Zyphoid

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  1. Quote:
    Originally Posted by Smersh View Post
    Villains and Vigilantes.

    No, I'm not serious, but no one's mentioned it yet.
    Someone mentioned VnV up thread. I have actually never played that, which is odd. We tended to run though games just to try them out.

    Quote:
    Edit: I will argue against Storyteller for a superhero themed game. The mechanics are great when you're supposed to be concerned that any one hit might kill you outright (realistic for humans), but it suffers for that by having extremely binary combat between high-powered beings.
    I could not agree with this more. Their LARP system is one of the best non-boffer systems I have ever seen though. I however could never go back to paper, rock, scissors...after hitting someone with a boffer sword. A lot less crap talked at boffer LARPs and on Boffer LARP boards.
  2. Quote:
    Originally Posted by TheSummerEvening View Post
    We use the 3d6 variant from the Mastermind's Manual.

    Also, HeroLab lets brand new players make a character in ten minutes tops.

    Also, Steve Kenson really does know his way around the d20 system, which is good, since its original designers don't even know how their own skill DC system works.

    Heck, I am using it right now to run a game in which the PCs (a heavy metal wizard with a holy guitar, an office worker and his pet goldfish, and a car-stealing vampire) are traveling across a American-folklore-inspired post-apocalyptic landscape in a 1953 Chevy bel air with a sentient iPod dock battling the evil forces of The Man.

    We used d20 modern mixed with MM to do a Dresiden game. I really do like the simplicity of the d20 system. Not that it can't be complex it just starts more user friendly.

    I grew up on Hero System Champions. My first was the Marvel game by TSR with the percentile dice, and the graph charts With shift x,y, and z powers. Then my cousin bought Hero system and introduced us to it. Man the book was a piece of crap. Within a year all our core books had fallen apart and been converted into 3 ring binders.

    Wow, this conversation is really bringing a smile to my face.

    Any way...It is funny you were either a Gurps fan or a Hero system fan, but never both. The like or dislike could cause some serious arguments too. I was a Hero system person, but did try gurps once or twice.

    The common person is not going to break Hero too bad, and if you are using it to do CoX they will not break it at all because the powers will be premade. The people you need to watch out for in Hero system are people like Arcanaville.... They are the ones who begin to use power pools, and add power disadvantages that are hard to take advantage of. All of a sudden a 300 pt character looks like a Thousand point character. Getting shivers just thinking about her making a Hero system character....
  3. Quote:
    Originally Posted by BrandX View Post
    I always thought a good idea would be to have some long strands of hair eascaping from the hood.
    And the ToV get that in First Ward if I am not mistaken.

    Hats with long hair for men, or braided hair. I would love to use the Conical hat and have braid behind it.

    Like I said, it is very brave of you to take up this topic. Costumes is a passion for a lot of people in this game.
  4. Quote:
    Originally Posted by I Burnt The Toast View Post
    And I would quit.
    Because the monthly sub cost produces a lot of the content in this game - take that away and the game becomes stale..looking at 1 MAYBE 2 issues a year.
    This is so true.

    Quote:
    Originally Posted by I Burnt The Toast View Post
    *I would get rid of pvp altogether and turn all the pvp zones into co-op zones.
    *I would limit premiums on the boards more than it is now....player questions..there ya go.
    *I would create specific items to sell on the market to fund a new base system....and then make it a market item that the Super Leader could buy....once..meaning if you are SL in more than one base...you would have to purchase it multiple times ...once for each base
    *I would open up the Rewards program so that it was tier-less and you could spend your token on any of the items...I look at it this way - I am not a costume person so why should I use my "reward" for somethign I know I will never use.
    *I would get rid of post counts on the forums
    *CoH has too much bloat - I would get rid of approx half of the zones....make their content accessible via oro though.

    Think that's about it for now
    Personally I agree with almost all of that. The last one is the only one I dislike. I always like haveing more options, even if I don't use them.

