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Posts
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They've finally considered adding Flowing hair and butt-capes into the game and would try implement and expand on it as soon as possible.
The developers have said they're not working on getting us costume pieces based of enemy NPCs and told us not to stay tuned on the issue. -
My apologies, I didn't mean to say it's mirrored or anything.
I'd like to see more powers have switched arms if they fired single-handedly, it improves the flow immensely. The first two super-strength powers could do with these on some of their alternate animations. -
It's so opportunistic to add a new Calvin Scott Taskforce it's almost unfunny. Wasn't the original taskforce to try and get Aurora Borealis back from Sister Psyche's body?
And isn't in Praetoria that Aurora Borealis's body is being used by Mother Mayhem?
Screams 'Remake a lost story arc' to me. -
Personally I don't think an Offensive-only signature power would be an optimal implementation of such a feature. Some character concepts I have would have defensive, even supportive qualities if they ever were to have their own custom power. For instance, my main hero would have the power to become completely phased in order to facilitate the effect of merging with another ally and giving them significant buffs to many of their abilities, taking damage if the target ally takes damage.
A signature power that's only a fancy custom attack can't make that concept come true. As it's more of a super-buff to an ally rather than hurting the enemy.
If there had to be a signature power system in the game, it would have to include Offensive and defensive choices. -
While I was testing and finally when it went live to really play the Tip missions, something occurred to me, namely the similarity to that of Scanner and Newspaper missions we've had for ages. Tip missions may have more specific dialogue and more say on how you go on about doing said mission than a regular scanpaper mission, but aren't both about Heroes and villains using their own initiative to conduct their activities of their alignment? And aren't a lot of people annoyed when they end up outlevelling certain safeguard and mayhem missions (ESPECIALLY villains looking for accolades)?
Then it hit me.
Why don't we tie the Tip missions to the Detective/Broker contacts? This means for every tip mission you complete in a zone, it raises the reputation of your scanpaper contact as if you completed a real scanpaper mission. Tip missions even have slots denoting 'fame' for an action, so why not make them more inter-related?
Granted you'd need some sort of exemplaring mechanic to lower solo characters to the proper maximum of the bank mission you're doing, maybe something similar to how AE conducts it's level adjustments. There's also the issue about running out of slots to try and get another bank mission, which could be ignored as changing alignments isn't related to getting rep for bank missions, in the way you could do scanpaper missions right after saving or robbing a bank.
If we can't use Ouroboros to do bank missions, I believe integrating Tip mission successes as Scanpaper successes would be a step forward into making Bank missions self-SSKable and make them more lucrative for Lv50 players and villains.
P.S. Scanpaper is a pretty nice word, fancier and more neutral than 'Scanner' or 'Paper' missions wouldn't you think? -
Isn't the zone-range border part of the map graphic itself? If they did implement some system to make those borders con based on your level, they'd have to redo the map-graphic to get rid of the old ones.
Then again, it would be nice to have some high-definition maps, they get awfully low in quality as you zoom into them, which is necessary if you have a lot of amenites in one small area. -
I'm not entirely sure, but certain alternating-hand powers aren't just a case of mirroring the animatic, some powers change hands but the feet remain in the same place.
But considering there are much less one-handed powers than anything else, at six animations (Three genders x Standing & Flying) a power, it's a little less expensive than other suggestions I've seen before. If we're only considering Kinetic Melee and Dual pistols, it would be a relatively small task to consider. -
Dark Astoria for heroside, I'd like to see a zone and story-arc set designed to really scare me, one way or another.
Villainside? Uhm. MONSTER ISLAND! I think it would be fun if there was more there to do aside from beat on Rikti monkeys or beat on Devouring earth monsters. -
For a period of time during the closed beta, the praetorian tech map hallways had a major case of cubemap chills. You were indoors running through a sterile hallways and in all the walls you could see reflections of Nova Praetoria, it was just really strange.
Fortunately they managed to fix it and have proper reflections in those hallways, despite the fact your characters couldn't be seen in them. -
Quote:Noble Savage has told us to 'Stay tuned' to updates regarding NPC-specific costume pieces being made for player use. This could involve the use of back-emblems if they could tweak the right costume node for it to anchor to.Because the developers just don't want things on back for players.
