WindsOfFate

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  1. Quote:
    Originally Posted by Sharker_Quint View Post
    sounds great and all until a virus get put into the costume codes online and a player downloads them. not a good idea at all. just sayin...
    How is this much different than how we locally save AE mission files, and costume files, then load them into the game when we publish or create the character?
  2. Quote:
    Originally Posted by blackbird7 View Post
    I think it would be cool if players could create their own tailor shops with complete costume suggestions for other players to peruse and quickly upload to their own accounts.

    In order to see these "shops and their inventory" other players would have to pay a small influence/infamy fee to gain access.

    Players who like what they see can then "purchase" the costume for another small influence/infamy fee that immediately uploads it to their own account memory for use in the costume creator.

    These shops could either be exclusive to Super Group/Coalition members or server wide depending on the shop owners choice.

    No new buildings would have to be made. Just make it a new selection in the Icon/facemaker to peruse server shops that are available.

    Now obviously people could forgo the fee to upload the costume to their own accounts by taking screen shots or "two boxing" but I feel that general player laziness plus the small entrance fee should go far to maintain the fun for the shop owner to keep making more costumes.
    This sounds like a great idea! Id certainly love to open up my own shop.

    /signed
  3. WindsOfFate

    New Capes

    Quote:
    Originally Posted by Primantiss View Post
    It seems to be an unfortunate rule in MMO's that all the really cool stuff is limited to NPCs..
    Well the Devs identify so strongly with their particular heroes, they want to keep em special. I for one think we are far more special than those Freedom Phalanx chumps.

    I support this suggestion.
  4. Quote:
    Originally Posted by Necrotech_Master View Post
    if its like the AE comlink, then you couldnt access it during mishs, and poeple already use the markets for extra storage space anyway
    Yeah that seems a reasonable compromise not accessing it in missions. But for example for long TFS, be nice to be able to quickly throw white salvage on the AH for a pittance instead of deleting it.
  5. Quote:
    Originally Posted by CapnGeist View Post
    This effectively gives characters who aren't selling free Recipe and Salvage storage space to use in-missions. Bad idea.
    the slots are limited, and whats to prevent you from using them as free storage anyway?
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    There is a potential argument for it in Cryptic's case. Their business model appears to involve cranking out MMOs as fast as they possibly can (CO, STO, and they've said there's a third in the works). In that case lifetime subs at launch do make sense. It gives them a burst of capital to help fund the next MMO and if the game is successful enough the warrant continued support the lack of income is probably not the end of the world. Of course this doesn't explain why they continue to offer lifetime subs for STO after launch.
    There might be a part of the market that wouldn't otherwise be interested in playing without a lifetime sub?
    In that case they are attracting a customer they wouldn't have otherwise so those don't count as potentially lost long term income.

    Admittedly that doesn't seem like it would happen very often. I can't think of any game I would plop 200 down for initially that I wouldn't be willing to pay a monthly fee for in the first place.

    In regards to city of heroes, I would definitely get a lifetime sub, and at the rate I play, they would only start loosing money after 3 or so years, as I tend to activate for only 2 months a year. What I would end up doing probably is end up buying all the booster packs, as now I think im getting such a good deal, I wouldn't mind paying a bit more cash. Maybe thats what these other MMOs are hoping is going to happen.
  7. Quote:
    Originally Posted by je_saist View Post
    mostly because it's a horrible idea that's dragged out because Champions Online and HellGate London did it. Nobody stops and thinks for a second about what happened / is happening to those games.

    They. Failed.

    I'm not even convinced that Lifetime Subscriptions are a good business plan when starting a game up. It is pretty much telling the player base that the developers intend the game to fail within the time-span of how long a Life-time subscription cost would be if you paid monthly. So if you paid $200 for a life-time sub, at $15 per month, the devs intend the game to fail in a little over 13 months.

    About the only time a Lifetime Sub makes sense is in the scenario given where a game is being closed out or put out to non-maintenance in favor of a sequel title.
    What about Lord of the rings, game seems decently popular. Its a bit of a stretch to say they FAILED and imply it was lifetime subscriptions. Maybe they Failed cause they SUCKED?

