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Level 50+ current issue?

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  • UnSubUnSub Member Posts: 252
    Originally posted by damian7


    hi, if i want to compare the new content to cov to that of other mmos, for the past 24 months, it gets a 3 out of 20.  if i want to compare that of coh to other mmos, it gets a 7 out of 20.  average rating for most of the other popular mmos is around the 13-15 mark.



    Mind backing up what appears to be a completely arbitary scale with some examples?

  • UnSubUnSub Member Posts: 252

     

    Originally posted by Yamota
    But really this discussion is rather pointless. I again want to point out the fact that this game has around 150k subscribers and there is nothing that would indicate that it would get any more. And since it is the only Superhero MMORPG out there then that is a pretty low number. So this MMORPG is a semi-failure and the main reason for that, imo, is lack of content.

    CoH/V declined from something like 200 000 subscribers after launch to a low of about 140 k in 2006, I think. Since then it has swung up to about 151 k. It did this in the face of WoW - the most successful western MMO ever. Now, WoW's success has been long debated, but it had a lot of advantages CoH/V didn't (I won't repeat them - they've been discussed to death). CoH/V was developed by an independent studio who broke a number of established MMO conventions on release. They launched a new genre - the superhero MMO - in a category dominated by fantasy MMOs. 

    CoH/V is profitable for Cryptic / NCsoft with an active community three years on from launch. It is still critically acclaimed and recognised.

    Semi-failure? Please. In contrast, it has more players than SWG, a game with a bigger IP and stronger development pedigree.

    Yamota, your idea of content seems to be high-end raid / hardcore PvP things that you repeat over and over again for uberloot or reputation. If that's the case, CoH/V is not for you.

  • DrowNobleDrowNoble Member UncommonPosts: 1,297

    According to NCSoft subs are over 170k now, they were trickling down til CoV hit then spiked.  Declined a bit again but now are steadily gaining.  The common opinion is that the addition of crafting in Issue 9 and the Rikti Invasion of Issue 10 has brought back former players, who in turn, bring in new players.  Yes they don't have millions of subs, but they are gaining subs and have a healthy income coming in.

    CoX also has spawned a few comic books.  In turn they are then adding content to Issue 11 that reflects events that occured in the comic books. 

    The archtypes are far from "cookie-cutter" fantasy types as not all fire blasters are created equal (for example).   Depending on what powers they pick, how they slot them, what power pools are used and what Epic power pools used will greatly vary how a particular class plays.  CoX isn't a gear-dependant, so you rarely end up at 50 with a bunch of "cookie-cutter" characters running around.

    The replayability of CoX is what surely keeps players playing.  Some are  those "altoholics" who enjoy making characters.  Technically they don't need to add new archtypes, just add powersets to existing archtypes.   I know myself I rolled up a Thug MM when it came out despite the fact I already had a 40 Nec MM at the time.  I also will be rolling up some kind of dual blade or willpower toon when Issue 11 goes live.

    Dernit I need more character slots ....

  • tutetute Member UncommonPosts: 299

    153K as of June 2007 report.  That was the last IR Report I read and the latest info available as AFAIK.  Where are you getting 170K? 

    And it may be a while before I get to Dual Blades/Willpower...I need to finish my 41 Fire/Kin then my Fire/Thermal and finally my Elec/Elec Brute(which I just started but wanted to play the AT really bad after teaming with one from my coalition).

  • DrowNobleDrowNoble Member UncommonPosts: 1,297

    Link to the press release on August 8th (2nd quarter results):

    http://www.plaync.com/us/news/2007/08/ncsoft_announce_20.html

    Probably the report you saw was reporting First Quarter results, which would not of included Issue 9 or 10.  Since these reports are released typically quarterly, we should see another one in December roughly.  If you don't get NCSoft emails sent to you, just check the website for any current press releases.

    Elec/Elec brutes are great fun vs Freaks.  Since the juicers (with electric shocks) are using energy attacks you are pretty much taking little damage from them.  Also powerset looks rather cool.

  • tutetute Member UncommonPosts: 299
    Originally posted by DrowNoble

    ........................

    Elec/Elec brutes are great fun vs Freaks.  Since the juicers (with electric shocks) are using energy attacks you are pretty much taking little damage from them.  Also powerset looks rather cool.

    Now if we could only get them to drop magic salvage.

  • DrowNobleDrowNoble Member UncommonPosts: 1,297

    Salvage doesn't drop from players, unless I misread you tute?

    If you want magic salvage, just do missions with magic-themed mobs.  Examples are the Circle, Banished Pathenon and Carnies.  I have got magic salvage in Arachnos missions as well but far less frequently, so I wouldn't recommend Arachnos from personal experience. 

    With the police band/newspaper missions you can easily pick a mish that would give you chances at magic salvage. 

