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Posts
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Joined
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Quote:So, so, SO much this.More, and better, hair options? Yes please!
Of the standard hairs, there's about... 3 or so that I even slightly like. And they're divided between the old-style blended colors and "new" style multi-colors. Being able to first pick the style, then the texturing, would be a nice change.
When it comes to male styles, I like Long, Barbaric and... maybe Qin Dynasty?
As much as I hate to admit it, the face/head customizations of the game really hold back a lot of creation potential.
Let's just say they released a Face Pack and a Hair Pack? 400pts each- I'd snatch those up so fast it'd make the devs' heads spin. -
I could get behind some replacement of a few entrances.
Dark Astoria should still be accessible through Talos Island (albeit with a sort of special marker to indicate that that zone will mess you up bad.)
Firebase Zulu? I mean, yeah, it's out of the way... but can you blame it? I went there for exploration badges and never looked back. There's just nothing to do and a whole lot of room to do it. -
Quote:Bill, your post makes me feel pretty old right now. I remember getting back into CoH around I8.Right, because that's all we ever get is magic. I mean, look at it! Croatoa in Issue 5, then...
Issues 6 and 7: COV, COV bump to 50. General issue.
Issue 8: Faultline revamp. Non magical.
Issue 9: Inventions. STF. Wentworth's. Non magical.
Issue 10: Invasion. RWZ. Non magical (other than one Rikti type.)
Issue 11: Ouroboros, DB/WP. Purple sets. Non magical.
Issue 12: Midnight Hour. Introduces the Midnight Club. While a magic "themed" group, mostly noted for introduction of the (non magical) Cimerora, VEATs, powerset proliferation and the Hollows makeover. So a "Barely magical" issue. First one since issue 5.
Issue 13: Day jobs. PVP revamp. Decidedly not magical unless you count the final disappearance of people from PVP zones.
Issue 14: AE introduced. Non magical.
Issue 15: Annversary issue. Khan and Barracude TF/SF added. Dominator revamp. Some might call the last "magical," but not in the sense you mean.
Issue 16: Power customization. Non - any origin.
Issue 17: Ultra Mode. Keith Nance/Jenni Adair/Dean Macarthur/Leonard Simon. New Posi TFs. Also not magical.
Issue 18: Alignment system.
Issue 19: Incarnate System. Vincent Ross is a magical arc, investigating the leviathan. The heroside arc with Roy Cooling is not.
19.5: Expansion of alpha slots, intro of WST.
Issue 20: BAF/Lam/Sutter/Kai, 4 slots unlocked.
20.5: Keyes. More Lore pets. Non magical.
21: First ward. Concentratign on the lack of magic elsewhere in Praetoria. Also, Underground trial, DFB (non magical,) new tutorial.
21.5: TPN introduced (non magical.) Extra Incarnate choices.
22: Dark Astoria revamp. *It's a zone that's been magic themed since it came out, what did you EXPECT it to be?* And it's been asked to be revamped for YEARS. Of COURSE it's magic themed. But if you don't like that, there are four early-mid level contacts that have nothing to do with magic.
23: Finishing up Praetoria. While we have a magic zone, we have some distinctly non magic items we know about as well, such as the Magesterium.
Concurrent with issue 18, Co-release of Going Rogue, which introduces Praetoria... which until First Ward was decidedly non magical. And as noted, First Ward was meant to kinda-sorta explain this (noted by the playerbase, as well) lack.
So, frankly, complaining it's "out of hand" is nonsense. First Ward was supposed to help explain why there's "no magic" elsewhere in the game (and it's not even heavily magic based.) DA - well, *duh,* of course it's magic based, that's the whole lore behind the zone. Has been for years. And even with all this "OMG Overwhelming" magic stuff, there's a fair amount of NON-magic-themed content thrown in with it.
So just like the four legged rig "overuse" rants, guess what. All you have to do is wait. And stop whining. -
God, I love the costumes of this game.
I tried the other two Superhero MMOs... The one that strikes me as really "Super" actually makes you earn the costume pieces as you level up... Really?!
The character creation process was choosing what beard, or helmet I wanted (which was really hard, since their styles are really scattered throughout the creator), the chest art, pants art, boots and gloves. Beyond that, I was on my own... No, wait, I take it back. I had some "mentor".
I LOVE that CoH gives us the feeling of having no boss. Yes, we've got contacts, but you can complete an entire game without ever talking to one if you like patrolling and AE, which provides a ton of amusement.
The "other" game? Well, I bought it in 2009 and when I went back to log in, I'd lost half of my costumes, couldn't play the characters I'd made and was completely indistinguishable from someone who'd picked up the game that day.
