Lots of good stuff in the patch. New Monster Island content. Mission rewards had their level requirement removed. There were loads of power buffs. Some of my favorites are the teaming improvements...
# Added target-of-target indicator to UI.
# Added role indicator to team frames.
# When a Primary Mission is set, teammates who don't have the mission will see the objectives in their mission tracker and will see the waypoints for that mission.
# When a Primary Mission is set, all teammates will only see the waypoints of the furthest-behind team member for that mission.
# You can now see the mission progress of your teammates next to their portraits. If a primary mission is set, this shows the primary mission. Otherwise, it shows the last mission that made progress on.
Now we can see what role people use on a team. That should help team tactics a little. Now if only the "Help a Citizen" missions would share experience with the team...
Wont matter much since there isnt enough group content to begin with. Same with the new powerset, a power that heals and ally. Hm, how often do you group? Right, so what will you do with a targetted heal? Unless ofcourse you can heal yourself with it...
Exactly! Man I love the people that will come in and say "But I team with my friends to just fly around and look at the environment" and other useless crap like that. NORMAL people need some type of reason to go group together and in this game you are not given that. You want a reason to group, I'll give you many, fun factor, meet new people, killing mobs faster, finish missions faster, exchange perks locations, join PvP arena, clear harder missions. I used to think that being able to create the jack of all trades character would be great for a MMO, now I see that all it does is force everyone to play by themselfs since there is really no reason to group. This game is just not Pug friendly, and for a MMO to me thats the kiss of death. Join the LFG Channel and you will see many people are looking for Pug, your just not using the tool they give you, also, join a supergroup, it helps a lot to get a team together.
NORMAL people don't like Pug, that's why they join a guild and start playing together to see who work well with who. How many times and in how many games I heard people complaining about Pug and player that know nothing about their toon or game.
The problem is there will always people like you to complain about something, can't solo in the game, not enough group content, most of the MMO I played in the past 5 years are all very solo friendly, you can get to lvl cap soloing the whole game and you need to team up from time to time.
Get over yourself and your greedy ass and start having fun while you play instead of focusing on your xp bar or your stupid gear! You sound exactly like my dog: "If you want me to do a trick, you'll have to thrown me a cookie".
Nonsense. PUG teams in games like WAR were much, Much more common than guild teams or pre-organised teams. Why? Because it takes much quicker to assemble a PUG team by its nature and most normal people don't have endless hours to spend in front of a computer game.
Incentive to group is very important in MMORPGs and devs who fail to realise this will see a rapid decline of subscribers who are wondering why they are paying a monthly fee for a single player game.
To spell it out more clearly: In CO, or any MMORPG, people are trying to level their characters and they have a limited amount of time to spend gaming. Now they can use that time to try and find a group but usually people do that because it has some benefit. In CO it has almost zero benefit as you would exp much quicker if you just solo all the missions and since 99% of missions are soloable (I even solo missions 2-3 levels above me) that is not an issue and hence most people dont look for a group.
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become.
In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become. In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become. In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
Now explain what difference CO as with all the other MMO out there, War = I solo the whole game to 40, Vanguard = I solo the whole game to lvl cap, WoW = You can solo all the way to lvl 80, Aion = You can, again solo all the time. I can go on and on but you get the point, in any of these games you NEED to group. it is not different in CO. If you make a game base on group like FFIV, people will cry, if it's too solo friendly, people will cry.
About the build, you probably didn't any cosmic/legendary fight, because you need a "Tank" and a "healer". Also, the mission are harder when you group, instance or not, if you only run around the map group and attack mob, they will run for back up, If you go in an instance missions group, there will be more mob and more villains/super villains. Defensive power and block are good when you solo, but when you're in a group, you can not out heal/resist the the damage receive when facing a big group/super viain/legendary. There is a lot of these mission around from lvl 9 to lvl 40.
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
Lots of good stuff in the patch. New Monster Island content. Mission rewards had their level requirement removed. There were loads of power buffs. Some of my favorites are the teaming improvements...
# Added target-of-target indicator to UI.
# Added role indicator to team frames.
# When a Primary Mission is set, teammates who don't have the mission will see the objectives in their mission tracker and will see the waypoints for that mission.
# When a Primary Mission is set, all teammates will only see the waypoints of the furthest-behind team member for that mission.
# You can now see the mission progress of your teammates next to their portraits. If a primary mission is set, this shows the primary mission. Otherwise, it shows the last mission that made progress on.
Now we can see what role people use on a team. That should help team tactics a little. Now if only the "Help a Citizen" missions would share experience with the team...
Wont matter much since there isnt enough group content to begin with. Same with the new powerset, a power that heals and ally. Hm, how often do you group? Right, so what will you do with a targetted heal? Unless ofcourse you can heal yourself with it...
You are off your rocker. For about five nights in a row I have done nothing but group content. There is group content if you desire to play that style and they have lots of new stuff in the pipe line. Stop talking doom and gloom and remember this game is 1 month old. Expecting it to have the same content as a game out two to four years is off your rocker thinking. There is about 100 hours play time content right now 140 hours if you hit everything and thats allot for a game out a month.
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become. In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
Surely grouping should be encouraged not by demanding it to be 'exclusivity of content' but by making it mechanically or stylistically different in terms of a gaming experience, by making the challenge demonstrably different, by elevating the fun factor in proportion to the group taking part and inserting some actual variety into the game.....
Unfortunately in CO there is only ONE sole activity that is used to complete every quest and every objective, there is only one real skill you need to learn and its independent of your power selection or your support or your allies..... yes there are games that have the same dismal lack of imagination when it comes to quests and world realisation (invariably these are 5-10 years old), although where AT's exist in a game they are used to provide alternate paths and often alternate solutions to the same problem.......there are no alternate paths in CO quests, no options in how you complete any task and no alternate outcome for you to deal with - all you can do is vary the order and speed you traverse the same linear and relentlessly unresponsive environment.
Of course there are things you can do to make the game play differently, but the player has to actively change for the sake of the change it doenst arise out of need or potential reward or because what you experience is a change...thats because the game lacks real variety in all areas that really make a difference.
If you like CO playing solo, you will like it grouped, but (factoring your feelings on the incumbent social verbiage) no more and no less, if you dont enjoy CO solo you wont like it grouped and the reason is that no matter what you have powerwise, who your are, what you make your powers look like, who groups with you the gameplaying experience remains stubbornly Identical and entirely independent of any variable or choice you attempt to throw at it.
