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Posts
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Joined
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Strong /signed
I'd love the ability to alter the XP gain for my characters, adjust it lower on teams while keeping it 100% for solo content, and if I DO have to turn off XP before outlevelling content, wouldn't there be a 0% option on that slider? So no problem there!
And regards to the INF gained, I think it's only double-INF when exemplared, not just for turning off XP. -
Quote:Brutes lost 75% worth of their peak damage cap, albeit with an easier-to-generate Fury gauge.Brutes wouldn't laugh AS LOUDLY if Tanks would just accept and admit that they're really just pets with badges.
*ducks*
Tankers got a 10% increase to their maximum health, plus gained a special -20% RES debuff effect to their tier 1 power that gets around the purple patch.
If any brutes are laughing, it's the kind of laughter you hear just before their silence...and the fear
And the screams... -
I've heard many times of people outlevelling their story arcs for one reason or another, mostly because people spend time teaming which multiples the instanced critters, increases their rank and adds that special XP modifier to increase levelling speeds.
The solution most of you vets will suggest is turning off experience before exiting a level-bracket, I will admit I've only just start doing this practise, especially in praetoria. But the fact is that many, many players won't have the knowledge or restraint to go into the options and turn XP off, nor know what these level brackets are.
So for my suggestion I suggest a new UI element to be added, a prompt called the Story-arc outlevelling prompt
Upon reaching the last level of a bracket, a prompt will appear warning the player that if they level up one more time then the story arc will not be able to be completed. The player is given the option to ignore this prompt or accept it to turn off XP either immediately, or if possible, just before an actual level would trigger. That way an unassuming player will be able to gain as much experience as they can without outlevelling it, and more importantly know when they would outlevel a minor story arc.
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This suggestion probably has zero use for Lv50s as they don't level anymore, but with a prompt telling you that you could outlevel a contact and give you and easy way to halt XP gain for those who don't know how to will help new characters get the most out of City of Heroes, and perhaps even improve the chances of not missing bank missions through outlevelling either.
As for the issue of turning XP back on? I would have to guess either a value-monitor checks whether you have any more contacts of the level bracket, prompting you to turn XP back on. Or maybe have a small button appear on the screen to 'Turn XP on', disappearing once pressed.
Most likely for those who prefer being on the verge of levelling rather than one whole level away. The ability to halt XP at Lv#.9 would encourage players to use the feature as they would keep gaining XP up until the closest point and not just subvert it for min-maxing reasons. -
Having only joined the game at Issue 13, I never got the experience the 'old' kind of PvP that everybody seems to be used to. But many, many months later when I got a chance to play I realised that there were a lot of restriction-debuffs placed on characters.
I'm one of those on-again, off-again casual PvPers who isn't even phased by multiple losses so long as my opponent doesn't do the equivalent of a teabag on me. But if it were possible to tweak PvP to ease some of the core complaints about PvP I wouldn't object in the least
An improved PvP might bring back some of the i13 quitters, it might make non-PvPers interested in trying it out even only a casual basis, and it might even draw new players who only disallow themselves to play this game because PvP isn't up to standards.
Just because I don't PvP or even think about PvP that often doesn't mean I don't think development on the subject is a huge waste of time. -
Realisation!
Hiester Fizz is sold in both Primal earth and Praetoria earth!
It's a nemesis plot!
Or it could be during the time earth got overrun with devouring earth, the people who made and marketed Heister Fizz were completely unfazed and shipped their wares identically to the masses.
*shrugs innocently*
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Man o' Pause
A male superhero going through a difficult point in his life. -
I kind of wish Paragon studios would push a bit more for fantasy, even if it's booster content. An MMO that manages to pull off having magic and technology collide into each other without breaking the game in half is more than capable of handling any sort of content that fits the Teen rating of the game.
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Only in city of heroes could a player be as closely monitored for new content as a developer :P
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I am warmly /signed to this idea as well. I just don't get what's wrong for enabling Rogue choices as a Vigilante or Vigilante choices as a Rogue when you do tips on the other side, at the moment they're sort of 'hidden'.
