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.

The Problems With Other MMOs

96 posts / 0 new
Last post
Flow-
Flow-'s picture
Offline
Last seen: 9 years 9 months ago
Joined: 08/28/2013 - 21:42
The Problems With Other MMOs

So i was scrolling through my subscription feed when i saw a video by Total Biscuit. I clicked on it and watched it. Throughout the entire video i found myself thinking: "A lot of the complaints in this video are quite relevant to most MMO's these days." I figured i'd post it here because it is kind of a 'suggestion'. I think TB really explains why most MMOs are just so uninteresting when compared to CoH.

This video is not about a MMO and he does not bring up the genre at all, but throughout the video, it could easily be applied to lots of MMOs i've played.

Here is a link to the video:

http://www.youtube.com/watch?v=VoQQPmjF5T4

Ignore the specifics about the game and listen to the complaints he makes, I see almost all of these issues in games like Star Wars: The Old Republic, or Rift.

Feel free to disagree with me of course :)

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
It did take me a while to put

It did take me a while to put my finger on why I had a disconnect with SWTOR. The problem is that the setting doesn't feel alive to me. Even the cantinas, which were certain to have a few NPCs present, felt like staged sets. The metaphor that came to me is that it's like adventuring in an IKEA: it looks like a house but it doesn't feel like a house, and the only connection I have to the other people there is that we happen to be sharing the same general space. It certainly didn't help that none of the areas were seamless (this irked me in CoH as well, although there at least the individual zones were fairly large and open). I understand that this is something of a challenge if you want to present the sensation of a large galaxy with literally hundreds of planets to explore, but it was true even on the individual planets. Want to get to the industrial zone? That's a taxi. The red light district? That's a taxi. Jedi temple? Taxi. The end effect was that, rather than feeling like I was exploring a whole planet, it felt as though I was shuttling around a large mall.

For some of the planets and/or classes they also went way over the top with the "your character is the hero!" bit. By the fourth or fifth planet I didn't feel like a hero so much as the only competent person in the entire military.

Games like CoH and WoW had that knack for making me feel as though I was in a different world, not a set piece with a few people standing in their assigned spots.

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

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

Tamorand
Tamorand's picture
Offline
Last seen: 5 years 10 months ago
Joined: 08/29/2013 - 08:16
Darth Fez that was a great

Darth Fez that was a great description of TOR - It looked like an MMO but it really just felt like KOTOR 3 with co-op.
the only time I ever grouped with anyone was during beta when I was trying out the first instances. After I tried that out I didn't feel like I needed to do those quest lines.
I made it to max level without ever doing an elite quest, or doing a grouped instance.
It just wasn't necessary but once you made it to max level, it really simply felt like I had beat the game and it was time to do that next thing.

WoW and CoH were fully conceived worlds - it's a window to that place where I can take over a powerful inhabitant. TOR was/is a game I'd play on my PS3 or my Tablet.

Put TOR on my tablet and make it work like KOTOR does on the IPAD and I'd play the crap out of it.

Tamorand

Tamorand = (Tahm-o-rand) This name originated from the days of Ultima Online. My first character was a Tamer and a Minstrel and an Archer and a Mage - I couldn't figure out a name to portray all skills in a single word. Hence **Tamer + And ** /shrug

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
It's not just MMO's either.

It's not just MMO's either. For my money what's gone wrong with computer gaming is that nearly everything now is a console game with strict linearity. In the last few years I've bought three different games that purport to be about the Pacific War. All of them look nice, and all of them involve a series of anhistorical missions that you can't continue past until you complete them with superhuman efficiency.

Whatever the environment, the rules it operates by need to not make you say "that's not right" most of the time.

Get yourself right; the world has enough problems.

Flow-
Flow-'s picture
Offline
Last seen: 9 years 9 months ago
Joined: 08/28/2013 - 21:42
Well said, there was no

Well said, there was no exploration either. For example on nar shadaa, if you missed one mission. it would probably take you an hour to get to said mission and an hour to get back just because it's so damn linear and built to funnel you through as many enemies as possible. Then when it came to datacron hunting... ugh.

I agree with what you said about being the only competant person in the military. Everything seems as if it is so epic, that it doesn't seem epic anymore because you get your lightsaber, save hundreds of lives, and fight off an invasion all by yourself before the tutorial ends.

Lastly, awesome name and profile picture!

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Precisely.
HarvesterOfEyes wrote:

It's not just MMO's either. For my money what's gone wrong with computer gaming is that nearly everything now is a console game with strict linearity.

Precisely.

As Total Biscuit says in the video, linearity is desirable (and inevitable) in video games but there's a significant difference between guiding players and pushing them down a hallway. One of the things that made WoW stand out in my mind is that the guys at Blizzard are masters at disguising many of the tricks that annoy me in other MMOs (as they did in WoW, as well, from time to time, though it wasn't nearly as blatant).

At this point I could really use a break from the blatant, "Hey, thanks man! You've solved all our problems! You know what? Larry from accounting told me he's got some problems. You should go pay him a visit." breadcrumbs.

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

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

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
One of the very likeable

One of the very likeable things about CoH was that when you got the breadcrumb "Larry from accounting told me he's got some problems. You should go pay him a visit." you had the option at some level to say "I think Larry needs to solve his own problems" and go do something else. You might later decide to help him out, or never.

Now to my eye that's the opposite of "playing the game", but at least you could make the decision and all you stood to lose for it were possibly a badge and temporary power. It didn't prevent you from getting on with whatever it was you wanted to be doing.

Get yourself right; the world has enough problems.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

One of the very likeable things about CoH was that when you got the breadcrumb "Larry from accounting told me he's got some problems. You should go pay him a visit." you had the option at some level to say "I think Larry needs to solve his own problems" and go do something else. You might later decide to help him out, or never.
Now to my eye that's the opposite of "playing the game", but at least you could make the decision and all you stood to lose for it were possibly a badge and temporary power. It didn't prevent you from getting on with whatever it was you wanted to be doing.

Yeah because then you choose between helping Larry solve his problems or you could help Jim solve his problems or you could go retrieve a lost book for Azuria again.

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

One of the very likeable things about CoH was that when you got the breadcrumb "Larry from accounting told me he's got some problems. You should go pay him a visit." you had the option at some level to say "I think Larry needs to solve his own problems" and go do something else. You might later decide to help him out, or never.
Now to my eye that's the opposite of "playing the game", but at least you could make the decision and all you stood to lose for it were possibly a badge and temporary power. It didn't prevent you from getting on with whatever it was you wanted to be doing.

The same thought crossed my mind, although in a slightly different context. Every MMO gives me the opportunity to refuse a mission but, realistically, the only result of that is that I lose out on XP, loot/money, and, ultimately, content. Last but not least, thirty levels later that guy is still there to ask, "So... Wanna help Larry yet?"

Directly put, there's no reward (or consequence) for refusing a mission. If word got around that you refused to help Larry you might get +1 reputation with the janitors and the secretarial pool. Perhaps it'd result in a phone call or e-mail ("I've been trying to find someone trustworthy to help me with something and I heard you don't like Larry, so..."). It would be a Herculean task to implement with every mission, but it would be grand to have a solid core of them for each level range.

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

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

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
Darth Fez wrote:
Darth Fez wrote:

Directly put, there's no reward (or consequence) for refusing a mission. If word got around that you refused to help Larry you might get +1 reputation with the janitors and the secretarial pool. Perhaps it'd result in a phone call or e-mail ("I've been trying to find someone trustworthy to help me with something and I heard you don't like Larry, so..."). It would be a Herculean task to implement with every mission, but it would be grand to have a solid core of them for each level range.

To do that though would be to compel following the breadcrumb. If requiring it be followed is bad then being strongly compelled to do so is also bad. At some point I suggest it's better to let you write part of the storyline yourself. By that I mean having some reason why helping Bob was more important to you and acting upon it.

That points in the direction of keeping the cost of not doing a mission arc comparatively low. I'd be very disappointed if TPP included a rep system that meant a strong compulsion to grind daily rep missions.

Late in the life of CoH there were a lot of arcs I only followed for the badge. I'd no other reason to keep doing them and in some cases they were pretty annoying missions, but at least it was my choice to pursue the badge or not.

Get yourself right; the world has enough problems.

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

To do that though would be to compel following the breadcrumb. If requiring it be followed is bad then being strongly compelled to do so is also bad. At some point I suggest it's better to let you write part of the storyline yourself. By that I mean having some reason why helping Bob was more important to you and acting upon it.

I don't follow (no pun intended) your argument. If turning down a mission results in an action, rather than in a lack of action, how do you equate that to following a breadcrumb? If you feel more comfortable about following breadcrumbs if you write the story yourself, you already have that option. As you said, you can ignore what's on the screen and create your own story for why your character decided to accept the mission. If continuity is so important to you then you're already doing that whenever you refuse a mission, since there's typically no in-game reason provided for turning down the mission.

In case I wasn't clear, I'm not against having breadcrumbs. In fact, I think they're essential to avoid annoying people by requiring them to run all over the map in the hopes of stumbling across someone who has a mission in their level range. My lack of enthusiasm is for NPCs blatantly stating, "Thank you for visiting Point B. Point B is now complete. Proceed to Point C." There are subtle methods for achieving the same result and they can make all the difference between guidance / linearity and railroading.

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

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

Flow-
Flow-'s picture
Offline
Last seen: 9 years 9 months ago
Joined: 08/28/2013 - 21:42
Something that always irked

Something that always irked me about MMOs is competing with 40 people all to get the same glowie.

Don't get me wrong, i love glowies (Seriously, i really do) but it kind of inspires a careless attitude towards others when everyone is going for the same thing.

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
It does go against the value

It does go against the value we place on individuality and uniqueness but that's in the nature of MMOs. When dealing with a small group of people (the classic example is a tabletop game) it's possible to tailor the experience to each individual. When the situation changes to dealing with dozens, hundreds, or thousands of people it's necessary to begin painting with a broad brush. You will see dozens of others with the same attacks, the same travel powers, the same capes, and the same glows/auras.

The only answer is to focus on the many positive aspects.

- - - - -
[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 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Darth Fez wrote:
Darth Fez wrote:

My lack of enthusiasm is for NPCs blatantly stating, "Thank you for visiting Point B. Point B is now complete. Proceed to Point C." There are subtle methods for achieving the same result and they can make all the difference between guidance / linearity and railroading.

So essentially, its how its put across that is a problem rather than anything else.

I do also like the idea that if you *dont* do something, it opens up another series of events (similar to the choices that happened inside Praetoria for some missions), so you see a different story. However, this is inherently more complex to work with, and you will probably end up with a form of phasing to make this work properly.

Whilst playing Final Fantasy 14, there are several cases of "rail roading" to go from A to B... some are badly done, others are quite nicely done because they actually *do* progress the overall story (in my case, someone got kidnapped, but left a message to go and talk to someone else... you need to remember a passphrase to continue the story).

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: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Gangrel wrote:
Gangrel wrote:

Darth Fez wrote:
My lack of enthusiasm is for NPCs blatantly stating, "Thank you for visiting Point B. Point B is now complete. Proceed to Point C." There are subtle methods for achieving the same result and they can make all the difference between guidance / linearity and railroading.

So essentially, its how its put across that is a problem rather than anything else.

Yes.

The way I view it, presentation is everything. The medium (computer game) places limits on what can realistically be done. Hence linearity is inevitable (perhaps not entirely inevitable, but I'd argue that a degree of linearity is necessary for sake of player friendliness). I've no problem with some railroading and the use of standard story devices (such a message left by a kidnapped person), with the emphasis strictly on 'some'. SWTOR was quite blatant in its use of the "You're done with this area but I know this guy in the next area" method of moving people along.

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

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

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
@Darth Fez,

@Darth Fez,

I believe we agree that strict linearity is undesirable.

What I'm trying to say is two things:
1. Very strongly compelled linearity isn't really an improvement over the strict variety.
2. A standard MMO rep-system à la WoW or Rift leads to the worst kind of linearity: daily rep quest grinds.

What I like to see in any MMO is many options and no strong compulsion to pick any of them. At the point you'd get a "breadcrumb" from a linear game, I'd prefer to see you get two or three and in the end have the option of following all, some or none of them.

Some complain that CoH missions were pretty much all the same. There's a lot of merit in that complaint, but it's not just CoH missions, but rather tasks in MMO's generally. The bulk of them are going to necessarily fall in to a few very recognizable categories. People who rail against that I generally advise to avoid the genre completely.

