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Posts
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Quote:maybe we will get a real live pvp server. world pvp anyone? better yet, pre-i13 world pvp. in my opinion, if that hasn't been considered and/or addressed with Going Rogue it would be a critical failing on the part of the developers.So I'll just throw in some random speculation in here because I feel like that AND YOU CANNOT STOP ME.
So remember how with, I think Issue 13, missions suddenly got Hero and Villain tags? By now it's pretty obvious they added that for Going Rogue stuffs.
So Paragon City has only heroic and neutral missions, the Rogue Isles have only villainous and neutral missions, the Rikti War Zone has only neutral missions, and if Cimeroa has heroic and villainous missions, I don't remember if they do, they'd be given by Daedalus and Sister Airlia respectively.
In other words, heroes can't do villainous missions, and villains can't do heroic missions. They simply aren't there for them. How would they be able to, anyway? Pick a purse in Paragon City, and the local hero population will send you to the zig whereas doing anything to improve the morale and living conditions in the Rogue Isles will get you the wrath of Arachnos and probably every enterprising villain around.
So my assumption is that in Praetoria, heroes actually CAN do villainous missions, and villains can do heroic missions. There's probably be a meter or something that'll move up and down depending on how the mission is tagged, and if you do enough missions with the opposite tag, you'll eventually lose access to your previous faction while simultaneously gaining access to your new one.
'course, I might be wrong, but it seems plausible given the information at hand.
hopefully we'll get the IoP system back as well? and hopefully we'll get an expanded base editor along with base raids too........ HOPEFULLY we'll get a deffinitive fix to all the half finished systems that are currently plaguing this once truely awesome mmo....... hopefully. -
/supressclosegfx? i know it's somethin' like that if that is not the exact slash command.
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i am fond of KB personally. but i will say that when i'm playing my dm/sr brute i like to have lots of aggro to keep my fury up. having to chase my aggro is, at times, a bit of a pain. that being said though, i am a proponent of KB all 'n' all. additionally, i think KB would be way super doubly cooler if you could KB npcs into other npcs for additional KB and/or damage. like bowling with hellions! amirite?! amirite?!
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Quote:i can't agree with this line of thought more. i've always like CoV because the ATs were not overly specialized. in my comparitively small amount of time playing other MMOs i've found the style of play painfully slow, CoH included. there are of course exceptions, namely scrappers overall and a couple specific builds of tank and trollers. but in my three years here i am continually shocked by the fact that more people can't seem to get into life in the rogue isles. that's why i am sincerly looking forward to GR. i hope that it is the shot-in-the-arm that CoX needs. i mean, you can lead a horse to water an all............For me and the people I know at least, I think people will be pulling back from the "pure" ATs and focusing more on hybrid ones. We've already seen from the AT analysis that Tanks and Defenders are pretty unpopular ATs. They fulfill specific roles which redside has shown aren't that needed.
People will begin to notice that Corruptors can buff/debuff AND do damage. Brutes can tank AND do damage. The only thing stopping Scrappers from overtaking Tanks right now is their general inability to hold aggro due to the simple fact that they don't taunt.
I still take those ATs along from time to time, but if I had the choice, I'd much rather take a Brute over a Tank and a Corruptor over a Defender. Simple reason being both of those ATs do their job well enough that extra isn't needed. I have 3 Brutes who can handle spawns of 6 to 8 by themselves. If you add in a dash of support, 8 all the way. There's no reason I need to sacrifice damage to have extra inherent survival unless I'm for some reason planning for a team that has no support at all. And as long as Brutes and Corrs are doing tanking/supporting well enough, the other thing they bring is damage. And the best defense is a good offense.
My teams will be filled with Brutes, Scrappers, Corruptors, Controllers, Blasters, Dominators, and VEATs if I can get them. The other ATs will do in a pinch, but I find them to be too specialized to have the same sort of general contribution to a team that the ones I named offer. I'm not trying to claim that all blue ATs will be replaced with red ones, or all red ones will be replaced by blue ones. What I think will happen is that certain ATs, like Tanks, Defenders, and Stalkers will be shown to be too niche-y to be asked for regularly. Though, there will always be people who are stuck in their ways and insist on taking a Granite Tank to do newspapers. -
here is one. it's about a year old so everything was much cheaper then. i've made a couple small changes since this build too, but nothing to significant.
