Reworking the mob buff on elite should only be a matter of adjusting a couple of numbers. This being the Cryptic Engine, though, we don't know whether the original coding was done in a manner that would facilitate this. It might be that making the change would involve a dev madly punching his keyboard while half the office chants mantras with their fingers crossed to get it to work, with the end result being that MC would end up colored chartreuse, and citizens turning hostile with the Scary Monster buff.
Thing is, the devs should know whether it is an easy fix or not. Let them worry about that.
Difficulty isn't the issue. It's having actual resources to do anything at all.
Which CO clearly doesn't.
If there had never been a COH there would never have been a CO. :cool:
Difficulty isn't the issue. It's having actual resources to do anything at all.
Which CO clearly doesn't.
This.
I think that they have made elite the 'normal' mode and normal is now for small children that have no idea what they are doing.
But without people to actually work on things, what is going to change?
Argue about what you think should be done if you want to, but the first argument to make is to convince Cryptic/PWE that they are going to have to take some of the money that people are spending in this game and put it back into this game in the form of work.
Work on the current systems and/or add new content, but do something.
Instead this game is left to wither on the vine while they work on Neverwinter.
I'd like to see you faceroll content in elite mode while using ATs.
I agree with the rest of your post though.
Seeing as freeforms are supposed to be the selling point of this game that's a pretty flawed arguement. If someone looking for a challenge has to not use what's supposed to be one of the best parts of the game to find that challenge then why would they play in the first place?
My opinion is that in an ideal world, the difficulty slider would cover everyone.
The lowest difficulty level would be intended for new, inexperienced freeform players, with terrible builds, played by people who just want to relax, have fun and beat up bad guys.
Then there would be a difficulty level intended for archetypes and freeforms built in line with developer expectations, as well as a few difficulty levels for players who want fights to be harder and players with optimised freeforms who want fights to be harder.
The second highest difficulty should be designed assuming that all users are experienced freeform powergamers, using high level, optimised, min-maxed builds, equipped with top of the line gear and devices, who want fights to be quick, lethal and brutal. Rather than giving enemies tons of health and slowing down the game, it might be better to focus on scaling up enemy damage and threat radius, so that challenge comes from taking out foes quickly and efficiently before their damage overwealms you.
The highest level of difficulty should be intended to kill players. This level of difficulty assumes nothing less than a full team of highly experienced level 40 min-maxers, each of who are not only using characters with the most powerful gear available, but who have designed their characters to work with the others. In short, the highest level of difficulty should be designed assuming players who have done everything, obtained everything, have formed a team designed for the sole purpose of playing at this level of difficulty and are willing to face frequent face-plants.
The highest 2 difficulty levels should not give better loot than the others (unless the loot really does provide a tiny, insignificant bonus). Indeed, anyone who needs better rewards to play on them probably doesn't belong on them.
As to whether it is more important to have content or difficulty, I think the answer depends on the amount of content we are talking about. Personally, I would gladly sacrifice something like vehicles, lockboxes, costumes, the nighthawk event or a new custom alert if it meant more difficulty options. After all, higher difficulty, especially that which requires people to play as a team, might give some people a reason to replay areas and be as benefically as new content.
If, however, the choice is between more difficulty options or a new reasonable-sized zone, a comic series or adventure pack, then I would chose new content.
Comments
Difficulty isn't the issue. It's having actual resources to do anything at all.
Which CO clearly doesn't.
If there had never been a COH there would never have been a CO. :cool:
But by the time I type all that out, I've swerved into oncoming traffic... and yes, I use my computer while driving, so the fudge what? :mad:
Champions Online: Be the hero you wish you could be in a better game.
This.
I think that they have made elite the 'normal' mode and normal is now for small children that have no idea what they are doing.
But without people to actually work on things, what is going to change?
Argue about what you think should be done if you want to, but the first argument to make is to convince Cryptic/PWE that they are going to have to take some of the money that people are spending in this game and put it back into this game in the form of work.
Work on the current systems and/or add new content, but do something.
Instead this game is left to wither on the vine while they work on Neverwinter.
I'd like to see you faceroll content in elite mode while using ATs.
I agree with the rest of your post though.
Seeing as freeforms are supposed to be the selling point of this game that's a pretty flawed arguement. If someone looking for a challenge has to not use what's supposed to be one of the best parts of the game to find that challenge then why would they play in the first place?
The lowest difficulty level would be intended for new, inexperienced freeform players, with terrible builds, played by people who just want to relax, have fun and beat up bad guys.
Then there would be a difficulty level intended for archetypes and freeforms built in line with developer expectations, as well as a few difficulty levels for players who want fights to be harder and players with optimised freeforms who want fights to be harder.
The second highest difficulty should be designed assuming that all users are experienced freeform powergamers, using high level, optimised, min-maxed builds, equipped with top of the line gear and devices, who want fights to be quick, lethal and brutal. Rather than giving enemies tons of health and slowing down the game, it might be better to focus on scaling up enemy damage and threat radius, so that challenge comes from taking out foes quickly and efficiently before their damage overwealms you.
The highest level of difficulty should be intended to kill players. This level of difficulty assumes nothing less than a full team of highly experienced level 40 min-maxers, each of who are not only using characters with the most powerful gear available, but who have designed their characters to work with the others. In short, the highest level of difficulty should be designed assuming players who have done everything, obtained everything, have formed a team designed for the sole purpose of playing at this level of difficulty and are willing to face frequent face-plants.
The highest 2 difficulty levels should not give better loot than the others (unless the loot really does provide a tiny, insignificant bonus). Indeed, anyone who needs better rewards to play on them probably doesn't belong on them.
As to whether it is more important to have content or difficulty, I think the answer depends on the amount of content we are talking about. Personally, I would gladly sacrifice something like vehicles, lockboxes, costumes, the nighthawk event or a new custom alert if it meant more difficulty options. After all, higher difficulty, especially that which requires people to play as a team, might give some people a reason to replay areas and be as benefically as new content.
If, however, the choice is between more difficulty options or a new reasonable-sized zone, a comic series or adventure pack, then I would chose new content.