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anyone got a transcript or a summary of this?
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jsut a thougth but:
if NCSoft *sell* the game then they also sell all the developement and copyrighted systems that were developed for the game, these bits and pieces could already be included in other NCSoft titles so losing the copyright on those would mean having to retrofit their other games or arranging some form of licensing with the new owners to continue using the mechanic/name/code .
did NCSoft say anything about their decision on Licensing the engine?
I should finish by statign that I'm not in any way shape or form a games industry person or a solicitor so I could be compeltely wrong on everything I thought out loud above! -
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While I would be sad to lose some of the alts I have (some since the very start that I still play) , if it meant being able to continue playing this game I'd be able to live with starting them over again (maybe actually selecting the correct combo of powers instead of "sure I'' level up a bit before I make up my mind...level 40...hmmm this secondary jsut doesnt sit right....).
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from now until the end. Perma DXP so we can level up those alts we never got around to playing + kick off all th erandom invasions (Rikti, zombies, halloween doors) and zone events to fire off randomly so everyone gets to have a blast on the way out.
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Successfully used EU code:
3MX6-A5NG-RHAC-VZHH-FWJF -
I dont know if this has been suggested already (I'd be suprised if it weren't)
Maybe there is already a way to do this but if so I cant see it -
I would like to have a way to see some more detail of my characters in teh character selection screen. Not a great level of detail but something like:
Name: Mr. Hero
AT: Blaster
Origin: Natural
Primary: Assault Rifle
Secondary: Devices
level: 50 +1
XP to next level: 1
Incarnate abilities:
slot: Tier:
Aplha 4
Judgement 1
Destiny 75%
badges: 205 of 500
Time offline: 3 Days
Supergroup: The Normals
Alignment: Hero (affirmed) 6/10 Heroic
Inf: 61,000,000
This would, imho, make it much much easier to see what alt best meets the situation you are logging into. for example, to play an iTrial I could see easily which ALT has Alpha sloted, for magisterium trial I can see if Destiny and Lore are unlocked, to do tip missions I can see which one is already on the path
Not a huge improvement and not a deal breaker if it doesnt happen but it would be nice if it did.
The details could be shown to the top right of the character preview image like a stat report. -
1. cut endurance for <20 characters
While I can see the reason for this suggestion and I appreciate the argument that having to rest isnt fun I dotn agree that the endurance costs need to be cut. Especialyl because once a player hits level 21 their endurance consumption is suddenly 200% what it was up to then, which means requiring a re-jig of the character make-up either active toggles, or enhancement slotting or even not using certian powers together anymore. So the character would hit 20 and then drop in power?
an alternative could be:
leave it as is and let players learn as they go. <--my preferred solution
introduce two new modes, "conservative" and "overburn": conservative mode lets a character save endurance by reducing the effect their powers have (lower durations, less damage, lower mag/duration secondaries) and the opposite for overburn.
2. cut end costs in half and remove animations for powers that miss:
I dont understand the reasoning behind this. The endurance cost is paid up front. its how you decide if its worth using a power or not. sure, an end discount would be a bonus but that wouldnt be offset by the disappointment of missing
removing animations....how about the notification of hit or miss is delayed until the animation finishes? I do agree though, it is frustrating to miss and then have to sit through the motions of sands of mu / shadow maul but before I click the power I know that its a lengthy animation and I know it'll cost endurance and so, I choose to take that risk.
3. Guitar-hero mez break
ehhhh...no. Mez is mez. Why should my character be held longer than your equally built character just because I cant type as fast or I dotn want to risk knocking something over...
If you're perma mezzed and you find it happens enough to wish there was a magical de-mez key, then its your lucky day, there is! power choice and slotting can help reduce mez durations and increase defenses. If you *choose* to not slot with mez mitigation in mind and instead opt to do more damage or reduce endurance costs then thats your choice and you have to live with it, or find a team with a helpful defender
I do think it shoud be easier for defenders to remove or reduce mez effects on team mates but thats a different kettle of monkeys.
also, how are the random keys delivered? I'm pretty sure someone could writ e a macro to detect character status effects and listen for Mezzes then listen for the key sequence and input them instantly thus making that character immune to all mez effects! A lot of trouble to go to? yes, but to some it would be worth it and it only takes one person to come up with the macro and share it for the damage to become widescale.
