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Quote:Cities of Heroes! And they can have Paragon City and a new city, while the cities themselves would be seperate, the city itself wouldnt be sectioned off like it is now.What I would like to see from a CoH2:
1. Not to be named CoH 2.
Obviously, we can't call ourselves World of Heroes, but we could go to Country or Continent and keep the abbreviation, or alternatively expand on the multi-dimensional side of our game universe and call it Multi-verse of Heroes or Omniverse of Heroes.
2. To retain all the systems we know and love.
This is the hard one. I couldn't upgrade to a CoH 2 with less to do, even knowing it had better graphics/mechanics. I'd want SSK, Flashbacks, Bases, and MA at least. Adding these to a new engine instead of an old would allow them to be more functional and hopefully would make the game much more enjoyable.
3. To increase the potentials of the game engine.
The developers have done a lot with engine, but nevertheless they have been trapped by it. A new engine would hopefully allow much more options, even if the basic gameplay isn't largely changed. Said engine should allow things like negative Knockback (pulling instead of pushing) and get rids of quirks like an inability to slot for damage resistance debuff.
4. A greatly increased focus on lore and storytelling.
The original CoH was largely a blank canvas, with very little in-game story (the background was fine, but was largely not exploited). In essence, it was a large number of newspaper missions with more annoying objectives. We've gotten better through the years, but I'd like to see focus on story-telling throughout the game, perhaps with a system similar to SWTOR. I'd also like to see the game embrace its roots more, with more comic-book like cutscenes. Another cool option would be phases of the game featuring different comic-book eras, which could done by traveling in time or across dimensions.
There is a ton of stuff that could be exploited. I would love to use ouroboros to see the Nemesis take-over, for instance. Additionally, I'd like to see more exotic locations and threats, like fighting Shiva in space or Rularuu in the Shadow Shard.
5. The closing of CoH1
I wouldn't like to see a huge division between the new game and the old one, as our playerbase is narrow enough as it is. Instead, I'd like all current CoH subscribers to get a free download of the new game, which would probably use the same freemium model as this one. I'd also like to see this game's servers shut down so that all of our population would be in the same game.
This means that CoH 2 cannot change so much that it alienates players from this game. For example, it cannot become a WoW-clone with superheroes, and it can't rely on the old MMO holy trinity.
6. A move away from Paragon
I'd like to see us find another city. Alternatively, Paragon could get a huge revamp. I'd like to see a much more "city-like" city, instead a bunch of boring buildings and more locations around said city. Oh, and no walls. I'll address that later.
I mentioned earlier that I'd like more exotic locations, but I also want the "normal" zone to be upgraded. Preatoria was a set in the right direction (new Atlas was not). Such a city would have: more than three types of buildings, a difference between zones greater than sky color, differing types of architecture (little China-town, residential areas, "old-town", etc.), and each building would have a history. Instead of a building being randomly picked for an instance, I'd like for the locations to be set, for example the mission "Go to the Crey, Inc. offices and stop the Countess!" would send you to the Crey office building, which would probably be obvious in-game with Crey logos, statues, etc.
7. Remove the War-Walls!
They have some fiction behind them, but they are basically an example of in-game limitations. Instead, I'd like to be able to travel from one zone to another without going through a gate or being stopped by a wall. To do that, I'd like to have more travel powers. Instead of just having flight, I'd like to have an option for "Very-Very fast flight", which would allow me to travel between zones. In ordinary zones, you would use regular travel powers (which would be more customizable than the travel powers of today), but when you get to the land between zones you would pick up your speed at scream across the zone to get too the next area. This would make you feel like more of a superhero, but the fast-movement segment would basically be in place of a loading bar (ie, it would be a loading-bar game).
8. Improved graphics
Specifically, on our characters. I'd like to see realistic faces and skin textures, and more options to make our characters distinct (as opposed to just our costumes). I'd also like to retain the costume options from this game, but updated for 20xx. With a totally new engine, I'd like to see options for moving fingers, swaying hair, and vastly improved power customization (location customization, emanation from an object, etc.).
