Liquid

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  1. Quote:
    Originally Posted by Kitsune9tails View Post
    Well, they are certainly going to come up with items for the store that are intended to be repeat purchases, regardless.

    It only behooves us to give them some guidance
    Right, but I'm just saying they have a much greater potential income from the larger number of free/premium players, and it might be best to aim that guidance towards Free/Premium players instead of our own personal wish lists.

    Take that awesome Summon Alt power, for example. Free/Premiums have 2 character slots. Do you think they are likely to buy it? I don't. I still want want want it, but I doubt they'd make much money on it off of free/premium players, so it may not be worth the resources required to make the tech for it.

    The truth is that this game is pretty easy, and XP comes in very fast. There isn't much of a compelling reason for a Premium player to buy repeat consumables (XP booster? When they can't access Incarnate content, and we already level crazy fast? Why bother?). Premium players have less attachment to the game than VIPs, so a lot of suggestions we would love wouldn't be interesting to them. So, my suggestion was that I think their best bet for making money is to adjust the game so that Free/Premium players need to buy insps for very, very low prices.

    Another one would be to give them larger XP requirements for leveling, to make XP Boosters more valuable.

    I'm not thrilled about changing the game on Free/Premium players in these ways, but on the other hand, they get access to the servers for free, so these are probably things that would have been good to do at Freedom's release: you can play the game, but you'll have an easier time if you buy insps, and you'll level up faster if you buy XP boosters, or you can just go VIP and also get access to all this other content as well. Is it too late to make changes like this? Maybe. But I thought Intrinsic's point was good, and I wanted to elaborate and make another suggestion.
  2. Quote:
    Originally Posted by Intrinsic View Post
    As a subscriber, I should not feel compelled to buy consumables. Anything along these lines should be aimed at the F2P crowd to reduce some deficit or hardship they have in comparison to the VIP's. And really, if you want to increase the death penalty on the froobs in order to sell them some related consumable, go for it.
    That's actually a good point. If this is really about getting money from Free/Premium players, we shouldn't even be talking about what we would buy. You're right that if the difference between Free and VIP were larger, consumables would be more useful for them. But then, if they suddenly implement significant system wide reductions in power for Free/Premium players, they will probably lose a good deal of the Premiums that they gained.

    Inspirations are the obvious answer. If tier 1 inspirations weren't so freely available and powerful, Premium players might buy them if they are extremely cheap. I mean like 5 PPs.

    The problem is that they made tier 2 insps unlock pretty low on the Rewards tree. They'd have to move it up and swap it out with some other bonus at that level.

    I hate suggesting things like this, but if the goal is to get money from Free/Premium players, I think that sort of thing is your best bet.
  3. Quote:
    Originally Posted by Synapse View Post
    Quote:
    Originally Posted by Liquid View Post
    This sounds good!
    For me, ideally I feel that Stalkers should be the single target burst damage kings. Some sets do this better than others and some sets offer some AoE. Your mileage may vary depending on which sets you pair together. However, I'd really like to see Stalkers being able to outperform Scrappers and Brutes in bursts, especially with single target damage. Their trade off as always is survivability.
    I totally agree, and think that sounds good too, but I think you may have meant to be responding to Darkonne, because I was responding to the Dark Astoria Incarnate rewards.

    I am looking forward to the Stalker changes, I've only got one at the moment, but these may result in either the creation of a new one, or playing that one more. Thanks!

    It was good to see you again at the Summit, by the way!
  4. Quote:
    Originally Posted by Arbiter Hawk View Post
    Hi again, all. I'm stopping in to clarify my post from before. Please note that these are the current plans for Dark Astoria rewards, but they are subject to change once we start receiving data from Beta testing.

    Defeating critters in Dark Astoria, whether street sweeping or the critters inside DA missions, will give you both Physical and Psychic Incarnate XP, and chances to get threads on each defeat. Completing the one-off Repeatable Missions available in the zone will allow you to gain Threads. Completing the Incarnate Story arcs will allow you to obtain Incarnate Components, Incarnate Merits, or Threads, with some amount of time-gating per reward per arc. Incarnate Story arcs can also be flashbacked via Ouroboros, allowing you to repeat them at your own pace (and allowing you to re-earn rewards after your cooldown on that choice has elapsed).

    I hope that this helps shed some light on the great extent to which solo and small team progress through the Incarnate system will be possible in Death Incarnate.
    This sounds good!
  5. Thanks for the additional info, Turgenev. I actually wondered if that was who it was, as I'd read his post about the flight issues. Again, it was really cool of you to donate your prize to him, and I'm glad he was able to get something to make up for the inability to be there. Transcendent One, congrats on the prize, sorry about the flight problems!

    (Yeah, I could see Requiem sounding like that. )
  6. Pepsiman: You're a way better photographer than I am. If people really want to see photos, please check his out! They're great. His summary of the event also has a lot more information that I didn't have.

    TonyV: Thanks for the compliments, I will definitely pass them along. It's true, her sister helped out a ton, and she was getting over a cold at the time! Fatare has an awesome family, I feel incredibly lucky in so many ways. Also, thanks for adding your cents, I have to admit that the Summit is still on my mind and I want to read more people's thoughts about it.

