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<title>Latest posts for the topic &quot;Re: Level requirements for storyline missions&quot;</title>
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<description>Latest messages posted in the topic &quot;Re: Level requirements for storyline missions&quot;</description>
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<title>Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Again, i don&amp;#39;t doubt your next installment will be just as fulfilling. Point in hand: the mission still isn&amp;#39;t available so what difference does it make to a newbie who cannot access the story. &lt;strong&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;I think i realised why the critical missions suddenly seam so important... because its now all we got.&lt;/span&gt;&lt;/strong&gt; I guess it all boils down to me looking at what we had a looking at what we have and saying... So why am i not as satisfied? I think the answer is what will ultimately&amp;nbsp;determine&amp;nbsp;if the &quot;New approach&quot; is worth it.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;Nailed it!&amp;nbsp; Thank you, thank you thank you!&lt;/p&gt;&lt;p&gt;Rare I&amp;#39;m happy to see you&amp;#39;ve taken on this issue, finally!&amp;nbsp; I now have a much better understanding of what you&amp;#39;re trying to accomplish.&amp;nbsp;&amp;nbsp;What you are trying to do&amp;nbsp;looks good on paper.&amp;nbsp; But the devil is in the details.&amp;nbsp; And never discount the Law of Unintended Consequences.&amp;nbsp; Rather than go point by point on the many things you&amp;#39;ve raised which I agree with and strongly disagre with, I want to touch on the big picture here.&amp;nbsp;&lt;/p&gt;&lt;p&gt;To summarize another thread:&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Ballak wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;The overall point of this thread, is basically saying this:&lt;/p&gt;&lt;p&gt;MxO probably will still continue on even with the, &quot;Minority&quot; gone/disgruntled, so I&amp;#39;m not saying MxO is going to die. It&amp;#39;s just the new way in which we receive &quot;storyline content&quot; no matter how much it is portrayed as &quot;more dev time devoted&quot; it somehow feels like so much less is dedicated on what a lot of us players liked most.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;The physical interaction with the storyline.&lt;/strong&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Prior to 11.3 how would I personally defiine this?&amp;nbsp; 1) Live Events&amp;nbsp; 2) LESIG&amp;nbsp; 3)&amp;nbsp; Critical missions&amp;nbsp; 4) Ancillary side stuff that&amp;nbsp;gives you a sense of immersion.&lt;/p&gt;&lt;p&gt;Now that 1) is effectively gone for most people, and 2) is definately gone; we are left with 3) and 4) above.&lt;/p&gt;&lt;p&gt;This gets exactly to what Danger Frog said above.&amp;nbsp; I can live with 1) provided there&amp;#39;s some wiggle room down the road.&amp;nbsp; I understand 1000% daily LE&amp;#39;s were completely and utterly unsustainable.&amp;nbsp; 2) didn&amp;#39;t effect me that much although that was pretty neat to have.&lt;/p&gt;&lt;p&gt;Leaving us with 3) and 4), heightening their importance as vehicles for delivering dynamic storyline content.&amp;nbsp; As far as these new crit quests&amp;nbsp;I see it as a means to accomplish two things.&amp;nbsp; One, access current storyline content.&amp;nbsp; Two, obtain cool new gear.&amp;nbsp; I separate the two in my mind.&amp;nbsp; I came up with this idea way upthread:&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;That&amp;#39;s my biggest problem with the update by far.&lt;/p&gt;&lt;p&gt;Solution:&amp;nbsp; Make them dual-purpose critical missions.&amp;nbsp; If you just want the storyline, then provided you have enough rep (60 sounds fine by me), and you&amp;#39;re willing to risk missions instanced Downtown (if that&amp;#39;s the case), then you should be able to achieve that goal.&amp;nbsp; In fact I like the idea of missions instanced downtown, it gives it an added element of danger that&amp;#39;s very Matrixy.&lt;/p&gt;&lt;p&gt;If you want the gear, then yeah you can go for them via farming&amp;nbsp;the secondary&amp;nbsp;spawns.&amp;nbsp; Keep those reward items level based, 30/40/50 whatever.&lt;/p&gt;&lt;p&gt;...To summarize:&amp;nbsp; Keep the rep requirements.&amp;nbsp; Instance them wherever you please...in Stratford Campus and Creston Heights if you want.&amp;nbsp;&amp;nbsp; Keep the level requirements for gear obtained by farming secondary spawns.&amp;nbsp; No one loses anything at all by eliminating the level caps this way.&lt;/p&gt;&lt;p&gt;If you character meets the requirements and/or is willing to dodge higher level mobs, by all means they should have at it!&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;And elaborating further based on what you&amp;#39;ve said and using 11.3 as an example.&amp;nbsp; BTW I&amp;#39;ve fooled around with running my Mero 50 with a lvl 2 to see what happend scaling-wise.&amp;nbsp; So lets use that as an example too.&amp;nbsp;&lt;/p&gt;&lt;p&gt;Mero 11.3.1:&amp;nbsp; There are no NPC&amp;#39;s just Suit contacts here&amp;nbsp;but I assume if there were they would be scaled at lvl 26.&amp;nbsp; I step outside and am attacked by lvl 30 Accellerated Suits.&amp;nbsp; They don&amp;#39;t scale below 30....exactly as it should be.&amp;nbsp; They drop pens.&lt;/p&gt;&lt;p&gt;Mero 11.3.2:&amp;nbsp; There are NPC&amp;#39;s to fight.&amp;nbsp; Scaled at lvl 26.&amp;nbsp; I step outside and am attacked by level 40 AWP&amp;#39;s.&amp;nbsp; They don&amp;#39;t scale below 40....exactly as it should be.&amp;nbsp; They drop O-Bits.&lt;/p&gt;&lt;p&gt;Mero 11.3.3&amp;nbsp; There are NPC&amp;#39;s to fight, scaled at lvl 26...but to complete the mission you have to fight 2 lvl 53&amp;#39;s.&amp;nbsp; Mission finished.&lt;/p&gt;&lt;p&gt;So my question is, would it be possible to say compromise for those who only want to access the current storyline, and understand they ain&amp;#39;t gonna get any sweet gear out of this?&amp;nbsp; By 1)&amp;nbsp; Removing the pen needed and the anti-override thingy to get 11.3.2 and 11.3.3;&amp;nbsp; and 2)&amp;nbsp; Scaling the final .3 Big Boss to +3 (x2)&amp;nbsp;or +5 of your level, whatever the case may be?&amp;nbsp; Is that possible?&lt;/p&gt;&lt;p&gt;(The reason I&amp;#39;m trying to spell this out so crystal clear is because of&amp;nbsp;some naysayers that still continue to conflate accessing storyline content with getting cheap eazy gear.)&lt;/p&gt;&lt;p&gt;But I did want to touch on 4) because there is a lot of potential here.&amp;nbsp; The best things about Update 64&lt;span&gt;?&amp;nbsp; RSI masks &amp;amp; new neighborhood contact mission.&amp;nbsp; I&amp;#39;ve had a lot of fun farming the masks, honestly.&amp;nbsp; I&amp;#39;ve gotten re-aquainted with a lot of the neighborhoods and gangs, especially gang bosses that don&amp;#39;t drop any keys so you normally wouldn&amp;#39;t have any reason to seek them out.&amp;nbsp; This gets to immersion in Mega City, which I&amp;#39;m all for.&amp;nbsp; I&amp;#39;m also a big fan of the new Neighborhood Contact mission.&amp;nbsp;&amp;nbsp;&amp;nbsp;For the lowbie content and again the immersion factor.&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span&gt;And no, just because I have two alts that&amp;nbsp;have done every critical mission since probably Chapter 3 yet are now shut off completely from criticals 11.3 and onward, I am not saying there should be more lowbie content as a backhanded way to lobby to get access back for my two alts.&amp;nbsp; I&amp;#39;ve actually taken an honest to goodness new player, level 13 atm under my wing.&amp;nbsp; Last night I asked her, &quot;So, how are you levelling, are you doing standard missions?&quot;&amp;nbsp;&amp;nbsp; Her:&amp;nbsp; &quot;Yes.&quot;&amp;nbsp; Me:&amp;nbsp; Have you done any archive missions yet?&quot;&amp;nbsp; Her: &quot;What are those??&quot;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span&gt;You get the idea.&amp;nbsp; Really if the stated goal is to bring new people in to the storyline, and now current storyline is designed for endgame, how is a new player supposed to get from Point A to Point B without getting bored and leaving after a month?&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span&gt;This is where 4) can help.&amp;nbsp; New neighborhood contact missions....perfect.&amp;nbsp; How about new Standard Missions?&amp;nbsp; New Graduation missions?&amp;nbsp; (lol those are &lt;strong&gt;completely&lt;/strong&gt; irrelevant now!)&amp;nbsp; You get the idea.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span&gt;I&amp;#39;m sorry for the long post but I see what you&amp;#39;re trying to do and seeing what we as players want...and what we signed on for in the first place....and am just trying to reconcile the two.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sat, 13 Dec 2008 21:24:42 GMT</pubDate>
<author>Villemar_MxO</author>
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<title>Re:Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;&lt;/cite&gt;&lt;/p&gt;&lt;p&gt;(disregard)&lt;/p&gt;</description>
