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Posts
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Yes, I'm one of those people wary of camera spies if you give the camera +Perception. Good example is the one match between JAL and FoL on Skyway City map.. as sucky as it was for me as a spectator not to be able to see anything, if the cameras had had +Perception, those of us in spectator could've scoured the map and pinpointed the Freaks' location, essentially shooting their stealth tactic to hell. It just seems to turn fights with stealth tactics into a battle of who has more camera spies. Not to mention a stealthed blaster running over for a quick nuke at the start of a match could easily be foiled by one camera spectator.
My objection to the "option" is 1) when would it actually be turned on? I can't see SGs consenting to this unless it would benefit themselves at the cost of their opponents, in which case their opponents wouldn't consent, and 2) many of the suggestions outlined in this list could be turned into in-game "options." If we're going to option-ize everything... I don't know, I just don't like the idea of that.. it's a pain enough to set up 10 minutes, 2 teams of 8, no spectators and no stealth for spike practices, everyone on the right team, et cetera.. without having to worry about even more options.
What's the rationale for normalizing the OAS timer? The way it stands now, it at least provides some protection for the player in OAS and adds some unpredictability to matches. If I'm playing kin and everyone's buffed, my goal is disruption, which often includes throwing sleep + knockback combos at the last player who died, since there's a good chance they won't have CM yet. However, sometimes they came out of OAS early and got CM already, and sometimes they're still not out. If I knew it'd take exactly 10 seconds to leave OAS every time, you can bet I'd be throwing Will Dom 10 seconds after each kill in order to detoggle and disrupt.
Even in duels, it's a nice variable. If you die and happen to get out of OAS quickly, you can catch your opponent by surprise... or if you get out of OAS late, your opponent might get overzealous and waste their best attacks on you while you're still OAS.
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Camera +per is a pretty widely requested option (it comes up several times in Jasmine's thread), and I can think of lots of times it would be left on. Really, any event where you care more about letting newcomers learn than you're paranoid about camera spies or think they're a huge disadvantage. Kickballs I'd leave it on, IPvPL and TPvPL I'd leave it on, practices where people had to sit I'd leave it on (care way more about people being able to learn than I do about someone gaining a competitive advantage by spying, big whoop if you lose on of those), most PvPEC things I imagine it would get left on, pretty much everything that's not a duel or an official ladder match.
As far as normalizing the OAS, why wouldn't you want to replace something that rewards luck with something that rewards skill? If I'm emping a match and don't get out of OAS until 17 seconds after I spawn, my team could lose two or three kills in that time that I would've been able to save if I had gotten out of OAS in 3 seconds. That could decide a match, and it shouldn't. Meanwhile, if it's a standardized time, everyone knows when it's ending and everyone's able to react. And beyond the fact that you know to try and sleep the respawned and I know to CM them, there's also the fact that my team can go after recently spawned people just as much as your team can. With equal information and equal rules, skill is what matters and will win. With randomly changing spawn times, luck can become a deciding factor. -
3.
My personal preference is for 3. While sonics might be overpowered (unres 30% -res, sheilds that grant 30% +res, and with IOs, the ability to, second for second, keep someone else out of the match), so are emps and fire/ems and everything else we use in the arena. Being reasonably overpowered is okay, being able to make it so that someone else who showed up to play practically doesn't get to is less so. Sonic cage occasionally gets cited as a reason when top players leave, and that's because being able to permaphase someone else has a pretty strong amount of -fun. Just as there's suppression on other mezes, there should be suppression on cage powers. Add a ten second suppression to cage, so a single player can only be caged every other time it's up. -
On the PvP wishlist we originally put:
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2. Cage is overpowered since it has no workable counters. Add cage resistance (i.e., a decrease in duration caged) to one or more ally buffs.
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Since complaints about cage are pretty popular. Most of the issue seems to spring out of permacaging: someone to be unaffectable for 90% of a match is supremely unfun. Part of it also seems to spring from the current popularity of 2 cage teams, and the growing acceptance of the theory that the best way to counter them is simply a better 2 cage team. Afterall, the ladder match for #1 ended with a 2 sonic team vs a 2 sonic team, and Freaks vs. OS saw 4 sonics brought into a match on one side.
