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Okay, due to my altitis, which I am not ashamed of in the least, I am going to create a new character tonight that I hope will be my main for this group: an Ice/Elec Blaster. My only trouble is, I'm having trouble coming up with a name.
A few that I've considered:
<ul type="square"> Bailout Lad (might save for another character, like a Defender)
Boy from Wasilla
Line Item
Common Front/Popular Front
Hardline
DC Lad
Canadian Ambassador (, eh.)[/list]
Any other suggestions, or ones above that you like? -
Yeah, yeah, yeah. I'm on it.
Edit -> Thanks for the upgrade, Turg. -
Yes! I'm famous!
Also, on Sunday, after I run the V-day missions on my new main character on Pinnacle, I'll be creating a few new characters on Champion for our group.
Now, we seem to need some support/blastery characters in the SG, but I'm going to try something that scares me more than a little bit: you, the DC area crew, get to make my character! I'm willing to try any set or combo that you want me to be! So have at it! The one I like best come Sunday gets made for the SG. -
I'm in the SG with at least one character (Dark Representative), and hopefully soon with one more (The Crazy Congressman). I won't be able to make it this saturday or sunday (stupid made-up holiday reasons).
Sorry I haven't been on much recently, guys and gals. RL issues have kept me from playing for a while. Nothing major or bad, just things that need taken care of. -
While I like the system as a whole, I do have a few, minor problems with it that I'm sure could be worked around:
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This character may NEVER enter hazard zones without a teammate.
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Once passed the level of the hazard zone, many hero missions can be placed in these zones. If you were to get a hero-side mission as a vigilante in the hollows, for example, you couldn't do it without finding a teammate. Vigilantes, by what I usually think of them as, would track towards the soloist route. Getting a mission that you can't do solo might be a bad thing.
Moving missions out of hazard zones might be a workaround to this, but would mean that those zones have less life.
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Vigilantes would not be able to do a Hero or Villain specific Task Force or Strike Force without the 'Supervision' of a Hero or Villain character.
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Just out of curiosity, could a team of four vigilantes, plus four heroes, start a Posi TF, then have the four heroes quit? Or would this disband the TF?
Love the "Turncoat" power suppression after combat, too. Good work on that, as it would make it difficult to gank somebody, and then become their friend right away so that they can't attack you back. -
Except, if you think of it as a sequel, you can really only market it to your existing player base of the current game.
In addition to that, some of my characters at level 50 (namely my MA/WP scrapper) don't fear anything. In the sequel/expansion, they'd become even more powerful? What would be in here that would be a challenge? -
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Giving them a discount on CoH1 does not mean that they'll want to play it.
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No, I said they'd get CoH1 for FREE, read again. That being said, point taken. Perhaps we can also allow for people to CREATE level 50s from the start. And considering that characters in my proposed CoH2 could NOT be ported backwards to CoH1, I think that would resolve the issues that you have with it. What do you think, do you think that allowing people to create "new" level 50s in CoH2 would fix your main "problem" with the idea? Then people could still choose to port their favorite characters over, and they could make new ones too.
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Well, my main problem would still exist, though it would alleviate some of the problems, yes.
Basically, most games have a steady progression from unskilled-skilled-powerful. CoH2, in this case, would go from powerful-leet-uber, basically.
At the end of CoH1, we're dealing with planet-altering effects, from invasions aimed at wiping out humanity, to going to the past to stop a madman from changing most of human history, to threats from other dimensions. So my main concern would be that content in the new game would have to be so ridiculously powerful in scope as to be absurd. You'd need 50 levels worth of increasingly powerful content to deal with increasingly powerful heroes and villains. At level 100, would you be twice as powerful as at level 50 now? Would anything be able to challenge you if that was the case? How would you handle the power increase, especially if you don't want new powers/slots?
How would you handle characters being ported over that have to deal with all of these new mechanics you'd have in the new game?
Basically, if you want a new game where you start out powerful and become god-like, then create that game. But there's no way that it should be tacked on to the end of an existing game and labeled as version 2 of that game. -
So the average player would only be able to make 2-4 characters in the new game?
also, by doing it this way, you really do create no incentive for new players to pick up CoH2. Giving them a discount on CoH1 does not mean that they'll want to play it. If they didn't like CoH (hence why they probably don't own it), why would the want to play through it if CoH2 has stuff that they do like?
