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Posts
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Tip System ehe? Ya know for a while now I have been calling it Dynamic Content (tm)!
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At first I thought this was about merging pets like Voltron.
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It has been said to me that having destructible objects in regular missions fills the area with too many target reticles. Me personally I think it would just be a matter of creating maps that specifically space these objects to prevent clutter. The bigger problem is the fact that there simply is no mechanic for weaponizing objects in the first place. Lets face it, we really just want to want to pick up a bus and smash someone with it am I right?
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"My happiness is good. You think I'm evil. If i kill you that makes me happy, thus my killing you is good.
This is basic ethics and story writing stuff. "
...except by killing another, you remove their potential to provide for the species, which is as basic as it comes. Our individual needs are an illusion when it comes to the needs of humanity as a whole and thus evil is that which conflicts with those needs. -
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Quote:I personally think that Ghost Widow would be the one who could over throw Load Recluse. As she has stated before, her loyalty is to Arachnos and not necessarily to whoever leads it at the moment. Since she only exist as long as Arachnos exists, it is the best motivator for her to see that the organization remains strong. I don't think Recluse has placed his own interests over those of Arachnos and it is high time something was done about it.Is anyone else thinking something along these lines...
It would essentially be City of Heroes 2.0 (not City of heroes 2 but a timeline upgrade).
The available to all part of the expansion would be moving the timeline forward.
1) Second Rikti war is essentially won, those who purchase the expansion can go help one of two factions on the Rikti homeworld (the heroic and villainous Rikti already exist so use those) in a civil war. The Rikti EAT is also introduced.
2) Lord Recluse and Statesman are MIA/KIA, the Statesman and Lord Recluse Task/Strike force are completely reworked (still aware the same badges). Villainside gets a massive content upgrade and major rewrites of a lot of stuff (which both myself and Eva have suggested).
The ITF gets a subtle rewrite (they nolonger need just Statesman and Recluse to power the Mecha but ANY incarnate...since there will be many now available). The Statesman's pal badge is reworked/renamed along with those arcs.
The RV hero/villain defeat badges required for the accolade are reworked (the Lord Recluse and Statesman badges are redone) and generally a lot of work goes into reworking or replacing stuff that requires those two.
Yes it's a hell of a lot of work but this is a paid for expansion we're talking about.
3) Ghost Widow gets her body back (finally) and thus anything involving her is dealt with and she is renamed to Belladonna (a good evil name in itself) but retained her dark/dark corruptor like powers.
4) Throw in some new powersets, new costumes and the like.
I'd throw £19.99 at that for sure. -
I have seen a lot of threads suggesting this along with entire NPC staffs that could be purchased and customized for your SG base. Still a good idea and one that would be great for a Booster pack.
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Quote:Been wondering this for a while now tbh, but if its possible over the next few issues could we get the option to change how our cursors look.
Either in colour or actual look, changing the size of them would be nice to. It's happened before where in a middle of a fight i've lost where my cursor is because of all the powers and what not.
So as its not game breaking i thought this might be a nice change for us. Ofc keep the option to have the default look now for those who like it as it is.
I just want a curser that I don't loose in the thick of battle. -
Most /fire Tanks and Scraps suffer from KB Death. Not insurmountable, but a real annoyance when you can't get off a shot because your getting ping-ponged all over the place.
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...and held the other teams families hostage for the right kind of "motivation" to play with a little less enthusiasm.
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Quote:I think it's simply a matter of having a mandate to do so. They do have all the resources to take over Nerva, but no mandate to do so. Their presents amounts to nothing more than embassy duty with all the off-the-books operations that go along with it. The Rogues are still sovereign, but all that could change, especially if Recluse ever crosses paths with Vanguard. Imagine if Mako sank a Vanguard sub or if Black Scorpion got caught trying to sell nuclear weapons to terrorists? Good by UN protection, hello occupation!I frankly agree, but if you noticed the post I was replying to promoted Paragon City hero groups coming in and successfully reforming the area, I found it to be too incredulous an idea simply because of what we've seen in Nerva. Longbow has more resources than God, but it still can't bring order to Nerva; how does the other guy expect them to bring order to any other island?
