Rewards
We are not talking VB capes %chance here. The items have very VERY reasonable drop rates and there is a good chance some will make it into the Req store after the AP is out for a bit.
Except that statement has no basis in reality for several reasons.
Costume sets. How many times will players get the same costume drop over and over again thanks to random drops until they complete the set? Since CO evidently has no streak-breaker mechanic for drops.
Say a player wants a random helmet. Drops he gets: random drop, random drop, random drop, random drop, then maaaaybe the helmet. That's the normal progression, thanks to CO's drop system.
That's a grind based on luck. Hell, maybe hell get the helmet on the first try. But there's a conceptual difference between "replay value" and "repetition".
Players will not play through the same content because they want to, players will play through the same content because they're FORCED to do it if they want the drop. The drop depending on luck, so it could take them anywhere from 5 minutes up to several hours for the desired drop. It's random. Luck.
Players do not like grind-luck based drops, as seen from, oh, almost every post in this thread.
So let's say the random helmet costs 20 AP tokens. And you can earn up to 7 tokens(random number) per AP run. Players will grind through that, but there's a critical difference. It's a finite grind, not based on luck, but on pure math and logic. "If i run the AP this many times, i can get that item."
It's not based on random drops with no streak breakers.
It really doesn't matter how good the drop rates are. They are still random drops in a system with no streak-breakers. The community liked the token-based approach, and by the reactions, still prefers it over random drops.
I really hope you implement all Resistance costume parts in the Req store. Sooner.
It just seems really odd to have the 3rd and final adventure pack not be tied to the UNTIL building in any way. That's the hub for adventure packs. It's what we expect. Please get the costume drops put into the req vender ASAP. It's nice to have consistency.
The other negativity I'm seeing in this thread seems to be a bit of an overreaction, so I can't wait to play the final version of this thing tomorrow!
I'm sorry but I have to disagree . When people watch the Resistance trailer video , they will have certain expectations . If those expectactions aren't met , and there is widespread disappointment , and it's reflected on the official forums by paying customers ( I'm not going to make a peep as I am terribly concerned about the sustainability of the product at this point ) , do you really think the game can take a hit like that given this will be the last and largest chunk of content ?
I'll stop now as I fear there is no turning back , but again I'll beg : give it some more time . Please .
Adventure packs should be based in the Req store. I don't mind having them drop ingame too, but no means should this be something tied to luck. The insanity of Vbay unlocks should have taught you guys better than to use that system for gameplay. I'm .
Oh, and at the very least you should tell us where to get which costume unlocks, so we know what we're going to be grinding on until the end of the time.
Adventure packs should be based in the Req store. I don't mind having them drop ingame too, but no means should this be something tied to luck. The insanity of Vbay unlocks should have taught you guys better than to use that system for gameplay. I'm .
Oh, and at the very least you should tell us where to get which costume unlocks, so we know what we're going to be grinding on until the end of the time.
Do the bosses in this even drop UNTIL tokens?
They actually do. I got ten or so in a complete run.
I do you really think the game can take a hit like that given this will be the last and largest chunk of content ?
Uhh...no it wont be? The first comic series should be starting in a week, and when it's finished, it's supposed to be adventure pack-sized. Your complaints are fair, but you're mixing in some fear mongering as well, and that's not cool.
We are not talking VB capes %chance here. The items have very VERY reasonable drop rates and there is a good chance some will make it into the Req store after the AP is out for a bit.
What, so you are saying that the Vibora Bay drop rates were NOT reasonable?
That is news to me!
Killing eighty thousand dogz and never getting the drop you wanted seems perfectly within bounds to me.
I was hoping this adventure pack had a similar drop rate.
Still unable to defeat the Endbringer. I noticed that at one point SD "joins" the battle by standing there looking the fight. I attacked him, causing his shield to drop and after few hits on him he used a powerful thunderclap that caused the Endbringer to get stunned and more easily damaged.
However, if I die during the battle, the next time, SD will not show up, leaving the Endbringer to butcher Dr D and me. And of course, the good Doctor won't stand up again, leaving the big bad guy to focus on me until I die.
Now feedback from an elite run of current build...
1) My toon activated the qularr beacon first. She did not get the beaconizer perk. I went back after the others were activated, but still no go on the perk. Please tell me this isn't an order-required perk.
2) I really, really want the top evil Sapphire (Lapis Luzuli) is wearing.
3) You can sneak into the middle of the evil Ren Center and point and laugh and the giant robots
4) The city seems too empty now. Please bring back the formations of destroids marching around. Gave the city a much more sinister feel.
5) You really need to stress the importance of the consoles. Also, they suffer from the same silly target drop bug that every single non-mob destroy object objective does. Sometimes after the first time you hit them, your target drops. You then have to re-click since you cannot tab target. I feel bad for players who use the controller, not mouse.
6) I kinda like that the overseers just stand there when you destroy the consoles. Maybe give them the negative ion FX so they look overloaded. And, if players want to take a few minutes out of their otherwise very busy lives, they can kill them manually.
7) The whole communication console thing is a mess. It's not really explained what you should do. You can't see them switch. It's just random guesswork now.
8) The Mechanic...ya...he's well hidden
9) Obliette actually beat me. Admittedly it was on elite, and she had help from the Mega D, but still... I haz a sad.
10) Griz in the sewers is so deus ex. An experienced resistance leader that suddenly does something so amazingly stupid...
11) When the resistance nightstick dropped for me, it didn't have the halo. In fact, it was the tiny little exclamation point that usually indicates it dropped for a different hero. 'Course...I was soloing when it happened, so I was skeptical about the whole other hero part.
12) I really, really want Mega Destroid PvP. It'd be totally balanced since everyone would be piloting a giant robot with frikkin' lasers on its head.
13) I'll never be a big fan of Big Bag o' Hit Points fights. So, ya, the end is underwhelming. And, when it becomes two big bags o' hit points...yawn. Needless to say, it went from a fun and interesting mission to "Gee...why don't I just wedge the 3 key down on my keyboard so it keeps spamming my attack while I go do something that's actually fun."
