When I started there wasn't even an Icon. Then by the end almost every npc character seemed to be a tailor.
Personally I loved when the only way to get to Founders was to go thru Talos or to get to DA you had to go thru Talos.
Or when the Green and Yellow lines where actually not connected. Same thing for traveling in the villain zones.
I just thought it was silly that a trainer was also a tailor. Did people just get to lazy or did the devs just want to make it so easy to do the travelling and other things so people could just spend more time on missions?
When I started there wasn't even an Icon. Then by the end almost every npc character seemed to be a tailor.
When I started there wasn't even an Icon. Then by the end almost every npc character seemed to be a tailor.Well yes and no.
Personally I loved when the only way to get to Founders was to go thru Talos or to get to DA you had to go thru Talos.
Or when the Green and Yellow lines where actually not connected. Same thing for traveling in the villain zones.
I just thought it was silly that a trainer was also a tailor. Did people just get to lazy or did the devs just want to make it so easy to do the travelling and other things so people could just spend more time on missions?
I think keeping the Icon stores as the only tailors would have been better, but to address the issue of people having to run a gauntlet to change their costume at low level you could put an Icon store in Atlas Park, where the tailor contact in the store would give you a mission that, on completion, awarded you a tailor token. That way you'd have another little piece of the game explained to new players.Well, um, the same time that they made all trainers into tailors, they also put an Icon in Atlas Park and Mercy Island. >.> <.<
I don't think that it got too user friendly... but it did get too much Meta-Gaming friendly, in my opinion. (and maybe that's splitting hairs and/or the same thing you meant)
Meaning, there were things added in that took away from the game being a world. I'm not sure what really started it (or if every game is always in a progression towards that and it just grows as it goes).
Don't get me wrong, I'm not down about how the game was. I just felt like a lot of things were taking away from the virtual reality and contributed to the community standard becoming more and more accustomed to faster missions, faster/more xp, less pause and wait in-between... less casual fun and more stream-lined efficiency for gain/profit.
Maybe it was IOs. Maybe it was the leveling curve. Maybe it was some of AE's influence. Maybe it was a number of things, all combining.
The playerbase (the general average, of course... not a true blanket statement as all the variables exist, no question). It just seemed to get more and more of a stream-lined racing and/or efficient-potency than a game where people would bump into each other on the street and have fun, funny and/or entertaining interactions.
/end ramble ;D
IMO, the joining of the tram lines was important to the progression of the story of Paragon City. It was one symbol of the recovery from devastation of the war.
I have to add my voice to the side who missed the Green Line and Yellow Line as separate trains. Yes, the trains were un-heroic, in the first place, but the separation made you feel like you had accomplished something by getting to the Green Line. Ditto for making it to the Icon store at the north end of Steel, or, better, the one in IP by trying to sneak past the mobs between the King's Row tunnel and the tailor. That was almost as much a rite of passage as crossing the Hollows.
No. The way many of the zones, with loading times (Dependign on connection) and the size of maps to tranfer from green to yellow didnt make much sense in a city planner point of view. Not to mention it was already silly as is that heroes that could fly, leap tall buildings, run faster than a bullet and teleport had to take the train like a normal bloke.
This (http://pvponline.com/comic/2004/06/08/june-8-2004) PvP Online strip (from partway through a series of strips Scott Kurtz did about City of Heroes -- the sequence begins here (http://pvponline.com/comic/2004/06/01/tue-jun-01) if you've never read them).The original game came with those in a little book, I'm sure I have it around here somewhere.
Also, the base portals should have been the red Dr. Who phone booths.Behind a series of security doors that would shut on your nose if you weren't careful.
I thought STO had a Transwarp feature that allowed you to zip instantly back to Earth. You still had to go the long way back, but it still would save time.Transwarp has a 15 minute -spacetime- cooldown (meaning it only counts down while you are logged in, in space). Additionally, Transwarp is only accessible from Sector space (so not just puttering around space within a sector, but the meta-game 'warp speed space').
(I haven't played STO in some time, but I will be going back to it in a couple of weeks. Must try out the new content!)
As someone who came aboard with Freedom, this is an entertaining and interesting read.
