BeelzeBubba

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  1. BeelzeBubba

    No "More"

    restate what i said in other threads...

    new missions:
    - rescue missions: non-combat objective, rescuing civilians from environment - fire, flood, walls, cars, etc
    - heroic sacrifice: running with a bomb to save a populated area, fighting an overwhelming number of mobs long enough for npc backup to arrive

    costume options:
    - sports players (american football, baseball, basketball)
    - animals (have some pig/boar themed toons that i'd like to be able to design properly in the toon creator, wolves, rats, and birds would also be cool)
    - glowing costume parts (mentioned earlier like tron & positron)
    - steampunk
    - anime faces

    zones:
    - space
    - underwater

    vehicles:
    - flying cars

    bases:
    - a way to integrate bases into some sort of zone so there was a point to decorating

    inventory:
    - huge personal storage with more storing options would be nice

    bars:
    - it would be very nice to actually be able to enter some of the establishments we see around town like the movie theater, the pizza restaurant, the bars, etc

    grander events:
    - i like the suggestions earlier about GMs and other events being spruced up via the environment to be more "epic"

    sprucing:
    - a revamp of coh content, and a bit more expansion of the cov content

    and a lot of what Kelenar said.
  2. BeelzeBubba

    Your 1 thing?

    more non-combat mission objectives
    to include:
    putting out fires, lifting up/destroying heavy objects, carrying civilians, picking up objects like bombs to carry out of a heavily populated area, heroic sacrifice, etc
  3. Quote:
    Originally Posted by Westley View Post
    *looks at the format*

    Is this a poem or something?
    sorry for the late reply
    not a poem, just too lazy for punctuation
    thin columns that aren't too long also tend not to receive the FRAT response

    EDIT:
    thanks for the responses guys
    I'll give it a shot soon.
  4. well i like my dark/dark scrapper
    and i'm even reluctant to make a second build
    i like how his powers work
    but i understand in pvp things are different
    the advice i got was not to try because it would be impossible to keep my toggles up
    the mezz protection toggle is too easily overcome
    i'll try it out for myself one of these days
    maybe this weekend if i get some free time
  5. Quote:
    Originally Posted by ReclusesPhantom View Post
    So, I was wondering (and was hoping you could PM me the answer), how would a Katana/Willpower Scrapper fare in PvP? And how should I slot/build it? PvP is something I've always wanted to get into.
    I think this part of RP's post starts up a good area for discussion.
    I haven't checked the guides or the pvp forums but since getting my first couple toons to 50 recently (FINALLY!) I've been thinking about giving pvp a shot; but everyone says it's a lost cause for all the reasons listed in the thread so far.

    Specifically, it'd be nice to get a bit more of a summary on how things are different, why our primary/secondary builds that aren't on your list are useless, and what we'd have to pull off if we wanted to make them useful.

    In a lot of other games pvp is fun because you have access to everything when you pvp. This game has definitely gone the "loot" route and I empathize with the other posters that mentioned not having the patience to properly IO their toon out just to have a decent shot at pvp.

    It'd be nice to be able to take a PvE toon into PvP with minor tweaks (secondary build, a few new enh etc); versus creating entirely separate toons for pvp and spending tons of time grinding for IOz before I can even get my feet wet.
  6. BeelzeBubba

    I love this game

    Meanwhile: back at the lair...
    International Ninja was being totally SWEET!
    He even beat up some pirates!
    Evil better watch out!
    There's no stopping this do-gooding juggernaut!!!


    i love the bios too
    wish i had more energy to flesh mine out as much as i'd like...
  7. BeelzeBubba

    Nice Job, Devs.

    ran the event twice last night
    first time got all the badges
    second time was just for fun, but on my way to the gm my kid started screaming, turned my head for a second and autofly got me stuck in WW; by the time I got to the gm he was down. I swear I was only like 15 seconds "late".
    great event though, almost like a scavenger hunt.

