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This... again?
Sounds like discrimination based on color if you ask me. -
Pretty cool, can't wait til you show off some of the interior... and it better be a Red-Side city...
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Allow PvP IOs to drop from critters in PvP zones and/or as part of completion drops in these same zones.
Faction control over individual neighborhoods (timed bonuses based on ratio of faction victories in a given neighborhood)
Zone control (same as above but for the entire zone)
Influence over mob factions (making them neutral or allies) depending on players' actions within the zones.
Being able to summon a Gladiator pet per person less than the team max (a solo player being able to summon up to 7; a duo, up to 6 and so forth) -
Quote:Solid story only goes so far in a game of this format...
Nobody has yet explained to me why we can't have a solid story with engaging, fun gameplay.
1. It's a comic book game (expect b.s. to be shoveled at you in grand amounts); 75%+ of the originating industry is mediocre storytelling and average art... if you're expecting better out of a game based on this industry then you're just setting yourself up for failure.
2. It's an MMO; thousands of people play this game for a myriad of reasons and I'm sure that the driving reason isn't the amazing stories (AE (and PLing in general) proved this).
3. This isn't a complex game... you mash buttons; you kill stuff. About the most complicated decisions most players will come across in this game is coming up with their costume (and slotting their powers). And that's what it boils down to; coming up with a constant stream of new stuff for people to mash their buttons at. That's where the re-playability lies. The story are the brief bits in between the button mashing that people tend to quit reading after the second or third time around.
4. When the game becomes more complex... then people may actually have to start paying attention to more than [just] killing stuff and that is when good storytelling quits falling through the cracks and becomes more viable. Hence my suggestion for reworking any new game mechanics that they come up with into established content (even something as simple as the in-mission text used in the Praetorian missions can be used to flesh out current content).
[5. As far as 'pigeonholing' players into prescribed thoughts, behaviors, motivations, etc... that's a (gaming) industry-wide commonality. A majority of video games determine your story for you at some point in the game. Like I said before... you don't drive the story, the story drives you] -
Quote:If there were PvE content in the PvP zones, they wouldn't be empty for long. Those that enjoy going after people trying to play through an arc would flock to the zones.
That's the intent...
...and the end result would be no different than currently trying to do the buff/debuff PvE missions, gathering ore, acquiring missiles or capturing pillboxes [within an adequately populated zone]. -
Quote:Sorry, this kind of implementation goes hand in hand with how the story is being [can be] told and is more relevant than the recent 'debate and criticism' over moral and plot aesthetics. [IMO]Not to be any more argumentative than I've already been, 'cause I don't want you to get the wrong idea, but this thread should really stick to what storylines should be picked up again, not quite what goes in them.
Just sayin' so others don't start doing the same. -
Quote:From what I gather, they're currently empty enough to where that shouldn't happen. Besides, it's not like any added content would be any different from the hybrid content that is already there or that it couldn't be wrapped into the overlying/underlying themes of those zones.This I'd have to argue against. PVP zones legitimize their existence by being available for PVP and having their own objectives (Shivan minigame, zone control and the like.) I think some of those need to be looked over again, yes, but I *don't* agree that there needs to be PVE story arcs and the like fit in there - barring having a separate copy of the zone to do so (which I believe I mentioned elsewhere) that's PVE-centric.
There's already enough contention when people "just" want what they try to paint as "PVE rewards" and end up having other players attack them. Now imagine "I couldn't finish the storyarc and failed the timed mission because of PVPers!" No. No thanks.
These are actually 'hybrid' zones which lean more to PvE offerings to begin with (as opposed to Arena PvP; which is just pure PvP) and it should play into its PvE strength rather than be the Arena's clone. And the rewards there are PvE rewards gotten by the PvE playstyle (except the recent addition of PvP IO Sets).
And it wouldn't have to be critical content... [but if a player can't finish an instanced because of what's happening outside of it...] -
Zone PVP Storylines:
I firmly believe that zone PvP and Arena PvP are two different animals and should be treated as such. PvP Zones are still zones when it comes down to it and all zones (this includes Hazard Zones and other neglected blue-side zones) should have enough PvE content (and contacts) to legitimize their existence. -
I think someone stated earlier that they would like to see some of the old content updated with the new mechanics, if not, I'm saying it now.