One of the very likeable things about CoH is that you could completely skip the missions altogether. At the same time my big complaint against CoH players in the very earliest days (pre-I1), was that the ones who skipped all the missions complained of a lack of "content". There was plenty of content, they just chose to skip it. Even so I much prefer that the freedom to choose that be there.

Get yourself right; the world has enough problems.

Gangrel
Offline
Last seen: 1 day 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

@Darth Fez,
I believe we agree that strict linearity is undesirable.
What I'm trying to say is two things:
1. Very strongly compelled linearity isn't really an improvement over the strict variety.
2. A standard MMO rep-system à la WoW or Rift leads to the worst kind of linearity: daily rep quest grinds.
What I like to see in any MMO is many options and no strong compulsion to pick any of them. At the point you'd get a "breadcrumb" from a linear game, I'd prefer to see you get two or three and in the end have the option of following all, some or none of them.
Some complain that CoH missions were pretty much all the same. There's a lot of merit in that complaint, but it's not just CoH missions, but rather tasks in MMO's generally. The bulk of them are going to necessarily fall in to a few very recognizable categories. People who rail against that I generally advise to avoid the genre completely.
One of the very likeable things about CoH is that you could completely skip the missions altogether. At the same time my big complaint against CoH players in the very earliest days (pre-I1), was that the ones who skipped all the missions complained of a lack of "content". There was plenty of content, they just chose to skip it. Even so I much prefer that the freedom to choose that be there.

Agreed... to an extent, street sweeping/mob grinding *should* at least give some benefit to doing it (even if its just loot).

I found a basic list of "quest formats", that Unsub (the guy who has written up on CoX previously at http://evilasahobby.com/ ), wrote up back in 2009.

[list]
[*]Kill X of Y: You have to defeat a certain number of the same opponent. This starts out as Kill Ten Rats and ends up at Kill 250 Elder Rat Gods.
[*]Kill [Named] Y: Some mob has gotten tough enough to earn itself a name. You are to assassinate it for rising above its station.
[*]Delivery (aka Fedex): The quest giver wants something delivered to someone else. In a time of magic or ultra-tech science, the best way of getting it there is to give it to some wandering adventurer and have them deliver it in person.
[*]Collect X of Y: A character is tasked with finding a certain number of objects of a certain type to continue the quest. This starts out as Collect 10 Rat Droppings and ends up at Collect 100 Elder Rat God Droppings. Sometimes it involves collecting the organs of creatures you kill e.g. collect 10 Rat Noses - please note that not every Rat will have a nose to collect.
[*]Escort: Lead another NPC from point A to point B. There will always be complications, especially if the NPC decides that they'd rather run straight through the most dangerous part of the zone, insulting its inhabitants and frequently get stuck on rocks / logs / their own shoes.
[*]Locate: A particular individiual, item or location needs to be found. Sometimes they will be marked on the map, which defies logic since they are already located, but is a lot more fun than wandering aimlessly looking for them / it, only to find out they were / it was around the corner from the quest giver the whole time.
[*]Defend: Defend an NPC, item or place for a fixed period of time against waves of attackers. These kinds of quests often guarantee that players are forced into one location for the entire time until the quest is complete; it also sees them get very aggravated when they fail the mission on the last wave.
[*]Interact: Slightly different to Locate in that the specified NPC / item needs to be activated by the player as part of the mission requirement. This means it involves at least one extra click. Most puzzle-solving quests (i.e. put the pillars in the right spots, align the coloured pegs, etc) are Interact quests.
[*]Craftskills: In order to complete the mission something needs to be crafted by the player (or developed by some kind of craftskill). Every now and again the mission designers remember there are other systems in their MMO outside of combat and movement and drop one of these in.
[*]Reach Achievement X: The quest is to reach a certain achievement, such as a particular level or craftskill rank or even earn a particular achievement before you can continue. Usually this is used as a gating mechanism - the contact won't even talk to you before you reach this particular achievement - but sometimes the quest itself states what achievement you have to get to before continuing.
[/list]

I believe that some of these categories *can* be collapsed because there is an overlap (gather X of Y item can be a tradeskill/craft quest OR a Kill format quest), but this gives the basic overview at least.

Now, if you look at the "puzzle" quests from The Secret World, they do end up being "interact" or "go to" at the *very* end... its the "inbetween" part that is the interesting part for them.

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.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
I always get a laugh we

I always get a laugh when people complain of "Kill X of Y" missions and then go grind mobs for a drop, for rep or just for the exp.

Get yourself right; the world has enough problems.

Flow-
Flow-'s picture
Offline
Last seen: 9 years 9 months ago
Joined: 08/28/2013 - 21:42
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

I always get a laugh we people complain of "Kill X of Y" missions and then go grind mobs for a drop, for rep or just for the exp.

^

Gangrel
Offline
Last seen: 1 day 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

I always get a laugh when people complain of "Kill X of Y" missions and then go grind mobs for a drop, for rep or just for the exp.

Probably because the running back to pick up/hand in the quest (or even just clicking something) distracts them from the killing routine that they have set up, even though the quest/mission/call it waht you will, will give them bonus XP.

I actually *dont* mind quests, infact, I generally try to see how easily it is to level up without going out of my way to kill extra mobs to level up (interesting side note; I actually had to skip zones in WoW when I last played to actually get to stuff that was more my level, and so i skipped out on a load of content whilst levelling up. Following the path WILL get you there eventually... but it is a long path... especially considering taht you can normally skip from halfway through Outland, to go to Northrend, and then leave halfway through that to go and do Pandaria. And even then, you will hit level cap *before* you run out of zones (if following quest line) ).

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.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
I like quest lines. They give

I like quest lines. They give you the sense of being part of the story.

I also like having the freedom to skip them when you've finally had enough of rescuing lawyers.

Mob grinding I generally dislike, but prefer having the option to do it. There are exceptional situations, testing builds for example, but otherwise I prefer to have a story to play along with.

Grinding à la EQ: hateful.

Get yourself right; the world has enough problems.

Gangrel
Offline
Last seen: 1 day 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

I like quest lines. They give you the sense of being part of the story.
I also like having the freedom to skip them when you've finally had enough of rescuing lawyers.
Mob grinding I generally dislike, but prefer having the option to do it. There are exceptional situations, testing builds for example, but otherwise I prefer to have a story to play along with.
Grinding à la EQ: hateful.

If there is *NOT* enough content for you to play through and you have to go through and grind mobs mindlessly to just advance your character, then that is a problem.

However, if there is enough content to advance, and you *have* the option to grind stuff mindlessly (if you so desire), then that is more welcoming to me....

Oh, and personally, I just *hated* how much City of Heroes was instanced. It gave the advantage for the developers to be able to implement the "difficulty slider", but took people out of the "living world" (as it were).

Final Fantasy 14 has a difficulty slider (well +level) for their "levequests/guildquests" (which are quick pick up 20 minute tops (timed) missions, and although they are in the open world, the game breaks the "4th wall" a little bit by not allowing *others* to attack the mobs (you get a notice saying that it the mob is part of another players duty), or it increases the difficulty of gathering items etc etc...

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: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

@Darth Fez,
I believe we agree that strict linearity is undesirable.
What I'm trying to say is two things:
1. Very strongly compelled linearity isn't really an improvement over the strict variety.
2. A standard MMO rep-system à la WoW or Rift leads to the worst kind of linearity: daily rep quest grinds.
What I like to see in any MMO is many options and no strong compulsion to pick any of them. At the point you'd get a "breadcrumb" from a linear game, I'd prefer to see you get two or three and in the end have the option of following all, some or none of them.
Some complain that CoH missions were pretty much all the same. There's a lot of merit in that complaint, but it's not just CoH missions, but rather tasks in MMO's generally. The bulk of them are going to necessarily fall in to a few very recognizable categories. People who rail against that I generally advise to avoid the genre completely.
One of the very likeable things about CoH is that you could completely skip the missions altogether. At the same time my big complaint against CoH players in the very earliest days (pre-I1), was that the ones who skipped all the missions complained of a lack of "content". There was plenty of content, they just chose to skip it. Even so I much prefer that the freedom to choose that be there.

Again, yes.

There is the added wrinkle that linearity is one of those elements that is going to be subjective. I've no doubt that one person's railroading is another's, "Woohoo, I'm a detective, yeah baby!"

Dailies should certainly only complement or supplement a means to an end, not be the sole means to advance toward a goal. Additionally, in WoW, I did not find it a particularly good idea that doing the round of dailies was one of the better ways to make money.

It was the mindless daily quests grinding that ultimately made me throw in the towel with WoW. At some point during Cataclysm they introduced a system of doing daily quests to earn currency to unlock more daily quests so you could earn more currency to unlock more daily quests. I stuck with it for maybe a week or two and then... I just stopped.

I have no problem with daily missions, per se. There are those people who love their dailies, so getting rid of them entirely is not the answer. I'm certain they're nice for developers, as well, since as a mechanic/system they're quite simple and straightforward. Again, I feel that execution and presentation is vital. The standard system of repeating the same missions over and over, and perhaps eventually unlocking additional missions to repeat ad nauseam, is dull. Having a pool of missions from which that set of daily missions are drawn from would add variety and create an illusion of liveliness.

As you say, those who cannot deal with sameness and repetition are best served playing some other style of game.

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

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

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Gangrel wrote:
Gangrel wrote:

HarvesterOfEyes wrote:
I like quest lines. They give you the sense of being part of the story.
I also like having the freedom to skip them when you've finally had enough of rescuing lawyers.
Mob grinding I generally dislike, but prefer having the option to do it. There are exceptional situations, testing builds for example, but otherwise I prefer to have a story to play along with.
Grinding à la EQ: hateful.

If there is *NOT* enough content for you to play through and you have to go through and grind mobs mindlessly to just advance your character, then that is a problem.
However, if there is enough content to advance, and you *have* the option to grind stuff mindlessly (if you so desire), then that is more welcoming to me....
Oh, and personally, I just *hated* how much City of Heroes was instanced. It gave the advantage for the developers to be able to implement the "difficulty slider", but took people out of the "living world" (as it were).

+1 to this, as well.

The high level of instancing in SWTOR is certainly one aspect that hurt the game and made it feel less alive. It was nice to not have to worry about someone coming along and killing the mobs or tagging the missions items, but it also meant that for the entirety of that mission I would see nothing but mobs and NPCs. (It didn't really help that there were still more than a handful of missions that had precisely this problem - by design. E.g. Few enough of a particular mob to make waiting inevitable if even just two or three people were hunting them. Mission related mobs that took considerably longer to respawn than random mobs. Mission items that took four or five minutes to respawn.)

- - - - -
[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 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Side note: In Mists of

Side note: In Mists of Pandaria, Blizzard actually *did* introduce a selections of dailies... although the pool of missions from each character are small, the variety of "daily combinations" for Pandaria dailies is quite nice. Although some of them were limited and got boring occasionally...

But then again, I was doing dailies for a mount... which to me was the same as doing dailies for hero merits in CoX.

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.

snate56
snate56's picture
Offline
Last seen: 7 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
I liked the Duty Officer

I liked the Duty Officer system in STO, but after awhile, and if you had numerous characters, it felt like I was showing up for work, sitting at a desk, and filing paperwork all day

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely [i]will not stop, ever,[/i] until we are live!"
Warcabbit

Flow-
Flow-'s picture
Offline
Last seen: 9 years 9 months ago
Joined: 08/28/2013 - 21:42
Gangrel wrote:
Gangrel wrote:

HarvesterOfEyes wrote:
I like quest lines. They give you the sense of being part of the story.
I also like having the freedom to skip them when you've finally had enough of rescuing lawyers.
Mob grinding I generally dislike, but prefer having the option to do it. There are exceptional situations, testing builds for example, but otherwise I prefer to have a story to play along with.
Grinding à la EQ: hateful.

If there is *NOT* enough content for you to play through and you have to go through and grind mobs mindlessly to just advance your character, then that is a problem.
However, if there is enough content to advance, and you *have* the option to grind stuff mindlessly (if you so desire), then that is more welcoming to me....
Oh, and personally, I just *hated* how much City of Heroes was instanced. It gave the advantage for the developers to be able to implement the "difficulty slider", but took people out of the "living world" (as it were).
Final Fantasy 14 has a difficulty slider (well +level) for their "levequests/guildquests" (which are quick pick up 20 minute tops (timed) missions, and although they are in the open world, the game breaks the "4th wall" a little bit by not allowing *others* to attack the mobs (you get a notice saying that it the mob is part of another players duty), or it increases the difficulty of gathering items etc etc...

