Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Nerf Healing!

493 posts / 0 new
Last post
Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
oOStaticOo wrote:
oOStaticOo wrote:

It's obvious by now that nothing anybody says will ever change Brand's mind or feelings about this subject. Brand will continue to twist your words and fall back on the whole "Comic Book Genre/Game Emersion" argument over and over again.

I did change my mind. You obviously need to learn to read better. I said healing made sense. It seemed very much like the thing a sidekick would do for the heroes.

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
oOStaticOo wrote:
oOStaticOo wrote:

It's obvious by now that nothing anybody says will ever change Brand's mind or feelings about this subject. Brand will continue to twist your words and fall back on the whole "Comic Book Genre/Game Immersion" argument over and over again.

That's really not what I meant to imply. I'm still having a conversation, answering argument with counter-argument, and NOT saying anything about the personality of the person I'm conversing with. Because I don't know the person I'm conversing with, all I have are their words.

Be Well!
Fireheart

Rheckawrecka
Offline
Last seen: 9 years 1 month ago
Joined: 01/03/2014 - 20:21
Obvious troll is obvious...

Obvious troll is obvious...

LaughingAlex
Offline
Last seen: 8 years 1 month ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 15:55
Fireheart wrote:
Fireheart wrote:

Brand X wrote:
I used to die lots in fighting games and pretty quickly. I found it just made me want to get better. *shrug*
Right, but this is not a 'fighting game', it's an MMORPG. So, rather than dying, I prefer to bring along my friend who has some buffs (or debuffs) and a Heal of some kind. Then we can both go to town on the baddies and have a blast, because Together we are tougher than them.
In fact, that's a core Problem with the whole Comic Book Genre. Almost all of the heroes in comics are solo. Those that are ostensibly 'teams' only actually team up against colossal enemies. Solo heroes have to supply all of the DPS themselves, so almost every one of them is DPS specced and not buff/debuff/support/heal specced. Because, you know, a support-hero is not as dynamic, flashy, and photogenic as a blood-mad scrapper.
Be Well!
Fireheart

Actually the Xmen fought as a team most of the time whenever they could. Storm was easily described as what a supporting super hero would be, she didn't heal her allies she blocked most opposing attacks on herself and her allies with her powers, note I said allies in there. Many other XMen were able to support each other while defend themselves simultaniously, and still had some means of offense. But they force multiplied each other when working as a team.

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
LaughingAlex wrote:
LaughingAlex wrote:

Actually the Xmen fought as a team most of the time whenever they could. Storm was easily described as what a supporting super hero would be, she didn't heal her allies she blocked most opposing attacks on herself and her allies with her powers, note I said allies in there. Many other XMen were able to support each other while defend themselves simultaniously, and still had some means of offense. But they force multiplied each other when working as a team.

Sure, Professor X set them up that way and trained them that way. And we got Storms as a Support power, too. They are probably the core model for teams in all super-heroic games. They're also nigh unique.

Be Well!
Fireheart

WraithTDK
WraithTDK's picture
Offline
Last seen: 2 weeks 3 days ago
kickstarter11th Anniversary Badge
Joined: 01/15/2014 - 17:59
Is it really nerfing if the

Is it really nerfing if the power/damage/heal level hasn't even been established yet? Isn't it really just a request to get it right from the beginning?

[img]http://www.wraithtdk.com/imagedump/City%20of%20Titans%20signature.jpg[/img]

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
WraithTDK wrote:
WraithTDK wrote:

Is it really nerfing if the power/damage/heal level hasn't even been established yet? Isn't it really just a request to get it right from the beginning?

That was said in the beginning. Apparently, yes, yes it is nerfing if it's weak or just available in a power pool.

Doomguide
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 01/14/2014 - 21:05
CoT is looking to be the

CoT is looking to be the spiritual successor to CoX. For me that means I expect an Empathy type power set regardless of whether it's in the genre or not, regardless of whether MMO players expect a healer AT or not, regardless or not if the set was or is perceived as a healing set in CoX. I expect it because since I started playing in Issue 3 Empaths have been around while endless debates on spamming HA and the necessity for Healorz have played out in chat and in the forums. Would I play CoT if there was no Empathy but it was otherwise a faithful to the spirit of CoX, undoubtedly. But it would be one bit of spirit I would see as not faithfully carried over, an entirely emotional response by someone who played a heck of a lot of Empaths. When the lights went out on CoX I had 9 active defender empaths and 1 controller empath across 3 servers, 5 of whom were level 50's.

As for Sailboats original post, well I am a longstanding member of Repeat Offenders and Green Machine. You can probably pretty much guess how important I think the big green numbers my Empaths could produce are when I look at the set as a whole. If tweaking how the heals work will help the game go for it, just don't relegate healing to a pool power.

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Doomguide wrote:
Doomguide wrote:

CoT is looking to be the spiritual successor to CoX. For me that means I expect an Empathy type power set regardless of whether it's in the genre or not, regardless of whether MMO players expect a healer AT or not, regardless or not if the set was or is perceived as a healing set in CoX. I expect it because since I started playing in Issue 3 Empaths have been around while endless debates on spamming HA and the necessity for Healorz have played out in chat and in the forums. Would I play CoT if there was no Empathy but it was otherwise a faithful to the spirit of CoX, undoubtedly. But it would be one bit of spirit I would see as not faithfully carried over, an entirely emotional response by someone who played a heck of a lot of Empaths. When the lights went out on CoX I had 9 active defender empaths and 1 controller empath across 3 servers, 5 of whom were level 50's.
As for Sailboats original post, well I am a longstanding member of Repeat Offenders and Green Machine. You can probably pretty much guess how important I think the big green numbers my Empaths could produce are when I look at the set as a whole. If tweaking how the heals work will help the game go for it, just don't relegate healing to a pool power.

Now see, that brings up a question. You say Spiritual Successor, that means it has to have the set because CoH did. We already know we're going to be limited on sets.

CoH had (names may not be 100%)...