Ironically Cryptic have managed to design an exemplary level of customisation and then place you in a world that defeats all the potential the character creator offers and additionally any extra fun a community presence might produce.
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become. In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
Now explain what difference CO as with all the other MMO out there, War = I solo the whole game to 40, Vanguard = I solo the whole game to lvl cap, WoW = You can solo all the way to lvl 80, Aion = You can, again solo all the time. I can go on and on but you get the point, in any of these games you NEED to group. it is not different in CO. If you make a game base on group like FFIV, people will cry, if it's too solo friendly, people will cry.
About the build, you probably didn't any cosmic/legendary fight, because you need a "Tank" and a "healer". Also, the mission are harder when you group, instance or not, if you only run around the map group and attack mob, they will run for back up, If you go in an instance missions group, there will be more mob and more villains/super villains. Defensive power and block are good when you solo, but when you're in a group, you can not out heal/resist the the damage receive when facing a big group/super viain/legendary. There is a lot of these mission around from lvl 9 to lvl 40.
The difference is that, in those games, there is plenty of content that requires a group and gives you good rewards. Contrary to what you say there is NOT many legendary missions in CO and those that are dont give more reward than soloing missions so there is no incentive at all to run those missions and hence most people dont.
CO needs more group content or otherwise all that will be left are blind fanboys like you who is not capable of seeing flaws in your "perfect" game. And thankfully there arent that many of you around because if there was then no game would ever improve.
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become. In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
We are talking about most of the content (like 90%). Not the one or two missions that require a group, I know there are those, but they are not enough. Not by a long shot.
As for creating doom and gloom, the game is as you say 1 month old and has already dropped down to rank 50 in XFire. Even mediocre MMORPGs like AoC and WAR took a few months to drop that low and keep in mind that most people havent even finished their first free month. Imagine in 2-3 weeks what will happen to the game when people are actually having to pay to play a solo game.
If something drastic is not done this MMORPG will follow Tabula Rasa and shut down in less than 6 months.
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become. In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
We are talking about most of the content (like 90%). Not the one or two missions that require a group, I know there are those, but they are not enough. Not by a long shot.
As for creating doom and gloom, the game is as you say 1 month old and has already dropped down to rank 50 in XFire. Even mediocre MMORPGs like AoC and WAR took a few months to drop that low and keep in mind that most people havent even finished their first free month. Imagine in 2-3 weeks what will happen to the game when people are actually having to pay to play a solo game.
If something drastic is not done this MMORPG will follow Tabula Rasa and shut down in less than 6 months.
1st Xfire fans have been yelling the end of many games for many years. MOST MMOers hate Xfire. Xfire has one of the most flighty groups of MMOers to date. They hope games faster then any community based on very shaky data that represents a small percentage of the total community. Fact is AoC is still going and has expansions coming out, EQ1 death has been predicted dead many times by Xfire community and well 10 years strong.
Yes there is not tones of team content but you did say there was none. So corrected your your bold sweeping statement. You acknowledge that the game has been out 1 month but still you expect it to have the content of a game two to four years. I been MMOing for about 10 years now and CO has been the BEST launch I have seen. Stable servers, fast fixes to real balance issues, they already have talked on the forums about the nest two free expansions in the pipe line and the first is less then 2 months from the release of the game. Stop being bull headed and compare CO to games out 1 to 2 months old and you will see it comes up a winner. Like Aion you can only log in sometimes, they have huge content gaps (like most MMO at launch) but they have been live a year on the other side of the world.
If you can't handle this then be like the rest of the crying Xfire community and just leave. In six to twelve months look back and see you are wrong. Much like AoC still making a profit and people are still there having fun!
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
There’s no tanking or healing class in CO, thus you don’t need a tank or healer plain and simple. With a total of 3 healing power, a global cool down on Active defense buff and only a few advantages to manage agro; can you really say tank and healer exist in Champion online? Sure, depending of your stance and the power you choose; you can make a hero that as a semblance of a tank or a healer, but in the end you will still have DPS/jack of all trade character. I tried to be a healer, but after my first Dr destroyer factory instance, I realized how pointless that was. I’m level 33 and in my option all you need to beat an instance is: 5 player with passive defense power and an upgrade for block.
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become. In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
We are talking about most of the content (like 90%). Not the one or two missions that require a group, I know there are those, but they are not enough. Not by a long shot.
As for creating doom and gloom, the game is as you say 1 month old and has already dropped down to rank 50 in XFire. Even mediocre MMORPGs like AoC and WAR took a few months to drop that low and keep in mind that most people havent even finished their first free month. Imagine in 2-3 weeks what will happen to the game when people are actually having to pay to play a solo game.
If something drastic is not done this MMORPG will follow Tabula Rasa and shut down in less than 6 months.
1st Xfire fans have been yelling the end of many games for many years. MOST MMOers hate Xfire. Xfire has one of the most flighty groups of MMOers to date. They hope games faster then any community based on very shaky data that represents a small percentage of the total community. Fact is AoC is still going and has expansions coming out, EQ1 death has been predicted dead many times by Xfire community and well 10 years strong.
Yes there is not tones of team content but you did say there was none. So corrected your your bold sweeping statement. You acknowledge that the game has been out 1 month but still you expect it to have the content of a game two to four years. I been MMOing for about 10 years now and CO has been the BEST launch I have seen. Stable servers, fast fixes to real balance issues, they already have talked on the forums about the nest two free expansions in the pipe line and the first is less then 2 months from the release of the game. Stop being bull headed and compare CO to games out 1 to 2 months old and you will see it comes up a winner. Like Aion you can only log in sometimes, they have huge content gaps (like most MMO at launch) but they have been live a year on the other side of the world.
If you can't handle this then be like the rest of the crying Xfire community and just leave. In six to twelve months look back and see you are wrong. Much like AoC still making a profit and people are still there having fun!
Great, another you dont like it then leave post. Hey I am a paying customer like you so you have not right to tell me to leave since youre not the one owning the game.
As for CO being a brand game. WAR and AoC were also brand new games, but yet they had more group content than CO which gives the impression of being built like a soloing game. And you not liking XFire, that is fine. But there is no logical reason for AoC, WAR and Aion players who are on XFire behaving in one way and CO XFire players behaving in another and what can be seen there is the fastest drop of players seen in a long time. Game is 1 month old and has lost half of its players on XFire.
