Durakken

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  1. Durakken

    Rebirth System

    Quote:
    Originally Posted by 5th_Player View Post
    I never understood why rebirthing requires more exp on the second run.

    All that leads to is grinding.

    You're out of contacts, you completed most everything, and what's your reward?

    Grinding.

    Sure, your new char has some advanced skills by which, if you ever get to the same level you WERE, you're more powerful and more respected.

    But requiring more exp on the second run???

    Are you insane.


    The greatest things that American MMOs offer is content. Loads of content.

    CONTENT keeps the game fresh.
    yes and no...

    I'm assuming that this second run contact would give you more arcs and what i meant was not that a contact was inaccessable, but rather their arc that you would have already gone through. You've completed it. The character is not going back in time (That's orobus) it is continuing to develop... so what the devs could do is add new content on to things like the Dr. Vahzilok Arc. If you did it previously you now have access to it this run because Vahzilok is back type thing. Vahzilok you wouldn't deal with at level 50 because your out of his league, but back at lvl 20, the fact that you guys are on the same level again and you have experience with him it makes sense you would be called in. Get it?

    It allows for expanded content and growth of character and new arcs.

    Also not to mention those arcs you missed in the first run would be open again. because you're in that level range again. So arcs get would get re-opened and other arcs would get a part 2.

    So it's not "grinding."

    The more xp to lvl thing i think that earlier lvl you'd go with more xp while later levels you could go with the same, but the earlier levels should be a bit longer than they were originally imo the second time because the character is recovering, but I don't see it as integral, just something to add to the feel of it. After all the lvl 1 toon is 100% while the rebirthed character would be like 70% when you start in terms of how fit they are.
  2. Durakken

    Rebirth System

    Quote:
    Originally Posted by PennyPA View Post
    Why should level 1's have accolades if they have the badges?
    Also, it won't make sense a lvl1 toon is running around with the MoLRSF badge. That toon didn't earn it.
    It's the same toon. It did earn it. It's like asking why Superman could still access the Justice league computers when he died, came back, and had all new powers, or when Batman had to come back from square one why he still had the Batcave. The Character already earned all that stuff.

    Quote:
    Access to all power pools and a power boost - WHY? How is that balanced with all the other toons out there?
    Because power pools are something you get access to because of experience more so than out of power growth and all ATs have them so it makes sense that they have access to them right off if they are any part of their power at all. The character knows how to wield it so it would be able to from the start of it's new journey.

    Quote:
    I (or any 50) could just run the mission and make our toon even more overpowered. Or People would just PL a toon up to 50, run the mission and level up into a new more powerful toon.
    That is ridiculous to argue. If you level up and earn it then you level up and earn it. The point is the character continues to grow while still maintaining the balance that is there which a small boost would do otherwise you are claiming things like the vet rewards, and all the booster packs are unbalancing...in which case the fact that they are included only gives more credit to this than it does to your argument.

    Quote:
    And why not just transfer the toon to another server instead of delete it?
    Missing the point much? The point is this allows one to continue to grow the character past 50 in another way and doesn't punish those who just want a new power. Plus it happens in comics so it fits into the schema.

    Quote:
    /unsigned. This hasn't been thought out well IMO.
    It seems to me YOU didn't think things out.
  3. Durakken

    Rebirth System

    Quote:
    Originally Posted by The_Coming_Storm View Post
    All I could think when I saw this was.... Korean MMOs. lol.
    Yes they have them Mabinogi has a great one, but I'm thinking more along the lines of Ragnarok Online
  4. Durakken

    Rebirth System

    This may be what the Incarnate system is like I don't know, but if not...

    What I would like to see is...
    around lvl 45+ you can go on mission which ends in your character being put out of commission in some way, not in play mechanics but in story... it would be like a pick your own ending where in does your character get "killed"? injured? powers taken away? what happens is that what you choose you get sent to lvl 1 and are allowed to rechoose your primary and secondaries...

