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Posts
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Joined
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Gratz; especially to the arc writer turned employee.
But now that we're seemingly done with 'musical cubicles', , can we consolidate and port some of the 'green-lighted' GR info from Hero Con and elsewhere over to the GR page? -
Quote:It stands to reason, that after a month of players moving their toons to their desired servers; for free... the demand for permanent server transfers will drop dramatically.Forbin's nailed one of the problems with this suggestion on the head. Server transfers are largely a monetary advantage for the developers. Once January is over, the game will go back to charging money for transfers.
So if you didn't use the free server transfers to free up slots on the servers you want to put new characters on with Going Rogue... hope your credit card is ready.
It probably wasn't a huge cash cow to begin with; it probably won't even be a pocket-change calf after this; at least, not for a long while.
[Note: I am not saying that this should replace the permanent server transfers; it could actually be a useful tool in conjunction with it] -
Quote:I would hope this would go hand in hand with expanding 50 level content beyond the endgame concept. Marginal content quantity is still marginal content quantity no matter how buff your 50 is. (AE is too abstract and fractured for me to consider it as true post-endgame content). Being able to get another 50 levels worth (quantity-wise) of new connected storyline sprinkled through contacts that span back to one's level one days and across faction borders would be quite the feat; IMO.No, it'll be entirely new. The devs are phrasing this a little awkwardly because they've made it clear they aren't going to raise the level cap, but they also want to convey it's more than just normal slotting can do now. In the August '08 marketing survey they talked about something called Universal Enhancement Slots, that once fully slotted would give you power roughly equivalent to a hypothetical level 60.
We have to take that with a grain of salt because they may have abandoned or heavily changed the mechanism, but at least in August '08 that's what they were plannning.
In case you don't remember that survey, when it was leaked by Beefcake, a lot of people wrote it off as fabrication. Then when it was acknowledged by the devs that it was real, they wrote it off because it seemed too good to be true. Then as one thing after another that were on the survey have been revealed (AE, side-switching, etc) it became clear that it was really a list of stuff they had planned to do over the next couple of years. HOWEVER, in an old thread BaB warned not to take it too literally because some of the things mentioned have been dropped or heavily changed, and lots of items that weren't on there are in the works. -
IMO, it would be cool if toons could treat the live servers as different dimensions they could phase into for a short period of time.
They could accomplish this as:
A Day Job temp power or accolade that allows for a longer duration per duration spent logged out at a specific destination
A single-use craftable power with a set duration.
[Or through a permanent portal at a specific location... maybe Pocket D?]
[The player would need to have an open character slot on the destination server]
At the end of the duration, the player's toon would be auto-shifted back into their home server (unless they are in an instanced mission; then the auto-shift would occur once the mission was exited)
Logging off would also auto-shift the player back.
Shifted players would not be able to create or join S/VGs or Coalitions; or alter their current S/VG or Coalition.
Shifted toons would have their names temp-tagged with their home server ID (ie. A toon named Jack Spad from Infinity that shifts over to Justice would have their name appear as Inf.Jack Spad) [Actually, having all toons tagged as such, as a regular thing and then just making that tag visible while shifted might be easier].
This would enable players to, hopefully, take their favorite toons to various player events that may be spread out between different servers or allowing their toons the chance to PvPummel players from different servers without having to commit to a permanent move each time they wish to do so. -
Quote:That is why i said, "At this point..." and made sure to point out that I acknowledged that my opinion is based on limited information. And it's not premature to speculate; I'm not banking on this to be a bunk issue... on the contrary, I am hoping (and banking) there is waaay more to this than what we've been privy to thus far. [My current opinion is just that... my current opinion; which may or may not change dependent on futher disclosure]
They've intentionally told us very little about GR. It's way premature to try to conclude what it's worth.
Quote:That said, you left out one big thing the devs talked about at Comicon: GR will include a new end game that will be far more difficult than any current level 50 content and will include a way to make level 50 characters more powerful but without raising the level cap.
Quote:I'm guessing that'll be a lot of content, not just one big Hami-style encounter because they made it clear that the end game stuff was a major part of GR.
Quote:Sure, perceived value is subjective. Player reaction will be all over the map. Some people would pay $40 just for side-switching and everything else is gravy. I'm sure there will be others that look at the whole thing and just go "meh". -
Just a quickie on the thought that an expansion that's bigger than one issue justifies payment. To me, that justification hinges on the cost.
If it is the same as purchasing the CoV or CoH stand-alones (or the combo packs; GvE or Architect Editions); then I fully expect the GR expansion to be on equal footing with either stand-alone or combo; at applicable price point.
I don't feel that expectation is too high, whether you'll agree or not.
With the current short-list (sneak peek... I acknowledge there may be more); it is the equivalent of Issue 10 (a massive issue which boasted a huge (and well populated) map, many contacts, co-op play, 15 levels of access, a self-promoting rewards system, multiple ports to PC and the RI; trainers, tailors and difficulty adjusters and a TF that had real-time effect on the whole of the CoH universe... for free). + Issue 11; which introduced 2 power-sets and a system which allowed players to experience existing content they may have missed for whatever reason. Combined, they provided 100+ badges and allowed for retrieving missed badges.
At this point, this sums up GR; a big [well populated] map, 2 power-sets, 20 levels, co-op play and a system that allows players to experience existing content that they've missed because of faction restrictions. (I'm sure that GR offers more of the above listed items; but to what extent is up to speculation.