People have been asking for back pieces literally since CoH beta testing. Capes and then wings were it. There's never been a justification as to why players can't have them, we just don't get them. -
From what I've seen and heard about the Incarnate system, I really like how they split each of the incarnate levels into particular 'aspects' to which none are related to things like gods, Greek or otherwise. There was Alpha, Omega, Interface, Viatae? I can't remember the rest.
For the Alpha slot the different effect names seemed to be focused on the body. Things like Nerves, Spirit, Cardiac, Musculature. Completely non-origin-specific.
More likely than not, Incarnate is Incarnate is magnitude only. You're the incarnate of an aspect, not of a god or other fixed entity to mess up the non-magical origins with. So I highly doubt that the Well of Furies would be a requirement to start your Incarnate levels. -
As for where they could put the power-pool customisation windows, I think it would be great if they could put it in the character creation stage. Think about it...
There's bound to be at least one power or power pool you haven't tried yet for one reason or another, even if the power customisation window doesn't show you what the power does, you can at least preview how the powers look and then customise them based on your character's concept. If you've decided to customise ALL of the power pools, by the time you reach level six and start collecting them, they will be tailored to the character itself the moment you get them instead of having to go to the tailors after the trainers.
Previewing power pool powers helps presentation of power pools, and saves time on getting the power pools to look right on a character concept in one fall swoop. -
Moar Swords I say!
/signed for proliferating Broadsword to any Melee archetype that lacks it. -
I vote for the 'secret identity second slot' idea, in the tutorial or just as a big QoL addition. For most of my characters, even the ones not originally intended to have civilian identities ended up having an 'off-duty' costume for blending in and then having their actual costume in battle.
Not to mention that with two costume slots from the start, there won't be any problems involving not being able to use costume change emotes. And also for those who aren't able to get the halloween salvage for one reason or another can actually gain five slots, instead of four plus one event-only unlock.
Quote:If you have the Good Vs. Evil pack you do, but if you're a newbie who just got the Going Rogue Complete edition you won't be allowed into the VIP lounge where Pocket D's tailor resides.Originally Posted by LothicI'm not necessarily against the idea of having tailors right where you start in the starting city zones (i.e. Atlas Park) but since we already have one in Pocket D (which many people have access to) if they also gave us tailors in the tutorial zones then I think those two together would be enough to cover most people's needs -
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I made a suggestion related to duplication a while ago and predictable I am still very /signed to this idea.
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Don't we technically have some NPC costume pieces from the very start? I noticed we have Crey-tech pieces and they're available even from trial accounts.
I would like to see a few costume sets from various groups. Trolls, Hellions, Skulls, Tsoo and OH, Cimeoroans! Some normally proportioned pieces from Red caps might also be nice. More Crey stuff, The-Lost stuff. Rikti might be the most radical considering their bodyshape. Maybe some of the animal stuff like the Minotaur and Warwolves. -
Quote:Point one: Paragon Studios announced ALL the way back to Herocon that Praetoria would be levels 1-20 to start with.With Praetoria being only for NEW created characters and even then only from lvls 1-20, a big chunk of the expectation was cut out of the game for me.
On top of that Incarnate system being delayed and failing to see any other kind of end game system. The ONLY thing for a lvl 50 to do is change their alignment and do Cathedral of Pain (at least as far as I know, because if there is more it's not readily apparent).
So after moving my Dom and MM to hero side.. it's like ok what to do now? Same stupid stuff I been doing for a while already. Going Rogue was not the overhaul thing game needed. And right now all that hype seemed just that, hype.
Waiting for the first issue after an expac's release is not the way to go about doing things. Not only that but no archs were touched... no new pool powers, or travel powers. Couple added main power sets. Of which Demon Summoning is interesting (but been playing that for months now) and Elec control looks interesting, but since controllers/doms are my fav arch I've played all the ones I care to. No urge to level an elec/
I doubt the explosion of population will last that long. Many people have come to the same conclusion as I have already. Only the die hard CoX fans are ecstatic about it all.
Point two: Tip-missions and the Cathedral of Pain Trial are both good pieces of content to run through and is infinitely better than nothing at all. And the tip missions aren't glorified paper-missions either.
Point three: Going Rogue never claimed to be an overhaul of the game, the fact the core element to the expansion of side-switching should've hinted to you that you'd be going from one side to the other, and if you've played both sides, the reasoning completes itself. Plus the aforementioned Praetoria was only for lowbies at announcement, until endgame content is released next issue.