[color:#489AFF]Villain Plan by Mids' Villain Designer 1.601[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
[color:#489AFF]Bashbug pve:[/color][color:#B3CAF7] Level 50 Mutation Brute[/color]
[color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Dark Melee[/color]
[color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Super Reflexes[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fitness[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leaping[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fighting[/color]
[color:#489AFF]Ancillary Pool: [/color][color:#B3CAF7]Soul Mastery[/color]
[color:#489AFF]Villain Profile:[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Shadow Punch[/color]- (A) [color:#7AA4EF]Touch of Death - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (3) [color:#7AA4EF]Touch of Death - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (3) [color:#7AA4EF]Touch of Death - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (5) [color:#7AA4EF]Touch of Death - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (5) [color:#7AA4EF]Touch of Death - [/color][color:#7AA4EF]Damage/Endurance/Recharge[/color]
- (48) [color:#7AA4EF]Touch of Death - [/color][color:#7AA4EF]Chance of Damage(Negative)[/color]
- (A) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (7) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Recharge[/color]
- (7) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (9) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
- (9) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense[/color]
- (11) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance[/color]
- (A) [color:#7AA4EF]Perfect Zinger - [/color][color:#7AA4EF]Chance for Psi Damage[/color]
- (11) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Damage[/color]
- (13) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (13) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (17) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (48) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Chance of Damage(Negative)[/color]
- (A) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (17) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Recharge[/color]
- (19) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (19) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
- (21) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense[/color]
- (21) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance[/color]
- (A) [color:#8BAFF1]Jumping[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (23) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Recharge[/color]
- (23) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (25) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
- (25) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense[/color]
- (27) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance[/color]
- (A) [color:#7AA4EF]Kismet - [/color][color:#7AA4EF]Accuracy +6%[/color]
- (27) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Regenerative Tissue - [/color][color:#7AA4EF]+Regeneration[/color]
- (15) [color:#7AA4EF]Miracle - [/color][color:#7AA4EF]+Recovery[/color]
- (15) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]+Regeneration/+Recovery[/color]
- (A) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Damage[/color]
- (29) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (29) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (31) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (31) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Accuracy/Damage/Endurance/Recharge[/color]
- (50) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Chance for Smashing Damage[/color]
- (A) [color:#8BAFF1]Healing[/color][color:#8BAFF1] IO[/color]
- (31) [color:#7AA4EF]Theft of Essence - [/color][color:#7AA4EF]Healing/Recharge[/color]
- (33) [color:#7AA4EF]Theft of Essence - [/color][color:#7AA4EF]Accuracy/Healing[/color]
- (33) [color:#7AA4EF]Theft of Essence - [/color][color:#7AA4EF]Accuracy/Endurance/Healing[/color]
- (33) [color:#7AA4EF]Theft of Essence - [/color][color:#7AA4EF]Accuracy/Endurance/Recharge[/color]
- (34) [color:#7AA4EF]Theft of Essence - [/color][color:#7AA4EF]Chance for +Endurance[/color]
- (A) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]Chance for +End[/color]
- (34) [color:#8BAFF1]Endurance Modification[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Blessing of the Zephyr - [/color][color:#7AA4EF]Run Speed, Jump, Flight Speed, Range/Endurance[/color]
- (A) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (34) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Recharge[/color]
- (36) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (36) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
- (36) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense[/color]
- (37) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance[/color]
- (A) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (37) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Recharge[/color]
- (37) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (39) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
- (39) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Defense[/color]
- (39) [color:#7AA4EF]Red Fortune - [/color][color:#7AA4EF]Endurance[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Damage[/color]
- (40) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (40) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (40) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (42) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Accuracy/Damage/Endurance/Recharge[/color]
- (42) [color:#7AA4EF]Obliteration - [/color][color:#7AA4EF]Chance for Smashing Damage[/color]
- (A) [color:#7AA4EF]Gravitational Anchor - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (42) [color:#7AA4EF]Gravitational Anchor - [/color][color:#7AA4EF]Accuracy/Immobilize/Recharge[/color]
- (43) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (43) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Accuracy/Endurance/Recharge[/color]
- (43) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Accuracy/Damage/Endurance/Recharge[/color]
- (50) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Chance of Damage(Lethal)[/color]
- (A) [color:#8BAFF1]Run Speed[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Gift of the Ancients - [/color][color:#7AA4EF]Defense[/color]
- (45) [color:#7AA4EF]Gift of the Ancients - [/color][color:#7AA4EF]Run Speed +7.5%[/color]
- (45) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense/Recharge[/color]
- (46) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (46) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense[/color]
- (46) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
- (A) [color:#7AA4EF]Mako's Bite - [/color][color:#7AA4EF]Chance of Damage(Lethal)[/color]
- (A) [color:#7AA4EF]Steadfast Protection - [/color][color:#7AA4EF]Resistance/+Def 3%[/color]
- (45) [color:#7AA4EF]Impervious Skin - [/color][color:#7AA4EF]Status Resistance[/color]
- (A) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense[/color]
- (48) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
- (A) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (50) [color:#7AA4EF]Thunderstrike - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color]- (A) [color:#5EAEFF]Empty[/color]
- (A) [color:#7AA4EF]Unbounded Leap - [/color][color:#7AA4EF]+Stealth[/color]
- (A) [color:#5EAEFF]Empty[/color]
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Quote:Two of my Brutes can handle +2/x8 solo without support. A team with two Tanks should be able to handle stuff without needing someone to have the medicine pool. Bonus points if one of those many melees is Shield.
