Goldbrick

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  1. [ QUOTE ]
    [ QUOTE ]


    -r0y

    (seriously, who isn't on vent, TS, skype, etc. by now?)

    [/ QUOTE ]

    I'm not, and I don't want to be.

    I know millions will raise their hands in praise and glory, but I'm just hoping it'll be easy to opt out of.

    [/ QUOTE ]

    Voice chat is a big step backwards. This announcement is a sad one.

    I've already experienced CoH SG chat on Ventrilo, and the steadily ramping annoyance factor of being forced to listen to an endless stream of inane chatter in the background just to pick out one or two instructions that had anything to do with the mission that could just as easily have been typed...well, before long the Ventrilo program suffered an "accident" and peace and quiet was restored.

    It's very true that most people hate "dead air" and must fill the void if the voicechat silence stretches beyond a few seconds, even if their comments are of limited merit.

    This new service will be popular with the people who superglue their cellphones to the sides of their heads and walk down the street chattering away...

    And keep off my lawn, dagnabbit!
  2. [ QUOTE ]
    I'm having trouble finding a build for a WP/Energy Tank... any suggestions?

    [/ QUOTE ]

    This is what my WP/EM tank with 3210 hps looks like right now. It's pretty balanced with high hps, solid regen, and with defense and resistance backing things up. (I would like to put a unique +regen IO into RttC eventually, but I don't have the cash right now.) This is an all-around build, not specialized in anything in particular.

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Major Will lvl 50 actual: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(5), ResDam-I:50(7), ResDam-I:50(7), ResDam-I:50(11)
    Level 1: Barrage -- Mako-Acc/EndRdx/Rchg:50(A), T'Death-Dam%:40(21), Mako-Dam%:50(29), Zinger-Dam%:50(31), Mako-Dmg/EndRdx:50(43)
    Level 2: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(3), Mrcl-Heal/Rchg:40(3)
    Level 4: Bone Smasher -- T'Death-Acc/Dmg:40(A), T'Death-Dam%:40(21), Mako-Dam%:50(29), Zinger-Dam%:50(31), T'Death-Acc/Dmg/EndRdx:40(43)
    Level 6: Hover -- Frbd-EndRdx:50(A), Frbd-Fly:50(40), Frbd-Stlth:50(40)
    Level 8: Rise to the Challenge -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(9), Mrcl-Heal:40(9), Mrcl-Heal/EndRdx/Rchg:40(43), Heal-I:40(50)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(11), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx/Rchg:50(17)
    Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-EndMod/Acc:50(13)
    Level 14: Fly -- Flight-I:50(A), Flight-I:50(15), Flight-I:50(15)
    Level 16: Mind Over Body -- ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(23), ImpArm-ResPsi:40(25), EndRdx-I:50(42)
    Level 18: Heightened Senses -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def:50(40)
    Level 20: Taunt -- Zinger-Taunt/Rchg:50(A)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Tough -- EndRdx-I:50(A), ResDam-I:50(25), ResDam-I:50(27), ResDam-I:50(27)
    Level 26: Whirling Hands -- Sciroc-Dam%:50(A), Zinger-Dam%:50(31), RzDz-Immob%:30(34), RzDz-Acc/Rchg:30(37), RzDz-Acc/EndRdx:30(39), Sciroc-Acc/Rchg:30(39)
    Level 28: Resurgence -- RechRdx-I:50(A)
    Level 30: Build Up -- GSFC-ToHit/Rchg:50(A), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/Rchg/EndRdx:50(46)
    Level 32: Strength of Will -- ResDam-I:50(A), ResDam-I:50(33), ResDam-I:50(33), S'fstPrt-ResDam/EndRdx:30(33), S'fstPrt-ResDam/Def+:30(34), S'fstPrt-ResKB:30(34)
    Level 35: Energy Transfer -- RechRdx-I:50(A), RechRdx-I:50(36), Zinger-Dam%:50(36), HO:Nucle(36), HO:Nucle(37), HO:Nucle(37)
    Level 38: Total Focus -- HO:Endo(A), HO:Endo(39), HO:Endo(42), Dmg-I:50(48), Dmg-I:50(48), Dmg-I:50(48)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(45), Dev'n-Dmg/Rchg:50(45), Dev'n-Hold%:50(46), Dev'n-Acc/Dmg/Rchg:50(46)
    Level 47: Swift -- Flight-I:50(A)
    Level 49: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(50), Mrcl-Heal/Rchg:40(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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    </pre><hr />
  3. Those all sound like really great changes to the Hollows. Now how about setting War Witch loose on the Shadow Shard? The huge villain population in the Shard is entirely too static, too rooted in place. The Shard has such enormous unrealized potential.