So I am not saying XFire is showing the ultimate demise of CO, what I am saying is that XFire is showing a dangerous trends of losing subscribers at an unprecedented rate. The demise is a conclusion I make based on the lack of group content. No MMORPG can survive on mainly solo content, it needs group content as well (and not the tiny bit that exists).
You are off your rocker. For about five nights in a row I have done nothing but group content.
Right and while you do that, I’m going to do solo mission, level faster and get better loot . After all, I pay 15 bucks a month to a play a massive single player online rpg right?
The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become. In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
Now explain what difference CO as with all the other MMO out there, War = I solo the whole game to 40, Vanguard = I solo the whole game to lvl cap, WoW = You can solo all the way to lvl 80, Aion = You can, again solo all the time. I can go on and on but you get the point, in any of these games you NEED to group. it is not different in CO. If you make a game base on group like FFIV, people will cry, if it's too solo friendly, people will cry.
About the build, you probably didn't any cosmic/legendary fight, because you need a "Tank" and a "healer". Also, the mission are harder when you group, instance or not, if you only run around the map group and attack mob, they will run for back up, If you go in an instance missions group, there will be more mob and more villains/super villains. Defensive power and block are good when you solo, but when you're in a group, you can not out heal/resist the the damage receive when facing a big group/super viain/legendary. There is a lot of these mission around from lvl 9 to lvl 40.
The difference is that, in those games, there is plenty of content that requires a group and gives you good rewards. Contrary to what you say there is NOT many legendary missions in CO and those that are dont give more reward than soloing missions so there is no incentive at all to run those missions and hence most people dont.
CO needs more group content or otherwise all that will be left are blind fanboys like you who is not capable of seeing flaws in your "perfect" game. And thankfully there arent that many of you around because if there was then no game would ever improve.
Even if the lack of group content wasn't enough cryptic penalizes you for grouping. If you don't have the quest you get no xp for finishing the event. Mobs you kill give something like half the xp you would get solo killing easy mobs. Loot is non existant. I ran dr destroyer one time to help people in my supergroup. I got almost nothing out of it loot or xp wise. While I love to group it is hard to do it when you get nothing for it... What ever happened to the risk vs reward thing that was coined in eq so many years ago? Cryptic I guess didn't get the message...
They got the message, but apparently you didn't get the email...
From the email sent out a few days ago:
Mission Tracking Updates! – New ways to share missions with groups, including setting primary missions, making more missions shareable, and granting “Assist Bonuses” if you help complete a mission you don’t have.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
There’s no tanking or healing class in CO, thus you don’t need a tank or healer plain and simple. With a total of 3 healing power, a global cool down on Active defense buff and only a few advantages to manage agro; can you really say tank and healer exist in Champion online? Sure, depending of your stance and the power you choose; you can make a hero that as a semblance of a tank or a healer, but in the end you will still have DPS/jack of all trade character. I tried to be a healer, but after my first Dr destroyer factory instance, I realized how pointless that was. I’m level 33 and in my option all you need to beat an instance is: 5 player with passive defense power and an upgrade for block.
You are playing a classless game. Of corse there is not healing and tanking class. Yes you get to design your char so you can fill a team roll and not be gimped solo. My wifes healer char can solo but not as well as my DPS char I designed. She has 3 heal powers, 1 healing pet, and res and self res and a self heal button. Thats 7 powers that she has used to make herself a good healer. Thats about how many my Priest had at launch of WoW and my Cleric in EQ1 at launch. My wife and 2 tanks in my SG are the busiest chars in the SG.
You say there is not need for healer and tank builds. That alone tells me you 1, waited till almost 40 to do the level 28 to 33 content. or 2, you didn't do that content. Solo builds can't do any of the content I listed above. Its death and death after death.
You say there is not need for healer and tank builds. That alone tells me you 1, waited till almost 40 to do the level 28 to 33 content. or 2, you didn't do that content. Solo builds can't do any of the content I listed above. Its death and death after death.
I did Dr destroyer factory around level 26-27 and yes I died a lot , I was playing my ‘healer’ and healing agro is pretty messed up in CO right now. I did the tower instance at level 29, with my solo build; there were 2 level 30 in the group died like 4 times or something like that. Finally, I did burial cave at level 33 and cancel my subscription after the instance; again I died like 4 times. So, I’m sorry but solo build work well in instance and since more then 90% of the game is made for solo player, solo builds are the way to go.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
There’s no tanking or healing class in CO, thus you don’t need a tank or healer plain and simple. With a total of 3 healing power, a global cool down on Active defense buff and only a few advantages to manage agro; can you really say tank and healer exist in Champion online? Sure, depending of your stance and the power you choose; you can make a hero that as a semblance of a tank or a healer, but in the end you will still have DPS/jack of all trade character. I tried to be a healer, but after my first Dr destroyer factory instance, I realized how pointless that was. I’m level 33 and in my option all you need to beat an instance is: 5 player with passive defense power and an upgrade for block.
You are playing a classless game. Of corse there is not healing and tanking class. Yes you get to design your char so you can fill a team roll and not be gimped solo. My wifes healer char can solo but not as well as my DPS char I designed. She has 3 heal powers, 1 healing pet, and res and self res and a self heal button. Thats 7 powers that she has used to make herself a good healer. Thats about how many my Priest had at launch of WoW and my Cleric in EQ1 at launch. My wife and 2 tanks in my SG are the busiest chars in the SG.
You say there is not need for healer and tank builds. That alone tells me you 1, waited till almost 40 to do the level 28 to 33 content. or 2, you didn't do that content. Solo builds can't do any of the content I listed above. Its death and death after death.
99% of the missions I have done so far (level 31 now) I have done solo and almost all of them have been 2-3 levels above me. I can kill supervillains 2-3 levels above me so why do I need a group? There are a few that required a group so I grouped a couple of times for those but there needs to be far more than that.
Not saying this because I want everyone to know how leet I am but rather how easy the content in this game is (for a group). Hence you really dont need a group but can solo it just fine.
As for this being a classless game, yeah sure that is what makes it an interesting game, but there are still tank, healer and support roles but as mentioned before you rarely need to have a group and hence roles are abundant. Get some good damage abilities, defensive abilities, maybe a control power and an AoE and you are set to solo 99% of the content and you will level faster than people that group (because it takes time to setup groups and keep them together and the extra bonus isnt that good to warrant it).
So CO is fundamentally built as a wrong game (a solo RPG rather than an MMORPG). Solo leveling is just as fast, if not faster, than group leveling and there is not nearly enough content for groups so what this results in is that the majority of people dont group.