4. no more unresistable / indefensible damage types
have to agree with your points on this. If you build a character thats designed to be the perfect martial artist that doesnt get hit because of his incredible reflexes then you should not get your build completely bypassed because of a game mechanic that does not make sense. All damage has a type (except for Dev damage).
so take away non-typed damage and compensate the AV/GM in some other , non-immersion-breaking way like:
Big robot loses untyped energy canon attack. Gains, targetting laser that buffs to-hit + cannon does more than one type of damage and/or built in analyse weakness power based on teh fact htat they've been gathering data on your character as the missions have progressed allowing them to test your defenses and arm themselves with appropriate firepower to counteract your strengths. Web grenades to remove your super mobility followed by poinonous darts that cause slow + toxic DoT (unresisted because while your toon may have high defense thats just been negated by the web granade, he doesnt have high resistance to internal toxins that have already hit him).
Imho: just doing away with untyped damage is not good enough as it would make the game too easy. More intelligent enemies would balance things up nicely
I like CoH becauseof its PvE non-twitch based mechanics. I also like the battlefield series because of its twitch based PvP mechanics. That doesnt make me inept at CoH, it just means different strokes for different foks(I would like to see some form of hybrid of the standard CoH and the twitch-based PvP game mechanic used for PvP in City of heroes but I've posted on that before and it didnt get a warm welcome from the community so I'll keep quiet on that one
).
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option:
play a redside villain takign part in the defense of rogue isles against Mako
OR
play a coralax warden or sentinel or something with a set powerset and attack redside. On death, get assigned a new, random, creature to play.
Boss/EB level player monsters have a "summon" ability to spawn in new lieutenants and minions to keep the fodder flowing -
Thanks for the info Freitag.
For what its worth, I enjoyed the event on defiant, especially the punningsoooo many fish jokes to be made!
Now, I enjoyed the event...but it was very very chaotic and haphazard and , your explaination of how it works in the background shows why this is so. Fair enough, I have to say thank you very much for all the time and effort you and the other Devs put into providing events like this for us players.
was this the bestest event I ever played?
honestly? no. That would be the end invasion of redside beta when we fought off freedom phalanx and longbowI remember dying happy that I managed to ignore all other mobs, survive the lag and land one solid punch on States before I faceplanted...
But I realise not all events can be like that and a lot of what makes CoH what it is , is the players you play alongside. So, despite what you admit can be "samey" content, the event was, for me great fun.
Rather than just make yet another comment on the event without offering something in return, here's how I would have liked the event to go and yes, I realise that it more than likely would not be possible because of technical issues but I hope it gives someone some degree of inspiration for something in the future
Quote:yeah yeah, I know, never could happen but hopefully it will give an idea of what, for me, would be a perfect event and will serve as better feedback than "that was boring" or "that sucked!"Blueside Event for captain Mako week:
all week, random coralax spawns along coastal city zones.
First 20 minutes:
tier 1: invasion hits Independance port, Lusca attacks the ship statesman is usually on, coralax attack the hospital as a diversionary tactic. if the hospital (or rather a glowy near the hospital) is destroyed, the coralax swing round to join in the assault on the ship. If the ship is destroyed,no badge is awarded for this section. (Lusca is constantly re-growing tentacles and the head only becomes targettable once the 15 minute timer expires)
5 minute break to allow for mopping up and insp stocking
second 20 minutes:
tier 2: Striga Longbow base is attacked
Arachnos subs surface and launch missiles at the longbow base on striga while Mako's coralax attack the base defenses, sendign in coralax constructs to soften up the enemy. Maybe a giant Coralax "living reef" with huge regen capability is waded ashore to cause a breach. Heroes have to stop the GM, Knock the missiles out of the sky before they destroy several glowy targets, protect the targets from the coralax. If stage one was failed, then the enemy forces also include mako ground troops spreading out from the smuggler ship.
end of 20 mins: if any glowies survive its off to tier 3. Otherwise the subs submerge once more and the heroes are left to deal with the GM.
