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Posts
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I'd forget what symbol belongs where. I use the names.
I'm at work now, but are all auxiliary items targetable? Do they have to be for some reason to get an AUX item to work with its parent item? -
I've seen CTF played in Warburg. Judges stand outside hospitals and give hero team(s) and villain team(s) a "3-2-1 GO!"
Both teams run to get the scientists underground and bring them back to their hospital. Team with the most scientist/flags in a set time period wins.
I've also seen it played where first team to launch a nuke wins. -
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The bottom line is if they opt out that's better for players and advertisers.
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I think there's a "not" missing in the sentence... either that or I'm really lost on what is good for advertisers...
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Yeah, there are a couple of typo's were still trying to get IGN to clear up, unfortunately
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The ability to opt out IS better for both player and advertiser. The benefit to player is rather obvious: they don't see what they don't want to see.
But advertisers have also discovered that it is to their benefit not to advertise to potential consumers in a way that may create bad will. That is why the advertising community created the Direct Marketing Association program to opt out of getting junk mail and why they either endorsed or at least did not oppose "do not call lists" legislation for telemarketers.
They came to the conclusion that they were wasting time and goodwill trying to push goods and services to folks that would never buy over the phone or in response to direct mail.
The ability to opt out follows these commercial precedents. -
WAIT A SECOND!!!!
Do we get to customize visual sounds and choose our own words and colors? Or are we stuck with what some dev thinks MY powers should sound like? -
Hi Blue Steel.
Hi Mynx.
Welcome to the forums. -
Wierd.
It didn't work for me this morning, but it works now.
Sorry for the misunderstanding. -
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Please use this thread to discuss the below announcement:
The following comes to you from the desk of Brian Clayton, NCNC Studio Manager and Executive Producer of City of Heroes / City of Villains:
I wanted to take a moment to follow up regarding Geoff's (Geoff Heath, CEO, NCsoft Europe) recent statements regarding City of Heroes future plans. To reiterate Geoff's comments and to restate our position from my original announcement of acquiring the City of Heroes Franchise, the future is very bright as we continue grow and reinvest heavily in this great product and community. There are a lot of exciting plans in motion that we expect will knock your socks off and take the City of Heroes/Villains franchise to the next level. However, our highest priority is to ensure that the quality of all new content being brought to the game meets and exceeds your expectations. With that goal in mind we have built a solid plan that positions us well for delivering just that! We're still not quite ready to reveal the specifics of our longer term initiatives, but know that we will share this info as soon as we can.
We continue to aggressively recruit and expand our team to meet these goals. I'm very happy to report that we've been successful in bringing on board some fantastic talent. I believe we have one of the most experienced, creative, and impassioned development teams in the industry working diligently to take your game experience to places you've been wanting to go, but thought not possible.
Thanks again to you, the community, for making City of Heroes & City of Villains the great online experience that it is!
Best,
-Brian
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Summary: We're great! Trust us, we'll make it better! That is all. -
Thoughtful and thought provoking post.
My only criticism comes from your proposed implementation of PvE mini games in the zones. How do you have stronger, more agressive, and greater numbers of NPCs only effect the PvE flagged and not the PvP flagged? I'm not stating that it can't be done, but it seems to me that it would be a very difficult thing to do. And if a PvP flag rendered you somehow immune or invsible to NPCs, the practical thing to do would be to turn on the PvP flag and go when the zone was empty to get those valuable temps with even less effort than now.
Also relating to the minigames, my tank and scrapper can do either with ease, but my squishier characters (controller, defender, corrupter) have to be very careful and frequently die to arachnoids and shivans or have a hard time defeating the base turrets before a reset. Making them significantly harder might require that some ATs or builds need a team to get the temps (which might be a desireable goal). But it will certainly raise a loud cry from those who already find it difficult or who find that they can no longer succeed.
