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City of Heroes Forum » Paragon City Hall (General) raquo; A growing concern.

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87 posts found
  damian7

Apprentice Member

Joined: 4/20/06
Posts: 4514

why must i be nice to people that have no clue, are lying, or are just stupid?

6/13/09 9:24:17 AM#81
Originally posted by hehenep

Oh look, I exploited the fact that my attack powers can defeat enemies to get xp .... We obviously have a different opinion on what an exploit is and is not. About the only thing you mention that I consider to be a straight-up exploit of the system is the whole Winter Lord affair and even then I'm not sure if it truly fits. There's a difference (to me) between using a power/powerset/at (even if it's an overpowered one) or running a mission/story arc/tf and specifically creating a bit of content so that it can only be populated by an enemy that gives drastically out-of-proportion XP when compared to its difficulty with the sole intent of PLing as fast as you humanly can.

Seriously now, how the flipping heck do you consider making a specific SG team an exploit?

 


damian7
Hard Core Member
Joined: 4/20/06
Posts: 4061
You realize how silly it is to suggest I should play more and post less when you've posted nearly twice as much in two-thirds the time yes? Oh no. I post about 1.25 messages a day over on the CoH forums ... however will I get any of my gaming in around my massive and time-consuming forum posting habit. <gasp>

 

...

I mean come on now.

 

if fire tankers herding zones was not an exploit; then, why did the devs nerf it?

same thinking/logic goes with every example given - OR - do the devs nerf items they do NOT consider exploits???????????   certain "things" are overpowered and players take advantage of it and no one has been punished for doing this before, powers/mechanics were simply changed.

 

sort of like.. .the "exploits" with the ae system?   risk vs reward, over powered, exploit, whatever you want to name it --- the devs "nerf" these items for a reason.   just playing ae and pushing it to the limits, just like fire tankers, just like running freaks/tv/battle maiden missions, just like winter lords, just like 30 minute speed katies, just like everything else that's been considered overpowered and subsequently nerfed...  but hey, only on AE will we do some sort of punishment.   that is not logic a reasonable person would find acceptable.

 

if you can not understand this simple line of reasoning - i can not help you.

 

i type/speak as if i am communicating to individuals that are both reasonable and intelligent.  anyone that can not understand what HONESTLY are basic concepts, and/or said individuals are fanbois -- my posts will never make any sense to you.

could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?

  nolf

Spotlight Poster

Joined: 8/26/03
Posts: 712

"Comedy is just tragedy remembered."

 
4/06/11 1:03:48 AM#82

I hate to play the necromancer, but I find myself curious after almost 2 years of absense.

How did it all turn out?  I've always missed CoX since leaving, but not enough to resub to try it.

 

Whats the current state of the game?

How did the MA farming issues develop?

I really hope that *insert game name here* will be the first game to ever live up to all of its pre-release promises, maintain a manageable hype level and have a clean release. Just don't expect me to hold my breath.

  Hoplites

Novice Member

Joined: 6/08/06
Posts: 436

4/06/11 1:34:03 PM#83

Mission Architect is dead as well as the farming of it.

Of course Issue 20 introduces end game raiding content, which will have to be farmed to obtain the new incarnate powers.  It is hard to say the state of the game given this quarters numbers are unknown.  The trend seems like a decline, but the servers seem full after the release of Issue 20 (yesterday).

  Cyrosphere

Apprentice Member

Joined: 2/02/09
Posts: 96

4/06/11 5:10:50 PM#84
Originally posted by nolf

I hate to play the necromancer, but I find myself curious after almost 2 years of absense.

How did it all turn out?  I've always missed CoX since leaving, but not enough to resub to try it.

 

Whats the current state of the game?

How did the MA farming issues develop?