    Also, I added a brief section that I forgot to mention about chatting with Tunnel Rat, her husband, Dr. Aeon, and some other players. I didn't want them to think I didn't appreciate it.
  7. Hey, I don't know if any of you guys felt the same way I did, and didn't feel like you had enough room on the survey or time to really give all of your feedback, but I posted a thread for extended Player Summit attendee feedback here. Feel free to post in it if you want. I also described my experiences at the Summit, feel free to do that too.

    I had a blast and it was nice meeting those of you that I met, and seeing people I'd already met another time! Thanks again to the devs for having the Summit!
  8. My thirst for pictures is quenched.

    Thanks, Pepsiman!

    (Again, nice meeting you!)
  9. Quote:
    Originally Posted by McNum View Post
    Summon Alt
    When used, it summons one Doppelganger-style copy of any of your characters of the same red/blue/gold alignment from the same server as an ally. They will wear the costume you see them in on the character select screen, and have the powers you chose. Yeah, it's the signature character summon, but with one of your characters. Claim the power and you choose right there who to call. You KNOW you want to see a superhero teamup of all your favorite characters.
    I'll be trying to come up with ideas to post to this thread, but I just want to say that this one is AWESOME, and hell yes, I would pay real money, repeatedly, for it.
  10. Because I didn't have a lot of room on the feedback form for the Player Summit, or a lot of time to fill it out (I should apologize to the people at my table for filling it out instead of talking to them more, but I felt it was important to get it done), I wanted to make a post with extended feedback. If you also went to the panel, please feel free to use this thread as well. I also figured include a description of the awesome time I had for those curious.

    My fiancee (aka Fatare or Iris) and I got in late Friday night, so unfortunately we weren't able to spend any time hanging out or having dinner with any of the players the night before. The hotel/venue was beautiful and unusual, and the rooms were great and affordable (thanks so much for negotiating that group rate). The hotel wasn't your typical single high-rise building, it consisted of a few different two-story buildings with outside doors to the rooms. We had a balcony that overlooked the pool area, which was well kept. It really was a fun place to stay.

    The next day, we had breakfast at the Grill by the Pool, which had really friendly wait staff, and great, reasonably priced food (unusual for a hotel). After that, we got to the keynote a couple of minutes late, as I had some trouble pinning the shoulder pads to my fiancee's costume. We picked up our lanyards and schwag at the registration table, and Avatea recognized us and congratulated us on our recent engagement. Thanks again, Avatea.

    Feedback on the schwag: the Hero Registration cards are REALLY cool. However, the text on them is so small it's hard to identify people by them. At previous events, it was nice to be able to see people and know who they were by glancing at their names on the cards. I don't think it's feasible to have larger text on these cards, so for future events, I'd recommend giving out the cards if you want to keep using them, and having the primary identifying card on the lanyard be larger with larger text like you had at the HeroCons.

    The shirts are great. I love the style of them, and I got stopped by a TSA agent in the airport (who actually had me worried because he was staring at me intently) who asked about it. The stylized Statesman on the back is really cool. The material is also really nice, it's much softer than the T-shirts from the HeroCons, and feels similar to the Guild Wars 2 T-shirts that were handed out at the SDCC 2011 Meet and Greet. For those that want to see them, here is a picture:



    We snuck in as best as we could without disturbing people at the keynote, sitting behind Texas Justice, who we'd met at the previous HeroCons, making it a nice coincidence. The keynote was fun, and it was really amusing that the winner of the Flowbee haircut by Positron didn't really have a hairstyle suited to the event, so instead, he got to give Positron a haircut. I don't know how many people watched the UStream, but it was pretty funny. Here's a pic for those who weren't able to catch the UStream (my apologies for my terrible photography):



    After the keynote, we stood outside for a bit trying to decide what to do for lunch. Fatare got lots of compliments on her costume, including from War Witch and Tunnel Rat who both recognized us and said hi. We kind of wanted to eat with other players and the devs, but thought it might be a bit awkward with Fatare in-costume, so we opted for take-out from the grill again. The wait staff was again very nice and the food was great.

    We were a couple minutes late again for the first panel, and unfortunately, I didn't get to go to the panel I wanted to go to (Powers), because the room was full. In fact, that room was always full, because it was about half the size of the other room, so we were in all the UStream broadcasted panels. It would be very nice if at the next summit, both rooms could be large enough to accommodate at least half of the attendees. I realize you may not have a lot of control over that, I just wanted to give that feedback.

    However, the costume panel was awesome, so I don't regret going to it. Avatea moderated, and David Nakayama, War Witch, Second Measure, and Eric Chyn, whose red name I don't know, if he has one, were on the panel. After the introductions, suggestions for what kind of costume set to design were gathered from the players. 50's retro sci-fi (one we wanted!) and street clothes were the most suggested ones, and they picked 50's retro sci-fi because it seemed like it would be more fun to do at the panel. People called out suggestions, and David drew them expertly. It was really impressive to watch him work. Here is a picture of the results:



    We all got the bubble helmets we wanted, and among the more amusing ideas were the brain slug, the octopus back-pack, and the Galactic Star Sword (or whatever it was called). David also kept drawing dead (and sometimes happy) goldfish in the bubble helmets, glass shoes, and skewered by things. This was definitely the most fun CoH panel that I've been to (including both HeroCons), and I hadn't even planned on going to it! That's probably not a fair comparison, though, as watching David draw is naturally going to be more "fun" than just information and Q & A, no matter how cool the information and answers are. Still, I want to thank David and everyone else present for doing this panel, it was a blast.