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<pubDate>Sat, 13 Dec 2008 21:39:10 GMT</pubDate>
<author>Villemar_MxO</author>
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<title>Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;i need somewhere to vent my stress at Sony&amp;#39;s blatant disregard for this section of their company.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;It&amp;#39;s difficult for me to take your proclaimed point of view seriously when you use the forum for that kind of thing.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Great, its good to see you&amp;#39;ve noticed and taken it into account previously. But be quick on that note, the longer your waiting the more your putting at risk &lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;I&amp;#39;m not sure we&amp;#39;re on the same page here, and I can&amp;#39;t tell if you&amp;#39;re having a bit of joke with me. The things I mentioned (crit location pointed out in cinematic, pop-up text for low levels talking about archives) are already in the game.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;NO your missing the point (or atleast my point) here! forget that i have a 50. I am a new player i want to play the story! ... DENIED. *that* is my point rarebit. I have a character on all servers. One of which is denied access to the stuff its because of this i&amp;nbsp;realised&amp;nbsp;hey if i didn&amp;#39;t have another character to play i cannot get play the story myself or collect the items. I never used my alts for getting the other side of the story other than live events. Mission wise i didnt care. *now* however we are forced to play the crits to gain any sort of narrative information. But unless your 50 we cant. *Thats* the problem rare.&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;I understand the point and I realized it was a trade-off when I made the decision. However, I have yet to see new players distinctly turned off by the change. You aren&amp;#39;t a new player, and it&amp;#39;s dangerous to assume that you are correctly interpreting another person&amp;#39;s or group&amp;#39;s point of view.&lt;/p&gt;&lt;p&gt;A few reasons I felt able to make the change were because a) we have so much previous story now that a new player just catching up by way of the archives will already be pretty high level by the time they&amp;#39;ve played through all that b) the cinematics are available to everyone and can readily convey the essential &quot;this is where we are&quot; part of the story.&lt;/p&gt;&lt;p&gt;Also, it isn&amp;#39;t accurate to say that you have to be 50 to play the new story missions. You only have to be 50 for the last one. They begin at 30. I realize that&amp;#39;s still a barrier to entry, but there&amp;#39;s no need to confuse the issue by exaggerating the number.&lt;/p&gt;&lt;p&gt;Back to the new player thing, another motivation behind the change as a whole was that in my interactions with new players--sneaking up on people in Uriah, mostly--the vast majority I tested on this point had little to no awareness of the current state of the story, which tells me that a driving need to jump on top of the very latest story segment is not--for most of them--the driving force that&amp;#39;s been bringing people into the game. I would have liked it to have been, but I haven&amp;#39;t seen that happening by and large.&lt;/p&gt;&lt;p&gt;Expectations will be different for new players who&amp;#39;ve been brought into the game by vets who&amp;#39;ve been telling them about the story, events, etc, but those same vets also usually help the new players get established by teaming with them, factioning with them, running them through the lower level content (which for us is relatively plentiful, even aside from the archived story missions), providing them with items, and so forth, all of which will tend to negate or shorten the drive to level 30.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Understandable... but when in over three years has anyone said to you on the forums or in games... Rarebit these overpowering numbers are too much i want simplicity? Not that i&amp;#39;ve seen? My point being as that of mastermind, why change something that was if at minimum &quot;satisfactory&quot;. I&amp;#39;ve seen one person so far that has apparently genuinely enjoyed the change... Not sure why yet but i&amp;#39;m sure there is reasons.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;They haven&amp;#39;t, but there&amp;#39;d be no reason to bring it up, because I haven&amp;#39;t resorted to overpowering mission NPC spawns very often.&lt;/p&gt;&lt;p&gt;Forum feedback is a tricky beast. When people are happy with what&amp;#39;s going on they seem to have better things to do than to spend their time on the forum, whereas when they&amp;#39;re unhappy with something, they spend a great deal of their time here talking about it--so the feedback in this medium tends to reflect the negative opinions more than the positive or ambivalent.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;It saddens me that you tried to mix the updating gameplay and critical missions. I don&amp;#39;t care that my &quot;alts&quot; cant access the content, but new players cannot either. The first thing i used to say to a new or potential player was we have live event interactions with real characters from the matrix... Now? We have what you can get everywhere else... and we charge more! &lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;There are still Live Events, although the new format is not very much appreciated by most veteran events-catching players right now, which isn&amp;#39;t hard to understand, since their frequency has been reduced quite a bit.&lt;/p&gt;&lt;p&gt;In the end, the old scheme of daily events failed to reach new players. It was extremely rare for me to be able to interact with actual new players in those events, and I was very disappointed that I wasn&amp;#39;t able to make that part of it work. There are many reasons why it didn&amp;#39;t work out as I&amp;#39;d hoped, but that&amp;#39;s a whole separate topic&amp;#39;s worth of discussion, some of which has been touched on elsewhere.&lt;/p&gt;&lt;p&gt;Although fairly often in those rare times I did come upon new players, on their own, they tended to assume I was a regular player, or perhaps some freakish sort of NPC.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;font-size: 16px; font-family: Times;&quot;&gt;&lt;div&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;And&amp;nbsp;therein&amp;nbsp;lies the problem, atleast we have written confirmation that you&amp;nbsp;acknowledge&amp;nbsp;it. Anyone below 50 is excluded from&amp;nbsp;receiving&amp;nbsp;the full story. Yes there *ARE* work arounds, but as a paying customer not only should it not have to be tolerated but hell i&amp;#39;m getting tired of half-arsedness(tm by kind) from this company it&amp;nbsp;shouldn&amp;#39;t&amp;nbsp;be our job to deal with the problems.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;You aren&amp;#39;t excluded; you have to put in some work to get to the point where you can access/beat that content. Yes, it takes more time and even more skill, but flatly calling it exclusion is a misrepresentation.&lt;/p&gt;&lt;p&gt;We certainly never promised that we&amp;#39;d make the entire story easy for a single person to access, and I don&amp;#39;t feel obligated to do so. Enough to interest them, yes, and enough for them to get at if they make the effort for the rewards--and whether or not it is currently enough is under debate here on the forum--but not dishing up the whole thing on a silver platter from the get-go. I do understand that you preferred it that way, and I&amp;#39;m not going to try to argue you into liking the new way better.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sat, 13 Dec 2008 22:07:55 GMT</pubDate>
<author>Rarebit</author>
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<title>Re:Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Cadsuane wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;Mathalos wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;The Wright Accelerated Programs have very high defense and seem to buff their own resistance sometimes to prevent being able to be debuffed.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Yeah, I know I made those things pretty tough--their buffs are probably about the upper end of what I intend to give to story mission NPCs, as is the level of 55--so that may be the toughest thing you&amp;#39;ll have to face in one of these types of missions.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Is Mathalos right about a resistance buff or are the WAPs actually sweeping the debuffs?&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;They have a chance of removing debuffs, sort of similar to a player using an antibiotic.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sat, 13 Dec 2008 22:10:43 GMT</pubDate>
<author>Rarebit</author>
