Aura_Familia

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  1. [ QUOTE ]
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    *does the "that's so badass" dance*

    Unlock Tier 1, 2 and 3 travel powers at level 6?

    Flight without Hover? Superspeed without Hasten? Teleport without Recall Friend?

    Baaaaaaaad. Can you dig it?

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    Yes. Yes, I can dig it.

    Although it is too bad that they didn't give the option for all power pools. It would have been nice to get tough/weave without the throw away boxing/kick.

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    NOW THAT would have been EPIC FAIL. For game balance at least.

    Stamina by lvl 8? Just lol.

    Even with IOs you could not get that much recovery by lvl 8 (not counting purpled out 50s who exemp. )
  2. I'd bet money that a pack is coming out that gives you some very good travel power options in the near future.

    As a 60 month reward I don't think its too bad. LOL, its 60 months, it better be good!

    But to say its not game changing is a bit silly. It IS INDEED game changing.

    I can already think of ways to make certain builds even better by simply dropping one travel power-pre req.

    Ofcourse if you never put anything in your pre-req than the default slot then, yeah you really aren't getting much back.



    With that said, what the hell can one expect for month 63????

    EDIT: Also breaks the rule that vet rewards were meant to be little non-game changing perks. But personally, I don't think that month 60+ is a bad time to break it. Most folks, just by typical mmo churn may never get any of the 60+ stuff. LOL

    Hell that's probably LESS than the folks who have 50s.
  3. [ QUOTE ]
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    To the other players:

    SUBJECTIVE: During the winter event, do the following: Get a team of 6-8 people, run around opening presents, kill Winter Lords. 20 merits in an hour, guaranteed. Bonus: Do this in Croatoa so you can respond to a Jack/Eocholai fight and get even more GM merits.



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    Two things:
    The Christmas event lasts what two weeks? What then, still be shortchanged at every turn?

    Villains cannot get into Croatoa.

    Villains need content. Have needed and asked for it since I-7. All of the pleas have fallen on deaf ears. It is really discouraging.

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    Not completely true. The did add more stuff for villains to do via co-op. The issue NOW, is that we need more villside content and less co-op.

    so it's technically not entirely true that we've been waiting since I-7.

    If one feels that co-op railroads vills into acting heroic, that is a different argument to make.
  4. [ QUOTE ]
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    Ok, I'm going to step in here.

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    Then I read what you can or cannot do, and anything I was going to do seems to have gone out the window, it is just a radio mission creator by the sounds of it. I doubt i'll be reactivating my account again come I14 if it hasn't added some useful features.

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    This isn't helpful, and calling the Architect a radio mission creator is a misrepresentation of the known facts on several fronts.

    Things you can do in the Architect that do not occur in radio/newspaper missions include:


    Earn badges related to a specific mission/arc.


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    Which doesn't really affect what i can do or not do with missions.

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    Make mixed hero/villain teams.


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    Again, who can enter doesn't really affect what I can do in making it.

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    Rate content.


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    Which has what to do with what I can do in terms of missions I can create?

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    Earn skeeball tickets.


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    Which gives me what in terms of mission design?

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    Unpublish an arc.


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    Which gives me what in terms of mission design?

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    Tell a story.


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    Ditto, nice text, shame about the fact the missions were no different to any other radio mission.


    About the only 2 things which have any bearing in how a mission will play are:
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    Place an Elite Boss, Arch Villain/Hero, or Giant monster. Alone or in multiples.
    Scale player's levels to match the content.


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    But even they aren't that great in terms of what I can do.

    Sorry, but at the moment it is a glorified radio mission creator. Yeah a bit of candy around the outside, but nothing really to do with what I can actually do in terms of actual mission design.

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    Seeing as how you haven't SEEN exactly what can be done, its too me a little bit early to call it a radio missions creator.

    Just saying.
  5. [ QUOTE ]
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    EDIT: Also put co-op on an indefinite back burner for now.

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    I'd reverse that statement, personally. Unlock some of the existing but disconnected hero-side areas to red-side usage, like the Shadow Shards as a prime example. But beyond that, yes, don't make any more co-op specific zones for now, please! Start adding actual content red-side, finish bringing it up to parity with the blue-side.

