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Smash Alerts

comicbookhero44comicbookhero44 Posts: 20 Arc User
edited July 2012 in Suggestions Box
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.
Post edited by comicbookhero44 on

Comments

  • bioshrikebioshrike Posts: 5,491 Arc User
    edited July 2012
    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...
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  • rokurocarisrokurocaris Posts: 1,074 Arc User
    edited July 2012
    /signed for level 15 requirement for alerts.

    Let the players become familiar with the gameplay and gain a few more powers before allowing them to enter co-op runs.
  • raighnraighn Posts: 2,339 Arc User
    edited July 2012
    11 sounds right to me as well
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  • comicbookhero44comicbookhero44 Posts: 20 Arc User
    edited July 2012
    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.
  • spiritbrandspiritbrand Posts: 30 Arc User
    edited July 2012
    bioshrike wrote: »
    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.
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  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited July 2012
    instead make it go down to the lowest level person's level automatically.

    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.
  • bioshrikebioshrike Posts: 5,491 Arc User
    edited July 2012
    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.
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  • klittyklitty Posts: 1,545 Arc User
    edited July 2012
    /signed for 15.

    They should get all the powers they need before joining an alert


    =^ _ ^= Kitty Lives!
  • comicbookhero44comicbookhero44 Posts: 20 Arc User
    edited July 2012
    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.
  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    klitty wrote: »
    /signed for 15.

    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.
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  • lotar295lotar295 Posts: 903 Arc User
    edited July 2012
    bioshrike wrote: »
    Actually, I'd say all Alerts should SK players to level 40, so those that are above level 30 aren't losing any effectiveness.

    /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.
  • bobgreenwadebobgreenwade Posts: 186 Arc User
    edited July 2012
    I'll agree with either 11 or 15.
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  • zysalianzysalian Posts: 10 Arc User
    edited July 2012
    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.
  • smoochansmoochan Posts: 2,564 Arc User
    edited July 2012
    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?

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  • rokurocarisrokurocaris Posts: 1,074 Arc User
    edited July 2012
    smoochan wrote: »
    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.
  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    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.
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  • ashensnowashensnow Posts: 2,048 Arc User
    edited July 2012
    smoochan wrote: »
    It has been proven that low level players do not cause timed alerts to fail.

    No it hasn't.

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  • smoochansmoochan Posts: 2,564 Arc User
    edited July 2012
    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.

    ashensnow wrote: »
    No it hasn't.

    It absolutely has. The fact that you weren't aware of it, doesn't mean anything.

    beldin wrote: »
    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.
  • jonsillsjonsills Posts: 6,318 Arc User
    edited July 2012
    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...
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  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    smoochan wrote: »
    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.
    R607qMf.jpg
  • smoochansmoochan Posts: 2,564 Arc User
    edited July 2012
    beldin wrote: »

    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... :frown:

    Champions Online: Be the hero you wish you could be in a better game.
  • stupendousmanxstupendousmanx Posts: 93 Arc User
    edited July 2012
    I've seen players who need help with ****ing Talos Take down. There needs to be some kind of restriction.
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  • smoochansmoochan Posts: 2,564 Arc User
    edited July 2012
    I've seen players who need help with ****ing Talos Take down. There needs to be some kind of restriction.

    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.
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