I'm glad that it didn't take two years to reach lvl 50, for example, because I didn't get that long before the game shut down. Really, TUNNEL sees a little too easy and not well-integrated into the gmaeworld itself, but otherwise I was very happy for the user-friendly adaptations. And don't forget that while any trainer could adjust a costume, for the big changes, you still needed to see a specialist.
I can understand that coming late into the game.Well, to each their own. Maybe things were just different in Pinnacle, but there were not many AE babies there and almost all of those were actually alts on accounts with 5+ year vet badges...
But I always felt that newer players after AE and the easy leveling really had no idea how hard it was to get a 50 seeing as a lot of them got a 50 in about 6 hours.
Also lets forget there was no debt cap early on. Many toons took a long time to get to 50 simply because working off debt was huge. After they put the cap and half debt in missions and patrol xp - debt became a joke.
Besides, it's not like they put Null's powers in all the trainers
This (http://pvponline.com/comic/2004/06/08/june-8-2004) PvP Online strip (from partway through a series of strips Scott Kurtz did about City of Heroes -- the sequence begins here (http://pvponline.com/comic/2004/06/01/tue-jun-01) if you've never read them).lol. never heard of these guys or knew of their existance until now but their comic strips are pretty, well very very accurate about COH, in a good way, especially in the early days. People take their role play seriously.
I can understand that coming late into the game.
But I always felt that newer players after AE and the easy leveling really had no idea how hard it was to get a 50 seeing as a lot of them got a 50 in about 6 hours.
Also lets forget there was no debt cap early on. Many toons took a long time to get to 50 simply because working off debt was huge. After they put the cap and half debt in missions and patrol xp - debt became a joke.
yep and it made it indiretly harder to find a team for some stuff because people was too busy getting as many 1-50s in AE as fast as they or focus on farming once they do hit 50 if not before.
This kind of was what bothered me the most about the merger. Real cities have multiple lines. Maybe as a narrative device, it's OK, and they didn't set up the original tram system so that you had to get on the train that opened when your desired zone was on the scrolling sign above the doors, but the merger took away from the feeling, like EK was saying, of it being a world. More insulting was the instantaneous 'port from one end of a zone to another, like from the former Yellow Line terminal to the former Green Line terminal in Steel or Skyway to "shortcut" traveling all the way across the zone to your destination. I used it, sure, but it annoyed the hell out of me, all the same.
I don't think they made the game too easy. I think they made it more enjoyable for more people. i do sometimes feel a bit sad that newer people didn't get to have some of the fun the earlier players had. How many stories have we all read about hovering all the way across the Hollows, or the long trips back from the hospital after getting smacked down yards away from your mission entrance?
I have fond memories of sitting in the Help or Zone General chat of Pinnacle and Virtue and waxing on about the "Way Things Were" to the new folks. Not in a cankerous way, but just sharing the stories of days gone by with the newer generation.
I remember the one that always got the biggest reaction from the "new blood" was reminiscing about Perez Park back in the days when you didn't get a legitimate Travel Power until Level 14.
Go.
Hunt.
Kill Skuls.
I remember Perez Park was the place that was suicide to go into alone - especially crazy to dare the interior by yourself.
I also remember spending a insanely long period of time in my lower 30s scouring the tunnels of the Hollows looking for the Trolls Archvillain leader.
Good times. Good times.
The game was being made better, enhanced to be more fun, cutting out the crap that was old and not enjoyable to make the game a more fun experience.
Half the fun with you first toon was trying to get across the Hollows or Steel Canyon without getting killed.
I'm trying The Secret World these days. It's good, but it's no COH. TSW is facing a large-scale rebalancing of items and abilities in the next patch/issue; it's not yet two years old, and already there are threads in its forums on "reviving this dead game," "I've come back after a long time, what's changed?" and "game is losing players/old/defunct/whatever." I see those and think, "But you're just starting!" If people consider a less-than-two-year-old game defunct, how will we ever GET one to eight?This made me laugh so hard. Neverwinter - which went live YESTERDAY - already has those posts on the forums. The day open beta went through, there were those posts on the forums. People are stupid, that's all.