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    They could open up the shard without making it co-op. It's one of the few EXISTING places that would make sense for vills to be able to get to on the blue side.
  6. [ QUOTE ]
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    This has been a very informative thread and a lot of good points have been raised here. I play City of Heroes too and I see a lot of room for growth and improvement in the Merit system. I wanted to let you all know that we are listening even if we're not always posting. I plan on making some tweaks to the system to make Merits, as a whole, more approachable and enjoyable for everyone, though changes take time. Keep the feedback coming; the more constructive, the better. I'd appreciate feedback using the Objective/Subjective format detailed in Ex Libris' original post. We're listening and will take it into consideration in future updates.

    Thanks,
    Synapse

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    Purely Subjective:

    The REAL problem here is that none of you seem to realize the problem that City of VILLAINS is facing. It is either that or you just don't care. CoV is in a sad state SF wise compared to CoH's TF's. I hope it is not that you don't care, but since Beta, the discrepancies have been pointed out. I do understand that you all are tired of people complaining about the lack of content when there were boatloads of stuff that people simply weren't doing on the Hero side, but that stuff was omitted from the villain side, so now villains like myself are wondering if we are being heard or listened to.

    Please do or say something that will restore my confidence. NO, I do not feel like being a tag along on Hero content on my villains all the time to get merits (Lady Gray, Imperious). No, I do not feel like spending 4 hours organizing a Hami raid on a low pop server to get merits on the red side.

    This issue cut me off at the knees. My game used to be grinding through level after level so that once I got to 45, I could get to my favorite part of the game, and test myself against the Freedom Phalanx in the RSF. Now the RSF isn't even worth doing unless I am looking for Hami O's. We used to do multiple runs per night. Since the last issue, I have run more STF's than RSF's. Why? people are playing where the merits are. People want to be able to have the best gear. With the current system, it's just not worth doing much on the red side.

    I have done something that I have never done since I got here three years ago. I have let my villain account lapse (my main account). I am seriously considering letting this account expire next month as well.

    There seems to be a disconnect between the development team and the red side game.

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    SUBJECTIVE, but necessary:

    I would seriously consider making issue 15 and/or 16 content issues with a mix of powerset proliferation. Use these issues to revamp the old heroside stuff that is old and decrepit and add MORE content for redside.

    The storyline on both sides needs to move ahead. From the hints dropped it seems like issue 15 might be focused on the fifth column. After spending near a year talking about the COMING STORM, that is seriously disappointing to me. Tired of the Council/5th (I'm sorry but its the SAME DAMN mob group as far as I'm concerned just recolored and re-named, and SORELY UNIMPRESSIVE.)

    Also expand the VEAT storyline to be as full as the Kheldian one.

    Issue 14 can be MA. I have no issue with that.

    I think with merits, pvp, invasions, day jobs, etc you have the systems down, sure they need a bit more tweaking, but it would be a BIG mistake to have another issue like this, that was just systems.

    Some may disagree with me, but I think the focus was TOO MUCH on systems on issue 13.

    EDIT: Also put co-op on an indefinite back burner for now.
  7. Objective: The devs feel that the time it took to get a pool c or d was too fast, as folks were running katie and cap over and over. If that's the case then, then those tfs must be made longer so that all tfs always give you at least 20 merits. If that can't be done quickly, then simply strip both of these rewards (and instead give a different reward for both) until both can be made longer, then make it so that every tf (including the newly lengthened katie and cap) are eqaual to 20 merits. Same idea for Speeden and other trials.

    Subjective: NO TF should EVER give less than a random tf roll's amount of merits. NO Trial should EVER give less than a trail roll's worth of merits.

    I get what the devs are thinking of, but it can be tweaked so that its not so grindy for some. (People with no time to do tfs, who were using the markets as a way to make up for this lack of time).

    I also agree with EvilGeko's idea. But I would refine it as such: Combine pool c and d into a new pool e, f, or whatever letter that's next and let EBs and AVs have the chance of dropping them upon their defeat AND the mission's overall complete. (meaning you MUST complete the mission to get that drop chance from the EB or AV that was in it). This prevents the farming that the devs were afraid in the initial run of the missions those are in. and probably much more palatable than sticking it on lts and regular bosses. (much more palatable for the anti-farmers among the dev team, or upper management team. don't mean that to be insulting btw, just stating what I believe is the mixed view about farming overall at NCSOFT).

    If folks want to flashback to them I don't think the devs have a problem with that as you can already flashback to those arcs anyway.

