too many low levels are joining the smash alerts after skipping hte tutorials they don't even train their powers before joining at level 6 they jump in and make the 2 minute smash alerts fail over and over.
My suggestion is make the level limit to join level 16 so they are forced to do the opening MC quest first and get their powers and gear before they try.
I think 16 is too high. Here's what I'd, (and many others), have suggested: The Comic Series and Adventure Packs already established a minimum level of 11. That is also a level by which all ATs and most freeforms will have their passives. Restrict the Alerts to level 11's or those with passives...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
if you want level 11 to be the level to start it like adventure packs then also make the mission scale like adventure packs do so that its not always levle 30 instead make it go down to the lowest level person's level automatically.
I think 16 is too high. Here's what I'd, (and many others), have suggested: The Comic Series and Adventure Packs already established a minimum level of 11. That is also a level by which all ATs and most freeforms will have their passives. Restrict the Alerts to level 11's or those with passives...
I agree...although the weekly alerts seem to be a step above in difficulty. The level gate on those should be higher.
__________________________________________________ Our society has traded responsibility for entitlement. It's time for a change.
if you want level 11 to be the level to start it like adventure packs then also make the mission scale like adventure packs do so that its not always levle 30 instead make it go down to the lowest level person's level automatically.
Actually, I'd say all Alerts should SK players to level 40, so those that are above level 30 aren't losing any effectiveness.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
No thanks. I like the amount of experience I'm getting from these. I don't want my rewards to be nerfed based on the lowest level player.
shows how much you know the exp scales to your REAL level no matter what level you actually are. you never lose anything the idea of making the missions scale to lower level is so it matches their gear and amount of powers they have. higher levels actually become more elite when it does that since their gear stays the same even if they are lowered.
They should get all the powers they need before joining an alert
Yepp .. at 15 you have all your Superstats .. and hopefully a passive, a good AoE and
Single-Target attack. Thats also the earliest level i go into alerts.
Agreed. Some kind of level limit (11 at minimum, although 15 wouldn't be a bad idea either) would mean that people joining Alerts have enough powers and superstats, and besides there would also be the welcome effect of not repeatedly seeing all those basic questions that would have been answered by people spending a minute or two looking around at Ren Cen after character creation.
too many low levels are joining the smash alerts after skipping hte tutorials they don't even train their powers before joining at level 6 they jump in and make the 2 minute smash alerts fail over and over.
My suggestion is make the level limit to join level 16 so they are forced to do the opening MC quest first and get their powers and gear before they try.
It has been proven that low level players do not cause timed alerts to fail. Not sure why people keep trying to say otherwise.
Find a way to keep bad kiters, leechers, quitters, and people who just can't stop pulling every bad guy in sight out of alerts instead?
Champions Online: Be the hero you wish you could be in a better game.
It has been proven that low level players do not cause timed alerts to fail. Not sure why people keep trying to say otherwise.
Really? Just yesterday, I helped a newby who lamented that he needs to do alerts because he always loses in the normal content. It even took him hours to defeat Black Talon!
It turned out that he was not using his energy builder, because he thought it is a weak power. :rolleyes:
Also, he kept flying around carelessly, drawing aggro from mobs we could have avoided easily. He always charged straight at the first enemy in sight, not taking the time to look if there are more just around the corner. He always flew into mele range, despite him playing a ranged character. He did not bother regenerating health between fights, even though his char was a Radiant. He kept using only Rebuke on groups of enemies, even though he had learned Vengeance already. And in the grand final of our "extended tutorial", he pulled a Leeroy and got me killed by Kevin frickin' Poe! :facepalm:
It's this kind of new player that ruins alerts. And believe me, there are more of them than we see.
Really? Just yesterday, I helped a newby who lamented that he needs to do alerts because he always loses in the normal content. It even took him hours to defeat Black Talon!
It turned out that he was not using his energy builder, because he thought it is a weak power. :rolleyes:
It's this kind of new player that ruins alerts. And believe me, there are more of them than we see.
Low level <> new player.
Example from Black Fang 2 days ago (me around lvl 30) :
Group : 6,12,12,13 - down in 45 seconds
Group : 28,32,35,38 - killed kim with 2-3 seconds left
Nonetheless am i for lvl 15 minimum for alerts, so that even new players at least play their character
for a short while, and learn a little about their skills.
Really? Just yesterday, I helped a newby who lamented that he needs to do alerts because he always loses in the normal content. It even took him hours to defeat Black Talon!
It turned out that he was not using his energy builder, because he thought it is a weak power. :rolleyes:
Also, he kept flying around carelessly, drawing aggro from mobs we could have avoided easily. He always charged straight at the first enemy in sight, not taking the time to look if there are more just around the corner. He always flew into mele range, despite him playing a ranged character. He did not bother regenerating health between fights, even though his char was a Radiant. He kept using only Rebuke on groups of enemies, even though he had learned Vengeance already. And in the grand final of our "extended tutorial", he pulled a Leeroy and got me killed by Kevin frickin' Poe! :facepalm:
It's this kind of new player that ruins alerts. And believe me, there are more of them than we see.
It is important to note the distinction between low level player and new player. Not all low level players are new to the game. In fact, many of those low level players are in fact playing alts.... one of their 50+ alts... and have been playing the game for a long time.
