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Quote:Actually, that was a deliberate marketing move. It happened about the time that bottlers switched from using some cane and beet sugar in Coca Cola to using high fructose corn syrup exclusively in the US. Coke Classic and the old school cane sugar sweetened Coca Cola actually taste different when compared side by side. But Coke II, or whatever it was called, was introduced as a buffer and a distraction to this shift.Raise your hand here if any of you remember the "New Coke" debacle. The corporate peeps at that company thought at the time that Coke was getting old and outdated (same arguments some of you are using here), so a "facelift" was needed. The new and improved Coke went over like a brick. They didn't run it out against the old Coke to gauge what the populace would think; they just went ahead and blundered away.
In some kosher grocers and in Mexico (at least in parts) you can still get sugar sweetened Coke as opposed to the US highly subsidized (and thus much cheaper to produce and sell at higher profits) high fructose corn syrup version. I personally prefer the cane sugar. Not only does it taste better, but it is much less bad for you as scientific studies have shown that calories from high fructose corn syrup get turned into fat at a ratio three times higher than cane syrup glucose. The metabolic reasons for this remain a mystery currently.
But at the end of the day, I prefer me a good naturally caffeine free China Cola (a snooty spice cola sold in natural food stores) over either Coke product. Even more less bad for you!
Anyways, back on topic, quick update to my vote: I selected option 2 which I still go with BUT option 3 of prioritizing an update to the character creator over either 1 or 2 is sounding better and better based on multiple cases made above. -
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Quote:Not to mention make your characters feel significantly more powerful but don't make existing level 50 content into free for all farmlands. Methinks there will be many necessary nerfs in the balancing process of CB leading to potentially lots of teeth gnashing. Considering how much teeth gnashing took place on the forums pre-GR release based on a couple leaked power changes, I suspect the devs simply want a mechanism to expel anyone from CB should they leak. Or if necessary even suspend accounts for leaks.Agreed.
I20's very early closed beta is probably more due to the difficulty in testing the feel of something that is a) supposed to take a good deal of player time and b) requires a certain critical mass of players OR fewer players, but more duration
EDIT to clarify the prediction of nerfs: These nerfs will be only on aspects of the incarnate system that in the first roll out are significantly more powerful than predicted in specific combinations of builds, powersets and ATs. I know the devs prefer to roll things out underpowered for players and overpowered for mobs and then ratchet down mobs and players up towards a balancing point. But I don't see how they can hit the mark from that direction 100% with the little we've already been clued in about the Incarnate slots and the diversity of effects these things will have on 50++ characters. -
I agree with Zombie Man on this one. I think the hype above and beyond Incarnate related stuff will only lead to severe disappointment.
What I expect:
- the first five or so Incarnate slots
- some zone events with slightly more refined mechanics than the Deadly Apocalypse related to incarnate slots, several if not all of these situated in Praetoria
AT BEST, a new +50 coop zone or something (likely a mini zone--think Cimemora). All centered around Incarnate stuff. And all requiring GR to participate.
Then some cruise control QoL and minor graphic revamp for vanilla CoX. MAYBE a few new costume items. And MAYBE the first fruits of the alternate power animation work that's begun in the background.
But other than a bulk of Incarnate related content, which has already been previewed both by early GoRo CB testers as well as accidentally leaked as an incomplete menu on the main training room one day then quickly patched out, I don't expect much else from i20.
Systems heavy issues have always been weak on content and shinies. -
Leaning towards option 2 myself with submenus to help manage the costume database.
This is based on the new thigh high boots whose geometry changed in subtle but significant ways according to many characters. (I'm still on the fence about those items but the din from the uproar over it was enough to make me want to /sighquit CoX for about 3 months.)
Additionally, the tank top example Noble Savage links to shows me that some things that are nice textures and cutouts for graphic, classic looking superhero outfits may no longer work as simple tights patterns if bump maps and textures become too refined.
One area that sorely needs updating though, were you to be taking opinions on legacy items, are the full mask eye items. Firstly, these should be available for masks with hair. Secondly, the color mapping on them is pretty abysmal. Thirdly, the geometry is often a bit wonky. Yet these sort of Scarlet Witchy and Wolveriney three dimensional mask details are standard fare in classic hero and villain costume design. Makes sense that they were included with the i0 release of CoH. But they've never been updated nor added to in the 6+ year lifespan of the game.
So my vote again is option 2, with submenus to manage the costume item lists. And an unsolicited vote that the i0 full mask details be high on the reworking (and adding to!) priority list and availability for these be expanded to masks with hair. -
I'm pretty ecstatic about this change honestly. I've only done a few respecs over the years, and they have been to respec into fitness after I finally gave in that stamina was requisite for certain ATs and powersets. (I still have a D3 that works just fine sans fitness though--my second character and first 50. Don't really know how she does it. Anyways...)