Go.
Hunt.
Kill Skuls.
Heh, is that a UniqueDragon reference?No, UniqueDragon's reference is noting the game well be gone to the Americans after rares dupin and jerk hackin. http://paragonwiki.com/wiki/UniqueDragon
I also remember spending a insanely long period of time in my lower 30s scouring the tunnels of the Hollows looking for the Trolls Archvillain leader.
Good times. Good times.
Wait, wait--what? There was a troll AV down there?
I never saw one! :o
I don't think that it got too user friendly... but it did get too much Meta-Gaming friendly, in my opinion. (and maybe that's splitting hairs and/or the same thing you meant)
Meaning, there were things added in that took away from the game being a world. I'm not sure what really started it (or if every game is always in a progression towards that and it just grows as it goes).
Don't get me wrong, I'm not down about how the game was. I just felt like a lot of things were taking away from the virtual reality and contributed to the community standard becoming more and more accustomed to faster missions, faster/more xp, less pause and wait in-between... less casual fun and more stream-lined efficiency for gain/profit.
Maybe it was IOs. Maybe it was the leveling curve. Maybe it was some of AE's influence. Maybe it was a number of things, all combining.
The playerbase (the general average, of course... not a true blanket statement as all the variables exist, no question). It just seemed to get more and more of a stream-lined racing and/or efficient-potency than a game where people would bump into each other on the street and have fun, funny and/or entertaining interactions.
/end ramble ;D
And then there's The Hollows of course.
Back before its makeover, with no shops, or hospital, and no travel powers til 14...that was most players' first exposure to real challenges in the game. It's also where I learned the fine - and forever useful - art of judging aggro zones. I zoomed out the view with the mouse wheel, and could see in my mind's eye the circles around the gangs, and knew that to cross them was a Bad Thing.
I liked the merging of the two train lines, especially in the larger zones. To be honest, I like the option in newer MMORPGs of
having clickable teleport icons on zone maps. The train depots always felt awkward to me and un-superhero like.
I didnt agree with having tailor options available from trainers, it kind of made having the tailor shops pointless.
Yeah, from the start I felt like making the trainers do costumes was just completely redundant. It made no sense for one (I'm Miss Liberty and I'll train you, or change your clothes for you) And two, once they put an Icon in AP, it was like, why bother with the trainers? You got a shop right there.
So, evidently, this is a topic being discussed all over the Internetisphere.
http://www.mmorpg.com/showFeature.cfm/feature/7540/Mark-Kern-Have-MMOs-Become-Too-Easy.html
Not a bad article until the blatant plug for his own MMO at the end.
Much of the reason I left World of WarCraft was the streamlining of content. I think that's the biggest difference between what CoH did and what WoW is doing. Yes, CoH streamlined things as well, but outside Galaxy City, it never removed anything. WoW now has less depth to it in terms of talent trees and gear customization then it did at launch.
It'd be like in CoH decided to "streamline" the archtypes by removing the secondary power sets all together. "Blasters are ranged fighters - they have no need for melee combat skills." Much like how Hunters have been stripped of anything beyond their bow now that there is no longer a ranged weapon "dead zone" in the game.
I also agree that the focus of a MMO shouldn't be solely on End Game. Part of the reasons I really like Star Trek Online and The Secret World is the End Game isn't the sole focus. STO just added a lot of lower to mid-range content, and The Secret World has "Investigation" Missions that invoke strong memories of Myst and involve you actually paying attention to the game world around you.
Not a bad article until the blatant plug for his own MMO at the end.He's a game developer talking about user friendliness. He's going to talk about his game. And to be fair, Firefall is pretty "odd-man-out" in the MMO field right now. It's closer to a massive-scale, persistent-world shooter [MMOFPS?] than an RPG, although the base game is certainly built on an RPG model and heavily tweaked from there. And the guys and gals at Red5 really do care about community feedback. The beta process has been amazing. It always kind of felt like what it would be if Paragon had done an FPS.