Dark Miasma
Radiation
Thermal Radiation
Pain Manipulation
Empathy
Cold Domination
Trick Arrow
Temporal Manipulation
Force Fields
Sonic Resonance

Now, I probably forgot a set, but there's TEN sets. We know we're not getting all of them, so which ones get moved to the back of the line?

Doomguide
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 01/14/2014 - 21:05
Well I would hazard that's

Well I would hazard that's the starting number not some hard cap the game will never see exceeded correct?. While I would expect Empathy to exist I would not find it crushing to be delayed past release for whatever reason as long as it was on the way down the road. If CoT is the spiritual successor I'm sure I'll be hip deep in alts of all flavors while waiting for Empathy to appear. While I favored Empathy I also favored SR, Earth Control and Storm Summoning among my 100+ alts. My main above all was a Claws/SR scrapper (RAWR! :p) emotionally if you asked me to choose between my Claws/SR and [i]anything[/i] else, well [i]anything[/i] else can wait . I'll take whatever comes first, make alts like crazy and enjoy the anticipation of the rest.

PS Add Traps, Storm Summoning, and Kinetics ... plus whatever else we are both forgetting.

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Doomguide wrote:
Doomguide wrote:

Well I would hazard that's the starting number not some hard cap the game will never see exceeded correct?. While I would expect Empathy to exist I would not find it crushing to be delayed past release for whatever reason as long as it was on the way down the road. If CoT is the spiritual successor I'm sure I'll be hip deep in alts of all flavors while waiting for Empathy to appear. While I favored Empathy I also favored SR, Earth Control and Storm Summoning among my 100+ alts. My main above all was a Claws/SR scrapper (RAWR! :p) emotionally if you asked me to choose between my Claws/SR and anything else, well anything else can wait . I'll take whatever comes first, make alts like crazy and enjoy the anticipation of the rest.
PS Add Traps, Storm Summoning, and Kinetics ... plus whatever else we are both forgetting.

I knew there were other sets I was forgetting. So that's 13 sets. Just for the Defender/Corruptor/Controller Crowd and the Masterminds who I think are really going to be disappointed.

I would like see sets we didn't have in CoH that were popular requests! Whips (and thusly CHAIN >_>;;) set? Unreal can do this set! I'd love to have it on day one!

Though I'm still wondering how the sets will go. Maybe it won't be a matter of Empathy set, but pick what buff others power you want? Or will it be an Empathy set and you pick how the animation looks for the powers in Empathy?

Nadira
Offline
Last seen: 3 years 2 weeks ago
11th Anniversary Badge
Joined: 01/01/2014 - 13:25
JayBezz wrote:
JayBezz wrote:

Abnormal Joe wrote:
PVP is an entirely different animal, with no relation to PVE mechanics. I would urge others to treat it as a totally different game since it is effectively.
-joe

Gonna agree with all of your post except this part. While I LOVE that Marvel Heroes has used given PvP its own mechanics and powers.. I do not think the "Seperate to be Equal" flag is universal. In a point and click movement, point to aim, limited Z access and limited movespeed game the idea of changing PvP from PvE is very appealing.
But what works in one game with one set of rules OFTEN does not work for other games. I bring to contention MOST games approach to crowd control in PvP is to say "KILL IT ALL". Which is to say "kill off that entire type of gameplay because players complain about anything outside of DPS, Mitigation and Heals". To this I must bite my thumb completely. Crowd Controllers should not be marginalized to crappier versions of their powers ever again in a MMO that has a controller class (as most modern games have figured out needs its own role/class).
Debuffing should come at a great cost because in the grand scheme it has the greatest gains. That cost should be built into the build parity and not be diminished for PvP. If I see one more game where confuses cost a ton to get/use and don't work in PvP I may scream.

While I do not know all games, obviously, I have yet to encounter a single one where the attempt to have both PvP and PvE in the same game did not diminish either. Well, maybe LotRO, not entirely sure about that one.
The problem is indeed in classes like mezzers, pet classes and other oddballs. It is not that players hate them but that they can not be made to work in a PvP environment.
Because mezzing is pretty much a binary state it is not particularly fun for either one of the players. If the mezz succeeds it is pretty much like fighting sappers without having a particular strength against them. They will drain you, chain stun you and whittle you to death by a thousand papercuts.. Not fun having to wait for 5 minutes, hoping for a chance to break free that never occurs. If on the other hand the mezz fails the mezzing character has the life expectency of a henchman in a blaster's alpha strike. Not all that fun for the mezzer either.
A pet controller works great in PvE because the mobs there are about as bright as an amoeba. They can be made to attack the pet over and over again. Another player will entirely ignore the pet and go straight for the controller.
Stalkers were a lot more fun in PvE than in PvP, because their gimmick was careful positioning, sneaking in and then pretty much one-hitting your enemy if you did everything right. Computer opponents don't mind if that happens to them. Players on the other hand tend to get a bit upset if they are killed without ever seeing their opponent until after the fact.
Paragon spent a -lot- of effort in trying to get those classes to work in a PvP environment, and they didn't really have the staff to spare on such a project, so the creativity of PvE expansions suffered. It was simply easier to come up with new combinations of powersets across the red-blue divide than to think of new ideas and upset the already tenuous balance of the PvP side.

Most modern games do not even bother anymore. SW:TOR is a prime example of developers simply mirroriing the classes across their PvP divide, and doing away with anything remotely creative. Every class can DPS, A third can tank with marginal flavour differences between them and a third can heal (again with marginal flavour differences). There is a token amount of stealth (almost completely negated in PvP), a token amount of CC (almost completely negated in PvP) and in the end every class is DPS with a bit of a hobby to the side (of more DPS, tanking or healing). The game not coincidentally is also rather bland and boring. CoH, for all its flaws, certainly was anything but boring. Each of the original archetypes played out radically differently, and the 5 new ones added with CoV were even more creative. It was not until the power explosion that that game also got to be boring (when the question became if you could stuff the entire mission map or only half of it in that dumpster before burning it to death. I mean arrest). It is also why I stuck with defenders, scrappers and stalkers towards the end. Those classes were less affected by the power imbalance (that, and of course because I adored my dark/psy defender and her sister the claws/dark scrapper :))

Ralathar44
Ralathar44's picture
Offline
Last seen: 3 years 8 months ago
kickstarter
Joined: 01/20/2014 - 20:46
Gauntlet wrote:
Gauntlet wrote:

All of this sounds like PVP related. So long as it doesn't spill over into PVE thats fine with me. COH's biggest, most time-consuming problem came from attempting to "balance" PVP and killing PVE in the process. The basic appoach to "Nerf them, not me!" was to nerf EVERYTHING to the ground. "Nerfing" things was the cause of ED, Regen-Failure, and the obliteration of the Energy Melee set altogether. PVE; I don't want to have to wait around to get better to jump into the next fight. SWTOR has a rest power for EACH class and I LOVE that thing. Im not hiding in a corner hoping the badguys don't see me. Thats no fun at all. Do what you guys want with PVP just don't drag PVE down into the gutter with it.