5 minute break
3rd 20 minutes:
Assault on Portal Corp:
Mako floods the underground systems using his footholds in striga and IP, forcing the hydra out into Peregrine Island. In the chaos, he sends "runners" to portal Corp to set up a device. The heroes have to stop the device form beign constructed while defeating the Hydra wandering the streets and the Devouring Earth that hang around Portal Corp, enemies: Kraken GMs and Hydra heads. If stage 2 successfully destroyed the glowies then the subs reappear and move around PI coastline targetting heroes at random with long range AoE missiles.
5 min break
4th 20 minutes
Mako makes a deal with the Shaper and gets him to summon an aspect of leviathan to attack his ultimate goal. Ouroboros. If he can secure that, then he can spread his destruction and chaos everywhere and everywhen.
The Leviathan is a Huuuuuuuuge area of blackness, under the water that sends tentacles up to drag Oruo down into the water below. The tentacles are summoned by rituals being performed on the floating islands around Ouro. Disrupting a ceremony requires defeating the AV Priest running each one within a certain timeframe of each other. Each ceremony disrupted will slow the tentacle spawn (and the descent of the Ouro platform..which isnt actually descending, it just has a finite timer, or uses "height" as life points) , the tentacles can also be defeated using melee from the Ouro platform where they have attached (along with smaller more attacky tentacles) , defeating the tentacles also slows the descent but only disrupting the rituals will stop the invasion.
If stage one was failed: mako also portals in his foot soldiers to the islands.
if stage 2 was failed: he has access to longbow fliers to patrol the area between the islands and the platform
if stage 3 was failed: Kraken and other hydra GMs are portalled to the islands.
Tier 5: Mako triumphant or Vengeful Mako
having dragged Ouro down, Mako has disrupted the defenses around the crystal of Ice and Fire. He portals in and starts to make for it to claim its power for himself and allow him to travel through time without the need for a fixed portal. The heroes have to stop him before he reaches the pillar. All outlying forces join mako in the assault.
or
unable to drag the platform down, Mako ports in and decides he'll do it himself. Fight to defend the crystal.
If Mako wins and manages to get to the crystal, have a cut scene where Mako threatens to use the crystal to travel through time and space destroying everything he finds and establishing his dominance over Paragon, The Rogue Isles and the world! At this, the menders who have done absolutely nothing to help or hinder either side, step forward and warn Mako not to attempt to use the crystal, Mako sneers at them and the Menders give a hint of a smile... Mako turns to the crystal just as three more Makos step out of it, one with recluse-like arms, a second with a devouring earth quality to him, and a third, armoured like Black Scorpion... Mako sees these alternate copies of himself and loses it screaming "No! Its all mine! I took it! I wont share it! you wont take it away from me!" and charges the three Mako-nates pushing them back into the crystal's glow. The crystal flares and the silhouette of the four Mako's fighting can be seen and then the screen fills with light. The light fades and Ouro is back where it was as if nothing happened.
invasion? what invasion?
a set 80 + 15 minute invasion (possibly more for the ending bits and the ouro fight) with time for an after party and maybe some badgey goodness (total of five badges on offer, one for each tier with a fifth for successfully stopping Makos plans at all Tiers). Some questions opened for speculation: did the menders know what would happen with the other Makos? what time/dimension are the alternates from? -
Quote:Exactly the same issue with the RIFTS Glitterboy. actually the "swarm" is the reason for the existence of PBAoE powers in the offensive set, just to help clear space and buy time for the Power Armour to uproot and move elsewhere.That actually IS a factor in Space Marine, which is my source of inspiration. A "braced" heavy weapons guy has a firing arc of about 45 degrees. Trying to shoot past this causes the character to start turning around veeery slowly. A full turn takes around 2 or 3 seconds of shuffling in place. It's not a big deal when you've picked a decent spot to "hole up" and either enemies are only coming from one direction or you have someone to cover your back, but when you start getting swarmed, you're pretty much SOL. About the only thing that makes sense is to uproot, stomp in place, run away, toss a stun grenade and brace again farther away from the enemies who mobbed you, so that now they're all relatively within 45 degrees of where you are.