Now feedback from an elite run of current build...
1) My toon activated the qularr beacon first. She did not get the beaconizer perk. I went back after the others were activated, but still no go on the perk. Please tell me this isn't an order-required perk.
Didn't work for me either, and I did it after the 2 first beacons.
7) The whole communication console thing is a mess. It's not really explained what you should do. You can't see them switch. It's just random guesswork now.
Actually, it's just bugged, normally when you activate a console it changes some of the panels into "fight the system" panels and you have to get all the panels free of Harmon's propaganda.
10) Griz in the sewers is so deus ex. An experienced resistance leader that suddenly does something so amazingly stupid...
Just to put some comic book drama. :P And to give an excuse for the whole infiltration stuff afterwards.
13) I'll never be a big fan of Big Bag o' Hit Points fights. So, ya, the end is underwhelming. And, when it becomes two big bags o' hit points...yawn. Needless to say, it went from a fun and interesting mission to "Gee...why don't I just wedge the 3 key down on my keyboard so it keeps spamming my attack while I go do something that's actually fun."
Actually, I think the battle isn't about keeping hitting until they die. In the first part, you have to wait for SD to enter an orb then destroy it so Dr D can unleash a powerful chest beam that hit the weak point for massive damage. Then in the 2nd part, I think SD is supposed to show up with a shield once you damage the Endbringer a little so you can break SD's shield and cause him to accidentaly stun the Endbringer to allow you and Dr D to butcher it safely.
However, like I said, once Dr D is down, he doesn't regen, leaving you alone to keep fighting and SD only shows up once if you don't die.
EDIT: Just tested the "Be a Resistance Leader Bot". On robots, knockbacks are more effective, the electric attack can stun and eye beam can set them on fire. So not a "I win" device, like some believed. It's male-only (well, female characters can use it, but it will be a male body) and only has 6 attacks at lvl40, a shield and jet boots. The Fist rocket attack is funny, though like most of the powers, it lacks a description and the damage inflicted.
Didn't work for me either, and I did it after the 2 first beacons.
So....prolly bugged completely then. And going live tomorrow. I'm prolly not going to contain my normal snarky self in the rest of this reply...
Actually, it's just bugged, normally when you activate a console it changes some of the panels into "fight the system" panels and you have to get all the panels free of Harmon's propaganda.
So when silvers ask if they should buy this exciting new pack, I should tell them ABSOLUTELY!!!!
No. I'm going to say wait until it gets fixed.
Just to put some comic book drama. :P And to give an excuse for the whole infiltration stuff afterwards.
Bad writing is bad writing. In this case, it's mindnumbingly bad. If you don't want Griz to be part of the next mission, send him off doing something else for the Resistance while the hero goes to break the old man out.
Actually, I think the battle isn't about keeping hitting until they die. In the first part, you have to wait for SD to enter an orb then destroy it so Dr D can unleash a powerful chest beam that hit the weak point for massive damage. Then in the 2nd part, I think SD is supposed to show up with a shield once you damage the Endbringer a little so you can break SD's shield and cause him to accidentaly stun the Endbringer to allow you and Dr D to butcher it safely.
Oh, I had no problem beating Shadow D. It just took a long time doing the same thing over and over again and got repetitive because it was a lot of the same stuff just happening repeatedly and I kept having to the things multiple times and it kinda felt redundant.
Then, when the Endbringer spawned, and I figured out how that fight was going to go, I said "Frak this" and logged out.
Side note: It's prolly not a good thing to make your players want to log out of a mission because the ending blows chunks.
However, like I said, once Dr D is down, he doesn't regen, leaving you alone to keep fighting and SD only shows up once if you don't die.
Wait. You mean there is another bug in a pack going live tomorrow?
*rolls eyes*
Ever hear the one about if engineers built bridges like programmers build software...
Hmm...I do wonder if the Harmon building entrance was always meant to be the other side and that we could enter from the side with Destroids was just a misplacement? It seems a better place and it would explain why the entrance didn't "glow" before. I still don't understand the lobby comments about Destroids asking for Harmon by name.
A few bugs and comments from up to the end of Mayhem:
I guess the console panning to a view in early iterations was just a leftover from it being an object from the Tutorial or something, and the bugged view was just the view looking up to the Qularr ship before the Ironclad Defense was fired but with completely different geometry in the given coordinates? I think this is a missed opportunity for some cutscenes, but perhaps this was rejected because you can get an explanatory cutscene after exiting the HQ.
As has been said, the "Beaconizer" perk doesn't seem to be granted for what granted it before...is it bugged, or changed for some reason? It says the 'Qularr are already crazy' or something to the effect...is that supposed to indicate something about why you aren't getting the perk or is it just flavor text?
The first cutscene with the 2 femal Conquerors after the first Mayhem objective seems to be missing VO.
When the resistance bomber traveled back from blowing up the jet, the progress bar remained above his head, looking fairly odd. A minor detail, but it seems like it should be easy to fix as well.
All and all. looks good. During the part where the resistance guys are planting the mines, I noticed there is an invisible barrier that knocks you back. Can you move that to the door where the laser beams are? It would make more sense.
The part where you plant the mines yourself still has a bug from the previous build. When walking in, it teleports you past the mine area so you have to turn around and walk back.
Prison:
Nothing wrong there. I love the prerecorded messages that get played. Good addition on adding the message that you can remove your disguises during the boss fights.
End Fight:
The Crystaline guys look much better than their previous versions. Why is Dr. Destroyer use the voice Shadow Destroyer used to use and Shadow Destroyer has a new voice? Will previous spots where Shadow Destroyer be changed to reflect the different voice?
The end fight is much better. Needs more banter between the Destroyers though. The endbring looks so damn cool with all the little floaty pieces he has around him. Very nice touch.
Now can we get this converted into a crisis area to set up for a full New Harmon zone.