Actually ED was extremely needed both to re-balance the game, which had suffered from severe power creep, and to make room for the inventions system. The inventions system became something very loved.

Examples of too much power and it's negative impacts on community: Never needed more than 1 tank or controller per team, fights became "stack in dumpster, nuke", build variety was poop, etc. ED hit, changes were made, IO's arrive, and suddenly you could build all types of ways, multiple tanks and contorllers on team were useful again, and combat became more challenging again.

Yes, I know there will always be some of you out there (fire tankers) who will miss grabbing an entire mission and soloing it yourself on max difficulty. But that was plainly not balanced and not challenging in teams.

[b]*Healing*[/b]

City of Heros did healing pretty well. It was useful, it was good, but it was only one of many ways to keep people alive. We can't nerf recovery to the point people crawl super slowly through missions because it's not fun, but we can keep healing in check enough to where there are myriad options for support instead of just healing.

Support in COH included: buffs, debuffs, control, healing.

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
So, despite the hullabaloo in

So, despite the hullabaloo in this thread, CoH got Healing right.

Be Well!
Fireheart

Sailboat
Sailboat's picture
Offline
Last seen: 8 years 11 months ago
kickstarter11th Anniversary Badge
Joined: 09/30/2013 - 08:30
Fireheart wrote:
Fireheart wrote:

So, despite the hullabaloo in this thread, CoH got Healing right.
Be Well!
Fireheart

And toning it down would be even better!

Captain of Phoenix Rising

oOStaticOo
oOStaticOo's picture
Offline
Last seen: 9 years 1 week ago
Joined: 10/24/2013 - 06:21
Or just leave it alone as it

Or just leave it alone as it was. Why mess with perfection?

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

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
oOStaticOo wrote:
oOStaticOo wrote:

Or just leave it alone as it was. Why mess with perfection?

If it was perfect, we wouldn't have had this thread. O.O However, we already know it's going to be messed with, as it's going to be different than CoHs.

LaughingAlex
Offline
Last seen: 8 years 1 month ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 15:55
Ralathar44 wrote:
Ralathar44 wrote:

Gauntlet wrote:
All of this sounds like PVP related. So long as it doesn't spill over into PVE thats fine with me. COH's biggest, most time-consuming problem came from attempting to "balance" PVP and killing PVE in the process. The basic appoach to "Nerf them, not me!" was to nerf EVERYTHING to the ground. "Nerfing" things was the cause of ED, Regen-Failure, and the obliteration of the Energy Melee set altogether. PVE; I don't want to have to wait around to get better to jump into the next fight. SWTOR has a rest power for EACH class and I LOVE that thing. Im not hiding in a corner hoping the badguys don't see me. Thats no fun at all. Do what you guys want with PVP just don't drag PVE down into the gutter with it.

Actually ED was extremely needed both to re-balance the game, which had suffered from severe power creep, and to make room for the inventions system. The inventions system became something very loved.
Examples of too much power and it's negative impacts on community: Never needed more than 1 tank or controller per team, fights became "stack in dumpster, nuke", build variety was poop, etc. ED hit, changes were made, IO's arrive, and suddenly you could build all types of ways, multiple tanks and contorllers on team were useful again, and combat became more challenging again.
Yes, I know there will always be some of you out there (fire tankers) who will miss grabbing an entire mission and soloing it yourself on max difficulty. But that was plainly not balanced and not challenging in teams.
*Healing*
City of Heros did healing pretty well. It was useful, it was good, but it was only one of many ways to keep people alive. We can't nerf recovery to the point people crawl super slowly through missions because it's not fun, but we can keep healing in check enough to where there are myriad options for support instead of just healing.
Support in COH included: buffs, debuffs, control, healing.

Regarding the last sentence, yes, it is true, CoH support included all of that. The fact that city of heroes support had buffs/debuffs and crowd control and the fact that those three were very good is the reason city of heroes was fun to me and it was also what separated City of heroes from almost every mmorpg out there. Most mmorpgs out there make it so you HAVE to have a healer and also make buffs/debuffs and crowd control very weak or, in their view, "balanced" when in reality they were so weak healing was the only thing that was viable for support, so you ended up with that mentality of every team needing a healer no matter how whiney, annoying, rude the player playing the healer was, the team had to put up with it(yes, I ran into situations like that in guild wars, it was always the person playing the most "needed" class in the team in any situation, to.).

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

Comicsluvr
Comicsluvr's picture
Offline
Last seen: 4 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/07/2013 - 03:39
oOStaticOo wrote:
oOStaticOo wrote:

Or just leave it alone as it was. Why mess with perfection?

If it was so perfect, why did the desire to bring healers along drop sharply after lvl 30 or so. Healers were too useful early on (because rocking the aura was easy) and next to useless end-game. A happy medium has to be struck somewhere.

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

Gangrel
Offline
Last seen: 1 day 4 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Comicsluvr wrote:
Comicsluvr wrote:

oOStaticOo wrote:
Or just leave it alone as it was. Why mess with perfection?

If it was so perfect, why did the desire to bring healers along drop sharply after lvl 30 or so. Healers were too useful early on (because rocking the aura was easy) and next to useless end-game. A happy medium has to be struck somewhere.