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<title>Re:Re:Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;Cadsuane wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Is Mathalos right about a resistance buff or are the WAPs actually sweeping the debuffs?&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;They have a chance of removing debuffs, sort of similar to a player using an antibiotic.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;I thought that was the case.&amp;nbsp; Thanks :)&lt;/p&gt;</description>
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<pubDate>Sat, 13 Dec 2008 22:17:29 GMT</pubDate>
<author>Cadsuane</author>
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<title>Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Rare I&amp;#39;m happy to see you&amp;#39;ve taken on this issue, finally!&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Me trying to clear up misunderstandings and misrepresentations here isn&amp;#39;t the same thing as me &quot;taking on the issue.&quot; Generally I try not to make reactionary changes based on forum ranting, and the more someone rants--by which I mean engaging in spam, exaggeration, griefing, rabble-rousing, and other sorts of chicanery to try to &quot;win&quot; their argument--the less weight I give to their statements. And I have a long memory for that sort of thing.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;So my question is, would it be possible to say compromise for those who only want to access the current storyline, and understand they ain&amp;#39;t gonna get any sweet gear out of this?&amp;nbsp; By 1)&amp;nbsp; Removing the pen needed and the anti-override thingy to get 11.3.2 and 11.3.3;&amp;nbsp; and 2)&amp;nbsp; Scaling the final .3 Big Boss to +3 (x2)&amp;nbsp;or +5 of your level, whatever the case may be?&amp;nbsp; Is that possible?&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;1) Making the player engage in some of the intended gameplay experience in order to reap the benefits of the next stage--story or otherwise--is part of the goal.&lt;/p&gt;&lt;p&gt;Additionally, many elements will be tied into the difficulty factor involved in the missions or related quests. In 11.3, as I mentioned earlier today, I was barely able to scratch the surface of what I think I&amp;#39;ll be able to do there. I&amp;#39;m going to continue mixing things up as much as I can. The activities in 12.1, for instance, are pretty different from 11.3, at least in terms of utilizing types of gameplay MXO has to offer.&lt;/p&gt;&lt;p&gt;2) Not really. I want Wright to be a fixed, single spawn--a real titan on that Hampton ledge--and that doesn&amp;#39;t really allow me to utilize the various means we have of generating scaling NPCs. Implementing reduced versions of her elsewhere (she&amp;#39;d either have to pop up inside a mission area, at who knows where between mission areas, or out of a player-activated &quot;box,&quot; probably) would a) reduce the impact of her titanic presence b) require reimplimentation of some of her nasty abilities c) remove much of the meaning of that final &quot;???&quot; story reward for the players who took her down.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span&gt;I&amp;#39;ve actually taken an honest to goodness new player, level 13 atm under my wing.&amp;nbsp; Last night I asked her, &quot;So, how are you levelling, are you doing standard missions?&quot;&amp;nbsp;&amp;nbsp; Her:&amp;nbsp; &quot;Yes.&quot;&amp;nbsp; Me:&amp;nbsp; Have you done any archive missions yet?&quot;&amp;nbsp; Her: &quot;What are those??&quot;&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;If she&amp;#39;s level 13 she may have passed the level where the new pop-up about archives now shows up, before it got into Live. It&amp;#39;s also quite possible that she didn&amp;#39;t read it, forgot about it, or whatever. I haven&amp;#39;t hit upon a sure-fire means of guiding players to the archives yet--not one that I can implement myself, I mean. Generally speaking we don&amp;#39;t have great mechanisms for guiding players to particular spots in the world. I suppose this is because the original concept was that the world would all be procedural in feel--like a mechanical creation of dull sameness that just goes on and on. Later during development it was realized that that wasn&amp;#39;t very compelling, and they started to put in things like the monuments and clubs and &quot;town centers&quot; with vendors near some hardlines, but that&amp;#39;s about all that was managed.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span&gt;This is where 4) can help.&amp;nbsp; New neighborhood contact missions....perfect.&amp;nbsp; How about new Standard Missions?&amp;nbsp; New Graduation missions?&amp;nbsp; (lol those are &lt;strong&gt;completely&lt;/strong&gt; irrelevant now!)&amp;nbsp; You get the idea.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;The standard missions aren&amp;#39;t something I was involved in, so it would require ramp-up time for me to get a good handle on them. Even now though I know for certain that that system is too large, and too specific, for me to revamp in a great way, and I don&amp;#39;t feel confident in being able to revolutionize it simply by adding new randomly chosen phases, either, because they&amp;#39;d just get blended up into the standard pudding. The standard mission system is a scheme of generating &quot;random&quot; content, and as a result, anything you get out of it is going to feel generic to a significant and unavoidable degree. I prefer to try to work on things that I&amp;#39;m confident I can at least make stand out one way or the other.&lt;/p&gt;&lt;p&gt;Graduation missions aren&amp;#39;t something I was involved with either, but they&amp;#39;re quite a bit simpler. I haven&amp;#39;t been inspired to try to do much with them because they come up relative to nothing aside from you ticking over a reputation number in the database, so it&amp;#39;s hard to make them relevant as anything other than a &quot;Hey! Who&amp;#39;s Mr./Ms. Awesome? You are, you crazy mongoose!&quot; affair. HCFrog of course was trying to work out org-based abilities to distribute through them, but that was fraught with a myriad of other difficulties (again, another topic). I could do something similar to the level-scaling org archive clothing items as rewards for those missions, but there are two problems with something like that in this case: a) they aren&amp;#39;t really repeatable, so players who&amp;#39;ve already hit them would be left out--unless we tried some sort of vast scheme of forwarding the items to players in the org who&amp;#39;ve bypassed that rep point, but our chances of success doing something like that are what I would rate as very low, and b) they rely on the reputation system, which has its own issues. So that&amp;#39;s another ball of string I&amp;#39;m not too keen on tangling with, although it&amp;#39;s slightly more doable than messing with the standard mission system. I certainly agree that they *should* have more of an impact.&lt;/p&gt;&lt;p&gt;It is my intent to work on neighborhood missions, gradually. I *think* I&amp;#39;ll be able to get to the point of adding a mission and reward to a single neighborhood per update on a semi-regular basis--like 11.3, which added one in Tabor--in addition to the regular content I&amp;#39;m committed to--I might have tried that with this next update, for instance, but I had to do the Winter Holiday instead. Hm also coming up here I have to take some time to poke into MXO on Vista, since I&amp;#39;ve ***finally*** managed to wrassle up a Vista testing system of my own (and I have no idea how long that will take me to look at or if I&amp;#39;ll be able to get any positive changes out of it, but it&amp;#39;s really gotta be tried).&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sat, 13 Dec 2008 23:05:19 GMT</pubDate>
<author>Rarebit</author>
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<title>Re:Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Hm also coming up here I have to take some time to poke into MXO on Vista, since I&amp;#39;ve ***finally*** managed to wrassle up a Vista testing system of my own (and I have no idea how long that will take me to look at or if I&amp;#39;ll be able to get any positive changes out of it, but it&amp;#39;s really gotta be tried).&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;I love you.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;what?&lt;/p&gt;</description>
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<pubDate>Sat, 13 Dec 2008 23:12:48 GMT</pubDate>
<author>Steelle</author>
