So I think there are 5 plans, each with 5 types of ingredients, that are different per each plan. One reason I’m not fond of this change is - Inventory space- I now need to keep these ingredients on hand to create these base items, so I now have to create space in my inventory if I want to create them. Im already struggling with inventory space as it is, and have been for forever, this just makes it even more complicated. Another reason is- in the past, (not always) we got a preview of the collection rewards base item on cheetah, along with being able to purchase more than 1 (which were huge QOL changes from before the house of legends). That system was fantastic, and I and some other players were hoping that cheetah got the base item collection rewards from all episodes pre Atlantis (I think), and even one of the Metal episodes is missing. This change puts that hope even further away. I have now created all 5 of the base items and wished I’d only created the doors because I won’t use the other pieces. Not being able to see them, in game, before creating them is annoying. (This frustration was removed when cheetah was added) That’s just a few, tbh it’s not as bad as I expected it to be, but I still don’t like this change. It’s not the “more content” that I want. I’d prefer more base items. And I did read the post, that’s why I asked about the plans and not the drops. Hope this clarifies.
The drops and what’s on cheetah are trees and headstones. Things we just got on cheetah in JLD: Cursed. I mean the trees are cool though.
None of that gave me Dr who vibes of weeping angels since DC comics did demon statues before doctor who. Secondly, none of the story was jaw dropping. Considering it's chapter 1, they may as well call this the prelude. That werent a beginning. Plus they done episodes in parts before Amazon fury, halls of power, metal, war of the light I think. They were better told and made. Alert and raid MAJOR let down. Heck I really don't have any incentive to do the raid when it's the same. Heck I don't have any incentive really for the alert when I could simply do teleport to midnight since that still gives rewards. It's essentially for the solo player majorly. But as I said before they done episodes in parts that were better made. Solo and open world is ok. Despite, teething issues with open world kaznia. Solo felt like shattered Gotham and I'd rather be in and out of that thing cause that's just dull after a while
Furthermore, the “more content” I really want is a raid and alert that are different from each other. A few things changed and released with this chapter that are designed to waste my time and resources, not really giving me more content.
wait, you're comparing FFXIV to this boring, drawn-out story? so if falling snow and repetitive content excites you, nothing surprises me anymore....
To every changement, there will be frustration. To those who didn't already understand, it's a long term narrative arc, closing previously opened questions and opening new storylines. The first part we are getting introduces multiple things : - A new narrative you need to follow and to understand in order to comprehend the rest of the storyline. - A new invitation to everyone through game design not to rush content and to get time to do things. DCUO is a MMORPG, this is the RPG part and it's engaging, intriguing and well developped. - You don't NEED to level max up all your characters day one. Stop considering DCUO in term of quantity, try discover it and enjoy it as a new adventure. - The renown now FINALLY comes from each action you do for the faction you are helping, whether it's normal or elite content. The elite gear is finally available to each hero and villain coming to DCUO and it's a good thing. - This narrative and first part also reintroduce the craft in mechanics. Invites you to visit each corner of the maps, to take your time discovering Kasnia City and surroundings. - This narrative comes with maps that are far better. There is no dead space, each place of the map you are putting your character on will let you see multiple opportunities. There is a good use of already introduced content (even I who was not a huge fan of Infernal Kahndaq episode as it felt dropped for money/opportunity matter more than for storyline was happy to see some of it back) and new content (new emote is used by Zatanna, etc). Each part of the maps seems more organic with locals seemingly having purpose and life in this map. We even have our first ingame pub where to spend time with others talking and gathering. - Same as "the King is dead, long live the King", previous team's way is dead, long live the new team's way. Everyone will have to accept the idea that if the previous way to do was wrong and if we all were asking for change, we have to accept the idea of changement. There will be new ways to think the game. The Event system was introduced in anniversary and guess what, it works perfectly. It is a clear message to players not to farm the game without purpose but to take time to