Yellowboxed NPCs
Psychic/Com piece text boxes
Zowies (lol, 'updated Patrol Missions')
Fights that don't always have to end in the 'zero-health' fashion (ie. Trapdoor, Hero 1 in the Ramiel arcs)
Environmental hazards (a la Trapdoor mish (lava); Leonard's mish (burning buildings (yeah, I know Mayhem mishes had them prior)))
Objectives that affect NPCs outside of just killing them (like was shown in arcs where 'flipping a switch' could shut down Clockwork, red-box previously yellow-boxed NPCs or even make characters (like Ajax) lose certain abilities.
And I'm not saying to add them haphazardly; I'm suggesting that bit by bit, the old content gets looked over and any adjustments that would be a natural fit get put in... if nothing fits, then it stays as is.
***And please try to get these same mechanics into the AE. -
Can we have an off-shoot story about the early R&D of Clockwork that involves killer toys, dolls, puppets or something?
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Quote:A redside alternative; the continuation of the Matthew Burke PoV.First off,
This is a great conversation. The Lore/Stories are an important and vital part of CoH and a huge reason that many are so invested.
So in reading this I'm seeing requests for continuation of the story of Malta and the Shadow Shard story lines.
What other stories do you feel need to be further explored?
Finding out more about the benefactors of the GB and what would happen if Brass can't keep them confined to Cap.
Seeing Darrin Wade's plans come to fruition.
More background stories centering on Recluse's Lts (outside of the Patron and high level arcs)
Delving deeper into the origins of the Council Nightwolves.
Finding out why Marshall Brass was so 'clenched up' during Ashley McKnights origins arc.
Flashback missions dealing with the origins of the many enemy groups; the first ritki war and the praetorian hamidon wars.
How Project Destiny could tie into Recluse's plan to circumvent the Well's power.
Continuing to build and expand Cimerora.
Actually being able to travel the Ritki homeworld in the time spanning from the first war through the Coming Storm events. Shifting between both factions, dealing with the the genesis of Nemesis' interference, etc.
Something similar to the above for the Nictus homeworld as well. -
Now, maybe its because I haven't been in the character creation tool much recently or because I merely overlooked it... but I am glad (thrilled even) that the dev team has applied the combat/non-combat option to aura selection with some (if not all) of the auras. I'm doubly pleased that they have also taken steps toward asymmetrical costume design with some of their auras.
Please, please come up with a way to select both combat and non-combat auras on a single toon (so it auto-switches between the two) and please extend the asymmetrical design to normal costume pieces.
I realize it would mean retooling the costume creator AI but in the long run, I think it would be well worth it.
*I'm pretty sure I've seen the aura combat preference before now... but this is the first that I've noticed of the left/right placement options; did it come out with this pack? -
Owl go out on a limb hare and say this is getting udderly redonkulous. Just say neigh to ba-a-a-ad puns!
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Quote:I agree; lets have both.I'm not necessarily against the idea of having ranked (i.e. gold, silver, bronze) versions of defeat badges. But there are currently so many enemy groups out there that don't even have ONE badge right now that I'd prefer to see a bunch of those added before I'd worry about giving older ones multiple versions.
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Quote:There's already a Reptile head in-game as well as a reptilian (and feline) face and tail option (if I'm not mistaken, there's also reptilian chest and bottom options). There are insect eyes, antennae and wings available in addition to an Insectoid Armor set.No Reptile, Aquatic or Insect based parts? Half finished run animation? Color me unimpressed.
Now... we can change the color of these new animal heads; right (blue tigers and blackbirds and such)? -
How about expanding the Badging portion of the game by assigning ranks/levels to certain types; ie.: Bronze, Silver, Gold rank/level to defeat badges (done by progressive number of enemies defeated) and possibly Arc/Storyline badges (by number of times completed).
[There's already something similar for Day Job Badges/Powers (if I'm not mistaken)]
[Optionally: Modify Accolade abilities toward component badge rankings] -
Have the Devs ever commented on whether or not they'll add in more Ultra-Rare IO Sets, like:
Fear, Healing, Accurate Healing, Endurance Mod, Defense Buff, Defense Debuff, Accurate Defense Debuff, To Hit Debuff, Accurate To Hit Debuff, Taunt, Knockback, Slow, Resistance Buff, etc? -
To Skornne; Infinity:
"You are inspiration, the only guiding spirit I need. All else exists not... without you. Your hand pulls me to heights beyond the grasp of the insects. Your voice drives the ignorant mortals from before me. It is only a matter of time, my love, before the world is torn asunder under the weight of this emotion."
From Skornne; Infinity