groobark Posted Friday at 07:44 AM Posted Friday at 07:44 AM (edited) Yesterday night I simply wanted to do run one more mission after a very fun day. The single map turned out to require almost an hour in itself so I was reminded that there are quite few annoyances when playing CoH, which may or may not have contributed to my longer absences from the game ... What is your take on the top annoyances in the game as it is currently? 5. Kill all missions They tend to take quite a bit more time and are generally uninteresting. The occasional wandering mob or one that is hiding in a crevice of the reactor room and this turns from slight annoyance to rage. Sure, sometimes a mission now has a red marker for the last group of mobs. Sometimes! This may very well be one of the reasons why certain ATOs are not played. My tanker runs x/8 Kill All faster than my average Defender or Controller x/1 (especially on lower level). Being able to stealth a lot of missions with no repercussions exasperates this issue IMO. 4. Runners I love elec, but it can turn even an AV into a runner and some of these cannot be slowed or immobilized. I remember this one time when an AV in summer blockbuster heist was completely end drained, jumped into the storage racks, and could only be targeted when jumping (not hovering) in front of the rack. It took almost an hour, and she never came down. Ah, fun times ... Silent runners in x/8 missions are hard to spot and can turn a Kill All mission into a nightmare, especially if there are runners from two groups (because then the red arrows are not showing up). Occasionally the geometry is such, that they get stuck in really really hard to find places. 3. Intangible mobs I never much paid attention to this, but when running several Nemesis missions, finishing a story arc turned from an average of 70 minutes to well over two hours. At the absolute top of my hate list are Carnie Bosses. You know which ones. Recently it has gotten so bad, that every single time there is now a Carnie in a mission, I immediately leave it and go from +4/8/boss to -1/1/no boss. Mind you, different mob mechanics make the game a lot more interesting and fun. Standing next to a mob that every 5 seconds goes intangible for 10 seconds? Not so much. 2. Ambiguous mission descriptions What am I supposed to do with "Investigate raid"? Is it a clickie? A surprising turn of events when there is suddenly Malta in a Crey mission? Sometimes they are just Kill All. In the past I have tried to find out if there is something specific I have to do, which added an extra 10 minutes to the map on top of Kill All. Just the other day I have spent about an hour flying over the farm in the final mission from the book in Night Ward, then spent another half an hour investigating the mission and finally gave up on it, under the assumption that the boss did not spawn or spawned outside the map. 1. Search missions in open area maps I don't think there is a single open area map in the game that is free of problems with geometry, non glowing/humming clickies, visibility of non map objects, hostages under stairs or bridges, etc. Search missions are the reason I have started an excel file listing all missions and story arcs, just to note especially annoying arcs so I never ever ever run these missions again, ever with any other toon. Ever. Needless to say it has been grueling. The mission from yesterday? "Kill raid leader and his crew", usually very fast missions: Stealth to the named mob, take him out, then start clearing around the room until it pops. Not so. Firstly there was no named mob on the massive map with no less than 7(!) elevators. It wasn't clear which one was the "last" room and to top it off the mission popped halfway clearing a side room on one of the middle floors. Edited Friday at 07:56 AM by groobark 5 1 1
