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Game seems way to easy.


Dahkness

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I’ve toyed with running +4/x8 right out of Outbreak.  (One could do it at level 1, but not having Rest is a little too masochistic for me.) Solo missions only.  No street sweeping unless that’s your mission.  Run it to 50.

 

Actually, it’s just that first mission that’s a killer.  About once a week I try this on an illusion/poison controller and invariably give up after 15 minutes.  But I think that once I get that first level under my belt, I’ll roll.

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Who run Bartertown?

 

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15 minutes ago, DR_Mechano said:

The thing is within the Iron Man challenge actually has another difficulty selector. Do you pick easy and got for tank, who, if they make it to level 30, is unlikely to die, do you go for medium which is corruptor, you've got range and debuffs so you're sort of ok. Then you have blaster...especially a fire/fire blaster...that's hard mode, no safety net, all you've got is damage and a prayer.

 

If an Iron man blaster challenger made it to level 50 without dying that was definitely an achievement.

Challenge accepted. Tomorrow morning there buddy.

Here's an ambitious idea. Lets just take Atlas City, replace Atlas with our Lord and savoir Recluse, tint the map evil and call it a day?

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10 minutes ago, ToZ said:

Challenge accepted. Tomorrow morning there buddy.

 

Sweet Jesus...good luck my dude, those about to die, we salute you.

 

Currently I'm tinkering with my own challenge run I'm calling the 'Monster Hunter Challenge' while not as difficult as an Iron man challenge it does come with its own set of rules.

 

First set of rules:

Standard ones, No P2W vendor use. No AE, No PI radio mission PLing, no Auction House access, DFB is allowed to be run exactly once for the badge.

 

Second set of rules:

Every 10 levels I must gather a team, who must also be all equal to my level or under (not exemplared down, actually that level or under), and defeat a giant monster of my choice (I cannot hunt the same monster twice, each one must be different). I am not allowed to earn XP until I have defeated said monster. Once said monster is defeated I must create a costume slot wearing an 'armour set' that represents the creature or a theme linked to it.

 

Third set of rules:

Once the level 10 hunt is complete I unlock the ability to use DOs, once the level 20 hunt is complete I unlock SOs, once the level 30 hunt is complete I unlock common IOs (remember I can't use the Auction house so its what I get off of mobs only and whatever salvage I get off mobs in order to craft it), once the level 40 hunt is complete I unlock uncommon IOs and once the level 50 hunt is complete I finally unlock rare IOs.

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14 minutes ago, DR_Mechano said:

 

Sweet Jesus...good luck my dude, those about to die, we salute you.

 

Currently I'm tinkering with my own challenge run I'm calling the 'Monster Hunter Challenge' while not as difficult as an Iron man challenge it does come with its own set of rules.

 

First set of rules:

Standard ones, No P2W vendor use. No AE, No PI radio mission PLing, no Auction House access, DFB is allowed to be run exactly once for the badge.

 

Second set of rules:

Every 10 levels I must gather a team, who must also be all equal to my level or under (not exemplared down, actually that level or under), and defeat a giant monster of my choice (I cannot hunt the same monster twice, each one must be different). I am not allowed to earn XP until I have defeated said monster. Once said monster is defeated I must create a costume slot wearing an 'armour set' that represents the creature or a theme linked to it.

 

Third set of rules:

Once the level 10 hunt is complete I unlock the ability to use DOs, once the level 20 hunt is complete I unlock SOs, once the level 30 hunt is complete I unlock common IOs (remember I can't use the Auction house so its what I get off of mobs only and whatever salvage I get off mobs in order to craft it), once the level 40 hunt is complete I unlock uncommon IOs and once the level 50 hunt is complete I finally unlock rare IOs.

That’s pretty spicy dude. Your going to have fun on the kraken in Prez park who is known to one shot Tankers with Willpower/ back when incarcerates weren’t a thing. An AoE, and immediate smack right after, no time to react due to GMs not having global cool downs on certain abilities.

Here's an ambitious idea. Lets just take Atlas City, replace Atlas with our Lord and savoir Recluse, tint the map evil and call it a day?

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On 9/24/2019 at 6:03 PM, Hops said:

Do I just keep teaming with random Uber teams or is the game 10x easier then before? I love the game I just remember it being a little bit more challenging then what it is now

Basically, both. I have managed to team with a few non-uber PuGs. It's pretty rare, but you can definitely feel the difference. Other than the rare unlucky combo, most teams roffllestomp most 4x8 missions. I would love to see them turn up the base difficulty a tad.