That could well be because in the *earlier* levels of the game, Healing was far more beneficial to a lot of players who are missing out on certain things for their builds. It is a growing process that unfortunately, healing lost out with other sets when they could do more (and to more people) without necessarily waiting 60 seconds to buff the next person.

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.

Redlynne
Redlynne's picture
Offline
Last seen: 4 hours 55 min ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Comicsluvr wrote:
Comicsluvr wrote:

If it was so perfect, why did the desire to bring healers along drop sharply after lvl 30 or so. Healers were too useful early on (because rocking the aura was easy) and next to useless end-game. A happy medium has to be struck somewhere.

Short answer ... Tier 9 Primary Power @ 32 ... Tier 8 and 9 Secondary Powers @ 35 and 38 ... and 3 Enhancement Slots instead of 2 starting @ 31.

[url=http://paragonwiki.com/wiki/Leveling_Chart]Leveling Chart[/url]

All three of these factors combined meant that in the 30-40 range, builds finally started "filling out" with enough Enhancements and began to become more "solid" overall. The rate at which new Powers were acquired slowed down (1 Power every 3 Levels instead of 1 Power every 2 Levels) and the rate of Enhancement Slots gained picked up (6 per 4 Levels instead of 4 per 4 Levels). This meant that by the time the 30-40 range was reached, Slot Starvation started to become a thing of the past, leading to an acceleration of the "power effectiveness curve" for pretty much every build that wasn't deliberately gimped on purpose.

In essence, Levels 30+ was the point where it was possible to start throwing away the "training wheels" that your build had been limping along on and start edging towards [b]Selfish Sufficiency[/b].

Healing makes for a wonderful All Purpose Support when you're surrounded by builds that are "incomplete" and are otherwise still straining to make ends meet in terms of survival and effectiveness. The same conditions CANNOT hold true for end game builds that are supposed to be "complete" and relatively (or at least, reasonably) self-sufficient ... barring "cheating" by the Developers by using things like Unresistable Damage Types and other "gotcha" methods that invalidate huge portions (if not entire powersets!) of investments that Players have made in their build(s), once again rendering them "incomplete" and in need of Mass Healing Powers for support and survival.

So as far as I'm concerned, there's no real mystery here as to why Healing became less important in the 30+ Level range in City of Heroes. That just happened to be an inflection point for multiple factors being brought to bear.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Abnormal Joe
Abnormal Joe's picture
Offline
Last seen: 9 years 11 months ago
Joined: 10/25/2013 - 22:34
Everything became less

Everything became less necessary post 30. I did a lot of experimenting with team sizes. Most teams reached critical mass around 5 members. Less if there was powerset synergy. Anything over that and you were probably buffing over cap, shooting corpses, or debuffing/controlling foes with only 5 hp left.
Frankly I think thats fine, but empaths were not the only ones feeling that. And it was a good time for them to fill out attack chains and contributing in other ways.

-joe

Repeat Offender
Tank Addict
Homeless.

Ralathar44
Ralathar44's picture
Offline
Last seen: 3 years 8 months ago
kickstarter
Joined: 01/20/2014 - 20:46
So then, we are all agreed.

So then, we are all agreed.

[b]Ideal healing/buff/debuff/control/etc balance was in the level 20-30ish range in City of Heros.[/b]

These were the level ranges where support was helpful and the power of the various support classes were in relative balance. Thus what would strive for in City of Titans is to maintain that type of balance from whenever power combos "kick in" on average, all the way to end game if possible. (even if they become less important they can't be AS marginalized as they were once Tanks and Scrappers got built)

The support of the support classes didn't go down, it was the defenses of the melee classes that finally rose to the level that they not only became self sufficient, but rarely worried about defense at all end game.

[b]Thus the proper balance end game would require tanks and scrappers to have slightly lesser defenses, so that they could still run without support....but support would still be valuable to them,[/b]

Some would say this would be the death of those classes, but I've tanked and scrapped in quite a few crazy situations between levels 12 and 30. They can definitely still perform their roles at the levels of defense they were at during those times.

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
But 'endgame' characters are

But 'endgame' characters are supposed to be nigh-immortal killing machines!

Be Well!
Fireheart

Last Trader
Offline
Last seen: 7 years 11 months ago
11th Anniversary Badge
Joined: 10/10/2013 - 02:05
I agree 'endgame' characters

I agree 'endgame' characters are supposed to be nigh-immortal killing machines. I think it more comes down to how the support sets are made. If they done properly then every set should have a some kind of debuff or utility powers which would be useful no matter what the make-up of the team. Allowing them to always help, be useful and part of said team. Instead of nerfing defense for characters, make the support more useful overall so then everyone is is in theory happy. There are many ways to approach this kind of situation without having to resort to nerf or changing things just for the sake of it.

Although it's hard to know for sure, as the game in just in the planning/design stages. This kind of discussion is important though, as it should be able to be addressed in the design stages before it can become a problem when a game goes live and then you'll get people complaining no matter what you do just in much higher numbers. Which would make it harder to then find proper criticism and critic rather than just people complaining and not being constructive.

Darth Fez
Darth Fez's picture
Offline
Last seen: 10 hours 37 min ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
One possibility is to provide

One possibility is to provide a means to create solo vs group builds. For the latter people would essentially build for less survivability in exchange for more damage (or the reverse, for tanks), control, healing, etc. The idea, of course, is that they would have a tanker and/or healer along to mitigate, or even overcompensate, the loss of their personal survivability. Basically give players the choice to sacrifice their "army of one" status since they're teaming up.

I'll also reiterate that CoH had the best approach I've seen, so far, to address the point of not making healing (or tanking) a lynchpin of grouping. By spreading healing of one sort or another across many ATs and power sets the idea of 'healing class', and the need for the trinity, was diluted.

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Gangrel
Offline
Last seen: 1 day 4 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Darth Fez wrote:
Darth Fez wrote:

One possibility is to provide a means to create solo vs group builds. For the latter people would essentially build for less survivability in exchange for more damage (or the reverse, for tanks), control, healing, etc. The idea, of course, is that they would have a tanker and/or healer along to mitigate, or even overcompensate, the loss of their personal survivability. Basically give players the choice to sacrifice their "army of one" status since they're teaming up.

