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Well, maybe this is just me and everybody else is just all woot and yeay everything they get something to add to their well rounded character, but I am worried about the recent trend of giving everyone everything recently.
Like, some years ago, there were some heroes (/villains) that chose a fly power and could fly. And felt great. And those who didn't had to jumppack and wait for 6 minutes, or hold on tho their slow jetpack until it wore off.
And some chose the power to teleport to a place on the map and it was epic.
And some chose Hurdle and others chose Swift even if they both wanted Health or Stamina.
And some chose Combat Jumping and felt distinct because not everyone had a power pool choice to spend for that and not everyone had Hurdle or Super Jump.
And some very select few even chose to make a non-super hero, that was very normal in the means of travel.
So many things you chose right then made a huge difference.
Yet now, ever more changes, often labelled 'quality of life', come up that give characters something that once set the characters apart. Like,
- Everyone can fly now. (Jump packs for unlimited sale, fly speed enhanced.)
- Everyone can teleport now with teleport powers to anything you'd ever want to teleport to.
- Everyone gets super fast movement and super high jumpability now with inherent Fitness pool. Even those who never wanted it.
- Everyone gets super Regeneration and super Endurance now, there's not even an option any more to take something else instead.
- Everyone that took the Fitness pool before now can choose one of the power pools and three of the few powers he had to opt out of before, meaning everyone is closer to being able to take every power they find interesting.
But when everybody can do and have everything, wont the game be super dull and boring?
(And when everybody has hundreds of powers from this and that and innate and accolades and temps and dayjob temps and event temps and superdupersystem temps wont they become meaningless because you cant remember them all anyway?)
Will there still be a distinct feel to each character and will there be room for an exciting game experience? -
Quote:You almost succeeded in making me smash my head very hard against something.No, you were using 50's for a reason, because they provide the greatest benefit. That benefit doesn't apply to lower level characters. I wondered how I could get that level 50 benefit for my lowbies, you went on a strange irrelevant digression.
If you're genuinely trying to say the difference between trainings and level 50 IOs isn't "much", you have way bigger problems than your reading comprehension.
But for greater good and forum decency, I shall refrain from that and try to explain.
The point of seebs was: "You can have different effects now by putting more slots into it.", at the example of Stamina.
(and of course putting enhancements into that. Which I assume is a given.)
Which is generally true.
My counterpoint was that it doesn't make much of a difference whether you have the base effect of the power plus that of one X enhancement in the free slot (Heal in Health, Endurance in Stamina, ... ) or the base effect of the power plus the reasonable maximum of three X enhancements of the same X as in the comparison.
I used level 50 IOs for the example because they are the best way to boost a single aspect of a power. With everything that gives less %, having two more slots filled with that enhancements will make even less difference.
Plus they are very common in builds, and most people build their characters for level 50, not to be awesome at, say, level 25 to 30, then suddenly suffer from bad slotting choices and require a respec.
I guess you COULD somehow put 5 additional slots into one of those power at a level when the best Enhancement bonus available is like 15%, and THEN have like 185% the effect of the power where with just the one free slot you'd just have 115%. And feel cool until better % becomes available 5 levels later. But few people have 5 slots to spare that early in the game.
Plus after all, following the 'everybody does it now anyway' argumentation, everyone has three slots in Health and Stamina now anyway. -
seebs: You can still choose whether or not to burn slots on the inherent power to massively increase your available endurance.
I: The sots make little difference. I give numbers for IOs.
You: oh hey, how do you slot level 50 IOs in your lowbies?
cause that would be really great if it were possible!
I show that it doesnt make much difference for Training enhancements and SOs either.
So adding and slotting more slots makes no massive difference, regardless of whether you can have IOs for it or not.
Question answered?
Quote:Which is relevant how?
Right now 99% of the players in the game spent three power choices on the Fitness pool. Next issue they will be able to spend those three choices on other stuff. That will increase diversity.
Why does this fact confuse you?
If that four powers become inherent, you'll have the same amount of power choices but less powers to choose from. That means less possible combinations of powers. Less 'variety'.
But that wasn't even the point as they will come up with more fancy powers to make up for that.
The point was, if 99% take three powers of that pool now, even those 99% don't take all four. And from what people including yourself wrote, they don't all take the same three.
But everyone will be given all four.
Which means less variety.