discover new and old content, take time together, think out of the box etc. - The new team is basically communicating giving us storylines (how many of those that aren't happy took time to discover the communication, the new story blog posts, the videos, the maps, the events and clues following us since Infernal Kahndaq?) - The new team understood most of those that play daily. They understood what a MMORPG is all about : storyline, social link between players, taking time discovering the maps, doing quests without rushing, gathering all together in a pub, getting used to new mechanics that may be used in new future content, etc. - The story part also provides, through introduced characters an idea about what kind of person are Voivode, Jack, Esperanza, Reckoning, etc. It also provides infos about what kind of person is a blue lantern and what kind of person is an indigo lantern. - The new content comes with one of the best time capsules we got so far. Even I who made all my main character's armories Batman themed was tempted to make my first armory using exclusively new content (yet I Batmanized it a little). To answer some relatively easily answered questions : - Why making the alert and raid with the obelisk mechanics available together, you ask? Because a new mechanic has to be presented as a solo/duo/alert/raid for every player, hero or villain, long term or new comer, to understand it, get used to it, etc. - Why reintroducing a specific raid? Because during this episode we did something that had consequences. And a new comer has to have the info, even if they didn't play all maps available to DCUO. - Why focusing your attention on the storyline? Because you have to understand what is happening and to get the new mechanics for you to be able to dig inside this new narrative. Take your time to discover a little more each day. You don't like having to take care about the storyline, you don't understand what a RPG is. The DCUO team is bringing a masterpiece, allowing you to discover it little by little. The Event tab is here to warn you about not farming the game as if you had to get everything on day 1 because there are stuff to do in the storyline and stuff to understand on the map. If you don't take time to discover the game and want a fast paced TPS, this is not a MMORPG you want. You want a gamemode and that is exactly what is introduced with the obelisk system. Imagine new maps using this mechanic, imagine PVP group maps using this mechanics. - Why not letting you rush? Because that is not the spirit of a MMORPG. Previous system was toxic and encouraged toxic behaviour and cheaters. New system rewards players that take time to discover and grind without rushing while those who got addicted to the toxicity don't understand yet the game design is made so everything is telling you to take a breath and take time with everyone around and to discover the map. Try not to focus on performances, because there is no performance in rushing without understanding why you are fighting this character instead of another. Even dialogues let you understand you have time to discover the new narrative. Stop being speed junkies. - Why making you returning to the pub regularly? Because you have something to understand about this place too. If it's in the story, it has to be used. Chekhov's gun rule is respected. And finally we have people taking care of storyline and maps the way DCUO deserves it. DCUO is a place where I met people who became close to me and this universe, even if I'm a huge comics/movies/series/animations fan is finally having link to them and provide huge storyline. New DCUO team is currently providing easy to get feats, contents and everything without you to have to farm as if you were miners. Take a breath and come discover the new DCUO without rushing and with good vibes.
I don't agree with everything here, but you hit some very important points. I think the takeaway is that people don't like when things change, and will moan for 2 weeks just like they did with new UI, and then get used to it and keep playing anyway. That's the the core of it. Second, it's very difficult to make sure there is something for both casual and hardcore players, it's a very hard balance to get right, as we know that no matter what the devs do, the loudest people on the forums will have a meltdown over anything that is remotely different to what they're used to. There is nothing wrong with disagreement, if it's rational and considers everything else and not just people's own biases and idea of what DCUO should be. Story writing has been terrible for over a decade and that is now being recognised, so hopefully the new engagement and revenue coming in, will improve all the other less than ideal problems the game has. But whining about it and throwing tantrums is not changing any of that, because people never actually provide any alternatives apart from vague arguments as to why it was a pointless change, which is totally meaningless to a dev who's trying to figure out how to improve things.