    2 nights ago I was ToTing

    tonight i think i just want to chase zombies

    man, i love halloween
  8. BeelzeBubba

    What's left?

    new epic ATs
    maybe we could join any faction, villain or hero, with given lore as setting for missions.
    d@mnit, i just want my Lost TV set headgear!!!!

    non combat missions
    especially heroside. we've got the technology to break down doors to help civilians escape fire. I like what i hear from other games about picking up walls or cars off of civilians. We could add non combat powers or make the non combat stuff based on particular ATs/powersets. Putting out fires in Steel's a nice start, but every time i tried i died when the building blew up.

    more zone love
    Boomtown & DA are next right? Perez Park and Shadow Shard could probably use another look. Really wouldn't mind if they did something new with Crey's Folley, Eden, Terra Volta, or the sewers either.

    another look at launch content
    a lot of missions that shipped at launch, especially lowbie content, could really use some sprucing.

    new zones
    like others mentioned. GR will have some of that with Praetoria and other stuff that was rumored like another late game zone.
  9. Got my first 50; my original rad/rad up from 43.
    As I said on another thread, had the guy since the end of 04, ED hurt me real bad for a couple years - killing my motivation to play, went through a lot of altitis. Still don't even like playing the toon much, but enjoying him much much moreso than when i was still trying to solo. SSK helped me eliminate some of my disdain for grouping. The last couple missions were kinda grindy. Most of the event I was running on other people's teams (and trying to learn how to use him again) so I wasn't particularly paying attention to story. Many thanks to my buddies in my SG for helping me out.

    Ran Sister Psyche on my Scrapper.
    He's my current main. At the moment he's sitting at 48. Kinda wanted to keep him out of the event so i could savor more of the content, but I'm planning on running all the TFs anyway once I hit 50 so I just did this one early. Also going to be hitting all the mission arcs via flashback, the trials, and as many giant monsters as i can find people to help with.

    Got my first villain up to 23.
    I've played probably 30 villains up to the teens (again, mostly solo). I finally found one that didn't burn me out in the teens: SS/WP brute. I rolled the guy earlier in the week, but was like level 8 by Thursday night. Spent most of my time on the defender, so didn't really play too much with him. Except for a couple levels hanging out with a level 50 friend, the rest was solo. He's the most fun I've had as a villain and I'll probably get him to 50; foresee him becoming my new main after I clear out everything (at least solo-wise) with my scrapper in the next month or two.
  10. Thinking back on how the game played in 04~05, before villains, I think they really have reworked a ton of the game since in addition to adding new content.
    It's nowhere near the grindfest that it once was.
    Even since villains was released, it's made some pretty significant leaps.

    I'm a pretty slow, casual player.
    Just got my first 50 this past weekend; my main that I started at the end of 04, a Rad/Rad that I soloed up until ED and had a hard time getting back into the groove once I could no longer six-slot the stuff that kept me alive.
    As a result, I don't get burned out on recent changes in a month while i'm leveling my 20th toon to 50.

    I started another toon last year around september, prior to that I hadn't really invested a lot of time in a single toon outside of my main - ran a TON of villains up to 16 and a few support heroes to 8 or 10.
    This time i rolled a scrapper to accommodate my slow-paced, solo play style.
    He should hit 50 in the next week or so; woulda been earlier but a took a break the first half of the year.

    Playing him has been like seeing the game again for the first time.
    The changes to Faultline, RWZ, & Hollows, plus the additions of Croatoa, Striga, Cimerora, & Shadow Shard really gave the game a different feel - as did a lot of the new mission interiors that broke the monotony of offices, caves, & warehouses.
    IOs & crafting has captured my attention, although I was reluctant to take part at first.
    The new SSK system has done a lot to break me out of my solo hermitage as well - teamed more this past weekend than I had since 04.

    Funny enough, I don't consider my scrapper having a lack of endgame stuff to do- i still have mission arcs to run in Flashback, I still have Task Forces to run, Trials to attempt, not to mention a whole slew of giant monsters hanging around that I'd like take a crack at, and don't even get me started on pvp or the Mission Architect.

    On top of that, I've got a whole second game to run in villains and replay value in epic ATs.
    I may or may not have a villain 50 by the time GR even comes out, this weekend helped me get my first villain into the 20s.

    As a casual player, it always seems like there's something new and interesting to check out. Even a lot of the stuff I have done before still manages to feel fresh. The developers may not be cranking out content ahead of hardcore gamers, but definitely for schmucks like me they have.

    I'm highly anticipating Going Rogue.
    All set to roll up new toon(s) for it and experience the content.
    I hope they could freshen up the existing content even more, though I understand it's all about the baby steps.
    As I said before, I would REALLY love some more non-combat oriented missions for heroes; but whether we get that or not remains to be seen.