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Quote:Your kidding right? This was an RP-based statement right? Narratively, anything is possible. These areas would be ours for the taking, not just us beating up on other villain groups. This would give us the opportunity to fight costumed hero NPCs along with the regular hero groups like i should have been in the first place. Missions where we can create our own destinies and not those of lackies of lackies.You kidding? They can't even do that successfully with Nerva Archipelago. Longbow is there in huge numbers, but because Arachnos is out of the picture, everyone else like the Family, Council, 5th Column, and Crey is squabbling over the place. To try to do that to the rest of the Isles would place those silly do-gooders in over their heads.
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I wouldn't remove Recluse, I would restrict him to Grandville. I would have Vanguard, Longbow, and even the PPD move into the outlying islands and make them into respectable looking neighborhoods, and give villains the chance to operate outside of the influence of Arachnos.
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Quote:Perhaps, but at some point you have to be competitive with newer MMOs that already have higher requirements. STO and CO have requirements that are well above our minimum, but are doing fine.Based on what I saw when I was playing it, what was in that video may have been generated with in-game content (i.e., the same way that cutscenes are in CoX), but parts of it misrepresent the actual gameplay unless you've got an absolute bleeding-edge system. For example, the mass battle scenes; from my experience with fort raids in the Abyss, rather than having mass battles with thirty or forty players on each side fighting as shown in the trailer, what you have is a massive lag slideshow where the render limit keeps you from seeing more than about 20% of the participants (I was reminded unpleasantly of the old Hami raids with 240 people in zone). And they're proposing to do an 'ultra mode' makeover of the Aion graphics, which will increase the lag further.
One of the things the devs have to consider when adding features to the game is how the changes are going to affect people with varying degrees of system power; I think that with CoH, the devs have picked a good range of steps from bare minimum to full ultra mode that lets players pick a good balance between graphics quality and render speed. But from what I saw in Aion, the required graphics levels push too close to the capacity of the average system. It's pretty, but sacking playability for chrome is a bad tradeoff. -
Quote:They do it with the Hulk all the time.I think it's most likely this, as a lot of game developers do it with their models. One example is Killer Croc from Arkham Asylum: originally he was 'only' eight foot tall, which is absolutely huge by any standard, but due to the camera perspective he simply wasn't intimidating enough as there wasn't a big sense of scale. Once they'd kicked him up to about sixteen feet in height, bam, he was imposing again.
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Seriously Devs! Isn't it about time the streets and alleys were cleared of this graphically-locked crap and replaced with phys-x stuff?
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Quote:In a world where a card board box can impeded your motion, you want enough space the get around these bits os super-powered garbage.Probably not related to the subject but: the world itself seems oddly proportioned. I mean, look at the sidewalks...they're HUGE! Like, over 2-lane-road big. You can drive a pair of semis side-by-side into some alleys. It really doesn't help make your big character feel big when everything is big...does the opposite, in fact.
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Quote:I really hadn't thought that much into the idea, beyond the basic concept, but the system you suggest seems sound.The specific way I addressed this in Make Range Mean Something was to make accuracy dependent on relative range. I forget the exact numbers, but I believe they were something like attacks had an intrinsic 20% accuracy bonus when fired within 50% of maximum range, normal accuracy when fired up to 90% of maximum range, -10% accuracy out to normal maximum range, and -25% accuracy out to 1.2x their originally designed maximum range. And these numbers would follow range slotting, so someone that slotted an attack for range would not only be increasing their range, they would be increasing their accuracy at long range by bringing those targets deeper into the range envelope.
In this case, to gain the range bonus with a melee attack (currently seven feet of range) you need to be within 3.5 feet of the target. But a ranged attacker using an 80 foot range attack could get that same bonus just by being within 40 feet of the target. Today, I would probably make the extreme range penalty higher due to the proliferation of accuracy buffs that could saturate it out, and I would make them separate accuracy multipliers rather than accuracy strength buffs, but the basic idea is probably still sound.
And if you buy that, I also have an accuracy-based critical system to sell you. -
@Steam, I understand that builds would need a major overhaul from slotting recharge to all end, thats the point. @Archanaville, If you look at Novas as they stand now, most of the End drain is mittigated through tactics when soloing and almost completely mittigated with team support.
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Ok I was running my latest tank last night and had a few ideas about some of the basic game mechanics.