[Note: At least the intended graphics push is optional for GR; whereas I10 and I12 upped graphics/[connection] requirement without option and without warning.] -
As far as GR is concerned... with the effort they've already put into the Trailer as well as giving it its own web/homepage; I would figure that more info would've bee at least posted to there.
My opinion on GR as an 'expansion' as opposed to an 'issue' (which is still an expansion of sorts) is cautious; at the moment.
When comparing it to either CoH or CoV; which gave us multiple zones (each with enough to give us that 'whole world' feel); a full compliment of ATs and powersets and level 1-50 content... what I've heard of GR falls drastically short of that. It seems more on par with Issue 10 [+ Issue 11]. -
Spring Fling (or the VD event) should be heading to test before too long...
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Does OSA actually have to be ignited to cause damage or does it do damage without the need to be ignited?
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Does Group Fly affect non-traditional pets; like Acid Mortars, Beacons, Mines, etc?
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Thanks for the observations.
I'm not big into flying myself (more of a speedster/jumper) but it seems that my Jetpacking ranged toons seem to do better against big baddies than my grounded ranged toons... just wasn't sure if that kind of advantage would translate over to flying pets.
I was also considering that it might be useful for PvP but was worried that involving vertical might play bonkers on their combat AI. -
How well does this work with pets? Do ranged pets stay at range? Do melee pets try to land and attack? etc...
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Quote:How many enemy groups have different badges for minions vs Lts vs bosses?
Off the top of my head (and I'm really not much of a badger so I could easily be wrong), there aren't any, are there?
So "all" the badges might mean only one? And some way easier to get than others? Or am I missing something?
Besides that, I don't really care for the dilution of the pet ATs (MM's mainly, but to a lesser extent, trollers, defs, & doms).
Most of these that are available are Minion or Boss defeat badges; with some groups having one or the other... or none at all.
If they could implement something like this; then I don't see why they couldn't expand the available badges to include Lts. Some would be easier than others to obtain; that applies to any badge/accolade. And see #8.
And if it came down to an issue of pet dilution; I would be perfectly fine with being allowed access to power pools that don't involve pets but are centered around select enemy groups... or even access to costume pieces/parts that are centered around that group (ie. "I defeated 10,000 CoTs and all I got was this lousy t-shirt."; although, if it came down to that then I would like to see a piece for each Rank per group). -
I think it would be fairly interesting to have unlockable pet pools based on defeat badges.
For example, a player who's earned all the Minion, Lt and Boss defeat badges for a particular enemy group would receive a corresponding Accolade and access to a pet powerset centered around that group.
1. The powerset's setup would be available as a separate power pool that offers the tier 1 (2 pets total) and tier 2 (1 pet total) pets; a basic upgrade and 1 attack.
2. Even if multiple pools are unlocked, a player would only have access to one at a time; with the pool being changeable during respecs.
3. The powers in those pools would be slottable just like any other pool.
4. All ATswould be able to control these pets just like MM pets.
5. These pets wouldn't be as potent as pets from standard powersets.
6. These pets would have a longer recharge time than standard pets.
7. And/Or, as a twist, the pets could be made into a toggle power, . This could represent the energy it takes to keep keep such precise control over these pets. Get detoggled for any reason... bye bye pets. [Note: this could be used as the point of balance in the event access to multiple pet pools becomes allowable]
8. Finally, it would be up to dev discretion whether or not to open up all enemy groups to this system or only a select few.
[Not sure whether to grant full access to the whole pool at once or to make each power in the pool have a min level requirement and/or power prerequisite] -
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Can a change be implemented so that when a toon is repecced, all its temp powers aren't added into the power trays; either by default or by player option?
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1. Can we get auras to be split into piece-mealable sections that correspond to Head, Gloves and Torso?
2. Also, any chance of getting asymmetrical costume design... at least for Shoulders and Gloves?
3. The option of having standard, metallic and faint glow for design patterns?
4. Finally, the ability to dual-layer design patterns on costume parts? -
If I were you guys, I would consider putting in exclusive peeks at upcoming CoX projects, contests and events within your in-game advertising as well as other NCSoft projects.
Entice maybe a few more people to leave on their in-game ad option. -
Quote:Although people won't be able to get doubles on the Accolades; they will have their option on how to get them. Some things are more easily attained on one side or the other.I don't get why people are getting worked up over the Accolades.
Except for the VERY annoying fact that villains, for some reason, cannot get epaulets without damn spikes on (rewarded for the TF Commander accolade blueside);
ALL the rewards are the same. Different names, different art; same rewards. Sure, you can't get double. So you just have to be even to everybody else. What a crying shame.
Broken? No. Not at all.
But I wish they'd give us the damn epaulets redside. I despise how damn hard it is to get certain options redside in comparison to blue.
Some badges also do not have cross-faction counterparts.
Also, multi-earn day job spots may vary between sides.
The disparity in player populations between heroes and villains could make PvP temp powers an interesting acquisition profile.
[wonders if Hero/Villain AE tagged missions have an effect on the morality scale] -
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I decided to try and see if I could get 'right-click' info on the presents in my insp tray; which I could. While reading through the info, I noticed that both the +dmg and the +end are listed as having a 20' AoE.
So, will opening these presents around other toons give them the boost as well? -
Can we get active coordinates to display in the mini-map? And attach it to a radio button under the mini-map's option list so that people can decide for themselves whether they want it displayed or not? (or tie it into the /loc command; once to turn it on... once again to turn it off).
[Or expand the /loc command so that if you follow it up with a coordinate, that it automatically pins it onto the mini-map?] -
I'm already whizzing off people on Victory... so I might hold off on bringing toons there wholesale, lol.