Although I didnt get the trainer also being used as a tailor thing. It was convient but couldnt make sense of it. "so now, they want me to train up in powers and get dressed in front of the likes of Ms. Liberty?" Although on the other hand I guess that is how it was already done anyways since gear affected looks and thus you visited the trainer/gear shop and appearance changed with how you trained.This statement confuses me since the only equivalent to the gear of other MMOs in CoH was enhancements or temp powers, and neither one had a direct effect on character appearance.
This statement confuses me since the only equivalent to the gear of other MMOs in CoH was enhancements or temp powers, and neither one had a direct effect on character appearance.
In any event i thought making trainers also function as tailors was unnecessary and somewhat silly, especially in Atlas Park since there was an Icon a short distance away. (i don't recall a Facemaker in the revamped Mercy Island.)
That said, while there were a number of additions in the last year that increased convenience i found most of them to be either very handy/reasonable or easily ignored. Except the TUNNEL system. For whatever irrational reason i found it to be highly annoying and superfluous.
And now i suddenly miss the game a lot again. Especially since every MMO i've tried since the closing hasn't come close to equaling it for me. At this point i'm mostly pinning my hopes on TPP since i have my doubts about CoH having much more than a largely static revival even if the buyout or server emulation projects come to fruition. The Paragon Studios team has moved on and without seasoned hands on the codebase i suspect it would be a long time before effective development could move forward even if the game was revived.
Also lets forget there was no debt cap early on.
I can't think of a single game that gives you new gear when you level up. I have no idea what you're talking about.
(And everything before)
My point is it's not that the game got too easy from making the critters easier to defeat, it got easier for your character to not be a involved with the game world and that leads to a world where to an outsider, a new player, empty of other players and that's death to an MMO, the appearance that it's already dead.
It did start to look like a ghost town. And only time people piped up to let you know they were there is when someone said it looked like a ghost town. Otherwise they were invisible, on prtivate chat channeles,
Now I started playing at the end of August 2004 and the streets and skies were full of heroes, and suddenly, they weren't.
I can't think of a single game that gives you new gear when you level up. I have no idea what you're talking about.
I can't think of a single game that gives you new gear when you level up. I have no idea what you're talking about.
I kind of didn't like the side switching. I mean I did at the time, but looking back at the way Heroes and Villains was set up I feel the fact that ATs could swap sides lessened the whole point of some of the Coop zones, and how the AT setup for each side was.
I liked the fact that things got faster but it became a solo team fest with everyone jumping off in 8 different directions. There wasn't anymore resting, there wasn't anymore *use the back elevators so you don't aggro too much*.
And I liked the traveling in City. It was much more interactive than most mmos of fly to zone x, just point and press autofly. And 14 really wasn't that long of a wait for a travel power. You could hit 11-12 just doing one good sewer run, clearing Lost and Hellions on the way down.
I kind of didn't like the side switching. I mean I did at the time, but looking back at the way Heroes and Villains was set up I feel the fact that ATs could swap sides lessened the whole point of some of the Coop zones, and how the AT setup for each side was. I liked the fact that things got faster but it became a solo team fest with everyone jumping off in 8 different directions. There wasn't anymore resting, there wasn't anymore *use the back elevators so you don't aggro too much*. And I liked the traveling in City. It was much more interactive than most mmos of fly to zone x, just point and press autofly. And 14 really wasn't that long of a wait for a travel power. You could hit 11-12 just doing one good sewer run, clearing Lost and Hellions on the way down.
Yeah, well... on most servers redside was a desert. On all servers it was a desert outside primetime. .Basically.
Long ago, did an all-blaster Bastion TF.I'm jealous. I always wanted to do one of the all-[archetype] TF runs, but only ever came close once. Just missed an all-troller Manticore, I think it was. :(
Tried an all-melee ITF near the end....failed. Rommie was just too much, could not throw enough damage on him fast enough to make up for lack of heals/debuffs/buffs. Did an all blaster/corruptor LGTF, too. :)I did an all-scrapper ITF...bleeping amazing.
Don't get me wrong here - I adored this game since day one.
However once they started catering to the 'fast' crowds it kind of annoyed me.
It took me over a year of playing back in 2004-5 to get my first 50 and unlock my Peacebringer. And maybe 6 to 8 month to unlock the villain special AT.
