Liquid

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  1. Quote:
    Originally Posted by Lothic View Post
    That question has puzzled me for years now. Is there really that much difference between the graphics data involved in displaying a "temp power" that attaches to a character's back and a "costume item" that attaches to a character's back? Surely the same "body anchor points" would be involved in both situations.

    They seem to have no problem with the idea of having temp power guns/swords in character's hands the same way they have costume item guns/swords. If different versions of guns/swords can be both temp powers and costume items why can't jet packs?

    The idea that it's taken them years to make the "leap" from back-oriented temp powers to costume items is frankly almost mind-boggling.
    I'm not really talking about the tech involved though. We know they have the tech for Back items now, because we're getting them.

    I'm talking about the decision not to have jetpacks because of clipping issues that either don't exist on temp powers, or are tolerated on temp powers. I don't understand it, and would appreciate a more detailed explanation as to why we can't have jetpack costume items from the devs.
  2. Quote:
    Originally Posted by ThePill View Post
    If I had to guess, the clipping that they're concerned with isn't the jetpack itself, but due to the way flying animations are posed, that the jet would burn the lower halves of our characters.

    Look at the handful of jetpacks/zero-g pack that we can get currently to see how they've positioned the possible fire hazards.
    I'm at work at the moment, so I can't look (and I'll say that I never noticed any issues with the temps), but assuming there is a problem with them, why is it okay to have temp powers that have this issue, but not costume parts? If there isn't a problem with them why can't the costume versions be done the same way?
  3. Quote:
    Originally Posted by Doughboy View Post
    That's what I've been hoping for as well, but at PAX Posi said there are clipping issues with jetpacks as costume pieces. Disappointing.
    I don't understand this. How can there be clipping issues with jetpacks but not backpacks?
  4. Quote:
    Originally Posted by Friggin_Taser View Post
    I'd much rather do a simple trial for 4 people than try to amass at minimum 2 teams to do Banners again.
    Ditto. Also, 4 is the magic number as far as team minimums go. It means that if 9 people want to do it, nobody gets left out, because you can just split into two groups.

    Edit: That being said, I can't say I wouldn't prefer something that could be soloed (though these days I duo for most of my CoH playtime).
  5. I'm glad we're getting back items.

    I hope we get some jetpack costume parts soon, because that was the #1 request for back items (after capes and wings). I remember how excited some of us got back in 2006 when Jay mentioned Positron asking him for tons of jetpack designs, only to learn that it was for purchasable temp powers, not costume parts.

    Five years later, we're told we're finally getting back slot costume items. And, hey, backpacks. That's cool, I guess. But you know, a jetpack would be really, really exciting.
  6. Liquid

    News from PAX

    Quote:
    Originally Posted by Samuel_Tow View Post
    If the argument were that any zone the development team ever touch will have to be remade to be current and not blocky, then we have to figure out what Mercy Island means for that notion.
    Maybe since it's a villain zone they didn't want to dive in whole-heartedly.
  7. Quote:
    Originally Posted by Xanatos View Post
    So I have this level 50 ice/ice blaster and this level 50 ice/cold controller. One is called Xanatos. One is called Xanatos'. I wish I could merge them into one character that let's me switch between them just like dual builds.

    If this was something you could buy in the paragon market, and was only accessible at level 50, I would be completely down for this. I'd add to the replay factor too because you could keep merging new level 50 powersets to your "main".

    You guys reckon it'll ever happen?
    I've thought about this several times, but never bothered to post the idea.

    I doubt it will actually happen, but I think it would be awesome. I know a few people with "duplicate" characters that are just supposed to represent a jack-of-all-trades type. It would also create tremendous replayability options for the type of player that only wants to play one character, but would like to play different powersets. People who wouldn't want to change powersets, but want to help on a team with their favorite character could have an alternate build that was more team friendly, like an MA/SR Scrapper with an SR/MA Tanker build.
  8. Liquid

    News from PAX

    So, I think some of us (me included) may be guilty of still thinking of what they could do in terms of the Freem 15 days. "They could just add arcs to the zone without updating it" or "they could cobble together a new powerset set from existing animations" is something you do when you're horribly short on resources and trying to keep the game alive, not when you've got 50 people and are trying to appeal to a new market.