However, there have been a few requests to take any comments of cage out, such as the following by Silent Method:
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2. Cage is overpowered since it has no workable counters. Add cage resistance (i.e., a decrease in duration caged) to one or more ally buffs.
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I disagree with this. Bringing cagers already has its downsides.. there are reasons people don't bring 8 sonics to a match. It's bad enough that teams find themselves switching toons in and out based on what the other teams are bringing. This would just lead to more of the same. Oh, you're bringing 2 sonic cagers? Brb, need to log in our <resist to cage buffers>. And, in actuality, people already do counter phase effectively either by extreme levels of defense buffs, or the more popular maneuver, phasing when an incoming cage is likely.
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I've heard the following suggestions:
1. Add cage resistance (of say 30% to 50%) to a long recharge buff that can't be used on many people. If you add 50% cage resistance to AB, for example, you still give the cager the ability to perma cage for a while by switching off the person with AB. You also have to pay the cost of the person with the resistance wasting AB while they're caged.
2. Adding cage resistance (20%-30%) to a permeable but relatively underused buffs such as O2 and Alkaloid would increase usage of those powers and sets as a counter to cage.
3. Add cage suppression of 10-15 seconds, so that after a person's been caged, he can't be caged immediately again. This doesn't affect a sonics ability to keep someone out of a match for the whole time he's in, but does mean that no one will be only affecting self for 90% of a match. Nerfs the -fun factor, without really nerfing cage.
4. Entirely rework defense and tohit. The fact that blasters are regularly caged through pb'd PFF with two forts is the problem, not permacaging.
5. Leave cage as is.
So, what do you think? If your ideas vaguely fit into one of the above 5 categories, beging your post with the number, than continue to explain (or don't, as it suits you). If not, go ahead and post your thoughts any way.
Hopefully we can get a clear majority on fix cage vs. don't touch cage, and leave it on or off the wishlist accordingly. -
Woah, when did people who weren't in the SG become able to edit rosters?
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h0j couldn't get into i11 closed beta because his board account was banned. Same for a few other people.
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Myk's not banned for real.
one week necro ban != permaban. -
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***Notice to players, especially relevant to the PVP Community, any board accounts that are banned from our forums will not be eligible for beta pool selection, and will also not be allowed into closed beta by request from the PVP ladder SG's and VG's. I would strongly suggest keeping your board access in good standing.*** Ex Libris
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No beta invites = No test PvP for a month = Totally worth behaving for -
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Excellent work on compiling the list... something like this has been necessary for a while, at least for discussion purposes, and in many cases for the sake of making changes a reality.
...That said, not to be a downer, but there are a lot of things on the list I disagree with, not because of the basic ideas behind them, but rather because of the effects they would cause. Whether it's smaller issues like giving cameras +Perception or larger issues of normalizing the "affecting self" timer and giving resistance to cage duration, I see a lot that I don't agree with.. and some things I do, like cross-server arena, fixing power bugs, etc.
Since I just realized that this thread is for discussion of these issues more so than a finalized list, I guess I'll post more later when I have time
Side note, I've never *not* had the /ai -> teleport to arena thing work when it's done in the following fashion: one player creates match, then lists it before any arenainvite, THEN arenainvites the person needing a teleport. I've done this plenty of times without fail, sometimes just to move a lowbie from Mercy to Port Oakes in a few seconds.
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Hmm, maybe it's not listing the matches and ai-ing first that causes the bug? If we could nail down exactly what does it (because there've been plenty of times I've not gotten tped and had to trudge places).
For camera +perception, we were thinking the best possible thing to do would be to have it as an option that could be toggled on and off. It's something that a lot of people have frequently requested, but at the same time it's something quite a few people are wary of because they don't like the idea of the other team having spies following your stealthed toons. Do you think it's a bad idea to include it even if it's able to be turned off? I think the language on it maybe got watered down when we were trying to edit down the length of each item. Perhaps we should say camera +per should default to off but there should be an option to turn it on?
I think cage resistance is something that warrants enough discussion to be a side thread. I'll start one and we'll see how most people feel.
Why wouldn't you want to normalize the OAS timer to a consistant value? O.o -
Yeah, the reason you can slot acc is because it's not auto in PvP.
