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Archived Post
10-21-2009, 02:27 PM
The most important factor in developing future content is what you, the player, want. What we'd like to know this time around is what level range you'd prefer us to develop new content for in the future. You'll find the poll on this page (http://www.champions-online.com/node/594618). Keep in mind that this poll is just to help guide us in future development. This poll is not a guarantee that the winner will be implemented. If there's something else you'd like to share, feel free to discuss it in the forum post. Thanks for your feedback!


Link to the news article. (http://www.champions-online.com/node/594619)

Archived Post
10-21-2009, 02:35 PM
And people said they weren't listening....

Archived Post
10-21-2009, 02:35 PM
Endgame/30+ plx

kthxbai

Archived Post
10-21-2009, 02:38 PM
How about new content for ALL LEVELS!

that way everyone is happy =P

Archived Post
10-21-2009, 02:39 PM
-I know they listen, i'm just not sure they are hearing everything.

Leveling is faster than the majority of MMOs and the content isn't there to keep a main character occupied in a meaningful way. No raids for hardcore, no crafting point for those types, and no real reason for a casual to do the Unity missions (some of which are still broken) as the rewards are not generally better than the drops we already have.

In other words, the design of this game allows a player to eat the proverbial 'carrot' at level 40 instead of continuing the chase.

So i answered End game, but it comes with a caveat: I would prefer leveling to be slowed, more options given while leveling and crafting to be more meaningful in terms of game economy and personal character advancement. If we aren't having that discussion, then for me the best of the worst is more end-game content.

Rattletrap

Archived Post
10-21-2009, 02:41 PM
More content is important. Bugs and stuff are one thing, but the fuss about nerfs and stuff is NOT important. Most people complain about powers that only THEY have trouble with. Mindful Reinforcement is on another level however.

Archived Post
10-21-2009, 02:45 PM
I went with 6-20, as endgame content will inevitably get added down the road, however, far too many games neglect the early levels after ship. This is particularly true in game with high alt numbers, where everyone will have to do and redo the same content over and over just to get to the new content at the end.

~I

Archived Post
10-21-2009, 02:47 PM
A game like this puts a lot of importance into rerolling new characters. This is not just because of a lack of end-game content, but the design of the open skill system encourages players to reroll to experience new varieties of heroes.

Currently, there is a content hole in the game in the early 30s. That's not to say that it's impossible, or even hard go get through it, but it does mean that in order to not end up stuck grinding PQs, you have to be diligent and do almost every quest available in the earlier part of the game and use outside sources like the awesome www.crimecomputer20.com to ensure you didn't miss anything.

Since all players, old and new, and every reroll will have to, or has gone through that mid level content band yet not every character is likely going to make it to the 40+ level, I would recommend creating more quests for the level 20-30 area.

However, I do think that endgame content is still pretty necessary, an increase in the level cap will mean some tricky things for balance. New levels means new power slots at a minimum, which means any sort of balance will be trying to balance towards a moving target.

If the focus was put towards endgame content, especially in the form of raising the level cap, I think it would be prudent to re-evaluate the launch day experience nerfs that were put in. Another look at those early exp nerfs would allow you to avoid the gaps that were created by them, without having to create new content necessarily right away to fill them. Likewise, you could adjust the pacing if you felt that characters would max out their levels too quickly in the new levels that you are tagging on to the characters.

This would also help to speed new characters along to the point where they have a full gamut of skills and can really get a feel of whether they enjoy their power set.

In short:
Either level 20-30 content, or level 40+ content with a revisitation of the EXP rate for pre-40 characters.

Archived Post
10-21-2009, 02:48 PM
So i answered End game, but it comes with a caveat: I would prefer leveling to be slowed, more options given while leveling and crafting to be more meaningful in terms of game economy and personal character advancement. If we aren't having that discussion, then for me the best of the worst is more end-game content.


A question, Rattletrap:

How do you slow leveling without adding additional content to those levels? Leveling has already been slowed to the point that unless you are careful it's entirely possible to run out of quests, at which point you're solely grinding, which is tedious and unfun.

Archived Post
10-21-2009, 02:51 PM
Quadruple things to do, and then cut levelling time in half. (Yes, I'm aware of how big a job that would be - but it's what's needed..)

Archived Post
10-21-2009, 02:55 PM
I really can't vote for any of them in specific. There are three areas you guys need to address when it comes to content.

First is filling in the gaps in the 30+ game. This probably doesn't need a new zone, but repeatable quests are just a band aid.

Second, and perhaps most important, you need a third level 10-30 ish zone for variety. It should be of the same size and scope as the other zones, but distinctly different in flavor and tone. The variety will make alts more fun (consider the Horde and Alliance side, multiple starting zones, etc of WoW) and keep people playing. As it is now, you have to play all the same content every single time.

Third, you need low level group focused lairs (difficult ones) to

A) teach people to team with you game system
B) find workable builds for team dynamics given your free form skill system.

It's better people experiment earlier when respecs are cheaper than are forced to late in their character's life.

And that's just content fixes to get current game into shape, not extending the end game or game systems.

What also needs to be seriously addressed is the crafting system and power replacers. I largely ignore power replacers because they don't stack with advantages, it's hard to figure out how much better they are, etc. I would have gone with a simple enhancement system that allows augmentation. You already have devices for auxillary powers. Power replacers are redundant.

Crafting also needs its components simplified. Fewer component types per tier, less drops of the trash components when researching, and necessary cheaper prices to facilitate this. The conversion mechanics do nothing currently to rectify the over abundance of crap components because they turn into components of which you generally get plenty of. Of course, you can't fix this with out adjusting the amounts in recipes. Overall, crafting needs to be scrapped except for the larger frameworks. I do like the item customization that comes in later though.

Archived Post
10-21-2009, 03:11 PM
I think content for all levels is important, but really, the number of people who will make character after character is probably dozens of times bigger than the number of people who'll try to max. I'm sure content will be added for every range at some point, but I think 10-20 or 20-30 needs a lot more variety first.

Archived Post
10-21-2009, 03:14 PM
I picked low level. We badly need a proper level 15-ish lair. Every lair I've been in has been a rather horrendous experience. Certainly healing aggro doesn't help :p but I don't think anyone knows how to play against team content because we only have access to it 3/4 through our characters' lives.

I certainly hope we see more 31+ , through, and a level cap increase by time we hit our one-year anniversary. We just need at least one 5-man lair around level 15 or so. I'd suggest putting it into the desert since it doesn't have any proper 5-mans yet.

Archived Post
10-21-2009, 03:14 PM
All levels need more missions, being forced to do all the mission of all zone to get to max level is not fun if you wanna do more then blindly level one toon. Leveling alts should not be a treadmill, it should be fun.
So I think ignoring a level cap raising and making more stuff for the existing level is a must. Strengthening the base of the game is the first thing to do before making new levels.

Archived Post
10-21-2009, 03:22 PM
I just hope that while the poll may indicate one section of levels for developing content, we'll be able to see more across the board (let alone focusing on other sections of levels) :)

Archived Post
10-21-2009, 03:27 PM
-I know they listen, i'm just not sure they are hearing everything.

Leveling is faster than the majority of MMOs and the content isn't there to keep a main character occupied in a meaningful way. No raids for hardcore, no crafting point for those types, and no real reason for a casual to do the Unity missions (some of which are still broken) as the rewards are not generally better than the drops we already have.

In other words, the design of this game allows a player to eat the proverbial 'carrot' at level 40 instead of continuing the chase.

So i answered End game, but it comes with a caveat: I would prefer leveling to be slowed, more options given while leveling and crafting to be more meaningful in terms of game economy and personal character advancement. If we aren't having that discussion, then for me the best of the worst is more end-game content.

Rattletrap
What I would have said if you hadn't posted it first. And better than I would have.

Archived Post
10-21-2009, 03:30 PM
I say they should add more lvl 30+ content, the endgame is lacking in this game.

Archived Post
10-21-2009, 03:32 PM
Would new content pre-endgame take the form of more fairly standard missions with existing mob types, or would they introduce something new and exciting (new zone, new criminal organization to see, etc)? Because just having more missions to choose from that're largely identical facing identical mob groups is unexciting. I'd like to be able to actually choose to, say, not fight gadroon on one character because I can instead choose to fight through a different mission arc, fighting a different enemy type. Making it such that you could, say, seamlessly go through the game fighting VIPER 90% of the time, following intricate storylines, and fighting new kinds of VIPER mobs, etc.

Otherwise, end-game all the way!

Archived Post
10-21-2009, 03:50 PM
Please, Please, Please give power replace items their own slot or allow us to upgrade stats on power replaces to primary offensive levels

please please please!

it shouldnt be that difficult to do and 5% and 6% wont change the dynamics of the game.

p.s. also you should make it so that it shows when you've used power replace abilities on-screen..special colored damage, a "kapowie"...something.

Archived Post
10-21-2009, 03:51 PM
Having read through the rest of the thread I don't think I've seen a bad argument yet for any of the poll options. As an alt-addict it's true I spend most of my time in 6-20. There is a thin patch in the 30s, so there's a good reason to focus there. And the end game had little to do, so that's a prime candidate as well.

I voted for endgame on the grounds that the basis that more and more players are going to be hitting level cap (yeah, bit of a "duh" point), and for those who aren't crazy about alts the content is extremely thin. I'd like to give them something to do to stick around. More happy players = more subs = more dev money for content at all levels.