    The next panel was the lore panel (Signature Story Arcs and Where We Go From Here, I believe was the title). Avatea moderated, and Positron, Protean, Dr. Aeon, and Ryan Greene (whose red name I don't know, or can't remember anyway) were on the panel. They started with talking about the sig story arcs and the upcoming Dark Astoria Incarnate content (I'm very excited about that, though I missed the mechanical details in the End Game panel, so I don't know anything about it), and mentioned that they figured out that we like it when they revamp underused zones. Dark Astoria apparently has some suped-up Banished Pantheon and Tsoo in it (I hope that's handled well, but they didn't go into the details on it), and we will deal with the dark god Mot, which is something I've always wanted to see. After that, it was mostly Q & A, and lots of people requested specific storylines to be furthered, cleared up, or wrapped up. Turgenev asked for the one I wanted (the 5th Column), but I was close to the front of the line by the time that he did that I figured I'd just add some specific requests for dealing with the Reichsman vs. Requiem conflict in leadership and an in-game confirmation that Schadenfreude is Axis America's version of Nosferatu (it was on a trivia quiz in 2009's HeroCon, but isn't mentioned specifically in-game). The answer was "I think we've done that", so I'm excited to see how that turns out. Thanks again to everyone involved for this panel, I really enjoyed it.

    After the panel, Fatare took a picture of a player's awesome Dr. Aeon doll. You have to see this:



    Really nice work, I'm sorry I didn't get your name! Please speak up and take credit.

    Next, we intended to go to the End-Game panel, but the room was again full. I was interested in the market panel, and wanted to give feedback on it and make requests for items in the market, but I have to be honest, the announcement of Super Packs made me not want to be present, as I'd been having a great time, and wasn't looking forward to hearing about those. Zwillinger encouraged me to listen to the details before forming an opinion, so I did my best.

    Zwillinger moderated, and Positron, Synapse, Ghost Falcon, and Second Measure were on the panel. They went over the Paragon Rewards program, and talked about the upcoming Fire and Ice Tier 9 costume sets (which apparently have glowing, moving areas on them, but they only had static pictures to show), and said that costumes would be in the tier 9 slots for 6 months, and then go back into the "Disney Vault". They also talked about the Paragon Market, discussed the possibility of having more convenience unlocks like the Cape and Aura unlocks (on the list were Midnight Club access, and something else I can't remember), and talked about two new upcoming items available in the Paragon Market: Enhancement Converters and Super Packs. As I'm sure most players know by now, Enhancement Converters will allow you to convert existing enhancements into another random enhancement of a certain type. Super Packs will contain 5 random items like Enhancement Unslotters, Inspirations, and Reward Merits, as well as exclusive costume set pieces and the exclusive ATIOs. After this, there was a Q & A, at which, I asked about the 3-below-enhancement-level rule for shutting off set bonuses while exemplaring, and how store bought enhancements ignore this rule. I mentioned that the rule was originally there so that high level characters couldn't outclass low level characters with more set bonuses from their higher number of enhancement slots. The response was that the reason SBEs can't follow that rule is that they don't have a level (I figured this was the case when we first learned how they worked), and that they've been talking about whether they should/could remove the rule for non SBEs, but that it might break some things. I gave an alternative suggestion for resolving the game balance issues (Enhancement Boosters earn able in-game, and level sliders to work on random rolls in the merit/ticket vendors to increase mid level supply), and while I don't recall a comment on whether they'd consider putting Enhancement Boosters in the Incarnate Merit stores, Synapse said that he knows people would like for the level slider to work on random rolls, and... I don't want to put words in his mouth, but I don't recall specifics. I think he said he just needed to find time to look into it. Maybe someone that watched the UStream can clear that up. Sorry, I get nervous when put on the spot like that with a microphone, so I just didn't retain it.

    I love the new Paragon Rewards system, and think it's far superior to the old Vet Rewards system. The Fire and Ice costumes don't really appeal to me from what I've seen, but that's okay, lots of costume sets won't appeal to me. I'm cool with that. I'd prefer they didn't have to put rewards in the "vault", but I understand that it's a UI limitation (eventually, the list would get massive and unwieldy). I do hope you can come up with a UI that won't be so unwieldy, but I still understand.

    I'm not 100% sure what to think about Enhancement Converters yet, but I have some opinions on them. The fact that they can't generate anything that isn't already in the game means there's no game balance impact, so I'm happy about that. The fact that you're paying real money for a random digital reward doesn't sit well with me. I won't use them, so they don't affect me personally, but I don't really like the effect they may have on other people without the willpower to avoid gambling, especially kids (this is a T for Teen game, after all). I'm not a fan of the idea of selling a chance for something good for real money, and I expressed that with the original version of Enhancement Boosters, which had an increasing chance for failure as you boosted a given enhancement. I was very relieved when you removed that chance for failure.

    As for Super Packs, I didn't feel comfortable giving this piece of feedback verbally at the summit. I really enjoyed being there and talking with you guys, and I just didn't see this conversation going anywhere good. I noticed that nobody else commented on them during Q & A, and the room was pretty quiet, so maybe others felt the same way, or maybe they just weren't interested in them in general.

    The Super Packs have three primary aspects to them, that, when combined, trigger alarm bells for me:
    • They are only available via Paragon Points (which are only obtained through spending real money, either directly or via subscription stipend)
    • They are random, and you can buy them and receive nothing you want. For me, most consumables are junk. 75 reward merits are nice, and all, but I'd never pay real money for reward merits.
    • The costume pieces and ATIOs are exclusive to the packs.