/agreed that there would be too much controversy about nurturing placate. -
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Placate is bugged and occasionally wont work.
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Placate is insanely overpowered and is an instant escape in small fights. It needs to be resistable or more resistable (not sure if you can). Maybe require a to-hit. Though most Stalkers don't need it especially.
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Tanker Taunt and Scrapper Provoke also are Auto-hit, so it works the same way in reverse. In addition, Placate is not AoE and is Single-Target only. Therefore, Stalker AS->Placate->Follow Up Attack could be interrupted at any point by someone who is paying attention and either a) KD/KU b) Confuse/Fear c) Do enough damage to kill them d) Taunt by an outside party.
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Taunt and provoke are auto hit in PvE only. In PvP both have a tohit check.
Any more opinons on if placate's overpowered and needs a tohit check? If there's consensus I can add it. -
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For everyone else's reference, I'll sum up the issues,
- set bonuses working when exemping helping bulding for PVP
- many people complain PVP combat is too rapid. not speed of movement, but over too fast. as in: do we do too much damage?
- teleport is not up to par in PVP because of the hover effect delaying your movement.
- jousting is still a problem. (For those unsure of what I'm refering to, this is when someone very rapidly moves past you and their attack fires when they're far away. this is not a suppression problem - suppression is suppose to have helped minimize this, it wasn't totally effective.) possible solutions: lower the movement buffs. increase travel end costs to make it more costly to attack while at travel speed.
- zone activity is hit-or-miss, it's too easy to get used to not PVPing for Nukes, inviting non-PVPers who say "no PK!" also it's too likely to get a lopsided battle if a side is underpopulated.
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1. While some people dislike that the hundreds of millions they spent on an inventions don't give them even more of an advantage in lower level zone PvP, others argue that having their effects minimized via the current system is actually a good thing. IOs are very poweful, newer players often already complain about having to fight IO'd opponents as is, and the people with twinked IO'd builds aren't generally the ones who need more help. If there's widespread agreement that the impact of IOs in lower level zones should be altered and that the haves really ought to get more, everyone should go ahead and speak up.
2. The speed of combat is one of the things many people really like about this game. There's not widespread agreement about reducing it.
3. Removing the three second hover period on TP in PvP zones would harm what people currently use tp for, namely as an escape power and for moving across large distances. Falling to your doom every time you try to tp some place is going to be annnoying and debtful. TP may need some sort of a buff, but as is it's pretty powerful and reasonably popular for PvP. It's the only travel power out there with absolutely no counters.
4. The way movement works in PvP is something that's absolutely beloved by many people who PvP. It's also one of the things that makes CoH PvP unique, and the reason several old timers have started to return. There's no other MMO out there that's as fast paced or that lets you move like this. Lots of people like jousting, lots of people would hate decreasing all movement buffs or increasing the end cost of all travels.
5. I'm not quite sure what "no PK" means, but there are several issues at the list aimed at trying to increase overall zone population and cross-server zones (which would increase the number of people in each zone). -
My personal top ten fixes and wishes (in no particular order):
Fly is not a viable PvP travel power. Add protection to fly, possibly to an underused buff such as O2 boost, antidote, or one of the ST FF bubbles.
Villains have no access to ally grantable +perception in Sirens. Either switch the order of sonic repulsion and clarity or add it to thaw or the ice shields.
PvP is confusing to newcomers. Add a tutorial that explains some basic PvP tactics and introduces people to zones, arenas, base raids and their respective mini-games.
The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.
A good PvP build can be very different from a good PvE build. Allow players to toggle between build so they can use the same toon to be good at both PvE and PvP.
The only affecting self timer is unreliable. Testing had it varying between 3 and 17 seconds: a world of difference in an arena match. Please normalize the timer.
Since team size on non-SG matches caps at 8 people, new people who want to play are often shut out of matches. Allow non-SG matches to be greater than 8v8.
People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.
Observers have trouble following the action in PvP matches. Greatly increase the flight speed of the arena bots. Consider adding an option to grant them +perception.
There arent any meaningful rewards to encourage participation in PvP. Add zone rewards that are for PvPing, not for doing PvE activities in PvP zones.