Something i'd really want is adjustable difficulty in TPP. What's the point of becoming more powerful then 50 enemies your level if you have nothing else to strive towards? Knowing i could boost the difficulty level (or lower it) was always a nice thing to have. Personally i didn't mind most missions being instanced either :)

Gangrel
Offline
Last seen: 1 day 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
How badly they instance the

How badly they instance the content will depend as to what system they go for their server setup. If they go for the "single server" setup, similar to Eve Online/Champions Online, I feel that the instancing of missions (ie going from door to door) will be ok.

However, if they do what most other MMO's do, and split the playerbase up by server (like WoW, City Of Heroes, Rift, loads of other MMO's), then I feel that if there is *too* much instancing, then the game will look very empty. There were other reasons why this happened in CoX (the proliferation of travel powers to level 4), the ease of changing zones (most people used Oroborus as a quick short cut once they unlocked it), the linking of the trainlines... meant that people just skipped around and didn't stay *in* a zone unless they had to.

Now, granted these are my thoughts, but as an example.. Atlas park was very quiet on the Union server in the run up to the closure announcement, unless a new powerset had been released... but that was a short lived "burst" of enjoyment.

Steel canyon was "the" place to be. You had good travel links, you had a university for crafting (handy for those who *hadnt* unlocked the portable crafting table, Wentworths... all of that within *one minute* of travel of each other. Sure, levelling up you had to move for, but then you just had to choose your nearest trainer... but even so, even at peak time, I rarely saw more than 15 people around this "central" location.. and this was the *busy* area.

And this was when my server had hit 2 dots...

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.

Ellis
Offline
Last seen: 9 years 9 months ago
kickstarter
Joined: 08/31/2013 - 16:13
I'm going to actually go

I'm going to actually go against the title of the thread and list some interesting and fun mechanics that some MMOs did that made it more fun and less annoying to play.

*RADIO UPDATE* Fallen Earth had this, and just in the past year or so, Lord of the Rings Online added it. The original NPC sends you to an area. The "old" way was you did the quest, returned to the NPC and they sent you back to the same area. This happened so much, I called the style of questline "But I was JUST THERE." Fallen Earth had it where, as you went along, new quests automatically came up. CoX, of course, had the phone, once you did enough quests. LoTRo's mechanism needs work, as you sometimes needed to know the very exact X,Y,Z location of the quest to get it to trigger.

*COOPERATIVE* Rather than stand in line and wait on Boss or Glowy, if players were in the same area and working for the same goal and did even a bit of dps/healing, everyone got credit. CoX', Auto Assault, Fallen Earth, and now the LoTRo warbands use this.

*MORE THAN STATUES* Some MMOs have objects lying around that you can click, or pick up, and they start a quest. It felt more natural than the NPC sending chain. While it's more work, it would be nice to have a variety of ways to get quests.

*VARIED GAMEPLAY* One of the troubles in CoX is they only ever made one gameplay mechanic, and putting more in later is rough. All you could do was shoot something, even when all you were doing was "looking at Sally". Some MMOs, in addition to "shoot them", have other ways to solve things. It would be nice to add in non-combat skill choices to the character sheet, like diplomacy, streetwise, etc, and get to use those skills instead.

*Player Created content* Yes, I know most of it will be XP farms, blah blah. I was a huge fan of AE. My supergroup, Guardian Force, used it every week to make custom plots for the group to do. I went and looked through as many as I could, and I found some amazing stuff, some of which I liked better than the professional dev-written things. If there were 200,000 player-written plots in the AE, and 90% of them were XP farms, that left 20,000 that were story-based. If only 1% of those were good, that's 200 good story-based plots. No matter what, players will chew up content faster than an MMO can make it, so may as well let the players make some, too.

*Sandbox VS Theme Park* As discussed above, most of the currently running MMOs are Theme Park. You're strapped in, led by the nose, and follow the arrow. The advantages to that is that the players don't get lost and frustrated. The disadvantage is that it feels, like someone said before, like you're adventuring in IKEA. I'm not sure what sandbox style MMOs still remain, but while a player could be lost and frustrated with no idea what to do, it had a better worldfeel. I wonder if there's a way to balance an MMO to have a sandbox worldfeel, while also having the ability to direct the player, when needed?

This is all I'll do for now, and I'm sure folks will get sick of me, especially when I start posting Suggestions.

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 1 month ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
I don't want to come across

I don't want to come across as some kind of Gangrel fanboy :-) but once again I think he makes a good point. I think all the shortcuts to get to missions contributed greatly to emptying the world. There's a thread over on Titan asking whether the game got too user friendly towards the end, and lots of people have commented that they would not have stayed if not for the quick travel powers or even earlier access to standard travel powers, but all these cut down on the chances to see other players, which perhaps made the world seem emptier than it was.

I can still remember in the old days coming out of a mission in Bricks and bumping into 2 other heroes with whom I'd occasionally team. They asked what I was doing next, and when I described the mission they said it was gonna be tough for me (a squishy blaster) to solo, and would I like help? We completed that mission, and in return I went and helped them with one of theirs. This sort of thing seemed to happen less and less as they added features to the game.

On the other hand, I strongly dislike a mostly non-instanced world, where you have to queue up to wait for the glowie to reset or the boss to respawn. Nothing breaks my suspension of disbelief quite like seeing mobs respawn on top of me. I loved that CoX avoided this almost entirely until the revamp of Atlas -- those respawning Hellions always bugged me.

Spurn all ye kindle.

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Ellis wrote:
Ellis wrote:

*RADIO UPDATE* Fallen Earth had this, and just in the past year or so, Lord of the Rings Online added it. The original NPC sends you to an area. The "old" way was you did the quest, returned to the NPC and they sent you back to the same area. This happened so much, I called the style of questline "But I was JUST THERE." Fallen Earth had it where, as you went along, new quests automatically came up. CoX, of course, had the phone, once you did enough quests. LoTRo's mechanism needs work, as you sometimes needed to know the very exact X,Y,Z location of the quest to get it to trigger.

This part reminded me of the newspaper missions in CoH. (I know, I know. More dailies.) That was an awesome idea that was never developed to its potential. For example, give each reputation/faction a pool of daily missions. Depending on a player's standing (preferably both sufficiently positive or negative) they would have their choice of different missions. Other factors, such as character level, reputation level, and perhaps even zone/area, could factor in to which missions are available. ([i]I would market this strictly as a benefit or feature of the reputation system, not turn it into a means to gain or grind reputation.[/i])

Quote:

I wonder if there's a way to balance an MMO to have a sandbox worldfeel, while also having the ability to direct the player, when needed?

Good question, and it'd certainly be a heck of a balancing act. Not least because there appears to be quite some contention about what is required for a game to be considered a sandbox. As HarvesterOfEyes and I have discussed, above, I contend that one of the most important factors is very careful management of how linear the game feels. And, really, there's no reason a theme park game cannot have missions or even missions hubs off the beaten path. That comes with the caveat that such missions are entirely optional. If I have to complete those missions in order to hit the level cap I do not consider them optional.

Cinnder wrote:

I don't want to come across as some kind of Gangrel fanboy :-)

That'd already make two of us in the Gangrel fan club.

- - - - -
[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 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Ellis wrote:
Ellis wrote:

*Sandbox VS Theme Park* As discussed above, most of the currently running MMOs are Theme Park. You're strapped in, led by the nose, and follow the arrow. The advantages to that is that the players don't get lost and frustrated. The disadvantage is that it feels, like someone said before, like you're adventuring in IKEA. I'm not sure what sandbox style MMOs still remain, but while a player could be lost and frustrated with no idea what to do, it had a better worldfeel. I wonder if there's a way to balance an MMO to have a sandbox worldfeel, while also having the ability to direct the player, when needed?

This is all I'll do for now, and I'm sure folks will get sick of me, especially when I start posting Suggestions.

Ultima Online and Eve Online are the "Big Two" of sandbox MMORPG's, but they are in no way shape or form the final word in what constitutes a sandbox MMORPG.

I remember having a very big discussion with Samuel Tow on the old official forums, about the differences between "themepark" and "sandbox" MMORPG's.

It ended up being very long winded.

ps: And yes, CoX had *some* sandbox features (the actual SG base building for example, although it had no visible ingame effect), and the flexibility of the character creator as well....

and shucks guys, the next thing i know is that you are getting T-shirts printed up promoting your love for me...

*blinks*

*wipes away the tears*

Just no Twilight-level of love please... that is just plain scary.

pps: I don't sparkle

Quote:

On the other hand, I strongly dislike a mostly non-instanced world, where you have to queue up to wait for the glowie to reset or the boss to respawn. Nothing breaks my suspension of disbelief quite like seeing mobs respawn on top of me. I loved that CoX avoided this almost entirely until the revamp of Atlas -- those respawning Hellions always bugged me.

Tabula Rasa had a good way to solve this (at least for the Bane enemy). They had a drop ship fly in and teleport them... so at least it made a themeatic sense.

I believe that something similar (climbing out of the sewer, opening and climbing out of windows that kind of thing), can make the "they respawn on top of you" mechanic at least believable.

The presentation of the old mechanic can change a lot of perceptions...

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.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
Cinnder wrote:
Cinnder wrote:

I don't want to come across as some kind of Gangrel fanboy :-) but once again I think he makes a good point. I think all the shortcuts to get to missions contributed greatly to emptying the world. There's a thread over on Titan asking whether the game got too user friendly towards the end, and lots of people have commented that they would not have stayed if not for the quick travel powers or even earlier access to standard travel powers, but all these cut down on the chances to see other players, which perhaps made the world seem emptier than it was.

The world seeming emptier that it is in fact is a good thing when the game is new and enjoying a surge in popularity. Even Protector had 2-3 instances of all the low and mid-level zones early on. Late in the game's life when you had perhaps 2 server's worth of population spread out over 10 servers and most people done with everything they ever wanted to do in a mid-level zone, the world is going to seem empty because relatively speaking it is.

Even at that point in the game's life though, was there ever a time on a server when there wasn't a crowd hanging out in AP? Not on any of the ones I visited.

Quote:

I can still remember in the old days coming out of a mission in Bricks and bumping into 2 other heroes with whom I'd occasionally team. They asked what I was doing next, and when I described the mission they said it was gonna be tough for me (a squishy blaster) to solo, and would I like help? We completed that mission, and in return I went and helped them with one of theirs. This sort of thing seemed to happen less and less as they added features to the game.

On the other hand, I strongly dislike a mostly non-instanced world, where you have to queue up to wait for the glowie to reset or the boss to respawn. Nothing breaks my suspension of disbelief quite like seeing mobs respawn on top of me. I loved that CoX avoided this almost entirely until the revamp of Atlas -- those respawning Hellions always bugged me.

The emphasis on instanced content was one of the best features of CoH IMO. This feature in particular put the player and his team in charge of their time. In open-world content you're dependent on the winds of fortune to permit you the privilege of having some objectives available to you. You're also dependent on the good graces of other players many of whom don't have any. [No more Evercamp for me, ever.]

There are people who will play this and any other MMO whose whole purpose is to go around barfing on your good time. If you did more than a couple Hami raids you must have met some of them. Instanced content puts an impenetrable wall between you and them. Hooray for instanced content!

Get yourself right; the world has enough problems.

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

The emphasis on instanced content was one of the best features of CoH IMO. This feature in particular put the player and his team in charge of their time. In open-world content you're dependent on the winds of fortune to permit you the privilege of having some objectives available to you. You're also dependent on the good graces of other players many of whom don't have any. [No more Evercamp for me, ever.]
There are people who will play this and any other MMO whose whole purpose is to go around barfing on your good time. If you did more than a couple Hami raids you must have met some of them. Instanced content puts an impenetrable wall between you and them. Hooray for instanced content!

Any open world content that requires accessing a clicky/glowy should have a system in place that allows anyone on the mission to access it when they get there, no matter if someone else had accessed it a moment earlier. The technology obviously exists, otherwise we'd all be having a lot of fun trying to interact with mission NPCs or vendors (pardon the snark).

Hunter/killer missions could also be made more player friendly: there need to be enough mobs in the general mission area so that a player never needs to hunt for respawns, even if there are two or three others engaged in the same mission (particular hatey-hate for missions that asked for gathering/killing 8 of something but there were only 7 of those around at any one time). There are many ways time sinks can be introduced into a MMO. Waiting for respawns should never be one of them.