    Disclaimer:- "I'm not saying Hellgate or CO sucked, I'm just mean to illustrate that there are other more plausible reasons why they failed."
  8. WindsOfFate

    City of Monsters

    Quote:
    Originally Posted by GibsonMcCoy View Post
    Sorry, but I totally disagree. Monster Play in LotRO was a joke. It was laughable and a total useless experience. The Devs could have spent more time on fun stuff for the players, not the Monster Play, which bombed fast with the beta testers.
    Well I'm not sure how you define Usefulness in a game. I mean playing a game overall can be seen as useless. Im sure we can all find far more productive things to do. I understand if you didn't enjoy it I suppose.

    It certainly isn't PVP. You aren't logging on the monster side to get that same thrill and challenge you get when you play a first person shooter, or some competitive fighting that happens when you fight other players in Ultima, or arena settings in COH/WOW or whatever MMO floats your fancy.

    There enough of a dedicated player base in LOTRO doing that, that last I played it was always active. I really didn't think that I would enjoy it so much, but I loved it.

    I think this idea is aimed more on suggesting different ways players can play together. It gives me the same feel as a GM in DND only more limited. You provide something for other players to interact with.

    You could for example have certain buildings in certain zones (maybe hazard zones) that can be attackable or stores that can be robbed. You come up to it as some monster, or a mob of monsters, and start slamming the door to break it down, and an announcement would go "Robbery underway in Perez!" and players can elect to go there and fight.
  9. WindsOfFate

    City of Monsters

    Wow this is a great idea I think. I remember Monster Play in Lords of the Rings and how much fun it was. It was balanced in such a way that a player was generally more powerful than a monster, so monsters had to really play like the cowardly scum they were. It was a very immersive experience, with warg packs roaming trying to pick off loners, orcs defiling forts.

    I think the better way is to make it that players can play the already present mob characters, that are already part of the lore. You can add some challenge by playing with more intelligence than the mob, but you are limited to the powers the mob already has. So its just a purely for fun thing, I don't expect to kill the hero unless I overwhelm him with numbers!

    Example, you enter Creys Folly, and Im playing a Tank boss with a few friends. You can add badges for killing player controlled mobs, and such.
  10. WindsOfFate

    Few Badge Ideas

    Quote:
    Originally Posted by Power_NA View Post
    What if, what if I want to kill for fuin? Or to get an army of heroes chasing me?

    Also I don';t care about Recluse! Even if he sent men to help me out, I am a villian I like to kill! MUAHAHAHAHAH.
    Yeah, why should I start listening to recluse now, when Ive been Slaughtering Arachnos left and right for years.

    I think the save Citizens is a great idea, I'm thinking you would go around saving those boor people getting mobbed on the streets and such. Though Id suggest a much higher number needed for the badge.

    I think the killing would be great too villian side, but I guess in this case the ratings dictate that It won't happen.
  11. Here's an idea I have in regards to the Auction House.

    What if characters were able to access the bottom part where you put things up for sale anywhere in the game, (say with a power ala AE) so characters can sell anywhere they are, but can't search (except to see the last 5 or whatever bids for the items they were putting up) and can't buy, unless they are at the actual auction house.

    I can't think of any negatives to increasing the ease of putting stuff fast on the AH, except for perhaps this being too much of a database information overload thing with so many people suddenly accessing it, but then again I am always Naive when it comes to such things.
  12. Quote:
    Originally Posted by Mornediel View Post
    Whatever... well, at least you can all be thankful this is probably my last post, and most likely last look at the forums. I came here to voice a legitimate concern, not to be insulted because I don't worship the developers every choice. Its funny... every person on here seems to think I am 100% wrong here, but EVERY single person I have discussed it with in the actual game agrees with me completely, and is very upset about it. I talked with a number of people before even writing this post, and if I didn't think it was an important issue, I would not have brought it up. But if the statements made here line up with the general voice you make on the forums, at least I know who the devs are listening to... not people petitioning and making suggestions in the game, but forum lurkers. Maybe one day they'll just make every person a lv 50 after creation, and then everyone can sit around the forums and talk about how much easier that is. Hope you all enjoy that.
    Haha I agree with you. I remember when I first started playing in the hallows on my first character ever, and I saw two Kheldians in squid form for the first time. I had no idea what they were. They didnt look like any Human hero Ive seen! They joined our team and watching them in action was glorious. The Epic ATs felt epic, my brain was abuzz with questions about them. How are they flying already?! Look how far they shoot! Where did they come from!? The sounds, the animations, all of it was nice, and whenever I saw a Kheldian then I knew here was someone who had a 50. It seemed like something to strive for. Not only that, but they were very effective, and I considered having one on the team a boost.