    Now once you get to this point you are sent to a new contact who gives you missions. After all you are an established hero but need to rebuild your ability... You can access contacts you skipped before, but those that you already did you can't access now (other than through oroborus)

    You would also have full access to power pools without limits, a small boost in power of some sort, but also would need more xp than a normal lvl 1 to progress.


    This has the benefit of keeping chars fresh and allowing people to keep their attachments while progressing the story of their char even if it means losing their lvl 50, keeps the balance that is already there with the lvl 50 cap, and lets a person keep their work on a character with badges and such instead of making them reget each and every one every time they want to make a new char and losing one time only badges when they delete older chars.
  5. Durakken

    DB/regen advice

    ok took your suggestions but tried to keep things i like in though they may seem unnecessary... Better?

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kensei2: Level 50 Technology Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice
    • (A) Touch of Death - Accuracy/Damage
    • (7) Touch of Death - Damage/Endurance
    • (9) Touch of Death - Damage/Recharge
    • (9) Touch of Death - Accuracy/Damage/Endurance
    • (11) Touch of Death - Damage/Endurance/Recharge
    • (11) Touch of Death - Chance of Damage(Negative)
    Level 1: Fast Healing
    • (A) Regenerative Tissue - Heal/Recharge
    • (25) Regenerative Tissue - Heal/Endurance/Recharge
    • (25) Regenerative Tissue - Heal/Endurance
    Level 2: Ablating Strike
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (3) Crushing Impact - Damage/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Endurance
    • (7) Crushing Impact - Damage/Endurance/Recharge
    Level 4: Quick Recovery
    • (A) Performance Shifter - Chance for +End
    • (17) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Recharge
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Typhoon's Edge
    • (A) Obliteration - Damage
    • (13) Obliteration - Accuracy/Recharge
    • (13) Obliteration - Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (17) Obliteration - Chance for Smashing Damage
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Dull Pain
    • (A) Panacea - Heal/Endurance
    • (27) Panacea - Endurance/Recharge
    • (27) Panacea - Hea/Recharge
    • (29) Panacea - Heal/Endurance/Recharge
    • (29) Panacea - Heal
    • (31) Panacea - +Hit Points/Endurance
    Level 14: Health
    • (A) Regenerative Tissue - Heal/Endurance
    • (39) Regenerative Tissue - Heal/Recharge
    • (39) Regenerative Tissue - Heal/Endurance/Recharge
    Level 16: Integration
    • (A) Regenerative Tissue - Heal/Endurance
    • (45) Regenerative Tissue - Endurance/Recharge
    • (45) Regenerative Tissue - Heal/Recharge
    • (46) Regenerative Tissue - +Regeneration
    • (46) Regenerative Tissue - Heal/Endurance/Recharge
    Level 18: Vengeful Slice
    • (A) Mako's Bite - Accuracy/Damage
    • (19) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    • (21) Mako's Bite - Accuracy/Endurance/Recharge
    • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (23) Mako's Bite - Chance of Damage(Lethal)
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (37) Performance Shifter - EndMod/Accuracy
    • (37) Performance Shifter - EndMod
    Level 22: Resilience
    • (A) Aegis - Resistance/Endurance/Recharge
    • (43) Aegis - Resistance
    • (45) Aegis - Resistance/Recharge
    • (46) Aegis - Resistance/Endurance
    Level 24: Kick
    • (A) Empty
    Level 26: Tough
    • (A) Aegis - Resistance/Recharge
    • (39) Aegis - Resistance
    • (40) Aegis - Psionic/Status Resistance
    • (50) Aegis - Resistance/Endurance
    Level 28: Hasten
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (37) Recharge Reduction IO
    Level 30: Reconstruction
    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Reactive Armor - Resistance
    • (31) Reactive Armor - Resistance/Endurance
    • (34) Reactive Armor - Resistance/Recharge
    • (36) Reactive Armor - Endurance/Recharge
    • (36) Reactive Armor - Endurance
    Level 32: Sweeping Strike
    • (A) Eradication - Damage
    • (33) Eradication - Accuracy/Recharge
    • (33) Eradication - Damage/Recharge
