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A long, long time ago in a forum far away... I had an idea like this.
It was called 'Inherents Unleashed' or something. Basically, upon reaching Level 40 (since nothing else really happens beyond a new costume) you'd be able to run a series of missions that would unlock a second Inherent power, but there would be several to choose from. For instance:
Scrapper:
1. Critical Hit chance is doubled
2. Critical Hits stun enemies
3. Upon scoring a Critical Hit, you gain status protection for 5 seconds
4. Critical Hits increase the recharge time of all powers by 100% for 5 seconds
5. Knock Up/Back/Down attacks automatically score Critical Hits.
This list goes on for some time, all basing it off of the original Inherent of the AT. -
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Quote:I was once kicked from a group because I had too many IOs and they wanted someone more 'beginner friendly' for their newbie players. I've also been told by a large number of teams:....
You asked for examples of why IO bonuses should be subject to DR. I provided examples through explaining personal experiences. Of course they are anecdotal.
if you need evidence that IO sets offer a disparate advantage to SO's please jump on Mid's.
How would "the entire slew of enemies" need to be reworked when the system doesn't account for IO's or bonuses in the first place?
Please link me to a post where the Devs have explicitly stated "We would have to rework the entire system. If bonuses were subject to a diminishing return in PvE." I don't buy it.
I will, however, buy that the Devs won't implement a DR like feature because they feel the PvE community do not want it.
"We don't mind SOs. It's not the enhancements that make the powers!" or some form of 'the power lies in the POWER, not the enhancements'.
You have given anecdotal evidence, and now I have. This is evidence why PvE is just fine with IOs. -
CoT Ghosts - Immune to hold/sleep/knockback/etc, lowers your accuracy, and drains your health.
Vanguard Sword - Never have I seen enemies rip my defese to absolute shreds. -
Quote:Sorry to derail once more. EF, I'm glad we can agree to disagree. The unfortunate part (for you) is that it becomes an argument of quantity.Probably the only thing we can agree on. We are just two completely different types of players. That's not a bad thing, it means the game is diverse enough to attract multiple types of gamers.
We're way off track from the point of this sarcastic post but I guess my point, which might you might not be able to get (Not meant in snark, we are just completely different gamers) is that even though I have a toon built to perfection and a team built to perfection and I am playing my best - I would hope that it would still be tough. I guess I am looking for the heroic moment when the mission is so close to failure yet you manage to pull out the win in the end. Sure, I can engineer that scenario, but it just isnt the same for me.
Anyways, back on topic I guess
Who do we make more content for? The 98% of the players who either play casually or go semi-hardcore, or do we make content for the remaining 2% Super-Hardcore gamer-gods who can make Hulk look like the Incredible Wimp.
The answer will invariably be to make more content that the rest of the populace finds to be a challenge. A bit of honesty? Never been on a single team that's completed an STF, let alone MoSTF, nor any MoITF either. It's a challenge for ME, and I enjoy it. -
Quote:Awesome. Go for it.I do turn the spawns up to 8. I haven't tried to solo Reichsman but Im sure its a challenge. Let me ask you some questions though:
Quote:Is there a problem with wanting an AV fight for a team of 8 to be something the team needs to pay attension for?
Is there a problem with wanting a TF to actually challenge the people on it who are playing their best?
BUT YOUR best and THEIR best are two different things. I have maybe 4-5 IO sets on my main character, not a single Purple. Just because you're capable of taking on the Freedom Phalanx by yourself doesn't mean the rest of the server is, nor would they want to. I found out that I can nearly solo an AV with my Kat/Regen, so I used the 2nd build to be more team-oriented rather than soloing.
Quote:There are certain people who like to play final fantasy 8 (Im just using this as an example) and the challenge is to beat the game at the lowest possible level. That isn't a challenge to me. Sure, its hard, but its tedious and boring.
Quote:Just once, I would like to take my maxed character with a team built to perfection and have a decent challenge. Is it wrong to want something like that? You seem to think that I am the only one who would want this. Again as I said in my latest post - I would not wish i13 PvP changes on Anyone, any game, or even prison inmates. I think adding these changes to PvE would be a BAD idea. It goes against my way of playing (building the best/playing as best you can/trying your hardest to win/etc). But that doesn't mean that I don't think the game could use a challenge upgrade.
You built your team to PERFECTION and you expect a challenge?
Let me ask you a question: Why do you min/max yourself?
The answer, undoubtably? The reason why we all level up? To defeat things better, faster, more efficiently.
Are you surprised that it's lonely at the top? That after you perfect getting 8 uberplayers together there are no more challenges for the group?
You spend all of your time being better and better and better and then you're finally as good as you get and you're surprised no one else is?