What’s an example of a complaint that hasn’t had an alternative suggested? Because so far, every major criticism has also had constructive feedback given, e.g: Intro length complaints – Players have suggested specific cuts to streamline it & making it skippable on alts. Pub visit complaints – Suggested using the communicator instead. Escort mission complaints – Suggested increasing escort radius and spirit speed. Alert and raid being identical – Suggested creating distinct content for each (kind of a given IMHO). Reusing an old DLC raid – Players have been asking for years not to reuse elements content, surely it goes without saying to not literally copy/paste a whole instance? Bugs in new content – Players have repeatedly begged for the Test Server to be used properly to catch issues early. Forced walking in the intro – Suggested enabling movement modes. Mission givers being spread out – The same issue was pointed out last DLC, with clear suggestions to avoid it. Lack of dev communication – Players have directly suggested better engagement and responses on the forums. At the end of the day, it’s the developer’s job to know how to make a good game. They shouldn’t rely on player patience while they “figure out how to improve things,” especially when passionate fans are actively providing solutions—and being ignored. Of course, it’s just a game, so let’s not freak out too much. But I pay my sub, and I expect my money’s worth. I will concede that we're an entitled bunch and we need to frame our criticism/feedback better. The people who make the game are human, go home to family at the end of the day, and probably don't appreciate the tirade of abuse 24/7. Does that make the points invalid? No. Should we maybe be kinder? Yes. (Unless you're playing on the villain side...)
TL; DR - There's problems but I liked it. Very different way of handling the story portion. I liked it. Long, don't know why we had to keep going back to the pub, but carries the narrative nicely. Good model for future episodes, IMO. Not running this on the test server is what several are complaining about, I don't care. I don't think the content should be shared with the public to begin with until it's ready for launch. All they do is make YT videos and complain. The dailies and weeklies are hard to find. I didn't find Etrigan until half an hour of gathering collectibles. Battle of the Damned takes too long to restart. The raid... you know what you did... o.0... you know it. We know it... The village and outskirts look great. No critiques there. Well done. Voivode, cute and fun character. Killing her off so soon was unnecessary and detrimental. If you are going to keep away from the comics and make your own storylines, characters like Voivode would be your gateways. If she died as we entered, that would've work, but... We are standing there just staring at her while she is ripped apart. Even as a villain, the crazy lady is killing your new little buddy. Why are we just watching??? Don't do that again. Wasteful. A few problem spots, but all and all, I enjoyed the story and the new area.
The 20 Days Rewards Progress can be made into Milestones. So this way players can still get rewards for the number of days they have played. And not miss out if they don't make the 20 days. The rewards can be divided or so. Example; 3 Days Reward, 5 Days Reward, 8 Days Reward, 12 Days Reward, 15 Days Reward and 20 Days Reward. And at the end of the event, they are given the rewards based on the days they have played. This is more casual friendly. As much as they buy out reduces based on the days, I'm blunt honest that even playing to get the price down to 500. Which is affordable. They hit 18 days and then they can't play for the next few days nor get a chance to buy out.
I enjoy a lot the alert and raid. The co-op aspect and team work oriented mechanics are a good addition [a la PVP levels or content from the base game]. That is what I felt from this STORY ARC. It felt like PVP content but applied to PVE. In the Battle at Kaznia City for instance, that part could have put players against each other, depending on which form, zombie or demon, they take. I did not realize the amount of original content added to the game until now. I was trying to look up information on the characters and stories but came flat against DC Comics or anything prior. So this imo is interesting. The story and how it ties into Harley Quinn's content extends upon the lore a lot. From what I understand all these events are happening around the same time. I'm invested to know exactly what the other content will add and where the plot will progress.
Now that the event portion is over, is there any way to get the Kaznian vigilante cache other than buying out? Or are there now limited time feats that end up locked behind real world money? I want to know if anyone knows whether or not feats like this, the hammer smash emote or passion tiara will be available in game without spending real world money.
I missed to complete this event, too. I wish there's a way to continue to progress on previous event. I'm thinking we should be allowed to continue making progress to older events when the latest event has been completed? EDIT: apologize for resurrecting this kind'a old thread.
Finally i could finish the episode, in general terms i liked it, specially the sólo part, it feeled a little bit different like with tiny puzzles (i know, if i want puzzles i should go to play Loom, which...i do from time to time hehe), in a way is like that "jumping" raid from justice dark episode (which no one? Likes but me i guess hehe). The only part i didn't like it was the Neron's raid but i didn't like it only because i do feel it is from a recent episode personally i would have prefer you brought back one of the older raids like one of the Hand of Fate episode which could have suited this episode.