    How about:

    - a few wandering space "dragons"

    - a few wandering rikti spacecraft

    - a 50-hero Hamidon-raid-level arch-villain

    - hollow out some asteroids for us to explore

    - more complicated "one-off" missions

    - an accolade power earned by completing the four Shard TFs

    - access to the Shard for CoV (co-op mode like the RWZ?)

    - actually place the Ski Chalet and Pocket D somewhere in the Shard

    - black holes, small meteors, vision-obscuring nebulae

    - a wisp city

    - random rare rularuu raid on FBZ
  4. [ QUOTE ]
    Hello, everyone. I recently joined the world of City of Heroes just before Christmas, and I have been playing for a couple months now. A friend and co-worker of mine had just started a free trial, and without trying he had accidentally talked me into playing as well. After playing for a couple weeks together, our gaming paths split: he quit the game and I stayed. Ever since, I have not been able to convince him or anyone else I know to play the game. I'm curious to see if others have had experiences similar to mine, and so listed below are the reasons my friends refuse to play:


    1. The gameplay is challenging, awkward, and frustrating for new players

    The first level tutorial was easy enough for me to work my way through, and it made for a decent first impression. After that, my impression of the game took an immediate nosedive. When I got my first mission in Atlas Park, I was pointed to a mission door in a far corner of the map, tucked behind a web of level 5-6 lieutenant spawns showing a nerve-wracking display of purple colored names. I thought to myself, "There's no way I can fight these guys yet, so that must not be an area I'm supposed to enter right now." Instead, I spent a couple hours searching the streets for even con mobs to fight so I could level up to a more appropriate level for getting to my mission. When I finally soloed my way to the mission door, all the enemies inside were extremely weak, giving little XP at all. In the end, it actually took me several days to realize:

    A. I can Sprint past the harder mobs to get to the door. Even still, this is counter-intuitive and makes me feel less like a hero and more like a coward.

    B. Door missions spawn mobs relative to the level you had when you accepted the mission, making it a reliable option for finding appropriate level challenges.

    Eventually, I finally made it to level 5. My contact told me to see someone in King's Row, who then told me to see -- you guessed it! -- Lt. David Wincott in the Hollows. His first mission for me: defeat 10 Outcasts. The problem: Outcasts near the area range from levels 6-9 in groups of 7-10 members, often including several lieutenants and bosses. My scrapper-based strategy consisted of taking on a group, trying to kill one or two before dying, and running from the hospital in Atlas Park back to the zone to rinse and repeat. Second mission: defeat 10 Trolls. /facepalm

    Even after completing the Trolls mission with my friend, we still died several times just trying to make our way through the mob-heavy, obstruction-infested zone to the next few door missions. And during this time, it never occurred to us that we could go back to the contact in King's Row for different missions. We just thought we were where we were supposed to be.

    With as much difficulty as we were having with regular missions, radio missions weren't even a consideration. I was simply too intimidated to even want to try these "safeguard missions," which sounded far more complicated. If I had known I could get a free temporary travel power out of it, I might have put more effort into trying it. But instead, I spent a lot of time running back and forth between zones for different missions, hoping I could eventually get to level 14 and get my travel power.

    Unfortunately, my friend never made it that far. At level 11, he found his 3 mission slots filled with the Frostfire mission (which he tried but could not beat), a "Beat X number of Type mobs," most of which were too high a level for him or hard to find in the zone, and a door mission which spawned Lt's one level higher than him that he could not defeat. He died frequently within a short timeframe attempting any of these missions, and with the gloomy prospect of a growing debt bar, he finally gave up. He called that day his "worst MMORPG experience ever," and he never logged in again. He now refers to the game as "City of Hospital," and I can't even share with him the new adventures I've had in the game because he's no longer interested in it.