By the last two years or so with AE people were getting to 50 in one afternoon and unlocking the Kheldians at 20.
Then to add insult to us long time players - you could BUY a Kheldian or the villain equivalent from he store.
At this point I felt new players were not experiencing the game properly - just the mad rush to get to 50 in one day.
IMO I felt they should have locked people out of AE until at least lvl 10 so they would at least get out and do stuff.
Honest to God I met a lvl 50 in AE in Atlas that NEVER LEFT the building except to go train at MS Liberty.
And I met a few 50's who didn't even know how to get to Steel Canyon.
People could play and level up how they want - and that's fine -but I found teaming with those 50's to be terrible because they had no idea how to actually play their hero, only ever playing in AE.
The one big thing in my opinion that hastened the end of the game, not counting corporate in Seoul, was emphasizing instanced missions over zone events and miscellaneous street sweeping.
I understand, seeing the long queues in games like Everquest when a quest is within the world and it ends in a boss fight that spawns 5 minutes after it last got killed, how innovative the notion that everyone gets their own boss fight and don't have to wait for it to return was, combined with large mission bonuses and reduced debt from missions emptied the streets in a very short period of time.
Now I started playing at the end of August 2004 and the streets and skies were full of heroes, and suddenly, they weren't. You still saw them going between missions, around the trainers, around the tram stations, in the stores and Icon but it wasn't the same. Then they started to add QoL features that made it easier to travel to your missions, no longer needing to wait for a tram or transfer in Sky and Steel between the two. When they added the universities, The Vault and Wentworth's it was three more places you could find gatherings of heroes but eventually they too got QoL rewards and methods to let them do those activities elsewhere. Icon was the last local until trainers became tailors as well.
Some of this happened after the introduction of AE sort of as a way to provide some of the same convenience but in the normal game but the end result is you didn't have to transverse the city anymore. Travel powers at a low level makes some sense from a RPing PoV but it primarily meant the the city was fly, jump, port over or speed by country. At least back when we had to hoof it for 14 levels on the ground we felt like we were in a city full of people wandering the streets.
The end result was what looked to be an abandoned city, empty of heroes, instead of the city I first entered nearly 9 years ago. If you were a new player you would wonder if anybody else was playing. With private channels being the normal way to communicate, with hide being the default condition of players who played during the RMT invasion post market and maybe a third of the player population at peak, a new player would wonder how you can play an MMO without other players.
Notice I'm not really talking about difficulty in playing, just environmental changes over the years.
I've been playing GW2 for a while now (letting the boos die down) and one of the aspects I enjoy about it is every zone is full of what's called dynamic events. Think of the troll rave or apartment fire except multiply that by 20 in every zone. And with their philosophy that encouraging player cooperation being paramount, players can join in or leave without the need to join teams just so they get better rewards. There is no tagging of critters so they count toward your total and not someone else. Everyone gets the same XP and number of drops of loot as long as you do some minimum amount of damage. But most important is as these events occur, it causes players nearby to rush over and join in which means you see and meet other players all the time in the open world. And as they join in (well get within an range of the event) the event scales up and as they leave it scales down. It also helps that they have a daily reward if you do 5 of 9 variable goals for the day and event participation is almost guarantee to be one or more of those goals.
My point is it's not that the game got too easy from making the critters easier to defeat, it got easier for your character to not be a involved with the game world and that leads to a world where to an outsider, a new player, empty of other players and that's death to an MMO, the appearance that it's already dead.
In general, I liked the changes made to the game over the years. my biggest complaint with the issue 2 era was that it took FOREVER to get anywhere since you had to wait till level 10+ for your travel powers and you couldn't usually achieve those levels without trapsing through the hollows, which was also a slog. So when the bumped travel down to level four, and when they got rid of the mandentory team missions, and yes, when they merged the train system, it made things so much more enjoyable to me for not having to bust hump fr several minutes just to accomplish some minor goal like a costume change.
And, CoH did remove stuff, but only at low levels, and it was replaced with equivalent stuff. I, personally, was pissed about them dropping the origin-based contacts and missions at the low levels. Also, I could have taken or left the "new" super group that they threw in around level 5 or 6. It was kinda creative, but just felt "extra."