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Another suggestion for anyone who wants a harder game:

Try soloing your way through goldside (Praetoria).  Especially as a support class.

Enjoy the tricked-out enemies, the constant ambushes (with waves spaced maybe 30 seconds apart) that know exactly where you are, etc etc.

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7 hours ago, Yomo Kimyata said:

I’ve toyed with running +4/x8 right out of Outbreak.  (One could do it at level 1, but not having Rest is a little too masochistic for me.) Solo missions only.  No street sweeping unless that’s your mission.  Run it to 50.

 

Actually, it’s just that first mission that’s a killer.  About once a week I try this on an illusion/poison controller and invariably give up after 15 minutes.  But I think that once I get that first level under my belt, I’ll roll.

I always thought this would be a neat way for a small team SG/VG to play.

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Problem:  There are no Level 55 entities in the code.  At all.  54?  Yup.  54 with levelshifts?  Specific entities in certain Incarnate trials, and nothing else.  A "+5" option would either require the team to code out level 55 versions of EVERY ENEMY that can be level 50, or adapt the levelshift code to be used by the Notoriety system; it's very likely this would have to be built out of whole-cloth and hackjobbed in, since levelshift is, as noted, ONLY used on specific entities in Incarnate trials - AKA 'placed by hand'.

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4 minutes ago, Sniktch said:

Problem:  There are no Level 55 entities in the code.  At all.  54?  Yup.  54 with levelshifts?  Specific entities in certain Incarnate trials, and nothing else.  A "+5" option would either require the team to code out level 55 versions of EVERY ENEMY that can be level 50, or adapt the levelshift code to be used by the Notoriety system; it's very likely this would have to be built out of whole-cloth and hackjobbed in, since levelshift is, as noted, ONLY used on specific entities in Incarnate trials - AKA 'placed by hand'.

Would be nice to have sort of incarnate shift difficulties on top of what we have now. Something like (+1) grants all enemies an additional powerful ability (let's say, Fire Blast enemies gain Blaze), (+2) adds some special enemies, (+3) shifts everything up a rank (minions -> LTs, LTs -> Bosses) and so on.

Torchbearer:

Sunsinger - Fire/Time Corruptor

Cursebreaker - TW/Elec Brute

Coldheart - Ill/Cold Controller

Mythoclast - Rad/SD Scrapper

 

Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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1 hour ago, Chrome said:

I think just adding the ability to go +5 instead of limiting to +4 would be a great change. nothing fancy , no self imposed mini-games, just add a +5 option to notoriety.  

This would also mean that if you have anyone on the teams sidekicked they would be utterly useless due to the purple patch.

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18 minutes ago, DSorrow said:

Would be nice to have sort of incarnate shift difficulties on top of what we have now. Something like (+1) grants all enemies an additional powerful ability (let's say, Fire Blast enemies gain Blaze), (+2) adds some special enemies, (+3) shifts everything up a rank (minions -> LTs, LTs -> Bosses) and so on.

That would require even more work.

 

Something I think people need to recognize:  At this point, the only method the devs have to 'increase difficulty' efficiently is to nerf current powers.  The only new piece of content made during the Dark Years was Market Crash, which is not even close to a difficult piece of content, and is made entirely of repurposed assets.  It has no Incarnate shifts or altered mechanics; the differences are entirely cosmetic - welding a Sky Raider jetpack onto Freakshow models and upscaling and recoloring a Jump Bot.  The Crimson prototype's ability to kill Phantom Armies is purely because it has Untyped damage on some attacks. 

 

There are at current exactly TWO people that I am aware of working on the game code - Leandro and Captain Powerhouse.  If there are others, it's still a tiny team at best.  Making any major changes to how anything globally worked took an over-50-member team MONTHS on Live.  Asking for more content that's specifically harder, or sweeping mechanical changes that make things globally harder is asking for man-YEARS of development time to be used making new assets, new code, dealing with childish whining by forumites, testing, debugging, dealing with childish whining by forumites, retesting, redebugging, dealing with childish whining by forumites, and finally saying 'still broke, good enough, ship it'.  By comparison, altering a single table entry in a negative direction might take an afternoon; they'll still have to deal with the childish whining, but it won't stop everything else during the interim.

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8 minutes ago, Sniktch said:

That would require even more work.