Personally this probably won't be an issue for me for months. I'm running 15 alts at the moment, and the highest are in the mid-teens.

Nice discussion, and refreshingly non-emotive.

Archived Post
10-21-2009, 03:52 PM
While the current content at all levels is flawed (by the time you have a level 40, you've probably done 80% of the content of the game), there is at least stuff to do up to level 40. However, once I had a level 40, I pretty much benched that character, because there's so little left to do. Borked UNITY missions. Grinding for 5k kill perks. Trying to defeat stuff that's evaded me so far, such as Grond and Teliosaurus. A few leftover quests (I was very thorough on my way up), most of which don't interest me much, since there's no award worth bothering with. I don't actually care about having more levels, other than my level 35 travel power I don't really care about anything I got after level 30, but I'd like to have something interesting to do.

Archived Post
10-21-2009, 04:03 PM
Endgame/30+ Pl0x kthx<3

Archived Post
10-21-2009, 04:18 PM
Would new content pre-endgame take the form of more fairly standard missions with existing mob types, or would they introduce something new and exciting (new zone, new criminal organization to see, etc)?

I'd love to see something innovative here. Something less-scripted/more dynamic.

Archived Post
10-21-2009, 04:35 PM
Looks like extending the level cap is winning. :(

I think you guys just need a whole new run of content from 1-30.

Alternating the wilderness and city zones with what you have now. So, instead of going to Canada or the Desert you could go to the new city, then instead of going to Millenium City you could go to the new wilderness zones.

If nothing else, we need a new alternative to Lemuria, I just do not like that zone at all.

Archived Post
10-21-2009, 04:44 PM
I would love to see another tutorial zone added with the city in Florida and increased level cap content. :D

I would love to see the city in Florida have the same level range of MC for the non tutorial version of that city.

Archived Post
10-21-2009, 04:54 PM
You do know that Florida has more than one city, right?

I voted for more content from 21-30. I get tired of flip-flopping between Desert and Canada with sprinkles of Millenium City inbetween.

Give us an alternate dimension, or distant planet, or something that's completely UNLIKE anything in the game so far.

Monster Island just kinda reminds me of an inverted Un'Goro Crater from WoW. Haven't been to Lemuria yet, so can't comment.

Archived Post
10-21-2009, 04:55 PM
I'm not really even sure what to say about this poll, while it's charming that they want to know what we want, the simple fact is there's barely enough content to get to 40, and virtually nothing to do once you get there. There needs to be additional content for all levels, but especially, and most importantly, there needs to be an actual meaningful endgame.

Archived Post
10-21-2009, 05:01 PM
You do know that Florida has more than one city, right?

Being silly. :D

Vibora Bay is that city.

I think they know which city I was talking about, because they are fans of the PnP game.

It actually has it's own book and should be added to the game.

Archived Post
10-21-2009, 05:01 PM
I am pressed for time so I have not read any comments. Forgive me if what I write has been noted.

I choose the 21-30 range for a simple reason: there is no choice in progression.

To gain access to new content on monster island, or Lemuria, 30+ is requried. I can choose where I want to
be before level 26, partially. I can stay in MC or go to canada or go to the desert, each has a different place to be a
and a good story to partake of (note: invest in quest givers having voice actors. Wall o' text bad. Even if it is a good
read.) As I go higher, there is a disconnect between what I can do and where I want to be.
27-30 transition is hell.

Now if I am wrong and there are missions to be had in MC, make the crime computer procedurally generate threats to take down.

Come to think about it, I found a mission by accident on the docs a couple of days ago. Purple gang were gonna drop some black aces in to the river. I say missions sound gain you equivalent xp gain at the end of it mission regardless of level, so as to ease the burden. But this is not thought out so yah...

Archived Post
10-21-2009, 05:12 PM
The most important factor in developing future content is what you, the player, want. What we'd like to know this time around is what level range you'd prefer us to develop new content for in the future. You'll find the poll on this page (http://www.champions-online.com/node/594618). Keep in mind that this poll is just to help guide us in future development. This poll is not a guarantee that the winner will be implemented. If there's something else you'd like to share, feel free to discuss it in the forum post. Thanks for your feedback!


Link to the news article. (http://www.champions-online.com/node/594619)

if you keep things fresh and new they will come. lol. i say the beginning levels so that we can keep creating new characters to try new content. come on you want to keep players young and old coming back for more dont you.

Archived Post
10-21-2009, 05:14 PM
I really like my main character and did not make an alt until my main character was level 40. I still want to play my main character but aside from Unity missions and finishing perks there really is not much to do.

The Unity missions are repetitive and I'm starting to be able to do them in my sleep. They are not even a challenge anymore. If the missions keep going the way they are I would like to see other types of villains added. Right now we have Qularr, Viper, Elder Worms, and Lemurians. Let's see more of the others like Demon, Argent, the various gangs in MC, Manimals and the rest.

Higher content with a higher level cap would be great.

A crafting system that actually is better than mission rewards would be great. At level 40 I am still using a low level 20ish item because I can not make or find anything better. Every other item my character has is a mission reward. Also more of a chance to gain Greater Epiphanies, Insights, what have you. At level 40 I am having trouble gaining any.

Someone else in this thread made a comment about Power Replacers having their own slot and another mentioned having a graphical effect. This I like. I don't use them simply because I can find items that have better stats. I also do not use them because they all seem to be for other frameworks like Single Blade. Single Blade has got to have above and beyond the most Power Replacers in the game. Let's see some variety. I had a Unity Mission that the same Single Blade replacer dropped three times in the same instance.

I want to play my main character. I want a reason to play my main character.

Archived Post
10-21-2009, 05:20 PM
Well while most people seem to still have problems with level gaps I found myself wanting more after level 40, if anything you just need more end game content, big epic lairs and huge boss fights that make you feel l iike you ultimatly accomplished something.

Speaking of lairs if there is anything I have a problem with is that. Some of the lairs are not inspiring.

In WoW, although im not a big fan one of the things i liked about it was the huge lairs they had. They had huge corridors filled with enemies, big open wide spaces big enough for 20 dragons to fit in.

In Champions many of the lairs felt clastophobic and at times I never really felt like I got lost. If your end game content can have more of this, I think you would have a real winner.

In addition to this, it probably would be nice to increase the party cap and make the lairs super hard requiring more people to participate, these lairs should not be easy enough for 3 or 4 people to go into.

Archived Post
10-21-2009, 05:32 PM
To narrow it down is actually tough. Hmmm. Pretty much I want all of it. But what do I want more. =/

Archived Post
10-21-2009, 05:34 PM
More 30-40 Content, Zones, Raids, Grouping, and Endgame please.
Please don't raise the level cap. This game doesn't need that.

Archived Post
10-21-2009, 05:50 PM
Please don't raise the level cap. This game doesn't need that.

I think the problem is people want to keep on playing with their favorite toon. It is main problem with a lot of MMOs with level systems.

I've played MMOs with skill systems and the game starts getting way spread out for the population. People start complaining about it.

This game really needs some content that allows for non combat fun. May help with the social side of the game.

Archived Post
10-21-2009, 06:00 PM
For my part, I am desperate for content (at ALL levels) that I can do with my supergroup!


More 30-40 Content, Zones, Raids, Grouping, and Endgame please.
Please don't raise the level cap. This game doesn't need that.

This

Although I voted for Endgame. I wish you had separated that from raised level cap.

We don't need 10 more levels to go through and then still have nothing to do at the end. I'm perfectly happy with the cap being level 40 if you can make it interesting to play my level 40 even though he is no longer progressing in levels. If you can't do that.... making the cap 50 instead isn't really going to help that much.

Thanks for putting up the poll, though. Its things like this that give me hope that we will get there :)

Archived Post
10-21-2009, 06:11 PM
I voted for end-game content as that is what will keep me playing the game. However, I would like to add that content needs to be added at all level ranges beyond the tutorial/ crisis zones (these are fine). In order to make it to level cap you have to complete all of the content that is in the Desert/ MC/ Canada zones. This makes playing an alt completely identical to your main. There is no alternate route or even alternate mission chains. Worse still is the fact that if you are not very diligent at finding missions or know where to look and when to change zones; you will get stuck grinding in your 30's.

I am an achievement/ explore type player. These are the things i would like to see added, expanded, or reworked to make this game more enjoyable and insure a longer player based experience.

I would like to see the crafting system reworked and expanded to a meaningful system. Currently there is very little reason to craft beyond consumables until you are level capped as the gear you get as drops tend to be better than the gear you can make. Even at the cap crafting has little point as the unity/ nemesis gear is better. In addition, I would also like to see become more interactive. Something along the lines of Vanguards crafting system if possible.

I would like to see the perk system expanded and something added to it that allows us to use all the unused perk points. I would also like to see the costume rewards, or at least the rewards for the kill XXXX mob unlocked account wide. I takes a bit of work to complete these and the rewards are meaningless to most characters as their costume is created at level 1. It is a bad idea to have a character level into their 30's then have to grind mobs just to finish the costume they wanted at level 1, especially if they have already completed the perk on another character.

I would like to see the team based content expanded. More lairs, a difficulty slider or at minimum a heroic or epic version with scaling rewards. EXP or resources scaling for for larger groups. There also needs to be a way to create a raid so multiple teams can gain rewards for defeating the legendary/ cosmic monsters in the game world. This also includes adding a shard to shard chat system/ lfg system. As a suggestion on a solid system look at WAR. Their open quest group systems is a great idea.