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<title>Re:Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Rare I&amp;#39;m happy to see you&amp;#39;ve taken on this issue, finally!&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Me trying to clear up misunderstandings and misrepresentations here isn&amp;#39;t the same thing as me &quot;taking on the issue.&quot; Generally I try not to make reactionary changes based on forum ranting, and the more someone rants--by which I mean engaging in spam, exaggeration, griefing, rabble-rousing, and other sorts of chicanery to try to &quot;win&quot; their argument--the less weight I give to their statements. And I have a long memory for that sort of thing.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;I hope you aren&amp;#39;t putting me in that catagory...I&amp;#39;ve tried to be as civil and diplomatic as possible, and if I&amp;#39;ve been a little obsessive about this particular issue its only because I really love this game and want it to succeed, and have tried to be very cognizent about not slipping into dev bashing or anything remotely close to that.&amp;nbsp; My point was just that I&amp;#39;m happy you shed some light on this subject, I cetainly understand more of what your trying to get at, and I&amp;#39;m even more curious to check out 12.1 now.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;So my question is, would it be possible to say compromise for those who only want to access the current storyline, and understand they ain&amp;#39;t gonna get any sweet gear out of this?&amp;nbsp; By 1)&amp;nbsp; Removing the pen needed and the anti-override thingy to get 11.3.2 and 11.3.3;&amp;nbsp; and 2)&amp;nbsp; Scaling the final .3 Big Boss to +3 (x2)&amp;nbsp;or +5 of your level, whatever the case may be?&amp;nbsp; Is that possible?&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;1) Making the player engage in some of the intended gameplay experience in order to reap the benefits of the next stage--story or otherwise--is part of the goal.&lt;/p&gt;&lt;p&gt;Additionally, many elements will be tied into the difficulty factor involved in the missions or related quests. In 11.3, as I mentioned earlier today, I was barely able to scratch the surface of what I think I&amp;#39;ll be able to do there. I&amp;#39;m going to continue mixing things up as much as I can. The activities in 12.1, for instance, are pretty different from 11.3, at least in terms of utilizing types of gameplay MXO has to offer.&lt;/p&gt;&lt;p&gt;2) Not really. I want Wright to be a fixed, single spawn--a real titan on that Hampton ledge--and that doesn&amp;#39;t really allow me to utilize the various means we have of generating scaling NPCs. Implementing reduced versions of her elsewhere (she&amp;#39;d either have to pop up inside a mission area, at who knows where between mission areas, or out of a player-activated &quot;box,&quot; probably) would a) reduce the impact of her titanic presence b) require reimplimentation of some of her nasty abilities c) remove much of the meaning of that final &quot;???&quot; story reward for the players who took her down.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Oh yeah I get the Wright business.&amp;nbsp; I was talking more about the final 11.3.3 NPC&amp;#39;s...in my Merovingian mission it was the two lvl 53&amp;#39;s.&amp;nbsp;&amp;nbsp; But I assume its not possible...say in any mission in general, wheras on &quot;hard&quot; the NPC&amp;#39;s will scale at +1, whether it would be possible to scale an NPC at +3, or +5 for that matter.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span&gt;I&amp;#39;ve actually taken an honest to goodness new player, level 13 atm under my wing.&amp;nbsp; Last night I asked her, &quot;So, how are you levelling, are you doing standard missions?&quot;&amp;nbsp;&amp;nbsp; Her:&amp;nbsp; &quot;Yes.&quot;&amp;nbsp; Me:&amp;nbsp; Have you done any archive missions yet?&quot;&amp;nbsp; Her: &quot;What are those??&quot;&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;If she&amp;#39;s level 13 she may have passed the level where the new pop-up about archives now shows up, before it got into Live. It&amp;#39;s also quite possible that she didn&amp;#39;t read it, forgot about it, or whatever. I haven&amp;#39;t hit upon a sure-fire means of guiding players to the archives yet--not one that I can implement myself, I mean. Generally speaking we don&amp;#39;t have great mechanisms for guiding players to particular spots in the world. I suppose this is because the original concept was that the world would all be procedural in feel--like a mechanical creation of dull sameness that just goes on and on. Later during development it was realized that that wasn&amp;#39;t very compelling, and they started to put in things like the monuments and clubs and &quot;town centers&quot; with vendors near some hardlines, but that&amp;#39;s about all that was managed.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span&gt;This is where 4) can help.&amp;nbsp; New neighborhood contact missions....perfect.&amp;nbsp; How about new Standard Missions?&amp;nbsp; New Graduation missions?&amp;nbsp; (lol those are &lt;strong&gt;completely&lt;/strong&gt; irrelevant now!)&amp;nbsp; You get the idea.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;The standard missions aren&amp;#39;t something I was involved in, so it would require ramp-up time for me to get a good handle on them. Even now though I know for certain that that system is too large, and too specific, for me to revamp in a great way, and I don&amp;#39;t feel confident in being able to revolutionize it simply by adding new randomly chosen phases, either, because they&amp;#39;d just get blended up into the standard pudding. The standard mission system is a scheme of generating &quot;random&quot; content, and as a result, anything you get out of it is going to feel generic to a significant and unavoidable degree. I prefer to try to work on things that I&amp;#39;m confident I can at least make stand out one way or the other.&lt;/p&gt;&lt;p&gt;Graduation missions aren&amp;#39;t something I was involved with either, but they&amp;#39;re quite a bit simpler. I haven&amp;#39;t been inspired to try to do much with them because they come up relative to nothing aside from you ticking over a reputation number in the database, so it&amp;#39;s hard to make them relevant as anything other than a &quot;Hey! Who&amp;#39;s Mr./Ms. Awesome? You are, you crazy mongoose!&quot; affair. HCFrog of course was trying to work out org-based abilities to distribute through them, but that was fraught with a myriad of other difficulties (again, another topic). I could do something similar to the level-scaling org archive clothing items as rewards for those missions, but there are two problems with something like that in this case: a) they aren&amp;#39;t really repeatable, so players who&amp;#39;ve already hit them would be left out--unless we tried some sort of vast scheme of forwarding the items to players in the org who&amp;#39;ve bypassed that rep point, but our chances of success doing something like that are what I would rate as very low, and b) they rely on the reputation system, which has its own issues. So that&amp;#39;s another ball of string I&amp;#39;m not too keen on tangling with, although it&amp;#39;s slightly more doable than messing with the standard mission system. I certainly agree that they *should* have more of an impact.&lt;/p&gt;&lt;p&gt;It is my intent to work on neighborhood missions, gradually. I *think* I&amp;#39;ll be able to get to the point of adding a mission and reward to a single neighborhood per update on a semi-regular basis--like 11.3, which added one in Tabor--in addition to the regular content I&amp;#39;m committed to--I might have tried that with this next update, for instance, but I had to do the Winter Holiday instead. Hm also coming up here I have to take some time to poke into MXO on Vista, since I&amp;#39;ve ***finally*** managed to wrassle up a Vista testing system of my own (and I have no idea how long that will take me to look at or if I&amp;#39;ll be able to get any positive changes out of it, but it&amp;#39;s really gotta be tried).&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Great news about the possibility of adding more Neighborhood Contacts.&amp;nbsp; Like I said I love anything that immerses you more in Mega City.&amp;nbsp; I&amp;#39;m one of those nerds that actually did every single Neighborhood Contact mission.&amp;nbsp; And yeah absolutely I agree that rep points should stand for something!&lt;/span&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sat, 13 Dec 2008 23:41:58 GMT</pubDate>
<author>Villemar_MxO</author>