Honestly, I cant see the AT ever being playable solo. You come across something big enough to warrant rooting and its going to be big enough to flatten you. You dont root and you're underpowered and have a tough time with even con spawns...unless you root... its very much a case of needing to be the one doing the ambushing and not the other way round.
Quote:I'm not sure this can work in City of Heroes, though, not if we want to reuse our existing powersets. The reason for this is most action games give you trash critters that you can usually shred in a couple of shots of auto fire, meaning you can mow them down in groups. Unless your set is all AoE, that's really not going to happen in this game, just because our attacks are slower and most of our critters don't go down in a single shot outside of corner cases. I'm actually starting to see flaws in this design in general, since critters in City of Heroes will basically swarm you and you'll end up fighting most of your fights in melee anyway.
Again, this was the reason for there only being 2 single target attacks in the suggested power list. everything else is designed for large mobs of even con.
While I agree that its very unlikely to see an AT of this type in the game (I dont think i would enjoy playing a toon that has to shuffle, stop, fire, shuffle, stop, fire and literally sit there while all my team mates zip about to achieve best position or break line of sight) , It's a fun thought-experiment and you never know, it might actually produce a post from someone that might be useful elsewhere -
Quote:as soon as I read this I thought "Glitterboy" from RIFTSthis game actually had quite a few examples of nearly a decade ago - self-rooting. Now, back in the day, it was Tankers who self-rooted as their sole source of status protection, but
I agree, to work the "tank" would have to be immobile to offset the benefits of the tankmage imbalance.
However, I wouldnt just go immobile, I would:
1. the power armour doesnt just root, it locks. no turning without resetting the "lock" - takes time too unlock and re-lock.
2. All powers would then only fire within a firing arc aside from a minor blast powers that does normal damage *BUT* each time it is used it drains a charge.
3. Charges are generated while rooted at a rate of one charge per X seconds.
4. the tankmage's primary assault weapon does ticks of damage like full auto but it only does 1 tick of damage per charge built up (same for all primary weapon attacks be they chest laster or arm cannon or backpack rocket launcher).
5. when not rooted, as you say, they can use attacks but with lower damage and they cannot use any attacks that require charges
6. rooting disables all travel powers, including teleport. additionally, a rooted tankmage is immune to teleportation even by allies. A rooted tankmage is also immune to KB
a brief idea of powers:
Primary powerset:
Power armour Defensive:
1. Armour: +RES (All but Psi, elec, toxic, dark) (auto)
2. Internal Systems: + Res ( KB, stun, hold, acc debuff) (auto)
3. Rooting self immob, disables TP, self + KB prot, builds charge, -DEF (all except mez protection - the tankmage can resist damage but the lack of mobility makes them an easy target) (toggle) , activation time: 10 secs, deactivation time 5 secs, recharge, 15 secs. recharge cannot be changed.
4. Insulated Systems: + Res (elec, toxic, energy, fire, cold) (auto)
5. Life Support: self heal (+HP over time, 1 tick + 1 charge per tick) (toggle, recharge long),
6. Improved armour: +Res (smashing, lethal) (auto)
7. Ablative Armour: self +Absorb , (click) recharge long
8. Reboot: self resurrect (click)
9. Shields!: Self only affecting self, Immune to all external effects including ally heals/buffs etc. (like return to battle) (toggle, 2 charge per X seconds)
Powersuit : Offensive
1. weapon system: range close, damage low, recharge: fast
1. weapon system (ROOTED): range: medium, damage moderate, recharge: fast cost: 1 charge
2. Explosive: Ranged Targetted AoE: range medium, damage moderate recharge : medium
2. Explosive (Rooted): TAoE: range medium, damage high, recharge medium, cost 1 tick
3. Scattergun: Cone, range short: damage medium, recharge: medium
3. scattergun (Rooted): cone, range short, damage: high, recharge: fast
4. Discharge: PBAoE foe disorient requires ticks to activate, click power (a burst of energy/sound/light/ from the suit) range short, low DoT, foe disorient, foe -ACC, -DMG , Cost: 2 ticks
5. Snipe: range: long, damage: extreme, recharge: long
5. snipe Rooted: range: long, damage extreme, recharge long, rooted gives +ACC, cost 1 tick
6. Flamer/Acid spray/ poison gas: range: short (cone), damage: High DoT, recharge: medium (3 ticks)
6. Flamer (Rooted): range: short (cone), damage: Extreme DoT, recharge: medium, does 3 ticks of damage per charge (toggle attack) (attacks again per tick)
7. Seismic shock: the power armour fires off their rooting mechanism but doesnt fully engage resulting in a PBAoE shockwave, foe Knockdown, chance to stun, Rooted requires a full cycle to reset (30 seconds), high endurance cost, chance of damage to self (?)