That said, while there were a number of additions in the last year that increased convenience i found most of them to be either very handy/reasonable or easily ignored. Except the TUNNEL system. For whatever irrational reason i found it to be highly annoying and superfluous.
Powers that you could only get as veteran's rewards didn't hurt the game. For example, those bonus teleport powers greatly improved your chances of getting a Shadow Shard Task Force.I actually waited until I had a 50 before rolling a Peacebringer. It's an epic AT, fer chrissakes.
On the other hand, I was enraged by the idea that "20 was the new "50" Kheldians.
*shrug* I made one when 50 was required to unlock the squids. And promptly made one...and as underwhelmed. I think I pushed one to level 28....yuk.
I know some folks loved them some Kheldians....I ain't one of em.
I know some folks loved them some Kheldians....I ain't one of em.
Love that suit, man you really could build anything in Coh! :)Yes. Yes you could.
*shrug* I made one when 50 was required to unlock the squids. And promptly made one...and as underwhelmed. I think I pushed one to level 28....yuk.Not to belabor the point, but I just found this-- and if I'd known we could make videos this well-done I would've promptly upgraded my video card and learned how: http://www.youtube.com/watch?v=0vlYmf_supU
I know some folks loved them some Kheldians....I ain't one of em.
No. You could still go to the original Icons, and you could still take the trains as before . . . if you wanted. They weren't removed, so if you wanted to keep to the former ways of traveling, getting new costumes, etc. you could do so. I'm with others on the heroes taking the subway, T, metro, whatever thing. It was always a bit weird to me; I could fly! Why would I take public transportation to fight evil? :pThat was the great thing about the game. when new content was bought in, with a few exceptions, it didn't affect existing content. if you didn't want to mask-up at a trainer you could still haul ass throughout the city to an icon shop. If you didn't like Portals, you could still haul your ass around the city zone by zone through the street system or the trains. when the game added a new feature, you could more or less take it or leave it.
Personally, I liked that everything was easier to get to near the end, but I did keep going to the original Icons for costume changes. I also wasn't into trainers as tailors, so I simply ignored this change completely.
No. You could still go to the original Icons, and you could still take the trains as before . . . if you wanted. They weren't removed, so if you wanted to keep to the former ways of traveling, getting new costumes, etc. you could do so. I'm with others on the heroes taking the subway, T, metro, whatever thing. It was always a bit weird to me; I could fly! Why would I take public transportation to fight evil? :p
They should've added a long-range flight power to the flight pool like they did with the teleport pool, and given it a name like Up, Up And Away or something. Although I was glad they merged the Yellow and Green Lines, I never really understood the "wait for the monorail" part of superheroics.
Standard travel time sink component for a subscription based MMO.
They should've added a long-range flight power to the flight pool like they did with the teleport pool, and given it a name like Up, Up And Away or something. Although I was glad they merged the Yellow and Green Lines, I never really understood the "wait for the monorail" part of superheroics.
Afterburner at least made flight faster than ninja run. I never used it around speedsters to see if it leveled the playing field, there. Teleport was always the fastest way to travel, anyway, so I never faulted them giving it the more epic boost. I only had a handful of characters whose concept called for teleport as a travel power, so I never ended up getting much use out of the zone teleport.
*shrug* I made one when 50 was required to unlock the squids. And promptly made one...and as underwhelmed. I think I pushed one to level 28....yuk.
I know some folks loved them some Kheldians....I ain't one of em.
Yeah, i was never overly thrilled with any of the Epic Archtypes, to be honest.
Mmmm....I didn't care for an Arrow pointing to just about every person of interest in a zone.
Made things, well...retardedWoW like.
Afterburner at least made flight faster than ninja run. I never used it around speedsters to see if it leveled the playing field, there. Teleport was always the fastest way to travel, anyway, so I never faulted them giving it the more epic boost. I only had a handful of characters whose concept called for teleport as a travel power, so I never ended up getting much use out of the zone teleport.
No, not [Time Manipulation], but the [Time Travel] from the auxiliary power pools. You know, the one that would let you go back and play those WW II and Civil War missions in the pigg files...