    Also, I had thought Zwill was going to get rid of post count. I like reg date, because it allows some of us to walk down memory lane together. I am not a fan of post count though, it too often is used as a tool in arguments. "He has a ton of posts, he must know what he is talking about" or the other side "You have so many posts, you think you know everything."

    Tomorrow Memphis_Bill you should start a thread for us to list things that would make the players love us if we were Devs. I think it would be even more interesting where that would go, and I bet it may even get more heated.

    Brand X inspired me!

    17. The Fighting pool and the Leadership pool would give the same benefits to all ATs
  5. Quote:
    Originally Posted by MajorDecoy View Post
    She has, in another thread. It was a good argument.
    Do you have the link. I don't doubt she has a good argument, it is Arcanaville. It just seems...unbalanced is all.
  6. Quote:
    Originally Posted by fallenz View Post
    Just use the Trinity and Aberrant powers with the Storyteller system. Easy, quick set up and play.
    I didn't know you were a fan of the Storyteller system Fallenz. Thanks, Trinity was the name of the other book I couldn't remember.
  7. Quote:
    Originally Posted by dugfromthearth View Post
    while Hero is my favorite superhero system (BASH is also fun, but lighter), it bears no resemblance to City of Heroes.

    if the question is what system would you use for a superhero game that you could make your CoX characters in - Hero works. But it won't play like CoX. Character creation is massively more complicated (okay, not if you include IO sets in CoX).
    To make it easier the GM would just need to design each set and AT before the first session. Would take some time, but thanks to real numbers would not be to hard.

    I am pretty sure the IO system could be created fairly easy in Hero also.

    Repainted hero clix could also be used as map markers... but that would eb with any of the systems.


    I can say with all honesty, other than Friday Night Fire Fight from Cyberpunk, White Wolf had the worst combat system ever imo. This from a guy who had every Werewolf the Apocalypse book printed. Including hard to find books like the Valkenburg Foundation. The only thing I love more from the 90's that Werewolf the Apocalypse is my wife and kids. It was still one of the (if not the) worst table top combat system ever written. AEG's 7th Sea, and LFR were also D10 systems, but were actually fun and worked.

    Yeah, I would not recommend Aberrant or the pre apoc version of it. I know they made two stories for it. The beginning when people first got their powers, and apocalyptic version where the powers had mutated most people to monsters. To be fair, I also wrote white wolf off when they scrapped years and years worth of story just to release new and improved editions of everything. In the process ruining a lot of what I loved about Werewolf setting. Sorry, off topic a bit.

    Shane Hensley is the previous Dev who runs Pinnacle now, Savage Worlds does have a Super companion. My friend Sean Fannon who also worked on the Hero system, and the Fuzion system says that it is a good system. Last I spoke to him, he was working for Pinnacle though.

    It is weird, because I have RL friends who work for some of these companies. Play tested some of these games. Shoot my kids go to summer camps with employes of several PnP game companies. Only a little twist of fate has kept me from working in the gaming industry full time.

    Any way. Yeah, D20 is easy to learn, teach, and use which makes Mutants and Masterminds such a great game. Also it is a Green Ronin game and they have made some of the best mest martial arts supplements around outside of Ultimate Martial Artist for Hero and Ninjas and Super Spies for Palladium games.

    Wow, I really am a gamer geek.
  8. Quote:
    Originally Posted by Arcanaville View Post
    Oh, that reminds me. Toggles and passives are designed wrong in this game. Passives should be stronger than toggles most of the time, particularly for mitigation powers.

    No, I'm not kidding. I've mentioned it before, but this is a case where the devs do not see the forest for the trees. Its not that this is another way to do it. Logically, its the only correct way to do it.
    I would like to know also. Because honestly other than the advanced math you use, this is the only thing you have ever said that makes no sense to me.

    Toggles have more value because we pay a constant cost in endurance to use them. Why should something that has no cost, other than selection, should give greater benefit?
  9. Quote:
    Originally Posted by firespray View Post
    Actually, thinking about it more, I'd probably do a mix of both.