I'd also like to see improvements made so that even the vanilla of the game looks realistic. I like the general graphics style of the game, but it could be less plasticy for characters and cardboardlike for zones.
I'd also like to see more animations rigs, so that we can fight enemies that are currently impossible. On the same subject, I'd like to see the ability to fight much larger enemies, starting on the scale of Rularuu and the Super-Meks and going up from there. I see Shiva as being the size of a small moon, for instance.
9. Keep the AT-powerset mechanic
I'd like to see a return of our ATs, but probably with a little combining of classes. I'd probably end with Blasters/Dominators, Controllers, Defenders/Corrupters, Scrappers/Stalkers, MMs, and Tanks/Brutes, with the classes with a / between them combined. This means blasters and dominators would be combined into one class that focuses on blasting with a minor in crowd control (improve blaster secondaries or swap dominators around), defenders and corrupters would be combined as a higher damage defender with scourge, scrappers would have options to either scrap or stalk, and tanks would get the Fury mechanic. -
Quote:Well I did say Rib Cracker style! I just really want that knee attack for my StJ Stalker.That animation time for Rib Cracker is too long to fit in the window.
Not that I wouldn't mind them doing it, but it would need to be sped up a bit to fit and I'm pretty sure that what they're going to do is just play the current animation from 3 seconds into it for each AS since they're not making whole new animations for all of them in i22 (there's no need for normalization to wait if they were making all new animations).
Having it as an alternate animation for Shin Kick would also work. -
Quote:Sadly unable to use those combo's out of hide is only one of my problems with DB for Stalkers.My name is Scirion, and I approve of this suggestion.
In fact, I endorse it. I would even donate to the cause of getting it put in the game.
That said, I also approve of the removal of the interrupt outside of Hide. Why?
Play Dual Blades. No, really. Go ahead, try it. I'll wait here. *waits 10 minutes* Alright, now that you've had a chance to try Dual Blades, did you notice something? One combo (arguably, the best combo, Sweep) requires Build Up AND Assassin's Strike. A second one (Power Up - Or is it Empower?) requires both of those and Placate. Having a power critical to TWO of your combos (the main draw to playing Dual Blades to me, outside of very speedy damage output, while still being kind of flashy) being effectively locked out when not Hidden really kinda sucks, y'know?
I'd go on, but our ITF just filled, and I'm bringing a Dual Blades Stalker. >.>
The other is the lack of the awesome animation of Typhoon's Edge. I really never cared for 1k Cuts animation. But TE and Vengeful Slice, those are my favorite animations in the set. -
You have a point Uber! But I think a lot of what people have in ideas for CoH 2.0 is basically taking CoH as it is, and giving it a facelift, when that likely wouldn't be what happens at all.
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Quote:I'm not the one calling him a mary sueStatesman isn't beloved by ALL. He's called on his choices which are less than stellar by his teammates. The man makes mistakes and isn't infallible, which is why he (and Superman, for the record) are NOT Marty Stu characters. Having unlimited power alone doesn't make a character a Mary Sue, it just makes them more complicated to write well.
If you want a good example of a Mary Sue, look at Bella from Twilight. It's the fact that she gets away with everything and no one even calls her on her actions that makes her such. Fallibility is a major contributor towards or away from Sue-dom.
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For the neck problem...there's a reason why 99% of the costumes I make have the spiked collar on them.
But generally, I've prefered the look of CoH's chaarcters over the competitions! Our characters look like they should be a comic book.
You hear the complaints "Oh they look dated" "Oh look at the shiney awesomeness of this new competition" and yet, look how the competition is failing.
Maybe if they're artwork looked like a comicbook, it'd suck less
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Quote:So, Statesman with his own mental issues, isn't a Mary Sue. As everyone's seemed to agree that having lived so long, seen so many die, has effected his mental state.Except that Mary Sue isn't limited to female characters, it can present as either gender. Regardless, if a Mary Sue is written well and complex, it can still be a great character (evidenced by Batman)...though by that point it's hardly a Mary Sue anymore. Most people when referring to Mary Sue, usually infer that the character has no mental issues and is just perfect, when there's no reason to expect them to be. Honestly, unless a character is CHEATING in CoH and never takes defeat or even damage, the character's not a Mary Sue. :P (...unless the player insists those defeats aren't real or something, and then that's just...lame.)