    Anyway its this kinda fluff that I enjoy the most in these games, and its true that what people say about this change not being game breaking. But that doesn't make it any less important, in fact I feel it makes it more important.
  13. Quote:
    Originally Posted by Tonality View Post
    Wait, people complain about not getting enough of something?

    Some posts in the market forum have advocated that everything is ridiculously expensive. By everything they actually mean purples and PvP IOs. Then when it is explained that the sets are ultra rare, and at least for purples, they are working exactly as intended, it gets rather annoying to see this again and again. Now I know why forum vets are often accused of being jaded.

    Yeah perhaps putting it in those words wasn't the correct way of saying it. Theres always going to be someone arguing for something :P But they are complaining about things not being rare enough :P

    But I was trying to show that some people support purples being rare, but that such rarity really is not a good thing. And this isn't directed personally at you, but asking for greater increase in rates does not mean im asking for them to drop from the sky every time I fart. instead of having to kill 3000 mobs for one for example, tie them in to mission completions, mabe 1 in 10 chance, or 5% chance to get one at finishing a taskforce, or have them drop 1 in 1500 mobs.



    Actually screw purples, I can understand that they are working as intended because as many mentioned before you can do most content easily with SOs. They are nice and give decent buffs, but they dont replace a lot of the other bonuses that are used to optimize builds that you get from uncommon and rare drops. How about increasing the chances for other uncommon and rare recipes to allow us to work on those first, then work on purples.

    And in Reply to your comments about casual players not being able to snag things on the market. I would suggest that some recipes be reworked that a casual player should be able to get them just from drops on his own. What I ideally would like is a system where they can just get the stuff themselves. Also why wouldn't they put it up high enough? It isn't exactly rocket science to check how much something is selling for, and how much something you want is selling for and figuring out if its worth it to sell what you have to buy what you need.

    Now for my old man example, back when I played UO, right when it came out, items were expensive. There were very little crafters around, but the more people hit max skills prices actually dropped. I was an extremly casual player, but I found everything accessible all of a sudden, because there wasn't such a big rarity of items in the game, and huge time sinks for gear. A player didnt need to Farm ORE or wood or such, it took as much time farming as it did traveling, or doign any other action. So in the end the amount of goods flowing into the game was greater than gold, prices were affordable for most anyone. Things are much different now though, and everything in UO is super inflated because the game system is radically diffrent, but what I dont understand is why it's so hard to find that happy balance.

    It all just feels like things put in by DEVs to give us time sinks. But I swear, I would play this game a lot more if I felt that I wasn't wasting a day farming to get a recipe drop. I would have more fun outfitting my many alts, and I wouldn't quit every month to get a 3 month break from the grind.

    I guess to be fair, I must say that I still prefer how things are dealt with in City of heroes far more than any other MMO Ive tried. I do feel that the DEVs are very concerned with our enjoyment. Except for UO I have never stuck with a game regularly as I have with this one.
  14. Quote:
    Originally Posted by Westley View Post
    Here you go, this should help.
    Haha, ok so good read, I always recruit many players, and though I rarely have trouble finding a pick up group for normal missions and such, and I do use many of the methods you use, even going as far as to send tells to any solo player who isn't looking for a team, doing task forces is another game altogether. I generally factor in 30 mins to an hour in addition to the taskforce.
  15. Quote:
    Originally Posted by brophog02 View Post
    I
    I. Drops are merely unliquidized assets. They will be sold, either to a vendor for inf or to another player. To a player, no inf is actually generated and possibly a small amount destroyed. If to a vendor, then inf is still created with that value being controlled in much the same manner that inf would have been originally dropped from the defeat. If a game floods the market with useless items (i.e. they cannot keep generating worth of some kind) then the mechanism of giving drops falls apart completely.
    What is wrong with the AE? Its not exactly super cheap to get recipes from it. You don't get salvage drops, if you want to roll on a rare, thats 500 tickets. AE simply concentrates your reward towards recipes, with the the gold rolls still 4000 tickets worth.