I went to post on their forums and they essentially told me that I was entitled and that I'd just been "renting" the special costume pieces... that were available to me when I bought the game.
Thank you, CoH, for having Premium players. Being a Premium Player encouraged me to spend an entire $50 rebate on new power sets and a few Super Packs. Making this game Free-to-Play was a genius move. No other game makes me feel both in-control of my character and important. -
Quote:Fair enough- again, I don't want to revamp Sprint as a whole. I'd just like some change to the running animation for Titan Weapons so it doesn't look like I'm playing Muscle March while carrying a railroad crossing sign.What you're seeing is a bug I'm sick and tired of reporting. Normally, the game matches run animation speed to movement speed so your feet don't slide on the ground, but this is not true for the transition animation, aka the first step. Every time you strafe, jump or stop, the first step you take will play at a speed appropriate for base run speed without Swift, Sprint or whatever other run speed buffs you have, but the rest will be appropriate.
Now, I will fully agree that running animations IN GENERAL are pretty bad in City of Heroes, but I personally DO NOT WANT the slow animation to play all the time. It's not appropriate for someone moving this fast, and it looks like a ballerina hopping around a stage. Well, to me anyway, since I tend to notice it mostly on my huge female characters. -
It wouldn't make a good Power Pool- perhaps an EPP would be nice, with different powers depending on the AT.
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Quote:I'd DEFINITELY go for Travel Power customization- anything to take that awful effect off of Super Speed.I was just on Virtue and they were discussing the lack of pool customization, and a brilliant idea was suggested.
Of course this game is a business, and the devs need incentive to do the hard work of pool customization, so...
Make us pay for it! I would MUCH rather pay to unlock customization of a pool power that I really want to customize than to never get pool customization because it's on a permanent back-burner. Somebody brought this up and lots of people chimed in "I'd pay!"
If necessary, they could even release the pools one at a time. That would be WAY better than, well, never.
Let's incent the devs to do the hard work by letting them know we'd rather pay for it than not get it!
Man, I hope this works.
It's been a loooooooooooo-o-o-o-ong, LONG time comin, but I knooooooooo-o-o-o-ow, pool customization gonna come. Oh, yes it iiii-i-i-s!
Or, y'know, to turn me into Nyan Sigium with rainbow flight. -
I'd definitely approve of a "Coming Soon" section.
Perhaps even a % off if you preorder something you're looking forward to? -
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Titan Weapons:
- A sidekick, held by the ankle (use cape physics to make it look real!)
- An Xbox controller (may need to scale it down for proper usage)
- Carnival Mallet
- A giant tuna (because reasons) -
I'll try to make this as simple as I can; Occam's Razor and all, right?
Whenever I run (usually with sprint on) with my Titan Weapon drawn, I feel like I'm playing this: http://www.youtube.com/watch?v=9hcElGydzb8 (SFW I think?)
The first few steps start out alright- my character takes long strides as he runs, so it's not at all an awkward mode of transportation.
And then it drastically speeds up, but it goes the same speed- he goes from holding a weapon to looking like he's trying to turn a crank. It looks plain ridiculous!
Is there a way this could be fixed without having to rewrite Sprint, or something? I'm hoping technical limitations are on my side. I'd like to emphasize that I'm not looking for a major overhaul to the animation itself, just for the animation speed to be slowed down while the movement speed remains the same. -
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I always thought Titan Weapons' animations had alternates depending on whether or not the character has built momentum.
I guess I was wrong, and it's just a sped-up animation. -
Gotta go with TBot here.
Not only do we have a buttload of unused enemy groups, but we've also got a nigh-limitless combination of costumes that we can still use for different themes, enemy groups and purposes... And let's not forget all the different enemy groups coming in Issue 23 that are pretty much exclusive to Night Ward.
However, if you're asking for enemy groups, in their entirety, to be made just for a single arc or two, you're going to be asking a long time- it's far too time and resource-intensive to be feasible. -
First and foremost, it's great to post to these forums again! I've been gone for so long it's like an entirely different game with all the good stuff right where they left it! Y'know, aside from what went down on the Signature Story Arc... deep stuff, right there.
But anyhow! Onto the meat of this idea:
Personality and your character.
What is a personality? It's what defines your character- what makes them who they are. It's why we play City of Heroes/Villains over the other big games- because we're not some front-line grunts, nor are we some nameless mage smacking people with fireballs- we're heroes!
That sounds like a lot to throw into a simple Suggestion, but the change I'm asking for would be on a much smaller scale (that may not be entirely true):
Changing our personality should change our dialog with NPCs.
I know what you're thinking(not really)- "Wait, what?! That's it? That's not an idea at all!"
However, I've found myself sifting through NPC dialog and then when it's my turn to give my reply, I can't help but think "My character would never say THAT."