    • (33) Eradication - Accuracy/Damage/Recharge
    • (34) Eradication - Accuracy/Damage/Endurance/Recharge
    • (34) Eradication - Chance for Energy Damage
    Level 35: Revive
    • (A) Recharge Reduction IO
    Level 38: Instant Healing
    • (A) Doctored Wounds - Recharge
    • (40) Doctored Wounds - Heal
    • (40) Doctored Wounds - Heal/Recharge
    Level 41: One Thousand Cuts
    • (A) Eradication - Damage
    • (42) Eradication - Accuracy/Recharge
    • (42) Eradication - Damage/Recharge
    • (42) Eradication - Accuracy/Damage/Recharge
    • (43) Eradication - Accuracy/Damage/Endurance/Recharge
    • (43) Eradication - Chance for Energy Damage
    Level 44: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 47: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (48) Performance Shifter - EndMod
    • (48) Regenerative Tissue - Heal/Recharge
    • (48) Regenerative Tissue - Heal/Endurance
    Level 49: Moment of Glory
    • (A) Gift of the Ancients - Run Speed +7.5%
    • (50) Gift of the Ancients - Defense/Recharge
    • (50) Gift of the Ancients - Defense/Endurance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Critical Hit
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 6.56% Defense(Smashing)
    • 6.56% Defense(Lethal)
    • 10% Defense(Fire)
    • 10% Defense(Cold)
    • 9.38% Defense(Energy)
    • 9.38% Defense(Negative)
    • 11.3% Defense(Melee)
    • 7.5% Defense(Ranged)
    • 10.6% Defense(AoE)
    • 3.6% Max End
    • 10% Enhancement(Heal)
    • 22.5% Enhancement(RechargeTime)
    • 16% Enhancement(Accuracy)
    • 7.5% Enhancement(Range) (in PvP)
    • 15% FlySpeed
    • 225.9 HP (16.9%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Confused) 5% (in PvP)
    • MezResist(Held) 11.1%
    • MezResist(Immobilize) 14.4%
    • MezResist(Repel) 1000% (10% chance, in PvP)
    • MezResist(Sleep) 5% (in PvP)
    • MezResist(Stun) 7.2%
    • MezResist(Terrorized) 7.2% (in PvP)
    • 4.5% (0.08 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    • 1.58% Resistance(Smashing) (in PvP)
    • 1.58% Resistance(Lethal) (in PvP)
    • 3.76% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.25% Resistance(Toxic)
    • 5.5% Resistance(Psionic)
    • 48.5% RunSpeed
    • 9% XPDebtProtection
    ------------
    Set Bonuses:
    Touch of Death
    (Power Slice)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Regenerative Tissue
    (Fast Healing)
    • 4% RunSpeed
    • 20.1 HP (1.5%) HitPoints
    Crushing Impact
    (Ablating Strike)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Performance Shifter
    (Quick Recovery)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Obliteration
    (Typhoon's Edge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Panacea
    (Dull Pain)
    • 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
    • 10% (0.56 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
    • 20.1 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
    • 7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)
    • 6% Enhancement(Heal), 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Regenerative Tissue
    (Health)
    • 4% RunSpeed
    • 20.1 HP (1.5%) HitPoints
    Regenerative Tissue
    (Integration)
    • 4% RunSpeed
    • 20.1 HP (1.5%) HitPoints
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Mako's Bite
    (Vengeful Slice)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Aegis
    (Resilience)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3% Resistance(Psionic)
    Reactive Armor
    (Reconstruction)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
    • 1.25% Resistance(Toxic)
    Eradication
    (Sweeping Strike)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    • 30.1 HP (2.25%) HitPoints
    • 2% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Doctored Wounds
    (Instant Healing)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    Eradication
    (One Thousand Cuts)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    • 30.1 HP (2.25%) HitPoints
    • 2% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Regenerative Tissue
    (Physical Perfection)
    • 4% RunSpeed
    Gift of the Ancients
    (Moment of Glory)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 7.5% RunSpeed
  6. Durakken

    DB/regen advice

    How does this build look? I'm thinking of dropping haste and/or SS. Does this look good at all?

