1) Challenge vs. Drain. Many of us, myself included, welcome a more challenging game. So, challenges are welcome. But, there is a fine line between challenging and draining. The G-27 mission was well designed. It required some thought and ordering to the events you needed to complete and a tough Elite to kill. From all indications the level 83 mission is just a drain. It isn't that it requires a lot of work that is OUTSIDE leveling, it is that it requires a lot of extra leveling to complete. I can almost guarantee that many of the complaints about this mission would not be present if the extra energy was required in going to different realms to bring back things or going somewhere to kill some champs. Instead, it requires mind numbing killing above and beyond the 1500 mobs needed to level through that level. On this same point, given the construct of the game, creating a 2-hit mob is not challenging, it's draining. The Challenge should be in Elites that require mega-groups to kill, missions that require a drop from a tough creature to find etc.
2) Skills. Many of the class skills seem to have been "under" powered. I can speak mostly from a soldier's perspective. I look at the uber powerful Mental Strength that purists get and scream. All the skills I have access to that increase damage or attack seem great until it is found out that they conflict with each other as they require different weapon types to use. Focused is a ridiculous skill. Give up a round of combat through a miss to get 10% more damage? Called Shot gets me a 5% chance to double damage. At the expense of all my other skills that don't work with heavy weapons. I'm sure other classes have similar problems.
3) Ammo. Ok, I'll trust that stackable items will be released today. Even if it is ammo has become a major problem. If the paradigm has switched to 2-hit mobs ammo is even worse to use than it already was. 30 round ammo clips run out too fast and we don't have an auto-load feature. This means that we need to constantly check the combat screen and when we get low (if we don't want to risk death and waste energy) go to the data sheet screen to load a new clip. I think ammo clip sizes need to be at least doubled and an auto-reload hot-key needs to be made. Otherwise the few soldiers left will go the way of the dinosaurs. Purists face similar issues but are rewarded with Mental Strength which, imo, is the most powerful skill in the game.
4) Elite Gear. Elite Gear needs to be better. I understand not wanting to unbalance the game, but to have the level 80 Elite gear require as much work to create as it does and not be superior to Core items 5-6 levels later is ridiculous. Remember that you need to kill on the order of 50 level 80 Elites to create a set (4 drops per item, 1/10 drop rate with some failures). It isn't going to unbalance the game to have the Elite gear be the best gear available for over 10 levels. It will also reward those that make the sets by having them maintain a little bit of value. I proposed allowing Elite gear and Engineered gear to get a durability bonus. This would help in this regard. But, increasing the set bonuses to include roughly a 10 level bumpup (20 total points correct?) would also help. It's only going to make a difference in about 10 mobs of when repair is needed but that adds up.
5) Feedback. One of the things that has always made HCS games work has been the interaction between developers and players. Forum participation on a regular basis by those in authority creates a massive amount of goodwill. Information being transferred to players solves many problems before they arise. I know things have been busy and personal illnesses (etc) can slow things down. But, the black hole of no information is not good. Without the community participation the game becomes of much less interest. It would cost HCS very little to have updates or comments in the forums about when things will come out. For example, a post of "New Content is being developed. It will NOT be available until at least XX date". This might seem like a negative but would be a MAJOR benefit. Then, as the date approaches more information about release date would help. Some things might want to be sprung as surprises (new HK, special events etc) but content should not be this way. Knowing the release date/time of content (approximate works) can keep people from getting upset as it doesn't arrive or at using energy at the wrong time or whatever. Obviously feedback in suggestions and other threads is equally important.
6) Faction Structures. This might be more of a suggestion, but there is no game mechanics reason to limit the Amp Structures to 5 levels. Or to limit factions to 10 structures. I don't want to build my Amp Structures to level 25, but level 10-15 would be nice. It would help sink credits and allow factions that were well-organized to reduce the impact of 2-hit kills somewhat. A really simple fix to make leveling a bit less of a drain.
7) Artwork. I want to make sure this is constructive and not always negative (I hope people can see that this entire post isn't an attempt to be negative) so I'll comment on the artwork. I think the artwork of the game has been by far the most completely successful component. I don't have to like every set (I'd hate to be a purist and have to wear those clothes -
8) Storyline. The storyline has been good. I think it's become a bit repetitive with no additions of "mega bosses" (HK) or artifacts. But, I appreciate the work in making the storyline work. I think some form of "invasion" would be of interest. Something needs to be done to break the linear structure the game has fallen into. BUT, the storyline and linking of realms to the storyline has been good.
Hopefully these can be taken as constructive, and maybe cows can appreciate that those of us at the front of the game have legitimate concerns with some things. If HCS has to pick 1 of these to work on first - please make it #5. HCS games are designed to basically be linear kill and move up games. The community nature of the games is developed from the top down. I would rather see content delayed 1-2 days to get great content and consistent interaction and feedback from cows. Releasing BG and Hoof from business and programming duties for a bit of time each day will slow down development a hair but... if that translates into more interaction in forums and game and better transfer of information I'll take it in a heartbeat.