    I think the devs may feel that if they're going to do anything, they're going to dive into it whole-heartedly, and devote everyone they can to it. That means that if they decide they're going to update Dark Astoria, they aren't just going to ask the mission designers to make a bunch of missions-- they're going to ask the art team to update the zone, and likely the enemies in the zone, visually. We may feel that's not necessary (or perhaps even undesirable!) but I think that's what they will want to do. I think that's why they are saying it takes the same amount of work to update a zone as create a new one.

    My personal opinion is that, before we see brand new zones added to the game, I'd rather see current unused/empty zones with established lore brought up to the level of the used/popular zones. I don't need to see an update to Striga or Croatoa or most city zones, but Dark Astoria and the Shadow Shard have enormous unused potential in terms of the game lore. Faultline and the RWZ were fantastic projects, and while we technically "lost" the old versions of the zones, we kept the spirit of the zones, which was what was important about them, and most importantly, we now have a reason to be there besides street sweeping and the occasional door mission from other zones' contacts.
  9. Liquid

    News from PAX

    Quote:
    Originally Posted by Zombie Man View Post
    Quite frankly, a number of different devs said this a number of different times so consistently, that I find it odd you remember it differently. If you remember a dev saying it was relatively easy, then *you* find that quote.
    I think this is the quote Sam is referring to (from Red Tomax's Digest Archive):

    Quote:
    Originally Posted by War_Witch
    I was also very glad to smoothe out the rest of the zone. It was so tough to play in that one of my first thoughts was BULLDOZE it!

    Of course, I wish I'd had more time, but that's the way. If I'd nitpicked it to death, no one would have gotten a new Rikti tray set, so it was worth it.
  10. Quote:
    Originally Posted by Arcanaville View Post
    * The Rikti Magus Elite Boss you see in ship raids made their first appearance in two missions in Angus McQueen's arc. Originally, and up to about Issue 9 or 10, one missions spawned one of them, and a second mission spawned nothing *but* them throughout the entire map. And this was true even if you attempted to solo the mission, and there was at the time no way to downgrade them.
    They were bosses though, right? I don't think we even had Elite Bosses until Issue 3.
  11. Liquid

    News from PAX

    Quote:
    Originally Posted by Positron View Post
    It's simply a bonus being given to players who play the Sig Stories.

    The solo path Incarnate stuff is later. By the time you guys really pushed to having us include it, 21 was already locked down, content-wise.
    Thanks for telling us this, and thanks for both the Sig Stories and working on the "solo path" to Incarnate (I hope it is a "solo and small team path", though, as I'm not much of a soloer, I just don't enjoy huge teams)!

    Quote:
    Also note: Solo Path does not equal "at the same rate as those who do Trials". Those players will ALWAYS advance through the system faster. Otherwise the Trails will shrivel up and die, and those people who (gasp) like them will never get a chance to run them.
    I don't expect the solo path to be at the same rate. However, I'm one of those people that likes the trials for what they are (though I have specific gripes about each one), but I don't enjoy or understand the team size required to run them. I don't understand the decision to design the entire end-game around what you are admitting is a small minority of players. If so few people like large-team, raid-style content that they can't sustain it, why was it made that way?

    I understand that you want to appeal to as many niches as possible, but when one small niche's desires require you to design a system that expects a large portion of the playerbase who don't enjoy that content to play it anyway, isn't that the point at which you say, "you know, maybe there's a design flaw here, maybe we shouldn't require teams this large"? If I liked <activity X> that required a bunch of other players, but those players didn't like that activity, I wouldn't expect you to design a system that expected them to grudgingly play it with me anyway. That's just weird.

    I fully support content like the trials in the game-- the fail conditions, the need to pay attention and coordinate, and the attempt to move away from tank-and-spank. But why did it have to require so many people?

    If you scaled the trials down for 4-8 players, then the people who like them wouldn't have trouble finding enough people to run them, and more people may be interested in them. Perhaps that's why I've heard that other MMOs have moved toward smaller raid sizes.
  12. On the topic of the ITF as proof that people run the easiest things possible, there are two reasons above all others that I believe makes the ITF popular, and they almost never get mentioned:

    It is a co-op, level 35-50 TF. It is the most accessible TF in the game. Nobody loses any powers, both sides can participate at the same time (increasing the total pool of players), and everyone 35+ (a massive level range when considering time, and the fact that most people feel leveling slows down around 35) can run it. When the LGTF was 35-50, it was far more popular than it is now.

    This level of accessibility also creates a snowball effect-- people are more willing to run ITFs because people are more willing to run ITFs. People hate standing around waiting to form TFs and trials. There is very little stand-around-and-wait time when forming an ITF because so many people want to do it, and people want to do it because they know there's so little standing around time!