I hope so because I average less than one costume and/or item drop per full run of SL and almost none ever for DF but earn enough tokens to buy at least one item or costume, if not several per run.
You're doing better than me then.
I've gotten one costume piece drop, total, from all my ruins through both APs. The following comment gives me zero reason to hope this will be different.
We are not talking VB capes %chance here. The items have very VERY reasonable drop rates and there is a good chance some will make it into the Req store after the AP is out for a bit.
Seriously? You say it's better than one of the most atrocious grinds in any MMO in recent history, and expect that to make us feel better?
This is one of the most asinine pieces of buffoonery I have ever heard from you guys. Pull your heads out of the sand and start listening to your playerbase while you still have one.
Put ALL drops that are not 100% guaranteed at Elite on the Req Offficer.
1. Receptionist in Harmon Labs needs to wait until you get closer before saying her hello speech. Right now, the only way to tell that she said it is to scroll back up in the NPC dialogue tab.
2. If you destroy the console -after- the Mega D has activated, it doesn't respawn, which means that if you die and come back, there's no way to stop the Mega D from activating again.
3. I don't actually understand the point of the system anymore - Now, the only way to NOT fight the Mega Ds is to destroy the console, which means activating your powers? So the only way to stop the bad guy that gets triggered by the activation of your powers is.. to.. activate your powers. Someone didn't think that through, did they?
Why are we even bothering with the resistance fighters, in that case? Just go in, superpowers blazing, blow up the console, and take out the destroids. The entire sequence has really lost its "sneak around and don't use superpowers" feel, because.. Well, no matter what you do now, you have to use your super powers, because whether you use them or not, the Destroid ALWAYS activates when you get close, and so you have to activate your powers anyway, to destroy the console?!?!?
Yeah.. Someone definitely didn't think that through.
4. I like the new sewer introduction - Putting the laser grid across the doorway is a nice touch, and the repulsion field is nice too - Only comment would be that the repulsion field should have some sort of graphical effect, since it actually seems to start a few feet away from the door itself.
5. Love the new VO work. Cheesy and cmopletely appropriate. I assume Evil-Witchcraft will be getting a voice at some point in time, too?
But the biggest thing here, guys?
The final fight. Completely retarded and not even close to being fun. I run a mostly-broken LR/BCR build that can take a Mega Destroid without breaking a sweat. I dunno what the big guy at the end is, but I lost count of the number of times I died. Annoying things:
1. Dr. D not actually doing anything. I -have- to assume this is a bug, yes? Because the last time I fought the big golem thing, he was actually useful. Sort of. Not great, but sort of. This time, he didn't really do anything. Started off okay, went down to "recharge" his shields, never got back up again, leaving me to tank and beat the golem solo. Not fun.
2. Big golem spamming KB moves that don't get blocked by KB resistance. I didn't even see if it added KB resist, but from the way it went, it didn't seem to. This character is a DW flyer, but I can't Dragon's Wrath when I'm constantly being knocked back. Not fun.
3. Big golem constantly and repeatedly deactivating my block. After a whlie, I just took to watching the icon. Seemed to be related to the KB thing. Even when blocking (flying), I'd get KB'd, and all my icons would go dark, block would be turned off, and I'd have to frantically mash the 'Shift' to try and get it back up when it was due to come back up. Related note - You know, my left shift key actually physically has a dent in it, from playing CO, due to the number of times that block doesn't work. Not fun.
4. Big sack o' hitpoints is extremely tedious. The battle before that, running around and hitting the orbs, while trying to fend off those Trey Kings type guys, doing damage to SD, and holding them off Dr. D - That was fun. It's interactive, it's involved, it's fun. Big stone golem thing .... Not fun.
Fix the final fight, guys. Right now it's a 10-year old Lady Vox tank and spank without a tank.
Bugs : The Mechanic . Why is he standing / half embedded in a building ten feet off the ground ?
New Harmon Secret Police : Near the arms depot there are 2 guarding a line of civillians . One I could target and defeat , the other conned as friendly .
Changing Billboards : As others have mentioned , no rhyme or reason , its just click till it completes on its own , no longer a puzzle .
Issues :
The first 2 areas , the Resistance fighters engaged the Overseer even after charging console had been destroyed . Had to destroy them to get them to disengage .
The jet : The bomb squad ran ahead instead of following me , which i understand mechanically speaking , but were defeated by the time I destroyed the charging console and it's 2 guards . It seems easier to destroy the console , clear the area around the jet of destroids , then have the bomb squad run up the ramp . Also as noted before , green completion bar on demo npc continued unabated when attacked by destroids .
Mega D "Terminator" : One shotted me from what seemed like a mile away , far exceeding normal detection ranges .
Immersion breaking :
Mayhem area :
Feels like an afterthought , not really fleshed out . Does not feel like a city under a facist regime , just a purple MC that needs more added too it . Example : No "re-educated" civillians walking around , no internment camps , etc .
If we can defeat destroids (like in the previous builds) and police that are ostensibly rounding up civillians , shouldn't said civillians scatter when their guards are defeated ? Big deal to me personally .
Evil Sapphire and Kinetic : they have super powers , why don't the mega-d's attack them previous to the charging station battle ? How do the Overseers differentiate between who is allowed to use powers and who isn't ? Not a big deal to me , just curious .
Sewer-
Bugs : None
Immersion breaking :
Drowned rats : Again I ask , in the time it takes to complete the mission, wouldn't the refugees have drowned ? What is the point to this mission ? It makes no sense . At all .
Cornered rats : Why do we abandon the Resistance camp so quickly ? How do key NPC's survive absent our intervention ?
Griz : Who in their right mind would start punching/kicking an explosive charge . He can't throw a rock at it ? Or a grenade ? Dumb , just dumb .
Plus side : VO is very good imo , at least in terms of what we have seen on live so far . Ambient noise , design , still excellent .
I think it needs more work , do not put it on live until you have fixed the bugs . To do so would just be folly .