    NO ARC should give less than 5 merits. Period.

    EDIT: Create an sg base item, pocket d item (for RP purposes make it a Went's circular/Bm underground newsletter), and city hall/mercy island item that anyone can access at any time that shows what EXACTLY is in each pool. With the real numbers path you are start it makes no logical sense to make finding out what's in each pool difficult. You shouldn't have to go to a guide outside the game to know. We are not talking about the drop rates here, we are talking about what is in each pool EXACTLY.
  8. [ QUOTE ]
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    Destined Ones
    If you've played the Higher Level villain content you know that anyone can be a Destined One. Even someone from Paragon. I'd still limit the archetypes to their normal APP/PPP choices (no blasters with Ghost Widow powers), however. So a Dominator from Paragon who becomes a Destined One... Yeah. there ya go.


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    I have and I do. As long as there's a story reason for it, maybe another unique arc, explaining why you're on the list.

    That reminds me... would this option be open to everyone from day one? I know I played a hero first, then a villain, and how so much of it tied together really made me go, "Ohhhhh! That makes SENSE!" I almost think it should be unlocked somehow, and not by having level 50s.

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    Epic tf/sf that can be started at any level perhaps?
  9. [ QUOTE ]
    Vigilante. A Neutral designation between hero and villain. Given the choice of 3 hero or 3 villain archetypes and able to choose between the Rogue Isles or Paragon City as a starting location.

    Character is -NOT- licensed in Paragon and only has a Dossier in the Isles.

    Classes available would be Blaster, Brute, Stalker, Defender, Dominator, and Scrapper.

    Character would go through Outbreak or Breakout as Normal. But would be shunted off to a third contact. Someone other than Liberty, Brawler, Kalinda, or Burke. This contact would be a bit removed from the main starting area. Perhaps on the Beach behind the Fort on Mercy and in the Park south of City Hall in Atlas. For Galaxy I'd suggest behind the Galaxy Girl Statue.

    This character may NEVER enter hazard zones without a teammate. They would, instead, be allowed to travel between the Isles and Paragon at will, and be allowed to do about 90% of the game's content.

    For example: They cannot enter the Hollows without the supervision of a Hero of level 5 or greater. Boomtown would be Similar. Terra Volta as well. This would be to simulate 'sneaking in' while the guards at the entrance are distracted. Getting -out-, however, is not an issue and can be done solo.

    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. For Cimerora and the RWZ they would need no supervision, however.

    This gives the player an amazing level of moral flexibility and freedom in mission content choices. It does, however, hold true (or at least more true than other suggestions) to the game's core story elements.

    There would be no World PvP involved with Vigilantes. Though their methods of traveling between the Isles and Paragon would be another Unique element.

    To traverse from Paragon to the Isles a Vigilante must enter a PvP or Cooperative zone and activate the 'Turncoat' power. Which allows them to swap their designation from Hero to Villain and vice versa. This is also possible to do inside the Pocket D. The power itself is on a 10 second recharge, but during and after combat of any kind it is suppressed for 15 minutes.

    Through these 'Bridge' zones the Vigilante has amazing travel ability, able to traverse massive distances and borders on a whim. The Ability to turn on friends and side with Foes through the Turncoat power.

    Opinions?
    -Rachel-

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    I like. Much better now that you've taken out the other poster's pvp in pve zones aspect.
  10. [ QUOTE ]
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    I am going to go on a dev PMing frenzy if this bug isn't fixed in I10.

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    lol, i13 and counting.

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    oh good lord! I thought this had been fixed.

    LOL, goes to show you how much I don't even rely on placate.

    But seriously, this needs to be fixed already.
  11. Aura_Familia

    Walk Button.

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    I won't post angry comments about any walk button we get "some day", but I can see prioritizing other stuff above it...like a 'scamper on all fours' run animation...

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    Oh, of course, I've never seen this as an especially high priority. Other things being more important is a good reason. I'm just worried increasingly simple things have been getting the "not everyone will like it" treatment, to the point where I'm starting to worry if it really is priorities deciding or if it's that reluctance to not please everybody.

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    There's a difference between 'not everyone will like it, but it'll only take a couple of hours' and 'not everyone will like it, and it'll take more time to do than pretty much anything else'

    Really, the 'not everyone will like it part' is a very, very minor concern.