    2. Veteran Rewards and optional expansions alienate new players

    A few times now, I've tried to tell my friends and co-workers something new I've discovered about this game only to realize how dumb it actually sounds after I've said it out loud.

    "Hey, guess what? City of Heroes has a new expansion pack out. It's only $10! It looks like it features.... a wedding dress. And a tux. And a couple redesigns of pre-existing costumes. Umm... and an emote to throw rice at people?"

    "Oh, it looks like City of Heroes just released a new pet that buffs you. To get it.... you have to keep playing the game for four years."


    Quite frankly, I did not win anyone over to the game explaining these features. In fact, I think I lost a little credibility. They laughed at the idea of the Wedding Expansion Pack, and subsequently asked, "You mean I would have to pay the monthly subscription AND pay extra for every little extra thing?" We all agreed such a set of features should really either be included with the monthly subscription or added into a bigger expansion that offered more options.

    And the concept of veteran rewards is just absolutely heartbreaking for a new player, myself included, for two reasons:

    A. No amount of effort on my part will unlock these any faster, and the time to wait for particular items of interest is substantial! This leaves us in a perpetual state of unhealthy "reward envy," and knowing a particular reward is so far out of our reach and beyond our control makes the game less appealing to play.

    B. The rewards keep accumulating at the top end, meaning a new player will never be able to catch up to older players. This provokes feelings of being left out and unwanted, and it makes me feel as if I am substantially less valuable to the developers simply because I wasn't playing since the first day of release. Since I can never catch up to the ranks of the more valuable subscribers of this game, it's natural that I would probably be more likely to give up and join on another game's release instead, especially if my friends do as well.

    I really do respect the idea that people who have been faithful subscribers to this game for four years are given something special for their continued business. But I have to imagine this business model rewards its existing players at the expense of prospective new ones. Plus, veterans in the top subscription tier do not have to suffer the anxiety of anticipation of a particular reward. Each new reward is revealed just before it is released to them, whereas newer players suffer through the news thinking, "Well, that's another thing I won't have for four more years. Whoop-di-doo." Essentially, each new reward is punishing players again for not being a subscriber on Day 1. From this end of being four years behind the leaders, if something really enticing comes out as a new reward, I am probably more likely to quit the game out of spite than to be motivated to maintain my subscription indefinitely. In essence, I'm actually hoping each new vet reward is worthless so I am free to enjoy the rest of the game.


    In Conclusion:

    I really do like this game. I've had a lot of fun making new characters, and I've found an awesome group with the Angry/Jaded Angels on Virtue (you guys rock!). I've enjoyed being a hero and a villain, and my new broadsword/willpower scrapper is really fun to play! I've also learned a lot about the game since then (although I am far from an expert), I have led a few radio mission teams, and I just recently soloed my first Invincible! However, my biggest regret is that I cannot convince other real life friends to join because of the reasons mentioned above, and I worry that their reactions are similar to other new player experiences around the world. For the sake of this game and the hard work of the developers behind it, I want it to continue growing.

    Thank you for reading this far, and I apologize for the length of this post. Ultimately, I would like to make this perspective useful in posting ideas to the suggestions forum, but I'm interested first in knowing how many others have had similar experiences.

    [/ QUOTE ]

    Yours is a more nicely expressed attempt than most to try to get the devs to release the vet rewards to everyone, but your case has been made by others numerous times, just not as well composed.

    Here's my answer: The vet rewards are not overpowering or necessary, everyone gets them at precisely the same rate, this game could be around for 10-20 years or more so a 4 year reward is not out of range to anyone joining the game now, and why you are mentioning them at all to your friends escapes me.

    Let's examine this comment: "Quite frankly, I did not win anyone over to the game explaining these features."

    So don't explain them. Explain all of the zillions of bigger and better reasons to play this game. Vet rewards are a minor perk, they are nice little gifts for sticking around.

    And this comment: "...I am probably more likely to quit the game out of spite than to be motivated to maintain my subscription indefinitely."

    Please don't blame the veteran reward program for your personal emotional reaction. Rather than try to force the world to bend to your comfort level, adjust your comfort level. It's easier and it's less stress and strain on everyone else.

