7ac9c16

People view DB as an MMO graveyard where games go to die. There may be some truth to this, two EQ titles where either cancelled or shutdown within a years worth of time.

CoT, VO, and SoH are in a good position. DCUO will self destruct most likely before any of these three are released and CO was never truly relevant. CoH and SoH will be on top before long. i dont see DCUO lasting past 2018.

Out-level content? Do you guys mean running through instances which once required a party? I like that, it gives a feeling of progression and power. I have not played the games you all referenced.

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Phararri
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https://forums.daybreakgames

https://forums.daybreakgames.com/dcuo/index.php?threads/the-valentines-event-gave-us-categorical-proof.284812/

No words, they dont care.

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Safehouse
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As this unfolds, I'm

As this unfolds, I'm increasingly glad I never could get into that game. All the same, I feel terrible for that community and how they're being treated by DayBreak devs.

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Radiac
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Halae wrote:
Halae wrote:

I have to agree with you, Gangrel. Having systems in place that auto-scale your level have made such games as Guild Wars 2 and Final Fantasy 14 much more palatable.

I'm playing GW2 now and in that game:

1. If you're not level 80 yet, you can try to go into outdoor areas where the monsters are over your head and if you do, you will get killed.
2. There is no sidekicking to avoid that problem.
3. All outdoor zones (and I assume all other content) will exemplar you down in effective level such that nothing ever cons grey, even if you're a level 80 toon in a level 1-15 zone.
4. Dungeons and Fractals still have a minimum difficulty level that you won't be able to dial down such that you could solo them easily. I know some people who've done some dungeons with teams of only 2, but the option to make the dungeon soloable is not wired into that content.It's intended for a team of 4-5 people. Larger raid type stuff is also not soloable (I've NEVER heard of anyone soloing a dragon, for instance).
5. There are monsters and events in GW2 that not only are statted up to require a large team/sqaud to do them, but also require multiple groups in different places to coordinate their attacks. One the one hand, that game doesn't require you to be on a team or squad to do that event, so you could remain "solo" in the sense that you're not on a team, and still partake in the fun, but oin the other hand, you'll never defeat all 4 ocotvines by yourself, it requires 4 separate groups to do that. Whether they're officially teamed up or not is irrelevant though.

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I play DCUO, as CO doesn't

I play DCUO, as CO doesn't run properly on newer systems (as in less than 5 years old) and doesn't have controller support at all. Which is a pity, but CO is really dated now.
The RP community in DCUO is decent now, and very supportive, but they have the same complaints the rest of us have regarding the uncaring devs.
Honestly, I think I could get the entirety of DCRP to switch to CoT the day it goes live, with nothing more than a screenshot or two and a link to the site.

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bergstrom
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Nyxz][quote=Fireheart wrote:
Nyxz][quote=Fireheart wrote:

Lothic wrote:
For what it's worth I do think it's cheesy when a company goes as far as offering "pay X amount to get a brand new level capped character" deals. I'm aware there are players of certain games who'll sell "prebuilt level capped" accounts to other players, but it just seems a little self-defeating when the game companies themselves legitimize the idea by directly selling them to their players.
Yeah, I usually look at any sort of 'instant level-cap character' as 'WTF would I want that for?' I mean, one buys into a game to Play it! Not just swan about with nothing to do.
Be Well!
Fireheart[/quote

I think it goes back to ( http://cityoftitans.com/forum/bartles-taxonomy-extra-credits[url=https://unblockedgames-76.io]unblocked games 76[/url] ) where the different player types are after and motivated by different aspects of the game. Just because we love the journey on the way to the end game doesn't mean that all players do. Like Radiac, my 80 booster sits in the proverbial bank. I'm sure there are players that hate the journey as much as I would hate using a max lvl booster. It's a pure monetizing scheme targeting a fraction of the community; they come, they conquer, they leave. It is my hope that CoT/MWM never offers such a cheat.

Yeah, I finally found someone who shares the same thoughts and opinions. Nice

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