Not to mention Statesman himself has made mistakes, or he wouldn't have adjusted his tactics. -
Quote:So, that's okay, but the Longbow taking on villains who do just that...isn't?Well we all know how well Batman keeps the murder rate in Gotham down by ki--
Oh wait.
I'm sorry, but if a villain continuously goes off and does terrible horrible things after you defeat and incarcerate them for a period of time, maybe it's about time you solved the problem permanently. I don't know about you but if a guy has a track record of stabbing people in the throat after 'rehabilitation' I'd have put him down by murder number five. -
Quote:I used to worry about the whole Mary Sue concept when it came to my characters, then I read this and couldn't help but agree.I'm not doing anything of the sort. I hate Statesman for the same reason I hate Superman: The characters take the Mary Sue power, run with it, and do little to nothing until they get over their own moral conflict. 'Screw all those people who could use saving or reassurance right now, I need to yell at someone/storm around about someone who died.' You're a damn superhero. By virtue of your choice to be one you've sworn to protect the people first and foremost. Grieving comes later if there's a crisis on the line, whether you want it to work that way or not.
Might wanna read into that a little more.
And then as a player on Virtue, I've heard people talk about Mary Sues, only to find they say they're against the concept, but damn if they didn't roll up what they say they're against all the time.
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Quote:Different dimension. There's nothing saying she can't send her group into a different dimension.When has she sent heroes over?
When you have Praetorians going "Damn, these dudes are hardcore, arresting people with flamethrowers." and having a legitimate point your organization has issues.
Flamethrowers...when did those become worse than the many Fire Blasting/Fire Melee types that seem to be a common power amongst hero/villains?
Not to mention it's already said the enemies (on either side) are able to take the beating one can dish out and still walk away.
At least, of equal level, I don't see those flamethrowers 1 shotting anyone. -
Oh, another thing they could do with a CoH 2.0 is combine some of/change some of the ATs.
Brutes and Tankers become one. Lower damage mod, but with Fury/Bruising.
Scrappers become the ST DPS with the ability to choose between becoming like a Scrapper is now, or a Stalker.
Blasters lose the Manipulation aspect and gain Defense Secondaries. While they're ST is good, they become more about taking out mass smaller enemies. Less ST DPS than a Scrapper, but AOEness of yumminess.
Defenders/Corr's become one! I'd likely go with the idea that Blasts are secondary, but they now have Scourge.
And other changes like this, to basically consolodate the ATs. -
Quote:What I think you're forgetting about the one with the huge IP behind it, is that it was setup to be a console game as well. I think that ruined it a lot for potetial costumers, and showed that trying to get the console gamer was a mistake.All CoH 2 will do is spread the existing player base across 2 games without bringing in many extras. There just doesn't seem to be enough interest in super hero MMOs to support a lot of them. Just look at how 'great' other more recent super hero MMOs are doing. Even the one that had a huge IP behind it isn't really succesful. CoH 2 wouldn't even have that.
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I see...this is the way to make that single slot power you had to grab, like Boxing, and move that slot to another power, basically, turning that worthless power into an extra enhancement slot!
Also handy for those secondary powers you have to grab, but have no plan to use after the fact.
Really, I'm not sure this is a good idea. -
If CoH 2.0 means a couple of huge cities that aren't sectioned off, and powers are worked a bit better and can still have awesome art style (I love CoH's current art style, while many might say it's dated)...and little tweaks to powers....Im all for it!
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Havent read a Sherlock Holmes novel in FOREVER...but enjoyed the movie
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When I'm not doing my silly "solo AVs without Inspiration usage" of course!
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Taking it at level 49 myself, purely for concept...along with Shuriken (concept and set mule)...^_^
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Dear Devs, please make the shortened Assassin Strike animation for Street Justice be a Rib Cracker style attack!