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kensei: Level 50 Technology Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Nimble Slash
    • (A) Pounding Slugfest - Accuracy/Damage
    • (9) Pounding Slugfest - Damage/Endurance
    • (25) Pounding Slugfest - Damage/Recharge
    • (29) Pounding Slugfest - Disorient Bonus
    Level 1: Fast Healing
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (3) Numina's Convalescence - Heal
    • (3) Numina's Convalescence - Heal/Endurance
    Level 2: Ablating Strike
    • (A) Pounding Slugfest - Accuracy/Damage
    • (9) Pounding Slugfest - Damage/Endurance
    • (27) Pounding Slugfest - Damage/Recharge
    • (29) Pounding Slugfest - Disorient Bonus
    Level 4: Quick Recovery
    • (A) Performance Shifter - EndMod
    • (5) Performance Shifter - EndMod/Accuracy
    • (5) Performance Shifter - EndMod/Recharge
    Level 6: Swift
    • (A) Run Speed IO
    • (7) Run Speed IO
    • (7) Run Speed IO
    Level 8: Typhoon's Edge
    • (A) Eradication - Damage
    • (13) Eradication - Accuracy/Recharge
    • (31) Eradication - Damage/Recharge
    • (46) Eradication - Accuracy/Damage/Recharge
    • (46) Eradication - Accuracy/Damage/Endurance/Recharge
    • (48) Eradication - Chance for Energy Damage
    Level 10: Hurdle
    • (A) Jumping IO
    • (11) Jumping IO
    • (11) Jumping IO
    Level 12: Dull Pain
    • (A) Numina's Convalescence - Heal
    • (13) Numina's Convalescence - Heal/Endurance
    • (31) Numina's Convalescence - Heal/Endurance/Recharge
    Level 14: Health
    • (A) Numina's Convalescence - Heal
    • (15) Numina's Convalescence - Heal/Recharge
    • (15) Numina's Convalescence - Heal/Endurance
    Level 16: Integration
    • (A) Triage - Heal/Endurance
    • (17) Triage - Heal/Endurance/Recharge
    • (17) Triage - Heal/Recharge
    Level 18: Blinding Feint
    • (A) Bruising Blow - Accuracy/Damage
    • (19) Bruising Blow - Damage/Endurance
    • (19) Bruising Blow - Damage/Recharge
    • (43) Pounding Slugfest - Accuracy/Damage
    • (45) Pounding Slugfest - Damage/Endurance
    • (46) Pounding Slugfest - Damage/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Accuracy
    Level 22: Resilience
    • (A) Steadfast Protection - Resistance/Endurance
    • (23) Steadfast Protection - Resistance/+Def 3%
    • (23) Steadfast Protection - Knockback Protection
    Level 24: Vengeful Slice
    • (A) Pounding Slugfest - Accuracy/Damage
    • (25) Pounding Slugfest - Damage/Endurance
    • (31) Pounding Slugfest - Damage/Recharge
    • (40) Pounding Slugfest - Disorient Bonus
    • (40) Gladiator's Strike - Accuracy/Damage
    • (40) Gladiator's Strike - Accuracy/Damage/End/Rech
    Level 26: Sweeping Strike
    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (37) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (37) Scirocco's Dervish - Accuracy/Damage
    • (39) Scirocco's Dervish - Damage/Endurance
    Level 28: Hasten
    • (A) Recharge Reduction IO
    Level 30: Reconstruction
    • (A) Regenerative Tissue - Heal/Endurance/Recharge
    • (33) Regenerative Tissue - Heal/Recharge
    • (33) Regenerative Tissue - Heal/Endurance
    Level 32: One Thousand Cuts
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Damage
    • (34) Scirocco's Dervish - Accuracy/Damage
    • (36) Scirocco's Dervish - Accuracy/Recharge
    • (37) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 35: Revive
    • (A) Regenerative Tissue - +Regeneration
    • (36) Regenerative Tissue - Endurance/Recharge
    • (36) Regenerative Tissue - Heal/Endurance/Recharge
    Level 38: Power Slice
    • (A) Gladiator's Strike - Accuracy/Damage
    • (39) Gladiator's Strike - Damage/Endurance/Recharge
    • (39) Gladiator's Strike - Accuracy/Damage/End/Rech
    • (42) Gladiator's Strike - Accuracy/Endurance/Recharge
    • (43) Pounding Slugfest - Accuracy/Damage
    • (43) Pounding Slugfest - Damage/Endurance
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 44: Physical Perfection
    • (A) Numina's Convalescence - Heal
    • (45) Numina's Convalescence - Heal/Recharge
    • (45) Numina's Convalescence - Heal/Endurance
    • (48) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (48) Efficacy Adaptor - EndMod
    • (50) Efficacy Adaptor - EndMod/Endurance
    Level 47: Super Speed
    • (A) Quickfoot - Endurance/RunSpeed
    Level 49: Moment of Glory
    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Endurance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 6: Ninja Run
  7. Quote:
    Originally Posted by Quaver View Post
    But great ideas, definitely more fun than the OP.
    I agree.