    For example, I won't get the 60 month vet reward for 14 more months. I bet it will be cool. I will comfortably forget about that reward until then.
  5. [ QUOTE ]
    Zombie_Man made this point by implying we might start seeing chat messages like this: "LFT, 48 Vets only!"

    [/ QUOTE ]

    Doubtful, extremely doubtful.

    First, there aren't going to be enough 48 month vets to make this a workable recruitment strategy; I couldn't guess how many hours it might take to get eight 48 month vets together on the lower pop servers, and even the higher pop servers won't see this for a long time to come. That's PUGs, of course.

    Now if these pets revive moribund old-timer SGs for a while, then I'm all for that.

    Second, these little team buffs are not going to be significant unless the team actually does have a lot of 48 month vets, and pretty much all of the pets would have to have the same buff type.

    Third, melee vets will probably lose their pets right away. What seems more likely is a call for seven 48-month-vet ranged squishies all with defense fairies and one newbie tank, so the pets don't get wiped out at the start of each battle.

    [ QUOTE ]
    I honestly believe these Vet Powers are too powerful as a team buffs regardless of who gets them. If that is in fact the Devs' intention you can bet I'm going to exploit them to their fullest potential before they get nerfed. This thing has nerf-bait written all over it.

    [/ QUOTE ]

    No nerfing is likely as long as the 48 month vet population is very low. And if the 48 month vet population gets very large over time then the pets have done their job as an incentive and they would never, ever nerf a success like that.
  6. [ QUOTE ]
    Barry White was asked about the XP curve in CoX. His response? "Smooth it baby, oh yeah!" He plays an Ice Tanker. What else?

    [/ QUOTE ]

    Very regrettably Barry White died on July 4, 2003, before CoH went into closed beta.
  7. [ QUOTE ]
    For instance, to get L51, you'd have to complete all of the storylines from all prior contacts, excluding TFs. For 52, you must complete all normal zone TFs. For 53, complete all the oddball TFs like Hollows, Croatoa, Strigga, RWZ, etc. CoV would need more content for this to work for them, as well, but then CoV needs more content compared to CoH anyway.

    [/ QUOTE ]

    Absolutely not. This idea forces people to grind through all of the game's content for every level 50 they have or ever plan to have. This kills alt-itis stone dead.

    If you're looking for a way to get me to hang it up and move on to a new game, you've found it.

    Fortunately, it appears that the devs want to encourage faster leveling and keep us around, rather than the opposite.
  8. [ QUOTE ]
    The PvP balance in CoH/V is utterly laughable. If there has been any attempt to make PvP in this world balanced, it has failed.

    [/ QUOTE ]

    A long time ago the devs made the point that CoH/V PvP wasn't meant to be balanced one-on-one. Team vs team PvP, however, should even out. I don't know if this is true, I very seldom enter a PvP zone.

    What I have observed is that people who regularly PvP go all out for it. They choose the best possible PvP AT, powerset combos, and travel powers. This hard-core PvP philosophy creates the appearance of imbalance in PvP.

    If players simply took their concept-built PvE comic book characters into the PvP zones for a little occasional fun, imbalance PvP-side would be much less apparent. But that's not what happens. The PvE folks get driven out of the PvP zones by the hard-core PvPers, who then complain that there's only a few viable ATs and powersets and so the devs better get busy and balance everything for PvP. But it's a false premise that 1) implies that PvP will never be anything but open-zone PvP, and 2) that all ATs and powersets could magically be balanced when the game is instead developing ways in which to differentiate our builds (e.g., inventions).

    In CoH/V what we seem to have is PvP without much in the way of objective. PvP is basically kill or be killed, and that wide-open form of PvP is naturally going to breed PvP specialists who build their characters to win in a big, lawless zone. (That it's a comic book game is of minimal importance to them; it's just another PvP environment. Like when a company calls its canned string beans "product" because it doesn't care about the details, only about the profit.)

    In order to accommodate the PvE concept builds, PvP objectives must be made tighter and more specific. Base raids are a good example: limited confines to neuter the importance of travel powers, objectives besides kill or be killed, time limits, variable environments, and real risk (to base equipment).

    As a suggestion, I would participate in PvP missions where a hero team and a villain team compete within a mission environment to complete a goal. (And the mission environment could be destructible. That would be extra cool.)
  9. While the practice base raids I've participated in have been fun, I don't at all like the idea of permanently losing expensive equipment.

