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All Posts by Tedly224

All Posts by Tedly224

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161 posts found

I'm very happy to hear that this project may actually go somewhere. I played CoH about a full month before the open beta, and played it solid for close to 2 years before moving on. Even so, I kept re subbing for a month or two off and on when new issues hit.

I'll agree to an extent with the Nay Sayer who posted above that had negative things to say about the game. The Endgame was really, really bad. And PvP was just flat horrible. But to me, that wasn't the point.

The game's strengths were many. Creating a character and the customization options you were given... the sheer incredible amount of freedom you had in defining your character's powers, enhancements, etc...  And for those people that say "the game's about the journey, not the destination"... The game was a LOT of fun to level and develop a character in.

I really, really miss this game badly. My two favorite characters were a Darkness / Willpower scrapper and a Mind / Mind Dominator. The first was a simply fantastic character to bust out some solo time with and feeling absurdly strong. The second was fun to play in how much crazy crowd control I could shove out while doing damage on top of it in groups. It was a LOT of fun.

The community will always be one of the best that any MMO has ever seen. I dunno what else to say.

When was the last time YOU were playing in a pick up group in an MMO and you were left with the sensation of "Holy hell, I can't stand even playing with these people"? I never got that with CoH, but I sure as hell did with WoW and other more successful games.

 

Probably mentioned elsewhere, but nearly every MMO I've played and left was due to a change of designer vision for the game. I'll give a pair of examples where it was mostly acceptable for me, and then completely unacceptable.

Everquest was subject to Mudflation of item strength as the game progressed through multiple expansions. Characters that relied on gear for their performance scaled way the hell up (melees in general), and casters fell behind. Focus items that enhanced the performance of spells with raw adjustments was an answer for this concern - and while it was a direct deviation of presented character class format from the game's inception, it was done to address a game balance issue.

So that sort of thing is okay for me. You get what I'm saying.

Meanwhile, games like World of Warcraft (and many, many others) will deviate drastically from the game's original presented format in an attempt to grab more players because the dollars are found in catering to the concerns of the players, rather than sticking to the original game vision.

I don't think I need to explain this one a whole lot. The difficulty for raiding becomes easier, tools are thrown in to speed up travel and forming groups, etc.

At the heart of it, it's a matter of me looking at the drastic changes to difficulty and I'm saying to myself " WTF is this crap? This isn't want I signed up for. This isn't the game I purchased." when the changes are too blatant.

Game designers used to make games that THEY THEMSELVES wanted to play, games with rules that they believed in. They left it up to the players to accept or walk away from their offering...  And simply put, games were better for it in nearly every case.

Waiting to exhale.

 

I kind of fail to understand the purpose of this thread, and I did read the original poster's first offering.

What I was reading was something alone the lines of " I played UO as my first MMO and it had PvP as its only option for server type, and everyone accepted it and got used to it. "

Well, that's cool and all, but when UO was brand new a friend of mine that was playing it said " hey, check this out ". I did and the game wasn't my thing. I felt the graphics were too crude and I wasn't a big fan of the Diablo style camera angle. So I took a pass on it, and many other people felt the same as I did.

Everquest came out soon after from Sony. Huzzah, it had better graphics, different camera options, and so I felt more comfortable playing it. Surprise surprise, it was offered intentionally as a PvE centric game, which people accepted and got used to.

So... I don't get the point of your post. You had a First Time Experience with MMO's with UO that was PvP centric. Other people had First Time Experiences with MMO's that are PvE centric. That's simple enough to understand, but you failed to get another concept as being understood when you placed "people that don't like pvp" in two different camps.

A third kind of player likes PvP IF THE GAME IS MADE FOR PVP from the ground up. I happen to be one of those. I'm mostly "scared" of PvP in games that use character mechanics that are intended for PvE play that are altered and balanced and put through the wringer over and over by Devs when those mechanics are used for PvP. I'm pretty sure I'm not alone with that sentiment.

 

Like many other players, I'll say my farewell to the game on its final day and its final minutes.

Playing a Scrapper.

And taking on a wall of Rikti Alien Troopers. Because that's what Heroes are supposed to do.

Agreed.

I'm disappointed with NC Soft and this decision, but I'm not in possession of the full facts of what is going on behind the scenes. CoX was supposedly pulling in 2.5 million per yearly quarter, but it's uncertain if that's profit or revenue. Big difference there. Perfect World also owns Cryptic Studios, and the 5 year license on the CoX game engine is expiring. It's uknown if NC Soft met with Perfect world recently involving the license renewal, how it went, what the terms were, or any details.

What IS known is that Guild Wars 2 launched pretty well, and is doing great by the numbers to the point that all electronic download purchases of the game were suspended as they were having to review their current infrastructure of servers / bandwidth / personnel against the current players as well as physical box copy purchases that would happen in the near future.