    I also think you bring an interesting idea. more use of dual blades combo system even though it was supposed to be unique i think you could take a part of it and create a cool little power set with the concept of time manipulation where you create a aoe scrapper power set where you hit an enemy with an attack, which causes a slight debuff to your charge time/regen/whatever in your vicinity that increases and grows bigger the longer you chain attacks.

    though... i think that would be too strong or it would simply not be worthwhile.
  8. Quote:
    Originally Posted by Jade_Angel View Post
    not downing you, here, Durakken... but i do believe that it has been stated on many occations that having the ability to clone a toon as a pet was never* going to happen.


    * then again, the same was said of power customization...what do I know.
    If thats true then i ask why? If it has something to do with copying the appearance that puts the kbosh on it but if its powers or something else it could be easily done.
  9. Quote:
    Originally Posted by Zekiran_Immortal View Post
    So.... kin+emp+stuff we can't do here... got it.
    i dont play defenders or controllers so those ideas aren't suggestions for one set but a theme that can be used in either. I was throwing out ideas for powers to work with that theme.
  10. Speed up (regen)
    Speed up (team movement)
    Speed up (endurance)
    Slow down (movement)
    stop (movement)
    age (attack with dot)
    de-age (debuff 1+ levels)
    Quantum Junction (revive)
    Quantum split? (self revive)
    Quantum Partner (pet clones of yourself)

    just made up on the spot.. sure there are better ways to use this concept.
  11. You know... the reason I suggested this is mainly because I selected all the colors and such and stepped into the tutorial, pulled out my dual sabers only to realize i had forgot to select the second color that I wanted... and I was like grrr I don't to remake the char again (cuz I had made it on the test server) and then I was like "There should be a tailor here for these occasions"
  12. I could see going into any door for villian side being a good thing as it makes it seem liek your breaking in etc...

    Hero side, i think more thing like the fire in steal canyon would be cool. You see a building on fire you can put it out or you can go in and rescue a person or people... maybe in various place building collapse or you can see a robbery taking place and enter the building.
  13. The reason CO has robes is because it uses the robes the CoX developers rejected as not being good enough to use...
  14. You know, this may sound stupid and a bit late in the games life, but it'd be really nice to have a free tailor in the tutorial/outbreak area so if you missed or forgot something or think something is uglier than you thought it was going to be you could switch it right then and there.
  15. robes and robesque clothing always look like trash mainly because you are trying to create something that doesn't take a lot of processing to do so devlopers crunch it down. So what you end up with is massive clipping or them being connected to the leg and not free to be processed with a physics engine.

    CoH uses a physics/hand-animated combo for that stuff so things look better than other games but if you take it too far you get the clipping that looks ugly and its because the physics is based on anchor while the animations aren't set for robes. You can do 1 of 2 things... animate the robe so they look ugly, but more acceptable than they would be... OR change animations on every movement so that it works for robes.

    Cost vs Reward... It costs more than it's worth imo... and apparently to the dev team so far.
  16. This is an idea for probably a full issue or something...