Other people pick a few of your priorities! -
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1. Placate is bugged and occasionally wont work.
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To elaborate, Placate doesn't work when the target has a pre-existing status effect in place from the Placate caster.
You may want to add the TK falling bug that prevents people from even being able to use inspirations.
Also, the TK bug that causes the client of the person being TK'd to think they are farther away from the TK'er than they really are, or that they are behind an object when they really aren't. This causes the person being TK'd to get "Out of range" or "Target obstructed" messages, which allows the TK'er to attack without retribution.
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7. The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.
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Can we move this to number 1 please?
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Thanks. As I don't have a stalker higher than level 4, I wasn't exactly sure how the placate bug worked. Next draft will have clearer language on that.
Totally blanked on TK falling bug, I'll add that.
TK tp/split world bug is under arena bugs #14.
The numbers are just for easy reference right now. We'll edit them out in the final copy.
Should I could auto 50s having your vote for belonging on the top ten list? -
Edited in some typos and two bugs that I missed (missing incoming damage and people from defeat list).
Some small changes were made to the contributors. I stupidly left Neutra out even though she helped bunches and bunches (sorry and thanks!). I also removed MadScientist at his request. Although I thought he was very helpful in many regards, he believes the list is too editorialized because I didn't include requests to slow down the pace of PvP both via movement and damage and healing, or include his suggestion that teleports 3 second hover period be removed in PvP. Apologies for erroneously including his name, but thanks to him nonetheless for all his help. His style and formatting advice was invaluable, even if he hates me and the list with a bloody passion.
Since y'all are in fact the PvP community, if you think I should add those changes, let me know. One current suggestion on the table worth discussing is taking out the resistance to cage recommendations and adding in tohit vs. defense recommendations. I think enough people would be strongly enough against buffing rads and ice tanks via nerfing to hit that there's not a consensus on the issue, but if I'm wrong and there is, let me know. It feels to me that complaints about villains not having enough tohit are probably most popular than a recommendation to nerf all tohit.
Let me know. -
PvPers,
A few of us have been working on a list of PvP bugs and wishes that wed like to see fixed, similar to the Official Base Wish List the Base Community made a while ago. Were hoping maybe (just maybe), with the upcoming NCSoft reinvestment in CoH, we might be able to get some movement on a few of the things listed here.
We drew heavily from the requests in Jasmines thread, our own experiences in PvP, and memories of all the PvP Bug lists Manchuwook used to work on so tirelessly. But there are probably things weve left out. If you have any bugs or remember any particularly popular requests we miss, post them here and well do our best to edit them into the list. One thing we tried to do was stick to things that are relatively well agreed upon. We dont want ideas that a good portion of the community would disagree with (nerf tk to think of just one that recently made the boards). By that note, if theres something on the list you disagree with or think should be edited, do post.
One thing we want to do is create a top ten list of things wed most like to see fixed or added. That way we can still have an inclusive list, but still prioritize the things that matter most. Select a few things that matter most to you and post them.
The current numbers are temporary and meaningless. Use them for referencing, well get rid of them in the final copy.
Jimmay, Jasmine, Kitten, Excentric, Pants_stealer, abnormal_joe, Thorizdin, TonyV, Neutra, Kitsune9tails, SGAlliance, Bionic_Flea , Azhriaz, Ineffable_bob and others all put a lot into making this and deserve much of the credit.
With no further ado, the list:
[u]Overall Design, Balance, and Power Issues[u]
Its a Bug! Kill it!!!
1. Placate is bugged and occasionally wont work.
2. Fury does not build as intended.
3. Combat logs are incomplete and a substantial percentage of incoming damage doesn't show up.
4. Defeat list only shows people who've defeated you, not those you have defeated.
Small Changes Can Make a Big Difference
1. Fly is not a viable PvP travel power. Add protection to fly, possibly to an underused buff such as O2 boost, antidote, or one of the ST FF bubbles.
2. Cage is overpowered since it has no workable counters. Add cage resistance (i.e., a decrease in duration caged) to one or more ally buffs.
3. Villains have no access to ally grantable +perception in Sirens. Either switch the order of sonic repulsion and clarity or add it to thaw or the ice shields.