**personal note : Really Blake ? Fearmongering ? If you had a favorite restaraunt , but knew it was not doing well financially , and saw the customer next to you about too take a bite out of an obviously undercooked meal , you would remain silent ? Really ? Fearmongering my @$# , it's common sense dude . Encouraging him to eat it quickly and order seconds is what "isn't cool" .
As well as the above from Raphael, my comments on the runthrough:
The outside areas were incredibly difficult for my squishy char. The prison area felt like a much more reasonable difficulty, for me (playing on Hard - middle difficulty), than the destroids outside.
The worst was at the arms depo, where one of the destroids spawned inside a box, and was therefore completely untargetable (but could still shoot me). Fortunately, I had a non-targeted AoE, but it took seven full maintains of Invocation of Storm Calling to kill this single one-bar henchman.
The number of resistance members depends on team size, but this can get confused if a team member is still in transition (for the sewer section) or just too far away (for the rest of it).
Can you take that extra bit of Sewer out of the prison access sequence, and stick it in the MC transition instead, so you actually go through some sewer tunnel?
Some loot seemed to be dropping as duplicates, i.e. instead of one per person, it was two each, and four of an item in total. Either that, or the drop rate is really high.
When the Menton cutscene ended, my character was still being attacked by the guards near her, even though all others were stunned.
The Endbringer fight was odd. I normally have huge problems with that kind of thing, but I hardly died at all even when directly attacked, and the other character (the one I usually hide behind) was having real issues. Also, he reset his health twice (I think) even while we were in the area / in combat.
Shiny Elite Endbringer costume drop for those who care: Colossus | In Flight
Was a fun, long, but fun adventure pack. Only part that irked me was the incognito mode because you're slow. Faster!
There is a Endbringer skull head costume drop, yes?
Shiny Elite Endbringer costume drop for those who care: Colossus | In Flight
Was a fun, long, but fun adventure pack. Only part that irked me was the incognito mode because you're slow. Faster!
There is a Endbringer skull head costume drop, yes?
I sure hope so. I'd like the see the other one's head, too. It'd be even better if there was a variant to the skin pattern, that "Rock" design is incredibly specific.
Wait, hold up. Let me see if I have this right....
1. All those Until tokens I currently have are useless.
2. I can get more useless tokens in this AP.
3. These tokens will become "not useless" sometime in the future.
....uhm...no, just no. You know I like ya Robo and I've gone to bat ALOT for the current devs...but this is a bit of a blow to be honest. Please return to this thread and make some kind of announcement with a MUCH more immediate timetable. Please.
P.S. Also, this C-store Transformation item. Will it actually work or will it be based on locked Superstats with powers that cannot be moved like the other ones? If the answer is the second one...it might be time to look into those since this particular "fluff item" is actually intended to be used ingame for a different gaming experience.
3. I don't actually understand the point of the system anymore - Now, the only way to NOT fight the Mega Ds is to destroy the console, which means activating your powers? So the only way to stop the bad guy that gets triggered by the activation of your powers is.. to.. activate your powers. Someone didn't think that through, did they?
Why are we even bothering with the resistance fighters, in that case? Just go in, superpowers blazing, blow up the console, and take out the destroids. The entire sequence has really lost its "sneak around and don't use superpowers" feel, because.. Well, no matter what you do now, you have to use your super powers, because whether you use them or not, the Destroid ALWAYS activates when you get close, and so you have to activate your powers anyway, to destroy the console?!?!?
Yeah.. Someone definitely didn't think that through.
In a lot of ways, this part of the mission has gotten consistently less interesting while other parts have gotten better. It went from a fairly unique thing to just another fight with clickie objectives. Kinda disappointing.
And I already ripped on the final fight. Again...so much of this pack is gameplay not like the rest of CO that it could be really cool. And it completely falls apart with one of the oldest and most boring types of boss fights in gaming - the big bag o' hit points.
Honestly, I'm sure my SG will run it once on release just to do it. And then prolly never again. It'll be like Demonflame in that regard (Demonflame is too much work for too little reward). Conversely, we run Therakiel's (unique gameplay elements) and Serpent's Lantern (rewards) quite a bit. And freakin' Serpent's Lantern isn't all that unique most of the way through. It's just that you never end up fighting something that even done right is going to take ten to twenty minutes of smashing keys to accomplish.
Something I just thought of...and I know it's way late in the game to be bringing this up.
But this whole thing starts out with a teleporter demonstration.
Doesn't Unity already have one of those that completely blows this new one away? I mean, it's capable of teleporting heroes all the way to the Desert, Canada, Lemuria, even the moon (*cough*).
Lol, I noticed that as well. Fortunately its an easy fix. Instead of a teleporter make it a Wormhole Generator of some sort (ala Stargate) so that its a similar but different tech. Failing that maybe they can add a throwaway line about how THIS teleporter is meant for economic and affordable everyday use by the masses, a fact reinforced by its portal setup instead of a more traditional teleport pad.
Edit: I'm not sure what folks mean when they complain about having to buy a c-store device to fight the Mega-Ds? I ran the latest resistance version and the consoles neutralized them with no fuzz.
Edit 2.0: Although its said the costume drops are not VB 2.0 I can't help but be a little . While it makes sense for the gear not to be available from UNTIL vendors as UNTIL really has no presence in Resistance it would still be very convenient for Resistance gear to be available fom the UNTIL vendor anyway. Also... EVERYONE I know was burned by the VB costume grinds. Everyone. It was so bad at one point I just quit trying to get them and instead got 2 CTPs and afterwards felt the CTPs were an infinetely better and more productive use of my time. How sad is that? Anything that merely reminds players of that is going to get instant negative reactions.
Rewards
We are not talking VB capes %chance here. The items have very VERY reasonable drop rates and there is a good chance some will make it into the Req store after the AP is out for a bit.
The colossus wings do not unlock account wide, they only unlock for one character.
It is possible to reset the Endbringer Encounter if you travel too far away from the main door on the Q-pit. This is aggravating when you are trying to not die in those black clouds of death.