Raids: I would like to see progression style raids added. The rewards does not necessarily need to be gear driven. There are many other ways to reward players in this type of game. These raids would include 5 man, 10 man and possibly more. This could include a group nemesis teaming up to for a league of super villains that needs to be taken down.

I would like to see a faction/ diplomacy system added to the game. There are enough factions in the game to make a decent system. I would like to see a more involved system than the standard kill X mob to increase X faction though. This way players can truly be The Hero of MC or the Scourge of the Demon.

I also do not feel that a level cap increase is need yet. We still need more things to do within those 40 levels before more levels are needed.

Archived Post
10-21-2009, 06:26 PM
I'll admit that I voted for tutorial.

Reason is I would like alternate content for new characters, for example a Hudson City/Vibora Bay tutorial crisis (1-5), then jump to other zones like Canada; Desert or maybe something new..then finally back to Hudson City/Vibora Bay (14-40) for more content.

Possibly adding new game elements and feature types specific to those cities to play a Dark Champions style game etc.

I would have voted for more endgame content if it didn't have raising the level cap added to it. I'm kinda done with grinding up levels with the first toon; and the way the power choice system in this game works there's not really a need to level up more.

Archived Post
10-21-2009, 06:39 PM
Why isn't there an option for endgame content WITHOUT increasing the level cap?
Sigh.

Archived Post
10-21-2009, 07:04 PM
Although I voted for Endgame. I wish you had separated that from raised level cap.

We don't need 10 more levels to go through and then still have nothing to do at the end. I'm perfectly happy with the cap being level 40 if you can make it interesting to play my level 40 even though he is no longer progressing in levels. If you can't do that.... making the cap 50 instead isn't really going to help that much.
I voted for end-game content as that is what will keep me playing the game..............
I also do not feel that a level cap increase is need yet. We still need more things to do within those 40 levels before more levels are needed.
Why isn't there an option for endgame content WITHOUT increasing the level cap?
Sigh.

This is the resounding cry of the community Cryptic! We want Endgame content! We DO NOT want a Level Cap Increase!

Archived Post
10-21-2009, 07:49 PM
I'd vote for all of them if I could

first off, you run out of stuff to do at end game.. and are stuck with repetitive gated daily missions which basically higlights "hey there's nothing to do so we're putting artificial roadblocks in your way!" which IMO is a design cop out, yeah war did it wow did it, at least have enough daily solo/group content than either solo or groupped there's enough that you couldn't possibly do it all each day (if i can only get a nemisis mission once every 6 hours it sucks.. if I can eventually get a clue once every 6 hours from each of all 18 nemesis (making possible 18 nemesis missions in 6 hours, and each one of those missions is different).. thats awesome!)

second I've got a lot of alts, and every single one has to pretty much either hit every single mission (which I've done before on other chars so I'm already bored with them), and its boring going through the exact same path again and again.. If I learned anything from having alts in AOC only having one way to start gets very old very fast.

WoW and War both had multiple starting zones and enough content/quests that you could always find new stuff or things you hadn't done with each new character.. which helps alot with making the game seem bigger.

if just walk up missions were turned up 10x and had full xp and rewards, and had more variety (non instance versions too, and actualy have them spawn closest to where the citizen found us.) than it would go a long way towards making the game both more immersive and suffer less from content run out.

honestly the announcements of 3 repeatable chains in MI and 6 new missions at level 18.. is no where near enough.. however given the rate at which it has been shown you can add new missions I have hope that soon my alts won't suffer from feeling like the exact same hero all over again.

Archived Post
10-21-2009, 07:53 PM
I voted endgame+, because that's really where you guys should be developing content right now, but unfortunately you guys NEED to be adding content in the teens and 28-35 range, because you broke the XP curve at launch which broke the game's content. But yeah, if you'd just fix the XP curve back to beta levels then you'd have plenty of 1-40 content and you could get working on the 40+ stuff.

Archived Post
10-21-2009, 08:22 PM
Here's what I don't want. I don't want more missions crammed into the same areas. I'll be completely honest, as much as I'm loving playing the game. it was a little short sighted making us lvls 1-30 in the same 3 areas. Yes occasionally there are spots with a different feel like the Gadron area in Canada, but there really should have been more options. I'm not saying it should be like CoH where I could completely skip Perez Park if I chose and still be fine mission wise.

Then again maybe I am. In most games, you don't have to hit al the areas unless you want to. You have choices in where you go and don't. I'm not one of these ppl who is complaining about missions gaps. I am 29 and I have yet to run out. for a while I was even behind. But when I do finally hit 40, as it sits now I will be doing all the exact same missions for the other toon wit hthe exception of the crisis zone.

That being said, I voted for the 31-40. Mostly because from what I hear, they have a big gap. Og course I heard there was a big gap after 25 and that has turned out to be bunk, but I'll just ave to see. I hear there is no endgame. I've done no research so I don't know what awaits me when I start playing around in Monster Island or Lemuria. I hope they are wrong. At least I hope it is fixed by the time I get there.

You guys have my money. Do something good with it.

Archived Post
10-21-2009, 08:32 PM
The most important factor in developing future content is what you, the player, want. What we'd like to know this time around is what level range you'd prefer us to develop new content for in the future. You'll find the poll on this page (http://www.champions-online.com/node/594618). Keep in mind that this poll is just to help guide us in future development. This poll is not a guarantee that the winner will be implemented. If there's something else you'd like to share, feel free to discuss it in the forum post. Thanks for your feedback!


Link to the news article. (http://www.champions-online.com/node/594619)

This is just my two cents. I would like more content overall (levels 1 - 40) but I would also like A LOT of content at level 40. I am not one to care about "leveling". I also do not like the term "end game" as I think it is extremely inacurate. What I want is a living game that changes and grows with me but not based upon my level. To do that you must provide a lot of content. Some has to be progressive quests but some could be randomized. I would love to see the Nemisis system used in such a way as to truly be a real story arch that varies according to the the choices you make. I would like those choices to potentially have dire consequences, perhaps the resetting back to some earlier point in the arc, if you fail.

Sorry if any of this has been said or if it is not clear.

Archived Post
10-21-2009, 08:44 PM
I'd like to see XP gain increased by 5-10% across the board until the "content gaps" become content overflows.

Endgame activities bore me, because they rely too much on grinding and massive group-play. Let's focus on having more stuff to do in the 1-39 range so that people keep making alts.

Let's see sidekicking actually balanced, so we can group with our higher/lower level buddies and actually feel useful (and get useful stuff out of the deal).

Archived Post
10-21-2009, 08:48 PM
I wish they had a choice for all levels..it'd be nice to see a new zone or two with different storylines to choose from..but ...those things come with time.

I chose High level / End game since right now the End Game is...in a rather pitiful state..its one of the reasons I'm taking my time in my 30s..I'm in no rush to hit the roof.

Archived Post
10-21-2009, 08:57 PM
Gotta say this was a hard one for me to pick. I went ahead and picked the endgame content even though I realize that's already got to be a focus of yours right now.

For what it's worth if I could have voted twice or three times I thought it might be good to have more content in the 30 range or around the late teens and mid twenties.

Archived Post
10-21-2009, 09:07 PM
This is the resounding cry of the community Cryptic! We want Endgame content! We DO NOT want a Level Cap Increase!

I love people that speak for me. BTW, we alread yknow the levelc ap is going up.

Archived Post
10-21-2009, 09:13 PM
I love people that speak for me. BTW, we alread yknow the levelc ap is going up.

yeah ditto that.

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10-21-2009, 10:21 PM
It's difficult to answer, because I've just been through levels that were fairly sparse, but I'm past that now with my main so I'm also thinking about endgame and the 30-40 range...

'Everywhere' would be the ideal answer, but obviously the devs can only do so many things at once. I think the ideal for me right now would be another zone which parallels the higher levels of Canada and the Desert, and some of Millennium City, because it always seems to be - go to MC, exhaust quests there. Go to Desert or Canada, exhaust quests there. Repeat.

The most important thing, I think, is that filling out the existing level range is more important to me than bumping the level cap at this point. But then, I don't level very fast in MMOs and never have.

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10-21-2009, 11:09 PM
My 0,02€:

I want to see a lot more missions for all levels and more things to do once you reach 40. Like it was said before, right now you have to repeat the exact same stuff with every toon you create. Give us alternate ways to reach the top level. More zones, more enemies, more variation.

And right now, I wouldn't even think about raising the level cap. Sure, it would give us something to do, but after busting through the next X levels, we would be at the same point we are now.

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10-22-2009, 12:23 AM
What if we want more endgame content but no changes to the level cap?
The poll does not give us such an option.

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10-22-2009, 12:30 AM
Although I would like to see an entire new map with levels from 10 to 40, I specifically went with 30+ content.

There desperately needs to be something other than Lemuria and Monster Island to level in. Most of the enemies (other than the fish) are appropriately "endgame" underwater, but the map itself is horrible to play on. On the other hand, monster island has a great map, but most of the enemies are nameless soldiers and, well manimals. It just dosn't feel immersive to beat them up after taking out demons and whatnot. Of the two I prefer Monster Island, due to playability, and the fact that immersion is a low priority for me.

The tutorials are a bit boring after the first 6 times I suppose, but I would rather just be able to skip them. Most character builds don't really function properly until you get a handful of powers anyway.