    As far as end-game TFs and ease, Kahn is hands down the easiest and fastest end-game TF. Why don't people run it non-stop? Besides being hero-only and 45-50, it's boring.
  13. Quote:
    Originally Posted by Canine View Post
    Ah, that was from before my time then, I only started in Issue 3 with EU launch.

    Consider me elightened
    Ah, yeah, that would explain it. I assume you know that all the Council arcs (not Striga, as that was added in issue 3) were originally 5th Column arcs, as was the Citadel TF (who was still named Bastion in Issue 3), but here are a few other things you might not be aware of:

    When the game launched, Hasten was perma with 2 SOs.

    Also at release, there was no damage resistance cap. The devs claimed there was a 95% DamRes cap, and most players believed it, but it didn't work. At level 22 I had 100% S/L resistance on my Invulnerability Tanker from 6 +3 SO slotted Temporary Invulnerability and Resist Physical Damage, and took 0 damage from Smashing and Lethal attacks.

    At release, Super Speed had a massive (I think it was 50%) Def bonus on it, and a huge accuracy debuff (I think also 50%). This was heavily exploited by Tankers using Provoke-- which was autohit and had no target cap. Taunt, at the time, only hit one target.

    I mentioned this above, but not the full details: prior to Issue 3, no Tanker had full status protection with the ability to move, except for Invulnerability once they slotted for perma-Unstoppable at level 34 (but that meant you crashed to 10% Health and Endurance every 2 minutes, which could get you killed if there was any psi damage around). Aside from that one case, only Invuln and Stone had full Status protection in Rooted and Unyielding Stance, but they couldn't move unless they had Teleport. Fire had its Stun Protection in Healing Flames, and didn't have Hold or Sleep protection at release (most took Acrobatics for its tiny amount of hold protection, and its KB protection), though it did have it placed in Burn in issue 1 (though it didn't work properly, and wasn't fixed until issue 2). Ice could move with Wet Ice, which didn't have sleep protection, and couldn't be used at the same time as the other armors.

    Toxic damage and Toxic Damage Resistance didn't exist at release. Some "toxic" damage was untyped, which meant that no resistances would work against it (IIRC, DE Devoured's spit was one of these). The Vahzilok vomit was Fire damage, and Reaper/Mortificator Darts were Negative Energy until Toxic damage was added. Most people thought both of these were untyped.
  14. Quote:
    Originally Posted by Canine View Post
    Not quite.

    The 'Power 10' were the only enhancements you could buy from stores. (by stores I mean buildings, not the 'contact stores' like Serafina in Brickstown)

    For non 'Power 10' enhancements, you had to buy off contacts. That meant you had to find the contact that matched your origin (spare a moments thought for Science origin characters and all their Vahzilok missions), and run their missions until you opened their store.
    Not quite.

    The ability to buy them from contacts was added after complaints about having to get them from drops below the level of the store-contacts. At first you could only get them via drops below 30.
  15. Quote:
    Originally Posted by TrueMetal View Post
    re: entanglement removal.

    So does it makes melee useless because it forces people to stay away or do people ignore it? I see both arguments here and they're kinda opposites.
    If you're talking about my argument, it was not an "it makes melee useless" argument in regards to Entanglement. It was an argument against attempting to force people to move away from the target without having something else for melees to do.

    Entanglement is indeed ignored, because its effects aren't debilitating enough to warrant the DPS loss that forcing melees to move away from Anti-Matter would cause. But my comments were in regards to the intent behind Entanglement (even if it failed to do what it was designed to do), and "move away from the target" gimmicks in general as they've been implemented so far in the game.
  16. Did you know?

    Jack Emmert was actually the second Lead Designer for City of Heroes, not the first. Rick Dakan was the first. Rick approached his friend Michael Lewis with the idea for the game, and they formed Cryptic Studios in June of 2000. Jack, one of Rick's friends from Grad School, was brought on as a Game Designer. Rick remained the Lead Designer until a shakeup at the end of 2002/beginning of 2003 where he was fired and rehired as a contract writer for the game, and Jack Emmert took his place as lead designer. It was also around this point that the game changed from a free-form power system to the AT system we have now. Rick wrote the bulk of the Story Bible, created many of the games original groups (including Nemesis, the Rikti, and the 5th Column), and also wrote the Blue King comic books. He ceased all connection with the game as of the final Blue King Comic book.