And, yeah, you know, don't give mission critical mobs a five minute respawn timer. >:(

- - - - -
[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 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

Even at that point in the game's life though, was there ever a time on a server when there wasn't a crowd hanging out in AP? Not on any of the ones I visited.

The EU servers unless there was a special event running specifically in the zone, had Atlas quiet. The only time it seemed to pick up steam was just after a new powerset was released.

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.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
That's a case of the world

That's a case of the world seeming empty because it was empty.

Get yourself right; the world has enough problems.

Gangrel
Offline
Last seen: 1 day 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Darth Fez wrote:
Darth Fez wrote:

HarvesterOfEyes wrote:
The emphasis on instanced content was one of the best features of CoH IMO. This feature in particular put the player and his team in charge of their time. In open-world content you're dependent on the winds of fortune to permit you the privilege of having some objectives available to you. You're also dependent on the good graces of other players many of whom don't have any. [No more Evercamp for me, ever.]
There are people who will play this and any other MMO whose whole purpose is to go around barfing on your good time. If you did more than a couple Hami raids you must have met some of them. Instanced content puts an impenetrable wall between you and them. Hooray for instanced content!

Any open world content that requires accessing a clicky/glowy should have a system in place that allows anyone on the mission to access it when they get there, no matter if someone else had accessed it a moment earlier. The technology obviously exists, otherwise we'd all be having a lot of fun trying to interact with mission NPCs or vendors (pardon the snark).
Hunter/killer missions could also be made more player friendly: there need to be enough mobs in the general mission area so that a player never needs to hunt for respawns, even if there are two or three others engaged in the same mission (particular hatey-hate for missions that asked for gathering/killing 8 of something but there were only 7 of those around at any one time). There are many ways time sinks can be introduced into a MMO. Waiting for respawns should never be one of them.
And, yeah, you know, don't give mission critical mobs a five minute respawn timer. >:(

Or you can go for the other route of what some other MMO's have done, of where if you help kill a mob, you get credit for it (so the lack of tagging a mob for reward rights).

THAT is probably the "innovation" that has helped a lot for the newer MMO's. Sure, not all of them utilise it, but the option is there.

Guild Wars 2, does it... Final Fantasy 14 does it (well, as long as you are on the "correct step" for it to count... ie if the quests says "use the blind potion on the mob on x mob and then defeat him", then you only get credit once you have used the potion.... but for stuff in your hunting log... jump in and help another player! if you don't leave it too late (ie when it has a sliver of health), then you get credit for the kill!)

So, there are workarounds for them. Also changing/tweaking the spawn rate for the number of players in the area is a good idea. Instead of having them on a static timer, increase the number of mobs that spawn, or how fast they come back...

((and used in conjuction with representing they respawn, this makes it seem more alive. Using a fantasy example here... instead of the spiders just "fading into view", have them descend from trees on a strand of web... same basic idea, makes it look better overall though))

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: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Gangrel wrote:
Gangrel wrote:

Or you can go for the other route of what some other MMO's have done, of where if you help kill a mob, you get credit for it (so the lack of tagging a mob for reward rights).
THAT is probably the "innovation" that has helped a lot for the newer MMO's. Sure, not all of them utilise it, but the option is there.

Or this, yes. That was the not-quite-obvious-but-should-have-been one that escaped me. It'd be nice to see more games take advantage of this.

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

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

DeathSheepFromHell
DeathSheepFromHell's picture
Offline
Last seen: 5 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 03/16/2013 - 15:08
Darth Fez wrote:
Darth Fez wrote:

HarvesterOfEyes wrote:
It's not just MMO's either. For my money what's gone wrong with computer gaming is that nearly everything now is a console game with strict linearity.
Precisely.
As Total Biscuit says in the video, linearity is desirable (and inevitable) in video games but there's a significant difference between guiding players and pushing them down a hallway. One of the things that made WoW stand out in my mind is that the guys at Blizzard are masters at disguising many of the tricks that annoy me in other MMOs (as they did in WoW, as well, from time to time, though it wasn't nearly as blatant).
At this point I could really use a break from the blatant, "Hey, thanks man! You've solved all our problems! You know what? Larry from accounting told me he's got some problems. You should go pay him a visit." breadcrumbs.

Care to elaborate on which things tend to jar you, and what the successful tricks to mask it off are? I know plenty of the answers for myself, obviously, but we'll do rather better if we can avoid pulling back the curtain for as many players as we can…

[hr]
[color=#ff0000]Developer Emeritus[/color]
and multipurpose sheep

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
The item I mentioned about

The item I mentioned about SWTOR, with NPCs passing players off to each other, is the only one that immediately springs to mind. This was almost certainly exacerbated by the linear and split up design of the zones. If I recall correctly from my brief forays into Rift, they followed much the same philosophy of having NPCs declare, "You're done here, but I know this guy..." I'd never paid enough attention to such things to be able to cite any other examples and it's been years since I'd played WoW (in fairness, I'm certain they weren't shy about using that particular approach).

For my money, the best way to disguise linearity, and the sense of being passed around, is for the story to present a compelling reason for a character to go where they need to be, and to be where they are. SWTOR managed the planet hopping through the class story, for all that they weren't particularly subtle about it. Most of the time such reasons amount to the character being a traveling handyman. The idea that the character is someone of importance, or a hero, is severely undermined by the presentation that they're a Johnny-on-the-spot. This tends to stand completely at odds with the tone of the missions, which is often less 'help us' and more 'save us from certain death/destruction'. (I'd mentioned in one thread or another that I soon started to feel that my character in SWTOR was not merely a hero, he was the only competent soldier in the military.)

I would take a, "I heard you're going in the direction of Centreville. Could you take this letter to my brother? He's in Middletown, which should be on your way," - and lo, Middletown is another mission hub! - over an NPC kicking me down to Larry any day. Or dial back even further and provide nothing but worries and rumors from the people about events in Middletown. Just enough of a blip to put it on the player's proverbial map (read: journal entry). Does wonders in single player games. It's a reminder that there is something there rather than a giant "GO HERE NAO" arrow.

Certainly none of this amounts to reinventing the wheel. There's no reason to try to invent new tropes when a slight twist to an existing trope can get the ball rolling. Nor am I against being sent to help Larry, so long as such directness is not too prevalent.

Another approach could be for the player to have comrades, let's call them. NPCs who are something like a permanent contact, with their own personalities. They might provide the odd mission but mostly they'd exist solely to hand out breadcrumbs. Same job, different packaging.

At this point I'm tired enough to add nothing more than, I hope this post isn't too rambling.

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

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

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
Two techniques break up

Two techniques break up linearity and they can counter-balance each other:

1. Avoidance of gating quests, that is quests you absolutely must successfully complete before more stuff opens up to you. In anything like a CoH story arc each mission gates the next and that just fine by me. The thing to avoid is including a mission at hub A which if you didn't bother to complete it no one at hub B will talk to you. Even worse when hidden missions gate the hubs. "Oh no, I didn't pick up the magic bean at level 6, and now I'm too high level to get one."

2. Parallel quest lines. Suppose when I finish with hub A there are hubs B1 and B2 at the right level and no interdependence between them. I can do either, or if there's another way to progress past those levels I might do that and skip those entirely. CoH had a lot of that at the low and mid levels. Where you have a lot of parallel quest lines you can afford more gates.

It seems fairly reasonable to me to suppose that the cause of games having become so linear is that it is simply less work for the writers, thus cheaper to produce. The mistake the game publishers are making is in believing that cheap and easy is just as good. My experience with Pacific War games has made me very very skeptical about buying any more computer games of any kind.

Get yourself right; the world has enough problems.

Tannim222
Tannim222's picture
Offline
Last seen: 6 days 3 hours ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
Darth Fez wrote:
Darth Fez wrote:

The item I mentioned about SWTOR, with NPCs passing players off to each other, is the only one that immediately springs to mind. This was almost certainly exacerbated by the linear and split up design of the zones. If I recall correctly from my brief forays into Rift, they followed much the same philosophy of having NPCs declare, "You're done here, but I know this guy..." I'd never paid enough attention to such things to be able to cite any other examples and it's been years since I'd played WoW (in fairness, I'm certain they weren't shy about using that particular approach).

With regards to an NPC passing you off and such, I can say it is our hope to create a way for engaging content where you aren't simply shuffled from one npc contact to the next. There will be times and places for npc contacts, and we want to avoid creating the sense your character is always someone else's lackey, messager, gofer, and so on. We want your hero / villain to be the hero / villain of his / her / its story.

There may be inevitable linearity to progression even within the stories you play through. Such is the nature of a story it has a beginning, middle and end. Early in your levels the stories may not be as complex as later levels as threats escalate, dastardly deeds are greater, and so on. But the play through may not always be contact a to contact b to contact c. And if we can pull off what we want, there may be more than one way to skin a cat ;)

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

DeathSheepFromHell
DeathSheepFromHell's picture
Offline
Last seen: 5 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 03/16/2013 - 15:08
Various fair points made. The

Various fair points made. The big ones that jump out at me boil down to:

[list=1]
[*]Have enough content that there is not "an arc" you have to follow, but rather, multiple arcs to pick and choose from. In fairness, this one may take some time to achieve, simply because it does require a sufficient volume of content to give more than a core path and a few variations — but no small part of it probably *also* boils down to not setting up situations where pieces of even the 'main' storyline(s) are so tightly linked that you have to pick something early on and it railroads you down a particular quest chain.
[*]Have logical connections and progressions, so that there is an obvious reason for the character to *care* about going to see JoeBob the next contact, other than just "Hey, I know this guy JoeBob you should talk to".
[*]Avoidance of "you did not carry the magazines/garden ornament/whatever from , now you lose". Personally, I see a very simple solution to this one: discard CoX's "out-level a contact" mechanic in favor of "stop showing the contact on your list of folks who have stuff open *for your current level*". If you want to go back and talk to someone and take on a level 10 mission when you're level 50, then from my point of view, more power to you. Now, that said, it may end up involving a slightly different approach, but there has definitely been discussion around how to handle this.
[/list]

On the first two points, the main hope I can hold out is that the current plans (subject to change, yadda yadda, etc., and so on) involve the ability to key both the world presented and mission details based on not only past choices, but potentially also past outcomes (within a limited scope, anyway). Personally, I am generally not especially in favor of arcs that "close off" choices because you opted to help Bob before helping Joe, although they do have their place — I just think that that place is "few and far between, and only where there really is no other sensible way to do it", personally, because of the drawbacks. However, I am *plenty* in favor of "Maria will talk to you if you did Bob's mission arc, *or* if you did Cecil's arc, *or* if you are at least as awesome as Kevin… but what exactly she says and what missions are offered may vary depending on why she talks to you".

Once the technical ability is established, it then becomes pretty much a matter for the mission-creation folks, and I can't speak for them directly.

[hr]
[color=#ff0000]Developer Emeritus[/color]
and multipurpose sheep

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 1 month ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
I think having choices of

I think having choices of what to do next at every level is what made CoX feel more like it was each character playing his own story, rather than the feel of so many other MMOs that your character is just another object on the production line. However, I understand what you're saying about taking time to get that much content. If we at least have a choice between 2 options at every point to start with, that will help a lot.

Oh, and my saying "to start with" reminds me: please at least give us some choice right at the beginning. I'm still annoyed that Freedom took away our freedom of choice for starting missions. I really dislike WoW for too many reasons to go into here, but one thing I did enjoy was having separate starting arcs based on race.

Spurn all ye kindle.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
Ellis wrote:
Ellis wrote:

I'm going to actually go against the title of the thread and list some interesting and fun mechanics that some MMOs did that made it more fun and less annoying to play.

*RADIO UPDATE* Fallen Earth had this, and just in the past year or so, Lord of the Rings Online added it. The original NPC sends you to an area. The "old" way was you did the quest, returned to the NPC and they sent you back to the same area. This happened so much, I called the style of questline "But I was JUST THERE." Fallen Earth had it where, as you went along, new quests automatically came up. CoX, of course, had the phone, once you did enough quests. LoTRo's mechanism needs work, as you sometimes needed to know the very exact X,Y,Z location of the quest to get it to trigger.