    Well trading is a good thing, I dont see what is wrong with selling them. The point was that people are complaining about the great expense of the items, compared with how much influence one gets just playing through the game without farming.
    If the rate of goods going into the economy is greater than the influence, influence becomes more valuable, and people will pay less for items. So instead of increasing influence and causing inflation, make items cheaper.
  16. Quote:
    Originally Posted by Westley View Post
    You DO realize that you CAN "see all content" with just SOs... right?

    The only reason anyone would "need" purples is for the aforementioned "advancement past 50", and people like me that like the game 1-50 don't need that advancement because we can just roll up another alt.
    Well thats exactly what I said. Those who want progression past having done at least most of the content. Anyway some harder level encounters villain side are tough without either good IOS or optimal team makeup.

    Which reminds me of another point. On certain servers its getting very hard to find people to team up with, so sometimes we run Taskforces such as ITF with less than the optimal number. At that point having more than SO's is a big help.
  17. Quote:
    Originally Posted by Westley View Post
    I don't farm because I find it BORING.

    However, if other people want to treat their game like a part or full-time job, they are free to do so. Just means cheaper stuff for me to buy in the future.
    I find Farming insanely Boring also, but I have started farming a lot recently. Why? Because trying to get money to buy IOs, or finding drops to put together any set just takes too long otherwise. People complain that purple IOs should be rare, that not everyone needs them. Well such rarity is what forces those of us who want to progress our characters past just hitting 50, and seeing all content, to farm.

    The inflation of prices is a problem. But I blame the Devs for this. The amount of Influence going into the economy compared to the rate of drops is what does it. If less influence dropped from mobs, but more items where being put into the economy, then prices would drop drastically.

    I mean why is it that recipes are so rare and expensive that a person who decides to play the way "it was meant to be", who progresses naturally by doing contacts, missions, taskforces, finds himself with far less than the farmer. I say increase the amount of drops and influence from completing contacts and missions, and you will find a lot more people clamoring to do them.

    As to Power leveling, I can't really think of any justifiable reason why people hate it. A lot said against it so far seems logical on paper, but personally I have never experienced any negatives from it. So a new player gets to 50 in 3 days and doesn't know where Steel Canyon is, I for one am glad there are new players around, and enjoy showing them around. And besides, is it so hard to grasp the idea that very few people exclusively play a certain way? Just because some 50 spends the day recruiting to power level doesn't suddenly make him the scum of the earth who can't enjoy the lore of the game.

    I do enjoy that aspect of the game, sometimes its nice and refreshing to have a choice. Some characters I want at 50, though for the most part I enjoy the progression much more. I only have 3 50s since starting the game in 2005. I also enjoy powerlevlling friends. Its nice to say "yeah sure Ill Power level you for a bit" to someone. Its like my good deed of the day

    The amount of stuff to do at 50 is huge, so many zones, lots of level 50 contacts (and I do think this game actually has some really fun to read story arcs), and taskforces. If some powereleveled level 50 noob leaves because of lack of content, well he certainly isn't going to enjoy the lower level content any more than if he was forced to go through it at a slower pace :/
  18. Quote:
    Originally Posted by Dark_Respite View Post
    For those who want an empty map, you can now MAKE it an empty map. Just set your enemy group to EMPTY, and voila - abandoned map. I used that in mission #3 of "For All the Wrong Reasons...", where *spoilers* you lure Anti-Matter to an abandoned lab, and summon him in by activating a beacon. He (and his minions) spawn onto the map, and now it's just you and him (and his minions).

    Michelle
    aka
    Samuraiko/Dark_Respite
    Ahh, thanks for the excellent tip! I really like this one, can't believe I didn't notice the Empty enemy group before.

    On a side note, I can't seem to get the Hot Door trick to work. It just won't spawn the captives. I tried going in Test and teleporting to objectives. they just never appear.

    Edit:- and the mission enemy group was not set to empty for the hot door attempts
  19. Quote:
    Originally Posted by LostHalo View Post
    "Healer". And the most direct translation possible: Emp/Psy with the Medicine Pool. Nothing used but the direct heals and the Rezzes.


    But even then, there is literally nothing in this game that is useless that isn't directly funded by the stupidity and/or ego of the player. It isn't EQ or FFxi. There are no low level Thieves here.

    ::

    *With your newly-added conditions, I present to you Kinetics/AR. Once the nature of the cones and their animations start showing up, Kinetics will become far less enjoyable.
    Ill 2nd this as the most useless class ever. Really just dead weight on the team.