    From release until Issue 2, most melee attacks that currently cause Knockdown used to cause Knockback. From release until Issue 3, all Tanker defensive powersets had incomplete status protection (Ice, Fire), or status protection that immobilized them (Stone and Invulnerability, including Scrapper Invulnerability), with their only means of movement while protected being Teleport, or perma-Unstoppable (yes, Unstoppable used to overlap with enough recharge prior to Issue 3).

    Dual and Single Origin Enhancements used to have a sub-group called the "Power 10" that included commonly desired enhancements like Accuracy, Damage, Recharge, and Endurance reduction. Any enhancements outside of this group were unavailable for sale until higher levels-- for example, you could not buy level 25 Endurance Modification SOs.
  17. Quote:
    Originally Posted by TrueMetal View Post
    Why? I've never actually seen it be a major problem to someone. All it does is 'force' people to spread out. Something I kinda like. Anything that encourages people to deviate from the standard, stationary 'tank and spank' AV 'tactics' is a plus in my book. It's why I LOVE the Keyes and Apex end battles.
    While I'm not advocating removing Entanglements (they're not difficult to deal with, and I think it's an interesting addition to the fight), "forcing" people to spread out is a straight-up penalty for playing a melee character.

    I'm not a fan of tank and spank either, but melee characters in this game are designed around it. If you can't be standing next to the target, DPS goes down dramatically (or stops entirely if they don't have a ranged attack), and some defensive sets even lose a significant chunk of their survivability. But more importantly, these new gimmicks that require moving away from the target force melee-only characters to sit out of the fight until the gimmick is finished. Ranged characters just step away and keep contributing with their ranged powers.

    Whenever they use these gimmicks, there needs to be something else that melee characters can do during them--something important so that they don't feel like they're not contributing to the fight. Apex at least has the floating swords. Keyes has nothing. I love the general feel of the final fight with Anti-Matter, but playing melee in it isn't very fun.
  18. One more thing contributing to the lower rate at which post-I9 Hamidon was run: Issue 9 also introduced the Statesman TF, which allowed us to get HOs with only 8 people.
  19. Quote:
    Originally Posted by Snow Globe View Post
    Except that BAF and Lambda haven't had a period where players haven't run them.

    The Issue 9+ Hami raids are no where near the amount of times it was run before Issue 9. Before Issue 9, Hami Raids happened nightly. Even now, on Triumph, hami raids happen 1 or 2 times a month (if that). That also tells me that the "new" hami raid isn't as liked as it was before it was changed.
    I hated the pre Issue 9 Hamidon raid. But I ran it extremely often (so long ago I don't remember, but it was at least 3 times a week, and may have been nightly). I find the post Issue 9 Hamidon Raid to be a lot more fun, but I've run it maybe 3 or 4 times.

    Why is that? It's because I don't like multi-team content in general (I've run plenty of LGTFs, and enjoy the Hamidon encounter there), and Inventions made HOs mostly obsolete. The only reason I ran Hamidon past the first time before Issue 9 was because HOs were the best enhancements in the game.

    I think (I'm not claiming it as fact) that the vast majority of CoH players do not like multi-team/raid-style content, and I think that the only reason most people running them do them so often is because of the rewards. I don't think any but a very small number of players like herding cats (which is why raids are mostly run by the same people), and I don't think any but a small number of players like feeling like a tiny cog in a big wheel, especially not in a superhero game. I think that if the rewards weren't so heavily weighted towards multi-team content, the trials would be run as rarely as Hamidon. If there were 4-8 player versions of these exact Trials that gave the same rewards in the same amount of time, I think they would be run a lot more than the multi-team versions, and by a larger variety of people.
  20. First, I absolutely love the final Keyes fight. I've said it several times, and I'll say it again-- I think it's the best AV fight in the game, and it makes me feel like I'm actually facing an evil mastermind (the character type not the AT). I do not want them to reduce the number of abilities that he has in that final fight. It's what makes the fight so awesome.

    These are the things I don't like about the Keyes Trial as a whole:

    1) The 50% HP unresistable, undefensible damage aspect of the pulse: The concept of the pulse is great. The "bring healers" aspect of it is not. As was suggested many times in beta, a random interesting debuff of some kind (and by random I mean everyone gets hit with the same one, but a different one per pulse) that needs to be overcome in a different way for each type would be more interesting and fun. That second or two of "which one were we hit with, and how do we deal with it?" instead of just staying in a healing bubble would greatly increase the dynamic feel of the Trial. The damage that's added due to Anti-Matter's health status is fine as it is (and could be increased, if necessary, if the base pulse damage was removed).

