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Quote:Not to mention that a pike is pretty much useless without the other twenty guys with pikes covering your blind spots.I think you're thinking more along the lines of a pike.
I, personally, would love to see a pike in City of Heroes, but it comes with a couple of problems. Proper pike use relies on a shifting grip, something which the current weapons system really can't do, as weapons are costume pieces locked to the "weapon hand." Even if we employed a grip with a fixed right hand, it would still require a sliding left hand grip, which is something BABs described a total ***** to make (not his exact words), which may be why the existing Titanic Weapons seem more slated towards a sword-style hilt grip.
We'll have to see how that goes, though.
I mean geez, those things are 4-6 metres long!
There are all sorts of styles of spear (and other polearm) type weapons though. Some one-handed for use with a shield, some used two-handed like a quarterstaff, some used more like a bo-stick.
Preferably I'd want a style tht could be used with a multitude of polearms (staves, spears, halberds, naginatas etc. etc.) -
The problem is animations. A sword+gun powerset can be given animations specifically coded to flow into each other in a way that a pistol/broad sword blaster (say) can't.
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Tanks: For characters who are defined mainly by their survivability.
Scrappers. My "basic" melee toon. Can dish it out and take it, unless I have some specific other concept in mind I'll probably make a scrapper if I'm making a melee toon.
Brutes: Berserker types, the longer they fight the harder they hit.
Mastermindsi: Genius-types. Be it incredibly charisma, sorcerous powers or great tech skills. These are the smart guys who builds tools.
Stalkers: Sneaky people.
Controllers/Defenders/Corruptors/Dominators: people with wide-ranging powers that are less specific than just "hit people hard with ane element". Cosmic-powered types, elemental force-type beings etc.
Blasters: More focused/uncontrollable power-types. -
Quote:unlimited blade works!so i was reading this thread mentioning the awesome things that will happen sooner or later and came across this.
Oh my god this! Yes this! Please? Pretty please? With cherries? More cherries? Which flavor cake? Or would you like pie? How about both?
Just give me weapon materialization as a set already :d -
Quote:Because there's time-investment inherent in setting up a team.I suppose reasonable time is determined by dev testing and player feedback. I do think the current system is unreasonable though.
Here's an interesting question for you. Why does the solo path or small team path need to be significantly slower than the trial path? Why does the trial path need to have incentives to make people want to run them? -
So, stalkers gets Ice Armor but no Ice Melee?
Not that I've ever seen anyone pick ice melee, mind -
Quote:And here we come down to the crux of hte matte: What is "Reasonable progression"?I think the heart of the matter of all this is that the vast majority of players want progressive rewards in a reasonable time frame while having fun. Progressive rewards are essentially ways to improve our characters and make them more powerful. Fun is subjective to the individual as that person may find enjoyment spending most of their time in trials, small teams or soloing.
Currently, the way the Incarnate system is designed, only those who enjoy trials have the ability to receive progressive rewards. If you dont run trials, you will not be able to improve your character at a reasonable rate. I do think this is a bad design considering how CoH has developed and evolved over the years. The game never centered around trials/raids yet now in the Incarnate system, content and character development is gated. I dont see the logic of forming a game for seven years one way then changing the dynamics in such a radical fashion.
Now, some people are saying there is plenty of new content for those who dont like the iTrials. Not really. As I said at the very beginning, the vast majority of players want progressive rewards, which ultimately means the end game. Most, if not all, of the so called end game is now all about Incarnate powers. All the other content affects earlier levels and as a result has no impact upon collecting rewards at the end.
There are others who say if you dont run trials, you dont need Incarnate powers. Well, technically, those who run the trials dont need them either. All it does is gate content and make the trials easier. Which is ironic since the raiding community often wants challenging content but by over gearing their characters, ends up trivializing the raids that was once very difficult (proving again, what people really want is to be able to progress their characters at the end).
CoH has always tried to accommodate the soloist and small team player. You can see it by the past content. I dont think it is unreasonable for the playerbase, who has evolved with such a variety of playstyles, to expect the devs to explore and produce Incarnate systems for those types of players, as well as those who enjoy running trials.
As it stands I'd say the non-trial team path (WST's, rewards from TF's, Apex/Tin Mage) offers a reasonable progression. Not neccessarily an ideal one, but at least one that's reasonably doable. It would take a couple of months of relatively dedicated playing, but it's doable. Mind, it could stand to be eased a bit more, but it's "reasonable" at least.
"Hermit mode" however, isn't reasonable. Now, I'm not certain it SHOULD be, but I think there's certainly a reasonable argument for impoving the rewards.
The easiest way to make it non-abusable would probably to make a strictly time-locked path for soloers: Say.... An astral merit rather than an A-merit for completing a tip mission. (the size of the reward is up for debate obviously) basically make it a daily or weekly task that can be accomplished solo and earsn you a noticeable progression, but one that is slower than doing Apex/Tin Mage or trials. -
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Quote:By "elswhere" I assumed you mean "outside trials". The shard/thread conversion alone is probably unreasonable, but combined with running apex/tin mag and The WST's it's not at all unreasonable. (even a relatively conservative run would earn you 110 threads a week, excluding shard drops)K.