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10-22-2009, 01:58 AM
I voted endgame but please, please, please, DON'T raise level cap. I HATE games that become a continuous level grind expansion after expansion.

That said, this game need content for ALL levels, but needs desperately endgame content (or better, worthy rewards for endgame content). Make the content both for PVE and for PVP.

Anyway, this game should have more content available at all levels, when playing, you should normally outlevel 25-50% of the available content for your level. As an example, If at level X you need 100.000 exp for level X+1, all missions rated level X should total up to 150.000-200.000 exp.

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10-22-2009, 02:48 AM
I voted for endgame as well. However, I echo the sentiment of not needing to raise the level cap. All that does is make endgame at 50 instead of 40. it does not address the issue of more end game content being needed.

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10-22-2009, 02:54 AM
I went with 6-20, as endgame content will inevitably get added down the road, however, far too many games neglect the early levels after ship. This is particularly true in game with high alt numbers, where everyone will have to do and redo the same content over and over just to get to the new content at the end.

~I

This is true. The real grind fest begins a bit after 20 however. I haven't gotten a hero past 22 yet. I find myself making a lot of alts because I get tired of leveling. But the reason why I chose 40+ is because eventually I may stop making progressive alts, and earlier content may not even be all that important. If this game had superfluous content from the start, it wouldn't matter. But this game is really lacking end game more than anything else.

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10-22-2009, 03:31 AM
Endgame is always a good idea. Can't go wrong there.

However, I would like to see more in the 18-25 range. You get done with the crisis zones, do a bit of work in each afterward, take a pitstop in MC for 3-4 levels, then you're dumped right back into the same places you spent so much time getting out of. It's a let-down.

I like that we have different levels of content in the same zone, even going through the whole range, but you're in the same two zones for a huge amount of time starting the game and that'll bore just about anyone. Hudson City and Vibora Bay may be great shake-up options here, since neither would really be appropriate end-game material.

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10-22-2009, 03:36 AM
Nice to see the polls return and the opportunity for the community to provide you data / focused feedback.

I voted for end-game because that's where I am right now and I think there needs to be more there however I don't feel raising the cap really does anything to address the current content gaps. I personally feel that there should be more content across all levels as well as end-game. Why? Replayability.

I've reached 40 with one character, another is working its way up and a few alts are in the mix as well. Running through the content again isn't fun for me because while I might stumble across the rare mission I missed the first time through, the fact remains that I pretty much will have to do everything I've already been through to hit the current level cap at 40.

Once I do though, there's not much to do end game anyway - especially with how often the Unity missions appear to be bugged. The only joy in replayability for me right now is trying out different powers - which is only one aspect of the game.

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10-22-2009, 05:19 AM
My reasoning for voting lower/mid-level content: I'm just sick of Canada and the Desert. But if I knew a higher level zone would offer some sci-fi space station, I'd still probably be motivated to plow through the mid-levels faster.

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10-22-2009, 05:28 AM
Please read this with careful consideration.

You guys have a ton of content that you have neglected like an ugly stepchild.
The timed missions/ quests are not living up to their potential. The rewards do not match the degree of difficulty.
The xp gain for a lvl 20 timed mission is considerably less than the xp gain from a lvl 8 quest! Now why is that?

It presents a greater challenge for quite a few reasons.
1. Not to be too obvious but - IT IS TIMED! You are forced to prioritize the mission over all others or risk failure.
2. The "blinkies" are always numerous and hard to find at times. You should add an audible beacon for when you are in proximity of them btw but thats another post.
3. They are usually higher up in lvl adding to the obvious difficulty of finding the blinkies or defeating the master villain.

Make these missions more viable and a lot of the problems you have about content for lower levels will lessen drastically. Make the xp gain from completing them MORE than the average quest along with the loot quality.

You have this untapped resource available to you - Use it better than you are.

A quick side note: Please fix the powers that are bugged allowing people to cheese their way to victory in PvP as well. This makes another aspect of the game, that would otherwise be fun, frustrating. My friend that I invited to the game left already because of this.

My point is that you should work on fixing the content that we already have. This should be a priority. People will not cry if you do what is in their best interest - on the contrary they will be thankful (although you can not please everyone). It just so happens that doing what is in our best interest is also what is in your best interest.

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10-22-2009, 05:45 AM
I voted for 6-20, just because that's all I've seen. I keep making new alts, none of my characters are over level 21 yet. I suspect that every area of the game needs more content, though. And I've heard terrible things about the endgame, so I'm in no rush to get there.

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10-22-2009, 06:17 AM
The results page is very confusing. Black background with black bars makes it seem like the least voted options are the biggest

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10-22-2009, 06:43 AM
I'm not sure what should be focused on now: Lots of interesting new endgame activities would be good, to keep the subscriber base up over the next year or so.

Ideally, where I'd like to see CO in 2 or 3 years time would be choice in each 5-level band: the choice to thwart magical-themed plots, science/technology themed plots, and paramilitary/alien themed plots. My mystical heroes felt out-of-place fighting robots, while my robots felt out-of-place fighting demons.

I hope that is where CO will end up. To start with, though, Cryptic need to focus on retaining customers once they've played all the way through. This means either boosting replayability and encouraging alt-itis, or making repeatable endgame activities.

As a placeholder, I'd suggest a random mission generator (a la CoX) to break the content cycle while levelling, while adding more nemesis and raiding content for the level 40s. Raising the level cap may be popular, but it just means 5 or 10 more levels for people to slog through before they max-out and run out of things to do, and people will always be able to level faster than content can be developed.

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Another endgame possibility is to introduce a certain amount of grinding for account-wide unlockable rewards. Defeating 10,000 manimals for an perk which gives an account-wide bear head is the obvious, but inelegant and unpopular solution.

Making this grinding part of a series of level 40 group instanced missions may be more popular. Perhaps a 3-hour, 5-man raid in a massive Viper base, culminating in a legendary boss to unlock the Viper helmet account-wide. Ditto the Teleios armour, Manimal bear-head and Lemurian costume pieces. There are 36 of these pieces allowing for plenty of new, simple instances to be designed, and It's a lot more enticing for players to earn them through missions than simply laying waste to dozens of low-level enemies with the largest AoE they can find, whilst potentially disrupting the missions of lower-level players.

[edit] Although now I think about it, account-wide unlocks would themselves only need to be run through once. The reward, then, should be tokens, either to be used towards more and more account-wide unlocks, or for a level 1 bind-on-equip costume unlock which can be sent through the mail system.

Archived Post
10-22-2009, 06:53 AM
I'm voting for level 40 content. I however, don't believe this game needs more levels. I am not quite level 40 yet, but am almost dreading it after reading this thread. When I do get there I want there to be an infinite amount of things for me to do, as I am not the type who likes to make or level alts. I actually enjoy focusing on one hero and one set of powers and perfecting them. I want great rewards at level 40 both PvE and PvP and I want LOTS of group content and raid content. I do like the idea behind monsters like Grond who are in the open world and not instanced but I think these types of mobs require raids and should be the top end game content requiring the best of the best to take down even in a raid. I'd like to see more monsters like this as well as HUGE level 40 lairs for super groups to play in. And by huge I mean, expect to put aside 3 hours just to finish the lair if you've got a good group. After achieving level 80 in AOC after one month of play, joining a guild and finishing tier 0 - 3 raid content in another month, there was not really anything else to do. I cancelled my sub, because I don't want to play alts. I want to play one character and I want her to continue evolving, earning achievement, fame, rares, etc.

I do also agree having one or two new zones added would be a good variation. I wouldn't mind having a new starting zone as well as a brand new endgame zone. The endgame zone would be level 35 - 40 and contain all of the most rewarding and most difficult lairs. Perhaps bringing a new even more powerful super villian into the story.

On another note, I know other people really enjoy having two travel powers, but I am content with just flight. I wish there was an option to trade in a second travel power for a regular power. I don't really think any of the others fit my character concept anyways, it's a real waste.

Thanks for always listening to the community input and giving us all so many opportunities to contribute to the development of your game!

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10-22-2009, 07:03 AM
one word for new content.... Villians!!!!

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10-22-2009, 07:04 AM
And people said they weren't listening....

They don't but they're smart enough to already know what we're gonna expect and people are gonna vote for. It doesn't take a rocket scientist to go "Hey more end game stuff and more levels" very few games have a poll like this where that doesn't win if it's on the voting ballet.

Really the lower half of the game needs more content for people that want to run more than one toon through the game, but that will never get a win and we'll be seeing less alternate paths to 40 and more levels instead.

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10-22-2009, 07:20 AM
In the poll, I voted 21-30, since that level range seems to have the sparsest content. There seems to be plenty to do until you reach the low 20s, then plenty to do in the high 20s, low-30s, but there's a big doldrums in the low to mid 20s.

What Id really like to see, though, is more "named" supervillians across all level ranges. While it can be fun to fight agents/minions, the quintessential superhero antagonist is the supervillain. Champions has a rich back catalog of villains that is (as far as I know) largely untapped. Off the top of my head, I can't remember seeing Ogre, the Ultimates, Eurostar, Icicle, Leech, Utility, Anklyosaur or Hideous. And there's no reason that Cryptic can't add to the canon. Next time I foil a bank robbery, why not use a supervillain instead of generic villain organization #73? We already accept that this is a MMO and that no villain is truly vanquished when we fight them. Having Grond randomly appear int he deset is cool, but why not have a supervillain rampage through the West Side from time to time?