    I'm going to set aside the argument against the ATIOs only originating through the Paragon Market for now. I think I've posted enough on that to make my opinion clear: I do not like mechanical advantages that are only obtainable via real money, and I think they are bad for the game because they tilt game balance toward those who can afford to pay more. I'm just going to talk about the three points mentioned above.

    There was a "pulling the lever" comment from the panel that shows that you know what this is. When you do that with in-game stuff (random drops), I don't really like it, but I accept it as something that I can't avoid, and I know some people who do enjoy it, and I wouldn't want to see it taken away from them. Doing it with real money for exclusive items is leaping over the line, and while it may be legal, it feels unethical to me.

    I'm sorry if this feels harsh to you. I don't want to be harsh. I love this game more than one should love a really great game-- it's a big part of my life, I've met good friends over it, and I met the woman I'm going to marry over it-- and you guys are great people. This was a surprise coming from Paragon Studios. This is the kind of thing I expect from Zynga, and I don't play their games because I object to the degree at which they exploit psychology to make money. I don't know if any one else has done this, specifically, before (MtG has physical items that may have value due to rarity for collectors), but it sets a terrible precedent for this game, and if you are the first, a dark precedent for the video game industry. Super Packs make me feel like you will be exploiting your playerbase, your community, with a skinner box that costs real money, for rewards that come in no other way-- which is a problem because it means people who don't want to gamble but would gladly pay a set price, and want the costume parts, will have to gamble to get them. Also, some people will have bad luck, and end up spending more than others in order to get the items in these packs if they want to purchase them. Others will have good luck and get them (relatively) cheaply. This might be good for business reasons due to psychological reasons that cause people to spend more if they get random rewards, but it's not good for customer morale.

    As for the ATIOs, sure, you can trade them and buy them from other players, but not the top tier versions, and someone has to have gambled for them in the first place. I don't think that's good for the game, or the people playing the game that would like to give you money for these items. There has never been anything announced for this game that I have felt so strongly about.

    I know you are trying to come up with ways to increase your revenue. I want you to succeed, but not this way. Get rid of any one of those three points, and I'd be fine with Super Packs.

    For the non-devs reading this, please keep in mind that this is intended to be an extended Player Summit attendee feedback thread. Please do not turn it into another flamewar about super packs and converters. We've got a thread for that over here.

    Thanks again to everyone involved for holding this panel, I really appreciated the opportunity to learn about your plans and to give feedback. I apologize if you wanted in-person feedback on Converters and Super Packs, but I just wasn't comfortable giving it yet, and in that forum. I needed time to collect my thoughts to give an adequate explanation as to my reasoning.

    After the panel, Ghost Falcon came up to us to talk to us, which was really nice. We'd seen him at both HeroCons, and he was involved in some fond memories of the first time I met Fatare in person. Thanks again, Ghost Falcon, it was great to see you and talk to you again.

    During the Q & A, Fatare's boots started falling apart. She bought these great boots online a while back for the costume, but apparently their equally great price was low for a reason. They had started disintegrating (parts of the material just falling apart) in the closet after being in there for about a year, and we'd hoped they'd survive the con, but the sole of one of them just came off. Always prepared, she wrapped a rubber band around it, and we went back to the hotel to superglue it back on during the break before the mixer on the patio. At one point, she ran into War Witch on the stairs, who (I think, Fatare's not here at the moment to remind me) noticed the rubber band. Fatare told her that the boot was falling apart, and that she'd "MacGyvered it".

    I wish I could have attended the other panels as well, I really wanted to hear about and give feedback on the powers and the new Incarnate path.

    When we came back from fixing Fatare's boot, we stood in the drink line (we each got 2 free drinks, I had a Coke so I can't really comment on the quality of the bartending other than that it seemed very prompt), and chatted with another player (I'm sorry, but I've forgotten your name, if you're reading this, please remind me ). When we got our drinks, Positron was nearby, and started chatting with us. We talked about Mass Effect, Jennifer Hale, Expendables and the impending sequel, and obviously City of Heroes. Fatare asked some questions about the Haunted House trial, and Posi called over Think_Tank (I think that's who it was, sorry that I'm not sure!) who discussed it with us. Then Ross Borden showed up, and I totally mistook him for the guy at 2008 who did that awesome Eminem Karaoke performance (I don't like Eminem, but it was still amazing). I didn't actually think he looked like that guy, but I'd thought that guy was named Ross Borden. It was nice meeting you, Ross, I'm sorry I thought you were someone else!

    At that point, dinner started. The devs scattered amongst the tables, and sat with players. At our table, we had Arbiter Hawk, Alpha Wolf, Synapse, and two other devs whose names I unfortunately didn't get (sorry!), but one was a programmer, and the other one I forgot to ask what he did. They were all very friendly, Synapse recognized me from HeroCon 2009, and Arbiter Hawk from the forums, which was cool. It's nice to be remembered. We talked about various things, though I probably shouldn't talk about them here, as promises were not made (though I made a promise which I will be sure to keep at the next opportunity), and one thing that I think I can talk about will have to go in the beta forum (check it here). Thanks to everyone at the table, and again, I'm sorry I lost myself in the feedback form when I did. I really appreciated having the time to talk with you all. I'm also sorry that I didn't get any of the players' names, or have much time to talk to them either.