 

Something I think people need to recognize:  At this point, the only method the devs have to 'increase difficulty' efficiently is to nerf current powers.  The only new piece of content made during the Dark Years was Market Crash, which is not even close to a difficult piece of content, and is made entirely of repurposed assets.  It has no Incarnate shifts or altered mechanics; the differences are entirely cosmetic - welding a Sky Raider jetpack onto Freakshow models and upscaling and recoloring a Jump Bot.  The Crimson prototype's ability to kill Phantom Armies is purely because it has Untyped damage on some attacks. 

 

There are at current exactly TWO people that I am aware of working on the game code - Leandro and Captain Powerhouse.  If there are others, it's still a tiny team at best.  Making any major changes to how anything globally worked took an over-50-member team MONTHS on Live.  Asking for more content that's specifically harder, or sweeping mechanical changes that make things globally harder is asking for man-YEARS of development time to be used making new assets, new code, dealing with childish whining by forumites, testing, debugging, dealing with childish whining by forumites, retesting, redebugging, dealing with childish whining by forumites, and finally saying 'still broke, good enough, ship it'.  By comparison, altering a single table entry in a negative direction might take an afternoon; they'll still have to deal with the childish whining, but it won't stop everything else during the interim.

i am not sure what the intention of this bolded underlined barely readable post is ...but seriously adding in lvl 55 enemies seems like its much simpler to do ...or adding an incarnate shift ...either way the way you reacted seems like you are a very angry person and should take break walk around the block and calm down.

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2 minutes ago, Sniktch said:

That would require even more work.

 

Something I think people need to recognize:  At this point, the only method the devs have to 'increase difficulty' efficiently is to nerf current powers.  The only new piece of content made during the Dark Years was Market Crash, which is not even close to a difficult piece of content, and is made entirely of repurposed assets.  It has no Incarnate shifts or altered mechanics; the differences are entirely cosmetic - welding a Sky Raider jetpack onto Freakshow models and upscaling and recoloring a Jump Bot.  The Crimson prototype's ability to kill Phantom Armies is purely because it has Untyped damage on some attacks. 

 

There are at current exactly TWO people that I am aware of working on the game code - Leandro and Captain Powerhouse.  If there are others, it's still a tiny team at best.  Making any major changes to how anything globally worked took an over-50-member team MONTHS on Live.  Asking for more content that's specifically harder, or sweeping mechanical changes that make things globally harder is asking for man-YEARS of development time to be used making new assets, new code, dealing with childish whining by forumites, testing, debugging, dealing with childish whining by forumites, retesting, redebugging, dealing with childish whining by forumites, and finally saying 'still broke, good enough, ship it'.  By comparison, altering a single table entry in a negative direction might take an afternoon; they'll still have to deal with the childish whining, but it won't stop everything else during the interim.

I think I took damage on that wall of text...

 

So, your point is valid, I think, in that some players/posters are never satisfied and do not really understand the complexity of making things.

 

Gamers are never satified. Ever. Never Ever? Never Ever.

Gamers have been trained that forums are here for the express purpose of game bashing PvP.

Non-coders toss out 'they could just' as if any change is as easy as changing undewear.

 

None of that is really any different than any other game forum I have ever visited, or any game I have ever played.

It won't ever stop, simply because we are always making new poeple and they, in turn, have to learn how the world works, often by making posts that start with 'they could just' and then learning things don't work that way.

 

One of the main issues with CoH is that the developers themsleves still worked with spreadsheets to creat content - they never even developed the AE tools into something they could use to make stuff.

 

Regardless, gamers will never, ever, stop complaining about the game. Ever.

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On 9/24/2019 at 5:03 PM, Hops said:

Do I just keep teaming with random Uber teams or is the game 10x easier then before? I love the game I just remember it being a little bit more challenging then what it is now

I've been noticing this as well.  I get on TFs and everyone moves so fast it's been surprising.  I was a fan of speed runs back on live, but this is a whole other level.  My recollection is that on live you would sometimes have a small number of heavily IO'ed and incarnated-out toons who could run ahead and solo spawns, but most of the team would move together and needed to work together to handle things.

 

Now spawns just disintegrate so fast it's been a bit of a shock.  I guess it's the ease of IO acquisition on HC, as well as the ease of incarnate progression, that means that most everyone is overpowered relative to the design of the content.