Speaking of black clouds of death, can Dr. D please move out of them? I thought he was supposed to be a tactical genius.
Not quite a bug:
If the Mega-D's beat up the Conqueror's it is not possible to get the Conqueror's loot without fighting the Mega-D's, or at least dieing to them.
and yet that is an item often requested for many. did I fail to see rejoicing over this? we've wanted a weapon like that for a bit.
Right now I don't think anyone's in much of a rejoicing mood. It's going Live in the morning at we're all too preoccupied with what's wrong to notice what's good
disclamer because people send me tells freaking out about me getting banned over a playful jab at a friend
im not trolling for realz
His build is actually rather surviveable from what I've seen. We tried duo'ing it before the change, and we couldn't get the boss down at all, and that was with some heals of mine and some decent dps. Not sure about now, though, I got distracted halfway through the AP by the therakiel's run.
Something I just thought of...and I know it's way late in the game to be bringing this up.
But this whole thing starts out with a teleporter demonstration.
Doesn't Unity already have one of those that completely blows this new one away? I mean, it's capable of teleporting heroes all the way to the Desert, Canada, Lemuria, even the moon (*cough*).
Actually, they say that the teleporter there is experimental ((I -think-)) and requires a hugetastic amount of power to use. I am guessing that this version is one that could probably stay up for longer periods of time, with less power consumpton, and can teleport more than just a few people...say...huge bits of tech.
I have little time to post, but anyway regarding the drop, I wantesd to say that in my opinion We should have both.
I know it is lot more works, but we should have random drop costume piece for who like costume drop and different costume piece and action figure that we get with token.
The best of both world if you want
In a lot of ways, this part of the mission has gotten consistently less interesting while other parts have gotten better. It went from a fairly unique thing to just another fight with clickie objectives. Kinda disappointing.
And I already ripped on the final fight. Again...so much of this pack is gameplay not like the rest of CO that it could be really cool. And it completely falls apart with one of the oldest and most boring types of boss fights in gaming - the big bag o' hit points.
Honestly, I'm sure my SG will run it once on release just to do it. And then prolly never again. It'll be like Demonflame in that regard (Demonflame is too much work for too little reward). Conversely, we run Therakiel's (unique gameplay elements) and Serpent's Lantern (rewards) quite a bit. And freakin' Serpent's Lantern isn't all that unique most of the way through. It's just that you never end up fighting something that even done right is going to take ten to twenty minutes of smashing keys to accomplish.
On elite, I turn off all my toggles, don't use any powers (including travel) and walk into the first base, the overseer detects me and activates, killing the resistance members. I punch the crap out of the console, and nothing happens.
What's supposed to happen here? I can kill the destroid, but I feel that's way too many HP and time wasted whittling down his HP.
On elite, I turn off all my toggles, don't use any powers (including travel) and walk into the first base, the overseer detects me and activates, killing the resistance members. I punch the crap out of the console, and nothing happens.
What's supposed to happen here? I can kill the destroid, but I feel that's way too many HP and time wasted whittling down his HP.
They don't. Overseers summon reinforcements on Elite difficulty.
Ahh, haven't actually tried it on elite myself... not something any of my toons could do solo. But Supreme never mentioned summoning the add so it looked just like Robobo described it to me.
it was suggested i post in the PTS forums this is the most relevent thread i see...
while soloing resistance elite i was "lucky" enough to get 2 Qlipothic Corruptions. Apparently they're unique despite it not being said in the description and you cannot equip 2 of them. which is okay but... they have different stats as seen in the SS below. it seems the stats are on RNG but with the same name to screw ya over :-(
Comments
Except that statement has no basis in reality for several reasons.
Costume sets. How many times will players get the same costume drop over and over again thanks to random drops until they complete the set? Since CO evidently has no streak-breaker mechanic for drops.
Say a player wants a random helmet. Drops he gets: random drop, random drop, random drop, random drop, then maaaaybe the helmet. That's the normal progression, thanks to CO's drop system.
That's a grind based on luck. Hell, maybe hell get the helmet on the first try. But there's a conceptual difference between "replay value" and "repetition".
Players will not play through the same content because they want to, players will play through the same content because they're FORCED to do it if they want the drop. The drop depending on luck, so it could take them anywhere from 5 minutes up to several hours for the desired drop. It's random. Luck.
Players do not like grind-luck based drops, as seen from, oh, almost every post in this thread.
So let's say the random helmet costs 20 AP tokens. And you can earn up to 7 tokens(random number) per AP run. Players will grind through that, but there's a critical difference. It's a finite grind, not based on luck, but on pure math and logic. "If i run the AP this many times, i can get that item."
It's not based on random drops with no streak breakers.
It really doesn't matter how good the drop rates are. They are still random drops in a system with no streak-breakers. The community liked the token-based approach, and by the reactions, still prefers it over random drops.
I really hope you implement all Resistance costume parts in the Req store. Sooner.
I'm sorry but I have to disagree . When people watch the Resistance trailer video , they will have certain expectations . If those expectactions aren't met , and there is widespread disappointment , and it's reflected on the official forums by paying customers ( I'm not going to make a peep as I am terribly concerned about the sustainability of the product at this point ) , do you really think the game can take a hit like that given this will be the last and largest chunk of content ?
I'll stop now as I fear there is no turning back , but again I'll beg : give it some more time . Please .
Oh, and at the very least you should tell us where to get which costume unlocks, so we know what we're going to be grinding on until the end of the time.
Do the bosses in this even drop UNTIL tokens?
They actually do. I got ten or so in a complete run.
Uhh...no it wont be? The first comic series should be starting in a week, and when it's finished, it's supposed to be adventure pack-sized. Your complaints are fair, but you're mixing in some fear mongering as well, and that's not cool.
What, so you are saying that the Vibora Bay drop rates were NOT reasonable?
That is news to me!
Killing eighty thousand dogz and never getting the drop you wanted seems perfectly within bounds to me.
I was hoping this adventure pack had a similar drop rate.