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<title>Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;font-style: italic; font-weight: bold;&quot;&gt;Danger_Frog1471 wrote:&lt;/span&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;It saddens me that you tried to mix the updating gameplay and critical missions. I don&amp;#39;t care that my &quot;alts&quot; cant access the content, but new players cannot either. The first thing i used to say to a new or potential player was we have live event interactions with real characters from the matrix... Now? We have what you can get everywhere else... and we charge more! &lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;There are still Live Events, although the new format is not very much appreciated by most veteran events-catching players right now, which isn&amp;#39;t hard to understand, since their frequency has been reduced quite a bit.&lt;/p&gt;&lt;p&gt;In the end, the old scheme of daily events failed to reach new players. It was extremely rare for me to be able to interact with actual new players in those events, and I was very disappointed that I wasn&amp;#39;t able to make that part of it work. There are many reasons why it didn&amp;#39;t work out as I&amp;#39;d hoped, but that&amp;#39;s a whole separate topic&amp;#39;s worth of discussion, some of which has been touched on elsewhere.&lt;/p&gt;&lt;p&gt;Although fairly often in those rare times I did come upon new players, on their own, they tended to assume I was a regular player, or perhaps some freakish sort of NPC.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;You do realize the problem with making current events level-exclusive and attempting to provide current live events to low level players, right?&lt;/p&gt;&lt;p&gt;Essentially, they&amp;#39;ll have no idea what&amp;#39;s going on. Unless you pop up at Uriah and browse the marketplace as Rose or something, and quite franklky, that&amp;#39;s dumb as hell and no one wants to show up to that. Sorry to burst your bubble.&lt;/p&gt;&lt;p&gt;The other thing is, the majority of your playerbase are not new. Or, if they are, they will only know about live events &lt;span style=&quot;font-style: italic;&quot;&gt;because&lt;/span&gt;&amp;nbsp;of veteran players, who would likely then lead them to said event. &amp;nbsp;Now, well, it&amp;#39;s anyone&amp;#39;s guess. But if you weren&amp;#39;t reaching them then, I &lt;span style=&quot;font-style: italic;&quot;&gt;highly&lt;/span&gt;&amp;nbsp;doubt you&amp;#39;re reaching them now more than then.&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 00:24:39 GMT</pubDate>
<author>Neoteny</author>
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<title>Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Forum feedback is a tricky beast. When people are happy with what&amp;#39;s going on they seem to have better things to do than to spend their time on the forum, whereas when they&amp;#39;re unhappy with something, they spend a great deal of their time here talking about it--so the feedback in this medium tends to reflect the negative opinions more than the positive or ambivalent.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;You bring up a very good point here, Rare, and I would also like to thank you for at least attempting to wade into all of this in the last couple of days.&lt;/p&gt;&lt;p&gt;As you state above, the feedback on something like a message board (or feedback anywhere, really) tends to reflect more of the negative than the positive.. and when one&amp;#39;s time is otherwise occupied it&amp;#39;s tough to find time to post negative commentary.&amp;nbsp; Maybe the fact that there is so much negativity as of late can be used as a yardstick, if nothing else, of the fact that MxO&amp;#39;s forum using playerbase sees enough negative to warrant posting about it and now have enough free time on their hands to spend posting.&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 01:09:13 GMT</pubDate>
<author>Shinryu</author>
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<title>Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Again, i don&amp;#39;t doubt your next installment will be just as fulfilling. Point in hand: the mission still isn&amp;#39;t available so what difference does it make to a newbie who cannot access the story. &lt;strong&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;I think i realised why the critical missions suddenly seam so important... because its now all we got.&lt;/span&gt;&lt;/strong&gt; I guess it all boils down to me looking at what we had a looking at what we have and saying... So why am i not as satisfied? I think the answer is what will ultimately&amp;nbsp;determine&amp;nbsp;if the &quot;New approach&quot; is worth it.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;Nailed it!&amp;nbsp; Thank you, thank you thank you!&lt;/p&gt;&lt;p&gt;Rare I&amp;#39;m happy to see you&amp;#39;ve taken on this issue, finally!&amp;nbsp; I now have a much better understanding of what you&amp;#39;re trying to accomplish.&amp;nbsp;&amp;nbsp;What you are trying to do&amp;nbsp;looks good on paper.&amp;nbsp; But the devil is in the details.&amp;nbsp; And never discount the Law of Unintended Consequences.&amp;nbsp; Rather than go point by point on the many things you&amp;#39;ve raised which I agree with and strongly disagre with, I want to touch on the big picture here.&amp;nbsp;&lt;/p&gt;&lt;p&gt;To summarize another thread:&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Ballak wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;The overall point of this thread, is basically saying this:&lt;/p&gt;&lt;p&gt;MxO probably will still continue on even with the, &quot;Minority&quot; gone/disgruntled, so I&amp;#39;m not saying MxO is going to die. It&amp;#39;s just the new way in which we receive &quot;storyline content&quot; no matter how much it is portrayed as &quot;more dev time devoted&quot; it somehow feels like so much less is dedicated on what a lot of us players liked most.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;The physical interaction with the storyline.&lt;/strong&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Prior to 11.3 how would I personally defiine this?&amp;nbsp; 1) Live Events&amp;nbsp; 2) LESIG&amp;nbsp; 3)&amp;nbsp; Critical missions&amp;nbsp; 4) Ancillary side stuff that&amp;nbsp;gives you a sense of immersion.&lt;/p&gt;&lt;p&gt;Now that 1) is effectively gone for most people, and 2) is definately gone; we are left with 3) and 4) above.&lt;/p&gt;&lt;p&gt;This gets exactly to what Danger Frog said above.&amp;nbsp; I can live with 1) provided there&amp;#39;s some wiggle room down the road.&amp;nbsp; I understand 1000% daily LE&amp;#39;s were completely and utterly unsustainable.&amp;nbsp; 2) didn&amp;#39;t effect me that much although that was pretty neat to have.&lt;/p&gt;&lt;p&gt;Leaving us with 3) and 4), heightening their importance as vehicles for delivering dynamic storyline content.&amp;nbsp; As far as these new crit quests&amp;nbsp;I see it as a means to accomplish two things.&amp;nbsp; One, access current storyline content.&amp;nbsp; Two, obtain cool new gear.&amp;nbsp; I separate the two in my mind.&amp;nbsp; I came up with this idea way upthread:&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;That&amp;#39;s my biggest problem with the update by far.&lt;/p&gt;&lt;p&gt;Solution:&amp;nbsp; Make them dual-purpose critical missions.&amp;nbsp; If you just want the storyline, then provided you have enough rep (60 sounds fine by me), and you&amp;#39;re willing to risk missions instanced Downtown (if that&amp;#39;s the case), then you should be able to achieve that goal.&amp;nbsp; In fact I like the idea of missions instanced downtown, it gives it an added element of danger that&amp;#39;s very Matrixy.&lt;/p&gt;&lt;p&gt;If you want the gear, then yeah you can go for them via farming&amp;nbsp;the secondary&amp;nbsp;spawns.&amp;nbsp; Keep those reward items level based, 30/40/50 whatever.&lt;/p&gt;&lt;p&gt;...To summarize:&amp;nbsp; Keep the rep requirements.&amp;nbsp; Instance them wherever you please...in Stratford Campus and Creston Heights if you want.&amp;nbsp;&amp;nbsp; Keep the level requirements for gear obtained by farming secondary spawns.&amp;nbsp; No one loses anything at all by eliminating the level caps this way.&lt;/p&gt;&lt;p&gt;If you character meets the requirements and/or is willing to dodge higher level mobs, by all means they should have at it!&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;And elaborating further based on what you&amp;#39;ve said and using 11.3 as an example.&amp;nbsp; BTW I&amp;#39;ve fooled around with running my Mero 50 with a lvl 2 to see what happend scaling-wise.&amp;nbsp; So lets use that as an example too.&amp;nbsp;&lt;/p&gt;&lt;p&gt;Mero 11.3.1:&amp;nbsp; There are no NPC&amp;#39;s just Suit contacts here&amp;nbsp;but I assume if there were they would be scaled at lvl 26.&amp;nbsp; I step outside and am attacked by lvl 30 Accellerated Suits.&amp;nbsp; They don&amp;#39;t scale below 30....exactly as it should be.&amp;nbsp; They drop pens.&lt;/p&gt;&lt;p&gt;Mero 11.3.2:&amp;nbsp; There are NPC&amp;#39;s to fight.&amp;nbsp; Scaled at lvl 26.&amp;nbsp; I step outside and am attacked by level 40 AWP&amp;#39;s.&amp;nbsp; They don&amp;#39;t scale below 40....exactly as it should be.&amp;nbsp; They drop O-Bits.&lt;/p&gt;&lt;p&gt;Mero 11.3.3&amp;nbsp; There are NPC&amp;#39;s to fight, scaled at lvl 26...but to complete the mission you have to fight 2 lvl 53&amp;#39;s.&amp;nbsp; Mission finished.&lt;/p&gt;&lt;p&gt;So my question is, would it be possible to say compromise for those who only want to access the current storyline, and understand they ain&amp;#39;t gonna get any sweet gear out of this?&amp;nbsp; By 1)&amp;nbsp; Removing the pen needed and the anti-override thingy to get 11.3.2 and 11.3.3;&amp;nbsp; and 2)&amp;nbsp; Scaling the final .3 Big Boss to +3 (x2)&amp;nbsp;or +5 of your level, whatever the case may be?&amp;nbsp; Is that possible?