    As far as something looking dated because it came about 5 years ago, just remember HalfLife 2 came out 5 years ago. The Source engine's still being used to crank out games today. I'm not so sure that subsequent episodes of the HL2 series have made as many graphical updates as CoH has done in that time (don't quote me on that though). HL2 graphics don't have a dated feel to me yet, but then maybe I'm not as up to date on the latest advancements in console graphics, not owning a 360 or a PS3.

    Looking at the difference between Unreal Tournament engines:
    http://en.wikipedia.org/wiki/File:Un...Comparison.jpg
    It's pretty obvious that we're not at UE3 levels, but I think we've at least made the jump from 1 to 2.

    As far as the WoW discussion goes - on these revolutionary new expansions are you still being asked to hunt [insert animal name here] and playing the drop rate game for X number of [insert useless item name here]? If so, then yeah, that game blows.
  11. Quote:
    Originally Posted by Newbunkle View Post
    I agree with what the article said. CoX really needs some work - better graphics, the ability to be more heroic, etc. I liked the idea of catching the bus going over the bridge - random disasters and events sound cool. Secret identities sound ok as long as they aid RP and aren't just another costume slot with a boring outfit.
    I like this statement, it's exactly what I'd like to see as well:
    lifting walls/buildings off of people, pulling buses back from the edge of a cliff, running into the antimatter reactor to save the Enterprise, this is what I'd like to see from new content. The fires in kings row are kinda cool, but having a fire engine pull up with hoses you could grab in a visually pleasing way would be sweet. Delivering food to refugees in Talos after a hurricane would be megasweet. I'd much rather beat up hellions on a looting rampage than the ones just sitting on the wall in Atlas.

    Mayhem missions are fun to do as a villain - you're going on a rampage destroying the city, but setting up a master plot is a sorely missed aspect of CoV. I can even see how designing your own Nemesis & alter ego as a hero would be great.

    Quote:
    I also agree with what he said about Statesman. What a boring character! I really don't care when I hear "Statesman did this" or "Statesman did that" or "Statesman's been kidnapped". Yawn!
    They should do a "Death of Statesman" arc

    Quote:
    I've come back after a break and been here for just over a month and I'm feeling burnt out already. I still have nearly 2 months left of my sub, but I'm losing the will to play. The content is so repetitive, and I get really bored fighting legions of the same enemies over and over again (especially when it takes so much effort to take out a lot of those minions - it doesn't make me feel very "super" at all).
    I play slow and i solo a lot, don't even have my first 50 yet, so when i come back from breaks there's still a ton of content I haven't seen yet. I love the newer missions that we've been getting over the last few years, much more interesting than the old "defeat all bad guys in warehouse".

    Quote:
    What would be better is less mobs, and more carefully crafted bosses and supervillains - and have them running around smashing stuff up, and flipping cars.
    So kinda like a safeguard mission on steroids?

    Quote:
    Once you've defeated a custom supervillain, what if you could rate them on things like costume, backstory, etc.? What if the reward for making a good supervillain was having NCSoft make a couple of missions for them, or otherwise find ways to make them part of the game world?
    I see this is a long term goal of MA, but it'll take a while to get there.

    Quote:
    You know what else would be interesting? Since they have the tech for in game ads, they could have wanted posters show up on walls with a villain's pic on it, and the longer they remain wanted, the greater the reward you get for defeating them. How chuffed would you be if you saw your own nemesis on a poster somewhere? (Maybe the poster could be a clue as to which villains are currently operating in that zone).
    I like this idea.

    Another big issue i've had after playing all these years is the UI.
    I have a hard time reading the normal mission, contact, and clue font - it gives me headaches.
    I think cut scenes were a step in the right direction.
    I understand the choice not to go with voice acting on the cut scenes.
    It would kind of be nice to have voice acting on the contacts.
    Or at least something different that was more descriptive in giving us an idea of what we're doing & who we're saving besides a wall of text.

    This game makes its money on replay value - nobody gets a 50 and stops there.

    For those wanting late game content this seems kinda shallow, of course they could do like me and once they hit 50 they could always just go back & do all the TFs, fill in mission arcs via flashbacks, and do all the trial/raid content but i guess that would be asking to much.

    I do agree that having layers and layers of options for how you have fun in this game is important. Maybe have one primary/secondary or additional epic AT for folks that like to have loot. The idea for origins was an interesting way to branch off ideas and have additional layers of content, it's almost a shame they went away from that idea.