    The raffle was held, someone at our table won something (a video card, I think), and Turgenev didn't need what he won, so he donated it to someone else who couldn't make it (I didn't hear who it was, or what it was that he won). +Rep for Turgenev, who should consider getting into voice acting-- he has a deep, commanding voice.

    The Karaoke was great. The lady running it was very nice, and had a ton of great songs. A couple of people sang Time Warp from Rocky Horror Picture Show, so a bunch of us got up to dance. Also, Fatare got this picture of Avatea and someone I didn't recognize dancing (they were very good):



    Some of the devs sang, including Positron and most notably Zwillinger, who did an amazing rendition of Wicked Game by Chris Isaak.

    Right at the end after Karaoke, we and a couple other players chatted with Tunnel Rat and her husband (Honey Badger? Is that official?), Dr. Aeon, and David Nakayama (I think there may have been someone else there, but I'm not remembering, sorry!). Fatare is a big fan of the Rainbow Aura, so she wanted to meet the man that made it (Honey Badger) and thank him for it.

    I want to say that I was very happy about the survey forms provided at the end. We didn't have that sort of thing at the HeroCons, and I really appreciated having the opportunity to give that direct feedback on the upcoming features. I didn't expect that when I signed up, and it was a pleasant surprise.

    The next morning we chatted with a player in the hotel lobby while waiting for the Shuttle. He was very happy about the Stalker changes, which I'd missed. In the Shuttle, we sat next to a very nice woman whose husband plays City of Heroes, and we talked to her about the game, which she knew quite a bit about. She said she also enjoyed the Summit.

    Thanks to the devs (particularly Andy "Zwillinger" Belford, who put the whole thing together from what it sounded like, and was helpful to me on multiple occasions at the event) for organizing this event. Thanks so much for being so friendly, and for taking time out of your weekend to hold such a great event for us. Thanks for listening to us, taking our feedback, talking to us about mundane things and even other games.

    Also, thanks so much to everyone who congratulated us on our engagement, and for the compliments on Fatare's costume. She and her sister worked very hard on it, with a small amount of my help. I'd post a picture of it, but I don't think our pictures turned out very well (again, I'm a terrible photographer). Some other people took pictures, so hopefully they'll post some. I'll repost them here if I find any. EDIT: Check 2 posts down for Pepsiman's pictures. Thanks, Pepsiman!

    Edit 2: I forgot to mention the last bit about the conversation with Tunnel Rat, her husband, and Dr. Aeon, after Karaoke. Edit 3: and David Nakayama!
  11. Quote:
    Originally Posted by Coulomb2 View Post
    I actually thought of one other thing - taking advantage of the fact a custom 'boss' can be of any rank. You might have some luck in putting in a few boss details where the 'boss' is set to one of your minion types (you can even vary it - a few details with hummingbirds, a few with owls, etc.).
    Is that working again? I thought they'd shut that off. I wasn't able to do it the last time I tried, only Boss ranks and higher were selectable. I'll look into the idea if it is.

    Quote:
    Yeah, I've pretty much convinced myself that that'll be a big help.
    I'll do it then! It'll be after the voting, but I'll bump my thread for the arc when the changes go in.
  12. Quote:
    Originally Posted by Coulomb2 View Post
    Instead, the danger was in the "rooms of death" typical to lab maps. It's actually that fairly small rectangular room with the columns. It usually has three spawns in a pretty small area, and then a fourth relatively close by in the hallway. It's can be rather hard to avoid aggroing the entire room, especially if you've got a melee character, especially if you're accompanied by a willpower helper with a +perception power that lets them "notice" and attack every spawn in the room. And when an objective that spawns an ambush actually spawns in the room (which, through bad luck happened) well.... ouch.
    Yeah, I'll be removing that +Perception power, Venture brought it up too. I don't know why I would have chosen that. I know what +Perception does to allies, and always shut off Tactics when I have one. Either I was in a hurry, or a patch somehow granted my ally mobs all of the Willpower powers. I don't think that happened, but neither I nor my fiancee ever had issues with +Perception when we were testing it, and I never had feedback about it until you and Venture, so I'm wondering.

    I know lab maps can be rough, but it should be a lab map for story reasons. The one I call the room of death is that 3 level room, where if you run up to the second level, everything on the third level can see you. I'll look for a map without either of those rooms, but I don't know if there will be one.

    Quote:
    Truthfully, I think what you suggested (in particular, replacing shiver with frost breath and removing the particularly obnoxious defense debuff) might very well solve the problem.
    Thanks, I hope so.

    Quote:
    Ironically, for high level groups, I've often found I had to sometimes sacrifice power theme for balance - not necessarily eliminate the theme, but limit it to one theme power and make the others fairly generic powers that don't have debuffs attached to them. But, to be honest, that might not be necessary here at all - removing that massive defense debuff will probably go a long way toward making the custom group balanced.
    I've already done that, for the most part! That's why I've only got the one sonic power and the one cold power, though it's also partially for thematic reasons that they all have Martial Arts and throwing knives (which are supposed to represent Rogue Falcon's thrown Falconwings or whatever I called them). Anyway, hopefully removing the +Perception and the def debuff, and lowering the difficulty setting on that ambush will resolve it.