&lt;/p&gt;&lt;p&gt;(The reason I&amp;#39;m trying to spell this out so crystal clear is because of&amp;nbsp;some naysayers that still continue to conflate accessing storyline content with getting cheap eazy gear.)&lt;/p&gt;&lt;p&gt;But I did want to touch on 4) because there is a lot of potential here.&amp;nbsp; The best things about Update 64&lt;span&gt;?&amp;nbsp; RSI masks &amp;amp; new neighborhood contact mission.&amp;nbsp; I&amp;#39;ve had a lot of fun farming the masks, honestly.&amp;nbsp; I&amp;#39;ve gotten re-aquainted with a lot of the neighborhoods and gangs, especially gang bosses that don&amp;#39;t drop any keys so you normally wouldn&amp;#39;t have any reason to seek them out.&amp;nbsp; This gets to immersion in Mega City, which I&amp;#39;m all for.&amp;nbsp; I&amp;#39;m also a big fan of the new Neighborhood Contact mission.&amp;nbsp;&amp;nbsp;&amp;nbsp;For the lowbie content and again the immersion factor.&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span&gt;And no, just because I have two alts that&amp;nbsp;have done every critical mission since probably Chapter 3 yet are now shut off completely from criticals 11.3 and onward, I am not saying there should be more lowbie content as a backhanded way to lobby to get access back for my two alts.&amp;nbsp; I&amp;#39;ve actually taken an honest to goodness new player, level 13 atm under my wing.&amp;nbsp; Last night I asked her, &quot;So, how are you levelling, are you doing standard missions?&quot;&amp;nbsp;&amp;nbsp; Her:&amp;nbsp; &quot;Yes.&quot;&amp;nbsp; Me:&amp;nbsp; Have you done any archive missions yet?&quot;&amp;nbsp; Her: &quot;What are those??&quot;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span&gt;You get the idea.&amp;nbsp; Really if the stated goal is to bring new people in to the storyline, and now current storyline is designed for endgame, how is a new player supposed to get from Point A to Point B without getting bored and leaving after a month?&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span&gt;This is where 4) can help.&amp;nbsp; New neighborhood contact missions....perfect.&amp;nbsp; How about new Standard Missions?&amp;nbsp; New Graduation missions?&amp;nbsp; (lol those are &lt;strong&gt;completely&lt;/strong&gt; irrelevant now!)&amp;nbsp; You get the idea.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span&gt;I&amp;#39;m sorry for the long post but I see what you&amp;#39;re trying to do and seeing what we as players want...and what we signed on for in the first place....and am just trying to reconcile the two.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Quoted to demonstrate full cohesion of opinion.&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 05:33:46 GMT</pubDate>
<author>M45T3RM1ND</author>
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<title>Re:Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;It is my intent to work on neighborhood missions, gradually. I *think* I&amp;#39;ll be able to get to the point of adding a mission and reward to a single neighborhood per update on a semi-regular basis--like 11.3, which added one in Tabor--in addition to the regular content I&amp;#39;m committed to--I might have tried that with this next update, for instance, but I had to do the Winter Holiday instead.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&amp;nbsp; Sorry for going off topic, but I was curious if you had any problems (gameplay, personal, or otherwise) with somehow making the neighborhood contact missions replayable.&amp;nbsp; It&amp;#39;s one of the few examples of content in this game that can&amp;#39;t be replayed.&amp;nbsp; Sure, it&amp;#39;s old content, but there are people who haven&amp;#39;t done some of these missions for years (myself included).&lt;/p&gt;&lt;p&gt;&amp;nbsp;&amp;nbsp; It would also help people refresh their memories, which would be helpful if there were new neighborhood contact missions that referenced older ones.&amp;nbsp; Like the new Chessman mission you added, which is a continuation of the one before it.&amp;nbsp; I hadn&amp;#39;t done that older mission in a long time, but I do remember that it was about the chess set that was described in the new mission.&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 08:22:21 GMT</pubDate>
<author>Othinn1</author>
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<title>Re:Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Neoteny wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;You do realize the problem with making current events level-exclusive and attempting to provide current live events to low level players, right?&lt;/p&gt;&lt;p&gt;Essentially, they&amp;#39;ll have no idea what&amp;#39;s going on.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;That isn&amp;#39;t much different from how it&amp;#39;s been already. They may have more of an idea because of the cinematic, and possibly because of the org meetings (where I did run into a few new players, and at least one of them had a pretty good question, which was nice, if not statistically significant). Also, a side effect of not having daily events and weekly missions, is that the story is going to be less scattered and more concentrated, and probably easier to follow as a result.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Neoteny wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Unless you pop up at Uriah and browse the marketplace as Rose or something, and quite franklky, that&amp;#39;s dumb as hell and no one wants to show up to that. Sorry to burst your bubble.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Haven&amp;#39;t you heard? The next Agent Smith is a bubbly, somewhat insecure, rather stereotyped teenage girl armed with daddy&amp;#39;s credit card.&lt;/p&gt;&lt;p&gt;Me, me, me.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 13:24:26 GMT</pubDate>
<author>Rarebit</author>
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<title>Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;Speaking of a new credit card, Rarebit, this is Sunday, shouldn&amp;#39;t you be out Christmas-shopping or something?&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 14:24:00 GMT</pubDate>
<author>sugaree</author>
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<title>Re:Re:Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Haven&amp;#39;t you heard? The next Agent Smith is a bubbly, somewhat insecure, rather stereotyped teenage girl armed with daddy&amp;#39;s credit card.&lt;/p&gt;&lt;p&gt;Me, me, me.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Okay, that was actually pretty funny.&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 15:02:47 GMT</pubDate>
<author>M45T3RM1ND</author>
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<title>Re:Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;span style=&quot;font-family: Times; font-size: 16px;&quot;&gt;&lt;div&gt;&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Rare I&amp;#39;m happy to see you&amp;#39;ve taken on this issue, finally!&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;Me trying to clear up misunderstandings and misrepresentations here isn&amp;#39;t the same thing as me &quot;taking on the issue.&quot; Generally I try not to make reactionary changes based on forum ranting, and the more someone rants--by which I mean engaging in spam, exaggeration, griefing, rabble-rousing, and other sorts of chicanery to try to &quot;win&quot; their argument--the less weight I give to their statements. And I have a long memory for that sort of thing.&lt;/p&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;If i fall into an of those catagories please dont misunderstand my intention. I don&amp;#39;t mean to cause problems and in the heat of the moment it can sometimes take a wrong turn, so advanced&amp;nbsp;apologies.&amp;nbsp;Although&amp;nbsp;what you just said was... ultimately you dont care. Yes its maybe not what you intented but reading that it says to us no matter how we put it ( and i&amp;#39;ve tried throughout this to be polite and&amp;nbsp;straightforward) You wont ever change it.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Also, ranting? personally speaking i wouldn&amp;#39;t call what either of us have been doing ranting so i&amp;#39;ll assume we where not included otherwise i&amp;#39;d like to be pointed in the direction of said post(s) thanks (:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Rarebit wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;i need somewhere to vent my stress at Sony&amp;#39;s blatant disregard for this section of their company.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;It&amp;#39;s difficult for me to take your proclaimed point of view seriously when you use the forum for that kind of thing.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Its an opinion i&amp;#39;ve gathered over the years, or more an impression. You cannot fault me for having that, expressing it once or twice which i have over the years does not in *any* way&amp;nbsp;represent&amp;nbsp;how i use this forum. So don&amp;#39;t assume i do, I guess it&amp;nbsp;wasn&amp;#39;t&amp;nbsp;the post&amp;nbsp;appropriate&amp;nbsp;time nor person to express it too eh? :p &amp;gt;.