To correct this Cryptic needs to introduce, alot, of group content and the rewards for those group content should be significantly more than solo content so to encourage people to group. That is how it is in almost every MMORPG and that is because people dont pay monthly fees for an online only game when 99% of the time they will spend soloing. That is just against common sense.
As a gaming experience playing in a group is IDENTICAL to playing solo, no matter what the task it resolves to the same mechanic and same linear progress indeed this is the problem with everything about this game; the gameworld, questing, interacting and reaction offered is far far too limited to deliver any variety or change of pace.....teaming or solo in CO therefore simply becomes an arbitrary choice it fails to deliver anything new or different to the player outside the chat streams.
Demanding that certain content is only accessible to a team is imo a very bad solution however, what needs to be tackled is the core variety in what players are given to do and even more importantly the game has to begin to offer different ways to achieve the same goals based on the powers used by each individual when solo and, when grouped, differing play experiences in response to team size and composition...the game desperately has to react to player choices and actions, attempt to involve the player in what is going on (or offer the illusion) or it will remain an empty test bed for pretty costumes and power fx - superficial and empty on every important level and with the sole reward being the very unheroic ego stroking associated with 'look at me'.
99% of the missions I have done so far (level 31 now) I have done solo and almost all of them have been 2-3 levels above me. I can kill supervillains 2-3 levels above me so why do I need a group? There are a few that required a group so I grouped a couple of times for those but there needs to be far more than that. Not saying this because I want everyone to know how leet I am but rather how easy the content in this game is (for a group). Hence you really dont need a group but can solo it just fine. As for this being a classless game, yeah sure that is what makes it an interesting game, but there are still tank, healer and support roles but as mentioned before you rarely need to have a group and hence roles are abundant. Get some good damage abilities, defensive abilities, maybe a control power and an AoE and you are set to solo 99% of the content and you will level faster than people that group (because it takes time to setup groups and keep them together and the extra bonus isnt that good to warrant it). So CO is fundamentally built as a wrong game (a solo RPG rather than an MMORPG). Solo leveling is just as fast, if not faster, than group leveling and there is not nearly enough content for groups so what this results in is that the majority of people dont group. To correct this Cryptic needs to introduce, alot, of group content and the rewards for those group content should be significantly more than solo content so to encourage people to group. That is how it is in almost every MMORPG and that is because people dont pay monthly fees for an online only game when 99% of the time they will spend soloing. That is just against common sense.
Since you keep repeating the same thing over and over, I will repeat myself too, remember, we are taking about launch state:
War = I solo the whole game to 40, I don't recall any group content between lvl 1-39 at launch, and if there was, it was not alot because our entire guild never mention it.
Vanguard = I solo the whole game to lvl cap, There was some group quest you could've done group, but depending on your class, you didn't need a group to do it.
WoW = You can solo all the way to lvl 80, There is 1-2 group instance every 10 lvl or so, but beside that, nothing more, you can solo.
Aion = You can, again solo all the time. I never had to group from lvl 1-25, again depending on your class.
So now, what is different with CO, they all can be solo and have some group content, xp and loot are not better, exept for WoW, where you have a chance to loot something (not garanty).
Good for you if you took all the overpower power to build your toon, you probably always play in defence/balanced build, with regeneration, resurgence, mindful reinforcement, ego storm, condemn, some force power, so basicaly, you have a FOTM build.
I have 7 toon so far, all with different build, my tank can hardly solo (doesn't do enough DPS), my cc toon is not so bad but hard against super villain........of course I can take all the OP power for every toon, but the only difference each toon will have is the costume. Try to play the game for fun (instead of playing it for loot and xp, stupid WoW mentality). Make to make a concept hero instean of going with the FOTM and will enjoy the game a lot more.
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
It's nothing to do with launch state its a direct consequence of the design philosophy.
I said launch state because I don't want anyone to tell me that WoW as so much group content, since the game is 5 years old.
The philosophy of all today's game, is to make as much money as possible and have the most player, so yes, it will be dumbdown, solo, some group content, minimum crafting, minimum economy.
But again, people will always complain about something, too much group content or not, to easy or too hard, some class/build OP, not enough loot, no reason to group (if you don't give me something, i don't do it, freaking selfish kid). Go over the CO forum and you will see, one day they had a problem with the patch and all the henchmen were doing the damage of a villain, the game was freaking hard that day and still fun, but people started complaining because they had to group.
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
As a gaming experience playing in a group is IDENTICAL to playing solo, no matter what the task it resolves to the same mechanic and same linear progress indeed this is the problem with everything about this game;
I guess you could say the exact same thing about any MMOG ever produced. Whether you are in a group or not its the same linear progression. Its not like MMOG is suddenly going to become a coop real time strategy game all of a sudden just because you got into a group.
Except in CO the gameplay is absoletely not identical whether you are solo or in a group. The run for help mechanic makes the fights and goals different. Its good to have someone with a quick hold power to stop runners. An AOE high threat character with good defenses can keep the heat off of other group members. A player with a targeted healing power can prevent teamates from dying. I don't think I need to explain every power that can benifit a team because there are so many it would take quite a while. To hear you say that the gameplay is identical only makes me wonder if you ever grouped at all in CO.
It sounds to me that you simply have an issue with linear themepark games, but don't try to pin the problem on CO alone. Nearly every MMOG is a linear themepark. The problem isn't CO in your case, its the current state of the genre.
War = I solo the whole game to 40, I don't recall any group content between lvl 1-39 at launch, and if there was, it was not alot because our entire guild never mention it.
I played WAR as well and WAR is mainly an RvR game and there is no way you could have taken over keeps solo. Also many of the Open Quests, which gave good loot, were not soloable. There was alot of content that was for soloers but that is fine, the problem in CO that there is almost no content for groups.
Vanguard = I solo the whole game to lvl cap, There was some group quest you could've done group, but depending on your class, you didn't need a group to do it.
WoW = You can solo all the way to lvl 80, There is 1-2 group instance every 10 lvl or so, but beside that, nothing more, you can solo.
Aion = You can, again solo all the time. I never had to group from lvl 1-25, again depending on your class.
On these three, you can solo in all three, there is nothing wrong with being able to solo. However there are substantial rewards for doing group activities in all of those games and there was quite alof of it. The problem again, with CO, is that there is almost none and those that exist does not have particulary better rewards than the solo content. Hence most people solo since there is no incentive to group.