This would not change any of the existing NPC dialog, only the face of your choices- they would still have the same consequences as the original, but it would give a more flavorful touch.
For instance, let's say we start out with 5 personalities: Heroic, Villainous, Wise, Comedic and Robotic:
Your contact tells you that you're going to take out some Malta who are invading Portal Corp. Depending on the personality you've chosen, you'll see one of the following:
Heroic:
"I'll fend them off in the name of justice!"
Villainous:
"I'll obliterate them!"
Wise:
"If there is no other recourse, I will deal with the Malta."
Comedic:
"Now we're thinkin' with portals!" (Subject to change for being not funny)
Robotic:
SetFunction:Guard Location:Portal_Corp Enemy_Encounter:Malta
I'm sorry if this just isn't a big deal to enough people to be turned into an idea, or if it's just too much work- I thought I'd just give my hand at trying out a suggestion.
Thanks so much! -
How 'bout just a redux of all the OLD hairstyles?
Add a few more 'Long' options, make some curly options and let the people fall in love. And ignore the whiners. -
Quote:OR? We could have our own, awesome chainsaw weapons this halloween.Or you could just copy from 40K
They've got Chainswords (Broadsword, Katana anbd Dual Blades), Chain axes (Battle Axe), Chain Fist (Claws) and I seem to recall a few Ork models with chainsaw based bayonets
Also, we may need a new class of enemy for this Halloween; Zombie. If you've got the Chainsaw weapon graphic, you kill 'em in 1-2 hits. If not? They con Minion. -
An idea for the upcoming Halloween event this October:
Chainsaw Weapon Customization given upon logging in. There's no special damage for chainsaws or anything, just awesome weapon customization.
Broadsword: A sturdy base with a double-sided chainsaw looking to rip someone a new one with it's circulating motion of the belt.
Katana: A slender model with a protected side that the belt tunnels into at the top and back out from the bottom.
Claws: Small, capable chainsaws attached to your freakin' wrists! Focus launches a buzzsaw! How could you NOT want this?
Dual Blades: See Katana/Broadsword. Give options for both varieties.
Axe: An axe-like shape with the belt moving in a single direction along it's the bulk of it.
Mace: Several layers from top to bottom of a circular bulk moving in opposite directions of one another.
Spines: CHAINSAWS RIPPING OUT FROM MY FLESH OMG! (Skip Spines)
Assault Rifle: A special Chainsaw Bayonet model.
Dual Pistols: Teeny-tiny little chainsaw bayonets.
Archery: Chainsaw-tipped arrows. No mercy.
Shield Defense: Big, circular shield with a belt moving along the outside of it.
And WHY? Because Chainsaws ARE awesome, even though they may be too much work for most. That, and they're the #1 zombie-repellent out there. -
Quote:This.I was a bit disapointed by this actually. I always imagined we didn't get to see who was speaking to Romy because it was supposed to be some big reveal in a future story line (Nemesis is that you??
). Seeing that it was just the Nictus who possesses him is a tad disapointing.
/wildspeculationmodeon
The thought crossed my mind that it was the original intent of the devs to indeed have that big reveal in a future update, but that for whatever reason (GR?) they decided against continuing that storyline and tied off the loose end in this manner.
/wildspeculationmodeoff
Or maybe I'm just reading to much into this and there never was anything more than the Nictus ...
I liked it more when the big bad was unknown to us. -
/Ka-SIGNED!
Why has no one suggested this before? D: -
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The enhancement screen has always bugged me. Why? I'm not quite sure, but I've always been on bad terms with it; it had this strange power to break my immersion by making me stare at this strange, foreign screen while selecting what goes where while looking through each and every power available.
I'd like to suggest something much simpler: much easier to work with that wouldn't obscure your screen. I'd like to suggest something optional.
What it does:
It removes the enhancement screen as a necessity, but leaves it in for those who enjoy using it over this new 'menu'.
What it gives the players is the option to right-click a power to be given two options: "Info" or "Enhancements"
If you choose "Enhancements", a small menu of 1 to 6 slots will open up (scaling, depending on number of slots allotted to the power), along with the enhancement tray that you normally see. From there, you will be able to work with THAT power's enhancements and nothing else.
In short, instead of working with all of your powers, you'd be working with one. This would be useful for those who are focusing on trying to enhance a particular power. Keeping the Enhancement screen would allow those going off to SOs/IOs the ability to still be able to 'mass upgrade' themselves all at once if they so choose to.
So, what does everyone think? Maybe we can call it "Enhancement Lite"?
Oh, right: OPTIONAL -
/no.
This idea isn't a 'new take' on Fitness. You'd be a fool to think you're the first one to suggest making it inherent.