Go0gleplex Posted Friday at 03:46 PM Posted Friday at 03:46 PM 1. The claustrophobia that the Oranbega and some cave missions trigger. I don't even do CoT missions because of this. 2. Level disparities in the zones. KR for instance is labeled 5-10...so why are the mobs 8-16? I get placing challenges...but sheesh. Or was the assumption that it would be primarily teams coming into the zones? 3. The majority of villain missions not being very villainy but rather simply mercenary or blue missions with altered flavor text. White washing the nasty nature of villainy to keep people playing and not treading overly harshly on social mores is understandable...but seems more anti-hero than villain. I get that there are some lines that shouldn't get crossed...but that's sort of villainy's whole schtick. 4. The distinct under use of some villain groups. I mean, outside of radio missions and Matthew H's initial bit there really isn't much involving the Hellions in terms of story line it seems. With all the 5th column troops putting the beat down on the Council troops in their various clashes throughout Steel, Boom, and elsewhere that they occur, the hunt X# Council missions are a PitA...and where do all these better trained 5th Column maroons come from...not like there are any bases in zones like the Council or Arachnos have. 5. Paragon's zones and useless war walls themselves. But that's more due to my day job profession. I get building challenges for movement and the effort spent going into creating it all...but they had no concept of actual construction and planning/zoning or such initially it seems. It got better with the islands and even better in Praetoria...and later additions like Kallisti fortunately. Not a big thing for most folks but after 4 decades it gets hard to disengage that type of critical thinking. 2 1
Glacier Peak Posted Friday at 03:49 PM Posted Friday at 03:49 PM Which Archvillains can't be immobilized? I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
srmalloy Posted Friday at 05:33 PM Posted Friday at 05:33 PM 9 hours ago, groobark said: 5. Kill all missions They tend to take quite a bit more time and are generally uninteresting. It's not the defeat all missions themselves, but the missions, like most of the ones you get from Anton Sampson, where the mission goal is "check out Nemesis Base", where the mission doesn't complete until you defeat everything in the mission -- but the mission goals never update to indicate this. 1 hour ago, Go0gleplex said: 3. The majority of villain missions not being very villainy but rather simply mercenary or blue missions with altered flavor text. This is part of the problem I have with redside as a whole -- your character is a legbreaker. You start as a legbreaker for street thugs, and work your way up to being a legbreaker for more and more powerful patrons, until you become a legbreaker for Arachnos and Lord Recluse -- but no matter how high you go, you're still just a legbreaker. You don't get the opportunity to be a villain in your own right. 9 hours ago, groobark said: 2. Ambiguous mission descriptions What am I supposed to do with "Investigate raid"? Another one that continues to annoy me is a mission where the mission goal is to "defeat all [description]" -- i.e., 'defeat all Freakshow' -- but when you enter the mission, not only do you find both Freakshow and another group fighting in the map, but the other group is also hostile to you, and you have to defeat all of them as well to complete the mission, instead of having them decide "They're on our side" and become friendly. 1
Oklahoman Posted Friday at 05:38 PM Posted Friday at 05:38 PM My top 5 CoH annoyances (in no particular order): 4 Oklahoman, Okie, Vayne Glorious, Sooner Magic, Treehugging Wacko, Boy Band, etc Farming Incarnate Salvage - 1 salvage roll every 15 minutes! || Why NO TELLS to join your little MSR thing? Using DEMORECORD To Find Who Is Sabotaging Lambda Badge Runs https://www.twitch.tv/oklahomancoh || @oklahoman.bsky.social
Scarlet Shocker Posted Friday at 06:19 PM Posted Friday at 06:19 PM on the other hand, you can actually still play the game. 2 1 1 1 1 1 There's a fine line between a numerator and a denominator but only a fraction of people understand that.
Doc_Scorpion Posted Friday at 06:53 PM Posted Friday at 06:53 PM 1 hour ago, srmalloy said: This is part of the problem I have with redside as a whole -- your character is a legbreaker. You start as a legbreaker for street thugs, and work your way up to being a legbreaker for more and more powerful patrons, until you become a legbreaker for Arachnos and Lord Recluse -- but no matter how high you go, you're still just a legbreaker. You don't get the opportunity to be a villain in your own right. Yeah. I never finished Redside back in the OG days, and having to deal with this is a big reason what I'm not going back and finishing it now. Unofficial Homecoming Wiki - Paragon Wiki updated for Homecoming! Your contributions are welcome! (Not the owner/operator - just a fan who wants to spread the word.)