Good for you if you took all the overpower power to build your toon, you probably always play in defence/balanced build, with regeneration, resurgence, mindful reinforcement, ego storm, condemn, some force power, so basicaly, you have a FOTM build.
Haha, actually I dont have a single one of those powers you listed (except some force power). That is the beauty of CO, there are so many viable builds, and unless you intentionally gimp yourself then you can solo from 1-40 and faster than anyone else can group.
I have 7 toon so far, all with different build, my tank can hardly solo (doesn't do enough DPS), my cc toon is not so bad but hard against super villain........of course I can take all the OP power for every toon, but the only difference each toon will have is the costume. Try to play the game for fun (instead of playing it for loot and xp, stupid WoW mentality). Make to make a concept hero instean of going with the FOTM and will enjoy the game a lot more.
Right, so I should gimp myself (because you think that is a more "fun" way playing the game) and then I will need a group. Great idea. Btw this whole tank, controller mentality, and your continuing mention of FOTM, just shows that you arent playing the game as was intended. CO is not a class based MMORPG and hence you can pick whatever powers you like. It seems like you are trying to recreate class based characters and then you say it is me who are not playing the game as it should be where in fact it is you who havent understood the concept of the power system.
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Wont matter much since there isnt enough group content to begin with. Same with the new powerset, a power that heals and ally. Hm, how often do you group? Right, so what will you do with a targetted heal? Unless ofcourse you can heal yourself with it...
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NORMAL people don't like Pug, that's why they join a guild and start playing together to see who work well with who. How many times and in how many games I heard people complaining about Pug and player that know nothing about their toon or game.
The problem is there will always people like you to complain about something, can't solo in the game, not enough group content, most of the MMO I played in the past 5 years are all very solo friendly, you can get to lvl cap soloing the whole game and you need to team up from time to time.
Get over yourself and your greedy ass and start having fun while you play instead of focusing on your xp bar or your stupid gear! You sound exactly like my dog: "If you want me to do a trick, you'll have to thrown me a cookie".
Nonsense. PUG teams in games like WAR were much, Much more common than guild teams or pre-organised teams. Why? Because it takes much quicker to assemble a PUG team by its nature and most normal people don't have endless hours to spend in front of a computer game.
Incentive to group is very important in MMORPGs and devs who fail to realise this will see a rapid decline of subscribers who are wondering why they are paying a monthly fee for a single player game.
To spell it out more clearly: In CO, or any MMORPG, people are trying to level their characters and they have a limited amount of time to spend gaming. Now they can use that time to try and find a group but usually people do that because it has some benefit. In CO it has almost zero benefit as you would exp much quicker if you just solo all the missions and since 99% of missions are soloable (I even solo missions 2-3 levels above me) that is not an issue and hence most people dont look for a group.
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The game is fatally fawed in its core design; its a solo game with all the drawbacks and concessions a massively multiplayer game forces you to accept - on the one hand it offers the customisation choices for you to be anything you could ever want, then on the other it plonks you in a world which doesn't care or react differently no matter what you are or aspire to become.
In this case you simply don't need to team for anything, the experience doesn't change one iota if you do team, the mechanics of what you can do don't change teamed or not and the objectives dont change teamed or not...teaming in CO resolves itself to be purely social, the core design has made it all but irrelevent, just as the dismal lack of vairety in world mechanics makes your choice of powers pretty much irrlelevent...with one path to follow and one method of resolution to every task you are given, all the benefits of customisation and all the advanatages of being part of a community have been rendered null and void.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
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Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
Now explain what difference CO as with all the other MMO out there, War = I solo the whole game to 40, Vanguard = I solo the whole game to lvl cap, WoW = You can solo all the way to lvl 80, Aion = You can, again solo all the time. I can go on and on but you get the point, in any of these games you NEED to group. it is not different in CO. If you make a game base on group like FFIV, people will cry, if it's too solo friendly, people will cry.
About the build, you probably didn't any cosmic/legendary fight, because you need a "Tank" and a "healer". Also, the mission are harder when you group, instance or not, if you only run around the map group and attack mob, they will run for back up, If you go in an instance missions group, there will be more mob and more villains/super villains. Defensive power and block are good when you solo, but when you're in a group, you can not out heal/resist the the damage receive when facing a big group/super viain/legendary. There is a lot of these mission around from lvl 9 to lvl 40.
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
Wont matter much since there isnt enough group content to begin with. Same with the new powerset, a power that heals and ally. Hm, how often do you group? Right, so what will you do with a targetted heal? Unless ofcourse you can heal yourself with it...
You are off your rocker. For about five nights in a row I have done nothing but group content. There is group content if you desire to play that style and they have lots of new stuff in the pipe line. Stop talking doom and gloom and remember this game is 1 month old. Expecting it to have the same content as a game out two to four years is off your rocker thinking. There is about 100 hours play time content right now 140 hours if you hit everything and thats allot for a game out a month.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
Surely grouping should be encouraged not by demanding it to be 'exclusivity of content' but by making it mechanically or stylistically different in terms of a gaming experience, by making the challenge demonstrably different, by elevating the fun factor in proportion to the group taking part and inserting some actual variety into the game.....
Unfortunately in CO there is only ONE sole activity that is used to complete every quest and every objective, there is only one real skill you need to learn and its independent of your power selection or your support or your allies..... yes there are games that have the same dismal lack of imagination when it comes to quests and world realisation (invariably these are 5-10 years old), although where AT's exist in a game they are used to provide alternate paths and often alternate solutions to the same problem.......there are no alternate paths in CO quests, no options in how you complete any task and no alternate outcome for you to deal with - all you can do is vary the order and speed you traverse the same linear and relentlessly unresponsive environment.
Of course there are things you can do to make the game play differently, but the player has to actively change for the sake of the change it doenst arise out of need or potential reward or because what you experience is a change...thats because the game lacks real variety in all areas that really make a difference.
If you like CO playing solo, you will like it grouped, but (factoring your feelings on the incumbent social verbiage) no more and no less, if you dont enjoy CO solo you wont like it grouped and the reason is that no matter what you have powerwise, who your are, what you make your powers look like, who groups with you the gameplaying experience remains stubbornly Identical and entirely independent of any variable or choice you attempt to throw at it.
Ironically Cryptic have managed to design an exemplary level of customisation and then place you in a world that defeats all the potential the character creator offers and additionally any extra fun a community presence might produce.