&amp;lt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Great, its good to see you&amp;#39;ve noticed and taken it into account previously. But be quick on that note, the longer your waiting the more your putting at risk &lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;I&amp;#39;m not sure we&amp;#39;re on the same page here, and I can&amp;#39;t tell if you&amp;#39;re having a bit of joke with me. The things I mentioned (crit location pointed out in cinematic, pop-up text for low levels talking about archives) are already in the game.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Oh no i was actually being&amp;nbsp;serious&amp;nbsp;not sardonic. i wasn&amp;#39;t aware the popups where included and i knew the cinematics already had the locations.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;NO your missing the point (or atleast my point) here! forget that i have a 50. I am a new player i want to play the story! ... DENIED. *that* is my point rarebit. I have a character on all servers. One of which is denied access to the stuff its because of this i&amp;nbsp;realised&amp;nbsp;hey if i didn&amp;#39;t have another character to play i cannot get play the story myself or collect the items. I never used my alts for getting the other side of the story other than live events. Mission wise i didnt care. *now* however we are forced to play the crits to gain any sort of narrative information. But unless your 50 we cant. *Thats* the problem rare.&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;I understand the point and I realized it was a trade-off when I made the decision. However, I have yet to see new players distinctly turned off by the change. You aren&amp;#39;t a new player, and it&amp;#39;s dangerous to assume that you are correctly interpreting another person&amp;#39;s or group&amp;#39;s point of view.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;I proved this by asking players that where new and could access the content... i quoted one and if you really want the proof i&amp;#39;ll get screenshots. It&amp;#39;s not just an&amp;nbsp;assumption&amp;nbsp;but a thought which lead to an investigation on my part.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;A few reasons I felt able to make the change were because a) we have so much previous story now that a new player just catching up by way of the archives will already be pretty high level by the time they&amp;#39;ve played through all that b) the cinematics are available to everyone and can readily convey the essential &quot;this is where we are&quot; part of the story.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Ok first good stable reason to why this&amp;nbsp;change&amp;nbsp;was made. Agreed that its a better way to be able to catch up.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Also, it isn&amp;#39;t accurate to say that you have to be 50 to play the new story missions. You only have to be 50 for the last one. They begin at 30. I realize that&amp;#39;s still a barrier to entry, but there&amp;#39;s no need to confuse the issue by exaggerating the number.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;We can play the first mission of every set, that i concur but we cant personally attain the full story&amp;nbsp;without&amp;nbsp;being 50. That is a fact which you&amp;#39;ve&amp;nbsp;admitted&amp;nbsp;before.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Back to the new player thing, another motivation behind the change as a whole was that in my interactions with new players--sneaking up on people in Uriah, mostly--the vast majority I tested on this point had little to no awareness of the current state of the story, which tells me that a driving need to jump on top of the very latest story segment is not--for most of them--the driving force that&amp;#39;s been bringing people into the game. I would have liked it to have been, but I haven&amp;#39;t seen that happening by and large.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;How can you gather that just because they&amp;#39;re unaware of the current affairs (being new and all remember too) reflects how much they do or will enjoy the content as currently is&amp;nbsp;laid&amp;nbsp;out. Thats like walking into a new large chain store and being asked do you know where the frozen isle is, then assuming because they do not know they don&amp;#39;t like frozen food. Am i wrong? If i enter a new store/game i look around i walk see what i like don&amp;#39;t like and proceed from that. Sure it&amp;#39;s &quot;vets&quot; that point them in the direction of the live events etc but i&amp;#39;ve never in all my years of helping newbs out herd someone say after i introduced them to live events... So i don&amp;#39;t care wheres the cool new items!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Lets briefly return to your theory of high level content should always have a restriction... THe live events didnt. Sure they where in downtown and nearly always involved a level 50+ character and probably PVP. I also remember taking two new players to an event in centre park if i remember it correctly and letting them interact/experience the events. Both of which enjoyed it&amp;nbsp;thoroughly. My point being.. should this do too?&lt;/p&gt;&lt;p&gt;Expectations will be different for new players who&amp;#39;ve been brought into the game by vets who&amp;#39;ve been telling them about the story, events, etc, but those same vets also usually help the new players get established by teaming with them, factioning with them, running them through the lower level content (which for us is relatively plentiful, even aside from the archived story missions), providing them with items, and so forth, all of which will tend to negate or shorten the drive to level 30.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Wouldn&amp;#39;t go as so far as to say negate but i&amp;#39;ll agree vets help shorted the distance. Although i don&amp;#39;t see it as an excuse/justification to initiate the restriction.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;Understandable... but when in over three years has anyone said to you on the forums or in games... Rarebit these overpowering numbers are too much i want simplicity? Not that i&amp;#39;ve seen? My point being as that of mastermind, why change something that was if at minimum &quot;satisfactory&quot;. I&amp;#39;ve seen one person so far that has apparently genuinely enjoyed the change... Not sure why yet but i&amp;#39;m sure there is reasons.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;They haven&amp;#39;t, but there&amp;#39;d be no reason to bring it up, because I haven&amp;#39;t resorted to overpowering mission NPC spawns very often.&lt;/p&gt;&lt;p&gt;Forum feedback is a tricky beast. When people are happy with what&amp;#39;s going on they seem to have better things to do than to spend their time on the forum, whereas when they&amp;#39;re unhappy with something, they spend a great deal of their time here talking about it--so the feedback in this medium tends to reflect the negative opinions more than the positive or ambivalent.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Ok point taken, i don&amp;#39;t disagree but i havent just been reading the forums and making these opinions (although the one i expressed there&amp;nbsp;wasn&amp;#39;t&amp;nbsp;the most accurate. The forums rarely see good points but add one or two numbers onto that and you have&amp;nbsp;in game&amp;nbsp;numbers&amp;nbsp;as well. But lets face it the majority that are still here and&amp;nbsp;haven&amp;#39;t&amp;nbsp;spoken about it are mainly in three groups: Undecided, prefer it and don&amp;#39;t know about or care about them in the first place. as far as i can tell from speaking to many people the majority are &amp;nbsp;either undecided/holding out or dont care. That in itself isn&amp;#39;t a good thing.. And i&amp;#39;m personally in that group. That said considering your firm stance on this reflected in the&amp;nbsp;initial&amp;nbsp;quote i guess after christmas i&amp;#39;ll be canceling just like the others that are waiting.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;It saddens me that you tried to mix the updating gameplay and critical missions. I don&amp;#39;t care that my &quot;alts&quot; cant access the content, but new players cannot either. The first thing i used to say to a new or potential player was we have live event interactions with real characters from the matrix... Now? We have what you can get everywhere else... and we charge more! &lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;p&gt;There are still Live Events, although the new format is not very much appreciated by most veteran events-catching players right now, which isn&amp;#39;t hard to understand, since their frequency has been reduced quite a bit.