    When you create a new character some time in the early levels between lvl 5 and 10 you will get a mission from the Police Scanner that reports someone is robbing your apartments. This will then, like any mission assign a random spot which will become where your apartment/house is and you must stop this thief. Upon entering the mission you get to Name and give the basic look of the thief (limited options)

    Between lvl 10 and 20 One or more missions will pop up with this same enemy and at the end of it depending on what happens after the mission you'll select powers and a new look for the villain as well as back story... The options will be slightly limited based on the out come of the mission, but not too severely...

    Between level 20-25 another mission randomly comes up where a criminal with the same name has kidnapped someone and as you enter the mission you will be given the ability to create the basic civilian look and name of the person.

    between the completion of the previous part and lvl 30 the kidnap victim of last mission will show up and convince you to let them join you. After the mission, you'll be given the option to customize your new side kick and call them any time you want.

    There after your villian will continuously get stronger as you do and try do battle with you, and appear in missions in progressively stronger mob types and that fit their personality based on your options and past mission types... You villian might join a villain group or start their own or simply work for a whole bunch of groups.

    Your apartment will be improvable, but will always be smaller than a SG base at max, but will have the ability to have secret entrance to an underground base or have a simple thing like Spiderman and his amazing friends...

    Your Sidekick will start at level 1 and level up as you party with it , but will gain xp at the same rate as your character...
  17. There's a reason why the powers are balanced the way they are...
  18. No... for 1 reason... I'd prefer back items and assymetric arms rather than 2auras.

    another aura would take up another anchor slot which is better used for the 2 above items
  19. Durakken

    Costume Slider

    It's not "impossible" nor would it be that hard from what I know. The problem with it is that with doing something like this you change the dynamics of thousands of costume pieces which would all need to be checked and such.

    Another thing is, the limitation helps most people create a decent to good looking character where as the more you remove limits the harder it is for a person to create something worth looking at that the creator likes.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    - allowing us to alter our own powersets also gives us "new" powersets to our redesign, with the benefit of allowing one to serve as many. Hell, we're not getting Radiation Manipulation for Blasters, to go with Radiation Blast, and already I'm looking to solve that problem by recolouring Energy Melee green, and that's not even using animation customization.
    Yes, doing things like this may seem like it is wasting time, instead of "creating new power sets" but what it ends up doing is create a large range of choice using current powers (which takes out a bunch of work of balancing) with minimal work in the overall.

    Basically instead of just getting "chest beam" we would be getting "fire chest beam". "ice chest beam". "energy chest beam". "sonic chest beam" and whatever other ones fit. So you are getting 5 times more customability with 1/2 the work (if you consider balancing and such half the work). So you are getting 10 times more efficiency and it just is cooler.

    Further, doing something like this, since it is on a power by power basis you can seem to have eye beams, chest beams, and hand beams all in one set which gives more believability to some concepts. This is something that DCUO as far as we know doesn't have. You have to select one emanation point from what has been shown and told.

    Also changing the weapons like I said would allow for players to choose function + aesthetic rather than have to choose one or the other, plus like with the previous thing you get more customability with less work overall and are able to introduce new things quicker. And like with the other thing you get to wield more than 1 weapon which is more realistic and cooler.

    This has no benefits game play wise i get it, but for those of us that like RP, and aesthetic + functionality, and like trying to keep to a concept, It is extremely beneficial. Not to mention the biggest selling point for this game is how well you can create a character concept and how different you can look from another person. This is something that gives that in spades and does it with less work.

    Yes it's a lot of work, but it is less work than most of you think and less work overall than going about it another way and provides the most return for the players and the developers. Does a lot of work mean it's hard? Depends what you call hard. I don't call any of what is necessary for this to happen is hard, but rather a lot of work, but isn't that what they're being paid to do?
  21. It seems to me that it is silly to think that 9 animations that are only a few seconds long takes 4 months. what takes a long time is balancing and such. The animation even if the team is using no special software and manually doing every piece of animation it couldnt possilby take that long to animate 9 animations. And that is even less possible to take that long when you use more modern tech that allows for this stuff to be done super quick, like motion capture.