edit: make sure someone has the medicine pool for the stalker! =) -
Quote:Agreed. Out of tankers, brutes, and scrappers- I think scrappers stack optimally, followed by brutes, and lastly by tankers. If I were building an all melee team (that had to have at least one of each melee AT), I would want 4 scrappers, 2 brutes, 1 tank and 1 stalker.
... hmm, that actually sounds like a really fun team.
that does sound like a really fun team!
just make sure someone has the medicine pool! -
basically, if everyone knew how to play to thier toons strong points there wouldn't be a problem. i do strongly disagree with the OPs assesment of common redside tactics. i've found that people coming from other MMOs -blueside being one of them- have problems with the hybrid nature of the villain ATs. the lines are a little blurred in in the rogue isles seeing as how the ATs, for the most part, are not your run-of-the-mill tank, dps, support.
people come to the redside and expect brutes to be the out-right tanks of the game. or corruptors to be out-right dps toons. that is not so.
after playing villains almost exclusively for close to 3 years now i have to say that i've found more of that type of incoherent blob behaviour blueside. only because there is a higher population blueside, therefore having an increased chance of encountering it. not by any inherhent faults of the game.
i will say that dispari makes some valid points though. why have defenders when you can have corruptors? and why scrappers when you can have brutes? generally speaking of course. -
i never really liked wm/ because the activation times and the animations on the heavy hitting powers are all pretty long. /sr on the other hand is one of my favorites, and i was super pleased when it was finally ported over to villains. defensive sets are uber in my opinion. especially in the pve game.
i have a dm/sr brute that is fully IOed. i played it 1-50 (no PLing) and had a blast. i often out tanked every other brute i teamed with, and that is when i was playing with just regular ol' SOs.
now, my main pve build (*tips hat to dual builds*) is well above the soft cap in melee, ranged and AoE defense. i also have a global recharge of 87% and was able to leave hasten out of my final build as a result. i was kinda dissapointed about that only 'cause i wanted SS in there too, but it wasn't a "must have" by any means.
i would suggest leaving elude out too. i don't use it. i'm biased though, as i never liked those tier 9s that were only good for 2 mins and then left you screwed after they wore off. i don't like having to break in the middle of a scrum and go rest. or pop a third of a tray of insperations just to stay in the action. that's just me though. some people live and die by it, literally.
alternatly, i have demonic aura. it's a great accolade and totally worth the trouble. and basically, it's elude without the horrible side effect of losing all your HP and endo.
as far as acrobatics is concerned, you don't need it. not with practiced brawler. in my build, the fact that i don't have hasten allowns me to keep that on auto-fire. most of the time it's double stacked so i am KBed in extreme cases only, such as numina and/or sister psych on the RSF.
my suggestion as far as power pools are concerned are as follows: fitness, leaping and fighting. fitness with hurdle, health and stamina. leaping with combat jumping and super jumping. fighting with kick (you could put the forced feedback proc in there), tough and weave.
and ghost widow. i love ghost widow's power choices for brutes. it's basically the only one i ever choose for brutes. it's all dark powers which was doubly great for my build cause i had dm/ as my primary and it fit so nicely. and because it has a great secondary effect that works well with /sr. -tohit.
good luck and have fun. hope i helped. -
i want a big-wheel as a travel power. i had a chips big-wheel when i was a kid back in the late '70s and i loved it. you could ride it one of two ways. the traditional way, sitting down -which as everyone knows is totally lame and only for squares- or like a three wheel scooter. one foot on the seat and one used for propulsion. you could do sick-as-hell power slides and spin-outs. but occasionally catch a rock or crack in the sidewalk and face-plant. either way i think it would totally rule and blow CO right back to the stoneage.