*COOPERATIVE* Rather than stand in line and wait on Boss or Glowy, if players were in the same area and working for the same goal and did even a bit of dps/healing, everyone got credit. CoX', Auto Assault, Fallen Earth, and now the LoTRo warbands use this.

*MORE THAN STATUES* Some MMOs have objects lying around that you can click, or pick up, and they start a quest. It felt more natural than the NPC sending chain. While it's more work, it would be nice to have a variety of ways to get quests.

*VARIED GAMEPLAY* One of the troubles in CoX is they only ever made one gameplay mechanic, and putting more in later is rough. All you could do was shoot something, even when all you were doing was "looking at Sally". Some MMOs, in addition to "shoot them", have other ways to solve things. It would be nice to add in non-combat skill choices to the character sheet, like diplomacy, streetwise, etc, and get to use those skills instead.

*Player Created content* Yes, I know most of it will be XP farms, blah blah. I was a huge fan of AE. My supergroup, Guardian Force, used it every week to make custom plots for the group to do. I went and looked through as many as I could, and I found some amazing stuff, some of which I liked better than the professional dev-written things. If there were 200,000 player-written plots in the AE, and 90% of them were XP farms, that left 20,000 that were story-based. If only 1% of those were good, that's 200 good story-based plots. No matter what, players will chew up content faster than an MMO can make it, so may as well let the players make some, too.

*Sandbox VS Theme Park* As discussed above, most of the currently running MMOs are Theme Park. You're strapped in, led by the nose, and follow the arrow. The advantages to that is that the players don't get lost and frustrated. The disadvantage is that it feels, like someone said before, like you're adventuring in IKEA. I'm not sure what sandbox style MMOs still remain, but while a player could be lost and frustrated with no idea what to do, it had a better worldfeel. I wonder if there's a way to balance an MMO to have a sandbox worldfeel, while also having the ability to direct the player, when needed?

This is all I'll do for now, and I'm sure folks will get sick of me, especially when I start posting Suggestions.

AE was cool although a bit of a farm gift drop. I just wished they could have made it easier to sort through those missions and or revamped the rating scheme. Farm missions tended to get high rating but many interesting one got low ratings besides the few dev choice rewards which in that setup made it seem like a lot more farm missions than there actually were and not many actually thought out AE missions.

Having and stating how many non-farm missions there were is moot if one cannot even find them without wasting 30min to an hour finding one.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
Tannim222 wrote:
Tannim222 wrote:

Darth Fez wrote:
The item I mentioned about SWTOR, with NPCs passing players off to each other, is the only one that immediately springs to mind. This was almost certainly exacerbated by the linear and split up design of the zones. If I recall correctly from my brief forays into Rift, they followed much the same philosophy of having NPCs declare, "You're done here, but I know this guy..." I'd never paid enough attention to such things to be able to cite any other examples and it's been years since I'd played WoW (in fairness, I'm certain they weren't shy about using that particular approach).

With regards to an NPC passing you off and such, I can say it is our hope to create a way for engaging content where you aren't simply shuffled from one npc contact to the next. There will be times and places for npc contacts, and we want to avoid creating the sense your character is always someone else's lackey, messager, gofer, and so on. We want your hero / villain to be the hero / villain of his / her / its story.
There may be inevitable linearity to progression even within the stories you play through. Such is the nature of a story it has a beginning, middle and end. Early in your levels the stories may not be as complex as later levels as threats escalate, dastardly deeds are greater, and so on. But the play through may not always be contact a to contact b to contact c. And if we can pull off what we want, there may be more than one way to skin a cat ;)

Now that is what I'm talking about. Despised the feeling of being someone's gofer and unfolding the contact's background story as if the player hero/villain is merely an errand boy.

There were plenty of places to explore, let the hero explore. They find a clue about a villain stronghold while running through a zone. Instead of "hey you, lackey, I got a job for you. Tale this package to so and so and come back. Then you can run around the map and monitor the telephones and when you are done, can you go fetch my memoirs they are very important to me. And after that,, go see Bob, he is missing his car keys." What is this? City of Heroes of City of Interns?
Even most basic fantasy mmos with their mundane kill x rats had more focus on the player. "Go prove yourself kill 5 rats, and I'll tell you how to get to the cave of the Nindragon so you take it's eye and take it to the Three Trolls and gain awesome power." It's quests, although I cant figure out how killing five rats prove anything, but overall it placed the player IN the storyline instead of merely doing odd jobs that the main NPC heroes find beneath their notice. Until it's time to save their skin and then a villain they beat in the past solo,

"no no, young intern, you must get 7 buddies to even think about doing a task that Manti used to do alone with one hand tied behind his back. And oh yeah, Jill cat is stuck in the tree again. States is busy posing, Posi, said he have more important stuff to do, and Manti and Sister Psy is occupied, and Infernal told me to get out of his face with that bull crap, so that leave you, the peon of the super world. Oh and you might want to bring a few friends, the cat hasn't been declawed and is too tough for you to handle alone. When you and your buddies finish getting the cat,don't forget to return because my trash can is full and needs to be taken out."

snate56
snate56's picture
Offline
Last seen: 7 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
Similar to when you were

Similar to when you were flying around Steel Canyon and stumbled across the clockwork furiously building a paladin, you could be zipping around a zone and spot a bunch of thugs in the middle of suspicious activity, or the Circle of Thorns could actually complete one of their open air summonings, etc.

I mean over and above the various villain spawns you'd normally find in a zone. Say you catch a group of guys unloading mysterious crates from a boat, you beat them up, then find a clue to a vast smuggling ring going on.
Steve

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely [i]will not stop, ever,[/i] until we are live!"
Warcabbit

Gangrel
Offline
Last seen: 1 day 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
HarvesterOfEyes]<p>Two
HarvesterOfEyes wrote:

Two techniques break up linearity and they can counter-balance each other:
1. Avoidance of gating quests, that is quests you absolutely must successfully complete before more stuff opens up to you. In anything like a CoH story arc each mission gates the next and that just fine by me. The thing to avoid is including a mission at hub A which if you didn't bother to complete it no one at hub B will talk to you. Even worse when hidden missions gate the hubs. "Oh no, I didn't pick up the magic bean at level 6, and now I'm too high level to get one."

I agree with you. I have no problem however of special "one off side plots" that are barred off in this fashion though. But main plot line? No chance of being gated out.

I think the problem with CoX was that because it was just not worthwhile to street sweep, and that the ONLY way to level up was via instanced missions... you *were* essentially rail roaded into certain routes... which at least the developers did fix. A large quantity of available content also helped out, so that there were *minimal*, if any, periods in the game where you didn't have at least one contact available to you (not to mention as well, that there were also Newspaper missions available).

Quote:

2. Parallel quest lines. Suppose when I finish with hub A there are hubs B1 and B2 at the right level and no interdependence between them. I can do either, or if there's another way to progress past those levels I might do that and skip those entirely. CoH had a lot of that at the low and mid levels. Where you have a lot of parallel quest lines you can afford more gates.

Don't disagree here.

Quote:

It seems fairly reasonable to me to suppose that the cause of games having become so linear is that it is simply less work for the writers, thus cheaper to produce. The mistake the game publishers are making is in believing that cheap and easy is just as good. My experience with Pacific War games has made me very very skeptical about buying any more computer games of any kind.

I think it is more because the *general* player base, and so as a result the developers, are expecting "Bigger!", "Better!", "FLASHIER!"... and the more of those you chuck in, the more expensive it gets. Once you start paying wages that is ;) (or it takes longer to make...)

Ok, possibly being a bit obvious here, but I believe that they are starting to go the same route as what movies have been for the past few years, with very little progression, just better looking stuff... although once it hits a plateau, that is when (generally speaking) the better *written* games come out. Although this is where it gets harder... would someone prefer a tighter written but more focused script, or a *lower quality* but more wide ranging game? Its a balancing act.

DeathSheepFromHell wrote:

Various fair points made. The big ones that jump out at me boil down to:
Have enough content that there is not "an arc" you have to follow, but rather, multiple arcs to pick and choose from. In fairness, this one may take some time to achieve, simply because it does require a sufficient volume of content to give more than a core path and a few variations — but no small part of it probably *also* boils down to not setting up situations where pieces of even the 'main' storyline(s) are so tightly linked that you have to pick something early on and it railroads you down a particular quest chain.

As long as you are aiming for it, I can always accept some railroading... or if there is at least *optional* content to do , then fair enough. If at the start you have to do ALL the available content (or end up grinding for parts of it), then I think you need to delay the game at the start and get some more "fluff" into it.

Quote:

Have logical connections and progressions, so that there is an obvious reason for the character to *care* about going to see JoeBob the next contact, other than just "Hey, I know this guy JoeBob you should talk to".

No complaints on this one... this is why it is possibly a little bit easier with an "open world" setting where they can generally *send you in the general direction* of quest hub Bub whilst running *another unrelated* mission. You see people, you go and explore and talk to peeps, you pick up new missions whilst also running missions for anotther.

City of Heroes gave the impression to me of mainly being "You have finished with me, go talk to John..." Granted, that is probably my jaded in the past view coming through.

Quote:

Avoidance of "you did not carry the magazines/garden ornament/whatever from , now you lose". Personally, I see a very simple solution to this one: discard CoX's "out-level a contact" mechanic in favor of "stop showing the contact on your list of folks who have stuff open *for your current level*". If you want to go back and talk to someone and take on a level 10 mission when you're level 50, then from my point of view, more power to you. Now, that said, it may end up involving a slightly different approach, but there has definitely been discussion around how to handle this.

CoX's "out levelling of a contact" was (in my opinion) stupid in the first place. I don't know why on earth they *didn't* let you run run content that you had out levelled... especially as they already HAD the idea of exemping down already implemented (or as far as i can it was in the game from the start).

Quote:

On the first two points, the main hope I can hold out is that the current plans (subject to change, yadda yadda, etc., and so on) involve the ability to key both the world presented and mission details based on not only past choices, but potentially also past outcomes (within a limited scope, anyway). Personally, I am generally not especially in favor of arcs that "close off" choices because you opted to help Bob before helping Joe, although they do have their place — I just think that that place is "few and far between, and only where there really is no other sensible way to do it", personally, because of the drawbacks. However, I am *plenty* in favor of "Maria will talk to you if you did Bob's mission arc, *or* if you did Cecil's arc, *or* if you are at least as awesome as Kevin… but what exactly she says and what missions are offered may vary depending on why she talks to you".
Once the technical ability is established, it then becomes pretty much a matter for the mission-creation folks, and I can't speak for them directly.

I like your idea of the *selection* of quests being available from a contact changing according to previous content completed.

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.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
yeah and then it leads into

yeah and then it leads into an arc where you discover whats going on, without having to be sidekick and report to some npc like a low level pogue "Hey you're powerful level 50 incarnate but still report to me and go to mary, she lost her wedding ring." and or NPC hero that merely pats you on the back and say good work. I'm a hero.

Do Superman report to some other hero for brownie points for every mission or before taking action in solving villain plots? No. Why should player heroes have to? When he do, he usually do it because he wants to if he feel the need they need to know. Lets heroes, you know, actually save the world and let villains do what villains do.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
Quote:
Quote:

CoX's "out levelling of a contact" was (in my opinion) stupid in the first place. I don't know why on earth they *didn't* let you run run content that you had out levelled... especially as they already HAD the idea of exemping down already implemented (or as far as i can it was in the game from the start).

It wasn't in from the start and the original implementation was clunky. However, once they made it so you could pretty much will yourself down to a level, yes you should have been able to interact with those contacts. Instead they built that function in to Orobouros, which IMO wasn't as good of a solution from the player's perspective.

Get yourself right; the world has enough problems.

Flow-
Flow-'s picture
Offline
Last seen: 9 years 9 months ago
Joined: 08/28/2013 - 21:42
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

Cinnder wrote:
I don't want to come across as some kind of Gangrel fanboy :-) but once again I think he makes a good point. I think all the shortcuts to get to missions contributed greatly to emptying the world. There's a thread over on Titan asking whether the game got too user friendly towards the end, and lots of people have commented that they would not have stayed if not for the quick travel powers or even earlier access to standard travel powers, but all these cut down on the chances to see other players, which perhaps made the world seem emptier than it was.