Make CoH2 stand alone. There's no need to require people to play through CoH1 to get to the content of CoH2. Especially since new players are NOt going to be able to just speed through CoH1, since they're, you know, NEW to the game, and won't know the tricks, don't have cash cow level 50s to get them tons of enhancements, etc. You're basically restricting CoH2 to current CoH players, meaning that the playerbase is even more spread out.
It's a bad idea, IMO. -
So basically you just want CoH2 to be CoH1.5, not a new game, just an expansion of the current game.
This is just a very thinly veiled level cap increase request. -
Maybe for you it is. For me it still takes weeks or months, because I don't get to play that often. Having to level up a character from 1-50 before I could play the new game with it would be a fair bit annoying.
Having CoH2? Fine.
Having it be a completely new game? Great!
Having it require you to get to 50 in the old game? No thanks. -
I see a lot of these zones being good places for things like antagonistic PvE encounters.
Take Boomtown, for example. Let villains sneak in there. Give them all fake hero IDs so that they blend in. Put a story in there about how there is an item lost in the rubble that each side wants.
This way each side gets new content, and it's not Co-op. Villains get villainy content, and heroes get do-gooder content.
Because I'd say villains need more content before heroes need more updated content. -
Nice job, Memphis!
I think that's the shortest post-to-sticky time I've seen. -
A few more:
Miracle Man/Woman: Areas in/around Magic Store/Magic Vendor
Genetic Abnormality: Areas in/around Mutation Store/Mutation Vendor
Eureka!: Areas in/around Science Store/Science Vendor
Trained: Areas in/around Natural Store/Natural Vendor
Gadgeteer: Areas in/around Tech Store/Tech Vendor -
Ghost Hunter - Any place with ghosts/undead
Miner - Any tunnels/underground locations (might need more of these to make it work)
Sculptor - On top of statues
Ranger - Under the canopy of forested areas
Medivac - On top of Hospitals (as opposed to inside them)
SCUBA - In water
Explorer - Beaches -
It's about time!
Thanks LH! -
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Is great that u can customize weaopns nowand all the new things I've seen since I just got back after 2 years, but what about my tank, I got no weaopn customize nothing, itmeans I have a stone mallet, a stone hammer which I have been using since 2004 since the game cameout, how about all the other tanks which have weaopns made from magik powers, like the stone mallet, THERE IS NO CUSTOMIZE WEAPONS FOR IT AT ALL INSTEAD YOU GAVE EVERY OTHER TANK THAT USES MACE HAMMERS, OK HOW ABOUT THEMAGIK TANKS DO WE GET TO USE " STONE HAMMERS, BLOOD HAMMER,S FIRE HAMMERS, ICE HAMMERS, DARKNESS HAMMERS, HOW ABOUT U GIVE CUSTOMIZATION TO EVERY OTHER MAGIK WEAPONS THAT AREIN THE GAME WHICH U COMPLETELY FORGOT ABOUT IT. I WOULD'NT WANT ANY OF THE HAMNMERS THAT U HAVE NOW ANYWAYS CAUSE THEY ARE SMALL AND THEY LOOK BAD, BIG PEOPLE THAT USE HAMMERS, SHOULD CARRY A HAMMER ALMOST THE SIZE OF THEIR HIGH SO THAT IT LOOKS LIKE A REAL WARRIOR WITH A HUGE REAL HAMMER, NOT A CONSTRUCTION HAMER, SUPER UGLY ALL EVERY OTHER HAMMER THAT IS SO SMALL IT FITS IN ONE HAND, NO I'M TALKING ABOUT HUGE MAGIK HAMMERS FOR THE TANKS THAT ONLY HAVE STONE MALLETS OR ENERGY TANKS GIVE THEM AN ENERGY HAMMER, DUDE YOU GUYS COMPLETELY FORGOT ABOUT THE HEROE TANKS AND THE WHOLE NEW WEAPONS CUSTOMIZATION THING, AND PLEASE NO MORE LITTLE HAMMERSJ THAT FIT IN ONE HAND, MAKE GIANT MAGIK HAMMERS FOR THE TANKS HEROES WHOM DID NOT GET UPGRADED LIKE EVERYONE ELSE!!!!!!!!...