4. Not being able to use accolades while exemping favors power gamers at the expense of casual players who got their accolades later. Let accolades be used in PvP zones regardless of what level they're earned at.
Some Bigger Changes
1. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.
2. Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.
3. Brutes, tanks, and scrappers are entirely absent from high end team PvP. Consider adding resistance or protection to Cage to some of the sets that arent as good in PvP (invuln, stone, ea) and make taunt less easy to shake.
4. There arent any meaningful rewards to encourage participation in PvP. Add zone rewards that are for PvPing, not for doing PvE activities in PvP zones.
5. The current rep and bounty system doesnt reward new and learning players. Look at changing the reward system we already have to one where you gain just for participating but still gain more for winning.
6. PvP is confusing to newcomers. Add a tutorial that explains some basic PvP tactics and introduces people to zones, arenas, base raids and their respective mini-games.
7. The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.
8. There are no true instanced PvP missions. A popular suggestion is Hero vs. Villain in PvP enabled Safeguard/Mayhem.
9. Having no PvP contact on the dev team makes feedback unnecessarily tricky. Tell us who we can talk to and what they want to know.
10. New PvPers feel overwhelmed as they try to get the hang of things. Consider adding a newbie friendly zone with debuffed damage, debuffed movement, and buffed resistance so players can learn basic mechanics at a slower pace.
11. A good PvP build can be very different from a good PvE build. Allow players to toggle between build so they can use the same toon to be good at both PvE and PvP.
[u]Arena[u]
Its a Bug! Kill it!!!
1. There are places in the Perez Park map where you can get behind the trees. -1748.4, -26.8, 2305.0; and -2056.6, -22.8, 2429.1. Fix them please.
2. There are holes in the Eden map where you can fall and end up in total darkness at 1 HP. We need the /loc of these map holes. Please close them up.
3. If you quit out of an arena match early, youll occasionally be bugged and unable to relist matches for a while. When you click Create an Event the UI will flash to a screen with the old event set up and youll get an error message saying failed to add the event. Youre able to join events listed by others, but youll first get a message saying youll need to drop the previous event you were in.
4. The only affecting self timer is unreliable. Testing had it varying between 3 and 17 seconds: a world of difference in an arena match. Please normalize the timer.
5. You are often able to hold, stun and damage players who are only affecting self. See this video for a demonstration.
6. You can enter 1v1s while teamed, allowing dominators to build domination at a faster than intended rate.
7. You can use telekinesis (TK) to get people stuck in the lights in the monkey cage in such a way that you can turn off TK, keep them stuck, and they wont be able to use /stuck to escape. The four lights used for this trick are at -222.9, 4.1, -1358.0; -222.0, 4.1, -1297.1; -161.1, 4.1, -1298.0; and -161.1, 4.1, -1357.7.
8. A player can zone into an arena match dead and his teammates may stack veng off the body by putting it on auto and selecting the fallen teammate.
9. Occasionally some players will be able to move and use toggles and buffs before the timer at the beginning of the match is over.
10. People who lag when entering arena matches will sometimes have a different time in their navigation screen than the actual match timer.
11. A confused player who kills his own teammate receives a point for the kill.
12. The teleport to arena after an ai often does not work.
13. The Arena has badges for the championship of each weight class. They don't work.
14. The temporary teleport does not work correctly when the tper is being tkd. Using it creates a split between whats happening on the would-be tpers screen and whats actually happening in game.
15. The timer on the navigation (nav) screen does not show up in 30 minute matches.
16. Observers will only sometimes be able to see the match timer.
Small Changes Can Make a Big Difference
1. Observers have trouble following the action in PvP matches. Greatly increase the flight speed of the arena bots. Consider adding an option to grant them +perception.
2. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.
3. Theres no way of policing the tier of inspiration used even though tier 1s are the only thing sold at the arena store. Add an option to limit the tier of inspirations used.
4. Some people feel there arent enough options for match length. Add 5, 15 and 25 minute matches as an option.
5. Since team size on non-SG matches caps at 8 people, new people who want to play are often shut out of matches. Allow non-SG matches to be greater than 8v8.
6. Some people do not like the current system of arena temps. Add an option to disable arena temps. Consider adding an option to permit all temp powers, including ones from outside the arena.