The shard conversion is ridiculous and not reasonable by any means.
APEX/Tin Mage are TFs, meaning teamed content. I.E. not for small teams or soloists. Obvious stuff here.
Again, team content.
The conversion rates are more than unreasonable. All of your 'solutions' require more teamed content.
How does that help small teams or people wanting to solo?
The hami-o's also required teamed content to be performed. So what's the deal?
Likewise many of the accolades (that also provides a tangible benefit, 15% HP is nothing to sneeze at)
The precedent for requiring team to acquire content is there. This is nothing new. It's always been that way. -
IIRC the devs stated in one of the dev diaris that one of hte things they'd learn is to ALWAYS have clear fail conditions. Because if they leave it open-ended players will spend hours and ours banging their heads against unwinnable situations and then being very angry afterwards.
Better to have a clear "Now you failed, try again." to bottle up that rage. -
Quote:Sure they can be earned elsewher: Shards>Threads conversion and the Apex/Tin Mage TF.Hami-Os were tradeable.
Yes, the new rewards cannot be traded or earned elsewhere which is poor design. That's the point many people are making.
There's also the notice>40 threads conversion.
They can also be traded within the same account at a fee (using the merit vendors)
Now, you can argue whether or not the conversion rates are reaonable (I'd say they're probably a bit too harsh) but they do exist. -
Hami-O's couldn't for quite a while. And the same is true for the trial rewards anyhow. (the only excpetion bein the Ascendant Radiance costume pieces)
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Quote:The end-game has ALWAYS been multiplayer-only, FYI. Hamidon, Mothership Raid, LRSF and STF has always been team-required.If COH is a multiplayer game, and that's what everyone has been doing and should expect to be doing for high-level advancement from now on - and anyone asking for something non-multiplayer to do is being unreasonable and childish (unreasonable after playing a teaming-optional game for the better part of seven years) - why is one of the repeated concerns voiced about including a solo-friendly progression path that the number of people who would run the multiplayer Incarnate options would drop-off significantly if the playerbase was given the option to do something more soloable?
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No, you're misunderstanding what carrot and stick means
The carrot is the reward to get you to run the content. There's no stick involved. (a stick would mean actively penaizing you somehow, beyond not getting the carrot, for not doing the trial)
Say, you get your influence earnings cut in half for every day until you do a trial. That would be a stick. Not giving you a carrot is not a stick. -
I suspct it won't be given to stalkers because of the mechanics (IE: you need to keep hitting poeopkle with it, while stalkers need to pause and hide)
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Quote:The *easiest* way would probably be attaching rewards to an already existing system. (preferably one that's already time-locked)Plus the only difficulty with producing solo Incarnate content is this: How to make it so that the solo content doesn't empty the trials.
Unless they do something with the Signature Arcs (which they might, actually, now that I think about it) there's probably not going to be much *new* solo content. They *might* attach it to already existing content in some form, though. ("Incarnate Mode" is something that's been thrown around)
But that still leaves the question of what is considered "reasonable" play-time to achieve something. And I don't think the hermits have the same conception as the devs there. -
To be honest, BAF is my least favourite trials. It involves a bit too fudgy mechanics (I don't like synch-kills) and the lag on the escapee phase is still very, very annoying.
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I actually kind of feel sorry for Mother Mayhem. In a "poor bint needs to be locked up" kind of way.
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Quote:The funny thing is, Thor's hammer, while very heavy, isn't partiularly large. It's usually depicted as a one-handed hammer (and Snorri noes that the handle a bit too short due to Loki tryingto sabotage it's forging)In my role playing games I have had more than one character that uses a great big flippin' hammer.
Unfortunately I have found the War Mace set to be "missing" something, don't know what but definitely missing something. So if Titanic Weapons can provide me with a suitably nice Hammer-of-Nordic-Goodness then I may well re-roll a character or two.
Overall vikings don't seem to have used particularly large weapons. (didn't really have to considering the poor state of armor) -
The devs are looking at it, which means there's two big question marks: A) It's not certain anything will come of it, they've looked at tons of stuff that proved to be too hard/time consuming/difficult to balance to make it worth doin. B) The devs concept of a "meaningful solo path". Which I suspect differs significantly from the hermits' conception.
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Honestly, the most I would expect in terms of solo content would be say... Being able to get an Astral Merit instead of an Alignment merit when doing tips. Balancing a solo path would just be too difficult. Small team is easier, but solo is eh... Probably not going to happen (still might, but I have no idea how)
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I sincerely doubt you're going to get solo incarnate content in the way you want it.
I *do* think you're going to get some kind of small team oriented stuff that might be soloable with a perfect build, though.