Thank you for reading! -
Quote:RI is part of the UN? Last I knew it wasn't. Not to mention Arachnos many incursions into the US. What law is she breaking exactly by sending over heroes to the Rogue Isles, especially considering most of the villains there were broken out of the Zig and taken to the Isles.She's never been held accountable for the BLATANT illegal invasion of the Rogue Isles by her Longbow mercenaries.
Also, her attempted "take-over" of Vanguard duties in the RWZ. Considering Vanguard is sanctioned by the UN and as far as I know Longbow is NOT- in the eyes of international law she and LB aren't that different from Arachnos. -
Quote:What laws is she breaking exactly?Personally I'm hoping Ms. Liberty finally goes off the rails and goes true Vigillante- she's teteering over the edge now. Have her removed as the Atlas Trainer, and set up BaB as the Trainer and the STF contact.
(Then add some hero Tip missions so I can hunt her holier-than-thou arrogant law-breaking *** down and toss her in the Zig!
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Also, I wouldn't mind the animations be ported around to a lot of the other sets either.
Energy Melee for instance! Those moves but with glowing fists and/or feet! -
Quote:The problem actually lies in with the perception of the players who'd feel they're gimping themselves if they don't pull off the best order of the powers.Well, if you look at the idea I posted, this combo system is completely free-form. There'd be no reason for orange-ringed powers, or powers gated by the use of a number of previous powers, or effects for that matter.
The player gets to decide what their chain is and thus, what secondary effect they'd like to continue at the end of that chain, which is on the third attack.
Personally, I think MA doesn't need the combos, and is just fine as is, in terms of how the set works.
What it could use is the ability to slot -Defense Debuff Enhancements in Crippling Axe Kick (it has -Def but no ability to slot that yummy -Resist Proc), and alternate animations.
The things that I love about StJ is Spinning Strike and Rib Cracker. If they'd just allow the sets to share animations as proposed in the other suggstion thread (with animation times of the new animations to fit within the already establish animation times of course)...the difference in my choice would come down to which effects I want or do I want to deal with the combo system or not?
What that suggestion would also do is vary up the fighting styles of so many StJ & MA toons it would be great! -
By answering some questions!

How much does Time Crawl's -Regen help in increasing DPS?
If I can pull off roughly 80DPS with a /DP Defender, how much will Time Crawl help in increasing the the DPS on a target? -
Quote:Damage, same as Corrs. No Scourge. The extra damage is made up for by getting a small amount of Mez Protection.Not to sound like I'm on a high horse but...alot of you guys' ideas are just...bad. I mean, pairing shields/mez protection with the melee set? Come on...Just outright giving them mez protection as an inherent? No sacrifice needed? *shakes head*
Here's some questions for you:
-How much damage will this AT be capable of? Less than a Tanker?
-You think this AT should have every tool to support a team that a Defender or Corruptor has?
--The above answers might paint yourself into a corner. If the damage is less, how do you expect the AT to survive in melee for any viable amount of time to defeat regular foes?
--If it does more dmg, how can you justify giving them all the tools to aid a team AND mez protection?
--Downgrade the support powers? Then how do you even survive in a team situation at all if you can't rely on your mitigative powers?
-You do realize there are sets that work counter to melee, correct? Force Field has 2 powers, one being its tier 9, that practically eliminates melee for you. The bread and butter of mitigation for Storm is in Hurricane, a -ToHit repel aura.
-You do also realize support sets are balanced vastly different, yes? You can't plop empathy in the hands of a melee focused character and expect it to perform well...or Sonic. Heck, even Kinetic is primarily support and has dang near nil for mitigation for the caster.
There's a lot to be considered here that no one is bothering to address...
Personally, Im not even thinking of replacing any of the melee attacks with shields, that can be obtained in an Epic pool. I'd say their defenses would be the buffs/debuffs that come with the buff/debuff set.
Obviously some sets will be nicer to the meleer than others. I'd probably not even bother giving them Trick Arrow. -
Please make it so we can email these to ourselves!