That is what I used the alternate builds in CoX for. However, I felt that the lack of overall respecs was annoying. Yes, I know you had the respec trials, but if you wanted to tinker with your build, it was something that was hard to do... and one misplaced enhancement slot could waste the whole respec.

so possibly a "lack of permanency" would be appreciated, so those that like to tinker with their builds as and when they like (sure, you could make this a ingame currency sink as well), are not forced to sit out of game working out the builds on a piece of paper/in a computer program.

IO's just made the whole thing a lot more convoluted as you had to factor in as well set bonuses and the like on top (and how to use them to best effect).

I knew how to use mids, and whilst I could get an idea of how it worked... to see if it performed similarly or vastly different to what I already had required the use of a respec. So i tended to just shy away and use what I had. Or get a friend to make me a build. He could do it in about 30 minutes compared to my 6 hours and possibly just getting past the "deciding what slots I needed" stage.

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.

Ralathar44
Ralathar44's picture
Offline
Last seen: 3 years 8 months ago
kickstarter
Joined: 01/20/2014 - 20:46
Last Trader wrote:
Last Trader wrote:

I agree 'endgame' characters are supposed to be nigh-immortal killing machines. I think it more comes down to how the support sets are made. If they done properly then every set should have a some kind of debuff or utility powers which would be useful no matter what the make-up of the team. Allowing them to always help, be useful and part of said team. Instead of nerfing defense for characters, make the support more useful overall so then everyone is is in theory happy. There are many ways to approach this kind of situation without having to resort to nerf or changing things just for the sake of it.
Although it's hard to know for sure, as the game in just in the planning/design stages. This kind of discussion is important though, as it should be able to be addressed in the design stages before it can become a problem when a game goes live and then you'll get people complaining no matter what you do just in much higher numbers. Which would make it harder to then find proper criticism and critic rather than just people complaining and not being constructive.

[b]The whole idea of a support set is that it supports other people in either survival or killing.[/b] You either make it easier for people to survive or you make it easier for people to kill. That's what every single supportive set in any MMORPG breaks down into in very direct terms.

If you remove the survival aspect then the only reason to bring them along is if their ability to make you kill faster outweighs the fact they will be less survivable and contributing less damage. With City of Heros end game tankers and scrappers were either top of the line or close to it at both survival and killing. The only thing that keep support useful at all is the ability to multiply the damage of the entire team.

Quote:

I agree 'endgame' characters are supposed to be nigh-immortal killing machines

The only nigh immortal killing machine I've seen be successful in comics is Superman. You know what? The golden ages of Superman was when he was less immortal. In fact when he got so strong that people stopped caring about him as a character THEY KILLED HIM. The Death and Return of Superman was one of the most successful hero stories to date.

Likewise with being a nigh-immortal killing machine. ED happened, most of the fire-tanker type crowd left the game in rage or disgust. The game carried on just fine. You started seeing alot more varied teams and more team-play again, more challenge again.

[u][b]One last Important point:[/b][/u] IIRC the average level character in the game was very very very low. The amount of people who actually made it to level 50 was even lower. The game was a game in which most people seemed to make alot of of alts and play around with alot of concepts. People had 50's, yes, but it didn't seem to be what they spent the majority of their time on.

That signifies to me that the level 50 unstoppable force of LOL was not the most engaging part of the game for the vast majority of people. Especially with the mentor system in place. I'd bet good solid money that the "power overwhelming" crowd is actually between 5% and 15% of the overall population. I'd bet even more money that most of that crowd doesn't realize how important challenge actually is to them.

(If anyone actually has the link where the devs provided the exact numbers on average character level and alts I'd be happy to receive it)

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Ralathar44 wrote:
Ralathar44 wrote:

Last Trader wrote:
I agree 'endgame' characters are supposed to be nigh-immortal killing machines. I think it more comes down to how the support sets are made. If they done properly then every set should have a some kind of debuff or utility powers which would be useful no matter what the make-up of the team. Allowing them to always help, be useful and part of said team. Instead of nerfing defense for characters, make the support more useful overall so then everyone is is in theory happy. There are many ways to approach this kind of situation without having to resort to nerf or changing things just for the sake of it.
Although it's hard to know for sure, as the game in just in the planning/design stages. This kind of discussion is important though, as it should be able to be addressed in the design stages before it can become a problem when a game goes live and then you'll get people complaining no matter what you do just in much higher numbers. Which would make it harder to then find proper criticism and critic rather than just people complaining and not being constructive.

The whole idea of a support set is that it supports other people in either survival or killing. You either make it easier for people to survive or you make it easier for people to kill. That's what every single supportive set in any MMORPG breaks down into in very direct terms.
If you remove the survival aspect then the only reason to bring them along is if their ability to make you kill faster outweighs the fact they will be less survivable and contributing less damage. With City of Heros end game tankers and scrappers were either top of the line or close to it at both survival and killing. The only thing that keep support useful at all is the ability to multiply the damage of the entire team.
Quote:
I agree 'endgame' characters are supposed to be nigh-immortal killing machines
The only nigh immortal killing machine I've seen be successful in comics is Superman. You know what? The golden ages of Superman was when he was less immortal. In fact when he got so strong that people stopped caring about him as a character THEY KILLED HIM. The Death and Return of Superman was one of the most successful hero stories to date.
Likewise with being a nigh-immortal killing machine. ED happened, most of the fire-tanker type crowd left the game in rage or disgust. The game carried on just fine. You started seeing alot more varied teams and more team-play again, more challenge again.
One last Important point: IIRC the average level character in the game was very very very low. The amount of people who actually made it to level 50 was even lower. The game was a game in which most people seemed to make alot of of alts and play around with alot of concepts. People had 50's, yes, but it didn't seem to be what they spent the majority of their time on.
That signifies to me that the level 50 unstoppable force of LOL was not the most engaging part of the game for the vast majority of people. Especially with the mentor system in place. I'd bet good solid money that the "power overwhelming" crowd is actually between 5% and 15% of the overall population. I'd bet even more money that most of that crowd doesn't realize how important challenge actually is to them.
(If anyone actually has the link where the devs provided the exact numbers on average character level and alts I'd be happy to receive it)

If one took CoH as a game about alts, then they were likely to have more lower levels than max levels. By CoH's end I had somewhere between 32-36 level 50's (only 1 of which was AE farmed to 50 just to see how long it would take me).