YEAH U PUT LOTS OF WEAPONS WHILE I GOT SCREWED ALONG WITH MILLIONS OF PEOPLE WHO HAVEMY SAME POWERS, I'M A FIRETANK WITH THE STONE MALLET,
HOW ABOUT A FIRE HAMMER!!!! OR PERHAPS, HOW ABOUT U BRING OUT MAGIK WEAPONS FROM MAGIK POOL POWERS, I HAVE HAD THE SAME STONE HAMMER SINCE THE BEGINING OF THE GAME, AND U UPGRADED EVERY WEAPON EXPECT US, IS NOT KOOL OR FAIR, OR EVEN BALANCED. I DON'T CAREWHAT EVERYONE SAYS ABOUT IT, THE TRUTH IS THAT WE GOT SCREWED UNLIKE EVERYBODY ELSE., AND THERE I WAS GOING CRAZY THI8NKING I COULD CHANGE MY UGLY STONE MALLET WHICH IS THE ONLY WEAPON I HAVE HAD AND WILL HAVE APPARENTLY TILL THE END OF TIME!!!
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Jesus F'in Christ this post is full of fail.
1) Release the caps lock.
2) Learn to use punctuation properly.
3) Get a spell check.
4) Learn your facts before you complain. -
The problem is that there are going to be times when you don't have a Controller or a Dominator on your team. So, now you've got to balance the annoyance factor when you don't have one of these ATs around with the fact that those ATs want to be desirable.
Also, controllers and dominators perform something called "damage mitigation." In addition to performing mob positioning functions (something which some controllers and Doms mess up spectacularly, to the detriment of the team), they can help make the team avoid damage entirely, something which most teams are pretty happy to have.
If mob positioning is the only thing you think is worth it for these ATs, then I think there are bigger problems here. I know I'm not looking for controllers and doms for mob positioning, but for damage mitigation. -
Taunt isn't buggered at all. It does exactly what it's supposed to do. HOWEVER, the AI is coded to run sometimes if it feels it can't win a fight.
Thus, you get mobs that run away. Taunt can actually bring them back from this, most times. -
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I actually started a thread on this in the tech issues. It is getting to be too annoying to play without some troller or dominator to immobilize all the critters now. It shouldnt come to the point where you need crowd control just to function and not take an excess about of time to kill stuff. At first I thought it was the VEAT debuffs because I been on alot of VEAT heavy teams but thats not it, they even run away on heroside now.
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Lots of MMOs require you have control to function.... How dare dominators have the audacity to think that they should be valued on a team for reasons other than damage mitigation....
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Being valued and being needed are two different things. No AT should be needed in this game. Every AT should be valued. -
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I was pointing out that a set's taunt aura and a set's ability to grab and hold aggro are not the same thing; something people who are debating WP's pros and cons often forget.
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Except, you did that by bringing in the secondary. So, it was no longer a discussion of just WP/ versus just Invuln/. An Ice/Fire is going to be better at holding aggro than an Ice/EM. Therefore, by bringing in complicating factors, you've changed the discussion away from the faults of WP to faults of a certain combination of primary and secondary powers. -
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I'd put bets on that! I would simply DIE if Johnny went from obsessive complaint fanatic to jolly forum-goer would such changes were to ever go through.
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You would be surprised at how little it would take for me to stop hounding the devs. That is the point. It's a trifling matter that the devs will not budge on.
Not because they can't, but because they refuse to.
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Yes, the refuse to extremely overpower Invuln/SS Tankers and throw them out of balance with every other set combo in the game. That is a trifling matter indeed.
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What's the Wizard got for you, Strawman?
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How about numbers to back up my position? Something you've never shown for yours. -
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I'd put bets on that! I would simply DIE if Johnny went from obsessive complaint fanatic to jolly forum-goer would such changes were to ever go through.
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You would be surprised at how little it would take for me to stop hounding the devs. That is the point. It's a trifling matter that the devs will not budge on.
Not because they can't, but because they refuse to.
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Yes, the refuse to extremely overpower Invuln/SS Tankers and throw them out of balance with every other set combo in the game. That is a trifling matter indeed.