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    Not everyone will like it describes every single change. There hasn't been one improvement to the system without detractors complaining they wanted something else done instead.

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    ummm, that was his point.
  12. [ QUOTE ]
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    The engine excludes stacking more than 5 of a kind based on the name of the bonus, not its value.

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    Well that's gonna change a few builds I was working on.

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    Just so no one misunderstands, this is a LOOSER rule than the classic Rule of Five. Any build that'd be valid using the old Rule of Five is still valid, it's just that this adds more options.

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    Yup... means I need to add more +recharge sets.

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    Ah, wasn't sure which you thought you had to do

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    Ok that is EPIC information right there. As it may just make a few Perma-Dom builds I have in mind easier.
  13. [ QUOTE ]
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    do you only get merits for your own story arcs?

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    Yes. The only way teams will get Merits will be by coordinating Merit runs through TFs. I'm not even sure if a team going through Ouroboros would all get the Merit reward.

    With more IO salvage coming through base conversions, I can see salvage become worthless .

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    uuuuggggh, I was hoping they had some tech to split it across teams.

    But then again with the way the old end of arc-SO reward work this doesn't surprise me.

    I seriously doubt most (read 99%) teams will coordinate like that.
  14. [ QUOTE ]
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    I started a "Make a flat rate for each pool, end arbitrary pricing" thread on the Closed Beta forums. There was no response. I don't understand what the heck they are trying to accomplish.

    I don't think they do either. They sorta just said "yeah, what the heck, let's just go with that."

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    Completely agree with the flat rate for each pool. Value can be very subjective, and they're going to waste their time and drive themselves crazy trying to chase down and compensate for values of these things.

    Also, I wonder if anyone will even use the random roll feature. It seems like people will probably just horde their merits to spend on big ticket items.

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    ....

    lol, just lol.

    Some of the pricing on this stuff is making people (me included) scratch their heads.

    Precisely why (combined with your first paragraph) I said when we had discussions on this pre-beta and in the market forum, that devs shouldn't be setting prices in this way.

    Also could have sworn the system was first pitched by Posi as an ADDITIONAL way to earn POOL Cs. Though he has clarified why this philosophy was changed, its disappointing to say the least.
  15. [ QUOTE ]
    Peterpeter:

    Pool Cs are between 125-250.
    Pool A-Bs seem to be 50
    Pool Ds are at the higher end, usually around 250 or so.

    Some of the prices seem wacky, even for a perma-whiner like me. Crushing Impacts and Doctored Wounds at 50 is...out there.

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    ...

    What did I say about the devs putting prices on things a while ago?
  16. [ QUOTE ]
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    b

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    m

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    U

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    d

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    Wait . . . that was . . . smart . . .

    I thought . . . they said you guys were . . . dumb

    *head asplodes*
  17. [ QUOTE ]
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    All Teleportation and Summonable Teleportals

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    Nerf to TP when hardly anyone uses it in pvp



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    Probably the answer to this one was stalkers and tp foe/tp after an AS, but Castle will have to explain.

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    From the changes they are trying to make it tougher for someone to escape a fight...... and tp is the power which allows for the quickest and easiest escape IMO.

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    yep.
  18. [ QUOTE ]
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    All Teleportation and Summonable Teleportals

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    Nerf to TP when hardly anyone uses it in pvp



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    Probably the answer to this one was stalkers and tp foe/tp after an AS, but Castle will have to explain.
  19. [ QUOTE ]
    The damage numbers you are seeing in the Real numbers tool are not accurate and in no way final.

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    lol, I can't remember how many times I mentioned last week that since the PVE numbers were inaccurate, I found it funny that folks thought that the PVP numbers were.

    again, lol
  20. [ QUOTE ]
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    re: Web Grenade

    Can't you buy a temp power in Sirens' call that's Web Grenade? ((Sure pop some Yellows first)) I think the Arena also sells them, although only for use in the areaa.D

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    They can't be slotted, they run out, and they don't allow you to work in set bonuses.

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    The shruiken should go.

    Unless Castle wants to tell us that more folks choose the shruiken then the web grenade.

  21. [ QUOTE ]
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    Hey, BaBs, I've got a technical question about something I see a lot with my Ill/Rad hero.

    Let me start by saying that I just re-read the first post in this thread and re-familiarized myself with why costume-based customization is insufficient as a path to full customization. Thanks for that, by the way. It was insightful and a damn sight more info than any other game's devs have ever given to their players in the games I've played.