However, if I die during the battle, the next time, SD will not show up, leaving the Endbringer to butcher Dr D and me. And of course, the good Doctor won't stand up again, leaving the big bad guy to focus on me until I die.
1) My toon activated the qularr beacon first. She did not get the beaconizer perk. I went back after the others were activated, but still no go on the perk. Please tell me this isn't an order-required perk.
2) I really, really want the top evil Sapphire (Lapis Luzuli) is wearing.
3) You can sneak into the middle of the evil Ren Center and point and laugh and the giant robots
4) The city seems too empty now. Please bring back the formations of destroids marching around. Gave the city a much more sinister feel.
5) You really need to stress the importance of the consoles. Also, they suffer from the same silly target drop bug that every single non-mob destroy object objective does. Sometimes after the first time you hit them, your target drops. You then have to re-click since you cannot tab target. I feel bad for players who use the controller, not mouse.
6) I kinda like that the overseers just stand there when you destroy the consoles. Maybe give them the negative ion FX so they look overloaded. And, if players want to take a few minutes out of their otherwise very busy lives, they can kill them manually.
7) The whole communication console thing is a mess. It's not really explained what you should do. You can't see them switch. It's just random guesswork now.
8) The Mechanic...ya...he's well hidden
9) Obliette actually beat me. Admittedly it was on elite, and she had help from the Mega D, but still... I haz a sad.
10) Griz in the sewers is so deus ex. An experienced resistance leader that suddenly does something so amazingly stupid...
11) When the resistance nightstick dropped for me, it didn't have the halo. In fact, it was the tiny little exclamation point that usually indicates it dropped for a different hero. 'Course...I was soloing when it happened, so I was skeptical about the whole other hero part.
12) I really, really want Mega Destroid PvP. It'd be totally balanced since everyone would be piloting a giant robot with frikkin' lasers on its head.
13) I'll never be a big fan of Big Bag o' Hit Points fights. So, ya, the end is underwhelming. And, when it becomes two big bags o' hit points...yawn. Needless to say, it went from a fun and interesting mission to "Gee...why don't I just wedge the 3 key down on my keyboard so it keeps spamming my attack while I go do something that's actually fun."
Didn't work for me either, and I did it after the 2 first beacons.
Actually, it's just bugged, normally when you activate a console it changes some of the panels into "fight the system" panels and you have to get all the panels free of Harmon's propaganda.
Just to put some comic book drama. :P And to give an excuse for the whole infiltration stuff afterwards.
Actually, I think the battle isn't about keeping hitting until they die. In the first part, you have to wait for SD to enter an orb then destroy it so Dr D can unleash a powerful chest beam that hit the weak point for massive damage. Then in the 2nd part, I think SD is supposed to show up with a shield once you damage the Endbringer a little so you can break SD's shield and cause him to accidentaly stun the Endbringer to allow you and Dr D to butcher it safely.
However, like I said, once Dr D is down, he doesn't regen, leaving you alone to keep fighting and SD only shows up once if you don't die.
EDIT: Just tested the "Be a Resistance Leader Bot". On robots, knockbacks are more effective, the electric attack can stun and eye beam can set them on fire. So not a "I win" device, like some believed. It's male-only (well, female characters can use it, but it will be a male body) and only has 6 attacks at lvl40, a shield and jet boots. The Fist rocket attack is funny, though like most of the powers, it lacks a description and the damage inflicted.
So....prolly bugged completely then. And going live tomorrow. I'm prolly not going to contain my normal snarky self in the rest of this reply...
So when silvers ask if they should buy this exciting new pack, I should tell them ABSOLUTELY!!!!
No. I'm going to say wait until it gets fixed.
Bad writing is bad writing. In this case, it's mindnumbingly bad. If you don't want Griz to be part of the next mission, send him off doing something else for the Resistance while the hero goes to break the old man out.
Oh, I had no problem beating Shadow D. It just took a long time doing the same thing over and over again and got repetitive because it was a lot of the same stuff just happening repeatedly and I kept having to the things multiple times and it kinda felt redundant.
Then, when the Endbringer spawned, and I figured out how that fight was going to go, I said "Frak this" and logged out.
Side note: It's prolly not a good thing to make your players want to log out of a mission because the ending blows chunks.
Wait. You mean there is another bug in a pack going live tomorrow?
*rolls eyes*
Ever hear the one about if engineers built bridges like programmers build software...
A few bugs and comments from up to the end of Mayhem:
Sewer:
All and all. looks good. During the part where the resistance guys are planting the mines, I noticed there is an invisible barrier that knocks you back. Can you move that to the door where the laser beams are? It would make more sense.
The part where you plant the mines yourself still has a bug from the previous build. When walking in, it teleports you past the mine area so you have to turn around and walk back.
Prison:
Nothing wrong there. I love the prerecorded messages that get played. Good addition on adding the message that you can remove your disguises during the boss fights.
End Fight:
The Crystaline guys look much better than their previous versions. Why is Dr. Destroyer use the voice Shadow Destroyer used to use and Shadow Destroyer has a new voice? Will previous spots where Shadow Destroyer be changed to reflect the different voice?
The end fight is much better. Needs more banter between the Destroyers though. The endbring looks so damn cool with all the little floaty pieces he has around him. Very nice touch.
Now can we get this converted into a crisis area to set up for a full New Harmon zone.
You're doing better than me then.
I've gotten one costume piece drop, total, from all my ruins through both APs. The following comment gives me zero reason to hope this will be different.
Seriously? You say it's better than one of the most atrocious grinds in any MMO in recent history, and expect that to make us feel better?
This is one of the most asinine pieces of buffoonery I have ever heard from you guys. Pull your heads out of the sand and start listening to your playerbase while you still have one.
Put ALL drops that are not 100% guaranteed at Elite on the Req Offficer.
1. Receptionist in Harmon Labs needs to wait until you get closer before saying her hello speech. Right now, the only way to tell that she said it is to scroll back up in the NPC dialogue tab.