    Some types of IOs (ranged and melee damage particularly) have a TON of sets. Those I probably wouldn't add new sets to, I'd just replace some of the already existing sets (since a lot of them suck). Other types (PBAoE, Targeted AoE, many others) need more sets, and I'd probably just add new ones rather than changing ones that already existed. I'd still probably end up changing quite a few though.

    And since getting rid of the crappy sets also means getting rid of all the cheap sets, I'd make generic multi-aspect IOs. They'd work exactly like multi-aspect set IOs, they'd just give no set bonuses. Then people who just wanted to slot cheap IOs for the enhancement and don't care about set bonuses could use those cheaply.

    Actually, people might not hate that so much, so I better stick with the first idea.

    The problem is no matter how cheap and crappy it seems, someone somewhere has it in their build and LOVES it.

    The title of the thread is amusing, and has been fun in places. Consider though that this is a question the devs have to deal with every time they make any change in the game, good or bad. I bet "Man that would really piss people off." is said as often or more than "They are going to love this!"

    Developers are in a crappy spot. The discussion I had with Ogi concerning Incarnate powers is a good example. When we were first testing these powers people were really angry that they would not get their level shifts all the time. Imagine the crap storm if they didn't even get the power all the time!

    The Devs have this balancing act they have to do that really is as much about not pissing us off as it is about keeping us happy.
  10. Quote:
    Originally Posted by firespray View Post
    Completely redo set bonuses from IOs. There would be considerably less defense and recharge, considerably more +damage, resistance boosts, and other boosts, so that people had the ability to build for more things, rather than just softcaps and perma-hasten. (Actually, some people would probably love this, but it's a big enough change that there would be plenty of haters too).
    What if this could be done with a new layer/set of IOs and not just by redoing the IO system? Would that work the same?

    I know by some of my comments in this thread some may thing I am a crazed +def, everything must soft capped player. If you look through my posts and posted builds it can be seen that is far from the truth.

    Def is a bit broken in this game, but I think any attempt to change or fix it would cause more harm than good. Now, my recharge I will fight over.

    What I would like to see is for Resistance to be made more useful, and for there to be more ways to build for it.
  11. Quote:
    Originally Posted by Hopeling View Post
    I've always had a soft spot for Mutants & Masterminds, so... that one. Of course, that's a totally uninformed opinion since I just own a couple rulebooks and have never actually played it...
    Out of all of the table top super hero systems, I think it is also the simplest one. Hero and Gurps are pretty rough. The old Pladium system was cool, Heroes Unlimited which could be combined with Ninjas and Super spies and host of other Pladium books was pretty cool.

    Savage Lands which is the work of a prevision CoH Dev has supplements that allow for the superhero (and every other) theme.

    Hero sysem, or Fuzion system will do it best. Both are math and dice heavy though.

    I like Mutants and Masterminds because it is built on the D20 system and it is easy for most people to hit the ground running with.
  12. Quote:
    Originally Posted by Blue Rabbit View Post
    It's character specific meaning whichever character you want it on, you'll have to log it in to get the badge.
    This, and it is very annoying and frustrating. I really wish the system would just reward it account wide, including all of the ones I have already, which is to say all of them.
  13. Quote:
    Originally Posted by Arcanaville View Post
    But the one thing I can guarantee I would do as a dev that at least *some* of the playerbase would hate me for is that I would make the critters smarter.

    Much, much, much smarter. Or at least apparently so enough so as to be basically indistinguishable from that.
    That means they would run more, yeah the players would hate you.
  14. I think we will just have to agree to disagree. What we have are players who desire to be at different levels of the Comic Book Super scale. Some want street level, some want cosmic level. That is where the disconnect is.

    Quote:
    As a 49 do an ITF with 7 50+3's. If you've got an armor set, toggle it off and see if just the destiny spam can still cap you. If you've got a crashnuke, well, you've lost already.