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Rarebit i said before, i don&amp;#39;t care if i dont get to them... I&amp;#39;ve only attented about 12 or 13 personally in three or so years. Still thought it stood as a concrete and enjoyable experience for those that did and even to read later. It give people a sense of real life (mxo that is) continuation. This is repetitive... Static... and less interactive. Even if it was an illusion it give the effect of continuing narrative. These don&amp;#39;t and as i said i think therein lies the problems people find.. They&amp;#39;re unsatisfied.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In the end, the old scheme of daily events failed to reach new players. It was extremely rare for me to be able to interact with actual new players in those events, and I was very disappointed that I wasn&amp;#39;t able to make that part of it work. There are many reasons why it didn&amp;#39;t work out as I&amp;#39;d hoped, but that&amp;#39;s a whole separate topic&amp;#39;s worth of discussion, some of which has been touched on elsewhere.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;But thats not a reason to remove it! you can hep guide players to live events and improve the availability to them, all without having to remove them and change the method of deliverance.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Although fairly often in those rare times I did come upon new players, on their own, they tended to assume I was a regular player, or perhaps some freakish sort of NPC.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Lol well i&amp;#39;ve seen that before in event recaps &amp;gt;.&amp;lt; But that said it comes to to not knowing... i still dont see this as a basis to change everything else&amp;nbsp;because&amp;nbsp;they&amp;#39;re unaware :s&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;cite&gt;Danger_Frog1471 wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;font-size: 16px; font-family: Times;&quot;&gt;&lt;div&gt;&lt;blockquote&gt;&lt;p&gt;&lt;span style=&quot;color: #ff0000;&quot;&gt;And&amp;nbsp;therein&amp;nbsp;lies the problem, atleast we have written confirmation that you&amp;nbsp;acknowledge&amp;nbsp;it. Anyone below 50 is excluded from&amp;nbsp;receiving&amp;nbsp;the full story. Yes there *ARE* work arounds, but as a paying customer not only should it not have to be tolerated but hell i&amp;#39;m getting tired of half-arsedness(tm by kind) from this company it&amp;nbsp;shouldn&amp;#39;t&amp;nbsp;be our job to deal with the problems.&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;/span&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;You aren&amp;#39;t excluded; you have to put in some work to get to the point where you can access/beat that content. Yes, it takes more time and even more skill, but flatly calling it exclusion is a misrepresentation.&lt;/p&gt;&lt;p&gt;We certainly never promised that we&amp;#39;d make the entire story easy for a single person to access, and I don&amp;#39;t feel obligated to do so. Enough to interest them, yes, and enough for them to get at if they make the effort for the rewards--and whether or not it is currently enough is under debate here on the forum--but not dishing up the whole thing on a silver platter from the get-go. I do understand that you preferred it that way, and I&amp;#39;m not going to try to argue you into liking the new way better.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;One last question then while we&amp;#39;re here.. Is that a personal choice? Because (and as you&amp;#39;ve stated before) It sounds to me like that was an opinion. One which i wouldn&amp;#39;t expect to hear from the likes of the large scale company that you belong too (i refer to i&amp;nbsp;shouldn&amp;#39;t&amp;nbsp;have to cater to everyone). Don&amp;#39;t take this as a personal attack, and its not up for discussion... its things like this that made and still make me give up on the owners of this game taking notice. Yea, sure, i don&amp;#39;t know the way it goes... and i can&amp;#39;t but my gawd&amp;nbsp;someone&amp;#39;s&amp;nbsp;not doing the right things to promote the best idea of what is.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: #00ffff;&quot;&gt;Edit: not a necessary comment so i&amp;#39;ll remove it... I&amp;#39;d like to see my subscription to the end thanks&amp;nbsp;&lt;span style=&quot;color: #444444;&quot;&gt;&lt;img src=&quot;/mxo/images/smilies/8a80c6485cd926be453217d59a84a888.gif&quot; border=&quot;0&quot; /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;I guess then rarebit you can&amp;nbsp;officially&amp;nbsp;ignore me, i&amp;#39;ve got all i need to hear. You wont change it, your only here to correct what we don&amp;#39;t see but apparently i&amp;#39;m missing the whole book never mind chapter. &amp;nbsp;I still&amp;nbsp;incredibly&amp;nbsp;respect you as a person, for all the work you&amp;#39;ve put into this game. Blood sweat and tears. No doubt i&amp;#39;ll be back to see how things are going till the end but no, i don&amp;#39;t think i can hold out much longer. It&amp;#39;s lost all its uniqueness in my opinion and i can find cheaper more satisfying content elsewhere.&amp;nbsp;&lt;/p&gt;&lt;p&gt;Much well&amp;nbsp;deserved&amp;nbsp;love,&lt;/p&gt;&lt;p&gt;Kind&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 18:06:53 GMT</pubDate>
<author>Danger_Frog1471</author>
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<title>Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;Well I&amp;#39;m not gonna pursue this topic anymore.&amp;nbsp; It is what it is.&amp;nbsp; There&amp;#39;s no point in worrying about things I have no control over.&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sun, 14 Dec 2008 22:29:58 GMT</pubDate>
<author>Villemar_MxO</author>
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<title>Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;Villemar_MxO wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;Well I&amp;#39;m not gonna pursue this topic anymore.&amp;nbsp; It is what it is.&amp;nbsp; There&amp;#39;s no point in worrying about things I have no control over.&amp;nbsp;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;That&amp;#39;s a crappy attitude to have. Just the fact that Rarebit came and got in and joined the discussion with us shows that we made a HUGE difference.&lt;/p&gt;</description>
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<pubDate>Mon, 15 Dec 2008 05:37:04 GMT</pubDate>
<author>M45T3RM1ND</author>
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<title>Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;I think the way it is, is alright (not perfect, but alright). Just make sure to speak to lowbies about storyline stuff and ask if they wanna run the mish, not hard to do and makes it still a challenge to us (without the lowbie that is.)&lt;/p&gt;&lt;p&gt;If you removed the level requirement, the lowbie would need to face lvl 55&amp;#39;s. They&amp;#39;d just complain, why give us content that we aren&amp;#39;t even close to be able to do.&lt;/p&gt;</description>
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<pubDate>Mon, 15 Dec 2008 05:57:05 GMT</pubDate>
<author>The_Bruceter</author>
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<title>Re:Re:Re: Level requirements for storyline missions</title>
<description>&lt;p&gt;&lt;cite&gt;The_Bruceter wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;I think the way it is, is alright (not perfect, but alright). Just make sure to speak to lowbies about storyline stuff and ask if they wanna run the mish, not hard to do and makes it still a challenge to us (without the lowbie that is.)&lt;/p&gt;&lt;p&gt;If you removed the level requirement, the lowbie would need to face lvl 55&amp;#39;s. They&amp;#39;d just complain, why give us content that we aren&amp;#39;t even close to be able to do.&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;I&amp;#39;d have to disagree there bruce i&amp;#39;ve give a few examples of content that is available to everyone but only complete-able by the top end of a game. People don&amp;#39;t complain in either of those situations, they try once maybe twice if there&amp;nbsp;persistent&amp;nbsp;and seek to achieve a state when they can. I personally have tagged along on the new guild wars elite M.O.X missions which put you against max level mobs constantly spawning (on a level 13/14 character, i leveled half way through :p). I died several times but i had one hell of a good time attempting it and actually succeeded once.&amp;nbsp;&lt;/p&gt;&lt;p&gt;It brings me to the reason or the intent of the combat revision, It allowed for (in laymans terms) Less missing, more hitting, but less damage by low levels. So what i mean by this is with a good team of 40&amp;#39;s the level 55/53&amp;#39;s in .3&amp;#39;s could be completed. But currently we&amp;#39;re not allowed to. Its why i started the discussion, the pro&amp;#39;s in this situation don&amp;#39;t&amp;nbsp;outweigh&amp;nbsp;the con&amp;#39;s. I was asking to be proved wrong but so far i haven&amp;#39;t seen any good reasons bar one. :/&lt;/p&gt;</description>
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<pubDate>Mon, 15 Dec 2008 06:12:44 GMT</pubDate>
<author>Danger_Frog1471</author>
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