tidge Posted Friday at 10:13 PM Posted Friday at 10:13 PM 14 hours ago, groobark said: 1. Search missions in open area maps I don't think there is a single open area map in the game that is free of problems with geometry, non glowing/humming clickies, visibility of non map objects, hostages under stairs or bridges, etc. Sometimes, finding objectives is like... 2
Techwright Posted Friday at 10:41 PM Posted Friday at 10:41 PM 14 hours ago, groobark said: 5. Kill all missions They tend to take quite a bit more time and are generally uninteresting. The occasional wandering mob or one that is hiding in a crevice of the reactor room and this turns from slight annoyance to rage. Sure, sometimes a mission now has a red marker for the last group of mobs. Sometimes! This may very well be one of the reasons why certain ATOs are not played. My tanker runs x/8 Kill All faster than my average Defender or Controller x/1 (especially on lower level). Being able to stealth a lot of missions with no repercussions exasperates this issue IMO. 2. Ambiguous mission descriptions What am I supposed to do with "Investigate raid"? Is it a clickie? A surprising turn of events when there is suddenly Malta in a Crey mission? Sometimes they are just Kill All. In the past I have tried to find out if there is something specific I have to do, which added an extra 10 minutes to the map on top of Kill All. Just the other day I have spent about an hour flying over the farm in the final mission from the book in Night Ward, then spent another half an hour investigating the mission and finally gave up on it, under the assumption that the boss did not spawn or spawned outside the map. Regarding #5: While I enjoy some Kill All missions, the ones repeated ad nauseam in task forces (*glares at Citadel*) make me empathetic to your pain. I wonder if on such a modification might be made where the NPCs have...I don't know...perhaps a heighted alertness, not unlike the Nemesis army, that actually draws them in towards the players. The challenge then moves from finding and eliminating them all in a short time, to the potential of attracting too much attention and having the whole cave/warehouse/office building on alert and moving towards you. But you'd probably not be hunting strays or taking too long. Regarding #2: Without intending to malign the dev team, this is the one in your list I'm most surprised hasn't been fully addressed by now. A thorough review of the text seemingly should allow for a "simple" rewrite to improve the situation. I say "simple" because I've no idea if there's a complication to the process or not. I realize there's a lot of text to read and possibly improve, but I'm thinking in terms of chunks each update. I know some has been done in updates past, and do not wish to forget to credit on that.
Oubliette_Red Posted Saturday at 12:02 AM Posted Saturday at 12:02 AM Outleveling a contact. 4 2 1 Dislike certain sounds? Silence/Modify specific sounds. Looking for modified whole powerset sfx? Check out Michiyo's modder or Solerverse's thread. Got a punny character? You should share it.
Hedgefund Posted Saturday at 12:03 AM Posted Saturday at 12:03 AM My 1-5 list goes; 1) escorts 2) escorts 3) escorts 4) take a guess Spoiler it's escorts 5) escorts I could put more details for each one, there are specific differences that provide annoyance. Like, walking up a ramp (see Praetor Duncan in the first mission of her DA arc) or attaching to enemies when you get within about 30-40 feet of them (see Desdemona in Belladonna's incarnate finale). I would be thrilled if there's a whole update named "Escorts follow you now" where exactly that happens even if that's the only thing changed. Just propagate Mr. Yin to everyone else. His follow AI is good enough. 1
ivanhedgehog Posted Saturday at 01:28 AM Posted Saturday at 01:28 AM 9 hours ago, Go0gleplex said: 5. Paragon's zones and useless war walls themselves. But that's more due to my day job profession. I get building challenges for movement and the effort spent going into creating it all...but they had no concept of actual construction and planning/zoning or such initially it seems. It got better with the islands and even better in Praetoria...and later additions like Kallisti fortunately. Not a big thing for most folks but after 4 decades it gets hard to disengage that type of critical thinking. I love the war walls. But then I might be crazy.
