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Don't be Evil

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Chef_Inferno
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Don't be Evil

By "Don't be Evil" I mean for the Dev's to have the Quality of Life things in place and not implement things just for the purpose of making money or keeping people playing longer.

I think CoX did a very good job making the most of the time playing enjoyable, especially toward the end . There were a few exceptions to this though:

1. Time spent waiting of team members to show up to missions. It was a source of irritation to stand around and wait for everyone to travel to the mission.

2. High Demand Items that are hard to get a hold of. For a long time in CoH the only way of get high demand items like a 'Luck of the Gambler: Defense/Increased Recharge Speed" Enhancement or Recipe was to wait for it to drop or pay a very high sum of in game cash to purchase via the auction. As CoX developed they remedied this by adding reward merits and making the items available in the real world cash store.

3. Farming XP exploits. CoX did a ok job with patching to remove game exploits, but too often it was too late and after many people had taken full advantage of them. Green Mitos in AE anyone... barf

4. Limiting a players option on how to get an game unlock or "expansion." An example of this would be forcing players to use real world cash to buy the latest powerset. I would hope there would be at least two ways to have unlocked those things, real and in world currency.

5. Hard to use in Game Map. CoX's in game map was one of the best I have ever used. Easy to read, zoom, pan, toggles for markers etc. In the age of Google Maps and GPS, the quality of some in game maps in games is so poor, that I think it may be done intentionally.

6. "Fun Pain" is the concept of making a game psychologically painful to stop playing. I think CoX did a good job avoiding this tactic, but it is very much trendy in video game development and marketing right now. A recent example is Farmville. Make a game that is fun on its own merits and does not needs tricks to keep people engaged. Make the player feel like they want to spend the time and money, not feel like they "have" to.

Devs, from what I have seen so far, I am confident that you are on the side of the players, be sure to prove me correct.