EvilArtist

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  1. Quote:
    Originally Posted by tyrrano View Post
    as for zoning, well, paragon is better than houston (but not by much!)
    lol!
  2. Quote:
    Originally Posted by Golden Girl View Post
    I'd like a lot of the contacts to be moved inside, just for variety - like half the police contacts are inside, so I think it'd be nice to be able to go into someone's office, or even their apartment to talk to them, rather than doing it on the street all the time.
    For example, instead of Maria Jenkins standing in Poseidon Square by the statue, she'd be found in her apartment in the building opposite the statue.
    Agreed.

    The devs could even have fun with that kind of thing and create missions where your contact is kidnapped and you have to check an instanced version of their office for clues.
  3. Quote:
    Originally Posted by konshu View Post
    Tony Kord is actually standing out by the street in Atlas Park. The person standing on a building that you might be thinking of is probably Juan Jimenez.

    Tony Kord's office is in KR, which I suppose is due to lower rent and favorable zoning. However, despite his rep as an inventive genius, his office looks like a rundown apartment building. I suppose that's just a clever exterior to hide the high-tech interior.

    Also ... for some strange reason Kord always has Circle conducting rites on his helicopter pad. Surely there is some explanation ...

    One of the buildings in KR I've always wanted to have worked into an instance is the Guns & Ammo store between the trainer and the train.
    Ack! You're right! I was thinking of Pet, er, Juan.

    When I first starting playing the game, I remember trying the door for that Guns & Ammo store as soon as I saw it! I was sooo disappointed that it was just like all the other doors in the city w/o missions...
  4. Quote:
    Originally Posted by Kyasubaru View Post
    There is a rather large Crey-branded building in Kings Row. Can't remember exactly where it is at the moment, but it's giant and brown and monolithic and hard to miss. I always thought that this building was Crey HQ, or at least the "public" Crey HQ.

    It has some passages that lead under it like an exterior lobby type deal, but no actual interior.

    It's nothing like the Crey buildings in Nerva, with the tiny bit of interior and the Crey agents outside doing PR work with the citizens and the big walled-off area out back with the cages and buildings and such.
    I've seen that building, and if it is intended to be Crey HQ I think it's a pretty poor effort. Locating it in KR also makes no sense at all, since KR is supposed to be a lower/working class mostly residential neighborhood.

    Of course, that kind of haphazard zoning and development wouldn't really be that surprising in Paragon City if you stop and think about how crazy office building interiors are designed.
  5. Quote:
    Originally Posted by konshu View Post
    I think the game lore is a strength that often gets overlooked because the contact/buttonmash/clue storytelling structure doesn't work for a lot of players, especially on teams.

    I'd like to see the devs revamp CoH with an eye to improving storytelling methods. They would keep the same lore, but show it / tell it better.
    100% agreed. There are some really cool stories in this game, but the storytelling and presentation leave much to be desired.
  6. Quote:
    Originally Posted by Lord Mayhem View Post
    Some players may not think lore or the little details are worth bothering with, but for me it certainly makes the world a bit more interesting to explore. In fact I'd like to see every faction in the game having a headquarters or base somewhere in a persistent/outdoor/public zone.
    Me too.

    I also think it would really benefit the overall presentation of the game's stories if the "sets" were better.
  7. Quote:
    Originally Posted by MaHaBone23 View Post
    I want to unravel the mystery of why everyone in Steel Canyon has turned into a GORILLA. [EDIT - not collectively one singular gorilla. That would be just silly.]
    I like all your mission ideas, but this one would be FRIGGIN' AWESOME!
  8. Quote:
    Originally Posted by Eva Destruction View Post
    Old, half-finished content is abandoned rather than being expanded upon. I would rather have more Shadow Shard or Dark Astoria content than another new zone full of <insert shiny new enemy that will be either farmed or avoided entirely>.
    Agreed.
  9. Quote:
    Originally Posted by Xanatos View Post
    The game need more maps. Everyone agrees that COH is too repetitive. (Everyone in the MMORPG scene anyway.) More maps would held alleviate this.