Go0gleplex Posted Saturday at 02:07 AM Posted Saturday at 02:07 AM (edited) 39 minutes ago, ivanhedgehog said: I love the war walls. But then I might be crazy. They're coming to take you away HA HA! They're coming to take you away HEH HEH! To the Portal Corp where Gladyos has cake waiting... LOL 😉 Problem I have with the war walls is that they're completely and totally illogical as well as functionally useless. Tunnels between zones for vehicles...yet those tunnels are far longer than the walls are wide while the gates are comparatively shorter and better match the wall width implied from what you can see while atop them so there's a visible lack of consistency. The height would be a nightmare of structural and windload issues to deal with. The energy consumption....would need it's own nuke plant for each zone to avoid browning out the entire Eastern seaboard. And despite all that...the Rikti ships still make the occasional bombing run thru the zones...which is what the walls were supposedly there to prevent or at least deter. The cost of one half-mile of wall would be in the hundreds of millions dollar-wise...and all likely built by the lowest bidder (doesn't THAT just make you all warm and fuzzy with confidence!) not to mention maintenance costs involved. Then we have the health issues and environmental impacts on the citizens and city vegetation as the walls will block natural sunlight which is known to increase psychological problems as well as retarding vegetation growth...or limiting it to shade plants and moss given the latitude of the city, particularly during winter months. I can only speculate about the radiological issues on the residents from the raw energy of the war walls themselves. As I said...I have a hard time disengaging my brain from professional work mode at times and stuff like this just pops into my head automatically with a glance anymore. >< ugh! It all makes for a relatively decent story line and what...but it's definitely deep deep in the fictional category. 😉 Edited Saturday at 02:08 AM by Go0gleplex 1
groobark Posted Saturday at 11:46 AM Author Posted Saturday at 11:46 AM (edited) 12 hours ago, Oubliette_Red said: Outleveling a contact. OMG ... yes ... Before they added flashback, this was one of the reasons I stopped playing. I absolutely HATE, outleveling stuff. Why would Frostfire suddenly be less of a problem, just because you got a new sec clearance?! Imagine the police would be like "Car theft? Nah, that's below our pay grade!" That said, this is now one of the absolute strengths of CoH to virtually all other MMO's and games in general: The ability to play with anyone on any content, no matter the level disparity. It's just a tiny bit sad, that they didn't keep the original contacts in and just exemped you automatically down to the max mission level, while INSIDE the map (similar to how in teams when you select a mission of someone else, the levels are adjusted for the whole team to the level of the person whos mission it is). Flashback is fine for completionists (like myself), but it doesn't have the same feel, you have to run the first mission to get the number again, you can't group missions (from different contacts in the same zone), and while you are on the TF, no you can't just pause the story arc in the middle to go hunt a Lusca, you are permanently down no matter what areas you go through ... Edited Saturday at 12:06 PM by groobark clarification on group 1
groobark Posted Saturday at 12:04 PM Author Posted Saturday at 12:04 PM 17 hours ago, Scarlet Shocker said: on the other hand, you can actually still play the game. Yes, and you have no idea for how grateful I am for this. And in no way did I meant my post as a general "this is shit" complaint ... In fact, if you take it slow and just do a mission a day, group for fun stuff like hunting monsters and such, then it is more than fine. But ... i dunno ... I don't want to be like "If only" because it is never that easy, but there are so many missed chances. Building the engine, the network code, creating all those assets, then painstakingly placing it all (heck, I have get massive motivational problems just adding a chair to my supergroup base), creating the animations for the mobs and placing thousands of badges all over all the areas took so much time ... and then ... they don't have anything that happens there. Red side is better zone pacing and Praetoria is generally cool (but has its own annoyances, like outleveling contacts and the weird stealth/follow/ambush mechanics) KR has a handful of contacts, 2-3 story arcs, that are on the more interesting side of writing and on the not-so-much-time-wasted side of mission length, and a cool GM, but take Boomtown: I think that one died when they added mob stacking and max mobs affected for scrapper powers. And has anyone really been south in Faultline for any length of time apart from running to a mission? Just the other day I thought to myself: what if someone took just the the abandoned sewers and made a rogue like around it, a bit PoE delve like. 1 1