But Airhammer is probably right. It's probably pointless because they'll likely do it anyway, since it has been put up as an announcement and not for a discussion. -
Quote:143% vs 151% base Regeneration / 127% vs 137.5% base Recovery with 1 vs 3 Training inspirations then?oh hey, how do you slot level 50 IOs in your lowbies?
cause that would be really great if it were possible!
Or 153% vs 176% base Regeneration / 133% vs 147.5% base Recovery with 1 vs 3 SOs?
Quote:not seeing how EVERYONE taking 3 fitness powers earlier rather than later does anything for variety.
http://boards.cityofheroes.com/showt...240831&page=61
While I would have agreed that 99% take the pool and probably everyone of those takes Health, Stamina, and either Swift OR Hurdle as the annoying prerequisite.
Even if that was the case, there'd still now be those that take Hurdle and those that take Swift instead. And obviously there are some that take both too. And the few that dont take Health or dont take Stamina. Or break the mold by having powers from four non-Fitness pools.
Not much, admitted, but a variety that will become lost when everyone get everything. -
Quote:Yeah, massively. From 140% of the effect of the power with a 50 IO in the one free slot to about 200% of the effect as the viable maximum.I like the idea that the choice is not whether or not to sacrifice three power picks in order to be able to use your remaining powers, but whether or not to burn slots on massively increasing your available endurance.
Huge difference.
( = 156% vs 180% base Health, 135% vs 150% base Stamina without accolades and other powers)
True as that may be, just making the powers AVAILABLE at earlier levels would do that too, and still keep the variety. -
Am I the only one that thinks getting all those for free is not only a super duper good thing?
Sure, having them AVAILABLE at level 2 is great and I cant see why they should not be.
But getting them for free?
Doesnt that quite defy a lot of choices, and the powers themselves?
You can now inherently jump higher, run faster, and regenerate and recover more?
Higher and faster and more than WHOM though? Than all the other players that also got all those for free?
Now, even if everyone would take that pool, not everyone takes Swift and not everyone takes Hurdle. And its a design decision to take the pool, instead of another.
Diversity will inevitably suffer.
Quote:Excuse me.I find it interesting that this change affects pretty much 95% (give or take) of the game's population (including me). Because that number is so high, I honestly believe that this was bound to happen. What's next, inherent travel powers?
Pocket D VIP pass for everyone, hour-long buffs in SG base, Orouboros, Raptor pack for sale, dayjob speed buffs, temp teleport powers to everywhere, Ninja run, enhanced base run and fly speed? And now Swift inherent?
How much MORE inherent can you make travel powers??? -
What happens if you never decide to go against the people you work with?
Will the contacts of the side you are loyal to give you a contact of the other side to do their missions and betray them on them?
Or do you have to switch sides on your own to ever get those sabotage options? -
Oh, and I thought this was about the tricky decision of whether to work on the arc offline and having to resub, thus losing all plays, or working on the live version (and either:
- inevitably hit the 'bleed-through' bug at some time, thus having SOMEthing in your mission details reset. Which for me means, since I don't know what mission detail it was, I have to exit and reload, abandoning all changes, or
- saving constantly to an offline file, which means I am constantly kicked out of editing the published arc, and have to exit and re-open the editor, which is annoying and takes even longer if you don't want to run into the 'editing the old version' bug.
Or both.)
I don't think I'd resub if editing live wouldn't bother me. Only plus I can see are hypothetical people who check only new arcs and never look at those they already did, and hoping for an early rocket launch into the 5-star region. Which requires an awesome luck roll imo. -
It annoys me to no end how much the MMO I like best totally sucks at things like that and drives players away.
(Including the most idiotic decision of making it two isolated disjoint games for US and EU, and stubbornly refusing to fix that) -
Quote:That is true, but goes for most of the content of a game. You could ditch exploration badges for the same reason, twisting plots, dialog, story, ... everything is on the internet.They really, really, REALLY need to ditch the whoe FoW idea. With the internet, it's pointless, since it's easy to find the maps.
Quote:it would be logical that someone could, oh, *buy a map of the city* and find where they're going.
Or was that changed?
And you can set nav points. There is your GPS.
(And before someone mentions "But you could see how the places LOOK on google earth!" : Even if Nemesis or the Rikti or whoever did not blow up or steal or corrupt the video satellites, know that some of google earth's pictures in our world are many years old too. Wouldnt help in hazard zones. )
Besides, I think CoX still goes as an MMORPG. And I like the RPG in that. -
Quote:A tagging system that is not known to everyone and not standardized is a useless tagging system.You know, using the tagging system and adding "i18" or "i17" to the description of your arc would make it easier to search out the new stuff.