In respeccing into fitness, I had to dump good things like the tier 3 and 4 fear powers from presence on my personality driven Ben Grimm/Pinstripe/Hulkish character. Big Zoot's demeanor striking fear in the heart of baddies is just so... so... him. I was sad to let go of that power. But I'll be getting that back. Not sure how slotted it will be this time round. But very happy to get it back. And he may get combat jumping back since that really seems to help when taking on KOA and their caltrops.
Also, my very golden agey Amethyst Avenger will be getting super speed. And maybe if we ever get travel customization, super jump as well. She's very much in the spirit of Superman. And I would like to see her be able to run "faster than a speeding bullet" and be able to "leap tall buildings in a single bound." For now, she's only "up there in the sky, a bird a plane" ... very purple.
BUT I won't be doing any of these respecs until post i19 when I can slot the inherent powers.
I have about 9 or 10 non-stamina/non-fitness character who will be benefiting hardily from this change. These are controller and defender types whose lack of fitness already allowed for a wide range of unique pool power choices. So I'm familiar enough with the versatility of situational powers that the three additional power selections will open up to all characters. It's fun. -
He did the time as lead. He's earned the right to reference his experiences.
From a distance and through the filter of gaming media, I get the sense that though he's a businessman and in a microcosmic way a public figure, he's not a natural politician. I don't think he necessarily thinks through and plots every time he references his prior work experiences. Love or hate the projects he's helped midwife, I truly think the man is passionate about what he does and what entertains him. I think he truly does desire to put on a good show and please the masses. I also think he has rather unique tastes in gaming experiences, preferring austere rewards to monty haul for example, and is therefore not always in step with the unwashed masses.
But again, no matter what, I think the guy has earned the right to say what he wants about the years he spent working on CoX. -
Quote:Very true. And again though I would appreciate an open naming system myself, I see the most justifiable reason to develop and implement such a system would be if it helped alleviate any logistical challenges with a new larger game experience changing mechanic, such as the cross server teaming you mention.If we had to pick one or the other, (and from the recent PAX answers to a lot of questions and long requested features it looks like there is STILL a juggling of priorities at Paragon Studios EVEN with their increased staffing) I'd rather they spend time developing tech for cross server teaming (tfs, pvp, PUGs) than waste it on this. Just my opinion.
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Quote:Thanks for articulating those thoughts Chase. Gotta say I agree with all of them except I come down on the other side of the fence in favor of them putting some dev resources towards developing a system. Even if it doesn't make it into CoX, the ergonomics could be translated for the (inevitable?) successor to CoX.I have different conflicting opinions of the whole name system:
Quote:Actually yes they do use that feature to turn off the @thislooksstupid and that's exactly where the arguments start over being mistaken for someone else.
They turn the feature off then get the wrong person in trouble because they never bother to find out what the global name of the real offender is.
The only way I could see them speeding the retraining of the player population would be to GMOTD the heck out of this issue along with disabling some existing slash commands. When executed, the disabled commands would bring up a popup reminding them of the new system and that for the time being one needs to click to report or ignore offending names.
There are drawbacks to either system.
Note that though I'm in the camp of "I'd like to see open naming explored," my desires for the game do have priorities. This falls far behind incarnates, new costumes, graphical updates to old zones, unique mission maps, revamps of older content, revamps of older zone events, a few new unique zones with highly unique climates and features from what we currently have (outer space, moon, arctic, tropic) and even removal of some or all of the war walls. It's pretty far down that list. So though I'd like to see it explored for this game, it may be something more fitting for any next generation successor to this game.
And if it is worked into a successor game, I'd personally like to see the system even more robust allowing for secret identities and temporary aliases for mission specific content, i.e. seeing your name change to Arbiter Pink or some such were you to go undercover to infiltrate an Arachnos base and then revert back to your hero alias once the disguise comes off. Again all the immediately above being fantasies for a robust sequel to CoX, not features retroactively introduced and woven into existing content. -
Quote:Here's what I never get about this discussion and the knee jerk revulsion to a revised open local@global naming system:It's probably because people don't want to be Captain Amazing@XxXMURDERkillsatan66xx
edit:
And I don't want to be XxXMURDERkillsatan66xx@ResidentBaka
IT DOESN'T NEED TO BE VISUALLY EXECUTED THE SAME WAY THAT OTHER HERO MMO DID IT!!!
Sorry for shouting, but people never seem to consider that obvious option.