It also may be less of an indicator of what they wanted (I knew some who had no 50 but wanted some 50's, even if it was just one) and an indicator of players having an attention span of a nat. :p

Ralathar44
Ralathar44's picture
Offline
Last seen: 3 years 8 months ago
kickstarter
Joined: 01/20/2014 - 20:46
I did not have a 50 until

I did not have a 50 until over 4 years of play out of my 5-6 with the game :P.

I know I'm, in the minority for that. However I had alot of friends on my globals and while most of them had 50's, more often than not they were not on their 50's. There were 2-3 exceptions to this rule because these players powerleveled to 50, and then never played non-50. They were also not very fun to play with for long because they would rage if anything made them feel anything other than overpowered. IE, dying more than once during one missions was enough to make these guys rage quit sometimes. Fire/Kin was very dominant amongst them lol.

But even looking at your example, you had 32-36 level 50's. You had plenty more I'm sure did not make it to 50 and either re-rolled or just never made it before shutdown. You didn't powerlevel them. That puts a great amount of your time spent leveling 1-50 and not all that much overall spent at 50 playing your 50's.

Even in your example you found a great deal of satisfaction and value in leveling characters. Arguably as much or very possibly even more so than playing your leveled characters.

Gangrel
Offline
Last seen: 1 day 4 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Ralathar44 wrote:
Ralathar44 wrote:

I did not have a 50 until over 4 years of play out of my 5-6 with the game :P.
I know I'm, in the minority for that. However I had alot of friends on my globals and while most of them had 50's, more often than not they were not on their 50's. There were 2-3 exceptions to this rule because these players powerleveled to 50, and then never played non-50. They were also not very fun to play with for long because they would rage if anything made them feel anything other than overpowered. IE, dying more than once during one missions was enough to make these guys rage quit sometimes. Fire/Kin was very dominant amongst them lol.
But even looking at your example, you had 32-36 level 50's. You had plenty more I'm sure did not make it to 50 and either re-rolled or just never made it before shutdown. You didn't powerlevel them. That puts a great amount of your time spent leveling 1-50 and not all that much overall spent at 50 playing your 50's.
Even in your example you found a great deal of satisfaction and value in leveling characters. Arguably as much or very possibly even more so than playing your leveled characters.

Considering that for a large chunk of time in CoX there was no real need to play your 50's once you got to cap there was the "dump and start again" ethos in CoX.

Over the life time of the game (from EU start to finish) I had 3 50's. The first one I played to cap, the 2nd one was villain side and took me over 4 years to get to 50 (I really hated the Rogue Isles for map layout), and the last one was AE PL'd (just to see how long it took me, 23 hours..). I had a few alts, but none made it past level 10...

What I found boring was that throughout the game, you would keep on running the same map layout over time. However, in WoW other "open world" Themepark games, at least there was a change in scenery as I levelled up. In CoX the "mission content was the same old, same old" with a few exceptions (Croatoa and RWZ being a couple).

Oooh look, here is the same map that I ran at level 10 and at level 11, 14, 23, 35, 36,37,38,43....

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.

Darth Fez
Darth Fez's picture
Offline
Last seen: 10 hours 37 min ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Gangrel wrote:
Gangrel wrote:

Oooh look, here is the same map that I ran at level 10 and at level 11, 14, 23, 35, 36,37,38,43....

Preach it, brother.

Another reason I like outdoor maps is that those are usually where one finds the life and color. Which is, come to think of it, another problem I had with SW:TOR; even the outdoor areas came off as rather drab and lifeless.

I think this whole healing paradigm really needs to be put back in the perspective of a buff. Nobody who has spoken up here appears to have any problems with buffing allies to make them nigh invulnerable and thus not even require any healing (or debuffing enemies to achieve essentially the same result). Where the one person's buff makes someone a lot tougher and harder to hurt, but has a long cooldown, the other's repairs the damage that has been done and has a (very) short cooldown.

Who should get more aggro? The buffer who can turn the one opponent into an unkillable tornado of death or the buffer who turns the sucking chest wound into a minor inconvenience?

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Ralathar44 wrote:
Ralathar44 wrote:

I did not have a 50 until over 4 years of play out of my 5-6 with the game :P.
I know I'm, in the minority for that. However I had alot of friends on my globals and while most of them had 50's, more often than not they were not on their 50's. There were 2-3 exceptions to this rule because these players powerleveled to 50, and then never played non-50. They were also not very fun to play with for long because they would rage if anything made them feel anything other than overpowered. IE, dying more than once during one missions was enough to make these guys rage quit sometimes. Fire/Kin was very dominant amongst them lol.
But even looking at your example, you had 32-36 level 50's. You had plenty more I'm sure did not make it to 50 and either re-rolled or just never made it before shutdown. You didn't powerlevel them. That puts a great amount of your time spent leveling 1-50 and not all that much overall spent at 50 playing your 50's.
Even in your example you found a great deal of satisfaction and value in leveling characters. Arguably as much or very possibly even more so than playing your leveled characters.

Actually, I found I played my level 50's quite a bit. RPed. Also then they came out for content to run for 50's.

CoH just wasn't that hard to level in once you figured it out, and a handful of those were done on double xp weekends. More than a few in fact, as I would take double xp weekends to take multiple sitting in dust characters and finish leveling them up :)

But yes, I did like to actually level and not just play my level 50. Why I loved CoH.

JADE INDIGO
Offline
Last seen: 8 years 2 weeks ago
Joined: 01/07/2014 - 08:18
I agree with you BRAND X. My

I agree with you BRAND X. My first 50 was a healer - love healers. Do not think that power should be messed with in any way shape or form!