On the other hand, there are plenty of high-level players who do all the things you described, and worse.
Nonetheless am i for lvl 15 minimum for alerts, so that even new players at least play their character
for a short while, and learn a little about their skills.
So you would be okay with it if, say, they only implemented this level restriction for the first character created on any given account, so that it only effects new players rather than all low level characters?
Champions Online: Be the hero you wish you could be in a better game.
Ashen, if "low level" automatically equated to "failed Alert", then even these instances where an experienced player ran a low-level toon would result in a fail. This is demonstrably not the case; therefore, the contention that low-level toons cause Alerts to fail has been disproved.
Players who don't know how to play, because they've been told they can level all the way to 40 just using Alerts, can certainly cause issues, though...
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
So you would be okay with it if, say, they only implemented this level restriction for the first character created on any given account, so that it only effects new players rather than all low level characters?
I still think lvl 6 is to low. They should at least have a passive, an AoE and a good Single Attack
and maybe even a self heal. Personally i never go into alerts before 15 because in over
90% i find myself as the person who has aggro, and so i wanted to have all my Superstats
and also BCR at least.
I'd rather want to see Canada Crisis reverted back to level 6 so that we are not forced
to do the first levels in Westside.
Comments
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Let the players become familiar with the gameplay and gain a few more powers before allowing them to enter co-op runs.
I agree...although the weekly alerts seem to be a step above in difficulty. The level gate on those should be higher.
Our society has traded responsibility for entitlement. It's time for a change.
No thanks. I like the amount of experience I'm getting from these. I don't want my rewards to be nerfed based on the lowest level player.
Actually, I'd say all Alerts should SK players to level 40, so those that are above level 30 aren't losing any effectiveness.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
They should get all the powers they need before joining an alert
=^ _ ^= Kitty Lives!
shows how much you know the exp scales to your REAL level no matter what level you actually are. you never lose anything the idea of making the missions scale to lower level is so it matches their gear and amount of powers they have. higher levels actually become more elite when it does that since their gear stays the same even if they are lowered.
Yepp .. at 15 you have all your Superstats .. and hopefully a passive, a good AoE and
Single-Target attack. Thats also the earliest level i go into alerts.
/Signed
This would make alerts alot easier for the 40s that do them.
/signed for the level 11 alert restriction,so at least they have 3 attacks and a passive.
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It has been proven that low level players do not cause timed alerts to fail. Not sure why people keep trying to say otherwise.
Find a way to keep bad kiters, leechers, quitters, and people who just can't stop pulling every bad guy in sight out of alerts instead?
Champions Online: Be the hero you wish you could be in a better game.
Really? Just yesterday, I helped a newby who lamented that he needs to do alerts because he always loses in the normal content. It even took him hours to defeat Black Talon!
It turned out that he was not using his energy builder, because he thought it is a weak power. :rolleyes:
Also, he kept flying around carelessly, drawing aggro from mobs we could have avoided easily. He always charged straight at the first enemy in sight, not taking the time to look if there are more just around the corner. He always flew into mele range, despite him playing a ranged character. He did not bother regenerating health between fights, even though his char was a Radiant. He kept using only Rebuke on groups of enemies, even though he had learned Vengeance already. And in the grand final of our "extended tutorial", he pulled a Leeroy and got me killed by Kevin frickin' Poe! :facepalm:
It's this kind of new player that ruins alerts. And believe me, there are more of them than we see.
Low level <> new player.
Example from Black Fang 2 days ago (me around lvl 30) :
Group : 6,12,12,13 - down in 45 seconds
Group : 28,32,35,38 - killed kim with 2-3 seconds left
Nonetheless am i for lvl 15 minimum for alerts, so that even new players at least play their character
for a short while, and learn a little about their skills.
No it hasn't.
'Caine, miss you bud. Fly high.
It is important to note the distinction between low level player and new player. Not all low level players are new to the game. In fact, many of those low level players are in fact playing alts.... one of their 50+ alts... and have been playing the game for a long time.
On the other hand, there are plenty of high-level players who do all the things you described, and worse.
It absolutely has. The fact that you weren't aware of it, doesn't mean anything.
So you would be okay with it if, say, they only implemented this level restriction for the first character created on any given account, so that it only effects new players rather than all low level characters?
Champions Online: Be the hero you wish you could be in a better game.
Players who don't know how to play, because they've been told they can level all the way to 40 just using Alerts, can certainly cause issues, though...
- David Brin, "Those Eyes"
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I still think lvl 6 is to low. They should at least have a passive, an AoE and a good Single Attack
and maybe even a self heal. Personally i never go into alerts before 15 because in over
90% i find myself as the person who has aggro, and so i wanted to have all my Superstats
and also BCR at least.
I'd rather want to see Canada Crisis reverted back to level 6 so that we are not forced
to do the first levels in Westside.
Ya... maybe make the desert available right away too.
Remember when they announced old vibora bay? I wonder if anyone else got suckered into thinking that was a new lower level zone...
Champions Online: Be the hero you wish you could be in a better game.
[SIGPIC]Too late![/SIGPIC]
Yes. Let us know if you find some way for the game to identify bad players.
Champions Online: Be the hero you wish you could be in a better game.