Andreah Posted Saturday at 12:33 PM Posted Saturday at 12:33 PM 45 minutes ago, groobark said: OMG ... yes ... Before they added flashback, this was one of the reasons I stopped playing. I absolutely HATE, outleveling stuff. Wouldn't it be great if there was a checkbox on your contact's window listing you could check to automatically stop you from out-leveling that specific contact? And that it would auto-uncheck if you dropped them or finished? 3 1
Scarlet Shocker Posted Saturday at 04:25 PM Posted Saturday at 04:25 PM 4 hours ago, groobark said: Yes, and you have no idea for how grateful I am for this. And in no way did I meant my post as a general "this is shit" complaint ... In fact, if you take it slow and just do a mission a day, group for fun stuff like hunting monsters and such, then it is more than fine. But ... i dunno ... I don't want to be like "If only" because it is never that easy, but there are so many missed chances. Building the engine, the network code, creating all those assets, then painstakingly placing it all (heck, I have get massive motivational problems just adding a chair to my supergroup base), creating the animations for the mobs and placing thousands of badges all over all the areas took so much time ... and then ... they don't have anything that happens there. Red side is better zone pacing and Praetoria is generally cool (but has its own annoyances, like outleveling contacts and the weird stealth/follow/ambush mechanics) KR has a handful of contacts, 2-3 story arcs, that are on the more interesting side of writing and on the not-so-much-time-wasted side of mission length, and a cool GM, but take Boomtown: I think that one died when they added mob stacking and max mobs affected for scrapper powers. And has anyone really been south in Faultline for any length of time apart from running to a mission? Just the other day I thought to myself: what if someone took just the the abandoned sewers and made a rogue like around it, a bit PoE delve like. I hear you, but the thing is none of this impedes you in any meaningful way. Skipping missions is very easy now and if you want to avoid certain types of mission you can run the ones you want to from Ouro, so you can effectively cherry pick. Sure, some things are a bit dull, and we might collectively ask ourselves "why oh why?" but at the same time in any environment, the bad helps you appreciate the good! In the early days (remember CoH was one of the earliest true MMOs) the Devs were literally feeling their way, working out how to make a great game. There are zones where nothing happens, by design. The Hazard zones were there to challenge players with no mission arcs just street sweep tough mobs. That was fine for then but now that powers creep and XP boosts have made those obsolete we barely pay them any mind. Devs made a lot of content - or rather assets - which gives us a great, beautifully rich environment, designed to be explored and to allow a player to spend time in the game without actually doing content, just exploring, discovering, dodging mobs, finding badges and easter eggs and all kinds of wonderful fun, solo or together. Those things might seem like a pain in the ass now, but they are what make the game so great, the level of pre-planning in its development and we should be thankful. Without those things that you seem to think of as negative, I'd argue the game would have gone extinct long ago because it lacked the little details that gave it the well-rounded soul that earned its loyal player base. It's worth remembering that in the early stages of the game the Devs learned very quickly that players would zip through content quicker than you could say "Jack Shit!" - so they had to find ways to take time out of the game. That's why many missions are kill all, why sometimes things are ambiguous. I don't know when you started playing but I remember having to literally run everywhere, which in Steel Canyon and Independence Port was no joke. Especially when I needed to run to the furthest end of the zone just to get those Endurance Mod enhancers I so desperately needed. But to me, none of that is a chore. It's fun. It allows me to play the game, day in and day out and after almost 19 years of continuous play, I still find out stuff I've never seen before. If I could offer one piece of real advice it would be to be in less of a hurry. Enjoy the fact you have to think, or do something, or bop those mobs and you're not going to get done within 20 seconds. Take the time to have fun - if you complete a mission quickly you'll still be doing exactly the same thing you were doing in the next, punching bad guys and completing the mission objectives. you're not going to lose anything by not doing the next mission right now! 1 2 There's a fine line between a numerator and a denominator but only a fraction of people understand that.