Jade Indigo

JADE INDIGO
Offline
Last seen: 8 years 2 weeks ago
Joined: 01/07/2014 - 08:18
My thoughts exactly! If

My thoughts exactly! If game is not as close to COH as possible legally, then it would turn a lot of former COH players off. Including me and I played COH for several years with no breaks from game. And like you said: it would be SAD! I would never check out Guild Wars 2 or have anything to do with NcSoft products after what they did ... would not save COH or sell it knowing how people begged them to. Just hoping the ones making COT will keep all this in mind and keep game as close as they can to COH. Please!

Jade Indigo

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
JADE INDIGO wrote:
JADE INDIGO wrote:

My thoughts exactly! If game is not as close to COH as possible legally, then it would turn a lot of former COH players off. Including me and I played COH for several years with no breaks from game. And like you said: it would be SAD! I would never check out Guild Wars 2 or have anything to do with NcSoft products after what they did ... would not save COH or sell it knowing how people begged them to. Just hoping the ones making COT will keep all this in mind and keep game as close as they can to COH. Please!

I'm a former CoH player, and I have to disagree. I LOVED COH, but I remember it had plenty of flaws. :p

srmalloy
srmalloy's picture
Offline
Last seen: 4 months 3 weeks ago
kickstarter
Joined: 09/04/2013 - 10:41
Darth Fez wrote:
Darth Fez wrote:

Another reason I like outdoor maps is that those are usually where one finds the life and color. Which is, come to think of it, another problem I had with SW:TOR; even the outdoor areas came off as rather drab and lifeless.

It depends on the world. Most of the planets are [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/CrapsackWorld]crapsack worlds[/url], either natively (Korriban, Tatooine) or transformed into one (Ord Mantell, Nal Hutta, Balmorra, Taris), or with a dysfunctional population (Coruscant, Dromund Kaas, Nar Shaddaa, Alderaan), at least the parts we get to see -- these are entire [i]worlds[/i], but we only get to see a few square miles of each one, narrowly focused around where the problems are. Some of the worlds themselves are quite attractive -- I've taken screenshots of vistas on Tython and Alderaan because of how picturesque they were -- but most of the architecture suffers badly from the same thing that plagued CoH: when you have a large amount of artificial scenery (buildings, roads, pipes, machinery, crates, etc.), it's not [b]practical[/b] to produce all the art design to produce the sort of variation that you see in the real world, so you see one design get stamped again and again and again across the world, as if there has only ever been [i]one[/i] architect and [i]one[/i] builder in the entire game world. Paragon Studios made a deliberate attempt to offset this in the design of Imperial City in Praetoria, and with the redesign of Atlas Park, but most of the zones exhibit a relentless sweep of Brutalist architecture.

Ralathar44
Ralathar44's picture
Offline
Last seen: 3 years 8 months ago
kickstarter
Joined: 01/20/2014 - 20:46
srmalloy wrote:
srmalloy wrote:

Darth Fez wrote:
Another reason I like outdoor maps is that those are usually where one finds the life and color. Which is, come to think of it, another problem I had with SW:TOR; even the outdoor areas came off as rather drab and lifeless.
It depends on the world. Most of the planets are crapsack worlds, either natively (Korriban, Tatooine) or transformed into one (Ord Mantell, Nal Hutta, Balmorra, Taris), or with a dysfunctional population (Coruscant, Dromund Kaas, Nar Shaddaa, Alderaan), at least the parts we get to see -- these are entire worlds, but we only get to see a few square miles of each one, narrowly focused around where the problems are. Some of the worlds themselves are quite attractive -- I've taken screenshots of vistas on Tython and Alderaan because of how picturesque they were -- but most of the architecture suffers badly from the same thing that plagued CoH: when you have a large amount of artificial scenery (buildings, roads, pipes, machinery, crates, etc.), it's not practical to produce all the art design to produce the sort of variation that you see in the real world, so you see one design get stamped again and again and again across the world, as if there has only ever been one architect and one builder in the entire game world. Paragon Studios made a deliberate attempt to offset this in the design of Imperial City in Praetoria, and with the redesign of Atlas Park, but most of the zones exhibit a relentless sweep of Brutalist architecture.

People also like to mention the expansive and beautiful natures of outdoor areas in MMORPG's, however the majority of outdoor areas are actually very bland and generic. As well the open world nature has inherent challenges to overcome like respawn rate and density of spawns, especially with roaming mobs.

This is for much of the same reason just mentioned, created unique art and land variation for each area would require excessive amounts of time. As well each individual prop and additional detail takes graphical and processor resources for a large area.

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
In that case, let's put you

In that case, let's put you in a nice blue cave...

Nothing but blue caves.

Be Well!
Fireheart

Nadira
Offline
Last seen: 3 years 2 weeks ago
11th Anniversary Badge
Joined: 01/01/2014 - 13:25
Last Trader wrote:
Last Trader wrote:

I agree 'endgame' characters are supposed to be nigh-immortal killing machines. I think it more comes down to how the support sets are made. If they done properly then every set should have a some kind of debuff or utility powers which would be useful no matter what the make-up of the team. Allowing them to always help, be useful and part of said team. Instead of nerfing defense for characters, make the support more useful overall so then everyone is is in theory happy. There are many ways to approach this kind of situation without having to resort to nerf or changing things just for the sake of it.
Although it's hard to know for sure, as the game in just in the planning/design stages. This kind of discussion is important though, as it should be able to be addressed in the design stages before it can become a problem when a game goes live and then you'll get people complaining no matter what you do just in much higher numbers. Which would make it harder to then find proper criticism and critic rather than just people complaining and not being constructive.

