Apparently that was a good change

coh[City of Heroes] That nerf I was not sure about? It must be a good thing, because it is now live. The developers have commented recently (and repeatedly) about how they use data-mining to determine where problems are and whether changes will have good effects. That process must take exactly one week with the population active on the test server, since that is how long the changes were on test. If there are problems with it, I imagine the developers will know in less than a day’s worth of normal play, given live server populations.

Meanwhile the winter event is still on test, salvage racks still crash your client if you try to move the same piece of salvage twice, and the Known Issues page still thinks the test server and live servers are running exactly the same thing. But, you know, priorities.

: Zubon

PS: As is usually the case around new Issues, the old content remains fun! So long as you work around the various bugs and crashes that were introduced, the quality of life improvements are always nice. Except for making all the mission decorations invisible, that’s annoying.

3 thoughts on “Apparently that was a good change”

  1. So all the nerfs went through? What am I saying, people were super heroes, when it is just city of heroes, no super allowed!

  2. I dunno, winter. In real life, I can’t leap a quarter mile, throw a fireball, or take down 15 thugs with my bare hands while smiling as bullets bounce off of me. So I still feel pretty super.

    The game, as it was before I5, was very, very badly balanced. Even before I6 and ED, it still was not as good as it could have been. I have my issues with design decisions (binary status effects, the preponderance of S/L damage and therefore S/L resists, the dependence on powered thugs rather than actual supervillains/heroes for enemies, a number of other things), but under it all, they’ve still got a very fun game. and given the huge mess it was before Emmert came on board, I’m extremely impressed with what they ended up with. Hell, I’m impressed that they shipped ANYthing in that time frame, much less a game that was as fun as it was at launch, and one that’s been greatly improved since then.

    That said, I think they could have used a better numbers guy on there at the beginning. I have no idea how they thought they were going to be able to get away with having characters that could literally hit 100% resist to damage, and be able to maintain it indefinitely. I have a hunch that, by the time they had to launch, they were just throwing some stuff in in a desperate attempt to balance characters, such as the tanker changes in the last days of beta.

    But, again, hindsight is 20/20. They put out a game that I’ve played on and off (more on than off) for over two years. I’m going to cut them a little slack on some questionable decisions, and I feel that in the last year or so, they’ve had a very good handle on what changing the numbers on things would do.

  3. ” I have a hunch that, by the time they had to launch, they were just throwing some stuff in in a desperate attempt to balance characters, such as the tanker changes in the last days of beta.”

    Unfortunately it seems that is the way just about every MMO has ever been developed. It always seems the last minute changes are thrown in because the publisher has decided th egame is going out one way or the other so boom here come changes that aren’t really tested and that 3 months after release start getting fixed.

    Ihonestly can’t think of a single MMO that has come out that didn’t have pretty bad class balance issues come release day.

Comments are closed.