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[QUOTE=Fulmens;2157010]Dystrophy: I had fun with my /traps corr and the nerf didn't touch me. I like having a SR blaster, it turns out. I would agree that it's not a high-power set, but whining six months after the fact when there was a bug and procs were triggering, roughly, ten times as much as they should? That's weak.
QUOTE]
fulmens. i couldn't care less about what you have to say. untill the devs decide that i'm over-stepping my forum privledges i will continue to voice my opinion. sooooo, stick around cause it could be a year or five that i'm "whining" about this. troll me as much as you want. but i will not stop on account of you.
i happen to think that your need to say that i'm weak, is weak. i also think you're a fanboi. but that does not mean i'm right. also, i don't think that me posting in a virtual forum, with little to no fear of reprisal, makes me stronge. or you for that matter.
besides, opinions are like A-holes. everyone has one, and all of them stink. -
Quote:well, if melee is what you know, and had fun with in the past, then i'd suggest staying with that. anything else will be a large quantum shift from what you know.I've been looking to level a villain to 50 for a while but haven't been able to find a class that is still fun and able to fight well. I don't want to do another melee class since my last 50 was a scrapper, however, a electic or energy brute sounds fun, but I was leaning more towards a dominator. Any suggestions?
(IMO) in this order from best to least of the best for mms: bots/dark, bots/ff, bots/traps, thugs/pain, thugs/dark. mms are...... captivating and engaging.
corruptors are by far my favorite AT. i'd suggest something with high damage like fire/ or sonic/, ice/ and even energy/. good secondaries are /thermal, /rad and /pain because they will enable you to solo efficiently at higher difficulty levels due to thier PBAoE heals. and buffer/de-buffers are always in high demand for team functions. though i like these primaries as well, if you're looking to get hooked right away, i'd stay away from them initially. and they are: rad/, dark/ and assualt rifle/. rad/ and dark/ are light in front loaded damage but really awesome once you start to play with IO sets and procs and final builds and such. assualt rifle has good single target (ST) damage but is beastly in the AoE department. especially when paired up with secondaries like /kinetics. full auto+fulcrum shift=AWESOME! electric/ is fun but only moderate as far as damage and noticably benificial secondary effects are concerned.
as far as secondaries are concerned? the only one i'd stay away from is /traps. why? because the devs decided it was OPed or broken or somethin' and changed the way poison trap works. you see, people were having fun with it and damage procs and it was on it's way to becoming a popular set. the devs were like "WHOA nelly, we don't want people to have to much fun in this game"........... and beat it with the nerf bat. now, to me, it's a boring and tedious set to try to level. hell, you might like it, i dunno. give it a shot. oh, the tier 9 power is aweful too. not only is it interuptable, but the activation time is like, what, 7-8 minutes.....? compared to everything else (imo), it's blows!
/storm deserves to be mentioned as well. i like it. but as far as the overall perception is concerned. you're better off going with something like /rad. afterall, /storm is like /rad's little mentally disabled cousin. tons of knockback (KB) on all the coolest powers, a mediocer -i'm being generous when i say mediocer too- heal, and the de-buffs are basically weak clones of /rad's. just roll a ?/rad if you're thinking about a /storm corr. no brute or mm will like you on the team if you're a /storm corr that likes to use your coolest powers. you'll be KB-ing spawns and scattering aggroe all over hell, illiciting team posts such as: "STOP WITH THE KB!" or "man KB sucks". sometimes though, it's just fun to be a stinker too. i do, afterall, have a 50 /storm corr lol..... -
[ QUOTE ]
I suggest looking at Dana Massey's column at mmorpg.com "Make The Journey Fun". I don't quite agree with his proposed solution, but his analysis strikes me as pretty accurate.