groobark Posted Saturday at 05:53 PM Author Posted Saturday at 05:53 PM Before I made this post, I thought long and hard about it, the wording, the content, even the fact if I should post it or not. In fact I have been thinking about this post for over a year. The primary reason I did not want to post this is because sooner or later these posts always devolve into flame wars, name calling, and ultimately they will be taken down. No amount of chatGPT like answers will change the fact that annoying things, whilst and because they are very subjective, are quite literally annoying to the person being annoyed by them. And the purpose of forums, to an extent, is to collectively think about these frustrations. (I do not want to say vent the frustration) That escorts are annoying in pretty much every video game that employs them, and for similar reasons, is so commonplace, that even memes about escorts and the annoyances connected with them rarely raise more than a tired yawn. @Scarlet ShockerPlease do not take any of the things that I am writing here as a personal attack on the things you enjoy or like or yourself as a person. Please do not derail the post further than it already is. 46 minutes ago, Scarlet Shocker said: I hear you, but the thing is none of this impedes you in any meaningful way. I can only assume you mean that none of the City of Heroes annoyances impede my real life in any way, and you would be quite correct. This is simply not true within the game and its world and the context in which these things appear. 46 minutes ago, Scarlet Shocker said: Skipping missions is very easy now and if you want to avoid certain types of mission you can run the ones you want to from Ouro, so you can effectively cherry pick. Based on the criteria I listed of the things that annoy me, would you be so kind as to suggest, which of the story arcs or which missions in which arcs in Oro I should skip? If you cannot do that, then I am afraid this does not actually mean what you think it does. 46 minutes ago, Scarlet Shocker said: In the early days (remember CoH was one of the earliest true MMOs) the Devs were literally feeling their way, working out how to make a great game. I started with Everquest (1999), then quickly moved to Asheron's Call (1999), but the one MMO that I stuck with more than any other (outside of CoH) was Anarchy Online (2001), which I played for almost 5 years before I discovered City of Heroes in 2006 (around two years after it released). Every time I got too frustrated with CoH and AO I would go play something else over the years, like Ryzom (2004), Eve Online (2003), Star Trek (2010) and of course World of Warcraft (2004!) Given that CoH was released quite a bit after the initial rush of the "earliest true MMOs" and the same year as the biggest, which more or less killed all the others (WOW), I kind of fail to see the point you are trying to make. Personally I believe that the systems behind CoH are the most elegant and balanced in all MMO's, past and present, has the best group content, power design and the best mechanics to connect and play with others. 46 minutes ago, Scarlet Shocker said: It's worth remembering that in the early stages of the game the Devs learned very quickly that players would zip through content quicker than you could say "Jack Shit!" - so they had to find ways to take time out of the game. That's why many missions are kill all, why sometimes things are ambiguous. I don't know when you started playing but I remember having to literally run everywhere, which in Steel Canyon and Independence Port was no joke. Especially when I needed to run to the furthest end of the zone just to get those Endurance Mod enhancers I so desperately needed. Most MMO's were designed to impede progress as much as possible. In fact CoH was the one that removed a lot of the obstacles, which made it much more streamlined and faster to play than any of the others in its era (besides wow) You have not seen difficult travel, unless you have run to a mission door in Avalon or Perpetual Wastelands without a Yalmaha. And when you are sub 100 and are one shot by a sandworm you not only loose hours of progress in terms of XP, but all your items are unequipped, which in turn may take hours to re-equip. A lot of these things they have removed from the game since then, and to some extend this has made the game more boring, just like having instant fast travel to anywhere anytime in CoH has made the world even more redundant, but in the interest of playing together I do not necessarily mind. I had hoped the wording of what annoyed me had made it clear what I meant: I do not mind long travel, difficult missions, things you have to think about (heck I have a lifetime subscription for secret world), I do not even mind, when someone says to me: "hunt 45 Crey in Boomtown" (yes I know that's not a thing, I am trying to make a point) immediately followed by "hunt 50 Malta in Founders Falls". This is very slightly annoying in Oro, but otherwise fine. All other MMO's are like that. Perhaps re-read what I and others have written? 46 minutes ago, Scarlet Shocker said: If I could offer one piece of real advice it would be to be in less of a hurry. Enjoy the fact you have to think, or do something, or bop those mobs and you're not going to get done within 20 seconds. Take the time to have fun - if you complete a mission quickly you'll still be doing exactly the same thing you were doing in the next, punching bad guys and completing the mission objectives. you're not going to lose anything by not doing the next mission right now! Please explain to me, how not finishing a story arc in Flashback allows me to participate in trials or monster hunts. Again, if you cannot do that, then I am afraid this too does not mean what you think it does. I do actually play the missions and story arcs for ... their story. 1
DoctorDitko Posted Saturday at 06:03 PM Posted Saturday at 06:03 PM On 1/17/2025 at 12:33 PM, srmalloy said: the mission goals never update to indicate this. Stealth kill alls are the worst! The War Walls, simply, were there for the age of dial-up. There was no practical way to load a larger area via 56.6K modem. As far as geometry... sigh. I had a lovely Stormie who was enjoying terrorizing the Cimerrorans, almost entirely steamrolling, and then rogue Romans started getting stuck in walls. A lot. Even TP foe wasn't of much use. Now that Fold Space is a thing, I should get that and see how useful that is. It would be great if that solved the geometry issues! Still and all, love the game. And the fact that it was once optimized for dial-up makes it quite playable even on the shitty end of my Verizon Wireless "home internet" service. Disclaimer: Not a medical doctor. Do not take medical advice from Doctor Ditko. Also, not a physicist. Do not take advice on consensus reality from Doctor Ditko. But games? He used to pay his bills with games. (He's recovering well, thanks for asking!)