The only problem I see is if there's not enough room to put in four alignment bars, since you get three upon becoming a grey morality. -
If there were a way to determine exactly who actually shows up, it might be fun. It would be rather bizarre if one of my characters happened to show up though.
Maybe it could be done by checking the characters on your account. If you're playing a Hero and you have at least one villain on the server you're on, there's a chance that villain will be the one robbing the bank. -
Quote:From the creative aspect, it is not the only reason. However, if you want people to actually play your arcs...that's a whole new ballgame.
Or do you enjoy making stuff non one ever see's?Yes
Does that answer your question?
Besides, the real reward for AE is the tickets you can exchange for mass-sellable rewards. And they have been doing well in fixing the XP problems, like how allies are giving XP again because of Issue 18
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The most essential factor in the Superhero and Comic book connection is that Comic-books are NOT all about Superheroes. I learned about this in university to find that back when comics first started out there were LOADS of different premises going on, from comedy to drama, from very real life situations to horror and fantasy. Comicbooks are a medium.
When superhero comics first came out, they happen to sell marginally better than other genres, people jumped on this and start making loads of superhero comicbooks to the point that making any other genre wasn't worth producing because of a lack of sales.
All because it sold a little better then other genres.
And although City of Heroes is marketed to be about superheroes, it also claims to be bringing comicbooks to life, so why isn't there nothing but tights and capes in the character creator? Because City of Heroes, being the comicbook universe that is in, is able to tap into the MEDIUM of comicbooks. Why else do you think groups like the Circle of Thorns can exist in a game that also has the Freedom Phalanx and Rikti invaders?
City of Heroes is probably one of the few MMOs out there that you can do ANYTHING and it won't completely ruin the universe it's set in. They could dip in the fantasy genre, the sci-fi genre or even horror, drama, comedy and so on.
And that's probably what I like most about City of Heroes, it CAN be anything I want it to be, at least in terms of my characters and AE arcs. No other MMO gives that much thematic freedom. -
I've heard so many suggestions for this kind of thing and I agree on almost every account. I'm not mega-focused villainside to collect all the explore markers for the Mayhems, even the accolades. But I'm still strongly /signed to any idea that allows us to reach old bank missions even if you're Lv50, and not having to hitch a SSK ride on a lower level player.
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The Alpha and Omega auras were definitely worth getting, because like the Mac-pack's Valkyrie cape, they're accessible for new characters at level one, complete with combat-only versions. But I'm not sure that the Complete edition extras were part of that announcement, boosters are usually standalones and knowledge of the Alpha and Omega costumes was out for a while before it's release.
I guess we'll just have to wait a week and find out! -
There's a real possibility that some of these boosters might be related to the thing Noble Savage said about getting players some of costume pieces NPCs have, minus signature costume pieces like that of the Freedom Phalanx.
I'm hoping for Trolls, Tsoo, Lost, Rikti and Paragon-PD -
I'm guessing it might mean no-powers vs. powers. You have to remember that those who get booster powers have a slight edge over those who don't. Like [Ninja-run] being the ultimate non-super-travel power, [Mystic Fortune] being the ultimate random minor ally buff and then [Secondary Mutation] being the self-buff equivalent.
At some point you're going to run into a situation where you have more booster powers at level one than starting powers, or that the developers will run out of good ideas to use for booster powers and then what?
As for what boosters they'll put out, I'm hoping they'll push for some of the most lacking areas in costume design. For me it's Aliens, Anthro-Animals and Medieval-Fantasy stuff.
I'm still hoping [Self Destruct] gets a small base accuracy boost, though that seems painfully unlikely. -
Yeah, those nurses are what he means. I seem to remember War Witch talking about adding those nurses to Paragon and Rogue Isle hospitals sometime, this was way before launch though.
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Quote:I was curious to know how population was counted in City of Heroes, thanks for the tip! At one point Virtue was the most populated, followed by Freedom and Protector was the least populated. And to my pleasant surprise, Victory was smack-dab in the middle!Log onto any server other than Freedom or Virtue.