First off, CO had a toggle that many folks never used that allowed you to turn off the @globalname extension in the chat windows. Many critics of their system never acknowledge this reality. I don't think many used it or knew it was there because the @globalname extension was on by default making it an "opt out" feature.
So first suggestion: any similar system in CoX should be "opt in" with the @globalname suffix being invisible unless you opt for it to be visible at all times. Have at least TWO different toggles, one for chat windows and one for over characters heads. Again, both defaulting to toggled OFF when introducing the system.
The $60k question of course with such a system if one could easily impersonate characters: what about griefing? Guessing here, but I'd be willing to put money on this that it would be relatively easy to have a system where any chat files that are saved for disciplinary purposes make all those invisible naming extensions visible. Additionally, add another name menu option, similar to the one we have now for "ignore as spammer" along the lines of "report for misconduct" Click on the name at the head of the offending chat line(s) and the report includes the full name extension as needed.
The OTHER $60k extension would be... IF we ever went to a serverless game world, what about players that currently like to make multiple copies of a single character with the same name again and again? A slightly more sophisticated system could permit having multiple characters OVER and OVER even on the same server! For example what if your name was structured something like this: <local_alias>.<character_name>@globalname
So if you want to make five incarnations as "Firedude" on Freedom, as a Tank, Blaster, Controller, etc. you conceivably could with such a system. Locally folks would only see you as Firedude over your character and in chat. But if they click on your name and "get full name" they'd see that you were Firedude.Firedude4@ObsessedWithFire
Even better, such a naming structure could even be used to help facilitate CROSS SERVER TEAMING and any naming and chat problems that may arise there. Simply include a server address in the name. Perhaps: <local_alias>.<character_name>.<server>@globalname ?
AND TO TOP THAT ALL OFF, introducing a feature like a local alias in our naming scheme would allow room for special missions or turning points where we get to rename our character IN GAME as part of our story should we choose. Yes, this means that NC and Paragon would no longer make much money (if ANY) from renaming tokens. BUT imagine how cool it would be if your character "Golden Angel" was able to be easily and fluidly renamed upon turning villain to "Dark Angel"? And then become "Angel Redeemed" upon turning hero? All by doing a special mission that ends with an optional text field that can be used to rename your character. I suggested this very feature in the GR CB in a similar thread to this one.
So in summary, just because CO's execution of the idea of an open naming scheme had the aesthetic grace of a drunken cow it doesn't mean that at its heart it isn't a good idea. Or that Paragon couldn't polish it and take it that much further as a game feature, yet again elevating the standard for what is expected from current and future generation MMOs.
I'm all for them putting some resources towards developing a more open naming system. -
Ugh. Gotta add my name to the list if it is indeed JUST emotes. Yes I even have the wedding pack.
Better be at least a few costume items in it if you want this "bought every CoX mini pack until this one" subscriber to take the bait. Even if it's some dumb cone shaped party hats and a lampshade "helmet"... needs something more than emotes for me. -
Quote:In another thread on a similar topic of revamps, I too zeroed in on the 30-39 content. I think both red and blueside, this content was wrapped up under the harshest of deadlines prior to game launch and expansh-alone launch. Personally I think the blueside 30-34 i0 content is the absolute worst in the game as it stands. That would be my vote for an arc or two of revamp, but I do understand the logic you're applying above.Next, I'd suggest reworking every single contact in the 30's, starting with CoV, then CoH. I'm tired of doing the same leveling path through there every single time. I suggest CoV come first because (1) the first thing I want revamped is the Freedom Phalanx Task Force group, and this gives CoV some parity, and (2) because, while the villain arcs are marginally better than the i0 hero arcs that dominate the level range on the hero side, their execution is pretty dull and repetitive, particularly the all-Longbow Nerva arcs.
And in any case, I agree. That level 30-39 content is not the best work done by Cryptic-***-Paragon. -
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You know... this might make a great MA challenge, even if the arc of your choice needs to be broken up over two or three MA arcs.
Just sayin'...
*nudgenudgewinkwink@Paragon Studios peeps* -
Love her and a lot of the newly deepened characters in the tip and morality missions. The writers FINALLY got the notion of SUPPORTING characters right this time around! No more playing second fiddle to mister king spider. Makes me feel like my character or team are the star of this comic book!
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I'm assuming that alternate particles and effects fall under the rubric of Alternate Animations.
With that in mind: The Plant sets could really use a more sylvan and flowery set of effects. Butterfly and flower particles floating around, colorable flowers on the vines, big bright leaves, carrion creepers when cast creates a field of bright leafy ferns, etc. Perhaps--though this may be asking too much--an alternate pet form for the Venus flytrap? Something that allows more color than the rather dark and gloomy current model, maybe based more on a carnivorous flower?
bright carnivorous flower example:
leafier vines than the current dry, dreary thorny set:
in short, there should be a version of this set that when all the powers are in full swing, I think of this:
rather than this:
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Also noticed some adds on various game related sites in banners and boxes.