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10-22-2009, 07:27 AM
Off the top of my head, I can't remember seeing Ogre, the Ultimates, Eurostar, Icicle, Leech, Utility, Anklyosaur or Hideous.

I've seen some of those.

- Ogre is in Stronghold prison

- Leech is fought after defeating Talisman for the first time in the Desert

- Anklyosaur was touted as an in-game villain, but since beta has had his profile and history removed from the webpage, while the quite-similar Armadillo has had his uploaded.

But yes, more Supervillains would be nice.

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10-22-2009, 07:30 AM
IMO they should add content though out as well as on to the end of it, so no vote from me as theres isnt an add content everywhere buttion.

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10-22-2009, 08:06 AM
It should be 1.5 to 2 times the content between 10 and 40. Cant comment on endgame as I have yet to get a 40, but from what I am hearing it needs a variety boost too.

How about allowing multiple answers on these polls? for now I went with end game content, because even if I have to go thru the same quests 5 times as I level 5 chars, I want enogh different thnigs to do once the chars are capped..

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10-22-2009, 08:29 AM
I love people that speak for me. BTW, we alread yknow the levelc ap is going up.

We do? Anyone have a source? I definitely missed it.


one word for new content.... Villians!!!!

No. No. Three times no.

I would love to play my Nemesis, or the nemesis of my friends and SG mates in open PvP similar to how its done in lotro (basically as end game content) but I absolutely do not want to see CoV in Millennium City. That's just spreading things out and making them either split content development or limiting themselves to developing content that fits either side (read contrived and unsatisfying).

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10-22-2009, 08:50 AM
I have not voted in the pole. Instead I am posting an option set here.

Offering a parallel spec system similar to what id being discussed for STO wild go a long way across the board. Offering non-grind tasking (something other than raid content) at endgame to support that specialization system while encouraging people to become involved in helping with lower level content.

Though I am not a PvP fan, it would be nice to have a large, even a huge, PvP zone that has no upper limit on the number of participants. For plausibility, and in respect of the fact that it has been stated that there will be no “Villains Online” I propose a binary opposition built around allowing people to play their nemesis in such an environment. Perhaps even allowing players to “convert” developed heroes to nemesis once level cap is reached for game play familiarity. Such zones would, of course, have objectives and could be used for Dev events. Who wouldn’t like to take a crack at Defender and the other champions as a megalomaniac world domination focused bad guy?

I like the focused content that exists now. It is obvious CO is structured for episodic content release much like a comic book. The existing tasks are like the original run or main plot of the CO remediated comic book form. Still, offering repeatable quests is not a good solution. Perhaps generating a “side book” in the form of 10 new quests linked together conceptually for each tier (10 for 6-20, 10 for 21-30, 10 for 31-40; a total of 30 new quests) is a good solution to the player declaration of not having enough content. Hell, that could set a standard of content updates.

Further more, these 30 new quests could be level sensitive, meaning they are not actually bound to the level tiers but adjust according to the level of the quest participants automatically or by selection. Set up several static instances that are tiered versions of a new zone containing the quests so people could choose which they do and at what level they choose allowing for the generation of instances according to the zone population. In this, it would be possible for people to fill in their “quest level gaps” as they need to. In conjunction with the above mentioned specialization system from STO or setting up xp banking (in anticipation of a level cap raise) level capped characters would be able to do those quests with out losing xp to “end game” activities such as doing rolled out “side books” before level cap increase.

Archived Post
10-22-2009, 08:58 AM
I voted, but I want to point out that most lairs in the game regardless of level should be expanded to act as some form of team content. Most would need more difficulty and size.

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10-22-2009, 09:02 AM
This is the resounding cry of the community Cryptic! We want Endgame content! We DO NOT want a Level Cap Increase!


Actually, I would like Endgame content AND a Level Cap increase - thank you very much. Please don't assume you speak for the majority of the community (and I don't think I do either); but just let the poll play out).

Archived Post
10-22-2009, 09:46 AM
Actually, I would like Endgame content AND a Level Cap increase - thank you very much. Please don't assume you speak for the majority of the community (and I don't think I do either); but just let the poll play out).

The problem with cap increase is that it really doesn't add anything unless they add 'tier 5' powers to the powersets. We already have too many powers (imho of course). Increasing 40 to 50 would only give us what, 2-3 more powers and advantages? when I'm already just throwing a dice to decide what I get at the last levels (since I play concept characters).

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10-22-2009, 10:35 AM
I've picked 30-40 content, but I want more content for every level range. I just picked this range since I spent the longest time getting through it.

Ideally, there would be enough missions on every level range that you can run multiple characters from 1 - 40 without repeating storylines between the characters. But that's quite a way off...

My suggestion: Have one team work on expansions (powers/zones/end game content/costumes/whatever), while another team works on missions from high level to low, and once they get to level 1, start again at 40. :D

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10-22-2009, 11:29 AM
What I'd like to see are variations on the tutorial/crisis scenarios available. Something that isn't for your typical four-color golden/silver age superhero but rather an option chosen during character creation for whether your hero will be the standard four-color golden/silver age superhero such as Superman, a dark hero such as the Batman, an antihero/vigilante/mercenary such as Punisher, etc.

Along with this, additional content along all level ranges that caters specifically to those hero types.

Yes, I know exactly how much work would be necessary for such, but you asked my opinion and there it is.

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10-22-2009, 11:36 AM
What I'd like to see are variations on the tutorial/crisis scenarios available. Something that isn't for your typical four-color golden/silver age superhero but rather an option chosen during character creation for whether your hero will be the standard four-color golden/silver age superhero such as Superman, a dark hero such as the Batman, an antihero/vigilante/mercenary such as Punisher, etc.

Along with this, additional content along all level ranges that caters specifically to those hero types.

Yes, I know exactly how much work would be necessary for such, but you asked my opinion and there it is.

I share in your opinion, and agree. :)

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10-22-2009, 11:38 AM
Has to be end game lvl 40+ if it has to be only one thing but imo the game as a whole needs a load more content in every range.

I have two lvl 40 toons one at 17 and the other at 18 but i just dont want to play as there is no change at all in the missions to get from 1-40 and although i have only seen it all twice its already dull, most mmo have so much content that it takes many times to see all the content but this game gives you so little you see it all the second time around or even the first

This to me makes for a game with a very low replay value and add to that that crafting has like zero point to it you have a game that shouldnt have come out of beta yet.

Archived Post
10-22-2009, 12:06 PM
Daeke,

I voted for the End game option but it looks like you rolled in a level increase with that option.

I personally still voted for this option but I really am not interested in a raised level cap at the moment, just more content for level capped players to do until an expansion that raises the cap. Specifically 'End Game' content.

Maybe 'End Game' and Raised Level Cap should be split out into seperate options to get a more accurate feel for our desires?

Archived Post
10-22-2009, 12:12 PM
This worries me a bit, they are asking what content lvl we would like to see.... in a game that has NO endgame. The obvious answer would be end game content of a lvl cap increase. Give me a reason to level past 25 besides seeing more the canada/desert/MC.

Archived Post
10-22-2009, 12:29 PM
From what I've seen, I think 1-32 are pretty solid. I've got toons at level 32, 29 and 23, along with some lower levels.
So I'll say 40.

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10-22-2009, 12:51 PM
This worries me a bit, they are asking what content lvl we would like to see.... in a game that has NO endgame. The obvious answer would be end game content of a lvl cap increase. Give me a reason to level past 25 besides seeing more the canada/desert/MC.

Monster Island is a good reason to level past 25. That should get you to 30 and Lemuria.

edit: Also, depending on the order you do things, you may not have seen Stronghold/Area 51 yet at 25.

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10-22-2009, 12:58 PM
New content is good, but what about fixing and maintaining the content and underlying systems already in place? There are a lot of bugs that really need to be fixed before pressing forward with new stuff. Yes, maintenance is tedious and boring, but it is absolutely necessary to keep the game running smoothly.

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10-22-2009, 01:00 PM
I'm not really even sure what to say about this poll, while it's charming that they want to know what we want, the simple fact is there's barely enough content to get to 40, and virtually nothing to do once you get there. There needs to be additional content for all levels, but especially, and most importantly, there needs to be an actual meaningful endgame.

my thoughts exactly,

It's like the game could use one more full level zone (or 5?).

The progression seems a bit stagnant at first. Like from the tut you go to the SWD or Canada and save the day. Suddently after Gigaton or Rakasha is deated everything is fine, and you keep going. Especially the SWD, Project Greenskin seems to be fully rebuilt in a matter of seconds.

I'd like to see some kind of zone jump after that initial emergency is over. Have the Heros trapped in Rakasha's diminsional pocket, or Gigaton's cave in and be "rescued" into the new zone. Then have the player return to those zones... like after they have had a chance to rebuild an normalize.

Go like 1-5 in the tut. Head to SWD or Canada til L8. Get called (or even pulled) into a new zone for a quick jump to L10, then the player could be returned to the SWD or Canada to finish those starter zones post rebuild, then head to MC.

Monster Island is a great change of pace, but it feels like forever getting there. Having one more full level zone would really help. But of course that would require a reclibration of villain levels in all the existing zones, from like player level 8 and up.

A whole new full size zone just kills a flock of birds with one um... boulder?