It either comes with the game, like those predefined categories you can choose 3 of, or is little good. (author didn't know, player doesn't know, author used different system, used an outdated version of the system, was too lazy, ran out of description space, used different brackets, used different spelling, ... )
Quote:- (less drastic) Switch arcs to 'work in progress' unless the author flips the aforementioned switch. Don't show work in progress arcs by default, but show them when someone is specifically searching for arc id, author name, or has 'show work in progress arcs' checked.
As for the better search...
Having more than one category to rate an arc in is still my favorite idea for that.
Like, have ratings for Great Story, Cool Enemies, Lots of Action, e.g.
You could then search for an arc that has high rating in the category(/ies) that you care for, and find what you would not have found when people give them a bad total score for being bad in some other category. -
Quote:That's a point, but if they already are 50 it's a bit late for good tips, and if someone new is PL-ed quickly and finds the game is lame because they already 'beat it' yet saw nothing great, and leave the game without ever seeing its beauty, that is still sad I find.If you never see them, why do you care?
The only circumstances under which you have reason to care are circumstances under which you can give them tips.
Would rather give people tips early along the way.
(I'm not in the abolish-XP-for-AE camp, mind you.) -
Quote:The price of something is what people are willing to pay for it.
It's the seller that sets the price... not the buyer.
Sorry, but it's the buyers that make prices. By being willing to pay that much for it for whatever reasons. If they pay x-ty millions for it, it is obviously worth that much to them.
Its not like you NEED the stuff that is that expensive. You just WANT it. As does a lot of players so noone will just give it away for free. But Noone forces anybody to buy it.
(Yes, some things have very low drop rates. And if everybody wants exactly that, the price goes up. 'Those evil sellers!' I keep reading, as if they were a different set of players that somehow have magical access to rare stuff that the 'buyers' dont. Everyone is free to try getting more of those rare things to increase the supply (for good money to trade it for other rare stuff even), but if people don't want to do that, or something is that rare that all good attempts don't work, then it will cost a lot and neither the sellers nor the market are to blame for it.
After all, why should someone spend all that time to get rare stuff and then give it away for token money to those who don't want to spend that time but want the rewards regardless? Doesn't sound very fair to me.
Personally I never NEEDED anything I couldn't get for 100K in a week or two. If I WANT something epic that everybody wants, to add another little mosaic piece to my character, I work for it. And happily look forward to it.)
That said,
Quote:Apart from that, you're always gonna have people who don't know how to play. And it isn't because of AE, or Sewers, or street sweeping, or any other way people level. It's because the game has a much worse problem -- it has a lot of players who are too important and too busy to spend a minute or two explaining stuff about the game to newbies. -
Quote:A fear I totally share.[*]Perception. The 5 year vet who wants to only do X is set in their ways. However, the new player who gets power leveled to 50 and then doesn't know how to play their character or where the "end game" is winds up with a poor impression of the game as a whole. People who only know of the AE for farms will never see the enjoyable missions...
In a lot of games, getting to max level seems to be the annoying grindy price you have to pay, to be rewarded with the cool end game.
It will likely be very hard to tell someone who thinks he successfully made it past the pre-50 content that surely only exists to force players to pay money for a while before getting to the cool stuff, and now want their reward in form of end game, that they already missed most of the game because reaching 50 as fast a possible is not the point of THIS game.
(Like, "I should start all over again, and play LOW LEVEL stuff? Yeah lol. I AM level 50 already. Why waste time to get there again? And THAT slow? My level says I can play the COOL stuff now, not lame low level stuff!") -
Quote:Still agree. XP makes story/lore sense, Inf doesnt. And Tickets would provide even some of that still.Taking it a step further, why would such a person get any reputation at all? After all, no one has ever even seen them except their fellow VR addicts. Why not remove inf rewards from AE? Let them keep their XP rewards and their ticket rewards, but just take the inf out.
It makes sense from a lore standpoint. It doesn't go against the statement that it is possible to level from 1 to 50 running MA arcs. It may not provide the optimum income in INF, but you do indeed get from 1 to 50.
And yes, I see encouragement for people to play the actual game in its actual world as a good thing. AE is supposed to be for fun, not for rewards. I'd still enjoy arcs that are fun.
(And no, having to travel to a site of a crime or hideout of some villain in a game of utterly awesome super travel powers is NOT something really really bad that one should rightfully whine about.) -
Probably not the right place because I see so little utter spazzing out here but,
All those changes of I18 I read sound really great!
