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Posts
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I must say, I do approve of many of these redesigns for signature NPCs.
Though in Sister Psyche's case, I would suggest that, if they were more colorable, to use the female gloves option in the Steampunk booster.
Also, I myself have thought Statesman could use a slight touch up, I've always thought he might due a bit better with some boots, gloves, and a full Spartan helmet to better capture his "Grecophilia" as well as the concept that he's kind of an old soldier.
It's enough that I would also like to see him with a shield to match but that's just me. (I mean he's the leader of the Freedom Phalanx) -
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Quote:I wonder if Matt realizes City of ISN'T the only MMO that does this. Guild [Bleep!] is still adding things and developing and they're chest high in development of [Bleep!] Wars 2.
Keeping an audience engaged over such a long period of time is obviously a challenge. How has City of Heroes done it? "When it comes to like the secret sauce as to how we've been so successful for over seven years now, I think it's because we've never stopped innovating and we've never stopped developing," -
Quote:Bzzzt. It can't really work like that since the four procs each do different things.I do agree that it's a bit unfair that some sets get easy access to both sets of procs and others don't, but *if it was me in charge* I'd just make the 2 procs actual uniques.
So you could have one of the two available +Def and one of the two available +Res procs slotted and that would be it.
I personally feel that an easy (albeit expensive) +20% Resistance and +10% Defense to everything is a bit overpowering for the balance of the pets.
The Edict of Master and Sovereign Right procs give a buff to the specific pet they're slotted into while the RIP sets are auras for the whole group. not only that, but you are ENORMOUSLY over estimating what +20% resistance and +10% defense can do, even on some of the better MM sets. -
you know, Steelclaw, have you ever considered, just for the hell of it, to make one toon completely independent of your tournament?
This should be easier now that your consolidating things to two servers. -
I can get behind this.
The only real problem I could see is that this might still be a VERY big upgrade since a lot of MM pet sets aren't that good to begin with. -
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I could get behind this. /sign.
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Quote:They were implemented to an extent. For example, you can wear a version of the Baron coat with a dragon on the back like Tub Ci, there's Syndicate patterns for the sleeves and vests I believe to the motorcycle jacket, as well as Syndicate pants patterns.I gotta ask, whatever happened to the Syndicate set? I was under the impression it was supposed to be part of the GR costumes but after some mention about something being off, it just sort of quietly disappeared. To my understanding it wasn't even a full set but still had a few pieces and patterns.
What we seem to be lacking are Syndicate sleeves for baron coats (the kind male blade masters use), Syndicate trenchcoats with the popped collar, possibly the back emblem on it too, and the Syndicate shoulder pads used by strikers.
There might be a few I'm missing. -
Quote:but why not let them be an account wide purchase on all characters?Don't forget if they are per character and you can buy more than one at a time will we be able to assign them individually to characters as we see fit.
Plus, all purchases thus far have been account wide? Why make this one different. Do you simply not like the idea of having extra costume slots that are not being used? -
Quote:Awwwwwwwwwww......... Hell naw! The PPD/TEST and Clockwork are NOT and invasion force, or even a covert ops force. They're a Police Force and armed janitors respectively.I think it's possible they might use some of the revamped content to bring the older stuff into line with the post-GR game world - like adding some Praetorian enemies, and dropping a few hints about the Well and Incarnates, so the meta-story flows more smoothly from 1 through 50.
And don't you dare suggest making level ones fight the IDF, just because you don't remember how tough it can be to play a lowbie doesn't mean everyone else has. IDF are mean in groups and would chew lowbies apart. -
Actually, last I recall HVAS and Cataraphracts are available.
I used them in a little experiment where I tried to see how many EBs (of Rikti Heavy Assault Suits, HVAS, Cataphracts, and Arachnos Heavies) would it take to defeat the Kronos Titan.
I believe the answer was seven. -
Bill, alpha, Forbin, I think I have a third option that can make everyone happy.
First off, forget just 10 more costume slots, let's take it beyond the impossible! Let's add FIFTEEN slots!
okay, we add one more costume mission in-game so we can get a full set of five attained in regular gameplay, a sixth one from costume salvage, the other four can be dealt with however, as long as it's free/in-game. (Personally, I'd say take the vet costume pieces, move them into the costume creator from the beginning and make the new costume slots the vet rewards)
And the last five could all be bought via microtransactions at the NC store.