But overall, I loved your post and I appreciate the effort you put into concieving and writing your ideas. -
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I have Triumphant Insult - chance to disorient; level 20
It is slotted into my taunt power
I have stood in the middle of groups with taunt on auto and not once have I seen anyone disoriented.
Basically, I don't think it is doing anything at all.
Bugged? Feature? No animation but doing something?
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I also have this proc slotted in taunt. I taunted over 100 times, even level mobs, much lower level mobs and an arena oppenent for a full 10 minutes on auto fire. No animation or combat log evidence of disorient happening and the oppenent also reported 0 disorients and close to 100% taunt accuracy. -
SLOWA!!!!
Nice. Very Nice. -
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any status report on your new draft of this, putz?
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I was wondering the same thing. -
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Scimmy is good enough to get it up A SECOND TIME!!!
**ton of adoring ladies rejoice.... or is that a collective sigh?**
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Third time, actually. I rezzed it once myself. Heck, this may be a perpetual reviver. Perma-Rise of the Phoenix! -
Looks like we can scratch one off the list:
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4. Not being able to use accolades while exemping favors power gamers at the expense of casual players who got their accolades later. Let accolades be used in PvP zones regardless of what level they're earned at.
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Per Lighthouse Patch Notes:
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Accolades should now be available even when exemplared to lower levels.
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NEXT!
P.S. Where do we go from here? Do we just point the devs to this thread? Digest this and start a new one with the top 10? -
Here's my choices, cut from the OP (I know its more than 10, sorry. I edited 4 times, but I can't reduce it anymore):
[u]Overall Design, Balance, and Power Issues[u]
Its a Bug! Kill it!!!
2. Fury does not build as intended.
Small Changes Can Make a Big Difference
1. Fly is not a viable PvP travel power. Add protection to fly, possibly to an underused buff such as O2 boost, antidote, or one of the ST FF bubbles.
Some Bigger Changes
1. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.
2. Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.
8. There are no true instanced PvP missions. A popular suggestion is Hero vs. Villain in PvP enabled Safeguard/Mayhem.
[u]Arena[u]
Its a Bug! Kill it!!!
Small Changes Can Make a Big Difference
2. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.
3. Theres no way of policing the tier of inspiration used even though tier 1s are the only thing sold at the arena store. Add an option to limit the tier of inspirations used.
6. Some people do not like the current system of arena temps. Add an option to disable arena temps. Consider adding an option to permit all temp powers, including ones from outside the arena.
7. The buggy system generated matches are confusing and no one uses them. Remove them from the terminal.
10. Many people dislike that deaths arent shown on the scoreboard. List deaths and kills for all matches, as its shown in base raids.
12. Current level ranges are clunky, and put lower level players at a disadvantage. Allow players to set matches to a specific level and allow players to get auto skd to that level as well as auto expemlared.
Some Bigger Changes
[u]Zones[u]
Its a Bug! Kill it!!!
2. If you are killed, youll sometimes get a bounty dot on the map where you died. This can lead to having multiple dots on the map and being unable to distinguish your true bounty.
3. Heroes can hop into the villain base in sirens and camp out there. The camp location is -1201.3 -152.0 1795.5. You can also use /stuck in another location to get inside the base. (Not posting the /loc on that because its a little too exploit to post on the boards.)
Small Changes Can Make a Big Difference
1. Allow players to choose between Tier2 inspirations and SOs if they have over 6000 bounty.
2. Add more/better rewards to the bounty options in Sirens.
3. Add the bounty system to the other zones.
5. Theres no open zone where heroes and villains are able to team. Allow heroes and villains to team in Warburg.
7. People often want to 1v1 in the zones but have no way of doing so without getting interrupted. Add arena terminals to hero and villain bases.
11. Many feel the reputation cap is unnecessarily low. Raise it.
12. Remove upper level limit on zone door missions. Currently high-level players are not permitted to play the minigame of buffing/debuffing allies/enemies but they're still allowed to be affected by it.