They sound like they make sense, are useful, fix long-running glitches, bring awesome new stuff (some of which reads remarkably like what a lot of people here hoped for or dreamed of since City of Heroes came out), all the while being thought-over and not messing things up or spamming the game overly.
And there is so much of it!
If that really works out as good as it reads (this laptop in my second home still loads), awesomesauce thumbs up for you devs! -
I think I just miss some dev or Paragon crew member being assigned solely to PvP.
Someone that is responsible only for PvP, learns it, knows it, experiences it, plays it with every possible archetype. Not someone that is only allowed to take a peek at it whenever there is nothing else to do.
I think that would already help PvP more than all the comments we could ever make on it.
(
And in case it doesnt seem worth it, if a decent PvP has among the playerbase only
- 5 % hardcore PvPers that PvP some 75% of their time in the game (on average),
- 5 % also-PvPers that PvP some 20% of their game time, and some
- 10% casual PvPers that peek into it now and then for only 2.5% of their time playing,
then that would still mean 5% the entire game is PvP. I dont know how big the Paragon Crew is, but even only 5% of the game and the income sound important enough to have someone see to it to me.
) -
A few adjustments to PvE would have to be made then, but basically I still think that is the basic flaw of PvP and why so few PvEers ever set a foot into PvP again, yes.
They may need to tweak a few numbers SLIGHTLY for PvP to keep the PvE feel as intended (though they could in many cases just change the npc critter to achieve that), but when PvP at least feels like PvE does, I think most people would be very happy. -
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Strange, I felt like WP is mostly useless in PvP since its main PvE aspects, not being mezzed and regenerating heavily when people gang up on you (Rise to the Challenge) dont work at all in PvP, as all mez protection is converted into mez resistance so you are ALWAYS mezzed, even if only for a short time, and Rise to the Challenge untoggles then. (and thus is useless in PvP)
What does make WP desirable in PvP?
(The additional HP is neat, but not THAT outstanding next to the accolade and set bonuses and HP are subject to diminishing returns too, and neither the Resistances nor the Regeneration is that great imo.) -
You cannot make talk-to-person mission details.
Allies or captives that have no guarding enemies automatically complete as soon as you enter the mission.
You can only make talk-to-a-box missions, or lead-person-to-thing-nearby missions once that works correctly. -
Set map to empty / no enemy group, and have the maximum amount of patrols spawn when you boss takes damage or whatever is your trap condition?
I think that is, or at least was, the default way to do that. -
Quote:I tried to do that a while ago here http://boards.cityofheroes.com/showthread.php?t=195282I'm not sure if this thread is intended to be just for the discussion of the suggestions you presented or an amalgamation of AE-related feature suggestions altogether, but if it's the latter, I would like to add custom/canon critter hybrids to the list.
I even kept updating it but it somehow died. It's late and close to 100F in here now, but if you like I can add the suggestions that aren't on it yet some time on Monday when I get back from visiting friends for the weekend.
Some good suggestions here btw, just too hot to think about them in detail... -
Quote:Well, there ARE leafs and sticks that get whirled around when you superspeed by, or jump through a bush or tree. Letters are sucked from mailboxes when you zip by close. Several doors and sings swing and/or are torn from their hinges. There's also tiny stuff like the pylons at the Port Oaks Ferry that you can kick around. If you never noticed that, I'd dare say you dont need more of itOne thing that has always bothered me about CoH is that there seems to be no collateral damage. In the comics, walls break, cars explode, civilians get hurt, etc. I understand that many things are "cooked" into the programs. But if theres a cardboard box int the alleyway, it should go flying aside when I go running by it. I super-person should never get stuck behind a half open door, instead it should get ripped right off its hinges.
Most players hate knock-back, but in the comics knockback is one of the cool things. The mayhem and collateral damage it causes is usually awesome.
I only mention this because if a person is familiar with super battles from the comics, the mayhem that collateral damage is usually a big part of the combat (and no, mayhem missions are not collateral damage, because its intended destruction).but yes, of course cardboard boxesand such ALWAYS being codes as destructable moveable would be nice.
It'd just be a ton of work to redo all maps and processor load to have that, but since the physics for that and even occasional examples are in the game, maybe the new maps that come with GR will make you more happy?
(I myself wondered when I heard of City of Heroes if cars can explode and then get towed away after a while, meanwhile causing traffic jams or cars detouring the wreck. But that was not very realistic to think of an MMO, right?)