    Some people have a concept of "too powerful". Incarnate abilities in non-incarnate content pegs the power meter.
    No, I don't think it is over powered, because I played the game for 7 years w/o that level of power. Where I felt like my characters would forever be stuck as second and third string heroes. Now after all this time I am being given the choice to have the power of a first string character. You have the choice not to play with those people, or to not use those powers. Isn't choice an awesome thing? Yes there are people who choose to play that way, I am not one of them. I have nothing against those who do, until they tell me I should also play that way.

    Quote:
    They *are*.

    Mine certainly was, namely, Diminishing Returns in PvE. In fact, it seems to me most of the suggestions in this thread targeting 'over powered' facets of the game would be taken care of with DR in PvE.

    If it were impossible to decisively 'soft cap' your toon permanently, e.g., then the Devs wouldn't have to have foes that jump through game mechanics hoops to try to find ways around the soft cap, like irresistible damage gimmicks.

    It's a perfectly sane and good game mechanic. But would be immensely hated, hated, hated by all those who've grown comfortable hitting soft caps and damage hard caps and perma-ing everything and never running out of End.... all on the same toon. If people don't think that's OP... they should have their forum privileges revoked, which is something I'd do if I were king of Paragon Studios: "Sorry, but you're too invested in being over powered to be trusted to ever give meaningful feedback, so, we're shutting off your mic, kthxbye."

    You know those folk are mentally ignored anyway.


    ((Yes, I feel your anger and hate... It gives me *pleasure*!))
    I enjoy those game gimmicks. I guess today I am glad that you are not King of Paragon.

    Over powered is a matter of perception. The same people who call for nerfs, will complain about the game being too hard the following week. I like the game as it is, and I want more of what they are doing now.

    Well, I want my list of things too, but I am pretty sure I can still enjoy the game if I never get the things on my list. Well, my list from this thread, I would really like the game better if I get the items I listed in the costume thread.
  15. Hello Dink, First I want to commend you on being brave enough to start one of these threads. You are the 3rd to do so now. I hope you have even more success than the last two.

    1. I would like to get the rest of the CoT costume items were denied.
    A: The Big hat,
    B: The long skirt (and other skirt variations)
    C: The various glove/gauntlet options
    D: The spiky back detail.
    E: The Cool thorn belt with the glowing gem in the center.

    David let it slip that they were all designed by Jay on the player rig, which left us wondering why we didn't get them. Many of us have even stated that we are willing to pay for a second pack that has the missing parts. If we can not get the items, I would like an honest answer of why. Stating they were only build for one character rig would really stink after what was done with the CoL set being released for the female rig only.

    In all honesty I would request they be ported to all the rigs (Huge, Male, Female) and be released in a second pack that we pay for. This I hope would justify the work.

    2. The Black Knight Armor. Not part of it, but all of it. Even if it can only be released to the models the items are on in game (I know Dark Templars are huge, Most are male, I have seen all of the parts on one female I am pretty sure) I would still like to see it released, and then added to if possible. Yes, I am willing to buy this as part of a pack, most of us who have left feedback in the beta have stated we would buy it in a pack. You have no idea, I want these costume items so bad it is painful.

    3. A Sash for Huge and Male. Really, my martial arts themed characters are begging for this. Please please give us a sash already. We have been begging and waiting since Kheldians were put in the game. Really, I want the Tsoo version more than any other version in the game.

    4: Rularuu versions of the melee weapons that do not have one.

    5. The Roman Gladius that Broad Sword can unlock to also be unlockable for Dual Blades.

    6. More Custom weapons in general. Take a summer intern and make him/her do nothing but make weapons all summer.

    7. This is a personal one to me. David was iffy about it because it involves religious icons, they are already in the game though. So that ship has sailed imo. I want a mask option like the dudes are wearing in this image. Maybe make a version that allows for the chest details to be displayed on it. I mean I could see a mask like that with the Hand Print on it being cool too.



    8. Quivers, Scabbards, Sheaths, and holsters for our weapons. Most of those I get the team wants to do in a dynamic manner where the correct item is shown when not in use. I respect that. Bows only use arrows, Arrows all have feathers of the same kind, all a quiver needs to show is a bunch of arrows with feathers sticking out. We really don't care for it to also hold the bow, we just want the arrows in it.