The world seeming emptier that it is in fact is a good thing when the game is new and enjoying a surge in popularity. Even Protector had 2-3 instances of all the low and mid-level zones early on. Late in the game's life when you had perhaps 2 server's worth of population spread out over 10 servers and most people done with everything they ever wanted to do in a mid-level zone, the world is going to seem empty because relatively speaking it is.
Even at that point in the game's life though, was there ever a time on a server when there wasn't a crowd hanging out in AP? Not on any of the ones I visited.
Quote:
I can still remember in the old days coming out of a mission in Bricks and bumping into 2 other heroes with whom I'd occasionally team. They asked what I was doing next, and when I described the mission they said it was gonna be tough for me (a squishy blaster) to solo, and would I like help? We completed that mission, and in return I went and helped them with one of theirs. This sort of thing seemed to happen less and less as they added features to the game.

On the other hand, I strongly dislike a mostly non-instanced world, where you have to queue up to wait for the glowie to reset or the boss to respawn. Nothing breaks my suspension of disbelief quite like seeing mobs respawn on top of me. I loved that CoX avoided this almost entirely until the revamp of Atlas -- those respawning Hellions always bugged me.

The emphasis on instanced content was one of the best features of CoH IMO. This feature in particular put the player and his team in charge of their time. In open-world content you're dependent on the winds of fortune to permit you the privilege of having some objectives available to you. You're also dependent on the good graces of other players many of whom don't have any. [No more Evercamp for me, ever.]
There are people who will play this and any other MMO whose whole purpose is to go around barfing on your good time. If you did more than a couple Hami raids you must have met some of them. Instanced content puts an impenetrable wall between you and them. Hooray for instanced content!

Sorry for the big quote, getting used to BBCode.

That's why i loved CoH aswell, There was no worry of getting your stuff stolen from you, and even in the case where a glowie was stolen from you, you could just fly at supersonic speed to the next one. SWTOR kind of fell off the boat with this one. Each glowie stolen resulted in you having to run slowly, fight slowly and then heal slowly to get a glowie. This process took like 5 minutes. that's not bad in some cases, but when the combat becomes tedious and it take 5 minutes to get 1 of 20 items that can be stolen by anyone at any time, it's really just another dull grind to try and reach level cap.
.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
jag40 wrote:
jag40 wrote:

yeah and then it leads into an arc where you discover whats going on, without having to be sidekick and report to some npc like a low level pogue "Hey you're powerful level 50 incarnate but still report to me and go to mary, she lost her wedding ring." and or NPC hero that merely pats you on the back and say good work. I'm a hero.
Do Superman report to some other hero for brownie points for every mission or before taking action in solving villain plots? No. Why should player heroes have to? When he do, he usually do it because he wants to if he feel the need they need to know. Lets heroes, you know, actually save the world and let villains do what villains do.

I'd be curious to read your outline of how a Superhero MMO ought to function.

Get yourself right; the world has enough problems.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

jag40 wrote:
yeah and then it leads into an arc where you discover whats going on, without having to be sidekick and report to some npc like a low level pogue "Hey you're powerful level 50 incarnate but still report to me and go to mary, she lost her wedding ring." and or NPC hero that merely pats you on the back and say good work. I'm a hero.
Do Superman report to some other hero for brownie points for every mission or before taking action in solving villain plots? No. Why should player heroes have to? When he do, he usually do it because he wants to if he feel the need they need to know. Lets heroes, you know, actually save the world and let villains do what villains do.

I'd be curious to read your outline of how a Superhero MMO ought to function.

Oh really? Or are you waiting for me to go through the trouble of outlining it for you so you can say "If I don't like it I can leave" some more?

I don't think you are curious about anything and probably already have it in your head how a super hero mmo supposed to work and since it's your idea, it means it's better than everyone else idea.

I think my reply above on how I think a super mmo should work, is sufficient enough for you for now. When you are truly interested and or curious, not looking for something else to insult and not too busy looking down on people, ask me again later.

snate56
snate56's picture
Offline
Last seen: 7 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
Superman has the luxury of

Superman has the luxury of being watched over by an active writer who can take him in any direction he needs to go. An MMO has to plot out all it's stories before they are committed to the final game. Everything needs to work smoothly before it reaches us, the players.

Steve

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely [i]will not stop, ever,[/i] until we are live!"
Warcabbit

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
snate56 wrote:
snate56 wrote:

Superman has the luxury of being watched over by an active writer who can take him in any direction he needs to go. An MMO has to plot out all it's stories before they are committed to the final game. Everything needs to work smoothly before it reaches us, the players.
Steve

Of course.

doesn't mean super hero must be written in the story line as a glorified lackey. Hell at one point the idea of a relatievely lootless, super hero themed mmo was considered preposterous and and mmo suppose to be done like EQ and the likes. But they did it anyways and it turned out a great game. Thus that is the beauty of writing. When writing a super hero, write it in the lore that allow them to actually be heroic, like superman. Cut down on the contact shuffling, cut down on having to report to hero about something you find. You find a strange warehouse criminal activity, go in there take care of business. When talking to the contact the contact shouldn't be telling you what to do (lore wise) the dialogue should be you telling them what you are going to do. I think COX started to implement those sort of missions later one IIRC. "instead of Azuria saying "you need to go get that book." It should be along the lines, "Don't worry, I'll go get that book." or something of the sort, more heroic though. and cut out having to report to a main hero npc nonsense to get the ok to invade a warehouse. You see something wrong, you save the day you get the glory. Like the heroes in the comics do. And icing would be if the player gets to choose how to deal with the end villain, kill em arrest them let them go, or beat them up for more information then kill them arrest them or let them go.

All that can be written in as easily as it can be easily written for the hero be errand boy for contacts and the main NPC heroes. Not sure of the final title of TPP but City of Heroes might was well been called City of Lackeys. "now report to Posi and he will tell you what need to be done. Oh and bring me a cup of coffee while you are out." Maybe in the first few low levels I see the point when a player get to the level where they are a hero in their own right, then they should be allowed the freedom to be a hero in their own right and not lackying from level 1 to 53 incarnate.

What's the point of even creating a hero if one cant be an actual hero? And COX wasn't the only one guilty of this. DCUO looking at you, buddy. But what is the point of building yet another player created lackey game? Want to rise above the rest? Have to do some stuff and get out of the well so and so did it this way mindset. If COX was WoW reskinned it wouldn't have lasted three years even and probably wouldn't even be as beloved as it was and still is. Want to fill COX shoes, then have to be a trend setter like COX. Blaze some paths. I'm sure there are many people itching to be an actual hero instead of contact to contact being led everywhere like the rest of the games out there. Because then there would be no point in even leaving that game to come to the TPP game when it go live. It will be another hero game like DCUO, CO, Marvel ONline, DCUO. When COX came out, there was a lot of stuff they did that haven't been seen or rarely seen before I nthe MMO world and now a lot of stuff COX started is trickling down to other games being made.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
jag40 wrote:
jag40 wrote:

HarvesterOfEyes wrote:
jag40 wrote:
yeah and then it leads into an arc where you discover whats going on, without having to be sidekick and report to some npc like a low level pogue "Hey you're powerful level 50 incarnate but still report to me and go to mary, she lost her wedding ring." and or NPC hero that merely pats you on the back and say good work. I'm a hero.
Do Superman report to some other hero for brownie points for every mission or before taking action in solving villain plots? No. Why should player heroes have to? When he do, he usually do it because he wants to if he feel the need they need to know. Lets heroes, you know, actually save the world and let villains do what villains do.

I'd be curious to read your outline of how a Superhero MMO ought to function.

Oh really? Or are you waiting for me to go through the trouble of outlining it for you so you can say "If I don't like it I can leave" some more?
I don't think you are curious about anything and probably already have it in your head how a super hero mmo supposed to work and since it's your idea, it means it's better than everyone else idea.
I think my reply above on how I think a super mmo should work, is sufficient enough for you for now. When you are truly interested and or curious, not looking for something else to insult and not too busy looking down on people, ask me again later.

Whenever someone offers a set of negatives it is instructive to ask what positive alternatives they have to offer.

In your case you've said what you don't want to see. Supposing the contacts are done away with, how do you envision the game interface being constructed?

Get yourself right; the world has enough problems.

Tannim222
Tannim222's picture
Offline
Last seen: 6 days 3 hours ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
There is nothing wrong with

There is nothing wrong with using npc contacts. It's in the writing of the story, your dialogue with the npc which can infer what your character represents. I have and will say with certainty that we don't want to reduce players to feeling like they're a lackey, messenger, and so on. And we have talked about not mainly relying on the familiar method of using npc contacts as mission / quest givers.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 1 month ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
On the subject of lackey

On the subject of lackey/messenger boy or girl/etc, here's a question: while we don't want to feel our supers are doing mere menial tasks, would you folks agree that in the "real world" of comics heroes are primarily reactive while villains are primarily proactive?

Here's what I mean: as long as nobody is doing evil, isn't a hero happy most of the time to let things be -- maybe even to stay in his or her secret identity -- and usually it's only upon report of a crisis that the hero jumps into action? Whereas a villain is typically hatching his or her nefarious schemes for his or her own benefit, to which the heroes then can choose to respond. Maybe not always in every case, but for the most part?

Now, back in a game setting... In reflection of this, it seems to me natural for NPCs to give "tasks" to my heroes--from stopping a villain's evil schemes to rescuing a ferret stuck in a tree. So, for the most part, the convention of the NPC mission-giver works for me. I loved the feeling in CoH that I was helping people who needed my assistance, right from level 1. Where I thought it fell down was in CoV, with the exception of rare arcs like the cloning base. As others have said, redside was where the feeling of lackey really came through; so, for me, that's the area that could really could benefit from a new approach. Even though newspaper missions were random filler, at least they felt a bit more like my villain was making his or her own plans, all the way up to a bank robbery.

Back to the original question, the issues that have turned me off other MMOs are:

1) Twitchy combat and/or the need for constant auto-fire attacks, especially combat where spamming one attack is the best strategy
2) Loot focus
3) Tying appearance to ability
4) Lack of instancing and the associated kill- or glowie-stealing
5) Focus almost solely on endgame after initial release. Despite Posi's referring to alting as a "problem" I thought the support for myriad characters per player was one of CoX's greatest strengths. The fact that there were so many power sets to work up from 1 to 50 via a wide selection of missions at almost every level is the primary feature that kept me wanting to play more and more. Sure, I had a couple 50s with maxed Incarnate powers, but I don't want that sort of thing to be all there is to do once I've gotten my first characters to max, or the only area that receives any development effort.

Spurn all ye kindle.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
MMORPG's are necessarily

MMORPG's are necessarily written in the second person. Thus it's fundamental to the MMORPG concept that there must be NPC's for the player to interact with.

Take those away and how does the writer tell any part of the story? Pretty much have then to write it in the first person. In that case the story becomes more rather than less linear because the writer now has to make all the decisions about what that character is thinking. Once they do that, the player isn't the one role-playing, now it's all about what the writer brings to it.

Stick to second person. That leaves the player room to write his own half of the story, and that means you must have contacts.

Get yourself right; the world has enough problems.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

jag40 wrote:
HarvesterOfEyes wrote:
jag40 wrote:
yeah and then it leads into an arc where you discover whats going on, without having to be sidekick and report to some npc like a low level pogue "Hey you're powerful level 50 incarnate but still report to me and go to mary, she lost her wedding ring." and or NPC hero that merely pats you on the back and say good work. I'm a hero.
Do Superman report to some other hero for brownie points for every mission or before taking action in solving villain plots? No. Why should player heroes have to? When he do, he usually do it because he wants to if he feel the need they need to know. Lets heroes, you know, actually save the world and let villains do what villains do.

I'd be curious to read your outline of how a Superhero MMO ought to function.

Oh really? Or are you waiting for me to go through the trouble of outlining it for you so you can say "If I don't like it I can leave" some more?
I don't think you are curious about anything and probably already have it in your head how a super hero mmo supposed to work and since it's your idea, it means it's better than everyone else idea.
I think my reply above on how I think a super mmo should work, is sufficient enough for you for now. When you are truly interested and or curious, not looking for something else to insult and not too busy looking down on people, ask me again later.

Whenever someone offers a set of negatives it is instructive to ask what positive alternatives they have to offer.
In your case you've said what you don't want to see. Supposing the contacts are done away with, how do you envision the game interface being constructed?

If you actually followed, I was agreeing with a suggestion another poster made. Thus the replacement with a positive was already done. Like, in line with Snate, having the hero discover happenings and etc. I never said DO AWAY With contacts, I said they should be cut down and should not the be the main focus. How about reading what I say first before replying with some stupid nonsense.