    I've played through the villain content from 0 to 15 literally hundreds of times. Some additional options/avenues that make replaying the early levels feel new each time would be great.
  12. Quote:
    Originally Posted by SuckerPunch View Post
    There's always City Info Tracker. We're about to launch a new look and some new features in the very near future.

    Sure, it's 3rd party and you have to run an additional app to let us track your characters... but at this time, it's all there really is that fits the bill.
    Hey, thanks for the heads up!
    That looks pretty cool!
    But it's still up to me to provide my own screen shot(s), which is a large part of what I'm looking for - an automated tool to show off my costumes and bio.
    The stats part I could actually probably live without, though I really like the badge tracker.
  13. Shame it got shelved
    Would be a nice feature
    The ability to access your toons through a website exists in a lot of games these days, including CO.
  14. Wanted to make a suggestion that CoX should automatically generate a web presence for each character like *other games* do. It'd be nice to browse to my collections of toons online to help sell the game to my friends/coworkers.

    Checking the search function I found mentions of "In-Game Web Display Options" dating from back in 07.
    Unfortunately the threads the search function pulled up are pretty sparse.
    Now what I don't know is if this feature's been implemented already.
    If I want to see my toons through the coh site do I just enable something through in-game options?
    Anybody happen to have the link to go to once I've done this?
  15. Quote:
    Originally Posted by Capn Crank De Durty View Post
    Well one thing for sure, the textures made in the last 2 years vastly surpass the textures from 5 years ago. The interrior of the AE, the new costume sets all have much crisper, higher resolution textures.

    If you look at the costume pieces from release, and some brick building textures in Steel for example, you can see that the textures themselves are much lower resolution. What annoyed me most was the textures on costumes. Some very old costume pieces are very pixellated while the newer ones look great.

    Just improving those textures (which would be a HUUUUGE load of work I'd imagine) would improve the general graphics experience imensely, imho.
    Last night I was running FB missions on heroes
    I remember a while back that villains had better graphics than heroes (probably around 05 when CoV was released), they were small differences but noticeable.
    That's definitely no longer the case.
    I was shocked looking at some of the textures on the clothing of Tsoo.
    It's a marked improvement over last year for sure.
    Wouldn't be surprised if some of the proposed graphical improvements have already had the groundwork laid.
    Running through Steel Canyon, the AE building looks almost out of place, it looks different than the other buildings.
  16. BeelzeBubba

    Well, hmph.

    Quote:
    Originally Posted by Samuel_Tow View Post
    First character I hit 50 with was a Scrapper back in January of 2005, with around 750 hours of playtime. First villain I hit 50 with was at some point in 2007, again with around 750 hours played on him. I really don't regret much of that time.
    I don't consider my 400+ hours wasted
    If I make it to 50 with less than 300 hours, then yes, I think that's too quick.
  17. BeelzeBubba

    Well, hmph.

    don't have a 50, still...
    dinged 46 yesterday on my scrapper, meaning i went from 45 to 46 in 4 days of play time
    bit scary
    especially at being 46 w/247 hours of play time
    my solo-fender, my original main, is still at 43 and had over 400 hours of play time before dinging 40
    with this crazy xp rate i should have 2 50s by christmas, assuming i don't take anymore breaks
  18. My wife has interest, we even made her a toon in the character creator, but while not as bad as a fps, the camera angles give her motion sickness and make her nauseous - you can imagine the effect Cloverfield had on her...
  19. Quote:
    Originally Posted by Energizing_Ion View Post
    I remembered a post from Niviene ( http://boards.cityofheroes.com/showthread.php?t=184083 ) about another double XP weekend....so did I miss any announcement about it or did they forget about it?

    P.S. I did a search for this but couldn't find anyone else posting about it, so if they did then sorry!
    dude you really want double xp?
    told you in game the xp's coming scary fast these days (at least scary to me)
    really dunno if i want my 40s to go by in a matter of days as opposed to weeks
  20. o geeze, i remember soloing missions with invisible mobs behind the stairs when Hollows debuted. Most frustrating thing ever!
  21. Post 500

    I remember having a bug once that all my missions spawned greens for a few levels. Pretty sure it wasn't just coz i outleveled the contact; suffering that situation now with missions spawning blues.

    One thing I like about now: eventhough I'm struggling more with even-leveled mobs, the battles are more exciting and not so tedious. I really enjoy my missions.