Point four: The Alpha slot was only a PREVIEW of the Incarnate system to be fully released for issue 19, the delay was for a good reason, it wasn't giving exemplared characters any benefit or something like that and needed to be reworked. And it's been a trend since the beginning of the game's creation to spread an expansion over two issues, the launch issue and the issue after. Going Rogue is no exception.
Point five: Yes there were changes to some story arcs, particularly Maria Jenkin's and...okay I forget the other one, but the two hero story arcs related to Portal Corp and Praetoria has been altered to reflect the new story, and I heard that it's possible to get some defeat badges of the new praetorian enemies in this revamp too.
Essentially, Going Rogue's launch is only part one of the expansion's grand design. The launch issue is mainly to set both the new additions and tweaks as well as establishing good lowbie experience. The next issue coming is speculated to be all about the endgame, highbie content and progression. And considering that Paragon studio also says the Incarnate system is only accessible to Going Rogue players hints that it's meant to be part of the expansion as well.
Issue 19 is also speculated to be when Primal and ex-praetorian characters can return to Praetoria, or gain access if they don't already now. -
A couple of ideas that spring to mind are 'Hot Spots' and 'Mini-games'
For more objective-based instances of using your powers, there could be hotspot markers visible on the map that only glow brightly for the one whose powers can trigger it. Such as a sturdy, stuck door blocking a shortcut has a hotspot marker for anybody who has Super-Strength, Psi or what have you. If someone without the appropiate power stands on the marker, it will list the powers needed to interact with this spot.
If nobody has the power to use the hotspot, they can't use that shortcut/perk/reward.
As for minigames, I always thought it would be fun if there were 'day-jobs' you could play that become easier or more profitable by having certain powers. Maybe like working in the Mexican resturant where Fire powers may help you cook things faster, or a courier service that's easier to do when you have good travel powers.
And let's not forget the mission based minigames, like solving some puzzle on a computer to get some files off of it, think of it like breaking some password or encryption using a traditional style puzzle like moving pieces around into a specific order.
Also! There could be objects that when triggered or destroyed, cause other things to happen in the map. Maybe there's a static group of enemies underneath a crate suspended above, smash a control panel somewhere in view in the room and the crate falls, dealing high damage to whoever's under it. -
Someone mentioned having visited the blimp in Atlas Park, I tried to fly up there and stand on it too, it would've made the perfect Mile-High club I think!
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These 'stances', although greyed out in beta appear to be put into the same group as other emotes such as 'hands on hips' and 'arms folded'. It's unsure if these stances are really the kind of animation overrides people are hoping they'd be.
I'm hoping they're the animation overrides people are hoping them to be, but with two days left til launch and no chance to test them, who knows?
By the way, it's said that the complete edition pack is cheaper than a Super-booster, 5-6 dollar maybe? -
In games where I'm in a city environment and there's moving cars I can reach, I always like to try this. Jumping on top of a car and riding on top of it, wherever it goes, sometimes trying to jump onto other speeding cars or 'kicking' the car to move faster or go elsewhere.
When I first played City of Heroes and tried to do this, the unfortunate state of the capsule-tech meant I kept slipping off the top of it, even on top of the 6x12ft flat-top vans. Disappointing.
So even if it's very low priority, wouldn't it be great if car-surfing were possible in City of *? Would anybody want to do this even once? -
From my experience of high-pop and low-pop servers is, people who think low-pop servers are dead usually say that because they have to WORK to get a team together.
Server merging simply won't happen because aside from the copy-paste reasoning for the issue, some people LIKE low-pop servers and the most adamant of the low-poppers would even quit if their server got merged with a busier server. -
I'd be happy if they changed Group Fly to;
- Set everybody equal to or slightly greater than the Group-Fly source, that way when you set to follow, passengers shouldn't fall behind and drop unless they hit an obstacle for a long period of time
- Make Group fly more like group hover, to give a small defense bonus to compensate for the high ToHit debuff.
- OR Reduce the ToHit debuff to a more reasonable level, maybe -5% to -10% instead of -20%
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What frustrates me is that some costume pieces don't have ANY reason to be gender specific. I mean, how the hell are SHORTS or SANDALS female only? At the moment, the only way guys can have something resembling shorts is via the Boxing costume set and sandals from the samurai set, both long-term vet rewards.
We seriously need some costume piece proliferation.