    2) The repetition/length in the three Reactor phases: Having to stabilize the three reactors in basically the same way 3 times is really dull. Having 3 different ways to get the cells is good, but the powering-up of the terminals is so similar it feels like doing the same thing for 40 minutes (or however long you take). If they can't change up the actual method of stabilizing each reactor, I'd cut the number of terminals per reactor in half instead of doubling the end reward.

    3) Excessive reliance on healing: Too many of the gimmicks are undefensible and unresistable damage. It devalues other methods of support, especially in the final fight. Disintegration should have more of its damage be affected by resistance and defense, so that non-healing type buffers can help against it as well.

    4) Excessive anti-melee measures: While I love this trial's final fight, if I'm playing Melee I feel like I'm not contributing very much, as I can probably only spend 1/2 of my time attacking Anti-Matter due to the various position-based attacks/effects, while ranged characters can just move a little and keep on firing. I don't really know what to do to fix this one aside from adding more objectives to fight during the phase that aren't right next to Anti-Matter, which I'm sure a lot of people would be against.

    I also agree with Arcanaville that Time Stop should stop time, and not allow timers to continue to count down and the Obliteration Beam to hit us while frozen.
  21. Quote:
    Originally Posted by FredrikSvanberg View Post
    For this to be any fun Twilight's Son's host must also be Lord Nemesis.

    They can both be in the Ouroboros enclave at the same time thanks to time travel. Twilight's Son stays in nova form so as not to give away his true identity.
    Every Mender is Nemesis. They did say Ouroboros was based on Heinlein.
  22. Quote:
    Originally Posted by FredrikSvanberg View Post
    I just want to put forward my favourite theory, or whatever you might want to call it.

    Take "Darrin Wade", turn the W upside down to become an M, and now rearrange the letters.

    "Dr in a dreaM" - the Dream Doctor.
    Darrin Wade is also an anagram of Dawn Raider, and he has you raid the Midnight Club.
  23. Based on what we've all come up with, it looks to me that at some point early on, the players and the writers confused the Surviving Eight with the Freedom Phalanx, and it stuck. Positron appears to have confused it as well in Issue 2 when designing the Freedom Phalanx Reserve accolade. That being said, I had this impression that the members of the surviving eight that weren't already in the Phalanx, were invited to it. I'm not the only one, and it makes me wonder if there was some reference to it back near release that none of us can find.

    Anyway, I don't think Numina is supposed to be in the FP either. Her original bio as created by the character who won the contest says nothing about it, just about the Midnight Squad, and that she remains an honorary member of Vanguard:

    Quote:
    Numina was born Tammy Arcanus, daughter of Tommy Arcanus of the Midnight Squad.

    Tommy, mystical sidekick turned occult expert, delved so deeply into the metaphysical during the 1930's that his very being was affected. When Tammy was born, inherent within her were the same powers which Tommy commanded through mystical paraphernalia.

    Early in her super-powered career, Tammy joined the Midnight Squad as a successor to her father. She battled the forces of evil without significant incident until the 1960s.

    Tammy and her team were sent into the Hollow World, a series of caverns surrounding the Earth's molten core that held dinosaurs, cavemen, and mutant under-dwellers. It was here that the Red Threat, a villain from the Soviet Union, intended to destroy the world. In a last-ditch effort to save the Earth, Tammy possessed the body of the Red Threat. She minimized the damage, but Tammy's body was destroyed in the process.

    Tammy's consciousness survived, trapped in a dormant state within the Red Threat until he was killed in prison during the Rikti invasion of 2002. Tammy Arcanus' astral form was freed, but had somehow ascended into a higher state of being, renaming itself "Numina."

    More powerful than before, Numina thwarted numerous Rikti missions, cloaked rescue stations, and maintained communication between Vanguard and those who would become known as the Surviving Eight.

    In the aftermath of the war, Numina continues to exist within Paragon City as an honorary member of Vanguard, using her abilities to nurture the next generation of heroes.
    I personally think it would do less harm to the game to make both of them official than to jump through whatever hoops would remove the implications that they are both in the Phalanx.
  24. Quote:
    Originally Posted by SlickRiptide View Post
    Except that he was never supposed to be in the group in the first place. That was sort an osmosis thing, as evidenced by Positron's question as to why anyone believed it.
    Look above. It looks to me like Positron himself believed it in Issue 2.