Why do I suggest this? BECAUSE I'M CRAAAAAZY! -
Quote:I think one reason though for the lack of more art options (on my optimistic days where I actually think the Devs care (sorry, rubberlad, I'm jaded)) is that they feel the present base editing interface is much too cluttered and would need reorganization. In otherwords, an interface update that probably will never come.There was an issue that was to be so filled with base love that the devs joked about calling the issue "All your bases belong are us" only to find out what they were doing ended up being an utter and complete mess so they pulled it. That was the only real attempt by them to makes bases be worth a damn. Even if how you design bases is limited and bugged filled, I still don't get why certain things haven't been added like a trainer, a tailor, market access, AE access, and finding ways to use the mission computer to where people would actually use it. Even giving upgraded versions of things labeled as basic would be nice, ie teleporters. A lack of these kind of additions that would affect a larger number of the player base is more frustrating then fixing the bugs with the actual base building which in turn affects a smaller player base. The fact that travel has been boosted in a number of ways, but not touched via bases is also rather frustrating.
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Quote:Admittedly, ad long as we're properly compensated for the losses and are able to make everything we were able to do and more? I wouldn't mind rebuilding the Wing base from scratch. I mean, I even went so far as to build a freakin' Sushi bar!Personally, I suspect it's a case of the system being extremely 'costly' to try to adapt in any meaningful way, so they get left with the situation that it's better to start over, and there's a lot of issues should they go that route.
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okay, to try to calm things down and play a bit of Devil's Advocate here: What Vaden is trying to say is that if these sorts of things happen with regularity, than you should let the one who's not so regularly prone to failure take the temp power.
The problem with this is that Vaden doesn't seem to realize (heck, a lot of us don't seem to remember) what we're talking about and dealing with is not consistent failures, but outliners and the statistical phenomenon known as the "Freak Accident". On an individual level, these are rare enough, but when you have that statistic expanded to include the thousands who play this game, and even the developers themselves (emergency maintenance or game breaking bugs, anyone?), it becomes a much more frequent occurrence, and it can happen at anywhere, at anytime, without warning or preamble.
So this is not simply a Quality of Life Fix for those who regularly have problems, but a Quality of Life insurance for the one in a million anomalies that can pop up. -
As I recall, positron himself said the whole thing was a mistake.
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Quote:She and Positron both said they'd love to do something for bases, they even gave us a dev who was supposed to be in charge of bases, his name was Sunstorm, second to last time he was heard from, he mentioned that bases were not planned for in the future.War Witch mentioned something about bases getting love a couple of months back but not sure whatever happened with that. Probably shelved for now.
I hate to sound like a pessimist, but the Devs just don't care. -
Quote:That, and they aren't subsystems.All of those are pretty good, but mine are these:
1) The construction in the Northeast corner of Steel Canyon. What was going on there...?
2) The Bridge to Nowhere (obviously headed to Alaska) in Port Oakes. Where was it headed...?
3) The Moon Base. This should have happened a few yesterdays ago.
4) The Big Red Ball. This should have happened, period.
Ok, those last two, I admit, can't be orphaned because they weren't put in (yet.)
And for my personal #1 orphaned thing and my pet peeve, see my signature.
My own list is mostly:
BASES AND SUPERGROUPS!!!
As a base editor, I cannot stress enough how much I wish the devs would give honest attention to the base editting system, supergroup system, and such. Hell, I might even find it encouraging if they just said: "Suck it, we're not touching that stuff ever again." THAT'S how abandoned they feel!
MISSION ARCHITECT!!!
Another big thing, especially since an arc I was working on can't work anymore because one of the characters is named "Sakura" and thus, it's considered Profain/copywritten. -
Quote:Oh wow... The Rednames did give some attention to PVP... Now I'm REEEAAAALLY PO'd...PvP has had 3 threads started by community red names since January of this year...
New Year, New Discussion - PVP (2-25-11)
What do you like about the Current CoH PvP Experience (2-28-11)
What was your favorite thing about pre-I13 PvP? (3-11-11)
In contrast, the last post by a redname addressing base development was in October of 2009 by Sunstorm.
And the once upon a time mentioned Base Art thread (in July, last year) never appeared.
jus' sayin'
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Quote:(Argh, I have to ask/say one more thing about this!)We totally need more realistic looking busts - the way the slider calculates expansion is weird and un-natural, and doesn't take into account how clothing affects the shape in real life.