    Thanks again for the feedback.
  13. Quote:
    Originally Posted by Coulomb2 View Post
    Note: The custom group really needs to be toned down. I love the design, but they debuff resistance, defense, have multiple ways of debuffing recharge, and can heal each other. Geez. My general rule of thumb for difficulty is (1) If Rise of the Pheonix isn’t back yet by the time I die again or (2) I can’t clear one death’s worth of debt before the next, then I’m dying to quickly, and the difficulty should probably be toned down.
    Thanks a ton for re-running and reviewing my arc, and for all of the feedback.

    To help me when I'm re-evaluating the group, can you tell me what difficulty you ran it on? I'd like to run it on the same difficulty to see if I can experience the same problems you had (I tested on a Regen scrapper at base difficulty and never died, though I suppose a patch may have changed something, as I haven't run it since I submitted it for Aeon's Challenge). Also, did you have these troubles for the whole mission, or just when the ambushes happened?

    Making the group as a whole significantly easier is going to be really hard, as I already put a lot of effort into making them as easy as I could without taking a big XP hit. They've got varied debuffs and heals because having stacking debuffs is even worse. For the slows, I suspect most of that is coming from Shiver, but the option there is to replace it with a control power, a buff, or another damage power--I'd specifically tried to avoid adding more damage. It's got to be an ice power though, for thematic reasons, and I wanted it to be a breath power, so I'm going to replace it with Frost Breath. That will still slow, but much less.

    The res debuff comes from a single power-- one minion type has a single sonic power, for thematic reasons. So I really can't do much about that.

    Here's a big one though-- There's a MASSIVE defense debuff in there. I had no idea it was so huge (two attacks, one -20% for 5 seconds, one -30% for 10 seconds). I picked Thorns because it did lower damage and looked more wood-like to me, I don't ever remember seeing how huge the def debuff was (I specifically picked Claws powers without a def debuff, so I know I was watching for it, I must have just messed up, or they didn't have real numbers in the MA when I first made the mob). I'm swapping Thorns for Spines. Sorry about that one, though it does mean more stacking movement slows, it should be less dangerous.

    I purposefully avoided mezzes. I think they're way too nasty and frequent in this game, and wanted non-melee types to be able to solo the mission. You'd probably have had an easier time if I'd used them instead of debuffs as a Scrapper, but that's the tradeoff. I still think that was a good decision.

    As an aside, I'm not happy with how AE groups pretty much have to be deadly to get full XP. Most AE groups are more difficult than Praetorians, even. I think this is because they focused too much on duplicating player powers, when mobs in the canon content generally don't have secondary effects on every attack, and lots just have Brawl and one or two other powers.

    Anyway, any information/advice you have to give would be appreciated.

    Note that no changes will go in until after the voting for Player's Choice, as I don't think it would be fair to the people who have already played it to change it halfway through.
  14. I believe using costume pieces as loot is antithetical to the superhero genre, and I oppose it every time it is done. Making it a rare raid boss drop like in other MMOs is even worse, as that sort of thing is the reason I don't play other MMOs.
  15. Quote:
    Originally Posted by Zwillinger View Post
    1 a week isn't sustainable in the long run. Account Services being on sale is something special, reserved for special occasions, and we'll almost always try to tie it to something that's topical or thematic.

    Putting items like character slots and storage increases on sale is a pretty big deal.
    I just want to make sure you guys know that for the cost of the two Enhancement Inventory increases, 40 more pieces of salvage, or 20 more recipes, I can buy a brand new game. I'm doing that instead of buying them. Got a new one today that just came out (I even got a $10 discount on it for pre-ordering it, so it was the cost of one of the enhancement inventory increases and 10 pieces of salvage).

    I'd love to give you guys more money, but the prices on most of these items are crazy. I know that people are buying them, but you're missing out on money from more people.
  16. Quote:
    Originally Posted by SmegHead View Post
    Ok, so what about new sales every week? You're trying to "compel" different people into spending points with a variety of items correct? Well hit us with a different variety of sales per week. I bet you would compel a lot of people into buying a lot of stuff with the good ol' "for sale" bait. Something that wasn't on sale last week may appeal to someone this week with a lower price tag.

    Just a thought.
    Yes. You should have new sales every week. Aside from Beam Rifle, Street Justice and the Cape/Aura unlocks, I've been holding on to my points despite there being items in the store that I'd like to buy. If you had more sales, I'd be inclined to not only spend them, but buy more points instead of just using the VIP stipend.

    Most of the items in the market are overpriced. I'm willing to plunk down $100 to get that big stack of bonus points, but not if I feel I'm not going to get my money's worth. The only things you guys have so far in the market that I feel are priced reasonably are powersets, costume packs, and enhancement boosters (though I'm against them in principle until you give a way to earn them in-game, so I won't be buying them). Other people will buy them at the current price, but having frequent sales is a proven way to make more money than you would have off of more frugal people.
  17. Quote:
    Originally Posted by Noble Savage View Post
    Let me clarify: I'm a giant fan of the old X-men costumes, and Jim Lee's run on the title is the reason I became an artist in the first place. If you want to see how much I love the colorful, comic book-y X-men outfits, please go here: http://david-nakayama.deviantart.com/gallery/12373396
    Thanks for the response, NS. I took issue with the idea that mature, sophisticated people wouldn't find those costumes appealing. I agree with what you've said in this post, though I feel it contradicts the post I originally replied to.

    I don't think that the X-Men film needed to not use those costumes because of maturity, sophistication level, or age. I think it needed to not use those costumes because they didn't have the name recognition it would take to reach non-fans. It needed to be billable as an action movie, not just a superhero movie, in order to reach a wider audience. I agree that people would have dismissed it outright, but it would have been based on whether they were fans, not age, maturity, or sophistication. Christopher Reeve's Superman did very well in theaters-- but people knew who he was.