HarvesterOfEyes
HarvesterOfEyes's picture
Offline
Last seen: 1 year 6 months ago
Joined: 09/09/2013 - 08:19
Поскольку английский язык

Поскольку английский язык является такой проблемой для вас, есть другой язык, который вы способны понять более эффективно?

Get yourself right; the world has enough problems.

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Cinnder wrote:
Cinnder wrote:

On the subject of lackey/messenger boy or girl/etc, here's a question: while we don't want to feel our supers are doing mere menial tasks, would you folks agree that in the "real world" of comics heroes are primarily reactive while villains are primarily proactive?

Villains generally function as the instigators, that's true.

And now I get to be pedantic:

That reality is hardly restricted to comic books. One could draw parallels to Newton's third law: there is no reaction unless there is action. A fire can't be extinguished unless there is a fire. In the superhero or law enforcement example cultural forces come to bear, which limit being proactive to such things as being on patrol, ergo being visible. After all, we wouldn't call someone a hero if he went out and beat someone up just because they were supposedly a villain, or at some point in their past broke the law.

Tales such as the movie 'Minority Report' reflect what we, as a society, generally hold of the idea of arresting someone before they've committed a crime (hello, police state).

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

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

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

Various fair points made. The big ones that jump out at me boil down to:
Have enough content that there is not "an arc" you have to follow, but rather, multiple arcs to pick and choose from. In fairness, this one may take some time to achieve, simply because it does require a sufficient volume of content to give more than a core path and a few variations — but no small part of it probably *also* boils down to not setting up situations where pieces of even the 'main' storyline(s) are so tightly linked that you have to pick something early on and it railroads you down a particular quest chain.

That's certainly completely understandable. I'd go so far as to say that this is a given. (I find it incredibly annoying and disingenuous when people complain that a newly launched MMO doesn't have as much content and features as that other MMO that's been live for four or five years.)

Quote:

Have logical connections and progressions, so that there is an obvious reason for the character to *care* about going to see JoeBob the next contact, other than just "Hey, I know this guy JoeBob you should talk to".
Avoidance of "you did not carry the magazines/garden ornament/whatever from , now you lose". Personally, I see a very simple solution to this one: discard CoX's "out-level a contact" mechanic in favor of "stop showing the contact on your list of folks who have stuff open *for your current level*". If you want to go back and talk to someone and take on a level 10 mission when you're level 50, then from my point of view, more power to you. Now, that said, it may end up involving a slightly different approach, but there has definitely been discussion around how to handle this.

On the first two points, the main hope I can hold out is that the current plans (subject to change, yadda yadda, etc., and so on) involve the ability to key both the world presented and mission details based on not only past choices, but potentially also past outcomes (within a limited scope, anyway). Personally, I am generally not especially in favor of arcs that "close off" choices because you opted to help Bob before helping Joe, although they do have their place — I just think that that place is "few and far between, and only where there really is no other sensible way to do it", personally, because of the drawbacks. However, I am *plenty* in favor of "Maria will talk to you if you did Bob's mission arc, *or* if you did Cecil's arc, *or* if you are at least as awesome as Kevin… but what exactly she says and what missions are offered may vary depending on why she talks to you".
Once the technical ability is established, it then becomes pretty much a matter for the mission-creation folks, and I can't speak for them directly.

Overall, <3. That would certainly address my concerns well enough to rate a "not perfect, but close enough".

P.S. Yes, a double post to avoid making a monster post. :P

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

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

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
HarvesterOfEyes wrote:
HarvesterOfEyes wrote:

Поскольку английский язык является такой проблемой для вас, есть другой язык, который вы способны понять более эффективно?

Russian is rusty now, but I get the just.

Apparently you have the problem with English or as i said, you would of seen my reply wasi nreply of another idea. And also you would have seen I said cut down on contacts and more clues like Snate said with coming across a warehosue where criminal activity takes place and I added and as you investigate it opens a story arc as you get further into the criminal activity investigation.

So rather it looks it's you that need to work on English comprehension. And since your brought it up, I havent seen you make many suggestions besides tear some ideas down without offering any positive. So stop being a hypocrite and follow your own words before trying to point at someone else.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
Cinnder wrote:
Cinnder wrote:

On the subject of lackey/messenger boy or girl/etc, here's a question: while we don't want to feel our supers are doing mere menial tasks, would you folks agree that in the "real world" of comics heroes are primarily reactive while villains are primarily proactive?
Here's what I mean: as long as nobody is doing evil, isn't a hero happy most of the time to let things be -- maybe even to stay in his or her secret identity -- and usually it's only upon report of a crisis that the hero jumps into action? Whereas a villain is typically hatching his or her nefarious schemes for his or her own benefit, to which the heroes then can choose to respond. Maybe not always in every case, but for the most part?
Now, back in a game setting... In reflection of this, it seems to me natural for NPCs to give "tasks" to my heroes--from stopping a villain's evil schemes to rescuing a ferret stuck in a tree. So, for the most part, the convention of the NPC mission-giver works for me. I loved the feeling in CoH that I was helping people who needed my assistance, right from level 1. Where I thought it fell down was in CoV, with the exception of rare arcs like the cloning base. As others have said, redside was where the feeling of lackey really came through; so, for me, that's the area that could really could benefit from a new approach. Even though newspaper missions were random filler, at least they felt a bit more like my villain was making his or her own plans, all the way up to a bank robbery.
Back to the original question, the issues that have turned me off other MMOs are:
1) Twitchy combat and/or the need for constant auto-fire attacks, especially combat where spamming one attack is the best strategy
2) Loot focus
3) Tying appearance to ability
4) Lack of instancing and the associated kill- or glowie-stealing
5) Focus almost solely on endgame after initial release. Despite Posi's referring to alting as a "problem" I thought the support for myriad characters per player was one of CoX's greatest strengths. The fact that there were so many power sets to work up from 1 to 50 via a wide selection of missions at almost every level is the primary feature that kept me wanting to play more and more. Sure, I had a couple 50s with maxed Incarnate powers, but I don't want that sort of thing to be all there is to do once I've gotten my first characters to max, or the only area that receives any development effort.

Yeah, heroes are reactive usually.

I think like in the comics also, thye should be given the opportunity to react to those villainous acts on their own too.

If one think about it, NPC contact is basically telling you what they say or know. Thus go check out such and such warehouse and see what they are up to. Do mission come back, "you found them doing what? That is bad. Beat up 5 villains to find leader."

I think any hero could do stuff like that. They see suspcious activity at warehouse. They check it out, discover a bigger plot than thye assumed, rough up some villain thugs to find leader, find leader beat them up.

Same concept same storyline, same story telling, and could be the same mission. The difference is that the hero IS being reactive instead being lead by the nose to everything. As I said, there will be time for NPC contacts like sometime might have to visit one to get a tip or visit scientist contact to figure out what or how to operate a device. Or translate spells that the NPC is good at translating. But I dont think it should be that everyone is in the know of every criminal villain activities besides the player hero.
In fact probably the reactive thing can be an addition come to think of it. Like You have the arcs through contact missions and the usual stuff. Then on the way to a contact or mish, a little indicator pop up about suspicious activity or actual criminal activity is happening and it may lead to story arc or deep villain plot that must be stopped.

Villain side is bit more cut and dry, they should be the cause of the situations that heroes would react to.

General Havok
General Havok's picture
Offline
Last seen: 5 years 10 months ago
kickstarter11th Anniversary Badge
Joined: 08/27/2013 - 04:48
jag40
jag40 wrote:

Villain side is bit more cut and dry, they should be the cause of the situations that heroes would react to.

When you say the villain side should be the cause, are you refering to a PvE Villian or PvP Villian?

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
General Havok wrote:
General Havok wrote:

jag40 wrote:
Villain side is bit more cut and dry, they should be the cause of the situations that heroes would react to.

When you say the villain side should be the cause, are you refering to a PvE Villian or PvP Villian?

PVE, in ideal terms and strictly using the cause/react (reactive/proactive) thing.

Balance
Offline
Last seen: 2 years 10 months ago
kickstarter11th Anniversary Badge
Joined: 09/24/2013 - 11:45
In terms of handoffs, I've

In terms of handoffs, I've found that I particularly like the way the environmental side missions in [i]The Secret World[/i] often give nudges. You'll find an object that stands out, take a closer look, and find that it has a story attached to it--essentially, the object acts as a contact with a single mission. Perhaps it has a name on it, or it's a phone with a missed call that you might decide to return, and you can track down the owner/intended recipient/whatever...and the end of the mission just happens to drop you in the vicinity of one or more contacts, possibly including the person you just delivered the item to. This would lend itself very well to supers finding clues and deciding to follow up on them, I think.

Another possibility would be to have new contacts come to you first. A cutscene at the end of an arc might feature a detective looking at the scene who asks you to meet her later to discuss the aftermath, or a medic who slips you a message, or what-have-you.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
Balance wrote:
Balance wrote:

In terms of handoffs, I've found that I particularly like the way the environmental side missions in The Secret World often give nudges. You'll find an object that stands out, take a closer look, and find that it has a story attached to it--essentially, the object acts as a contact with a single mission. Perhaps it has a name on it, or it's a phone with a missed call that you might decide to return, and you can track down the owner/intended recipient/whatever...and the end of the mission just happens to drop you in the vicinity of one or more contacts, possibly including the person you just delivered the item to. This would lend itself very well to supers finding clues and deciding to follow up on them, I think.
Another possibility would be to have new contacts come to you first. A cutscene at the end of an arc might feature a detective looking at the scene who asks you to meet her later to discuss the aftermath, or a medic who slips you a message, or what-have-you.

yeah.

Flow-
Flow-'s picture
Offline
Last seen: 9 years 9 months ago
Joined: 08/28/2013 - 21:42
Something i did not like

Something i did not like about CoH was the ability to out level contacts. However i loved how a mission would be given to you based on your level, and not vice versa. Here is what i mean:

You could get a mission from any contact and that mission would be scaled to your level, say level 5. In atlas park, after level 12 or so that contact that gave you that level 5 mission (assuming you never actually did that mission you got) would pretty much say "Great job, Here is the next step!" and then never give you another mission.

I like the idea that someone brought up previously, the NPC quest givers never actually getting out leveled. Personally the idea of grinding to 50 in AE or on the streets and then progressing through AP with scaled up enemies (i know it wouldn't be balanced and such with their powers) and following the story instead of worrying about getting jumped or staying alive. Granted that would make the game a grind feast if that was the only way to do things. Just to have another option would be nice. I am always so excited to get my next power or skill that i never have the patience to actually read all of the dialogue or clues.

Tannim222
Tannim222's picture
Offline
Last seen: 6 days 3 hours ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
I don't want to claim this

I don't want to claim this with 100% certainty, in all likely hood, we will not have the open world, or instanced content scale to level. There may be a form of auto-leveling the character to the content level if you are over, or some other way to revisist out levelled content. It's something we are aware of and will explore (standard no guarantees disclaimer here).

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
One of the elements SWTOR did

One of the elements SWTOR did well was their approach to early leveling. At level 10 each of the classes could choose their specialization, but the specs wouldn't truly come into their own until level 15+. Prior to that everyone was essentially DPS.

My main reason for mentioning this is that CoH had some ATs which started very, very slowly (the tankers and defenders are probably the poster boys for this). I think it's a good approach to place all classes/ATs on an even footing in those early levels. It would certainly have helped me to stick with a tanker if it hadn't made me feel like I was playing a lumbering ox who had to catch his breath after every punch.

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

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

General Havok
General Havok's picture
Offline
Last seen: 5 years 10 months ago
kickstarter11th Anniversary Badge
Joined: 08/27/2013 - 04:48
Well one option could be to

Well one option could be to have the first 1 – 5 levels be you are a sidekick to a hero, who is teaching / training you the way the game is played. The hero could be doing the missions and you are along as a helper on those first few level. Then when you complete the tutorial, your first contact (or whatever they come up with) is that hero, send you out on solo missions, and this last till, some number between 10 -20 levels. After that you head out on your own as a full fledge super hero, or the reverse for a villain.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
General Havok wrote:
General Havok wrote:

Well one option could be to have the first 1 – 5 levels be you are a sidekick to a hero, who is teaching / training you the way the game is played. The hero could be doing the missions and you are along as a helper on those first few level. Then when you complete the tutorial, your first contact (or whatever they come up with) is that hero, send you out on solo missions, and this last till, some number between 10 -20 levels. After that you head out on your own as a full fledge super hero, or the reverse for a villain.

indeed

snate56
snate56's picture
Offline
Last seen: 7 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
That would, in turn, screw up

That would, in turn, screw up the Mentoring system.