Also of interest is the column by Sanya Weathers about quest design that he references:
[ QUOTE ]
"Part of leveling quickly means avoiding anything that might require time. Puzzles, word games, and riddles are only acceptable if the answers are already posted in spoilers on fan sites. The hardcore enjoy solving puzzles, but the hardcore arent keeping the servers running. The truly dedicated will alt-tab out to a spoiler site and continue playing, but everyone else will simply quit playing. One anonymous source told me that in a zone with a quest completion rate of around 70%, the sole puzzle quest will have a completion rate of 15%. And it wasnt that high until the answers were on The Brasse and Allakhazam."
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very insightful. and saddening too. even though i will let this one die, that does not mean i have to stop dreaming. those articles just stated that everyone fails and business ruins everything as well as enhances it.
another paradox i find funny though, while looking through this microscope, is that the most vocal people here are the least interested. wierd -
[ QUOTE ]
Occasional mini-games as part of missions? Sure, that I can go along with.
Even a mission tied to the Hellion arsons in Steel Canyon where you actually enter the building with a Fire extinguisher and free trapped people. That I could definitely go along with. If you have Ice based powers you wouldn't even need the extinguisher.
More options on mission types would definitely be cool. There is already a stealth-type mission in one of the RWZ arcs, I forget exactly which one, but it's there.
Adding games just to add games is and will continue to be a bad idea. If it actually has something to do with being a hero or villain, sure. Gambling doesn't fit that bill. Neither does playing pinball in Pocket D.
"Hey, have you seen SuperUltra Guy around lately? He's really been letting his neighborhood go to crap!"
"Nope, haven't seen him, but he has the top 6 scores on the pinball machine in Pocket D!"
So, minigames that relate to what we're supposed to be doing, yes.
Minigames that don't relate to what we're supposed to be doing, and can be found elsewhere online, no.
[/ QUOTE ]
makes perfect sense. -
[ QUOTE ]
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just because no one has found it doesn't mean it's not there.
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It is out there- it's called "Yahoo games".
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i meant a mmo with some type of side game other than what is currently available. this does not mean that i'm unhappy, or unsatisfied with my gaming experience. i just thought my suggestion would be interesting options/alternatives.
[ QUOTE ]
There is zero incentive to port stuff that's already widely available into CoH to appease someone who wants to play SuperCheckers or whatever.
Run the game in a window, open your browser and run CoH and whatever other games you want simultaneously.
Voila, all the 'mini games' you could ever want, zero imposition on the devs limited time and energy.
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what about a type of danger room option in SG bases to pass the time while waiting for friends to come online? what about a chess board where all the pieces are players? or checkers? yes, checkers, as it is. would not be a fun way to pass CoX time. but that is what i'm trying to discuss.
gambling was a suggestion to add incentive. the BM/WW isn't a limited form of gambling already?
shoot me down all you want. that does not mean that just because things like that have failed in the past they will continue to do so. with small minds nothing would ever change. -
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First off, many of the games that you've listed (slots, card games, roulette, card games like poker or blackjack) are illegal in many states and countries around the world. This could cause some problems for NCSoft and for players that live in those countries.
I also believe that the developers taking the time to write the codes to place those games into this one would be a waste of their time. Time they could have spent fixing bugs or giving us more missions, costume items or base items.
If you want to play poker then log off of CoH/V and go to one of those websites and play poker / blackjack / roulette / whatever. That kind of stuff doesn't belong in this game, and if the devs tried to bring it into this game they'd just screw it up anyway.
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not one other thing i mentioned in the OP was a good idea?
[/ QUOTE ]I am trying to be polite, but no. Importing any of these games into this game just does not have any upside, no matter how you look at it.
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i listed potential upside. my suggestions were examples. nothing to set in stone. a fire, so to speak, to get the pot boiling. -
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Quick question - what does the rest of your team do while you're conversing with the Skull. For that manner, what do the rest of the Skulls do while you're conversing with one specific Skull? If the answer is "wait," we have a problem.
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obviously, nothing is not an option. keep the rest of the goons busy? hold up the wall that is getting ready to collapse bringing down the rest of the building while you find a quick way to save all the occupants? i dunno. answer it for yourself. what would you like to do while the team "leader" is conversing? -
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QR-
Suggestions forum is two floors down.
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And if you thought you got hostile replies here, well...