2. If you destroy the console -after- the Mega D has activated, it doesn't respawn, which means that if you die and come back, there's no way to stop the Mega D from activating again.
3. I don't actually understand the point of the system anymore - Now, the only way to NOT fight the Mega Ds is to destroy the console, which means activating your powers? So the only way to stop the bad guy that gets triggered by the activation of your powers is.. to.. activate your powers. Someone didn't think that through, did they?
Why are we even bothering with the resistance fighters, in that case? Just go in, superpowers blazing, blow up the console, and take out the destroids. The entire sequence has really lost its "sneak around and don't use superpowers" feel, because.. Well, no matter what you do now, you have to use your super powers, because whether you use them or not, the Destroid ALWAYS activates when you get close, and so you have to activate your powers anyway, to destroy the console?!?!?
Yeah.. Someone definitely didn't think that through.
4. I like the new sewer introduction - Putting the laser grid across the doorway is a nice touch, and the repulsion field is nice too - Only comment would be that the repulsion field should have some sort of graphical effect, since it actually seems to start a few feet away from the door itself.
5. Love the new VO work. Cheesy and cmopletely appropriate. I assume Evil-Witchcraft will be getting a voice at some point in time, too?
But the biggest thing here, guys?
The final fight. Completely retarded and not even close to being fun. I run a mostly-broken LR/BCR build that can take a Mega Destroid without breaking a sweat. I dunno what the big guy at the end is, but I lost count of the number of times I died. Annoying things:
1. Dr. D not actually doing anything. I -have- to assume this is a bug, yes? Because the last time I fought the big golem thing, he was actually useful. Sort of. Not great, but sort of. This time, he didn't really do anything. Started off okay, went down to "recharge" his shields, never got back up again, leaving me to tank and beat the golem solo. Not fun.
2. Big golem spamming KB moves that don't get blocked by KB resistance. I didn't even see if it added KB resist, but from the way it went, it didn't seem to. This character is a DW flyer, but I can't Dragon's Wrath when I'm constantly being knocked back. Not fun.
3. Big golem constantly and repeatedly deactivating my block. After a whlie, I just took to watching the icon. Seemed to be related to the KB thing. Even when blocking (flying), I'd get KB'd, and all my icons would go dark, block would be turned off, and I'd have to frantically mash the 'Shift' to try and get it back up when it was due to come back up. Related note - You know, my left shift key actually physically has a dent in it, from playing CO, due to the number of times that block doesn't work. Not fun.
4. Big sack o' hitpoints is extremely tedious. The battle before that, running around and hitting the orbs, while trying to fend off those Trey Kings type guys, doing damage to SD, and holding them off Dr. D - That was fun. It's interactive, it's involved, it's fun. Big stone golem thing .... Not fun.
Fix the final fight, guys. Right now it's a 10-year old Lady Vox tank and spank without a tank.
Mayhem-
Bugs : The Mechanic . Why is he standing / half embedded in a building ten feet off the ground ?
New Harmon Secret Police : Near the arms depot there are 2 guarding a line of civillians . One I could target and defeat , the other conned as friendly .
Changing Billboards : As others have mentioned , no rhyme or reason , its just click till it completes on its own , no longer a puzzle .
Issues :
The first 2 areas , the Resistance fighters engaged the Overseer even after charging console had been destroyed . Had to destroy them to get them to disengage .
The jet : The bomb squad ran ahead instead of following me , which i understand mechanically speaking , but were defeated by the time I destroyed the charging console and it's 2 guards . It seems easier to destroy the console , clear the area around the jet of destroids , then have the bomb squad run up the ramp . Also as noted before , green completion bar on demo npc continued unabated when attacked by destroids .
Mega D "Terminator" : One shotted me from what seemed like a mile away , far exceeding normal detection ranges .
Immersion breaking :
Mayhem area :
Feels like an afterthought , not really fleshed out . Does not feel like a city under a facist regime , just a purple MC that needs more added too it . Example : No "re-educated" civillians walking around , no internment camps , etc .
If we can defeat destroids (like in the previous builds) and police that are ostensibly rounding up civillians , shouldn't said civillians scatter when their guards are defeated ? Big deal to me personally .
Evil Sapphire and Kinetic : they have super powers , why don't the mega-d's attack them previous to the charging station battle ? How do the Overseers differentiate between who is allowed to use powers and who isn't ? Not a big deal to me , just curious .
Sewer-
Bugs : None
Immersion breaking :
Drowned rats : Again I ask , in the time it takes to complete the mission, wouldn't the refugees have drowned ? What is the point to this mission ? It makes no sense . At all .
Cornered rats : Why do we abandon the Resistance camp so quickly ? How do key NPC's survive absent our intervention ?
Griz : Who in their right mind would start punching/kicking an explosive charge . He can't throw a rock at it ? Or a grenade ? Dumb , just dumb .
Plus side : VO is very good imo , at least in terms of what we have seen on live so far . Ambient noise , design , still excellent .
I think it needs more work , do not put it on live until you have fixed the bugs . To do so would just be folly .
**personal note : Really Blake ? Fearmongering ? If you had a favorite restaraunt , but knew it was not doing well financially , and saw the customer next to you about too take a bite out of an obviously undercooked meal , you would remain silent ? Really ? Fearmongering my @$# , it's common sense dude . Encouraging him to eat it quickly and order seconds is what "isn't cool" .
The outside areas were incredibly difficult for my squishy char. The prison area felt like a much more reasonable difficulty, for me (playing on Hard - middle difficulty), than the destroids outside.
The worst was at the arms depo, where one of the destroids spawned inside a box, and was therefore completely untargetable (but could still shoot me). Fortunately, I had a non-targeted AoE, but it took seven full maintains of Invocation of Storm Calling to kill this single one-bar henchman.
The number of resistance members depends on team size, but this can get confused if a team member is still in transition (for the sewer section) or just too far away (for the rest of it).