Archived Post
10-22-2009, 01:21 PM
There's also a 1.5 level gap between both starter zones and Millenium City. Most quests in MC are level 15+, while you're most likely to end either starting zone at about 13.5 (so you either tackle stuff 2 levels above you in MC or go to the other starter zone to do lower level missions until 15)

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10-22-2009, 01:26 PM
I enjoy my Critters all the more then we did in Closed Beta.. The variety of locations has improved the experience.. Adding Early hero for new folk and mid lvl for all neighborhoods and zones can only improve things over all.

Something involving the Demon inc Oasis on the Desert map as an Official Mission earlier would be a nice gapper prior to MC..

Variety of interior maps and locations for missions into Argent HQ through underground parking tunnel?

Incubus Night Club is a must for the dark crowd raiding.

As of Now the Interior of Champions HQ and City Hall are under utilized for the beautiful space we have here..

Missions: Urban Renewal Committee.. Escort Public Works into area.. Guard and Patrol
Utilize Crafting and Gadgeteering skills to create an Model Cities Utopian Zone.. Queue a Team Mission area to Save Windsor and the Q Mother Ship Wreckage for a Museum.

Save and Redevelop West Side.. For Guild Halls and an Airport and Water Borne Mission area ..
OPEN AIR: SAPPHIRE Show...
MAke Team goals to grab a block and SIM the place for a New Water Front Safe Zone?

And Sakura Memorial Park needs a Plaque Ceremony..

Archived Post
10-22-2009, 01:29 PM
More content for level 40 please. Don't raise the cap for a while...Let those people who like to take things slower than others have a chance to hit the cap level before adding more levels. Just more content would be perfect.

Archived Post
10-22-2009, 01:32 PM
Personally, I've had the feeling for quite some time that the last 1/3 of the game is missing. I've gotten to 40, and am sporadically working on getting all the Lore that I missed in the process - and if nothing else, the whole Karakadon/Dr. Destroyer/Gadroon thing makes me think that a lot of what's currently playable is leadup to an endgame that isn't in. While I wouldn't mind expanding laterally... I feel as if I'm playing a variant on a serial/chapter game which the final chapter(s) haven't been released yet. It isn't just the mentioned story arc, though... I really get the feeling that several of the zones have gameplay/environment elements that are "training" for something bigger and more complex.

I also can't quite put my finger on it, but something about the power/level progression makes me think that level 40 max is an arbitrary cap put in because of the missing 40+ content. The level 41-42 enemies in a cap 40 game are a little odd, since they aren't in Lairs, or even all that special... and the progression of gains of Powers/Advantage Points feels truncated somehow.

CO feels unfinished to me... not just in the sense of bugs and such, but like there's a complete story that Cryptic is trying to tell... and they haven't published the final chapters.

(Yeah, I know there's not a lot of concrete information to support my hunches - I'll likely post more specifics when I figure out why my subconscious pattern recognition abilities are acting like this. Please don't take my hunches to be anything but that; there's enough misinformation floating around, and I'd prefer not to contribute to it simply because I felt like sharing my hunches.)

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10-22-2009, 01:34 PM
There's a spot in the Desert that I've never been directed to - a set of Demon real close to Project Greenspan (NE). I think they're about lvl 18. If you added a specific mission to send people there, that might give a little bump.

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10-22-2009, 02:10 PM
More content all around would definitely be a step in the right direction, especially in the lower level 30 bracket.

I voted more end game content as well, my main is approaching level 40 and I want to continue playing him with meaningful content and upgades still on the horizon. How bout a raid or two? Don't really care about the level cap one way or the other, just give us missions that take longer than 5 minutes to complete.

But yeah... more content all around will still need to be addressed at some point soon.

Archived Post
10-22-2009, 02:30 PM
I voted for endgame despite not being anywhere near that. I've been taking my time leveling and playing on alts because it didn't look like there was a whole lot to do once you hit 40. The game doesn't need a new level cap yet. It seems really early for that. I kind of wish those had been separate options.

That said. I'd like to see more content on everything after the crisis zones. With the leveling progression it seems that there are no optional missions and certainly not any optional zones. You can't take a different path with your next Alt because you're going to have to do every mission in the game to be able to level up. This kind of harms some of the replayability out of alt leveling. I like the missions that are there but having different options would be nice.

Between the two having more to do at Max level is the kind of thing that will keep people around. I'd like to see this game have a long run and keep a great community around. Weak end game leads to the perception that achievers just beat the game and then move on.

Adding in other things for players to do during leveling and at 40 could also help to keep players. More things to do with Crafting, Player/Supergroup Housing and decorating, something that gets players interacting more. I'm sure some of that would take considerable dev time and I have no idea how to encourage grouping and a more social play environment. Just some thoughts on things to keep people playing the game.

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10-22-2009, 03:23 PM
What makes me nervous is when they come out with polls like this when they stil havend fix the stuff they allready got ingame. Maybe they should have there team focus on that first before they even considering making new stuff, hell just look at bloodmoon thats a big joke.
Fix your game so we can have real team gameplay (this is a mmorg), fix your powers and fix your craft and reward/unity system.
After that they can consider new contents, jeez

Archived Post
10-22-2009, 04:00 PM
I entered 30+ but only because I'm there at the moment, and it gets tiring jumping between two zones for quests. I agree with most of the people here that we need more end game content, but we need variety also. It doesn't take very long to get an alt to level 20, but after than it just seems to be a grind of the same quests. That gets boring fast even with different power sets and roles. Earlier 5 man dungeons would be a big help. But even if we had one more zone we could jump to that would give us some variety in missions so it felt like we actually had a choice. And it could be tailored for the content gaps currently faced by players that missed a few of the earlier quests, and some of those are really easy to miss.

Archived Post
10-22-2009, 05:32 PM
I think the poll is somewhat misleading. I want end game content (tough level 40 content for groups), but would hate to see the level cap raised.

Archived Post
10-22-2009, 06:11 PM
I think the Tutorial needs a lair (a tough one) that is required to take with 2 or more people to emphesize on teaming. I can't tell you how many times I get mad when people ninja the foxbat, kinetic, or blond girl missions when im fighting the quilarr.

Have them go into a building with Quilarr keeping hostages or enter a Quilarr mother ship or something. From there when they are done they can continue the tutorial, does'nt ahve to be long just have some tough enemies you can't kill with your powers alone. Just o get the point across.

Archived Post
10-22-2009, 09:10 PM
The rush to endgame is a false god! Sidekicking means low- or mid-level content is never obsolete!

Archived Post
10-22-2009, 09:43 PM
The problem with cap increase is that it really doesn't add anything unless they add 'tier 5' powers to the powersets. We already have too many powers (imho of course). Increasing 40 to 50 would only give us what, 2-3 more powers and advantages? when I'm already just throwing a dice to decide what I get at the last levels (since I play concept characters).
I play concept characters, and can definitely use more Powers and Advantages... primarily because you need three separate powers in CO to slap something, punch something, and poke something. The ability to use Telekinesis to lift a person off the ground is a different power than using Telekinesis to lift an object off the ground, which is different than lifting several objects off the ground, etc. This isn't a power gaming issue... this is about having concepts that are broad enough to incorporate variable use powers... which require multiple Power slots to simulate.
Besides... no one says you have to use all your Power slots. ;)

Archived Post
10-23-2009, 05:29 AM
I chose End Game Content.

What I really want is two or three more power's in every framework.

I have yet to purchase a power with a character above level 25. Once you have all the bases covered, there's no reason to buy another melee attack, or just another hold.

Equally often, there's something I do need, but there's no war to get it without going outside the character's theme. The martial sets are particularly bad in this area given the lack of core functionality in the set (no block upgrade, no hold, no pet, etc)

Thanks!

Archived Post
10-23-2009, 05:46 AM
The most important factor in developing future content is what you, the player, want. What we'd like to know this time around is what level range you'd prefer us to develop new content for in the future. You'll find the poll on this page (http://www.champions-online.com/node/594618). Keep in mind that this poll is just to help guide us in future development. This poll is not a guarantee that the winner will be implemented. If there's something else you'd like to share, feel free to discuss it in the forum post. Thanks for your feedback!


Link to the news article. (http://www.champions-online.com/node/594619)

WUT?!

DER NA OPSHUNZ FER ADDEENG MOOR KONTENT TADA JIBLEEZ!

*shakes his jibblies at Daeke in anger*

Archived Post
10-23-2009, 08:11 AM
The rush to endgame is a false god! Sidekicking means low- or mid-level content is never obsolete!


I would agree with this if there was mid-game content that required coordinated groups or grouping for more than 5 minutes. I certainly have no interest in an endgame raid grind. However, there needs to be something more for people to do with their max level characters to keep people playing.

Archived Post
10-23-2009, 09:25 AM
I understand that many players believe and feel that end game content is the end all and be all of an MMORPG. Although I understand that it is important, if you really take a look at most successful MMORGs: WoW, EVE, etc, it's the actual leveling content that keeps players making new characters after they've reached the end. I find people who leave WoW regularly because there's 'nothing new' and because the end game content has been exhausted.

I've stated this in other, more lengthy posts, but I think it's vital that this game really pushes full game content more heavily. I'm not saying we need more zones, rather, we need more concise and well-constructed storylines in every current area. There are plenty of empty areas in Canada and the Desert that are exploitable, leaving places where more quests can be added that coordinate with current story-lines. As it stands, switching between the Desert and Canada shouldn't be necessary, but available and optional.