    To clarify: Not new zones. New mission maps. Not new skins/redesigns (troll rave/etc) I'm talking new maps from the ground up.
    Exactly. I think we have enough zones and they all have pretty unique themes, even though I don't think the themes are always utilized as well as they could be.

    I also think we need new buildings to go along with those new maps. There should be museums and banks and sport arenas. Why isn't there a building for the world HQ of the Crey Corporation?

    How cool would it be to see that building standing in Steel Canyon (Paragon City's financial/corporate hub according to the backstory), maybe with a lobby that anyone could go into? Of course, Crey Security would stop you from going any further inside, but later when you're the appropriate level for the Crey missions, you would enter an instanced version of the building for your missions.

    Why isn't there an actual building for Lou's Garage in King's Row? I loved it when they gave the mission interior some custom textures, in spite of the nonsensical layout, but Lou needs a persistent exterior as well.

    Why is Tony Kord just standing on a random rooftop? Talos Island is supposed to be home to some of Paragon's high-tech industries, so shouldn't his company have a building there? A new building could serve as an additional setting for more missions and stories.

    Paragon City has never really felt like a proper city to me when it comes to the details. The scale is right, but it always ends up feeling like a random collection of generic buildings connected by really weirdly designed streets.

    New buildings and new interiors would, I think, do so much good for both immersion and gameplay.
  10. Quote:
    Originally Posted by sleestack View Post
    For me it has to be repetitive content, specifically mission maps. Even with MA giving us a boatload of stories ranging from decent to excellent, they are all on the same maps that have been in the game for years. The spawn points are the same. Most maps I can almost run with my eyes closed at this point.
    Yup. This, more than any other of the little things I wish were different in this game, is the biggest reason why I rarely play these days.

    Although, I gotta agree with you on travel suppression as well.
  11. [ QUOTE ]
    [ QUOTE ]
    My feedback on bases is all subjective.

    First, although it's water under the bridge and I know we're not going back now...the removal of base salvage makes no sense whatsoever, and was not well implemented. In an attempt for, as we were told, "simplicity", a new form of salvage was created (brainstorms), hundreds of convert recipes were created, storage was greatly reduced meaning that event salvage overflows in many bases, all base crafting and empowerment station recipes have been tripled, and the providing of salvage for bases has gone from something the whole group contributes to, to something the base architect has to provide from his own pocket. (Yes, theoretically everyone could contribute...but how many is that happening.) With all the issues facing bases, THIS is what they spend their time on? And apparently no one thought of the side issues of event salvage, or the way people used the conversion of invention salvage to base salvage for the crafter badges. It's a done deal, we're stuck with it, but it was a bad idea, and very poorly handled. If you'd talked to us about it before it was a fait accomplis, maybe we'd understand, and could have helped deal with the side effects and craft a better solution. This change, and even more so the way it was handled, has cost NCNC a lot of goodwill with me.

    Next, there's rent. On a purely personal level, POWER being my main group, the reduction of rent is nice. However, I also run some groups of rarely-used players with a small base that owed no rent. They now will be charged rent. And because they are rarely used, they'll likely find bases shut off, and with the bugs where bases get into a 'you can't get in because you owe rent' but the SG registrar says 'you don't owe rent' requiring a petition...the time it takes to get it fixed will mean that the bases are now useless (because when those rarely played characters are played, it's for a short time).

    Furthermore...what is the purpose of rent, from a game design standpoint? It used to be both a limit on excessive growth (you can't put every bit of prestige into the base without looking at the rent costs) and an incentive to keep active and have everyone contribute to keep the SG going. It was overly burdensome, particularly for large groups, but at least there was an identifiable reason for it. The reduction to being based on plot size greatly reduced the burden, and made it easier for small groups to get going. The I13 rent is so trivial that, at least if you have a few 50s in your group willing to run in SG mode, it might as well not exist. Now, it's only an annoyance for large groups, sending someone to atlas park or port oakes periodically to click on a man to keep it going. And for small SGs where the rent went up, again it's not the amount that's the issue, but that people have to periodically pay the rent--and if people don't play in that SG that often, the base may find itself shut down.