    Also for like a chest beam type animation there is only so many ways that that can be done and the powers themselves are particle effects so using the same animation for a number of powers would happen too.

    As far doing it for every power I wouldnt mind that they come out slowly and not for every power... kinda like power proliferation, just do 1 or 2 sets at a time, or do it as booster packs. Give us some new animations for powers instead of emotes that noone really uses. The animations I think would sell better in conjunction with the costume choices.
  22. v.v Why are you congratulating someone that doesn't know what they're talking about?

    These anchors she is talking about doesn't have to do with the power customization. They have to do with CHARACTER customization. That's obvious. Unless someone created the engine utterly stupidly.

    now as far as...
    "Remember it's just pictures and text ^.^ anything can be changed easily."
    "Tell that to BaB and I'd bet he'd tell you differently...after taking a couple of hours to laugh at your assumption. "

    It was a joke firstly, secondly it's true. Everything is a picture or text, or even more reductively, just 1s and 0s. It's not impressive to say that changing text, which what most of this comes down to, is hard. Doing any of this stuff is just busy work primarily.

    And if none of this is possible with their i16 THEY DIDN'T DO IT RIGHT which is why they said they wouldn't do it. Get it? Either this is possible or they did not meat their goals.

    And just one last thing. Stop saying this type of stuff can't be done or is impossible or whatever else BS you keep wanting to talk about. You're wrong about it and you are just making it less likely to be done because your incesant annoyance about how it "can't"
  23. Maybe something like a point system like and a mass invasion event... like say a Rikti mothership suddenly attacking Atlas. Every action that an SG member makes they get a point balanced by how many people in that SG. A single person SG would earn more from an action than a SG with 150 people... I would suggest something simple like the 150 SG would get 1/150 a point for their actions while a solo SG would get a 1/1 point.

    I would suggest something like that...something that in universe would reward them with recognition, you know?
  24. Quote:
    Originally Posted by ClawsandEffect View Post
    Well, there's your problem!

    Never assume things about systems you do not yourself work with. I made a couple assumptions in a PM to BaBs, turns out it would have been difficult for me to have been more wrong.

    What you're asking for is probably a lot of work. It also is probably not something that is going to become a priority, even if the devs decide they want to implement one of your ideas. Emanation points is going to be a sticky subject. Based on what I hve heard about anchor points on the skeletons they use, I'm not sure if it's mechanically possible. And even if it IS, it would probably mean that anchor point cannot be used for anything else.

    Possible example: Your suggestion of a chest emanation point could very well be using an anchor point in the middle of the skeleton's chest. If that is the case, it is then possible that backpacks/jetpacks/quivers/sheaths would be impossible to implement because that anchor point is now being used for something else. I remember reading somewhere (in a redname post) that they only have 2 anchor points left they are not using currently, and they are hesitant to use them on something unless it is really worth doing.

    I have a basic understanding of how the skeleton system probably works. But, just because I understand how an internal combustion engine works does not mean I can build one. Therefore, I am not going to make assumptions about what is and isn't easy to do. You shouldn't either.
    Read my second post. They said they wanted to do Customization right. If they did they would have already thought of this. The chest/eye beam is more of a tangent though as the guns are more likely and don't have that problem as even if those limitations are still there (as they shouldn't be) the guns' stuff is all there, just need to change the bullets to the effects.

    Remember it's just pictures and text ^.^ anything can be changed easily.
  25. So I was thinking... It would be cool if there was some sort of event. The SG the performs the best wins a Zone Base kinda like how Striga has a Council base in it. The zone would be designed by the devs obviously but it would be based on what the SG wants. For example, If the SG wants the base set in a lunar setting or an aquatic setting that would be what the zone would be... The base itself would have to have specialness to it too, which might limit the ability to place items but could be counter balanced by more things being designed into the base so that at the expense of not being able to redesign some things they'd get more storage or not have to pay rent or something like that...

    This could create a bit of publicity and with Going Rogue it would be the perfect time to do such a thing...

    Personally I'd want a small castle in a castle city area >.>