Astromarine
Erudite
anyone on now? let's do red tide :D
errorcode said:where do you see evidence of dumbing down?
Sovy Kurosei said:errorcode said:where do you see evidence of dumbing down?
He is saying don't dumb down your game and not saying that you are dumbing down your game.
OK, so here's the view from level 29. (plus some assorted levels on the non-Blackbeard servers)
1.) Avatar combat gets better.
In later levels, you've got much more strategery to figure out, as well as a lot more combat options. Things become somewhat more twitch as you start working your "draw people away from the pack and CC" them strats in boarding, and start managing the cooldowns on your ever-increasing list of skills. Those defensive skills you used to never touch become pretty dang important.
2.) Ship combat stays the same. Kind of.
Because the sloop and xebec classes just don't cut it anymore past 25 or so, you're putting in with some heavy frigates that have terrible acceleration. It's tough to get the corners/block the bow/board like it was in earlier levels. Wind management becomes KEY. If you can trap your opponent(s) into the wind, that's a big part of a win right there as you can cruise right up to their stern and unload into their structure. Wow, that sounds nasty.
Anyhow, you'll find yourself having more shootouts instead of jockeying to board, which may or may not be fun depending on your tastes. Unless you've got skills like desperation fire or such to speed things up, it can get pretty tedious.
3.) Grinding... gets horrible.
Sorry Drew. There's no other way to put it. The grind past 20 becomes almost intolerable. By this point you've seen all of the instances avatar combat (avcom) uses, and the jungle and beach ones are GODAWFUL overused. The NPCs are in static spawnpoints and will be in the same spawn patterns. With only a very few exceptions (and refreshing they are,) they will be in the same positions and your goal will be to look for a foozle that spawns in one of about three or four places. You will find yourself sending silent prayers that the foozle is in one of the close-by ones. Overall, the avcom missions feel like the proof-of-concept for CoH's instancing system.
Ship combat missions come in about five varieties, and you will become absolutely sick of every one of them in pretty short order.
4.) "Preparing to Play"
So a lot of the grind and such could be avoided by PvP, right? Well, kind of. PvP is a raw loss-generating activity - unlike, say, UO where the economy doesn't actually -lose- anything, it just gets transferred; when you lose in PvP a LARGE sum of money heads straight to the toilet. While open sea is good for experience, real money comes from missions... and missions get old. It's a case where you seriously have to do missions to support a PvP habit, since they're the primary faucet of currency for the entire economy.
How much money are we talking about? Well, let's say you want to be competitive and keep full outfittings on your ship. Six slots of large outfittings will run you around 18-30k, depending on your level. All of that heads to the shitter when you die. A ship deed, with three "deaths" on it, can cost you upwards of 50k for the 30+ game. Pirates can capture stuff, sure, but there's a great deal of time involved in finding the ship you like... and if you haven't set up an elaborate positioning of spares, one death will set you back a couple of hours trying to find another one.
A mission at my level can net me between 1000-2000db, and take between 15 and 45 minutes to do. So, each time you die, that's about 5-6 hours of missioning. (again, assuming full outfittings)
Sure, if you have a good economic system going this can help somewhat, but remember that the faucet where the money to buy your econ-produced stuff comes from, again, missions. So if you're not a top-of-the-line economy guy, you'll still end up being part of the faucet. And the top-of-the-line economy folks probably won't be doing intensive PvP, if I were to make an unquantifiable statement with no basis in fact.
In the end, since I'm interested in PvP, I spend a lot of time "preparing to play." I spend a majority of my time in-game doing things I don't like doing for the few times I can do what I like to do. Want to be the lone pirate of the seas? Forget about it. If you're not running in a pack of 4-6, you're just an easy kill for someone who's in one that has an even half-decent tackle ship. Spawn points in PvP are ad hoc, so you can dodge bullets sometimes... and sometimes have no chance when you spawn 100y off of a fourth rate.
To finalize, even all this sounds terribly negative, I'm still torn on whether or not to buy. A lot will depend on if the folks I run with end up playing; the only way I'd be able to tolerate the missioning/xp grind is with some other folks to shoot the shit with. Right now, only one other person plays, and he's pretty anti-social. awesome, for real So I've spent almost all my time solo, and it's sucked. I've looked for groups a few times with the group search, but I've never seen a public group posted.
It'll be interesting to see how this game unfolds. It doesn't have disaster written on it, but at the same time a lot of folks are like me, kind of on the fence about it. There's reasons I still log in, but the higher I level, it becomes harder and harder to do the missions over and over again. After one night of setting up the economy and managing it every 2-3 days, that's all the work that it needs... it just gets tiresome.
Yet the port battles are tres cool, even if they do represent hundreds of thousands of doubloons going to the bottom of the sea with not a whole lot of tangible benefit for either side. The naval manuevers are in there, people actually do talk about "nelsons" and splitting the line and all that. Port battles and PvP feel very period and very thrilling.
We'll see.
3.) Grinding... gets horrible.
Sorry Drew. There's no other way to put it. The grind past 20 becomes almost intolerable. By this point you've seen all of the instances avatar combat (avcom) uses, and the jungle and beach ones are GODAWFUL overused. The NPCs are in static spawnpoints and will be in the same spawn patterns. With only a very few exceptions (and refreshing they are,) they will be in the same positions and your goal will be to look for a foozle that spawns in one of about three or four places. You will find yourself sending silent prayers that the foozle is in one of the close-by ones. Overall, the avcom missions feel like the proof-of-concept for CoH's instancing system.
Ship combat missions come in about five varieties, and you will become absolutely sick of every one of them in pretty short order.
4.) "Preparing to Play"
So a lot of the grind and such could be avoided by PvP, right? Well, kind of. PvP is a raw loss-generating activity - unlike, say, UO where the economy doesn't actually -lose- anything, it just gets transferred; when you lose in PvP a LARGE sum of money heads straight to the toilet. While open sea is good for experience, real money comes from missions... and missions get old. It's a case where you seriously have to do missions to support a PvP habit, since they're the primary faucet of currency for the entire economy.