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
Now explain what difference CO as with all the other MMO out there, War = I solo the whole game to 40, Vanguard = I solo the whole game to lvl cap, WoW = You can solo all the way to lvl 80, Aion = You can, again solo all the time. I can go on and on but you get the point, in any of these games you NEED to group. it is not different in CO. If you make a game base on group like FFIV, people will cry, if it's too solo friendly, people will cry.
About the build, you probably didn't any cosmic/legendary fight, because you need a "Tank" and a "healer". Also, the mission are harder when you group, instance or not, if you only run around the map group and attack mob, they will run for back up, If you go in an instance missions group, there will be more mob and more villains/super villains. Defensive power and block are good when you solo, but when you're in a group, you can not out heal/resist the the damage receive when facing a big group/super viain/legendary. There is a lot of these mission around from lvl 9 to lvl 40.
The difference is that, in those games, there is plenty of content that requires a group and gives you good rewards. Contrary to what you say there is NOT many legendary missions in CO and those that are dont give more reward than soloing missions so there is no incentive at all to run those missions and hence most people dont.
CO needs more group content or otherwise all that will be left are blind fanboys like you who is not capable of seeing flaws in your "perfect" game. And thankfully there arent that many of you around because if there was then no game would ever improve.
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Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
We are talking about most of the content (like 90%). Not the one or two missions that require a group, I know there are those, but they are not enough. Not by a long shot.
As for creating doom and gloom, the game is as you say 1 month old and has already dropped down to rank 50 in XFire. Even mediocre MMORPGs like AoC and WAR took a few months to drop that low and keep in mind that most people havent even finished their first free month. Imagine in 2-3 weeks what will happen to the game when people are actually having to pay to play a solo game.
If something drastic is not done this MMORPG will follow Tabula Rasa and shut down in less than 6 months.
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Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
We are talking about most of the content (like 90%). Not the one or two missions that require a group, I know there are those, but they are not enough. Not by a long shot.
As for creating doom and gloom, the game is as you say 1 month old and has already dropped down to rank 50 in XFire. Even mediocre MMORPGs like AoC and WAR took a few months to drop that low and keep in mind that most people havent even finished their first free month. Imagine in 2-3 weeks what will happen to the game when people are actually having to pay to play a solo game.
If something drastic is not done this MMORPG will follow Tabula Rasa and shut down in less than 6 months.
1st Xfire fans have been yelling the end of many games for many years. MOST MMOers hate Xfire. Xfire has one of the most flighty groups of MMOers to date. They hope games faster then any community based on very shaky data that represents a small percentage of the total community. Fact is AoC is still going and has expansions coming out, EQ1 death has been predicted dead many times by Xfire community and well 10 years strong.
Yes there is not tones of team content but you did say there was none. So corrected your your bold sweeping statement. You acknowledge that the game has been out 1 month but still you expect it to have the content of a game two to four years. I been MMOing for about 10 years now and CO has been the BEST launch I have seen. Stable servers, fast fixes to real balance issues, they already have talked on the forums about the nest two free expansions in the pipe line and the first is less then 2 months from the release of the game. Stop being bull headed and compare CO to games out 1 to 2 months old and you will see it comes up a winner. Like Aion you can only log in sometimes, they have huge content gaps (like most MMO at launch) but they have been live a year on the other side of the world.
If you can't handle this then be like the rest of the crying Xfire community and just leave. In six to twelve months look back and see you are wrong. Much like AoC still making a profit and people are still there having fun!
There’s no tanking or healing class in CO, thus you don’t need a tank or healer plain and simple. With a total of 3 healing power, a global cool down on Active defense buff and only a few advantages to manage agro; can you really say tank and healer exist in Champion online? Sure, depending of your stance and the power you choose; you can make a hero that as a semblance of a tank or a healer, but in the end you will still have DPS/jack of all trade character. I tried to be a healer, but after my first Dr destroyer factory instance, I realized how pointless that was. I’m level 33 and in my option all you need to beat an instance is: 5 player with passive defense power and an upgrade for block.
Sig Creator
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
There is a need for support powers, Dr Destroyers lab requires a healing and tanking, Teleos and Burial Caves does as well. How did you solo Grond? Even the PQ out side Dr Destroyers lab needs a tank and healer. If you gona make bold sweeping statements make sure you know what you are talking about!
We are talking about most of the content (like 90%). Not the one or two missions that require a group, I know there are those, but they are not enough. Not by a long shot.
As for creating doom and gloom, the game is as you say 1 month old and has already dropped down to rank 50 in XFire. Even mediocre MMORPGs like AoC and WAR took a few months to drop that low and keep in mind that most people havent even finished their first free month. Imagine in 2-3 weeks what will happen to the game when people are actually having to pay to play a solo game.
If something drastic is not done this MMORPG will follow Tabula Rasa and shut down in less than 6 months.
1st Xfire fans have been yelling the end of many games for many years. MOST MMOers hate Xfire. Xfire has one of the most flighty groups of MMOers to date. They hope games faster then any community based on very shaky data that represents a small percentage of the total community. Fact is AoC is still going and has expansions coming out, EQ1 death has been predicted dead many times by Xfire community and well 10 years strong.
Yes there is not tones of team content but you did say there was none. So corrected your your bold sweeping statement. You acknowledge that the game has been out 1 month but still you expect it to have the content of a game two to four years. I been MMOing for about 10 years now and CO has been the BEST launch I have seen. Stable servers, fast fixes to real balance issues, they already have talked on the forums about the nest two free expansions in the pipe line and the first is less then 2 months from the release of the game. Stop being bull headed and compare CO to games out 1 to 2 months old and you will see it comes up a winner. Like Aion you can only log in sometimes, they have huge content gaps (like most MMO at launch) but they have been live a year on the other side of the world.
If you can't handle this then be like the rest of the crying Xfire community and just leave. In six to twelve months look back and see you are wrong. Much like AoC still making a profit and people are still there having fun!
Great, another you dont like it then leave post. Hey I am a paying customer like you so you have not right to tell me to leave since youre not the one owning the game.
As for CO being a brand game. WAR and AoC were also brand new games, but yet they had more group content than CO which gives the impression of being built like a soloing game. And you not liking XFire, that is fine. But there is no logical reason for AoC, WAR and Aion players who are on XFire behaving in one way and CO XFire players behaving in another and what can be seen there is the fastest drop of players seen in a long time. Game is 1 month old and has lost half of its players on XFire.
So I am not saying XFire is showing the ultimate demise of CO, what I am saying is that XFire is showing a dangerous trends of losing subscribers at an unprecedented rate. The demise is a conclusion I make based on the lack of group content. No MMORPG can survive on mainly solo content, it needs group content as well (and not the tiny bit that exists).