    9. Samurai Back Flags. Both a single and a double version.



    10. Item porting. For example I would really like to use the warrior belt with the tight chest option. I would like to have Cyborg arms with the sleeveless robes and jackets. If it can be moved and shared in a location, than it should be.

    11: All of the Tsoo costume items. Their hat is much nicer than ours. Basically I would like to have, and would pay for every item seen in this picture.



    There is a lot more. This is actually the simple list.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    Seems to me there are two kinds of "suggestions" showing up here: people who genuinely want specific changes but know that implementing them would be disastrous and people intentionally suggesting changes they don't want just to think of the worst thing they could come up with. For what it's worth, I get the feeling Bill was after the former.
    I am not so sure. I think you are right, but I am not sure. My list was full of things I would honestly like to see in the game. They are also things that looking back are mostly buffs (there was the one brute nerf) or environmental hazards.

    I however agree with Mental Giant, some of these people are serous, and would like to see the game depowered/nerfed. For the life of me I can't figure out why, and I am not kidding I really can't. Bill attempted to explain it with ED and GDN, but those were balances for features that improved the game.

    I think there are people honestly angry that blasters can soft cap. Like it ruins the game for them in some way.

    Full disclosure here: I really disliked the last round of stalker buffs. I thought they over powered the stalker. In my mind somehow the stalker buffs hurt my beloved scrapper. I was WRONG. What it did was make stalkers fun to play.

    This is a SUPER hero/villain game, the idea of over powered shouldn't even be considered. All we should consider is the environment being underpowered. People keep worrying about power creep, when what they should really be doing is requesting a larger range to the difficulty slider. This way those who want it harder can make it harder, and those who want to blow off steam by dropping judgement on a bunch of gray LTs and Bosses and exploding them into a fine mist can.

    We are just now, after 8 years of this game, starting to come into the power range of some of the NPCs and some comic book heroes. Guess what, I LIKE that, I am not alone.

    /rant

    Ardrea, despite my rant, I agree with your free thinking post. It is just that to date we go through these trends on the boards were people start nerf herding.Statesman and Geko were nerf happy any way, so a lot of things happened that should not have. Fear on burn anyone? I don't think the current team looks at the game the same way, burn being fixed after it was broken is a good example. I had no intention of criticizing anyone when I joined this thread. For some reason something just struck me the wrong way.

    Sorry Memphis_Bill, I broked it. However there were some very cool ideas in here that have nothing to do with Recharge or Defense nerfs that look really fun!
  17. Quote:
    Originally Posted by Mental_Giant View Post
    This thread has a lot of horrible devs in it. Zwil has one of the few palatable suggestions.
    I agree with this soo much. From what I understand, that was the point though. I didn't get it at first. I am at this point; choosing to think most of these people are kidding around and not as crazy as they appear. That is the best I think I can do in this situation.

    So....ROFL you guys are so funny!

    There now my sanity can remain in tact, and the murderous thoughts can leave my mind.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    I smell Inventions Diversification at some point, then.
    I think it is more likely that powers like elude and other redundant crash powers will get adjusted before we see IOs changing. It would be less work to make those powers worth taking, than it would be to go in and try to adjust every IO set, or the IO system. Also buffing powers like elude or other crash powers is going to be seen as positive change by the majority of the community, where as a nerf to IOs would be a bad bad thing in the eyes of the majority of players.