Devs messed up PvP badly even after extensive community feedback and to this day claim the changes were for the better. PvP has died on all of the servers except for Freedom and Virtue (ERPvP is lulzy)

One set of exploits is patched, another arises in its place. Commandos and Laser Robots were the latest farming craze as of the last time I was subbed. Besides Freedom, AE farming seems to have subsided to the point where most of the buildings are in fact devoid of all players, period. The risk/reward ratio has become so skewed to the point that only hardcore RPers and lore enthusiasts find the experience worthwhile.

 

Originally posted by Hoplites

Mission Architect is dead as well as the farming of it.

Of course Issue 20 introduces end game raiding content, which will have to be farmed to obtain the new incarnate powers.  It is hard to say the state of the game given this quarters numbers are unknown.  The trend seems like a decline, but the servers seem full after the release of Issue 20 (yesterday).


Short term popularity must be contrasted with longterm staying power.

Personally, the more I read about the grinding necessary for obtaining the Incarnate components, the less inclined I'm becoming to even try it at all. Locking some components to only being obtainable one per week is really what I see as an unpleasant way of forcible implementing the carrot and stick.

Remember, it has to be fun to be a game. Grinding is a bedroom activity, and the point is definitely not to do my wife as fast as possible.

  User Deleted
4/07/11 5:05:06 AM#85

Unfortunately, I20 appears to be a horribly mistake for CoX.  Forced teaming (raids) for a small population game is not a recipe for good results.

  delateur

Apprentice Member

Joined: 8/06/04
Posts: 145

4/07/11 11:53:27 AM#86

I would agree with what I've seen so far, that I20 appears to be a step backward for CoX, which, to me, was beginning to look up with the unlocking of the alpha slot. Apparently someone decided that the existing method was too easy or fast, and introduced a mechanic that forces teaming. I don't mind this, generally speaking, but the community itself does range in quality across a very wide range, and while I've met a good number of awesome people, I haven't joined an SG that's managed to corner the market on them, nor have I found a large enough group that I team with regularly to make this turn of events anything remotely pleasant for me. If I want to work on my Incarnate powers, I'm going to be forced to randomly team with people, having perhaps 2 others that I'm familiar with and know to be good players, tops. This might increase over time, but I'm not holding my breath. Still, I will give this new direction a try and see how it goes. If we have enough people who practice good teamwork skills on the new leagues we're forming, I'm sure it could be an incredibly enjoyable experience, and could take players to the next level in terms of their ability to work together toward the achievement of a common goal.

However, right now, all it looks like to me is a LOT of work on random teams for rewards that, while they look nice, I have absolutely no interest in grinding out over any large span of time. We'll see, there's a few months left before my subscription expires, I might get to see a few tweaks and even I21 before then...

  therain93

Advanced Member

Joined: 11/01/06
Posts: 1976

"Racing to endgame is like racing to the end of your vacation."

4/08/11 7:52:11 AM#87
Originally posted by BattleM99

Unfortunately, I20 appears to be a horribly mistake for CoX.  Forced teaming (raids) for a small population game is not a recipe for good results.

 While I agree with the general sentiment (forced raiding isn't good for a small population game), I really wonder if you understand the context of your statement because it doesn't seem to apply here.  The two raids released have minimum size requirements of 8 and 16 players.  Hamidon raids (typically filling a zone) may have died off, but Rikti mothership runs draw more than what are required for these raids on a nightly basis (usually 3-4 teams, ~30ish people).  Given the new LFG (looking for group) UI can quickly put people together that are interested in running that content, i don't see this being as problematic.

The bigger issue, no pun intended, is that basically most veterans have been sucked out of the game world and are raiding with all of their 50s.  The one thing CoH has been so good at, having people playing at all levels, new players and old, has significantly receded, although it hasn't even been a week since release of the i20.  Hopefully it will die down, and the siren call of creating new alts will kick in again (likely with the next issue and some more powerset proliferation).

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Last updated October 20, 2011

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MMORPG's seem to be striving for equal result instead of equal opportunity. That's where I see the problem
Originally posted by dave6660

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