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Right and while you do that, I’m going to do solo mission, level faster and get better loot . After all, I pay 15 bucks a month to a play a massive single player online rpg right?
Sig Creator
Couldn't have said it better myself! For example the world really does not care if you take support powers or not because there are no missions requiring you to have them.
You don't need a tank in a group because every character can pick powers (like better block and passive defensive powers) to make tanks redundant. Same with control powers, no need to use root, confuse, hold, whatever, because missions are so easy that they do not require any of those.
This game is truly designed as a pure soloing game with little to no reason to group at all. Atleast in CoX the missions increased in dificulty if teamed but that is not the case in CO. The core game design is truly flawed so to cater not to soloers but ONLY to soloers.
Now explain what difference CO as with all the other MMO out there, War = I solo the whole game to 40, Vanguard = I solo the whole game to lvl cap, WoW = You can solo all the way to lvl 80, Aion = You can, again solo all the time. I can go on and on but you get the point, in any of these games you NEED to group. it is not different in CO. If you make a game base on group like FFIV, people will cry, if it's too solo friendly, people will cry.
About the build, you probably didn't any cosmic/legendary fight, because you need a "Tank" and a "healer". Also, the mission are harder when you group, instance or not, if you only run around the map group and attack mob, they will run for back up, If you go in an instance missions group, there will be more mob and more villains/super villains. Defensive power and block are good when you solo, but when you're in a group, you can not out heal/resist the the damage receive when facing a big group/super viain/legendary. There is a lot of these mission around from lvl 9 to lvl 40.
The difference is that, in those games, there is plenty of content that requires a group and gives you good rewards. Contrary to what you say there is NOT many legendary missions in CO and those that are dont give more reward than soloing missions so there is no incentive at all to run those missions and hence most people dont.
CO needs more group content or otherwise all that will be left are blind fanboys like you who is not capable of seeing flaws in your "perfect" game. And thankfully there arent that many of you around because if there was then no game would ever improve.
Even if the lack of group content wasn't enough cryptic penalizes you for grouping. If you don't have the quest you get no xp for finishing the event. Mobs you kill give something like half the xp you would get solo killing easy mobs. Loot is non existant. I ran dr destroyer one time to help people in my supergroup. I got almost nothing out of it loot or xp wise. While I love to group it is hard to do it when you get nothing for it... What ever happened to the risk vs reward thing that was coined in eq so many years ago? Cryptic I guess didn't get the message...
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Ethion
They got the message, but apparently you didn't get the email...
From the email sent out a few days ago:
Mission Tracking Updates! – New ways to share missions with groups, including setting primary missions, making more missions shareable, and granting “Assist Bonuses” if you help complete a mission you don’t have.
There’s no tanking or healing class in CO, thus you don’t need a tank or healer plain and simple. With a total of 3 healing power, a global cool down on Active defense buff and only a few advantages to manage agro; can you really say tank and healer exist in Champion online? Sure, depending of your stance and the power you choose; you can make a hero that as a semblance of a tank or a healer, but in the end you will still have DPS/jack of all trade character. I tried to be a healer, but after my first Dr destroyer factory instance, I realized how pointless that was. I’m level 33 and in my option all you need to beat an instance is: 5 player with passive defense power and an upgrade for block.
You are playing a classless game. Of corse there is not healing and tanking class. Yes you get to design your char so you can fill a team roll and not be gimped solo. My wifes healer char can solo but not as well as my DPS char I designed. She has 3 heal powers, 1 healing pet, and res and self res and a self heal button. Thats 7 powers that she has used to make herself a good healer. Thats about how many my Priest had at launch of WoW and my Cleric in EQ1 at launch. My wife and 2 tanks in my SG are the busiest chars in the SG.
You say there is not need for healer and tank builds. That alone tells me you 1, waited till almost 40 to do the level 28 to 33 content. or 2, you didn't do that content. Solo builds can't do any of the content I listed above. Its death and death after death.
I did Dr destroyer factory around level 26-27 and yes I died a lot , I was playing my ‘healer’ and healing agro is pretty messed up in CO right now. I did the tower instance at level 29, with my solo build; there were 2 level 30 in the group died like 4 times or something like that. Finally, I did burial cave at level 33 and cancel my subscription after the instance; again I died like 4 times. So, I’m sorry but solo build work well in instance and since more then 90% of the game is made for solo player, solo builds are the way to go.
Sig Creator
There’s no tanking or healing class in CO, thus you don’t need a tank or healer plain and simple. With a total of 3 healing power, a global cool down on Active defense buff and only a few advantages to manage agro; can you really say tank and healer exist in Champion online? Sure, depending of your stance and the power you choose; you can make a hero that as a semblance of a tank or a healer, but in the end you will still have DPS/jack of all trade character. I tried to be a healer, but after my first Dr destroyer factory instance, I realized how pointless that was. I’m level 33 and in my option all you need to beat an instance is: 5 player with passive defense power and an upgrade for block.
You are playing a classless game. Of corse there is not healing and tanking class. Yes you get to design your char so you can fill a team roll and not be gimped solo. My wifes healer char can solo but not as well as my DPS char I designed. She has 3 heal powers, 1 healing pet, and res and self res and a self heal button. Thats 7 powers that she has used to make herself a good healer. Thats about how many my Priest had at launch of WoW and my Cleric in EQ1 at launch. My wife and 2 tanks in my SG are the busiest chars in the SG.
You say there is not need for healer and tank builds. That alone tells me you 1, waited till almost 40 to do the level 28 to 33 content. or 2, you didn't do that content. Solo builds can't do any of the content I listed above. Its death and death after death.
99% of the missions I have done so far (level 31 now) I have done solo and almost all of them have been 2-3 levels above me. I can kill supervillains 2-3 levels above me so why do I need a group? There are a few that required a group so I grouped a couple of times for those but there needs to be far more than that.
Not saying this because I want everyone to know how leet I am but rather how easy the content in this game is (for a group). Hence you really dont need a group but can solo it just fine.
As for this being a classless game, yeah sure that is what makes it an interesting game, but there are still tank, healer and support roles but as mentioned before you rarely need to have a group and hence roles are abundant. Get some good damage abilities, defensive abilities, maybe a control power and an AoE and you are set to solo 99% of the content and you will level faster than people that group (because it takes time to setup groups and keep them together and the extra bonus isnt that good to warrant it).