Quests in MC should branch somewhat. In Westside, you have six groups vying for control, but you really only fight the leader of one: Poe. Why not expand this idea and have a player choose one of three quests, eventually culminating in an epic battle. It would give players reasons to group and make new characters, as well as triple the number of quests in the area. Each quest chain can have a nice storyline that focuses on those groups, really thrusting the players into the game world and providing more structure for the character design. A character becomes memorable.

End game is nice, but afterwards... please, /please/ focus on full game content. This game should have as much as City of Heroes in this regard.. if not moreso.

Archived Post
10-23-2009, 10:50 AM
The crisis zones cover us for the low level stuff, so no need for anything new below 12 (yet)
Getting to 20 is a chore due to the lack of content from 12 onwards

Level 12-18 need more content as a priority - bare in mind that this is the level range that will be played most overall

Level 21 DESPERATELY needs more content
Level's 22 and 23 could do with more soon


Level 29 is sparse

Level 36 and 37 also need more


I have found that some levels have a lot more content than others. Overall it is possible to get to 40 without touching any level 40 content, but you spend quite a few levels in the mid 20's and then the mid 30's trying to catch up by doing higher level stuff

So mid teens, mid 20's and mid 30's should be a priority. (starting with the teens)

Archived Post
10-23-2009, 12:03 PM
I'd like to place my vote in the camp that wants more balanced, comprehensive content over a targeted group.

A person can easily squash the 8 slot character limit with alts. More comprehensive content means more alts which means more money (through MT's) in cryptics pockets which means (hopefully) they hire a person here and there to help speed more content along.

Archived Post
10-23-2009, 01:53 PM
I found that I was having trouble getting missions in the 36-38 range.

Also, more missions for 40 please.:rolleyes:

Archived Post
10-23-2009, 03:32 PM
I certainly have no interest in an endgame raid grind.
I just actually tried out the Unity quests (I've been resisting them due to them having a reputation for being bad). After doing it, I had a couple of reactions:

Ugh, these missions are rather bad, they're basically the same as civilian patrol missions, which are generally unchallenging glowie hunts. I mean, 'boss' monsters are level 40 MVs?
A full day of Unity missions got me 11 unity points. Most things I can buy with unity points are 1,000. Do you really expect me to do 546 missions to get one item?
From the name, you'd think 'Unity' involves 'united' heroes -- i.e. group content.

Archived Post
10-23-2009, 03:53 PM
lol who voted for tutorial :)

Archived Post
10-24-2009, 02:08 AM
I'm for increasing the level cap as a priority, but that doesn't mean I want to play lower levels with the same content over and over.

I think a great solution would be adding multi-player games on the side that are compeditive, and addictive with very low or no-xp gain in them. Some games have simple side-games like bowling, tennis, ect. We could use something that has more to deal with powers of a super hero. I have said it before, I REALLY loved the ski-slopes on CoX. But thats just the tip of the iceberg.

Then if the crew here is on top of things, as far as expansions, everything should mesh quite well.


Bottom line, everyone wants more. Its not because we complain about the game, its that we love the game and its potential. More more more, gimme gimme gimme!!!!!

:D

And please, please, please, don't stop at lvl 50. First major expansion, sure, but 2 years down the line, could we be lvl 60? I would be much happier with a lvl 60 player than a lvl 50 or lvl 70-80.

Archived Post
10-24-2009, 04:51 AM
I'm for increasing the lvl cap. I'm 39 and doing lvl 35 quests in lemuria, no grind, maybe 20 PQ's on my way up (second 40).

Getting characters up is no problem when using crimecomputer20.com. Now I want to fight Dr.Destroyer and other 100foot tall things. Thanks.

Archived Post
10-24-2009, 04:45 PM
The game needs focused development in two areas.

1. Parallel levelling. There needs at least 2 more set of quest chains that take you from 5-40. This would give players reasons for replay and a sense of content. It would repair the sense that you have to do every quest to reach endgame. The lack of variation makes many dread leveling alts.

2. End game content. Instanced missions designed for what has become the superheros of our story. Make truly epic chain quests that are specifically designed for epic heros or groups of epic heroes that rival the normal run of the mill quests.

Archived Post
10-24-2009, 04:54 PM
I make a lot of alts, as I think a lot of people playing Champions do because the character design and creation is really fun.

New endgame material would be welcome, but I would be most interested in new material in the early parts of the game because that is what I am going through the most repetitively, because I like to level multiple characters. New material would keep the early parts of the game, that you do many times, more exciting.

Thanks for considering my suggestion.

Archived Post
10-24-2009, 05:37 PM
i loved the diverity of the different story arcs you start with in COH. there is no reason it can't be implemented here. if you combined COH with the same concept of picking powers like in CO, this would be an ultimate mmo.

Archived Post
10-24-2009, 06:00 PM
Seriously, I would like to see new content added all across the boards. Champions is a great game I must admit I am much more impressed than I thought I would be. However, the one area of this game that is lacking is the same area that tore me from CoH to WoW the first time around, that area is content. Now of course im not saying that it could be anywhere near as massive as WoW. However, some variety in Zones would be stellar.

Archived Post
10-24-2009, 06:04 PM
Oh while were at it....when are SG Bases gonna be added. I said "when" not "if" because I know you all have every intention of doing it right? ;) Champions Online FTW!!!!!

Archived Post
10-24-2009, 06:27 PM
<sigh> Raise lvl caps...hate it when they do that all pre concepts of balance tends to disappear. We gain more powers/advantages then they alloted at creation or the design new abilities/advantages/powers or they give us 'fluff we all feel ripped off on.

Never ever seen a raise in lvl cap that didn't eventually get turned into "bleh lvl grind/treadmill is all we ever get"

An game with zero new content at lower ranges means people never go back to play them. levelling becomes a chore with very few peers to do it with. Eventually leading to either gift levels or XP bonuses which drive you through content too quickly taking the RPG out of the MMORPG or in MT's you get to buy 'xp scrolls' so you can pay to ignore the need for 'full xp'.

C'mon Cryptic it's not like this is your first go at this. You know what we want. Content. Look at what served you well in CoX. It had one of the best releases ever, just because the penny pinchers pushed this out the door too early doesn't mean you can't bounce back without pandering to the masses. Did not work for SWG's and will not work for you. Go find your 'Vision" TM and implement the thing.

Archived Post
10-25-2009, 11:44 AM
Please fix current issues before implementing new content that is likely to throw balance off even further.

Archery: The whole tree is bare and lacking, contains only one or two tier 2 powers with barely enough powers to meet tier 2 requirements, the attacks are weak for the charge times alloted to them, the energy builder has been reported to COST you energy in certain situations as well as being heinously slow for a skill that is described to shoot arrows in quick succession.

Martial Arts (all 4 trees): The only offensive attack worth taking out of the 4 martial arts trees is the swallowtail advantage, wich completely overpowers any other bleed for an extremely low energy cost. While it does have some powers that have minor use, most of these have a better equivalent in a much more viable tree, even the trees passive defense Lightning Reflexes, does not mitigate the strongest attack from the 4 martial arts trees(swallowtail cut).

Force: PFF is hands down THE worst slotted passive defense (Shadow form is a slotted OFFENSE and it provides better survivability then PFF). The shield keeps taking damage while you block, and does not regen anywhere NEAR fast enough to compare to the other defenses (Regardless of how hard you stack that ego)
It also seems like you need to juggle too many stats with force since it is based around knockbacks which are STR based, EGO and END, ego being pretty much wasted unless you have DEX for crits, and the high endurance moves become troublesome, not because you don't have the energy, after building END force cascade isn't impossible to use, but you have to spend WAY more time using your EB to build enough endurance because your REC will be much lower. The advantage on the targeted force field which removes bleeds and burns does not actually remove the icon for which bleed or burn it has removed.

Power armor: Not enough synergy with itself, too much synergy with electric. Power armors pumping out 15k DPS with electric form, conc beam, and chest beam. While the power armor offensive passive gives such a minimal amount of energy that the gadgeteering passive even plays out as a better option.

There is much more, but those are a couple of the biggest ones I can think of (other than the knockback spam issue wich I believe you are aware of now: Knockback resistance is not applied until the target has regained control, so use of another knockback BEFORE the target gets back up will have full knockback strenght, allowing no cooldown knockbacks to be chained indefinitely.)

Archived Post
10-25-2009, 01:22 PM
I would like to throw in my thoughts on the subject.

First, I tend to agree that the level cap should remain at 40. As it is, powers tend to thin out quite a bit at upper levels. Concept builds can become strained as somewhat random powers are added simply to fill out power slots. Perhaps before the level cap is raised, more powers are added to the Power Sets. Or add a customizable Power slot of some kind where players can fill out some of their power slots with powers that they designed.
While on the topic of level caps, if the cap is not increased, can we at least bank the experience? It's almost disheartening to go back and find missed mission arcs only to walk away from them with little more than I came with.

Sure a new zone would be awesome. The only problem with a new zone is that it represents a long-term solution. Now before you start scratching you're heads I mean that it would take a long time to properly implement. We need a short-term solution to placate the masses long enough to develop the long-term solution. I think current mission strings could have 1 or 2 missions added to them. My thinking is that it would be quicker and more seamless to expand upon existing story arcs rather than dedicate time and energy to developing entirely new story ideas. I am not advocating laziness, quite the contrary. I found many of the story arcs, especially in the lower levels, to be a bit under-developed to begin with.