And MMORPG.com is currently hosting a GR sweepstakes with the top prize being a 5870 card and input on naming an NPC in GR. Many other good prizes over there. Has center placement currently on their homepage.
Finally some visible marketing presence for the game! -
My speculation based more on what is likely as opposed to what I particularly want in the short term:
In the All Things Art: Super Boosters, Noble Savage responds to several ideas that take shape. In particular, he responds to a "supernatural booster" that my best take puts it at ghost, zombies, skeleton parts. There were suggestions that this would be a great booster by Halloween if Paragon could swing that production schedule.
Also Noble Savage gave a nod to three other pack concepts: Steampunk, Sci-Fi (without full clarification of what era or aesthetic), and the long begged for Beast/Animal parts pack
Smart money would be on two packs from that list of four.
Weighing in on the discussion of super booster powers: I predict with defacto confirmation that the animation department is working on some degree of power animation diversification, we'll start seeing a few alternate power animations working their way into future packs. This may be in lieu of booster powers, which I agree they are running out of types of powers without getting redundant and are also beginning to risk overpowering those that buy everything vs. vanilla CoX users. -
With i19 can we PLEASE finally get this long requested QoL feature:
A simple, clean means of flashbacking to missed mayhems and safeguards that can be done solo at level 50.
My personal favorite of the suggested means: once a character has completed the level 45-50 mayhem or safeguard, the next time round the broker/detective will offer you the option of doing any mayhem/safeguard appropriate to your alignment with the caveat that you WILL be autoexemped down to the level ceiling of that particular mayhem/safeguard. -
Villainside I'd consider adding a new zone as well. Something non-recluse controlled in the jungles or the arctic, far from the Rogue Isles.
Heroside, I'd look at Brickstown or Founders Falls with a decent visual revamp as well. Why these zones? Because the 30-34 legacy content, though having some good stories and lore, has as a block THE worst, most redundant boring repetitive AND redundant mission designs of all the game content that currently exists.
It was likely the content that was rushed through the mill about 6.5 years ago just to get it in game prior to initial launch. And it has remained that way since.
Again, some good stories in that level range. But they are buried behind a wall of really lousy game content.
Edit: to be clear, I'd simply retell the existing stories in this level range (as well as 35-39) with all the new fangled GR tech. I'd revamp Angus' arc to work more in line with the current RWZ content. Add a couple unique maps to a few of the major arcs. And make at least TWO arcs in each level range complete with a branching morality choice that could count as credit towards your 24 hour fame meter depending upon your decision within the mission. -
Hmmmmmm... maybe I did not see the new arc then?! Okay. Will need to keep my eyes peeled while climbing to 50/portal jockey with my next in queue.
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Admittedly, I've only seen in full the last half of the redone arc on live. But for the most part, aside from some new tricks for the AVs and new costumes and some copy changes, the arc *felt* about the same as it did before. Meanwhile, the new Positron Task Force which maintain the overall narrative thrust of the original but feels totally fresh and up to date. I think I was expecting more of that for the Jenkin's arc.
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Transferred a couple stray Silver Agers from Virtue to Triumph and included a rename with that. Got all my other consolidation done back during last winter's free transfer window.
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Soloing +2 master illusionist bosses is a challenge for me with any character. For the characters that I attempt it with, I'm usually keeping my difficulty at x2 heroes and +1 or +2 levels.
This puts me back in my place and lets me know that I really have something to look forward to with more purples/PvP sets (thank you HV merits!) and the yet to be released incarnate stuff. When I can slice through a defeat all filled with about a dozen MI spawns I'll know that my hero has become a true incarnate... -
Late to the party. Didn't read the full thread.
Adding a vote for more breath and spitting attacks and alternates to eliminate those if desired. Same for elemental sword attacks.
Others wants in no particular order:
- Head Ram animation in Super Strength for Knockout Blow. Think a bull type character getting down below the target and just lifting. See any RL bullfight footage where the matador gets tossed and you'll know what I mean.
- A Head Butt or Bop for a faster attack in the SS set.
- A Head Gore for a mid length higher damage attack in the same set, with side to side shaking.
- Dancing dervish type attacks for some of the old vanilla blast sets, similar to dual pistols.
- Device based activations of the shields and buffs, similar to the current med tricorder or surveillance power.
- Ray guns or ray rifles for energy blast. Pew pew pew.
- Grenade lobs for various blast powers such as fire blast.