Steve

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely [i]will not stop, ever,[/i] until we are live!"
Warcabbit

General Havok
General Havok's picture
Offline
Last seen: 5 years 10 months ago
kickstarter11th Anniversary Badge
Joined: 08/27/2013 - 04:48
It's just a idea for the

It's just a idea for the tutorial levels, and a push into the baby levels...

syntaxerror37
syntaxerror37's picture
Offline
Last seen: 4 years 5 months ago
Joined: 08/24/2013 - 11:01
Darth Fez wrote:
Darth Fez wrote:

One of the elements SWTOR did well was their approach to early leveling. At level 10 each of the classes could choose their specialization, but the specs wouldn't truly come into their own until level 15+. Prior to that everyone was essentially DPS.
My main reason for mentioning this is that CoH had some ATs which started very, very slowly (the tankers and defenders are probably the poster boys for this). I think it's a good approach to place all classes/ATs on an even footing in those early levels. It would certainly have helped me to stick with a tanker if it hadn't made me feel like I was playing a lumbering ox who had to catch his breath after every punch.

Its an interesting idea, though in my experience it was more a matter of power sets than AT that effected the ease of the early levels. But the point does remain making sure everyone is on an even footing, or at least none are frustrating

-----------------------------------------
I never set anything on fire accidentally!

The Titan Legacy - Defender of the Inner Flame

Mendicant
Mendicant's picture
Offline
Last seen: 3 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 09/26/2013 - 11:27
Balance wrote:
Balance wrote:

In terms of handoffs, I've found that I particularly like the way the environmental side missions in The Secret World often give nudges. You'll find an object that stands out, take a closer look, and find that it has a story attached to it--essentially, the object acts as a contact with a single mission. Perhaps it has a name on it, or it's a phone with a missed call that you might decide to return, and you can track down the owner/intended recipient/whatever...and the end of the mission just happens to drop you in the vicinity of one or more contacts, possibly including the person you just delivered the item to. This would lend itself very well to supers finding clues and deciding to follow up on them, I think.

I've seen this done to a limited extent in a couple games and like it. Similarly, in CO there are missions that just pop up when you travel through a specific area. For instance you might be flying past a building and a mission pops up stating that you've noticed suspicious activity. A break in, gunshots, etc. You could then accept the mission and deal with whichever villains were causing the upset. Don't even need a contact to turn the mission in to, it could self-complete when you exited the instance.

snate56
snate56's picture
Offline
Last seen: 7 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
As opposed to physically

As opposed to physically whipping out the radio or newspaper

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely [i]will not stop, ever,[/i] until we are live!"
Warcabbit

Balance
Offline
Last seen: 2 years 10 months ago
kickstarter11th Anniversary Badge
Joined: 09/24/2013 - 11:45
Mendicant wrote:
Mendicant wrote:

Don't even need a contact to turn the mission in to, it could self-complete when you exited the instance.

Not requiring you to contact someone when you complete a spontaneous mission would be a nice touch. In TSW, the idea is that you have the autonomy to act on whatever you find, but call in to HQ to report what you did. Given that most supers aren't associated with any central authority, it would be reasonable to go a step further, and make the turn-in (if any) for these missions something like "Update Case Files" or "My Work Here Is Done".

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Here's another idea along

Here's another idea along those lines, considering that the city will be lousy (if you'll pardon the expression) with superheroes. There may well be a unit or division, if not an entire department, dedicated to keeping track of various problems and their resolution. When the hero completes such an 'area mission' (I believe that is SWTOR's term for them) that department credits them with the recognition for that deed. Conversely, they may primarily exist for heroes to call in their 'problem solved' situations. The latter has the benefit of lacking a 'big brother' vibe.

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

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

snate56
snate56's picture
Offline
Last seen: 7 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
A news report, as it were.

A news report, as it were.

Steve

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely [i]will not stop, ever,[/i] until we are live!"
Warcabbit

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
yeah.

yeah.

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 1 month ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
Tannim222 wrote:
Tannim222 wrote:

There may be a form of auto-leveling the character to the content level if you are over, or some other way to revisist out levelled content. It's something we are aware of and will explore (standard no guarantees disclaimer here).

Please be careful with this. If missions always auto-level, it removes the option to leave a difficult mission till after you level up. As long as it's an option (do the mish exemped for full xp, or at your current level for reduced xp) it should be ok.

Darth Fez wrote:

One of the elements SWTOR did well was their approach to early leveling. At level 10 each of the classes could choose their specialization, but the specs wouldn't truly come into their own until level 15+. Prior to that everyone was essentially DPS.
My main reason for mentioning this is that CoH had some ATs which started very, very slowly (the tankers and defenders are probably the poster boys for this). I think it's a good approach to place all classes/ATs on an even footing in those early levels. It would certainly have helped me to stick with a tanker if it hadn't made me feel like I was playing a lumbering ox who had to catch his breath after every punch.

While I understand while this might appeal to some, I must respectfully disagree. It's precisely one of the things I disliked about SWTOR: every new character felt disturbingly the same. (It was already bad enough that -- aside from the class missions -- I was doing the same missions with each character.) I loved the challenge of the early levels in CoX, especially on less damage-oriented characters, as well as the different pace offered by these other classes. I don't want my lvl 5 troller to feel the same as my lvl 5 scrapper.

Spurn all ye kindle.

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
One potential method I see

One potential method I see for providing lower level characters with more flexibility is to provide them with a greater selection of powers. Although they are still limited to few power slots, at first, they can choose whether they prefer to take more attack, control, heal, or damage resistance powers. These early powers could reach higher tiers later on, achieving their full or real potential, so that they remain useful later on rather than merely taking up space.

ETA: While chatting, Sixteen brought up an option that I'd seen used in an online FPS game. There, healers can damage enemies with their heals or, in one other case, knock them back. For tankers, armor/defense powers could have some kind of damage reflection or PBAoE damage element (Sixteen's idea). Controllers could slow small groups of enemies, also damaging them in the process.

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

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

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 1 month ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
Darth Fez wrote:
Darth Fez wrote:

One potential method I see for providing lower level characters with more flexibility is to provide them with a greater selection of powers. Although they are still limited to few power slots, at first, they can choose whether they prefer to take more attack, control, heal, or damage resistance powers. These early powers could reach higher tiers later on, achieving their full or real potential, so that they remain useful later on rather than merely taking up space.
ETA: While chatting, Sixteen brought up an option that I'd seen used in an online FPS game. There, healers can damage enemies with their heals or, in one other case, knock them back. For tankers, armor/defense powers could have some kind of damage reflection or PBAoE damage element (Sixteen's idea). Controllers could slow small groups of enemies, also damaging them in the process.

These each sound like good ideas to explore. The former puts the choice in the hands of the players. The latter is something CoX was not too far off already. For example, most of my troller holds/slows did some damage.

Spurn all ye kindle.

Sixteen
Sixteen's picture
Offline
Last seen: 10 years 5 months ago
kickstarter
Joined: 09/26/2013 - 08:57
Cinnder wrote:
Cinnder wrote:

Darth Fez wrote:
One potential method I see for providing lower level characters with more flexibility is to provide them with a greater selection of powers. Although they are still limited to few power slots, at first, they can choose whether they prefer to take more attack, control, heal, or damage resistance powers. These early powers could reach higher tiers later on, achieving their full or real potential, so that they remain useful later on rather than merely taking up space.
ETA: While chatting, Sixteen brought up an option that I'd seen used in an online FPS game. There, healers can damage enemies with their heals or, in one other case, knock them back. For tankers, armor/defense powers could have some kind of damage reflection or PBAoE damage element (Sixteen's idea). Controllers could slow small groups of enemies, also damaging them in the process.

These each sound like good ideas to explore. The former puts the choice in the hands of the players. The latter is something CoX was not too far off already. For example, most of my troller holds/slows did some damage.

The part I mentioned about would be to get rid of the feeling in CoX that some archetypes were useless in the early game when soloing. Since so many people go through starting zones many times in games with that much customisation, people either did it solo, or went on sewers runs. For those soloing, they almost couldn't play as a tanker or controller.

The idea would be to give each set a few spells early on that speed up combat. The example I focused on in the IRC this morning was the reflective property of a damage reflection based armour set. But lets make up an example for something equivalent to an Ice Controller. The main idea that comes from Ice other than it's slipperiness is shattering. Therefore one of the early powers could be a mass debuff that causes enemies when hit by a damaging attack to shatter, dealing more damage, or causing defeated enemies to explode into shards dealing a small AoE damage effect.

It's that sort of early game advantage that will keep classes from feeling homogeneous, but allow them to be competitive in the early game before getting their big powerset defining powers.

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 1 month ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
Sixteen wrote:
Sixteen wrote:

For those soloing, they almost couldn't play as a tanker or controller.

I appreciate your input and point of view, but I'm made uncomfortable by such generalisations without citation. I, for one, had no problem soloing any class (and I did them all) at any level. I'd feel more comfortable if such statements were mitigated by phrases such as "most people I played with" so they don't come across as absolutes when there are those of us who had a completely different experience. It was probably not the intent, but it can make it seem as if the poster claims to be speaking on behalf of everyone so as to quash dissent. Like when people say, "Everyone had to take Fitness," when I needed it on only about a third of my characters.

I think these ideas are really good for people who want to be focused more on DPS and have faster combat, but as I mentioned before, it was the slower pace of combat that made less damage-heavy characters interesting for me to play. I also loved the feeling of growing power as characters grew in levels (which I think CoX did better than any other MMO) so I wouldn't want to have too much sweeping power at lowbie levels for fear of dulling the advent of the bigger powers later.

Spurn all ye kindle.

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 day 5 hours ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Cinnder wrote:
Cinnder wrote:

I also loved the feeling of growing power as characters grew in levels (which I think CoX did better than any other MMO) so I wouldn't want to have too much sweeping power at lowbie levels for fear of dulling the advent of the bigger powers later.

I don't think anyone wants to imply that low level characters should be inordinately powerful. I can appreciate slower paced combat, at least so long as the player has something to do (constantly waiting on my two attacks to come off cooldown so my character could launch another anemic attack is among my least favorite memories from COH). Fast or slow, it should feel like combat and not leave me sitting there with time to draw parallels to, for example, trying to cut a tough steak with a butter knife.

The player should never be in a position where they can literally do nothing but wait for one of their powers/abilities to come off cooldown.

- - - - -
[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 23 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Darth Fez wrote:
Darth Fez wrote:

Cinnder wrote:
I also loved the feeling of growing power as characters grew in levels (which I think CoX did better than any other MMO) so I wouldn't want to have too much sweeping power at lowbie levels for fear of dulling the advent of the bigger powers later.

I don't think anyone wants to imply that low level characters should be inordinately powerful. I can appreciate slower paced combat, at least so long as the player has something to do (constantly waiting on my two attacks to come off cooldown so my character could launch another anemic attack is among my least favorite memories from COH). Fast or slow, it should feel like combat and not leave me sitting there with time to draw parallels to, for example, trying to cut a tough steak with a butter knife.
The player should never be in a position where they can literally do nothing but wait for one of their powers/abilities to come off cooldown.

I think it could be worthwhile looking towards how Blizzard dealt with this in World of Warcraft.

Even the *healing* priests have damage abilities... and they come early on in the life of the game, to ensure that players are not *forced* to team up to make progress on the "normal" content.

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.

Amerikatt
Amerikatt's picture
Offline
Last seen: 3 years 6 months ago
11th Anniversary Badge
Joined: 09/27/2013 - 08:54
One of the things which irks

One of the things which irks me about the way certain games are structured is for the mission-giver to send me all the way to the northwestern corner of the world map to complete a mission, then return to him for a short chat, then be sent to the southeastern corner of the world map, then chat, then northeastern corner, then chat, then southwestern corner, then chat. How about having a cluster of missions in the *same* area and then letting me call things in on the Katt-phone in my utility cape? Fed-Ex missions are fine for when you're learning the game, but not when your character is maximum level and the player has been sitting at the keyboard since the 1st wave of Beta!

[center][color=purple][size=16][b][I][url=https://www.youtube.com/watch?v=78N2SP6JFaI]Just a cat from another star![/url][/I][/b][/size][/color][/center]

Pages