    Anyway, here's the thing I'm curious about - The animation for Radiation Infection and Enervating Field is a kind of upraised hand palm-down thing that summons a cloud of radiation onto the target. (A pretty good example of the distinction between FX on the hero and FX on the target.)

    [edit]Now that I think about it, EF's animation is actually more of a "double-fist haymaker" move, which may mean that I'm mis-remembering some of the stuff I talk about below this paragraph and it's really just an artifact of EF combined with a visible Nemesis Staff. The wages of writing from work instead of having the game open in front of me.[/edit]

    If I whip out my Nemesis Staff and then activate RI or EF, it doesn't "sheathe" my staff and then play the "radiation summoning" animation. Instead, it plays an animation where my hero swings the staff-head down towards the ground (as if he was trying hold it overhead with both hands and club something on the noggin with it) and then the cloud of radiation is summoned onto the target.

    This is actually pretty neat looking and sometimes I'll do it on purpose just for giggles. Usually, it happens just because my attack chain happened to put the two powers in sequence.

    Clearly, the Nemesis Staff isn't attached to my characters as a costume piece. Where is the animation coming from? Is my staff essentially treated as a temporary costume piece while it's visible? Are we in a kind of mid-way no-man's-land where it's trying to treat it as a customized weapon and so it lands on the default animation used by the NPC's that wield the staff? It's just a lucky coincidence that the attack animation happens to work alright with the target FX animation?

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    In case Back Alley missed it, I wanted to be sure to bring this post up to his attention. It's a good question.

    And I know it's a bit late, but thanks for the detailed post. Although I am in the boat with many others who think power customization and player created content will help see the franchise into the next level up against the competition. Unless you guys are just plotting for CoH2, in which case that's good too.

    I'll be honest, I am an old table-top fan of Champions (now it's Hero system with version 5 right?), and had they opened on the same day I would have been on Champions because of that. But I have grown quite fond of Paragon City and it's crazy happenings. The 5th Column still isn't really back and I STILL talk about them.
    So that's a good sign I am staying if possible. Keep up the great work.

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    Keep in mind that Champions Online ISN'T using the Hero system at all. They only bought the rights to the environment/world, but have no license for the hero system.
  22. [ QUOTE ]
    Yep. Nerf or Buff, people will (censored). Hopefully we will see good parity.

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    Depends on what you mean by parity. if all the apps were "rebalanced" to reflect the uselessness of MOST of the patrons, well . . .

    But I'm optimistic it was a slight nerf to apps, and a larger buff to ppps.

    A little bit of both would be okay.
  23. lol maybe i'm just lewt in zones but i'm yet to have any issues with npcs while going near the hero base.
  24. [ QUOTE ]
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    Katie really needs a guide? Get some players who know what they are doing on ANY ATs.

    Done.

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    Fixed.
  25. Aura_Familia

    Issue 13 Update

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    Slashman, we can't import our own heroes/villains into the missions because NPC AI is .....dumb, but if we have the abiliy to reskin existing NPCs, wouldn't that be good enough? In the future they could work out a system that lets us actually choose from a list of powers and lets us create NPCs for our missions, but at release I would completely happy if we just had the option to reskin. I'm not just talking bosses or AVs. I want to reskin everyone from the minions up to AVs. This will allow us to make our own enemy groups for a much more interesting and creative experience. If we are stuck using existing NPCs only....I personally will view it as a wash.

    I'm picturing a system that allows you to pick two minions from a list of all minions for your mission's lvl range, then two Lieuts and two bosses. You would only be selecting the powers though because you can change the look of each one to create your own unique mobs. You would then reskin an AV/Hero as the top dog. Just imagine a group made up of Tsoo/Talsorian/Knifes of Artimitus/Red Caps....reskinned to look like pink fairy ninjas with wings! Ahhh the possabilities are endless.

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    the re-skinning thing by itself excites me. it opens up a whole lot of options for the types of enemies you can write. I for one will also be actively pro-actively playing and positively voting for many of these missions.

    The faster the more advanced options players get to open MA, the faster we get better designed and written stories.

    I'd like to see some more of the ruluaru (spelling?) and major enemy group overlords in non tf content or in just one or two arcs.. Currently we don't see enough of them.