TheMoneyMaker Posted Saturday at 06:05 PM Posted Saturday at 06:05 PM Top 5 for me are mostly costume related: 5. Not enough asymmetrical options -- greatly eased when they added the asymmetrical boots, gloves, and shoulder options 4. Old auras not getting updated to match newer auras options (some don't have eye options, some don't have individual hand options, etc) 3. Sunglasses and earmuffs are on the same costume slot, making them mutually exclusive 2. No butt cape options outside of widows and trench coats 1. Self-rezzing enemies. I just hate it when they get back up after I've "arrested" them 1
TheMoneyMaker Posted Saturday at 06:07 PM Posted Saturday at 06:07 PM 3 minutes ago, DoctorDitko said: Still and all, love the game. And the fact that it was once optimized for dial-up makes it quite playable even on the shitty end of my Verizon Wireless "home internet" service. I know, right? When I'm not playing from home, I often play from my smart phone's hotspot as my internet connection.
groobark Posted Saturday at 06:08 PM Author Posted Saturday at 06:08 PM On 1/17/2025 at 6:33 PM, srmalloy said: Another one that continues to annoy me is a mission where the mission goal is to "defeat all [description]" -- i.e., 'defeat all Freakshow' -- but when you enter the mission, not only do you find both Freakshow and another group fighting in the map, but the other group is also hostile to you, and you have to defeat all of them as well to complete the mission, instead of having them decide "They're on our side" and become friendly. I feel like there are missed opportunities here. I get it how the story arcs are independent stories that do not have a big impact on the world, and I do not want to advocate for the tired faction XP systems, but this is one of the things even my kids started to notice when they do stories: that the different groups have no real identity, because they are not connected. The early missions around Superadine, Trolls and Skulls kind of give them a framework. Even Family sort of have a home. We all know what 5th Column/Council is supposed to allude to, but again, why are they fighting? It is cool to see different groups hack it out in Crey's Folly or the bullying that they do to each other, but we do not ever really connect with the leaders? Praetoria is different, and the arcs there actually make me feel part of the system there. Blue side, apart from Tsoo, we do not talk/respect/interact with the groups identity much. (yeah there is lady grey, I get it, and its a cool story line, but still you are NDA'ed, so that sort of doesn't count 😛 ) And for some reason I cannot get into Red arcs. As you have said, we are simply legbreakers. The goons for the dirty hands on stuff, and never ever more than that, no matter how many heads we bash in. I feel less respected by my fellow red's (NPCs) than in real life ... 1
groobark Posted Saturday at 06:15 PM Author Posted Saturday at 06:15 PM 9 minutes ago, DoctorDitko said: As far as geometry... sigh. I had a lovely Stormie who was enjoying terrorizing the Cimerrorans, almost entirely steamrolling, and then rogue Romans started getting stuck in walls. A lot. Even TP foe wasn't of much use. Now that Fold Space is a thing, I should get that and see how useful that is. It would be great if that solved the geometry issues! The occasional stuck mob in DFB? Yeah, we all have been there. Nothing like me as a 50, hyping up a bunch of new players to run the easiest bestest mostest funnest trial with clickies at the end and then all of us are stuck watching a Lost struggling with the headspace, unable to target him (or her ... wait are there even female lost?)
TheMoneyMaker Posted Saturday at 06:15 PM Posted Saturday at 06:15 PM Red sucks. I don't want to be a minion or even a boss that ultimately answers to someone else. The allure of being evil should be being able to do my own thing, but the mission arcs seem limited to making you someone else's tool. 1 2
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