  • tutetute Member UncommonPosts: 299

    I was referencing the "vs. Freaks" part of your post.  Another example is I love fighting Nemesis with my Fire Tank but again, no magic salvage.  I would love to fight Carnies all the time but that means preparing with defense and damage inspirations every mission because I can't afford to get hit with the Mask of Vitiation, not to mention the constant end drains upon their defeat(lot of kiting which gets annoying after a while).   Fighting CoT is better but they still seem to give me more trouble than Nemesis depending upon what spawns.

    Or the Devs could just look at the balance of magic vs tech on the 'good' recipes. 

  • wjrasmussenwjrasmussen Member Posts: 1,493

    I am hoping with the news today that we can see some character advancement coming.  A new expansion and either more levels or some kind of AA would be very nice.

  • tutetute Member UncommonPosts: 299

    And more level 50 content.

  • DrowNobleDrowNoble Member UncommonPosts: 1,297

    Well tute, the end drain that Carnies do at defeat is considered an "attack" so you won't get hit with it everytime.  My scrapper who runs Stealth and Weave probably gets hit by it only about 1/4 of the time.  The mask debuff does suck, luckily only some bosses use it.  If every carnie could do it, I'd never do another Carnie mish. 

    CoT is the most "common" mob to fight if you want magic salvage.  Only if you are a dark-based hero/villain will you have problems as the ghosts are neg energy resistant.  A SS tanker/brute could also have some trouble with the ghosts since they are lethal/smashing resistant as well.

    Since tech salvage is more common, not by design probably but due to players fighting "preferred" mobs, magic salvage is rather valuable in the Market. 

  • tutetute Member UncommonPosts: 299

    My fire(and I should have mentioned secondary was Stone) tank only has Combat Jumping for defense so I get hit often unless I do a lot of kiting and frankly from my experience any scrapper I've ever played uses less End than my tank(1 end reduc in every attack, approx 2 in each shield, 2 in Acrobatics, got multiple recovery bonuses yet still he is an end hog) .  As far as CoT, I said it was dependent on the spawn...two Death Mages(need to keep them separated due to heal and their PbAoE acc debuff) or too many of the ghosts in the mob with acc debuff.  I do not have problems every mission.  Either way, my main point was they still do not compare as far as handling Nemesis. 

    I think they could still do a rebalance of 'preferred' recipes that need magic salvage.  My experience is if it has an accuracy, damage, recover, regen or recharge set bonus, then it takes magic salvage...if it is some sort of defense, resistance bonus then it takes tech and those are not as in demand.  So I still think they need to tweak salvage requirements on 'good/preferred' recipes. 

  • DrowNobleDrowNoble Member UncommonPosts: 1,297

    Yes tankers do go through end faster than scrappers.  Course, they typically have much higher health and more defenses than said scrapper too. 

    I do agree that some salvage tweaks are needed.   Some "rare" salvage seems to be all too common while some of the "common" salvage I can never seem to have enough of.   Alchemical Silver comes to mind as a common that I use a lot of.

  • tutetute Member UncommonPosts: 299

    Funny you should mention Alchemical Silver.  My VG just recently recommended to start buying it even at 2000 Infamy which they said was a deal.

  • bverjibverji Member UncommonPosts: 722

    Reading this thread has made me realize something. People  state that COH doesn't have content for 50 + charcters. I never understood that, I have played COH since it has been released pretty much daily(minus the occasional break) and still play that first character I made and often experince things I  hadn't before (or at least often before). I now realise that it's not that there isn't content to explore, but rather what is really meant is that there isn't any thing to "achieve/aquire" nothing to distinguish a hierarchy/superiority. That of course was by design; the game has gravitated towards that somewhat with IO's, badges andPVP. However, it's not nearly as open ended as most other MMOs.

     

  • bverjibverji Member UncommonPosts: 722
    Originally posted by DrowNoble
    I do agree that some salvage tweaks are needed.   Some "rare" salvage seems to be all too common while some of the "common" salvage I can never seem to have enough of.   Alchemical Silver comes to mind as a common that I use a lot of.



    that's just part of the economy. Remember price isn't just established by rarity (ie supply), but also demand. SO, just because something is a rare drop, doesn't mean it is or should be expensive. That's only 1/2 of the equation.

  • tutetute Member UncommonPosts: 299

    Yes, but when you design the Recharge, Accuracy, End Recovery, Regen, etc with mostly magic salvage vs Immobilze protection, Ranged defense, Fire Resistance with Tech Salvage that is 1/2 that the players can't control.  Bump those Ranged, Fire Res, etc to twice their values that they are now and let's see where the market goes.  As it is now, a boost  of 7% accuracy from ONE set looks a hell of a lot better than 1.78% boost to Ranged Damage defense.  I still maintain they could tweak the salvage requirements on these sets.

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