 

I did an LRSF the other day and that really drove it home.  Less than 20 minutes to get what at one point was one of the more sought-after rewards.  The final fight went so fast it was hard to believe.  I remember failing that mission more than once on live.  With the wrong team we just couldn't take down the heroes.  People would get nukes and shivans and maybe add in vengeance to give themselves a better chance of succeeding.  Here I was watching the heroes drop one after another, in seconds like it was nothing.  Then the reward popup and I'm just wondering WTF happened to this game?

 

Looking over this thread it seems that most people enjoy the power creep, and running into spawns and spamming attacks to try to get one or two off before they're all defeated.

 

I've been musing on how to get back the experience of a team working together to overcome a real challenge.  The best I've come up with so far is maybe stick to lower-level content where people don't have incarnate powers and most probably won't have been able to fully IO their characters yet.

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34 minutes ago, Chrome said:

i am not sure what the intention of this bolded underlined barely readable post is ...but seriously adding in lvl 55 enemies seems like its much simpler to do ...or adding an incarnate shift ...either way the way you reacted seems like you are a very angry person and should take break walk around the block and calm down.

I'm going to have to use the Standard Code Rant from the Live forums, here. I can guarantee that you (that means everyone reading this post with the exception of those actually working on the code for CoH) have absolutely no idea how easy, or difficult, it would be to do add, take away, or alter any aspect of the game's functionality. During the Live run, the Dev had said that allowing the powers to be customizable was a herculean effort Because of how they had been coded initially. Yes, they managed to make them customizable. But it was no easy task. And, they had a lot more than just 2 people working on the code.

 

I would also hazard a guess that most of the people reading this don't really have much experience (if any) with coding either.

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13 hours ago, ToZ said:

You see that’s creative right there. And a feature that impacts no body but the ones who choose. I know about deleting after death, just suggesting it to HC to make it automated if there character was flagged for it.

Man that would really suck if you died by accident though!  😀

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I have been running in a static trio at +4/x8, and it has generally been fun.   Some enemy groups get facerolled due to the specific power set matchups,  but there are plenty that are still challenging in a fun way,  especially once escort missions/ ambushes and the like get added in. 

 

On live,  I was a member of the Iron Eagles, a permadeath supergroup.  I can confirm that it's quite fun,  and assuming you run general content at an appropriate difficulty instead of picking generic enemy groups you're strong against or keeping it at +0/×1,  it's challenging.   We had three 50s that I was aware of over the course of the group; I believe one died on an incarnate trial,  one died to weakened hamidon on a lady gray tf running it with me in the last days of the game, and my character was still alive at shutdown.  There might have been one more,  but my memory is fuzzy; I think all the 50s were tanks except mine,  Ward of Justice, who was a force field defender.

 

Along the way,  I had an eagle mastermind die in his low 20's, a tank make it to the mid 30's and get retired,  and a blaster die to ambushes at 16.  It was quite a fun way to play,  and created a lot of memorable moments, like the frantic positron 1 where we lost two people in the door ambush and barely scraped though the resulting 8 vs. 6 shadow clone fight. 

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2 hours ago, ShardWarrior said:

Man that would really suck if you died by accident though!  😀

Haha, yeah. One time I died at level 89 due to loss of frames (PoE) was a great upset however that’s how the cookie crumbles 

Here's an ambitious idea. Lets just take Atlas City, replace Atlas with our Lord and savoir Recluse, tint the map evil and call it a day?

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8 minutes ago, ToZ said:

Haha, yeah. One time I died at level 89 due to loss of frames (PoE) was a great upset however that’s how the cookie crumbles 

Yeah...I have a really hard time playing any game in full iron man mode because of the technology, or my old fingers on an old trackball, or a cat, getting me killed... 😉

 

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14 minutes ago, jubakumbi said:

Yeah...I have a really hard time playing any game in full iron man mode because of the technology, or my old fingers on an old trackball, or a cat, getting me killed... 😉

 

Very few games will I play such modes on. Just not worth it. However the Pathfinder: Kingmaker random dungeon I can manage, because there's a point to going as far as you can and dying, so your next playthrough gets more starting options.

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9 minutes ago, subbacultchas said:

Very few games will I play such modes on. Just not worth it. However the Pathfinder: Kingmaker random dungeon I can manage, because there's a point to going as far as you can and dying, so your next playthrough gets more starting options.

That's sounds interesting!

Trying to finsih DOS2 before I buy Pathfinder though!

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