1. Make accuracy range-based: Missing a stationary object with no shields is just ridiculous. I understand the reasoning, but it can be very immersion-breaking. Of course, range-based accuracy would be affected by to-hit and -to-hit powers, but in this case you would need to stack debuffs to cause a melee power to miss consistanly. This may seem to give melee characters an advantage, but considering they are already without significant range power and the fact that most ranged characters have a melee secondary, it really does balance out.
2. Tie recharge rate to endurance: This eliminates the need for recharge enhancements all together since, in this case, the more endurance you have, the faster your powers recharge. It's basically if you are tired, you tend to react slowers, meaning your powers recharge slower. Although toggles would require a bit of a discount, it would also mean that there would be almost no wait for toggle to recharge if your endurance is already full.
3. New targeting features: Instead of a boxed recticle, the target is highlighted when the blue hand passes over it. This would give you more accurate target selection in a crowded battlefields. Another new feature would be the ability to select multiple targets at once. By right-clicking over an area of targets, you highlight all of them allowing you to either single-target the one closest to you in that group until they are all defeated, or AoE the entire group repeatedly. This is still effected by the limitations of the number of targets a power can effect at once.
Like I said, off the wall, but streamlining the way we play can't be all bad. -
Quote:In the future booster pack ideas thread in general discussion, I did suggest a Kawaii themed Booster, complete with floating heart auras. Butterflies would work too. Because it's cute, sadly the devs might dismiss it as a joke. As a challenge, though, I dare the devs to think about serious characters with cute or beautiful aesthetics rather than just the sinister and edgy. Goddesses. Fountains of life. Animist spirits of the cosmos. Or of the planet. Children with unlimited powers (think Lama++).
I totally agree with Sam as he points out a page or so up, there has been a real hard edge to a majority of the costume releases over the past 3 years. When this first began, it was refreshing, welcome and quite arguably needed. But this hard edge does contribute to that sense of sameness I was speaking of.
Several ways to break this, none of these strategies are mutually exclusive:
- asymmetric models
- rounder more organic shapes
- convincing modeling and texturing of soft, organic materials
- more lighthearted themes
In addition to the often requested better furry bodies, shoulder fur, animal bits and bushy tails other possible options in no particular order:
- feather and fur boas that use cape physics, but are 3d capes essentially
- convincing feather and fur trim for tights, catsuits and existing clothing options
- shoulder pieces as asymmetric as the gladiator shoulder, but portraying large bushy branches, allowing players to make sentient trees. asymmetric boots and belts in this direction that are also ridiculously bushy with vegetation could work as well
- simple spherical, reflective heads, shoulders, elbows and knees
- GG and others (mostly female players IRL from what I could tell) went a bit gaga over Mother Mayhem's bosom. The only gathered and lifted bosoms we have are sharply framed by either the witch leathers or this new organic armor set. create some more generic gathered and lifted tights options, with and without keyhole cleavage reveals
- an "antoinette set" with powdered wigs for his and hers, tricorner caps, and a close approximation of a hoop gown slightly lifted and tilted forward, ala how the Warrior belt geometry from the martial arts booster currently works
- jewelry details of pendants, medallions and head details for earrings, including feathers and dream catchers
on the more sinister side--it doesn't all need to be cute or cuddly:
- a set that looks less like fractured hard materials and more like melted wax, with large gobs of ones body gathered up in big heavy drips that have hardened in place
- big bulbous boils or mud bubbles on the skin--not just as a texture, but a few large spheres the size of a fist, like on the back or chest or shoulders
- others already mentioned taking advantage of the robotic arm divisions to have mutated arms. what about just one big honking mega muscular arm? ditto in monstrous legs
Anyways, I'll still be getting this pack to support Paragon Studios. I definitely can use all three CC emotes and will use the growl as a bound stance emote for a few of my rooftop avengers. I also have perhaps one use for the bio-lum set. Still don't see how "hell-spawn" as David calls it constitutes a mutant. And though it is a very well done set, going to be stubborn on my opinion that it is very redundant with already existing demonic costume options and feels. And I'll begin the wait yet again and hope that booster pack IV or i19 has something that some of the standing gaps in basic comic genre themes and aesthetics currently in the CC.
All of the above. -
Quote:Fish scales and feather skin patterns. Odd that would don't actually have them.I was thinking more like
CO has bird feather tails and fish fins and all kinds of things we don't have. It's one area where they have us soundly beat. And a lot of people were expecting this to be it. But from the way David talks, they haven't even started thinking about doing it yet.