    The OP's scenario seems completely possible and likely, and that's disturbing.
  10. [ QUOTE ]
    Just wondering. Seems alot of attention villains need, just is a no go. COH gets alot more attention. This goes for pve and pvp. Will 2008 actually bring some attention?

    [/ QUOTE ]

    While I think that most of the new stuff added to the game has been added equally to both CoH and CoV, I can see how you could think that the CoV game has been shorted.

    Perhaps what you really mean is that CoV has been given nothing lately that's unique to CoV and special enough to get people to return to that side of the game.

    Well, CoV gives me island fever, and I feel cut off from the "real game" of CoH, which is considerably larger geographically. The devs are possibly realizing that this might be a factor in the CoV population drop, because the Rikti Crash Site was made co-op; villain characters can be taken down from the shelf and dusted off to join up with hero characters and thereby feel as though they are a part of the larger world, instead of spending all their time in a closed-off burb. (Unfortunately, the RCS might have lured a lot of villains away from the regular CoV zones, emptying them further.)

    CoH simply overpowers CoV geographically. I would play a villain AT if my villain character could go anywhere in the city, and to the Shard, but that's not the way the game was supposed to be headed.

    Since heroes and villains were originally meant to interact only in the PvP zones, because the devs thought that PvP was going to be a huge thing (like in WoW), then a smaller villain world meant getting a villain up to speed faster so that those big PvP battles could happen sooner rather than later.

    But most CoH/V players don't seem to like PvP or at least prefer PvE, so those huge battles in the PvP zones didn't occur, or hardly ever did. It is safe to venture the opinion that PvP will never rise to the endgame status that it enjoys in WoW.

    Inevitably, then, players were forced to pick one side or the other for PvE, and apparently most players like being heroic (and there's more to do heroside). Therefore, CoV has become a ghost town on most servers.

    Interestingly, the devs tried to have it all with PvP. They didn't want to antagonize the predominant PvE population by making PvP game-wide the way it is on PvP servers in World of Warcraft, and they wanted to keep comic book hero and villain interaction "realistic" by not having villains running around Atlas Park safe from hero intervention.

    So the devs could:

    1. Give CoV something so unique and amazing that people have to go back to the Rogue Isles to experience it (and thereby cheese off the people who want to play as heroes);

    or...

    2. Open the entire game up to heroes and villains so that they can go wherever they want and do missions in any zone -- with of course some restrictions on heroes on who they can battle in the Rogue Isles -- and come up with some transparent but comic-bookish rationale for letting heroes and villains team up under certain circumstances;

    or...

    3. Leave the game as it is, with the CoV side devolving steadily into one of those optional activities like the Shadow Shard that people visit once in a blue moon.

    I pick #2, but the devs obviously pick #3.
  11. [ QUOTE ]
    I still have debt on both of my Pinnacle accounts
    Got the Prestiege in the SG however

    [/ QUOTE ]

    Was there a prestige gift on Test today as well?
  12. [ QUOTE ]
    Posi and I did want to make this the year where we gave fans what they've been asking for!

    [/ QUOTE ]

    Costume jetpacks or rocketpacks please...
  13. No specific mention of new costume pieces for either Icon or Wentworth's, weapon customization aside.

    I'm still hoping for costume jetpacks or rocketpacks.

    Each issue brings more richness to the game; I wonder which issue will be the "tipping point" that will cause a sudden ten-fold increase in subscribers. Issue 10 brought us a more robust economy (and gold farmers/spammers), and so I thought that was going to be "the big one".
  14. As hard as it looks like it would be to implement, Growth as a tanker primary would be pretty darn cool.

    I wonder what the upper size limit would be, and if there would be severe clipping issues in tunnels (I remember in the early days of the Shard that Ruladak was 90% lost in the cave ceiling, but we beat his tail up for him anyway).

    Just like wings turned the game for a short time into Thanagar, the growth powerset would turn Atlas Park into the Land of the Giants for a few weeks.
  15. * Supergroup Name: S.T.O.R.M.I.E. Agents
    * Website (if any): telepathic communication used
    * Leader or Recruiting Officers: Power Beam
    * Preferred Method of contact: @goldbrick
    * Guild Description: The Super Technology Operations Reserves for Major Investigations and Enforcement

    Membership is frozen at ten members:
    Power Beam
    STORMIE Agent
    Matchless
    American Gold Eagle
    Jaguar Claw
    Bronze Star
    Knightmayor
    Dr. Fatestrange
    Dragon Silvertail
    Jetman
  16. [ QUOTE ]
    Keep it the way it is...EARN IT!

