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I still think something can be done about PvP (and´as many know, I no fan). The problem seems to be the fact that this game has been geared toward team play to the point where PvP is pointless without one. If you are going to have PvP in that environment, then it should be team-only. Open PvP zones should be team-only, dueling should have it's own mechanics were powers are geared toward one-on-one and should only happen in designated places. I have yet to see anyone go into a PvP zone with the intent of single-handedly taking on an 8-man (Purple IOed) team.
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Quote:My boss: I need you to configure cisco routers!in all honesty though, a person whose job is to design things really kind of has to work with what he does. If he isn't skilled at making monster bits, then you cant force it. Its a shame he is held back by such a silly mindset, but if he isn't any good at it, i guess you cant force him. hopefully the other artists have a more robust skill set in this regard.
Me: I can only configure Foundry routers.
My boss: Well, I hope you don't mind a pay cut because I need to hire someone who can.
I love ya Jay, but I want my lion head! -
I would imagine tails working like butt-capes. At least they should.
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Origin-themed animations would be nice.
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It appears that space will be the final frontier for this game.
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Ok now that individual powers are customizable now, how about custom weapons for each power?
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My signature Scourge is gone and I need a new avatar. Anyone know where I can find one at 100x100 pixies? ...Or not.
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I would love some real Vampire action, but I think the Vampiri would get jealous.
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I think the reason for suggestions like this is that raids seem to have a lack of direction or purpose. If the raiders actually attacked something, perhaps we would feel like there was a point to interacting with them other than xp or a badge. If they caused real destruction and chaos, we would be more enthusiastic about them.
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That one building in Steel is just begging for a clock!
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The solution is simple. More "costumed" villains on the hero-side and more "costumed" heroes on the villain-side. Beating up mobs of gangs on hero-side may be a public service, but on villain-side it seems a bit like pest control.
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I like this idea! If he is customizable, were on!
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Quote:Consequences for actions are cool and all, but consequences for INACTION are a terrible, horrible idea. One of the cool things about this game is that you don't HAVE to do anything. You can streethunt, you can do missions, you can work on costumes or you can just sit under the Atlas Statue and watch who passes by. I have a friend who likes to do a lot of just that. So if I had, say, a hunt in a zone that, via player inaction, had become a Hazard Zone and had spawn sizes far too big for me to handle alone, whereas I could have handled what the zone had otherwise, I'm not going to find myself thinking "Oh, cool, this is so interactive!" but rather "Well this sucks. I guess I'll have to drop that mission."
Yet again, never design events, systems or mechanics based on the belief that people will show up and participate. They won't. Most definitely do not design such with consequences for people not showing up. When people don't show up and then suffer consequences, they will be pissed off for having their game be ruined by circumstances beyond their control. Absolutely, positively never design anything that requires players at large to log in, participate and maintain a status quo or risk massive deterioration of play conditions. Even the people who keep showing up will eventually get bored and things WILL go to hell. No-one likes playing upkeep and maintenance.
Gameplay comes first and foremost in absolutely every aspect of the game, because it it sucks to play, nothing else really matters.
This is why I love RV. After a set amount of time the zone resets. Such would be the case with all zone changes. As long as the players are effecting the number and types of mobs in the open, the zone are in constant flux, if not the zone simply resets. -
Because teleport cant be immobed or slowed. Its a get-outta-jam-free card.
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Your doing it wrong. "Dynamic Content" (tm) was suggested often (by me), where crimes are committed randomly throughout the city by gangs and costumed villains. Missions can radomly spawn from clues left behind after a crime or a random tip from someone on the street. The point would be the gangs would actually be doing somthing worth stopping other than loitering or jaywalking. Areas of the city controlled by certain groups would reflect their influence and there would be constant conflicts between two adjacent gangs vying for more territory. If heroes cleared out one area, it could either become pristine or slowly be taken over by a neighboring gang until the zone reset.
All of the stores, resteurants, hotels, and markets could be sources of new missions and would be fleshed out story-wise. It would not just be street-level crimes, every so often a new Giant monster (not just recycled DA) would tear through the streets causing real damage for as long as he is spawned. Evil Super Villains would unleash terrors of the city that require multiple teams to stop. Heroes wouldn't fight alone, depending on the level of threats, there would be responses from regular street cops to PPD to FC to even the Military!
Remove the trainers and bring them into the fight! I would add new training centers that would free up Statesman and Co. to occationally drop in and fight along side heroes depending on the threat level. With all the new fighting, there will be heroes that stand above the rest, so every week the Hero of the Week will have his characters image on electronic billboards around the city with a list of his/her achivements! All of these ideas could be done with the current game engine with little or no tweeking. Once we can get the outside more interesting, would could see about making the inside more so as well. -
Offered this one a while back so, /signed.
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I kinda wish all the Dark Powers had that kind of purple/Black hue.
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Quote:Went back and saw this too. There definatlly needs to be more emphisis on raising the shield.Which is exactly what happens now. Dodge animations with the shield out do raise the shield. You could make a point for raising it even more or in a more pronounced way, but it happens. It's just that sometimes traditional dodge animations also play for some reason.
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Here's the old "Whats really Natural in this game" argument. Ya know, regardless of what types of Bios people write for their characters, when I go into the "Natural" store, I see diet suppliments, diet foods, and guns lots of guns. I seem to have missed the "Natural Alien" isle. Reguardless of how we define Natural, based on whats ingame, the Devs already have a definition and based on that, I see no reason not make a Natural Booster pack.
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Playing my Shield Scrap, I realised it would make more sense if, when ducking/dodging attacks, he should raise his Shield (when deployed).
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Ouroboros is pretty off-world. So is the Shadow Shard.
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Ouroboros isn't off-world, it's physically located somewhere on the same planet as Paragon City.
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Hmm. I was under the impression that Oroborous existed outside of normal time and space.
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Nope just shifted out of time, still the same location. With all the cosmic and underwater characters, it really is time to introduce both types of zones.