(And yes, Time Manipulation was an incredible set. I had to force myself to not make more with it, because it was just that useful and fun...)
I'm still sad I never managed to get a water blast character high enough to actually use the really awesome looking nuke it had.My storm/water (called storm water) quickly became one of my all time fav characters. Sigh.
I have to add my voice to the side who missed the Green Line and Yellow Line as separate trains. Yes, the trains were un-heroic, in the first place, but the separation made you feel like you had accomplished something by getting to the Green Line. Ditto for making it to the Icon store at the north end of Steel, or, better, the one in IP by trying to sneak past the mobs between the King's Row tunnel and the tailor. That was almost as much a rite of passage as crossing the Hollows.
I kinda refused to use the trainers as costume contacts. I liked going into icon. Especially when I imagine someone like Edna from the Incredibles being in the back room . . .you have no idea how much I would have loved to ding dong into an Icon and hear Edna screaming from the back room "No Capes! (until level 20)"
you have no idea how much I would have loved to ding dong into an Icon and hear Edna screaming from the back room "No Capes! (until level 20)"
When I started there wasn't even an Icon. Then by the end almost every npc character seemed to be a tailor.I thought it got too complicated. there were to many systems in place.
Personally I loved when the only way to get to Founders was to go thru Talos or to get to DA you had to go thru Talos.
Or when the Green and Yellow lines where actually not connected. Same thing for traveling in the villain zones.
I just thought it was silly that a trainer was also a tailor. Did people just get to lazy or did the devs just want to make it so easy to do the travelling and other things so people could just spend more time on missions?
I was also surprised by the AoE buffs. I didn't know that we neede those either. I thought that feature was all a bout a few whiny defenders/controllers who were having trouble keeping up. I'll admit that I wasn't much of a buffer at the time, so I didn't realise the dificulties that they were having. But, I was never one of those rude consumers of buffing services that made demands on my teammates. I went into any fight expecting to do my part on my own, so buffs were an added bonus that made things easier, not a requirement to get the job done.
I think the game did become too user friendly.. The sewer trial thing essentially negated the game from 1 - 15; so long Perez Park and the Hollows - teaming in Atlas or doing the old Sewers. Some people like this but this was taking parts of the game that I enjoyed away (really if there was noone to team with, it was taken away).yeah. It seemed like a last ditch effort to attract more general gamers.
The game was getting hella easy - when the Terra Volta reactor trial was first out - it was hard. Before the game shut down the change was very noticeable, it had become much easier.
And finally with all the automatic travel powers and tp's to missions you were no longer travelling the zones to get to missions; sure it was repetitive but it was still part of the enjoyment of the game.
It felt to me the game was being watered down for a crowd that struggles with challenges in games/ get discouraged easily/ and find it difficult to enjoy the aesthetic experience of the game.
Do you think the game got TOO user friendly at the end?
AE did give us more level 50s that don't know their way around the city/islands; but even that's easy enough to pass off IC. Why should every hero learn their skills in Paragon? We've got an interdimensional invasion going on here; of course we've got new people turning up to help out! You don't lose all your job experience when you move to a new town but you probably can't find the post office without directions.
That's probably the best in-universe explanation I ever heard for the existence of AE babies.
I actually liked the sewer trials.
I've seen this expression come up a few times in this thread and just got around to looking at the Wiki. Whoah, that was going on?there was still a one-four story arc for newbies. and if you missed it, the game was set up so that any contact you talked to anywhere in the game would tell you the contact you were supposed to talk to appropriate to your level and alignment.
.. come to think of it, given the way the level 1-4 contacts got eaten, what did you do if you didn't want to go sewer trialling?
there was still a one-four story arc for newbies.
and if you missed it, the game was set up so that any contact you talked to anywhere in the game would tell you the contact you were supposed to talk to appropriate to your level and alignment.
I've seen this expression come up a few times in this thread and just got around to looking at the Wiki. Whoah, that was going on?
.. come to think of it, given the way the level 1-4 contacts got eaten, what did you do if you didn't want to go sewer trialling?
Save me a little Googling and tell me what it was called, please?