Among the many awesome things coming to City of Heroes in Issue 16 is yet another new feature: Super Sidekicking. This new system was revealed in an announcement made by Positron on the official City of Heroes forums.
The upgraded sidekicking system will allow for players to raise or lower everyone on the team to the mission owners level. In addition, Super Sidekicking will also bring changes to the exemplar system, as exemplared characters will now gain experience as well.
Since the new system will automatically bring everyone to the mission owners level, this will also serve to eliminate bridging. Bridging is a practice many players use to powerlevel by getting a lower level mentor to bring a characters sidekick level to just at the edge of the range required to gain experience at all. This means when the rest of the team (which is higher in level) is killing the mobs, which are often times +7 or +8 levels above the bridged character, he'll get the most experience possible, and thus level up significantly faster.
Players who wish to only earn influence while exemplaring, akin to the current system, will also have this option, and will earn extra influence for doing so. Positron also states they understand that the auto exemplaring will cause some issues like the loss of powers, but they are looking to put in a fix for this.
One other tidbit that many players old and new should appreciate is the coming 20% boost to experience gain for players during the level 1-20 range. This will allow players to clear the tedious lower level ranges much quicker, or you know, 20% quicker.
The full announcement can be found here.
Gee, i wonder where they got this idea from?
Does it really matter? It's an idea all MMOs should adopt, nevertheless.
Make the lower levels easier to get through, so that there are more people to group with after a certain point. If you piss off enough lowbies, your fanbase will dwindle considerably. Better just to get people past the tutorial/beginning/newbie missions to the point where the game really kicks in, than having to deal with people rage-quitting and giving up before they really got a good idea of what the game has to offer.
That'll help, though I honestly wish they'd just get rid of stamina entirely.
Give all players that level of stamina regen naturally, remove stamina and the first 20 levels would be far less tedious because that would free up 3 precious power slots.
while i agree the end regen needs to be boosted i want to have them keep stamina, cause its nice to have extra insurance. Though to be fair with Quick Recovery in regen sets toey would need to boost that and stamina as well so mabe a more modest 40% base end regen across the board.
Does it really matter? It's an idea all MMOs should adopt, nevertheless.
Make the lower levels easier to get through, so that there are more people to group with after a certain point. If you piss off enough lowbies, your fanbase will dwindle considerably. Better just to get people past the tutorial/beginning/newbie missions to the point where the game really kicks in, than having to deal with people rage-quitting and giving up before they really got a good idea of what the game has to offer.
I prefer a game to "being more about the journey than the destination" approach. I think this is appropriate for a super-hero game but applied anywhere else can force other genres of MMO's into more of a fixed mold than it already has been. If games were less about the end-game and more about the in-betweens I think overall, games would become a much more enjoyable experience even as a "lowbie" rather than it being a chore at certain parts (or for some, all parts).
I prefer a game to "being more about the journey than the destination" approach. I think this is appropriate for a super-hero game but applied anywhere else can force other genres of MMO's into more of a fixed mold than it already has been. If games were less about the end-game and more about the in-betweens I think overall, games would become a much more enjoyable experience even as a "lowbie" rather than it being a chore at certain parts (or for some, all parts).
Well said! Life's about the journey. Not the destination.
Except the beginning of the journey doesn't have to take so long, and I'm not saying make every level like that. Just get them up to level 10 quicker than usual, and the rest of the time can be normal. After all, most of the more interesting stuff starts to happen at level 10 in most games, and those first ten levels can just be dedicated to tutorial missions and getting you familiar with what your class is supposed to do.
Unless, that is, you consider level 10+ to be "end-game"...
Co sorta does this. Level cap is 40
The tutorial can take you to 5-6 (5 minimum)
The Crysis zone (that come before the "real") sone will get you to 8
By the time your in a "real" zone your 7+ and then move on to Milinium city at 14
That's all well and good, but I didn't say "there should be a game", but that most, if not all, games should have it that way.
Again, it all depends on the design of the game. If the game provided you access to a majority of your abilities at the very 1st level, then it wouldn't be necessary to speed up the "beginning of the journey". Then again these types of designs have repercussions. Overall, I was saying for less emphasis on content at the very end of the level and make leveling more part of the game rather than the prerequisite for access to a majority of the game. I'm speaking more in general terms and less specific on the "parts of the journey".