7. The buggy system generated matches are confusing and no one uses them. Remove them from the terminal.
8. The arena system can be confusing to first time users. Add copies of the NPCs that explain the arena found in Pocket D to the other arenas.
9. Arena terminals in St. Martial and Pocket D arent appropriately marked on the zone maps. Add the A that marks them in other zones.
10. Many people dislike that deaths arent shown on the scoreboard. List deaths and kills for all matches, as its shown in base raids.
11.People who put a lot into PvP feel under recognized, and information can be hard to get in game and on the main CoH site. List the PvP SG/VG and Individual Ladder Rankings on the main CoH/CoV site and to the Kiosk Stats.
12. Current level ranges are clunky, and put lower level players at a disadvantage. Allow players to set matches to a specific level and allow players to get auto skd to that level as well as auto expemlared.
Some Bigger Changes
1. Very few people use the arena on live because of the lack of competition there, while test server arena is filled with people. Allow the arena to be cross-server.
2. There are no options in arena matches that arent just kill the most people on the other team. Add objective based instanced PvP like capture the flag and king of the hill.
3. Popular events like lethal lotteries and kickball are hard to organize using the current arena UI. Make mechanics to auto run some of the more popular styles.
4. The lack of genuine rewards or incentives for players and SGs to participate in the arena keeps many people away. Add some.
5. Observer bots can have a tough time figuring out whos winning and whos on what team. Create a way for observer bots to distinguish between the two teams or add an ongoing scoreboard.
6. People starting out have a tough time figuring out what goes into winning an arena match. Create an option to allow direct observation, where instead of an observer drone you are in looking at what exactly the person in the match sees. To explain, I'm Player A fighting Player B. Someone joins the match as an observer and can see my UI, my power trays, HP, and inspirations. With a click of a button, they would switch to Player B's UI, power trays, HP, and inspirations. This must be able to be turned off.
[u]Zones[u]
Its a Bug! Kill it!!!
1. When first zoning in to Sirens, your initial bounty wont show up with a dot on the map. When your bounty switches (either because the players been killed or left the zone), the tracking dot will then show up.
2. If you are killed, youll sometimes get a bounty dot on the map where you died. This can lead to having multiple dots on the map and being unable to distinguish your true bounty.
3. Heroes can hop into the villain base in sirens and camp out there. The camp location is -1201.3 -152.0 1795.5. You can also use /stuck in another location to get inside the base. (Not posting the /loc on that because its a little too exploit to post on the boards.)
4. PVP door missions are bugged. Players zoning into the mission can be jumped by a large spawn and some jail cells are doorless.
Small Changes Can Make a Big Difference
1. Allow players to choose between Tier2 inspirations and SOs if they have over 6000 bounty.
2. Add more/better rewards to the bounty options in Sirens.
3. Add the bounty system to the other zones.
4. Its annoying to have to trudge through multiple zones to find out where the greatest amount of PvP is happening. Add a /pvpcount or other slash command that would give a count of heroes and villains in the various pvp zones. If possible include people on /hide in the count.
5. Theres no open zone where heroes and villains are able to team. Allow heroes and villains to team in Warburg.
6. The lethality of NPCs in the PvP zones means dealing with debt is a penalty of PvPing while on your way to 50. Decrease the number or level of NPCs in the zone.
7. People often want to 1v1 in the zones but have no way of doing so without getting interrupted. Add arena terminals to hero and villain bases.
8. When more than one team of heroes or villains is in the zone, they have no way to communicate and plan an assault without the opposing side hearing. Make request faction side only.
9. A player can do most of the damage to another player and still get no reward if an off team player kill steals him. Award partial credit for Bounty based on damage, as is done for XP when 2 different unteamed players defeat a mob on the street.
10. Many new players go into zones solo and are surprised they end up facing multiple teamed opponents. Rewrite zone entry warning messages to emphasize that the situation calls for teams and entering solo is both not smart and at your own risk.
11. Many feel the reputation cap is unnecessarily low. Remove or raise it.
12. Remove upper level limit on zone door missions. Currently high-level players are not permitted to play the minigame of buffing/debuffing allies/enemies but they're still allowed to be affected by it.