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being a "general discussion" forum i think this fits. -
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being in the service industry for more than half of my life has told me intimatly what people like and dislike. for the sake of your business you have things on your menu that you know from experience will pay the bills. but will all of those people come back, year after year after year? just to eat the same porkchop, mashed potatoes and green beans. some will yes. but in the longterm you will not generate any new costumers because your menu being a succsess in the past will either be copied to hell and back or eventually, though done well, people will want something different.
sure you can maintain the status quo. but that just leaves the door open for someone else to put you out of business. if not today, deffinatly tomorrow.
is it better to try and fail, or to never try at all and maybe be around another year or two? i know what i would do.
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I take issue with your restaurant example. There are many restaurants in America that have existed for a very long time and have not changed a single thing about their menus or even their interior since they opened. Those restaurants are iconic pieces of Americana (or wherever they are). They are landmarks in many cases.
If someone wants the best dang onion rings in my home town they go to the greasy spoon diner a block from my childhood home. They make them fresh, batter and all, and fry them just after you order 'em. If I went back there, and they had "innovated" to a cheaper and more mainstream variety, I would leave and never be back. And you could bet I, and many others, would stop recommending the place to everyone (hey look, by changing they have stopped getting new costumers via word of mouth).
Sometimes people want what they know they will find. Whether that be in a restaurant or in an MMO. CoH/V is a known quantity that does certain things. It is damn good at those things, and if it tried to do something else to capture more people, it would water-down what they do well... and that would be bad.
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your example demonstrates your point. as did mine. and yes, though this train of thought only gets us further from the discussion at hand, there are variables in the resturant business that all contribute to ultimate success or failure. cost of goods, labor pool, consistency, trends, "themes" if you will, location, location, location. the latter of which allows a lot of resturaunt to operate in a bubble. a perfectly safe and un-innovative bubble. but in larger world/international markets like new york, miami, london, chicago, vegas, tokyo, atlanta, singapore, paris and los angeles (to just name a few). those types of resteraunts become the exception, not the rule. what makes those types of places a success? innovation, taking chances and pushing the envelope. i know, first hand. but that does not make those wonderful little places of which you speak bad. it just means that they have found thier nitch. and as previously stated, it is often in isolated instances.
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Also, regarding your last question? Let me re-phrase that for you: Is it better to try something outside of your area of expertise in order to appear money grubbing and fail earning bad press, or to do what you are already good at and lead by example gaining new followers as you innovate based on what you are already doing well? I know what I would do.
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the point of business is to "grub money". and with any of the recent changes has there been a significant increase of subscriptions? have you noticed anything different about the population on the servers? judging from the server selection screen it's "business" as usual. medium load on freedom and virtue and light on all the rest. just the same as when i started 2+ years ago.
with i16 coming up, it's just a catch-up issue. they know that thier competition will have these feature and now it's a rush to keep pace. which only validates my first resturaunt example.
you make valid arguments. but mine are no less so as a result.
and yes, i failed to make a suggestion that appeals to you. -
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What grind?
Seiously. The "grindiness" of a game is a state of mind. I don't look at this game as a "grind" at all, I look at it as a fun means of escapism that allows me to realize a concept for a character I find intriguing. It only becomes a "grind" when you see the rewards and the XP as the "fun." Socializing and seeing what my character can do, and the challenge of keeping a team together in the current post-AE game is half the fun! Occasional RP and base design is also rather enjoyable, not to mention badging and running TFs.
There are a limited number of avenues to procure advancement for a reason: XP and loot should not be the only things in this game that you are looking for. If it is, then IMO, you are doing something wrong.
Therefore, I ask: where is this grind of which you speak?
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then you would not be a benifactor of any of my suggestions. but in my OP i mentioned specifically the grind of which i speak. so i wont again.
all those things are fun. yes, very much so. but, like any other consumer i want more. the devs give us stuff, of which i am thankful, but i started this thread in the hopes of making a few suggestions, getting some feedback, and maybe coming away with a great idea. i thought that would be obvious. /fail -
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to reiterate, this is about options and immersion.
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Sorry I don't see how this idea of yours helps people immerse into roleplaying a super hero/villain.
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slots, card games, roulette, the monkey fight club, races
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Yeah everyone remembers the stories of when Superman and Dr. Doom went to Vegas and hit the casinos.
Playing the slots/roullette/blackjack/poker - doesn't make anyone feel heroic/villainous.
Placing bets on which npc monkey wins a monkey fight isn't heroic or villainous.
The Arson event in Steel Canyon is a mini game that helps players with immersion.