Can you take that extra bit of Sewer out of the prison access sequence, and stick it in the MC transition instead, so you actually go through some sewer tunnel?
Some loot seemed to be dropping as duplicates, i.e. instead of one per person, it was two each, and four of an item in total. Either that, or the drop rate is really high.
When the Menton cutscene ended, my character was still being attacked by the guards near her, even though all others were stunned.
The Endbringer fight was odd. I normally have huge problems with that kind of thing, but I hardly died at all even when directly attacked, and the other character (the one I usually hide behind) was having real issues. Also, he reset his health twice (I think) even while we were in the area / in combat.
Was a fun, long, but fun adventure pack. Only part that irked me was the incognito mode because you're slow. Faster!
There is a Endbringer skull head costume drop, yes?
I sure hope so. I'd like the see the other one's head, too. It'd be even better if there was a variant to the skin pattern, that "Rock" design is incredibly specific.
1. All those Until tokens I currently have are useless.
2. I can get more useless tokens in this AP.
3. These tokens will become "not useless" sometime in the future.
....uhm...no, just no. You know I like ya Robo and I've gone to bat ALOT for the current devs...but this is a bit of a blow to be honest. Please return to this thread and make some kind of announcement with a MUCH more immediate timetable. Please.
P.S. Also, this C-store Transformation item. Will it actually work or will it be based on locked Superstats with powers that cannot be moved like the other ones? If the answer is the second one...it might be time to look into those since this particular "fluff item" is actually intended to be used ingame for a different gaming experience.
In a lot of ways, this part of the mission has gotten consistently less interesting while other parts have gotten better. It went from a fairly unique thing to just another fight with clickie objectives. Kinda disappointing.
And I already ripped on the final fight. Again...so much of this pack is gameplay not like the rest of CO that it could be really cool. And it completely falls apart with one of the oldest and most boring types of boss fights in gaming - the big bag o' hit points.
Honestly, I'm sure my SG will run it once on release just to do it. And then prolly never again. It'll be like Demonflame in that regard (Demonflame is too much work for too little reward). Conversely, we run Therakiel's (unique gameplay elements) and Serpent's Lantern (rewards) quite a bit. And freakin' Serpent's Lantern isn't all that unique most of the way through. It's just that you never end up fighting something that even done right is going to take ten to twenty minutes of smashing keys to accomplish.
Lol, I noticed that as well. Fortunately its an easy fix. Instead of a teleporter make it a Wormhole Generator of some sort (ala Stargate) so that its a similar but different tech. Failing that maybe they can add a throwaway line about how THIS teleporter is meant for economic and affordable everyday use by the masses, a fact reinforced by its portal setup instead of a more traditional teleport pad.
Edit: I'm not sure what folks mean when they complain about having to buy a c-store device to fight the Mega-Ds? I ran the latest resistance version and the consoles neutralized them with no fuzz.
Edit 2.0: Although its said the costume drops are not VB 2.0 I can't help but be a little . While it makes sense for the gear not to be available from UNTIL vendors as UNTIL really has no presence in Resistance it would still be very convenient for Resistance gear to be available fom the UNTIL vendor anyway. Also... EVERYONE I know was burned by the VB costume grinds. Everyone. It was so bad at one point I just quit trying to get them and instead got 2 CTPs and afterwards felt the CTPs were an infinetely better and more productive use of my time. How sad is that? Anything that merely reminds players of that is going to get instant negative reactions.
like the mask of the fool ?
please, add all stuff in until AP vendor
The colossus wings do not unlock account wide, they only unlock for one character.
It is possible to reset the Endbringer Encounter if you travel too far away from the main door on the Q-pit. This is aggravating when you are trying to not die in those black clouds of death.
Speaking of black clouds of death, can Dr. D please move out of them? I thought he was supposed to be a tactical genius.
Not quite a bug:
If the Mega-D's beat up the Conqueror's it is not possible to get the Conqueror's loot without fighting the Mega-D's, or at least dieing to them.
and yet that is an item often requested for many. did I fail to see rejoicing over this? we've wanted a weapon like that for a bit.
What? Nobody talking about the tazer?
Right now I don't think anyone's in much of a rejoicing mood. It's going Live in the morning at we're all too preoccupied with what's wrong to notice what's good
The tazer's a device and not a costume unlock, right?
The tazer is quite fun though
His build is actually rather surviveable from what I've seen. We tried duo'ing it before the change, and we couldn't get the boss down at all, and that was with some heals of mine and some decent dps. Not sure about now, though, I got distracted halfway through the AP by the therakiel's run.
Actually, they say that the teleporter there is experimental ((I -think-)) and requires a hugetastic amount of power to use. I am guessing that this version is one that could probably stay up for longer periods of time, with less power consumpton, and can teleport more than just a few people...say...huge bits of tech.
I know it is lot more works, but we should have random drop costume piece for who like costume drop and different costume piece and action figure that we get with token.
The best of both world if you want
Xav, for once, you and I agree
I know, I know, call the press, right?
Seriously.
Next thing you know the Cubs will win the World Series.
Billboard bug has already been mentioned.
I like most of the rest of it, tbh, at least on normal. No idea on other difficulties.
What's supposed to happen here? I can kill the destroid, but I feel that's way too many HP and time wasted whittling down his HP.
Good question... My guess is...
Operating exactly as they said it would.
They don't. Overseers summon reinforcements on Elite difficulty.
i can confirm this. i killed 8 overseers and it was 16 total kills because they all spawned adds.
Why the **** did this get pushed live in 24 hours?
Ahh, haven't actually tried it on elite myself... not something any of my toons could do solo. But Supreme never mentioned summoning the add so it looked just like Robobo described it to me.
while soloing resistance elite i was "lucky" enough to get 2 Qlipothic Corruptions. Apparently they're unique despite it not being said in the description and you cannot equip 2 of them. which is okay but... they have different stats as seen in the SS below. it seems the stats are on RNG but with the same name to screw ya over :-(
LINK TO ORIG. THREAD with screen shot of the items