8. Cannon: primary weapon, can only be fired while rooted: ranged: Cone, damage: High, recharge: Long, fires once per charge stored
9. Omega Maneauver: The powersuit pilot overloads the suit in an effort to ensure that if he goes, everything else goes with him. PBAoE, Damage: Extreme, Recharge: very long, Rooting disabled 5 minutes while system is repaired.
As can be seen these are just approximations of powers and not meant as a serious suggestion of what they would look like (it is a theoretical exercise after all, I am aware that a lot of tweaking would be required).
anyway, thats how I'd see a Power Suit tankmage working. Maybe with some options on damage type taken at power selection, with an ammo change power like DP or as part of the power set selection.
The powersets could possibly work like SoA power trees with a base package and then branches to allow for ranged/ crowd control / melee specialisations with defensive options to complement them (like a shield power-group to go along with crowd control or melee).
thanks for posting the thread Samthat was fun
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I do think the DFB gives way too much XP to just be a tutorial mission. Its a shortcut past the lower levels for new alts.
I dont think it should be repeatable unless you're just playing it for the badges. If its a tutorial, then it should be played once only, so give a completion badge that means you either dont earn XP if you play it again or you earn less XP (half?), then give a second badge that reduces XP further until Xp received during DFB = 0
having said that, I like the DFB. As a 7+ year player, its nice to be able to skip past the lower level quickly. Though I do still like to put new powersets and some experimental toons through the lower level story lines to get a better feel for them, I can see how this would be annoying to other experienced players, there's only so many times you can play the same story line before you start to think "if only there was a way to skip past this bit!"...and there is! the DFB.
Farming & PL: its always going to be part of the game. always. it always has been and imho always will be. There will always be someone that wants a shortcut or to tak ethe easy way. Good for them, hope they enjoy it. I like the sense of achievement when I hit 50 in a toon even if that takes a long time (and I've had a few toons since I started. my favourite being an emp/archery fender who finally hit 50 earlier this year and is now hyprid slotted). I'm not bothered by those that hit 50 with no badges, I am bothered by those that lord their "l33tness" over others because they can hit 50 in an hour. thats not what I consider skill and its not what I consider having fun playing the game (I did it once with a fire/fire tank and I deleted the toon shortly afterwards, I just had no connection at all with it. I really didnt care what happened to it. Unfortunately I have another fire/fire tank created before the PL one and I dont enjoy playing that alt much anymore so he just sits there getting dusty. I think PLing actually spoiled the idea of the powerset combo for me - others might not be affected that way though and they pay to play, or freeplay like everyone else so they should be catered for too).
DFB isnt an abomination imho. it may be to some and maybe some players have a "purity" mentality - "things were harder in my day, I levelled toons by hand! none of this patrol XP malarky or DFB codswallopp. Blood! tears! sweat! insomnia! failed marriages! thats what getting to level 20 took and then the game got tough!" - and maybe we need a way to cater for them (can you turn off patrol XP?). Perhaps a form of "hardcore" gamer. Get defeated and you lose all XP back to the beginning of the level? Insta-toon delete for the insane ones? Lose all slotted enhancements or a randome enhancement as it gets broken somehow? pick and mix from the above?