Safeguard/Mayhem Missions help players with immersion.
The Pillbox mini game in RV helps with immersion.
The Bounties in Sirens help with immersion. (There's a warrant/contract out on player x. Go arrest/kill him.)
The Supa Troll Raves is a mini game that helps with immersion.
Hami/Mothership Raids help players feel more heroic/villainous. (They saved the world or demonstrated the destructive power at their command)
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day jobs don't really make me feel more like a hero or villain either. and they're immersive how? you get a reward. and a badge. and a power. so why can't that type of system be implemented with my suggestions?
and there are plenty of situations where super heroes/villains went other places and were still super. does it have to be a casino? no. it could be niagra falls (superman) or the himilayas (batman). or the danger room in the x-mansion.
you are only limited by your imagination. besides, habits, good and bad, learned behaviours and socially imposed restictions and everyday life do have immersive qualities. they key is to find one, two, or four hundred and apply it in a format that will entertain. hence the point of this thread. you will obviously not be entertained by anything i've suggested. and this thread is obviously not speaking to you in the manner i intended.
and all those things that you mentioned are a few great options too.
why not more? -
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Get a second monitor (or second PC even) or play in windowed mode.
Go to St Martial or the D and then play web games on the second monitor.
This could be done socially with friends too - all take your characters to the D, sit around a table and play poker using an existing online poker app.
Not only would it be incredibly similar to having a popup window in CoH, but it would actually be better due to the much wider selection of games available.
This isn't a million miles form the way people extend their in game expereience out of the game already - making web pages or doing offline RP on supergroup forums and so on.
Best of all, no dev time is involved.
As a games programmer, I'm really adamant about the rule that a game should do one or two things well rather than many things poorly. I'd rather precious dev time was spent on things that only they can give us, like bodytype changing, power colourisation, power proliferation, custom difficulty levels and switchign alignments.
Minigames can be outsourced to the rest of the world effectively.
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your suggestions may not work for everyone. for reasons that are to numerous to mention.
add in a badge, the chance for an IO drop or a title or a costume piece and you have incentive. then you have just another option to indulge your clients with. variety is the spice of life.
why can't a dev team do lots of things well?
being in the service industry for more than half of my life has told me intimatly what people like and dislike. for the sake of your business you have things on your menu that you know from experience will pay the bills. but will all of those people come back, year after year after year? just to eat the same porkchop, mashed potatoes and green beans. some will yes. but in the longterm you will not generate any new costumers because your menu being a succsess in the past will either be copied to hell and back or eventually, though done well, people will want something different.
sure you can maintain the status quo. but that just leaves the door open for someone else to put you out of business. if not today, deffinatly tomorrow.
is it better to try and fail, or to never try at all and maybe be around another year or two? i know what i would do. -
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It makes business sense for a game to focus on doing its "thing" as well as it possibly can, not water that core gameplay down by welding on after-market additions. MMOs are about making the grind fun, not providing alternatives.
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just because no one has found it doesn't mean it's not there.
besides, we read on tv already. that's what we're doing right now.
you have valid points, no doubt. but still not a suggestion that could work. just because it hasn't worked in the past does not mean that it will not in the future.
take the pyramids for example. the first pyramids would have worked as intended left as is, bent in the middle. but they were not. thier creators sought to improve till they satisfied all involved. innovate, push ahead, improve. are my suggestions invalid because the forms they had in the past did not work? no.
it can work. no one has found the perfect form yet. that's all. that's why i started the thread.
further, i think, as i'm sure that there are others, that something like my suggestion would be fun. and not take away from the core content. -
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play Grim Fandango?
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no.
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Your loss.
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well, i'll never know.
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do you have a suggestion nether, of something that could potentially work? given your experience you might have some helpful insight.
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Yeah, if you want to play backgammon or Puzzle Pirates or whatever, play that. The structure of MMOs does not accommodate any style of gamplay other than 'the grind' in this or that form- performing actions to trigger various types of reward.
It's like trying to figure a way to make cars fly. You could eventually kludge together a working hybrid, but why bother? Systems already exist to gratify that urge- they're called "airlines".
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that's like saying why build the pyramids. or why go to the moon. or why read a book when you have TV. just sit back and accept what is cause thats what is. don't bother to dream up a better way to travel cause we already have perfectly adaquate transpertation. to hell with innovation.
with that kind of thinking it's a wonder CoX even got to beta.