On crafting, I agree with the various comments suggesting it is superfluous. There needs to be a point to it, especially at level 40. Perhaps super-villains (telieosaurus, grond, etc.) drop special ingredients. Perhaps all crafted items should be customizable. Perhaps players should be able to switch crafting disciplines. I don't know what the solution is, but crafting definitely is not meaningful as is.

Archived Post
10-25-2009, 05:31 PM
On crafting, I agree with the various comments suggesting it is superfluous. There needs to be a point to it, especially at level 40. Perhaps super-villains (telieosaurus, grond, etc.) drop special ingredients. Perhaps all crafted items should be customizable. Perhaps players should be able to switch crafting disciplines. I don't know what the solution is, but crafting definitely is not meaningful as is.
My solution:

1) Make each of the three crafting specialities a power.
2) Make two kinds of crafted items:
a) ones that are tradeable that are better than drops.
b) ones that aren't tradeable that are much better than drops.

Although I do like the customisible angle you mention as well. The Morrowind/Oblivion approach to tailoring spells was brilliant, although it would need severe re-thinking to work in an MMO environment.

I'll stop de-railing now.

Archived Post
10-25-2009, 06:24 PM
One of the things I prefer is a customized experience. Each hero should experience the game differently.


Madlib system for creation of an origin and motivates of the character that effects game play.

Introduction of a new city to branch out the level content. There's already a city in Florida in Champions universe that will help.

Non craft skills should be added to change how missions play out.

Allow the player's nemesis to be more customizable like adding in what craft the nemesis uses. Also, creation of sub characters who follow the nemesis.

Archived Post
10-25-2009, 06:45 PM
The most important factor in developing future content is what you, the player, want. What we'd like to know this time around is what level range you'd prefer us to develop new content for in the future. You'll find the poll on this page (http://www.champions-online.com/node/594618). Keep in mind that this poll is just to help guide us in future development. This poll is not a guarantee that the winner will be implemented. If there's something else you'd like to share, feel free to discuss it in the forum post. Thanks for your feedback!


Link to the news article. (http://www.champions-online.com/node/594619)

I could only enter once, I would have preferred three.

* Early to mid 20's
- more quests to level
- remove courier repeatable quest, replace with something more appropriate
- early 20's group instance.

* Early to mid 30's
- more quests to level

* Endgame content (not level cap raise)
- more PVE group/raid content.
- better rewards to time invested (a few months grinding unity missions for one piece? no thanks)

Archived Post
10-25-2009, 08:20 PM
Who the hell voted for new content in the tutorial? O-o

Archived Post
10-27-2009, 09:23 AM
End-game content is a false god!

Any time a game raises the level cap, some yahoo hits it in a week - unless you go the route of EQ1 or the like, where each new level takes as much XP as all the levels in the last expansion, at which point you have this weird terraced game where sometimes two levels is as big a difference as ten levels, without warning or documentation.

You've already shown you can make scalable content - the nemesis missions all scale to level - so why not just do more? Open up all the "Help a Citizen!" missions to be un-levelled/scaled. Make more of them, lots more, and make the XP rewards enticing.

Baseball doesn't add end-game content. Make competitions that don't involve PVP arenas. Supergroup vs. Supergroup competitions! Instanced, not Open, because Open sucks, and make them scaled so that everyone can participate - not just max-levels! Set tiers, like x/2x/5x, so everyone who achieves x number of objectives gets an ok reward, everyone who achieves 2x gets a good reward, and everyone who achieves 5x gets a great reward - but make sure players are notified when they've reached that maximum tier of personal reward. And if you don't like x/2x/5, pick something else, x/3x/10x or whatever, but for god's sake don't grade on a curve so that five unemployed obsessives ruin the event for everyone else!

The SG that does the most by the end of the arbitrary active period (day/week/10-days, whatever) gets named the honorary "SG of the Week" for the next arbitrary time period, and their name goes up on a fame-board somewhere that everyone can see. Make one of these events for each of the maps, so you can have MC's SGotW squaring off against MI's SGotW or Canada's SGotW.

Archived Post
10-30-2009, 02:53 AM
We definitely need more end game content. That's one of the things keeping me from playing atm.

Archived Post
11-02-2009, 08:53 AM
I played this week during the free trial. Great work so far. I will buy the game and get to 40 if Crypt is going to add more full group content and 20 people raid content in the near future (early 2010) that take months of playing to be completed. Some of my ideas:

1)Make a pvp group window. It’s a pain to be a support hero and having to invite everyone to be able to heal and buff them.

2)Add more cool scenarios.

3)Add more groups instanced for high level.

4)Raiding System: raid window, raid instanced, mini raids and solid raid progression.

5)Raid Progression: A raid instances should have a good story to it, at least 4 sub bosses and one end boss. There should be at least 3 raiding zone that everyone can enter without any requirements other than the lvl. Beating each of those zones will open another one. Once those 3 new zones are beaten you will be granted access to the end game zone to finish that story arc.

6)Mini raids: Open world encounters, Instances event encounter…. (Fighting a villain super hero, while saving people from an earthquake) and stuff like that.

Archived Post
11-02-2009, 12:56 PM
I played this week during the free trial. Great work so far. I will buy the game and get to 40 if Crypt is going to add more full group content and 20 people raid content in the near future (early 2010) that take months of playing to be completed. Some of my ideas:

1)Make a pvp group window. It’s a pain to be a support hero and having to invite everyone to be able to heal and buff them.

2)Add more cool scenarios.

3)Add more groups instanced for high level.

4)Raiding System: raid window, raid instanced, mini raids and solid raid progression.

5)Raid Progression: A raid instances should have a good story to it, at least 4 sub bosses and one end boss. There should be at least 3 raiding zone that everyone can enter without any requirements other than the lvl. Beating each of those zones will open another one. Once those 3 new zones are beaten you will be granted access to the end game zone to finish that story arc.

6)Mini raids: Open world encounters, Instances event encounter…. (Fighting a villain super hero, while saving people from an earthquake) and stuff like that.

Please, no carrot/stick antics. I really hate this kind of crappy unattainable end development methodology. The lack of this type of game-play is the reason I stopped playing over 32 MMORPGs. There are plenty of other games out there with this type of raid progression. Lets not make CO yet another grind-fest like those. CO has some interesting feather convergences. Capitalize on those existing systems and expand them. There is no need to trivialize CO when it can become something new and far more engaging.

Look at my previous post in this thread for some examples.

Archived Post
12-14-2011, 12:18 AM
Maybe an end game sytem that the old EQ system used "Alternate Advanvements" coupled with more content,instances and some more epic bosses,raids for endgame content to help AA's. Getting AA's in EQ was a feat all in its own....made the game endless. Just a thought.

Archived Post
12-14-2011, 12:22 AM
Maybe an end game sytem that the old EQ system used "Alternate Advanvements" coupled with more content,instances and some more epic bosses,raids for endgame content to help AA's. Getting AA's in EQ was a feat all in its own....made the game endless. Just a thought.

HOLY NECROSIS!!!
Raising the dead after nearly 3 years... tsk tsk...

Archived Post
12-14-2011, 12:23 AM
Holy Necro, Mizladorian!

You realize this poll is from 2009, right? Right?

Anyway, down to business...
*grabs shotgun*
DIE ZOMBIE, DIE!

EDIT: MEREDY WINS! FATALITY!

Archived Post
12-14-2011, 12:39 AM
Ahem, pretty sure the rezzes in here need to be nerfed...just sayin'

Archived Post
12-14-2011, 03:18 AM
And here i thought we get a new poll....

Thar yar go!17554

Archived Post
12-14-2011, 03:56 AM
Well technically its relevant since they are talking about new zones and more end-game content.

So, maybe we need a necromancer every once in a while when its important stuff :cool:

Archived Post
12-14-2011, 05:19 AM
Well technically its relevant since they are talking about new zones and more end-game content.

So, maybe we need a necromancer every once in a while when its important stuff :cool:

Yeah. When I saw this thread up I thought, "Wow, they're asking for our feedback on the upcoming new zones and stuff. I gotta get back to posting again!" :D

Then I checked it out and it was a necro :confused:

Still...

Well technically its relevant...

*grumbles something about necro thread rules making no sense*

Archived Post
12-14-2011, 05:27 AM
*grumbles something about necro thread rules making no sense*

-puts on teacher's hat-

Rules say you can't necro thread dead for more than 30 days.
Rules say you make a new thread instead.
Rules say you can't make polls.
.........
-melts into a paradoxal puddle of goo-

17558

(No Meredy was harmed during this sequence thanks to the use of the rather cool Roin'esh device)

Archived Post
12-14-2011, 07:07 AM
Wow. Necroing isn't allowed. For that matter neither are polls. Wait, Daeke already got perma-banned, maybe this is why. My head hurts...BRAAAAAIIIIINNNNNNSSSSSSSSSS.

Archived Post
12-14-2011, 07:22 AM
I thought this was legit! Dx MY HEART! Though yeah... I'd say 6-20 needs some love....

Archived Post
12-14-2011, 10:26 AM
Folks,

Please if a thread has been happily resting in peace for over a year, don't bring new life to it. It's not fair to the threads to be pulled out from the grave like this. Additionally, it's very confusing.

Thanks,

Stormshade