    EDIT: Did you know that before, not only did stone tanker armors not stack, they caused you to look like a huge terd? Originally Rock armor covered the whole body, made "huge" toons look skinny, and didn't look half as cool as it does now. Most people would only take rock armor until granite due to no stacking, and would go most of the game looking like a skinny Mr Hankey.
  22. Suprised nobody's mentioned....

    Before many tanker attacks were Knockback. Most have since been changed to "knockdown". Coupled with the problem of melee attacks on running mobs and the rooted status protection the knockback was a nightmare.

    I remember issue 2 being a huge issue. I believe it came on a tuesday or thursday and it was so fun coz people were dyin all over the place. Really felt like the whole game was a hazard zone.

    There was a big bump to hp and regen for bosses and lieutenants (iss 3?); this really affected some of the nuking powers in the game. Coming up, I'd heard awesome stories of Atomic blast dropping +1 bosses, +2 lieutenants, and +3 minions. By the time I got the power, i had a hard time dropping even level minions- nice to know i waited 38 levels for a cruddy power.

    Used to pick fights with multiple +4 lieutenants and even a single +4 boss with my rad/rad. These days I'm lucky if I can take a pack of +1 or +2 minions.

    I REALLY miss being able to cast debuff toggles onto anchors while Phase shifted. The debuff wouldn't take effect until phase shift dropped, but it helped to aggro and herd.

    Choking cloud used to be extremely end costly, didn't take acc enhancements, only hit a small number of mobs at a time, AND WE LIKED IT.
  23. BeelzeBubba

    Tanker Update

    Fleo_DP

    I think it's just a few trolls from the Scrapper boards.
    I trust that the devs are doing everything they can to provide the most entertaining product possible.
  24. BeelzeBubba

    Tanker Update

    [ QUOTE ]
    statesman logic for the REASON to improve Tankers fails. The longer someone fights the more damage they do? That's very anti-comic book (and I've been a collector for over 30 years).

    [/ QUOTE ]

    Wow, never read the Hulk much didja?

    Seem to remember at least one story arc where the jolly green giant got BIGGER the longer he was on his rampage.

    Since you referenced DC, I don't think I need to bring up the Stone Tanker that was the Death of Superman (the story arc, not the AV that took out Supes).

    Even Wonderman (ie "He of the bad costumes") had a significant story arc of him needing to be angry to be able to dish & that anger built over the course of an action packed battle.

    [ QUOTE ]
    How would I have fixed it? Tanker is down to his last boss whom he just can't coup de grace. Let him toggle a final (pre-death) power than does massive damage but leaves him disoreinted and drains all endurance for X amount of time. That's classic comic book. If he toggles too early in the fight, he's dead. But then the 5 minute (seems like an hour) battle with bosses is eliminated. That's the comic book feel (of course in the comic books the hero usually toggles at the right time, exceptions of Supergirl and Karate Kid come to mind)

    [/ QUOTE ]

    You don't play tankers much do yah?

    So ummm 1 attack, where we can do significant damage before we're toast, right?

    And it can't be big enough for an entire health bar- one shotting anything big (heaven forbid we actually neared a Scrapper Single Target 800% base crit damage), right?

    So how again are we supposed to whittle down said boss & his friends to an acceptable level before firing off this end-draining, disorienting, megablow; without losing our toggles in the first place (we're usually in pretty bad shape end wise by our second or third minion)?

    How many bosses come in one packs?

    If the entirity of our offense is only good against one guy, how are we supposed to find a single guy to use it against?

    Do we just start soloing ArchVillains?

    Believe it or not you're trying to give us your Boss-killer role.

    We appreciate it, and we asked for it, but it's not the direction they're going and the devs have said as much.

    Not only that, but you've requested it in such a situational way that it's almost insulting. One slight miscalculation in villain health and it's debt city. Figuring out how to use it alone would probably put you near the debt cap.

    The idea that tankers (who in comic books were famous for leveling entire towns- Juggernaut, Rhino) would fall over poooped after a couple swings (ie our current situation) is more un-hero like than Statesman's proposed changes.

    Your idea that we'd wait till lev 38 for the "opportunity" of ONE attack to make us fall over poooped; but not be able to alpha strike with it, is absolutely ridiculous.
  25. BeelzeBubba

    Tanker Update

    Super excited about these changes.

    Of course I won't be sleeping this week...waiting for Issue 2 to go live and the "server event" people have been whispering about....

    Actually feel motivated to push my stone tank to the later levels again!

    Thanks guys!