    Goals and motivations are good, it's why we play games, to do stuff in the game. Annoyances aren't, they are interruptions in the game. Rent is too small to be a goal or motivation, and the process of paying rent is an annoyance. Either rent should be increased...or eliminated. If you increase the rent, it shouldn't be based on things like storage...and the very small groups shouldn't be hit by it. If you don't think you can eliminate, at least reduce the annoyance...give us an option to have the rent paid automatically when it is due (presuming there is sufficient prestige).

    Pricing changes...appreciated and particularly the refund. Though I think there was one area missed...the second step towards growing a base. The one where you go from an oversight center to separate energy and control rooms, with the basic purchasable power unit and control units. Having taken a few groups over that step (and having had other groups stall out at it), lowering that step would be great.

    One last thing, and in many ways, it's all of those. It's what an ex-president would call "the vision thing". Does NCNC have a vision about what bases should be, and if so, can you express it? From the cheap seats, it looks like you started with a vision of "bases are for PVP in raiding" and when that didn't work you, you've sort of been muddling along, tweaking things based on feedback and what you saw as problems. If you do have a vision, it doesn't show. Clearly, you want PVP to be part of what bases are, and while it has promise, it's not going to be the whole, or even the majority, of what the players want from bases. So...what does a big SG do with its base, what should be the experience with it. How about a small SG, say 8 people who team together once a week (or so). From the vision, flows questions of price, rent, security and permissions (much of the base design is based on big SGs...except the storage permission system really only fits the small SG). Bases are a fun and useful addition to the game, it deserves some direction and coherence.

    [/ QUOTE ]

    Subjective

    This was a very thoughtful and well-written analysis and I agree completely.

    My only other comment is the communications on the whole topic of bases needs to be more of two way street. You have heard from us (the player community) ad nauseam. When do we get to hear more from you (the developers)... especially about "the vision thing"?

    [/ QUOTE ]

    Subjective:

    GadgetDon has articulated most of what I wanted to say.

    Also, both of these posts touch on two of my biggest concerns, I'd like to know what "the vision" is for bases and, like GadgetDon said, "This change, and even more so the way it was handled, has cost NCNC a lot of goodwill with me."

    I like the conversational tone of most of the dev posts here and I always have, but (as has been requested repeatedly since beta, if I remember correctly) there really, really, REALLY needs to be some kind of regular communication of upcoming changes on THIS site for CURRENT players. Other games do this and even include the caveat that things are always fluid and ever-changing. I think players are cool with that and able to handle that.

    Changes always run the risk of making some players unhappy, but good, honest communication is never a bad thing.
  12. [ QUOTE ]
    [ QUOTE ]
    how long will the actual invasion event last?

    I mean, I know that the War Zone will have this permanently,

    but how long will the attacks on Atlas and other city zones last?

    To the weekend, I hope?

    [/ QUOTE ]

    The Rikti forces are innumerable! Vanguard estimates they may lay siege and conduct strike forces for at least days, if not weeks! Of course, this all depends on how strong our defenses stay.

    "AIR RAID! PARAGON CITY! THIS IS NO DRILL!"

    [/ QUOTE ]

    I really, really hope this event goes at least through next week for those of us who are attending Comic-Con this week!!!

  13. [ QUOTE ]


    Tanker: Powerful, plodding powerhouse. The first line of defense for a team. Not a front line fighter..... The tanker IS THE FRONT LINE.

    Scrapper: Prescise, lethal, fast. Incarnate warrior who can take down or disable foes with dispatch. Master of the decappatack.

    Controller: Master of his environment. Specializes in confusion, misdirection and strategic control over large areas.

    Defender: Force multipier and enabler posessing a fair amount of ranged support. The tanker may protect, the controller may control but the defender puts things back together when they go wrong.

    Blaster: Overwhelming Ranged force. Irresistable and vulnerable at once. Master of mass destruction, lacking the prescision and combat prowess of the scrapper while maintaining a more versatile arsenal of attacks.

    That's the way things SHOULD be.



    [/ QUOTE ]

    Agreed. Very cool thoughts!!