I'd like to see a non-PL way to hit 50 fast/ish (non-grindy repeat). Maybe a set of 10 -15 DFB type events that string together giving an alternate storyline, perhaps a bit more global than Paragon city, maybe interdimensional beyond praetoria, perhaps more Rikti/shivan in story? or maybe Vanguard oriented like the Soldier of Arachnos arcs but without the breaks in the XP track. (do SoA stuff, go do random other stuff, come back to continue SoA stuff, if getting my name on the list makes me powerful enough to do X or Y then make me of an appropriate level to do X or Y by the end of the mission, dont punish me for using stealth to complete my tasks, make using stealth a challenge - click-open guarded doors, surveillance cameras that need to be taken out before they negate my stealth etc.)
I'd also like to see a DFB that can be soloed. Like it or not, not everyone Teams. The game may be geared toward groups but soloing is an option and so should be properly catered for. Maybe a 1-50 path based entirely on your origin (something I dont think is made enough of) and tailored to your strengths in your AT choice. (I'm a magical hero with the ability to control others, of course I shall fend off that army of mez-immune EBs!...on second thought, let Igor the magical tank do that mission). I remember almost giving up on my AR/Elec blaster because he was stuck on a CoT arc where a map full of spirits were immune to my primarily S/L damage type. (no dropping missins then or autocompleting them)
So, no, not an abomination but not a finished product imho, its a good start but needs to be developed further. -
me likes free stuff (honest, I have a drawer full of notebooks and pens from conventions and training courses
). Free dual insp? cool. that might come in handy sometime. better than a PIFOIP (punch-in-face-over-internet-protocol) or a deletion of all toons and still a +1 on business as usual.
I think some players need to manage their expectations a little bit better. They saw "FREE SUPRISE!" and read "FREE MOON!" and then felt bitter about being lied to...the only person lying to you is yourself. No-one forces you to click, if you're going to feel more angry than happy when you discover that it isnt something mind boggling then I would suggest that you resist accepting anything free in favour of maintaining your enjoyment of the game. -
a quick update. I shutdown the PC (not restart, shutdown) and left it off for a few minutes then tried again. It downloaded a 1.6gb file and now is working happily. (there was still a client.chksum file in teh folder when I ran the repair the last time).
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not intending ot hijack a thread but I'm having the exact same issue.
system: windows 7 64bit (fully patched as of this morning)
ram: 8gb
graphics card is up to date (updated drivers last month for BF3)
it came up that a crash was detected (no there wasnt, well, there was a graphic card hang but the game repaired and played fine after that on Monday). Now it just tells me to run the repair. Did this (many times), moved the .chksum files out of the folder and ran it again . same issue though it did create a new checksum file so it definitely has write permissions and there was a .chksum.patched file in there that has not been recreated. it looks like it was created when I ran the updater first).
One thing that is a bit weird. NCsoft launcher said it wasnt running with admin priviledges and would I liek it to. I said yes. This only happened after the patch. up to now that has never been a problem that needed a setting. -
I like this idea too.
Its a small thing and I know we can do them through text documents but an in game editor/organiser would be great. I dont use binds much mainly because I'm incredibly lazy but I can see players being reluctant to drop a text doc into their game folder or possibly being unable to if the game is installed on the C: drive of a win7 system and the user isnt able to adopt admin rights through UAC.
to me, its not a huge deal and I wouldnt ragequit if it doesnt get implemented but it would be nice if it was there -
hmmmm or you could make it a PvP event...
a light appears at random (once every 1-360 hours) in RV and the first X number of toons into the light get a reincarnation token (non-tradable/sellable locked to that toon only)
the light teleports randomly around the level at random intervals (1-5 minutes) for a random duration (10 minutes - 10 hours)
the first X (where X is a random number between 1 and 10) toons that enter the light get the token and targetting the light lets you see how many have already been awarded so the higher the number gets the more chance that someone will stab you in the back to take your place
or, you could run a whole Logans run mass melee affair!
(the above is just joking...but could be fun!)
I, personally, disagree with havign the option for sale in any shop or store as it would either be so cheap that it is commonplace and nothing special or insanely expensive so that only those who speculate the market or farm could ever afford it.
I think its something that should be earned. In game.
