Not all updates are powers and customization options. When new mission content hits, what do you MOST hope to see in it?
Second option is supposed to say, "run our under level 30 characters while playing"
What is MOST important to you with new mission content? 40 votes
It needs to be Open Mission so lots of people can play and strategize.
Needs to be low level friendly so we can run our <lv 30 characters
2 votes
I want it to be challenging or add to the End Game
I need a reason to replay it, better give me cool rewards/unlocks.
There needs to be story/lore. World building or world changing implications so it matters.
I want to be able to solo it. I don't like looking for groups or having to join others.
I want it to take place in new or interesting areas with new or interesting characters.
Actually there was something else... (Other)
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Dazee plz.
On topic, the options don't necesarilly have to be mutually exclusive.
I do want more endgame content, but also I want said endgame content to be worth it to play through. For instance, Cosmics the rewards are randomly distributed which means the player that barely met contribution and then went AFK has as much chance of getting a reward as someone who participated the whole fight contributing with a vital role; TA offers average rewards and is also very random. Desert event is the event I found most fun, followed by NI event, but both of them have really terrible reward lists.
Going back to a pseudo crafting system and have the endgame content dropping materials for buying/crafting endgame gear is a good way to reward players in a consistent manner while also creating an economy flow around it.
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Epic Stronghold
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My super cool CC build and how to use it.
Challenging stuff can be fun, but simple and easy stuff can be fun to take characters through. OMs are great sometimes (I really enjoy High Noon, for the most part), but the realities of our population and my general tendency towards being antisocial make me want stuff that I can solo. A new zone/area would be great; I’m doing a lot of stuff in Vibora lately, and have been surprised at how much I’ve enjoyed some of those instanced locations. New lore or storyline could be fun, though I don’t enjoy the general tone they’ve set up in the game (blame the original devs), so that isn’t very big for me.
So, the longer version is that I’m pretty happy with new stuff as long as it does SOMEthing. But #1 on my list is the loot.
1) Whole Zone fights (Takofanes) which have a bit of depth to them and can be failed but without being Cosmics or Mechanon. It's a zone event, let everyone play and contribute, but still challenge and offer up unique rewards. And sure, have a damage table which rewards over-achievement, too... that takes effort.
2) Events for local, informal teams - the Bloodmoon "pain train" - with moderate rewards and levelling/XP bonuses so that people can just merrily grind event currency for special items, improve their equipment, get better costumes or just level up without playing Grabs all the time.
3) Local, soloable dungeon runs - difficulty somewhere between normal Level 40 and QZone. Playing along with the pain train means you open up more content; A bit of a solo challenge, build tester, technique refiner with a chance to get more event currency than normal and (maybe) some special drops.
That way, everyone's catered for...
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I would like also to see more content that has a "regular" feel to it, less "bring X or don't come" inducing content. Something along the lines of a new level 40 mission chain or some sort of system to re-run entire zone missions at level 40 and gain appropriate rewards, would be great.
There are plenty of missions which I can no longer access which were amazing, I'd like to see them at level 40 and run through them again.
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Epic Stronghold
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I think I like dynamic, adaptable content which can either be soloed or teamed. It's fine if some content is team-only, I'll either play it with a team or skip it, depending on what mood I'm in. I've always mostly soloed regardless of the MMO I've played; "mostly" does not mean "exclusively".
The open missions are good. Ascii Oakley is a lot more challenging; I've had fun trying to solo it, and I've had fun PUGing it.
The challenge is all over the place, but I think all MMORPGs are like that, to one degree or another. I've managed to solo Mechanon with a tank...that was challenging to my poor fingers.
New areas and characters are nice, but this game isn't the best at NPC characters. The main heroes are a snooze. Defender alone...thank goodness NPC's aren't why I play games. I guess some of the others are a little better; frankly a certain other game Cryptic once worked on had much the same problem with some notable exceptions. (Penelope!!!)
I do want to say I don't get the argument about soloing. Some content does require teaming, but there's no law anywhere saying you can't solo if you want. The game is massive, not the missions. No offense intended.
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Which of those were early-generation MMOs? Games like Everquest, FFXI, and Dark Ages (my god how is that PoS even still running?) weren't solo friendly at all until much later. Unlike those games, modern MMOs (which CO technically counts as in this regard) have content designed to be played solo rather than content people have managed to solo in spite of the original design.
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Solo missions can be used to embrace the lore, develop characters and explain events mechanics while avoiding people
something which CO would greatly use for narration, but i guess the ship has sailed and it's too late for such investment
I'm sick of open world event/bosses/cosmics/lag/zone stupidity
To go along with this, those that can actually manage to finish it have access to exclusive stuff to show off their accomplishments. (Titles, mods that have benefits, or an edge over others, incredibly nice costume bits.)
My super cool CC build and how to use it.
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Too bad Ravenwood's simulator wasn't used as an alternate hub for content. I mentioned it before and it still probably won't happen.
[at]riviania Member since Aug 2009
Good old irony. Please tell me you were being ironic.....
Anyway, as I said above... there are at least three different groups to please in every Event. Players, Casual PUGs, Solo.
I mean geez how did you even manage that... I literally started with the statement "Trying to dispel general trends with personal anecdotes doesn't work." How you got to "talking about general trends is a bad idea because they'll be debunked by personal anecdotes" must be a pretty interesting story.
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i level by missions so any new missions are usually good.
though i would prefer the random stats gear rewards got changed on current missions.
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And I will always be @DZPlayer122.
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As long as it isn't that knock/lock-out combo they're so fond of in the Nightmare event. God, that's tedious.
Hah, I agree with you there. Nothing worse than insta-gibs and perma-knock chains.
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Massively multiplayer simply means lots of people existing in the same persistent world able to interact with each other if they should so choose. It doesn't specify whether or not those players are grouped up or not. If grouping was required, they'd be called Massively Teamed Online.......
I'm not saying group content is good or bad. I'm an old school EQ player myself. I've put my time in, led 60 man raids using nothing but /ooc and /zone for communication to kill Vox and Naggy. I've been part of a phone circle to wake the guild up at 3am because Ragefire popped and our Cleric's about to get KS'd by a rival guild.
Conversely, I also play solo. A lot. My time is important to me, and I rather like spending it doing something I want to do, at the pace I want to do it.
So no judgements here from me as to which playstyle you prefer. I'm just saying that just because MMO has the second 'M' in its title, that doesn't mandate that teaming up is a requirement.
Just means lots of players, each doing their thing.
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