Let me tell you something about 'challenges' for characters such as yours: Your 'challenge' is my 'impossible' and you alienate the 98% of players that don't find it 'challenging'.
Your challenges =/= my challenges -
Quote:Turn it up to +8 spawn. You're asking the developers something that you can do yourself by 'gimping'. You see, it's now an issue of to-may-to/to-mah-to. You call it gimping, we call it giving you a challenge. Go solo Reichsman if you're so desperate for one.I am a very hard core min/maxer when it comes to gaming. I like to make my character the absolute best that I can and play it the best that I can and see how the game challenges me. CoH has never done that - well, it was close when they had the AV regen set really really high back in i6 i believe.
My issue is I shouldn't have to scale back my character just to give myself a challenge, the game should do that for me. I am far from the best player in this game, PvE or PvP, so I would think that there would be a market for more challenging settings.
With all the Sarcastic comments in this thread, I am serious about this: The game is very easy and should be more challenging, and I shouldn't have to play substandard to my very best to get a challenge.
Also, And for the record - adding i13 changes to PvE = one way ticket to frown town
You seem to blame everyone but yourself; YOU are the min/maxer, not the devs. YOU are capable of making a character less efficient but certainly not gimped.
I like the game the way it is just fine. I'd rather have nothing changed, especially not adding a BS system that's already failed PVP. -
Quote:This should be the driving force behind ANYTHING.With this post I will disagree. The game should be the driving force behind being challenging. Players shouldn't have to gimp themselves just to make a challenging game. (Its the very reason Ive been asking for an Ungodly hard difficulty with level 55 AVs and such)
I have too much cool stuff in my house, thus everything is boring. I'll work a few less hours, make less money, and be able to afford less cool stuff. (I wish I were so lucky)
You play more, you get more rewards. How is that so complicated? Games like WoW, EQ, and... Umm... ANYTHING realize that the people who put in more time, more effort, and more currency (in game typically) into the beast are going to get more performance. -
Based on Tokyo's whining, when I create a new character, I should start out at Level 50, be able to select all of my powers, unlock all costume pieces, and be underway with all badges.
After all, it isn't fair that I can't play with the same efficiency as people who spent time leveling to 50. I mean, I'm sitting here, Level 4, using the same 2-3 powers that aren't doing much of anything while the others are kicking butt and leaving me in the dust. Not. Fair! -
I love this thread so much. Aett, I'm tempted to ask you not to feed the trolls, but I'm so very entertained that I just can't do that.
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It depends for me.
1. Normal:
I put my Accolades and Temp powers there. Boosters, the cool stuff, it's all got a place for me. I always end up keeping: Mission Teleporter, Self Destruct, Ninja Run, Base Teleporter, Pocket D Teleporter, Tarot Deck, and occasionally the 'Walk' power.
2. Mastermind:
Aggressive, Defensive, Passive, Attack My Target, Follow, Go Here, Stay. If I NEED anything else in there, I put in Leadership powers. -
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Quote:You see, Bill, I didn't know of these little functions, but honestly, I'm not completely impressed. I'm not a fan of windowed mode, and whenever I press the 'Windows' key on my keyboard, the start menu pops up and I lags things up occasionally.See, here's the thing. SCR, yes, but the information is (a) already in game and (b) already displayable *if* you know how (slash command and civilian names.) Having it more easily accessible couldn't hurt. (Yes, I know, not opposed to per se, I saw.) I couldn't see it eating up that much of a programmer's time... depending on implementation.
Think about the top nav tray. The one that has the tab for the Map/Contact/Badges?
All I'd like is for a small incline around the middle with enough space to place the numbers of the current time and I'd be set. Something that could easily be avoided, and something that I could only hope would not be so very game-breaking that the developers would smite me with the SCR. -
Can we please have a clock?
Why? Well, because I'll admit, I lose track of time when I play any MMO, and a clock would be an awesome way to keep track of time.
Add an alternative clock to display the 'Paragon Time', which moves much faster than a regular clock to show the time in the city, so people will know how close they are to hunting at night/day.
Whaddya think? Horrible? Undesirable? Inconvenient? Not worth the time and effort? -
Simple fix:
1. Bind teleport to your 'F' key in the options menu.
2. Press F
3. Click your destination
4. Teleport
5. Repeat -
CoH was missing one Street_Wolf for the last four months.
You've been properly filled in. -
Atlas Park.
Call me cliche, but just the idea of seeing the place looking like it's gotten a complete redo is gonna be what gets me. -
Honestly, nearly ALL powersets have a full attack chain by level 4. About the only ones that don't are Controllers, Tankers (no tier 3 Secondary 'til 6), Mastermind, and generally builds that are built for support.