So CO is fundamentally built as a wrong game (a solo RPG rather than an MMORPG). Solo leveling is just as fast, if not faster, than group leveling and there is not nearly enough content for groups so what this results in is that the majority of people dont group.
To correct this Cryptic needs to introduce, alot, of group content and the rewards for those group content should be significantly more than solo content so to encourage people to group. That is how it is in almost every MMORPG and that is because people dont pay monthly fees for an online only game when 99% of the time they will spend soloing. That is just against common sense.
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As a gaming experience playing in a group is IDENTICAL to playing solo, no matter what the task it resolves to the same mechanic and same linear progress indeed this is the problem with everything about this game; the gameworld, questing, interacting and reaction offered is far far too limited to deliver any variety or change of pace.....teaming or solo in CO therefore simply becomes an arbitrary choice it fails to deliver anything new or different to the player outside the chat streams.
Demanding that certain content is only accessible to a team is imo a very bad solution however, what needs to be tackled is the core variety in what players are given to do and even more importantly the game has to begin to offer different ways to achieve the same goals based on the powers used by each individual when solo and, when grouped, differing play experiences in response to team size and composition...the game desperately has to react to player choices and actions, attempt to involve the player in what is going on (or offer the illusion) or it will remain an empty test bed for pretty costumes and power fx - superficial and empty on every important level and with the sole reward being the very unheroic ego stroking associated with 'look at me'.
Since you keep repeating the same thing over and over, I will repeat myself too, remember, we are taking about launch state:
War = I solo the whole game to 40, I don't recall any group content between lvl 1-39 at launch, and if there was, it was not alot because our entire guild never mention it.
Vanguard = I solo the whole game to lvl cap, There was some group quest you could've done group, but depending on your class, you didn't need a group to do it.
WoW = You can solo all the way to lvl 80, There is 1-2 group instance every 10 lvl or so, but beside that, nothing more, you can solo.
Aion = You can, again solo all the time. I never had to group from lvl 1-25, again depending on your class.
So now, what is different with CO, they all can be solo and have some group content, xp and loot are not better, exept for WoW, where you have a chance to loot something (not garanty).
Good for you if you took all the overpower power to build your toon, you probably always play in defence/balanced build, with regeneration, resurgence, mindful reinforcement, ego storm, condemn, some force power, so basicaly, you have a FOTM build.
I have 7 toon so far, all with different build, my tank can hardly solo (doesn't do enough DPS), my cc toon is not so bad but hard against super villain........of course I can take all the OP power for every toon, but the only difference each toon will have is the costume. Try to play the game for fun (instead of playing it for loot and xp, stupid WoW mentality). Make to make a concept hero instean of going with the FOTM and will enjoy the game a lot more.
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
It's nothing to do with launch state its a direct consequence of the design philosophy.
I said launch state because I don't want anyone to tell me that WoW as so much group content, since the game is 5 years old.
The philosophy of all today's game, is to make as much money as possible and have the most player, so yes, it will be dumbdown, solo, some group content, minimum crafting, minimum economy.
But again, people will always complain about something, too much group content or not, to easy or too hard, some class/build OP, not enough loot, no reason to group (if you don't give me something, i don't do it, freaking selfish kid). Go over the CO forum and you will see, one day they had a problem with the patch and all the henchmen were doing the damage of a villain, the game was freaking hard that day and still fun, but people started complaining because they had to group.
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
I guess you could say the exact same thing about any MMOG ever produced. Whether you are in a group or not its the same linear progression. Its not like MMOG is suddenly going to become a coop real time strategy game all of a sudden just because you got into a group.
Except in CO the gameplay is absoletely not identical whether you are solo or in a group. The run for help mechanic makes the fights and goals different. Its good to have someone with a quick hold power to stop runners. An AOE high threat character with good defenses can keep the heat off of other group members. A player with a targeted healing power can prevent teamates from dying. I don't think I need to explain every power that can benifit a team because there are so many it would take quite a while. To hear you say that the gameplay is identical only makes me wonder if you ever grouped at all in CO.
It sounds to me that you simply have an issue with linear themepark games, but don't try to pin the problem on CO alone. Nearly every MMOG is a linear themepark. The problem isn't CO in your case, its the current state of the genre.
War = I solo the whole game to 40, I don't recall any group content between lvl 1-39 at launch, and if there was, it was not alot because our entire guild never mention it.
I played WAR as well and WAR is mainly an RvR game and there is no way you could have taken over keeps solo. Also many of the Open Quests, which gave good loot, were not soloable. There was alot of content that was for soloers but that is fine, the problem in CO that there is almost no content for groups.
Vanguard = I solo the whole game to lvl cap, There was some group quest you could've done group, but depending on your class, you didn't need a group to do it.
WoW = You can solo all the way to lvl 80, There is 1-2 group instance every 10 lvl or so, but beside that, nothing more, you can solo.
Aion = You can, again solo all the time. I never had to group from lvl 1-25, again depending on your class.
On these three, you can solo in all three, there is nothing wrong with being able to solo. However there are substantial rewards for doing group activities in all of those games and there was quite alof of it. The problem again, with CO, is that there is almost none and those that exist does not have particulary better rewards than the solo content. Hence most people solo since there is no incentive to group.
Good for you if you took all the overpower power to build your toon, you probably always play in defence/balanced build, with regeneration, resurgence, mindful reinforcement, ego storm, condemn, some force power, so basicaly, you have a FOTM build.
Haha, actually I dont have a single one of those powers you listed (except some force power). That is the beauty of CO, there are so many viable builds, and unless you intentionally gimp yourself then you can solo from 1-40 and faster than anyone else can group.
I have 7 toon so far, all with different build, my tank can hardly solo (doesn't do enough DPS), my cc toon is not so bad but hard against super villain........of course I can take all the OP power for every toon, but the only difference each toon will have is the costume. Try to play the game for fun (instead of playing it for loot and xp, stupid WoW mentality). Make to make a concept hero instean of going with the FOTM and will enjoy the game a lot more.
Right, so I should gimp myself (because you think that is a more "fun" way playing the game) and then I will need a group. Great idea. Btw this whole tank, controller mentality, and your continuing mention of FOTM, just shows that you arent playing the game as was intended. CO is not a class based MMORPG and hence you can pick whatever powers you like. It seems like you are trying to recreate class based characters and then you say it is me who are not playing the game as it should be where in fact it is you who havent understood the concept of the power system.
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