13. Improve buff/debuff mission info. Currently mission holders dont see the percentage of the buff/debuff, only people outside in the zone do.
Some Bigger Changes
1. The lack of meaningful rewards discourages people from participating in zone PvP.
2. The bases are vulnerable in Bloody Bay, Sirens, and Warburg. Look into better protecting the hero and villain bases either by a portal system (such as in RV) or by adding a TP resistant field in the hospital.
3. Most PvP missions require you to enter an instanced map, which means you cant participate in the zones PvP. Add repeatable in zone missions (i.e., missions that let you stay in the zone and not enter an instanced map).
4. Except for Sirens, the zone goals and mini games that arent very integrated and dont encourage fighting other players.
5. While we know it might be impossible until a server-less configuration, cross-server zones are very, very high on player wish lists.
[u] Base Raids[u]
Base raid issues are well covered here, so well keep requests from our side to a minimum.
Its a Bug! Kill it!!!
1. Youre able to tp opposing players into prison cells made of decorative items from which they cant escape.
2. Field items dont always work in base raids.
Small Changes Can Make a Big Difference
1. Add a 30 second period of being unable to attack enemies/be attacked, similar to the counter on you when you enter PvP zones.
2. Raid set up is very confusing. Add a section on base raids to the in game Help, or create a base raid Tutorial.
3. Allow for raids to be set to 30 minutes instead of an hour.
Some Bigger Changes
1. Bring back CoP and IoPs.
2. Take away disincentives to base raiding, such as defending SG members not involved being in the raid being unable to use their base, and the potential of property destruction when scheduled raids do occur.
3. Create more reasons for SGs to engage in base raids -
That we would add our hero players to the villain roster?
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Excellent news.
Still must be weird for Emmert for someone else to own his personal RP character. -
Damn, I missed this as well but a Belated Happy Birthday!
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To be fair there was a bit of forshadowing.
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@Panny Nanny - Leader
@Mykonos - Leader
@Ed-Wreck - Leader
@Ed-Wrecked - Leader
@W-D
@WD2
@ir0x0r
@r0x
@Not Putzing - Leader
@Still Not Putzing - Leader
@Goldie1
@Goldie2
@Veronica Venom
@Mickey Slo2
@Cuch
@MF Fire Wire
@Staticus
@Payne Bringer
@Inspector 6
@Inspector 7
@Craggs
@Wastelands
@NRGFX
@Cyco Aura
@helly
@-helly
@helly-
@-Ajax
@El Ajax
@mac daddy b
@mac b
@macnificent b
@Frost
@Labrynth
@Elite
@FooManChu
@hans
@-hans
Adding @hans and @-hans -
[ QUOTE ]
[ QUOTE ]
Rox don't start
[/ QUOTE ]
[/ QUOTE ]
Myk you get bonus points for saying that. -
@Panny Nanny
@Mykonos
@Ed-Wreck
@Ed-Wrecked
@W-D
@WD2
@ir0x0r
@r0x
@Not Putzing - leader
@Still Not Putzing - leader
@Goldie1
@Goldie2
@Veronica Venom
@Mickey Slo2
@Cuch
@MF Fire Wire
@Staticus
@Payne Bringer
@Inspector 6
@Inspector 7
@Craggs
@Wastelands
@NRGFX - Leader
@Cyco Aura - Leader
@helly
@-helly
@helly-
@-Ajax - Leader
@El Ajax - Leader
@mac daddy b
@mac b
@macnificent b
@Frost
@Labrynth
@Elite
@FooManChew -
@Panny Nanny - Leader
@Mykonos - Leader
@Ed-Wreck - Leader
@Ed-Wrecked - Leader
@W-D
@WD2
@ir0x0r
@r0x
@Not Putzing - Leader
@Still Not Putzing - Leader
@Goldie1
@Goldie2
@Veronica Venom
@Mickey Slo2
@Cuch
@MF Fire Wire
@Staticus
@Payne Bringer
@Inspector 6
@Inspector 7
@Craggs
@Wastelands
@NRGFX
@Cyco Aura
@helly
@-helly
@helly-
@-Ajax
@El Ajax
@mac daddy b
@mac b
@macnificent b
@Frost
@Labrynth
@Elite
@FooManChu
Adding @FooManChu