NC Soft has also lost money (over six million a quarter) for the past half year. Aion also tanked hard with its numbers that were expected from microtransactions.

The company might have been put in the position of dealing with a double whammy that Perfect World was in a place to apply serious pressure with that game engine license as well as Guild Wars 2 needing more servers / bandwidth introduced like, yesterday-fast.

Something really sudden had to have happened. Their investment of current money into CoX for new content of issue 24 and 2013 material has already been made. Something had to have suddenly popped up that they weren't in control of.

 

 

The game was jokingly referred to as " City of Catgirls " for the longest time, and sadly, I was one of the closed Beta Testers that started off at launch with a Dark Melee / Regen scrapper that fell prey to that kind of thing.

Countless hours of staring at that tail and butt as I'd beat on enemies. Countless... Hours...

Some of you will understand what I'm talking about, no doubt.

 

The more I think about it, the more it looks like this is a result of two things. The first is that NC Soft disclosed a 6 million profit loss for the last quarter. And NC Soft has proven several times that it takes immediate steps when money is the topic. The second issue is that City of Heroes DOES have thousands of people playing it that do so for free as Premium players - and Guild Wars 2 is a one time investment that the vast percentage of them would switch to.

 

This game will be missed. This game will also be looked upon as making a tremendous mark on MMORPG history. And lastly, anyone that sets out to develop a new super hero MMO will constantly have this game be compared with theirs for at least another 8 years to come or more.

 

Agreed. In terms of grouping and teams in MMO's, City of Heroes will always hold an incredibly high standard for doing three things, and doing these three things well.

Teams formed rapidly and people were able to meet up and go to where the action would be quickly.

Players were able to enjoy the damn game in a huge amount of the content REGARDLESS of what level their characters might be.

You actually had people role play. No, it wasn't consistent, it wasn't entirely wide spread, but name me a single other MMO that's fostered a sense of people playing with the attitude of  " I AM this hero, I WILL speak as this person I've created " as much as this game did. Star Wars Galaxies had its fair share, and we saw a resurgence of it with Lord of the Rings Online. But this game helped players get into the RP part of the mmoRPG feeling in a big way.

 

I wish the next Supers MMO developer the very best of luck in having to be constantly compared against this one.

 

This game made me more excited when I first played it in closed Beta more than any game has since made me feel in learning of them. You really, really had to be there back then to get a grip on what Cryptic Studios was attempting.

At the time, the big names on the block were Everquest, Dark Age of Camelot, and Star Wars Galaxies. Yes, there were others that had their thousands of players, but those were the big guns of that year. And this game offered something unreal that the planet really hadn't seen.

An incredible base diversity in character appearance creation.

A very wide range in power selection as well as customization of those powers in ability.

No loot. Absolutely zero (0) stress over loot, equipment, or wealth.

No auto attacking.

No ability chain looping macros.

A limited variety of travel powers that actually freakin' worked like they would in a comic book.

Features as well as a general environment feel that Promoted Role Play. I can't stress this one enough.

A set of Beta Test phases that would be looked upon by other companies and adapted by them.

One of the smoothest launches the planet has seen, in a world of pre DSL internet.

 

And then I could go on to cover this page with features that would be later developed AFTER launch that other games would either adapt or be constantly reminded of in that "It would be so cool if this other game had it too".

 

I am sincerely skeptacal that we will ever see another Super Hero MMO that will measure up on release as well as this one did. City of Heroes is as much a part of MMO groundbreaking and history as Ultima Online, Everquest, or Dark Age of Camelot was. It is an old game though, and I can see why the decision was made.

 

PVP
General Discussion « Neverwinter
8/30/12 6:02:15 PM

Looking at the videos released thus far, it appears that PvP will be included in 2013 but you and I both know that if it wasn't a base feature on release, that it will be moved in as "an afterthought" sort of thing. And we all know how well that works out.

I have hope though. Numerous PvE games that later offered PvP faced enormous hurdles and difficulties, many of which were well documented. The biggest problems could be boiled down into four catgories - stealth, crowd control, healing / healing mitigation, and translation of pve abilities applied to pvp uses.

The devs have a realistic chance of addressing those issues by applying what was learned from the mistakes of other companies. I really really hope this will be the case.

As for open world PvP, I'm kinda doubtful we're going to see it if it's not an intended feature of launch. More than likely we're going to see battleground / arena style offerings. Which I'm honestly okay with if they're willing to cater to large scale fighting as part of those offerings.

50 v 50 fights are fun. 2v2 fights are a group of guys wrestling in a closet. Blizzard had a hard time coming to terms with that.

 

I've also played AD&D since 1980, and in opposition to the above poster, I preferred the mark that the 3.5 rules reached and felt that was a really fun format of the game. I will agree that Druids and Clerics were a bit overpowered and that non casters felt somewhat underpowered, but that was a matter best resolved through careful adjustments and small house rules agreed upon by DM & Players. Well, that and careful attention to game time passage, rest opprotunities, and magic item availability.