    I think that atmosphere has changed, though, because superhero movies are now a wildly successful genre. I don't think Green Lantern would have done any worse if his costume hadn't had that weird texture to it. That doesn't mean that I think texture is bad (I think the scales for Captain America look great), but I don't think it, or darker colors, are required for people to take superheroes seriously.

    Lots of people in this world think cartoons and comic books are only for kids. They are wrong. I think that we just need one more generation before that's no longer an issue, but I also think we need an industry that is willing to stand behind styles that aren't all darker and trying to be more like The Dark Knight. Not that I think what you've done for CoH has been a problem (the last splash page for SSA3 was great, if spoilerific), I'm thinking more of the upcoming Superman and Spider-man movies and how they don't seem to want to embrace the lighter, more positive nature of those heroes despite each of them having successful movies that did.

    Quote:
    It's a wonderful series, and I whole-heartedly agree with you! But Kirkman and Ottley are doing something interesting here: on the face of it, Invincible is a bright, colorful comic that might be mistaken for kids stuff. It sets up certain story-telling expectations...that are then turned completely on their heads, resulting in huge surprises and reader pay-off. It's kind of like Happy Tree Friends in that way.
    I guess that's where we disagree. I never had any expectation that it was for kids going into it just because of the coloring style or lack of texture. I saw a superhero comic, and I'd had it recommended to me by people with similar tastes to mine (though I'd been told nothing but that it was good stuff).

    Quote:
    I've often wondered how they'd turn that series into a movie. Say they did it as a cartoon--then little kids go see it and run out screaming as Allen the Alien is ripped in half. But live action would have problems of its own; if the visuals aren't sufficiently bright and cartoony, then you lose the expectation/reversal thing. Probably why they haven't adapted it yet.
    You might say the same thing about anime. When I was in high school, and anime (we called it Japanimation then) had just started to get big in the US, I worked in a video store. Mothers would come up to the counter trying to rent Akira or something similar for their kids. I would try to talk them out of it, explaining that they were for adults, and they would get enraged, yelling about not being able to rent a cartoon for their kids. They had it in their heads that "animated" = "for kids", which is as ridiculous as "movies" = "westerns". It's a medium, not a genre.

    I believe that this is a problem with the public, and not some sort of inherent aspect of the medium, color, or style choices. It may take a few mainstream films like an animated Invincible before oblivious parents start paying attention to reviews and ratings instead of assuming that a particular medium or color style is only used for kids.

    Anyway, thanks for responding. Sorry for the sidetrack-- this touched a nerve with me-- I've had to deal with comics, video games, superheroes, and even computers as being "for kids" from my family for most of my adult life.

    Thanks again for posting your artwork, I'll stop derailing your thread now.
  18. Thanks for running and reviewing my arc, Fantastic Foe, and thanks to Bubbawheat for recommending it!

    Quote:
    Originally Posted by Fantastic_Foe View Post
    Speaking of Azuria, thank you for using a drugged-out looking, cigarette smoking avatar for Azuria. In my personal lore for Azuria, she is obviously selling pieces of the Wheel of Destruction to the Banished Pantheon to support her addictions, and having in this arc an Azuria who looks like she stepped out of that mythology really made my day.
    It's funny, you can't actually use Azuria (or at least you couldn't when I made the arc, I'll have to check again), so I found the model that looked the most like her, and adjusted the coloring. Unfortunately, it had a cigarette, but hey, who says Azuria doesn't smoke? I think your personal lore is hilarious, and I'm amused that this situation led to her fitting it.

    I didn't notice that the clue was given before you reached the allies; it may be that I missed that due to my main using stealth powers or something. I may end up having to put mobs around all my allies. I'll add it to my list of things to investigate my options for.

    As for the text coloring, my early arcs used little to no coloring, and Dr. Aeon (before he was Dr. Aeon) recommended that I use more. You're not the only one to provide this feedback, so I think I went overboard. It's on my list of things to fix.

    Thanks so much for running my arc. I'll try to find time to return the favor soon (the Summit is coming up, and I've got some preparation to do)!
  19. I think this is a great idea, and I'm glad they did it.
  20. First, I'd like to say that I really enjoyed looking through that gallery. Thanks for posting it.

    Quote:
    Originally Posted by Noble Savage View Post
    That's very insightful actually. If you read comics, you've probably noticed by now that the characters and their movie counterparts are going in the same direction: towards realism. (For example, Captain America's scales/accessories and Iron Man's armor are now drawn with an focus on functionality and a LOT more detail. )

    I think this is happening for two reasons:

    1) the comic audience is, on average, older than it used to be, and the comics have to cater to more mature, sophisticated tastes

    2) for the characters to work on film for an all-ages audience, they needed to drop the super-saturated Power Ranger color palettes and embrace darker, less saturated colors and more realistic textures. (Can you imagine anyone older than 15 embracing an X-men movie w/ the characters wearing their costumes from the comics?!)