My personal opinion to such a 'solo friendly' approach is 'boooooring'
The less strident explanation is that first of all if every class can do pretty much the same things then the whole design gets to be pretty bleh, and worse, you have really no point in having all those classes around to begin with. A game like EQ2 suffered a lot from this and was roundly (and rightly) critcised for it. You had a three healer classs, but thety all started out the same, shared a lot of abilities and played out much the same for a long time of your playing them. This directly and very negatively impacts replayability and the appeal of alts. Why bother with healer flavour 2 or tank flavour 3 when it is really only a matter of green or blue particle effects between them. SW:TOR suffers from the same problem. If you look past the graphics and to the numbers it is all much samey-samey, and along the empire-repubilic divide it is pretty much identical. They did their best to create engaging (or horrifying) story lines for each class but those missions are only a small portion of your experience in the game, and running through Taris with your third alt that plays and feels rather the same like your previous two is not the most enjoyable experience. A game like Vanguard (for all its technical flaws it was a very well designed game) did it a lot better. They had clearly defined pairs of roles for each class and took great effort to make each of them play entirely different. A sorcerer and a druid were both primary DPS roles, but their playstyles was entirely unalike, and the enchanter was different again.

Regarding the unstoppable killing machine, that really is a good way to kill off any fun in playing the game. It is fun, in a way, to be able to enter a mission, stuff the entire complement of enemies in a dumpster and burn it in one go, but that very quickly loses its appeal after a few times. We generally are entertained not by the predictable but by the unexpected. A movie you see for the first time is much more fun than the umpteenth rerun of it. Things you do every day bore you so much that you pretty much switch off your brain doing them. But something new happens and you suddenly are awake and alive again. With games it is no different. Going in a mission and knowing without a shadow of a doubt that you can defeat any one or all enemies you find with, solo or collectively, is called grinding for a reason. The word itself expresses how boring it is. And how much fun was it to find a group, enter the mission and being told 'wait here at the entrance, I only need you for the team size' by the fire tanker?

To keep the fun factor the game must get -more- challenging at higher levels, not less. But not in the traditional 'instead of 1000 hp your enemies now have 10 000 000 hitpoints for you to whittle away' but by missions and enemies that do unexpected things. Maybe even trying to exploit the weakness of your class and/or powerset (within reason of course). As you start out as an unknown wannabe hero you fight the likes of the Skulls and Hellions, who are little more than cheap and stupid thugs. But as you begin to gain fame the bigger fish in the world begin to take notice of you, and just as you, the hero, learn about your enemies, so should they do about you. There is a reason why sooo many Superman stories involve him losing his powers, or some of them, or at least are about him being threatened with such. Otherwise he is the unstoppable killing machine and there is no drama to the story. He can just fly in, shrug off guns, lasers and nuclear blasts, laser eye his way through any obstacle and arrest the villain, all in a few seconds. Unless there is a real chance for you to fail, there is no sense of accomplishment and the whole experience pales pretty soon (e.g. nobody feels a sense of accomplishment for communting to and from work. Unless weather or big technical difficulties make it almost impossible. And then you have a story you remember and are willing to share with your friends).

Most games are designed too much with inexperienced new players in mind, and drag out that phase as long as possible. And the 'end game' consists on doing the same two or three missions over and over again until the next expansion or update rolls along. But the reality of these games is that players are far more experienced, even with new game mechanics, than the developers expect and steam roll through the 'training wheels' missions. And a few months in they have played through the game at least twice and try to find ways to shorten the, by now and for them, boring stuff until they get to the good power. As in the case of CoH, when you reached level 32 (for most power sets) and got to the fun and versatile powers. It is not that those training phases should not exist(*), not that players should be rushed through them (as most games do these days), but that players should be able to bypass much of that stuf and that the meat of the game should be focussed on the 'matured' powersets. E.g. tons and tons of missions for the CoT equivalent of the levels 32-50, and the ability to somehow leech or transfer experience from other characters in your account (e.g. if you have high level tankers already your new tanker alt gains more experience the more of those you have. But they won't help you much with your new defender alt.)

(* one of the important reasons to have a wide range of starter zones and missions is to spread the load of launch weekend, when tens of thousands of players flood the same zones at the same time. Spreading the players out as much as possible means the servers don't crash under the load. In the long run this is a problematic approach as after the initial rush the game is saddled with a lot of seemingly empty zones. For games that regularly raise the level cap this gets even worse as more and more of the game becomes a virtual wasteland, scaring away the actual new players)

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Should be noted, playing the

Should be noted, playing the unkillable killing machine might make it unfun for you, that does not mean it makes it unfun for others. Infact, I've known more than one player who absolutely hated the idea of losing. They said losing at all stopped them having fun. It was also that reason they stuck to PvE and didn't PvP. Less likely to lose in PvE.

Ralathar44
Ralathar44's picture
Offline
Last seen: 3 years 8 months ago
kickstarter
Joined: 01/20/2014 - 20:46
Brand X wrote:
Brand X wrote:

Should be noted, playing the unkillable killing machine might make it unfun for you, that does not mean it makes it unfun for others. Infact, I've known more than one player who absolutely hated the idea of losing. They said losing at all stopped them having fun. It was also that reason they stuck to PvE and didn't PvP. Less likely to lose in PvE.

This is absolutely true. The unfortunate reality though is that building for the experience of an unstoppable player and building for the experience of having a variety of play styles and a variety of roles in combat are diametrically opposed ventures.

You can either have the age of the tank mages or variety. You really can't have both.

This is not true on paper. On paper missions difficulty settings allow for both. However in practice people with a fire tanker mindset were not satisfied unless they could take on missions meant for full teams. As long as this mental "need" to take on the hardest content with your solo character exists you can never cater to both sides at once and that is no fault of the designer nor the other payers.

Two perfect examples:

1. You could still taker on missions of lesser difficulty and clean house on massive amounts of bad guys. AE introduced the ability to make farms to take advantage of this to make a constant meatgrinder even. This was not enough for them to be happy.

2. There was someone complaining that the progression for incarnates when running solo was too slow and they shouldn't be forced to team to progress faster. Nevermind that COH was literally the only game I know of that let you meaningfully solo it's end game progression.

Thus, unfortunately, you have to cater to the other 85% of players. Because any concession you make to that 15% is not going to be good enough (though you still try!!). Because it might be fun for some players, but it's at the detriment of far far far more players and it is a significant limiting factor on variety and content development.

Pages