Then log off and go to the server status page.
The one at the bottom of the list (almost always Freedom) is the one with the most people currently online, as the sheer wieght has sunk it to the bottom.
The one second from the bottom (usualy Virtue) is the second most..., etc.
The one at the very tip-top is the one you were last on, regardless of current population.
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Makes me wonder if a pact revamp would be small enough resource-wise for the developers to include as part of a future issue. The things I loved about this game were the little QoL updates.
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Elastic powers are one of several suggestions that would require a new character rig or even a whole new engine to implement. The developers' haven't got the tools to even make a fakey version of the power, and considering that they've said they only want to do things that look good, not even a fakey version of elasticity will be considered.
It's a shame, but I'm thinking maybe if the engine gets an upgrade and the developers' get those needed tools, they'll consider the idea. -
And funnily enough, the developers have stated in interviews that they originally wanted side-switching to be included with City of Villains, but had neither the time nor resources to put it in on top of the other content they produced for Villains.
I'm also happy the way Going Rogue turned out, I had a few disappointments but like previous expansions I know this is just the first part of the design plan they have with the expansion. Especially since the next game issue will be all about that highly-anticipated endgame progression, the Incarnate system. And that's not available unless you get Going Rogue.
Even as a constant player, I'm reminded of how much more enjoyable the game has become for me, even though I've been subscribed continuously since the start. -
I will also add to the 'Don't just join high pop servers willy-nilly' crowd. Most people complain about low-pop servers being 'dead', but what they're really saying is that if they can't get a team at the drop of a hat it might as well be dead.
There are a decent amount of people found on any server in the game, or at least most of the green-dot servers. I've managed to make numerous pickup teams just by politely sending tells to those who are looking, and even to some that aren't looking but have a search comment suggesting they do. Also it doesn't hurt to make use of your team-flag and search comment too if you want people to take note of you when forming teams.
Better yet, improvements to the search system allow you to determine who is running a team. If you see any character with a purple name they are the leader of a team with less than eight people. Also if you right-click anybody who is on a team (on the search window or nearby) there's a 'Chat to team leader' option which allows you to send a tell to their leader instead on someone without invite privileges.
If you must insist on a high-pop server I'd recommend middle populations at the most. The benefit of a less than max-pop servers is that when immense amounts of people get online you're not stuck in a queuing waiting to get on, plus there'll be a lesser chance of rubber-banding due to heavy server load.
In the end, if everybody just aimed to start on servers with the least population, we'd actually have a decent population on all servers, and not just a chosen two. -
I also wish they did a tech-pass over the Pacting system too. It would be perfect if you could pact to another person within five levels of yourself AND be able to create pact-groups.
Pact-groups basically allow you to have more than two characters sharing XP at a time, it'll take much longer to level on your own but at the same time ensure that small, or even large groups of players stay at the same level. I'd say the pact level source would be the one who started the pact, if they could let the system remember who it was.
Powerlevelling is kept to the minimum as you can't invite level 1 to a Lv50 pact, besides the Pact system was designed so that one person could play ten times as much as the other and still be the same level, you can't avoid that one person is still doing twice as much work so another can do nothing at all, that doesn't make it exploitative as you need to agree to a Pact first and you can quit anytime. -
Fully /signed.
The Bank missions, especially the Mayhem missions are so much fun to do and it's sad you can outlevel them so easily unless you turn of XP. -
I like how Hover feels like a good travel power now, but the flight speed increases are the only thing I'm happy about, even if they do get reduced once they've fixed the problem, a speed increase is a speed increase and it works.
Sprint speed though is a whole different story, all Sprint does is speed up the running animation, which is all well and good in it's old incarnation but the new sped up on makes my average sized characters run a little bit too quick for comfort, my huge characters run the same speed as old normal size characters and my tiny characters run like they're hyped up on sugar with super-speed.
Sprint really needs new animations that reflect 'running reeeeally fast' rather than 'regular running sped up to Benny Hill speeds'