    You can't make all the people happy with every change, but you can attempt to piss the least amount of people off.
  19. Quote:
    Originally Posted by _Psi_ View Post
    On another power. I hate, hate hate hate hatehatehatehatehatehate Claws' Shockwave. Who's idea was it to have a cone THAT massive do massive knockback on a melee set? It wouldn't be so bad if people didn't use it in their normal attack chain like it was totally okay to toss every enemy out of AoEs/Taunts/etc. >.<
    KM has the same crappy power, but at a lower level. It was a bad idea in claws, and it was a bad idea in KM.
  20. Quote:
    Originally Posted by tenzhi View Post
    the power i used to like was instant healing. With it as an always-on toggle i could largely ignore the clicks in regeneration, which made it feel more like regeneration and less like self-only empathy.
    Amen!!!!
  21. Quote:
    Originally Posted by Sailboat View Post
    It makes me cranky to see the Immobs go out the instant we see spawns, before the Tanker can gather them, freezing them in their (widely separated) places.
    Know what is just as bad? A WS or PB knocking them all over the place right after the tank has gathered them. This makes me mad as a scrapper, I can only imagine how a tank, controller, or Dom feels.
  22. Quote:
    Originally Posted by Clave_Dark_5 View Post
    I'll agree that the crash mechanic makes these annoying to use, but remember that not everyone min/maxes their builds (I'm guessing it's not even a majority of players). I pretty much pass on trying to (unless I'm using a build I've taken off these forums) because it's too chore-like; I'm no longer in school, I don't want to waste time time doing homework when I could be out there spreading mayhem to the bad or good.
    There are days where I find playing in Mids almost as fun as playing the game.
  23. Quote:
    Originally Posted by Ladioss_Sopp View Post
    My thought is similar to this. Create hard caps for defense based on AT like the res caps, that are obtainable and for most AT actually under the soft-cap.

    For Example:
    Hard Melee: (Tanks basically) 60%
    Soft Melee (Brutes, Scrappers, Kheldians, Domintors, etc): 50%
    Ranged (VEAPS, Corrupters, Defenders): 40%

    Hopefully this would also encourage the Devs to remove some of the horrid auto-hit mechanics that have been popping up and encourage players to diversify builds some.
    This is the only Def nerf offered up in this thread that makes any real sense to me, or that I think could work w/o causing a mass exodus from the game.
  24. Quote:
    Originally Posted by Ogi View Post
    Same, adjusted for number.

    I forgot to include: only the alpha slot will function in non-incarnate content (as was originally supposed to be the case).
    Then you are correct you would have earned my hate. I like the incarnate system as is, with the exception of what I stated as my suggestion 18.

    I feel the Thread system is a far better design than the shard system. I do however like the WST, and what it has done in getting the old TF/SFs run again. Which again goes back to my #16 suggestion.

    I want to be a super powered super hero, that is on the same level, or at a greater level than every NPC in the game. Taking away powers that I have worked for would go against that desire for me. Again, I have trouble understanding why people play a super hero game and want to be less powerful, or want to force others to be less powerful.

    You do know you do have the option to play the game in the way you have suggested. Shards can be converted to threads, and threads can be converted to the components needed for higher tiered powers. Then, when you are not doing incarnate content unslot all but the alpha.
  25. Quote:
    Originally Posted by Memphis_Bill View Post
    You'll hear the occasional reference to the "SSOCS" (Super Secret Out of Combat Skills system.) It was *supposed* to be introduced around when we got universities put in game (issue 5.) And in some ways, supposedly, it'd do what IOs did - but apparently the way it was set up was decidedly "not fun." It never, to my knowledge, even got onto closed (non-internal-only) beta.

    So, in a way, they did know - just not in the form they finally DID show up in issue 9.
    Looks at reg date. I may remember that....

    I was joking, not being snarky. I remember Statesman's system, and all of the above. At the time of ED I was just annoyed that Hasten could no longer be perma. I found it frustrating. I was much younger then, and this was my first MMO. How I play, and how I view the game has changed a lot, which is why looking back I feel ED and GDN were good things. The only real bad part of it was how it was done with little warning, little discussion, and no reassurance.

    If they had said "Hey we have to do this to make a system that is in the works function. This system will potentially close some of the perceived holes these changes make."

    That or just done ED/GDN and IO release all at the same time. IIRC though, by issue 8 Cryptic had cut the Dev team to 15 people. So Jack and Geko tore the system up with those changes, then left Posi, WW, and gang to deal with the fallout.