My Defender has 2 attacks. 2 at level 20, not counting Veteran Rewards. Those 2 attacks do me just fine, and have thus gotten me through the game with him. -
This idea. Wow.
But honestly? If it got some genuinely 'sexy' clothing to our characters that didn't look like body paint, I'd /sign this in an instant.
Plus, how awesome would it be to have Bruce Banner /clothesrip into the Incredible Hulk? And then /trademark into Generic 1015 8034? -
Quote:Clean-Up would be dealt with by the PPD, which, as I mentioned in the OP, would have a 50/50 chance of reclaiming the district against the enemy group. You throw your Hero into the mix, and you're certain to take it.1) Clean-up:
The Steel Canyon Fire Alarms have an end point (the final explosion), even if they're ignored.
The Rikti "Assualts" always fail.
So how would these events reset themselves?
Otherwise, they'll run all but completely unopposed all week long, and the entire zone will already be lost come the weekend.
Anything actually significant must have a way of cleaning itself up, and leaving the zone the way it was found.
The Assault Teams wouldn't just happen over and over and over. Like the enemy group takeovers, they would happen once every few hours. PPD Teams would only spawn in hostile zones and Enemy Assault Teams would only spawn in peaceful zones looking to take over.
Just once every hour or so gives the feeling that the zone is more alive.
Quote:2) Scale:
If you design them so they require a significant number of players, they'll be okay on the popular servers, but on the others, after the initial surge of interest, it'll be all but impossible to find enough people to do it.
If you design it so just a few characters (or even one character) can have a significant impact, then it becomes trivial and uninteresting.
I like the idea's basics, but don't see a way around those. -
Quote:I would rather it NOT have teams required, as I mentioned. Sure, a team would have an easier time, but there would still be a Boss in occupied infrastructures, and possibly an AV in the biggest district.Boomtown?
I always like suggestions like this. It's nice to feel that you're making an impact in a game, and it's more difficult to achieve that in an MMO. I also like the PPD idea, so that the zone doesn't always get taken over outside peak playing hours.
The one thing I'd want to add to this is that it shouldn't require full teams, and especially not multiple teams, to recover a zone. A single hero should be able to make some kind of an impact and get whatever reward there is (there'd be badges, right? right?), even if it took them a lot longer than a team. -
What's always bugged me about any zone in City of Heroes is the lack of enemy-environment interaction. Rikti Warzone broke this boundary by having Rikti forces making their 'mock surges' against the Vanguard Base... Fat load of good those always did, eh?
What about a zone where those bad guys could take over? Where your actions in stopping them would make the difference between the zone looking like a slum, or looking like a metropolis?
I propose a new zone that would experiment with this. I don't have a name for it yet, but it's a work-in progress.
This zone will be composed of 8 Districts. Each district will have a major infrastructure that is recognized as what sets the district apart. Here's the list of the infrastructures:
District 1: Cyber-Engineering Industry
District 2: Hospital
District 3: Tram
District 4: Mall
District 5: Tailor
District 6: Power Plant
District 7: Trainer's Field
District 8: The Park
Once every so often, by a number of hours, an enemy group will try to siege one of infrastructures. Each infrastructure will have a number of guards on the premises to try and ward off the defenders, but will fail more often than not. It's up to the Heroes of the city to defend these structures.
Normally, these zones will flourish. They will shine, people will frolic and everything will be perfect and wonderful. However, should a district be taken over by one of these enemy groups, it will fall into a state of disrepair. Graffiiti will line the walls, people will slump around wearing tattered clothing, papers and litter will fly through the air and buildings will look far more dilapidated, but more importantly; you won't be able to access whatever it is the district is used for.
The zone itself is a Zone Event. Whenever there IS a takeover, you must enter the infrastructure itself and battle the forces that have taken it over. There will be several different skins for the same buildings based on what group has taken over. Defeat their ranks, defeat the boss, and the district will begin seeing improvement.
The zone's overall status will determine any strengths/weaknesses affecting your Hero. For instance, if the zone falls into a state of disrepair, the enemies will be stronger and you may suffer a few debuffs like -End Recovery due to smog filling the air, etc etc. If all 8 zones flourish? There might be some Temp Powers available from stores, or even some discount enhancement stores, or some other goodies. Maybe a store that'll sell costume parts.
"But how can you reclaim the zone if you've got debuffs making combat impossible?"
The answer is 'Reinforcements'. Occasionally, the PPD will come to the zone in a small, assembled strikeforce. These people, alone, will have a 50/50 chance of taking back the infrastructure, giving the zone a chance of it's own.
So, there you go... A living, breathing zone that puts enemies and the environment on the same level, and it allows for Heroes to feel as though they're making an impact, rather than just being a small, insignificant part of something. -