Isn't the weird/ironic thing that if the devs had actually made tights and such stretch over the breasts like real fabric giving the sort of "mono-boob" (best way I could sum it) wouldn't it have actually resulted in an overall lower polygon count than molding most of the tops the the individual breast? -
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Quote:That's because, if recall, Vanguard claws are supposed to implement a sort of mono-molecular blade technology, it's not that they're energy weapons, just VERY VERY VERY thin conventional weapons. (Not sure how the hell this works with the bow, but that's ALWAYS been a little ridiculous to me) So the blade disappearing when you look at it from the side would probably be accurate to what our character would be viewing if the game was real.
2. They're two-dimensional. This was kind of a shock to me, one I first discovered when using the Vanguard bow. ALL vanguard energy weapons are two-dimensional, using just one flat cutout. They're not just thin like Rularuu's Bane, they are literally two-dimensional. If you have the misfortune of having one of your basic stances position the blades parallel to your camera angle, they disappear completely, because the two-dimensional texture has no width. I highly suspect that this may be the reason why a Vanguard Mace doesn't exist - you can't have a two-dimensional mace.
This is kind of a problem for me with Vanguard Claws, as the stances I enjoy the most either show the blade to me from the thin side, or even straight ahead. Now, I realise that the blade aura is supposed to give it some width, but it really doesn't, not when the texture itself disappears. With most other Vanguard weapons, even if you can't always see the blade, you can always see the metal handle, and that's three-dimensional, lending some physicality and weight to the weapon. But the Claws don't have that. They project energy directly out of the gloves and so lack physical parts, making them look almost like they aren't even there.
I suspect the two-dimensional cut-out was made to save on polygon count and make the edges a little smoother, as it would take quite a few genuine polygons to make that smooth curve of a blade, plus they may end up with a faceted look like crystal models do right now. But it's just disconcerting when you spend a lot of your time looking at a texture that has no width. Even jedi lightsabres had a three-dimensional shape despite having no physical blade. Sure, they were just a mish-mash of coloured light, but any way the lightsabre turned, you still saw saw it and you still saw a brad shape. Vanguard Claws, by contrast, come off almost like paper. -
Midnighter Magus: Something to allow for players to have a "magical AT/powerset" choice as well as possibly giving multiple elemental attacks to one powerset. Also would allow for a lore tie-in and to show the fruits of the Midnighter's ranks swelling. Plus it can be opened for both sides. If they didn't want it to be unlocked by simply getting Midnighter club access, maybe they could put it behind Midnighter Archivist, also, this AT would probably need automatic Midnighter Club access, otherwise it's not gonna make a lot of sense...
Possible gimmick could be having multiple powersets to pick from off the bat compared to other EATs.
This would also fill the niche of a Magic origin EAT.
Blending the PPD Hardsuit and Techbot's suggestions together with my own spin I also propose...
Vanguard Mecha: Pilot either an experimental, specially piloted version of an HVAS or a Rikti Heavy Assault Suit and crush your foes under multiple tons of mechanical armor.
with this we would have a Tech origin EAT. Admittedly, having things that big stomping around, it would be hard to explain how they fit into buildings, but Malta titans can do it, DE can do it, so why can't we?*
*When my giant Soviet Robot clips through door frames, I like to imagine him bursting through them and taking part of the wall saying: "RAWR! Your puny, capitalist doors cannot hold back Socialist might!" -
I'll /sign your suggestion, Jay. I mean these are probably rare things, but still, you say it's happened to you, and the fact that there is a timer in a game that requires online connection, times it in real time, and gives it to only one player is a good sign that something wrong was bound to happen one day.
Plus, I hate temp powers that are timed like that rather than based on use with few exceptions.
anyway though, I might suggestion reiterating your original post since a lot of people seem to be misreading it.
To everyone else: what Jay is asking for is to remove the real-time (rather than in-game time) timers from the Power of the Thorn temporary power from the Statesman's Task Force and the [/url=http://wiki.cohtitan.com/wiki/Orestes_Rifle]Orestes Rifle temporary power from the Lord Recluse Strike Force[/url] and replace them with charges, possibly also give them to every member of the TF/SF. The reason being that both of these are REQUIRED for completion, apparently such that no level of Incarnate power or IO speccing with help at all against their intended AVs. Therefore, if the one person who has the temp power needs to leave or is disconnected for any reason for any length of time, the entire task force and/or strike force are INCOMPLETABLE.