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Everything posted by Troo
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There is not ONE correct way to play. I'll double down on: There are many ways to play. Crafting, trading, resource farming, etc are ALL intended ways to play and "gear up". Your opinion can be: There is an intended way to play. That doesn't make it troo for everyone or the game as a whole. I have characters who, for example, have memorized recipes and can craft enhancements with just a couple common salvage (which are seeded). So, players can in fact create something from nothing using no more than infamy. We can also buy recipes outside the black market and craft them. No other player contribution required. No dependency. Loot drops are not the end-all-be-all. ====================== "New Expanded +5 & Incarnate +6/+7 Difficulty Options" may require some players to improve their builds in order to participate in the new content. That's to be expected, purple patch and all. Just the ~1/3 drop in base ToHit from +4 to +5 (iirc) may have folks other than min/maxers looking for ways to eek out a bit more performance and/or free up some slots. With that in mind, scarcity and increased prices could have a net negative impact on average players.
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@beveri8469, I use Tequila to almost daily play Homecoming as do many others. You could maybe try https://cohtitan.com/forum/index.php?topic=9531.0 " savecoh " is also a good term to search for. Here's what I see for properties:
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Don't get me wrong, staff and "developers" are volunteers. I appreciate their efforts to keep the game running. Communication has always been an area that could use improvement. Taking criticism.. the team is pretty good at this and has said they would appreciate it if it could at least be constructive criticism. Keeping white-knights in check, well that's where things typically go off the rails in open beta. Sonic Melee - Play it with the following disclaimer: "It will change after release, invest your time accordingly". The Homecoming Team They do listen, but just don't always agree. That can be frustrating and it's okay. I appreciate being able to play as a community and absolutely appreciate the team dealing with all of the non-game bullshit that comes with an online product, message boards, and wikis. (hackers, spammers, dupers, and all the lame stuff the internet enables)
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eh... So long as that feedback is super early, visceral, and doesn't run contrary to the designers vision.
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Your build from 2 years ago should be okay. Nope. Not going to share the best possible. You'll have to make due with run-of-the-mill builds.
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There's a word for saying you don't want to something and then saying others should have to do it..
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
This matches the track record of changes to existing sets. Tradeoffs won't benefit everyone, and there are almost always tradeoffs. "about as effective as before" "should be expected to have lower DPS against even level" "should be somewhat more survivable" -vs- "perform much better against anything +3 and higher." If a player plays as intended. Getting a brief excerpt with the intention of changes up front could help focus the beta process. Maybe even a directive on what specific testing is needed. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Numerically the changes are better. With the exception of a couple typos, they are better (unless folks can prove with examples otherwise). Play style may need to adjust in order to fully benefit. Accept this and a little lube will make the changes easier to take. -
See you take a Recipe that is cheap on the Black Market (buy a bunch of them), acquire the Salvage, craft the recipe, and then use Convertors to change the Enhancement to something more desirable like maybe a Luck of the Gambler. You can do it, I believe in you! (I've done this on a level 1 character using only the super inspiration from the tutorial as seed funding ) “Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime.” - random Chinese proverb
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interesting suggestion. below is as good a reason as any: 2B and returning to level 1. That's expensive, but likely worth it to more than a handful of characters. I have at least seven I'd immediately consider this for. (characters shelved for the above reason)
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@Faultline - no worries. We got you. Disclaimer: The above are soon to be in open beta and subject to change.
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I'm really sad to see folks feel this way. It's okay to earn some things rather than have them given. While I'd prefer accomplishment based rewards, I understand the optional transferable currencies and associated purchases. I'm also okay with new options being content completion based, for at least a period of time, and then made available to the wider population. (six months, a year, or more) I do agree difficulty should not solely determine rewards. Doing really hard things should be their own reward. That said, terms "Grinding" and "Gated" have been over used and lost their meaning. Now I mostly see the world's tiniest violin when I read them.
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Thread from earlier in the week seems "gone": Dual-Boxing PVE
Troo replied to KR Dumpster Diver's topic in General Discussion
The thread likely went sideways (not necessarily any fault of yours). It might pop back after being cleaned up. -
@Xalon I think some of the associated cost and level of effort might surprise you. Even your "I have no problem doing for 25% of the cost" could be into the millions. Now, a grassroots effort with the existing game that results in over say 5,000 concurrent individual users (not accounts) might be worth taking a look at. While I too would love to see a CoX3 (Homecoming being CoX2), chances are low. (I'm reusing some info from another of my responses) COX3 with "new graphics engine, more sophisticated AI, populated cities with a lot more stuff happening." blah blah blah That ask could be $120M+ on the cheap. a reasonable budget would need to be around $250M and could still balloon on a team. Carve up the example below however you want. There are real costs to take on bringing a legacy product current. Category Estimated Cost Range (USD) Details 1. Game Design & Pre-Production $500,000 – $5 million Concept art, game design documentation, prototyping, market research 2. Development Team Salaries $10 million – $100+ million Developers, designers, animators, AI engineers, testers, etc. 3. Graphics & Visual Assets $5 million – $50 million 3D modeling, animation, environment design, ray tracing, VFX 4. Audio & Music $1 million – $10 million Voice actors (celebrities or professionals), sound effects, studio recording, licensed music 5. Game Engine & Development Tools $500,000 – $10 million Licensing costs (if applicable), tools for back-end, physics engines, proprietary engine maintenance 6. Quality Assurance (QA) & Testing $1 million – $10 million Functional testing, bug tracking, optimization for platforms 7. Marketing & Promotion $10 million – $300+ million Trailers, influencer campaigns, pre-launch ads, event showcases, cross-media promotions 8. Post-Launch Support & Updates $1 million – $20 million DLCs, patches, seasonal updates, live service team 9. Platform Licensing & Distribution $500,000 – $5 million Fees to console makers (e.g., Sony, Microsoft), digital storefront cuts (Steam, Epic) 10. Miscellaneous (Legal, HR, Office, etc.) $500,000 – $5 million Legal fees, equipment, office space, insurance, admin overhead
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At max level a player has skipped ~93% of the game. You can play down, but that content is trivial at max level since it was designed for much less capable characters. You'll need another character to access some of the content as it can be out leveled. (some accessible via Ouro) If I am remembering correctly there are around 5,000 missions not counting Architect Entertainment player created stories. You may have referred to some of these already: Signature Stories Incarnate Trials Radio Missions Newspaper Missions Mayhem Missions Safeguard Missions Unlockable Contacts Day Jobs Weekly Strike Target Architect Entertainment