 

Moving on, I didn't like 4th edition a great deal due to what I felt that many, many others felt. Fourth edition removed numerous facets and tools that lent themselves to advancing role play. And there was no sugar coating it.

However, I totally agreed that the rules set DID promote more active play with support classes (cleric, as you mentioned) in addition to the format being Made To Order as a video game. Preferably as turn based (think of the buggy yet fun Temple of Elemental Evil from Troika) but entirely feasible as a real time action game.

It looks like the character races and classes will be largely intact, and I'm seeing both At Will, Encounter, and Daily powers being used in the videos.

The animations sorta blow but I'm looking forward for the finished product and what it offers.

 

I'm sad to agree with this.

I got into the beta and while I could move around and look around and everything, my FPS was abysmal.

System - older 64 Athlon dual core 4400, 4 gigs of ram, Nvidia 8800 GTS cards (2) SLI linked.

Before you point and laugh, yeah, I know it's old but I can run Skyrim on highest settings with particles and shdows reduced by one step away from highest with Zero frame rate issues. Other MMO's, first person shooters, etc, I have no issues taking things to max. Again, if a game is even thinking of running at 40 FPS I simply adjust the shadows and particles by a notch while leaving everything else maxed, and game on.

It's just this game. Sony came up with a brand new Engine developed In-house for this game and it's supposedly going to be used for EQ Next, but it's a huge step away from being optimized. Or something.

Jamming down to lowest settings, I still had choppy performance. And I can't figure out how they're gonna make their money when there's a tremendous amount of gamers like me that have similar systems.

 

Check your mailbox again, people.

Just got my Beta Invite today so a new wave of them have been tossed around it seems.

God, I needed this so bad. League of Legends is a fun game and all, but the Community has really worn me down. Yes, I understand it's apples and oranges in terms of comparison, but I flippin' missed "mowin' the yard" with a Magrider SO MUCH.

 

Edit - I got in, but couldn't play. System requirements are completely out of whack. My machine is older but handles other new games without a hitch maxed out, including Skyrim and Deus Ex 2 at highest settings. This game's engine took my monitor into a slide show. I have no clue what's going on.

 

 

Originally posted by Snoepie

wtf are some companies thinking?

 

PS2 ain't a mobo game..

Also how are they gonna adress hackers and so forth...

 

I would rather pay 10 euro a month instead of a game full of  players that are hacking/exploiting..

 

League of Legends is a popular Massive Online Battle Arena game that Planetside 2 will emulate with its free to play model.

 

League of Legends was listed by Forbes Magazine as the video game that currently has the largest number of players in the world as of July of this year. Home computers, consoles, whatever. It beats every other game in the world by millions.

 

You're still seriously wondering why Sony is heading this route?

Originally posted by Xobdnas

That is unfortunate. The workers who made the game probably had very little say in the direction, and now they pay the price meanwhile the rich old guys keep making the same bad decisions.

You hit the nail on the head. Perfect summary.

 

I feel reluctantly bummed. Well, Mildly so. I feel like others have posted in that I'm not a fan at all of the hard locked classes. It looks more like a "if you wear this armor, you are expected to perform this role" thing which harkens back to the first game, but the lockouts on gear are a bummer.

 

It appeared from other videos that they were going the Free to Play route that League of Legends employs in that only the basic stuff is available for a new player, and better gear / weapons / ammo types and more were unlocked by earning points in play. People wishing to spend money could do so to cut to the chase in having certain choices unlocked early.

 

I was all cool with that but eh... the classes. I'll try not to hate too hard as they're allowing modular weapons / options on vehicles to perform different roles, which is something the previous game lacked. You get some cool stuff with the new game, but some steps taken backwards as well with player customization I guess.

 

I'll still play it for certain. Free is free. Especially since they pledged to watchdog the hell out of hacks / cheats.

 

Originally posted by mindw0rk

Q: What old MMOs had that new MMOs will never have

A: Shitty graphics

A good example of my described shift of age groups from the previous era of early MMO's.

 

Ultima Online, Everquest, Asheron's Call, and Dark Age of Camelot all had one thing in common when it came to communities.

Broadband internet was rare. Computer prices were formidable.

This combination required the average user to have a second phone line for constant internet connection as well as to be an adult owner of the PC running the game. The vast percentage of players were young adults of around college age who owned their personal computers and gamed with them as a hobby.

 

Thus, your MMO community was composed of very, very similar players.

 

Now? DSL / Wireless broadband is everywhere, computers are cheap, and members of a household of younger ages are able to hop on where it was simply not possible back then.

 

Game companies such as Blizzard recognized this and catered to it. Nothing else that needs to be said on the issue.

 

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