Some Bigger Changes
1. The lack of meaningful rewards discourages people from participating in zone PvP.
2. The bases are vulnerable in Bloody Bay, Sirens, and Warburg. Look into better protecting the hero and villain bases either by a portal system (such as in RV) or by adding a TP resistant field in the hospital.
[u] Base Raids[u]
Base raid issues are well covered here, so well keep requests from our side to a minimum.
Its a Bug! Kill it!!!
1. Youre able to tp opposing players into prison cells made of decorative items from which they cant escape.
Small Changes Can Make a Big Difference
1. Add a 30 second period of being unable to attack enemies/be attacked, similar to the counter on you when you enter PvP zones.
Some Bigger Changes
1. Bring back CoP and IoPs.
2. Take away disincentives to base raiding, such as defending SG members not involved being in the raid being unable to use their base, and the potential of property destruction when scheduled raids do occur. -
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Why do all the damage dealers have such ridiculously-high Status, Defense, and -KB-protection Caps? They're the same as Tankers. ...So why ever take Tankers/MM's or Brutes into PvP then if the Blappers & Stalkers can be buffed INTO tankers??? This is the stupidest thing I've ever seen in a PvP game seriously. Don't nerf the Buffs and Buff-Stacking... just assign more Reasonable and THEMATIC buff-Caps to the Proper AT's so that there will actually be some Diversity in the Arena.
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I agree with this 110%. I always thought it was extremely lopsided that with epics and a buff or two blasters could equal tanker defenses, but a tanker can't get close to blaster damage no matter how many red inspirations he has. -
What if MM's were allowed to summon pets during the set up timer? 10 seconds isn't much, but its better than a stick in the eye. But it also doesn't give them all the time in the world to set up all their pets and buff them.
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What if you had 4 seconds of fly instead of 4 seconds of hover at the end of a teleport?
I know I have often tp'd my self just to the edge of a building and not quite been able to make it to the edge and I think fly would have given me the extra oomph to make it.
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That would bring us back to making Fly viable in PvP
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True. But Fly is still much better than unslotted hover. -
What if you had 4 seconds of fly instead of 4 seconds of hover at the end of a teleport?
I know I have often tp'd my self just to the edge of a building and not quite been able to make it to the edge and I think fly would have given me the extra oomph to make it. -
Awesome work Putz and thanks for the credit. My input was minor compared to yours.
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I appreciate the event and the mini-content. It's nice to have something different to do in-between full issues. And I always enjoy seeing all the level 50s I leveled up with come out of the mothballs to collect the new badges.
I would have liked to have an in-game timer on the costumes though, even if it was a short period of time. Fifteen minutes of in-game time would have been much better to me than 15 days of real time.
My only other criticism is that it becomes mind-numbingly tedious to get the 3rd badge and all 33 costumes. I realize that no one is forced to that, but some of us are a bit obsessive compulsive about badges and keeping up with the Joneses.
Arcanaville or one of the other math mavens can correct me or flesh out the details, but it seems to me that the more costumes you have, the more likely you are to get a repeat costume and the less likely you are to get the last remaining costume to complete the set of 33.
That means that I have to click perhaps hundreds more doors to get the 33rd costume than I did to get my first costume. By the time I get there, I think my first costume will have expired and I will despise all halloweenish things. I know many will disagree with me, but I think less costumes may have been better. -
Take care, Artic Sun. I've enjoyed your work and wish you all the best in your move.
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My VG still had an item of power several weeks after they were supposedly removed from the game. Then one day it just disappeared. I had mentioned it on Justice forums and I would not be surprised if someone petitioned my group to get it removed.
I guess it's possible for someone to still have theirs. -
Great thinking and numbers as always, Scrapulous.
I do have one disagreement with you though:
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The hold resistance is actually not bad for characters with status protection toggles, because it increases the hold stacking required to overcome it.
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I don't think that this is accurate. My understanding is that anti-mez toggles have a magnitude that holds have to overcome and that the hold resistance from the bonuses merely effects the length of time you are held, once you are held.