I posted an idea before for an "ultimate sacrifice" - a task force or trial zone where the medical teleport facility was not an option and you either self rezzed or had a team mate do it for you. Death on the TF meant perma-death for the toon (with a nice bonus of having your name carved somewhere in-game). I never considered what could happen if the players survived the event.... reincarnation makes a lot of senseand you have to risk "death" to achieve it!
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I think there should be a delineation between content that can be bought and content that should be earned through play.
I can see the reason why Roman armour should be a purchasable costume set but I dont think it should be the same as the ITF completion set.
Invention costume pack: not sure about this. perhaps the invention costume piece should remain but give a free tailor token to cover the costume piece being slotted (eg: burnt wings give a free token to allow the toon to change to burnt wings from an existing back detail or add burnt wings to their costume). But then agian, its an invention so I would agree that it could be purachasable but they should be individual items per character and not account , just like the invention piece.
3. no. must be earned through gameplay. Certainly have a weapon pack to allow weapn styles, just not the same ones as the badges give.
4. again, no. they should be earned through gameplay.
make everything purchasable and you can have a kid with a parent's credit card walk around with everything a player took teh time to earn and the kid would have it from the start on *every* toon! there'd be killings! -
I read the opening post and thought "sounds good to me!" right up until I read the psot saying that the buff would effectively punish players that dont decide to reincarnate.
Perhaps lose the buff but instead give an XP bonus (after all, drawing on their previous life the new toon is likely to learn quicker!) of 5% per reincarnation.
Lose *everything* physical. temp powers etc. slotted enhancements. Inf stays as inf is linked to the character and not the build. Keep SG status and prestige earned.
No idea where the figure of 5 hours came from (I've never levelled to 50 in 5 hours! but then agian, I'm a slow player, I take my time and enjoy the game rather than push through to get xp - even when doing missions I've done a hundred times). But yes, PLers would be all over it to earn a buff of some kind (especially if it was a blaster with +25% HP and +1 mag on all mez effects).
The ability to reincarnate, to me, would be reward enough. Slightly improved levelling speeds would just help avoid the grind a bit -
I read through this thread and this question was *almost* answered but not quite:
What happens to vet rewards that are expendable? like the XP power or the bonus merits? do we lose any that we havent used up? (do I need to go nuts at the tailors? start a whole rake of level 1 toons claim the bonus merits and use them to buy stuff to send to my main toons? - why havent I been doing that all along? .....).
If they do remove all earned vet rewards and replace with points so we can "re-buy" then fair enough, I'd just like to know so I can decide if I need to use up the unused rewards that I've been saving for a later stage (like the XP power for instance) -
While I dont mind the micro-transactions idea and I prefer the thought of "buy it or earn it". I still think some things are going to have to be restricted to earning through play. Anythign that can be transferred to another character or sold in AH should have to be earned imho.
Otherwise you get the scenario of users buying a rare recipe with real world cash, then selling that recipe for a shedload of in game inf and then selling that in-game inf for cash hopign to make a tidy return (and against the EULA). So what? he'll get banned? well, in the meantime, we've been spammed, we've had players advertising through tells, the auctionhouse will get flooded with valuable enhancements and the price will drop (yay for some, not yay for those that earned the drop through play and are hoping for a decent sale so they can buy something more useful to them)
bob the hero turns up showign off his nice set of purples tha the's spent a year earning through hard graft and persistence. it was tough, but it was worth it for the ooohs and aaaahs and the feeling of accomplishment.
Joe the villain joins him in the co-op zone and laughs because after about a week he also has the same set of purples after powerlevelling to 50 and denting his bank account slightly..... -
I promise to keep my mouth firmly shut in future....sorry GC fans but I do liek the idea of the new tutorial. It just sounds a little bit too like the intro area for a certain other super hero game....but then again, it'll have the CoX playstyle and look and feel so that can only be a big improvement.
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destruction of Galaxy city by meteorites resulting in a bruning wasteland co-op zone with secret praetorian bases underground and bands of roaming Shivan up top?
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beacon: click and it enables a second power icon that stays ready until activated.
that would get around the toggle issue but probably would help with defeat/rez concerns unless there was a "bit" set to say which one was active that only cleared when clicked or go to hospital/base is clicked or the zone is left.