    CITY OF HEROES is a modern comic book-inspired game for an all-ages audience, so like Hollywood and most mainstream comic book companies, we've embraced the newer, more realistic approach to super-powered fiction. So no, we're not big on "Bif! Bam! Pow!" logos or overly-colorful cartoon characters. Can you create that in game? Of course! But it's not the focus of our outward-facing artwork.
    This whole section I find very strange coming from the art lead for a superhero game. Not just because realism for a costume is relative to the character's powers (Superman has no reason to wear armor, Batman does, but arguably may not want it if it weighs him down. Spider-man would definitely not want it interfering with his agility. Iron Man gets his powers from, and is defined by his armor), but because of the idea that certain colors are somehow "immature", and the classic X-men costumes being something only people under 15 would like. I don't think that you can argue that this isn't insulting an entire group of people, people this game is aimed at. I see nothing immature about the colors of the American flag, or any flag for that matter, and those costumes are classic. They're not only for people under 15.

    Also, sometimes less is more. Texture is great sometimes for some people, but other times and for other people simplicity is going to be more appealing.

    I like most of the promotional artwork you've been doing, by the way. I just don't agree with how you've characterized the classic Golden and Silver age style of the genre here, and I'd put forth Kirkman and Walker/Ottley's Invincible as a fantastic example of modern, really high quality work that still uses bright colored tights to good effect. And it's not for kiddies.
  21. Quote:
    Originally Posted by Venture View Post
    Arc #459586, "Legacy of a Rogue"
    tl;dr: 4 stars. Offenses: Idiot Ball, borderline Shoot the Shaggy Dog, gameplay issues
    Thanks a lot for running and reviewing my arc, Venture.

    I know the "break criminal out of the zig as a hero" is not handled well. It's been my most consistent feedback, and I felt awkward myself doing it. This arc was actually originally intended to be written for Dr. Aeon's first challenge-- doing an evil act for the greater good. That's the reason it's in there. I'd written an outline, created the characters in the MA, and didn't get very far with the actual missions. I don't remember why I didn't finish it for that challenge, it could have been RL interruptions or the usual patch-that-totally-hoses-the-MA frustrations that prevented it. When the Third challenge came out, the guidelines already applied to the story, so I chose to finish it. Unfortunately, I again ran up against the wall in terms of time, and after editing for length wound up shifting the justification for the act to a point after you'd already done it. Bad, I know, and I intend to fix it eventually, but the usual MA issues have been affecting my motivation level.

    Another point about that act-- I'd intended it to be just to break them out of custody from a local police station, not the Zig. But you can't rescue hostages from those maps, despite being able to do it in canon content. I don't know if that would have made you feel any differently, but if we ever get that option, I'll be swapping out the zig map for a regular police station one. I'd also be able to add dialogue and Detective Carter, which would help a lot.

    I'll add removing perception powers from NPC allies to my list of changes. I hadn't had a problem with it in testing, but I ran my tests pretty quickly.

    I'm not sure what to do about the help in the end fight. I like using that particular mob type for the final boss, as it's rarely used in-game (no idea how much it's used in the MA, so you may feel differently), and visually effective for what I wanted it to look like, better than anything I could make in the character creator (and it's already tied to the group involved). However, it's going to be really, really tough for some builds, and I want the arc to be soloable. Interestingly enough, however, I'm looking at it now, and for some reason both ambushes are set to spawn at the same health point. I'm positive it wasn't like that when I created it. I think I'll probably either reduce the number of waves of help, or the amount of help in each wave,but either way, I'm definitely fixing the timing of the ambushes if I keep both of them. I think that help needs to be there for the sake of the story, though. It's a consequence of what you did in act IV, and is part of Gertrude's character growth.

    Speaking of ambushes, I'll reduce the difficulty setting on the one in Act IV too. I tested these at x1, so it must be a lot higher on x2.

    I'll add modifying the collections in act IV to be sequentially activated to my list. The first one is supposed to be in the middle, and the second in the back, but that doesn't always work out, obviously. Not sure why I didn't make them sequential to begin with (it may have been bugged at the time).

    Thanks a lot for running this, and for the detailed feedback. I really appreciate it. I'll try to get off my *** in the near future and fix all the problems with this, but I probably shouldn't do it until after the player's choice awards, as I'm not sure I should be changing my arc in the middle of voting.
  22. New bug, guys!

    You know how Devouring Earth from the same spawn won't drop multiple emanators at the same time, to prevent things like stacked Cairns that make them unkillable?



    I watched them drop all their emanators the instant they saw me. This is actually after we pulled some away, out of their range, because we were doing 8 points of damage to the Cairns.
  23. For those interested in seeing the UI bug in action, here is the UI on one of my characters as it should be:



    And this is what happens to it after the patch, sometimes when logging in, sometimes when zoning:

  24. Quote:
    Originally Posted by Moonshires View Post
    Considering it's happening with ALL forms of knockback from all energy blast powers, to gale in storm, to the nemmy staff, it's either a 'stealthed' feature, or a very wide-spread kb bug.

    Either way, really not happy with it. At all.
    Yep. I just took my Energy Blaster out for a spin. Both Nova and Power Thrust, which have massive KB on them, only move mobs a couple feet. That's a really bizarre bug.
  25. Quote:
    Originally Posted by Void_Huntress View Post
    Well this is just dandy. The UI resetting issue we reported in beta? Not fixed.

    I am _NOT_ going to fix my UI every time I log in.

    I will be taking a break from City until this is resolved.
    Oh man. That was happening to me too, and I also reported it. That should be considered a show stopper.

    UberGuy: It resets all of my windows to the default position and size. Sometimes it happens on login, sometimes on zoning. It appears to only happen once per session, though, so far.