    [/ QUOTE ]

    Here's your crank sign, wear it proudly.

    This is a game, an amusement, a hobby. If generating prestige will pay my real-life mortgage, fine, I'll put in the hours, but I already work hard enough in real life.

    I have a nice personal base on Virtue that I've been working on for four months or so that's cost me a million prestige (180,000 of that was a gift from the double xp weekend because I have nine alts in my personal SG).

    It would be terrific if each hero could instantly get a million prestige when he/she signs up to create a personal base. Just because I had to wait four months to get my base built doesn't mean everyone should have to. I would much rather have done it all in a day.

    Bruce Wayne didn't have to earn a dime to create his Batcave, nor did Superman build his Fortress of Solitude from a reporter's pay. The Avengers Mansion was donated by Tony Stark.
  17. [ QUOTE ]
    _Castle_, is there a Winter Lord's chance in Hades that we might ever see a unique 5th or 6th travel pool? Or is the travel power situation pretty much set in cement for the forseeable future?

    [/ QUOTE ]

    What would you suggest? Vehicles would be logical, the player character could morph into a car, helicopter, or plane. Doesn't seem to be on the drawing board. I wish it was.

    Swinging across the city on a line is another comic book staple, but that also seems to be hard to implement (although I imagine the Marvel MMO will have it).

    Shrinking and traveling via phone line, anyone?
  18. [ QUOTE ]
    [ QUOTE ]

    I keep seeing posts like this, and I guess a lot of people are still just uninformed. I have a personal SG base, just my nine alts on Virtue are members, and I've been working on it for several months. Great fun, actually.


    [/ QUOTE ]

    Now do this with a single *character*. Not all of us have spare alts to throw into it (most of my other alts are already committed to SG ... I want to have a private base for one, but not at the expense of my other characters' supergroups).

    [/ QUOTE ]

    It would just take longer. I started with a single (free) room myself and expanded rapidly from there by adding a 2 x 2 workshop (100K) and then putting in various storage items.

    And I doubt if a majority of people have all 12 characters on their favorite server tied up in SGs. You are attempting to render my points invalid with a worst-case scenario that most people won't find themselves in.

    If you are in a number of SGs, you are hardly lacking in SG base resources. Coalition your personal SG with all of your other SGs and use their teleporters, that way you only need to build a single storage room.
  19. [ QUOTE ]
    I can only speak for myself, but I would be all over bases if they were something I could build on my own, per character, not with a supergroup.

    [/ QUOTE ]

    I keep seeing posts like this, and I guess a lot of people are still just uninformed. I have a personal SG base, just my nine alts on Virtue are members, and I've been working on it for several months. Great fun, actually.

    I use the base 8 x 8 plot and currently have in my nine decorated rooms:

    3 salvage storage
    1 mid-lvl tech empowerment station
    1 basic arcane empowerment station
    2 inspiration storage
    1 enhancement storage (I put HOs in it mostly)
    1 telepad with two beacons (I switch them out as needed)

    Total cost so far for my base: about 1 million prestige. That is not prohibitive for a single individual who plays his alts regularly, it just takes a few months of saving up (and that prestige gift of 20k per member during the double xp weekend helped a lot).

    And I plan to add weapon and AV trophies after Issue 8 goes live. My personal base has really re-energized my interest in my alts and has provided me with a "higher purpose" beyond just seeking levels for my characters.

    Personal bases are here now for everyone, and are not too expensive if you allow yourself a few months to get one built up.

    My only regret is that I cannot invite people in to take a look or to chat, they get auto-booted out if they aren't in the SG or a coalition member.

    As a side note, the empowerment stations make the most sense for a single-player SG, since I'll never have a need to build anything with salvage after I get the top-level empowerment stations.

    While most of the resistances the empowerment stations provide are too small to be of much use if you aren't a tanker (5% is hardly empowering), they do provide solid knockback, fear, and slow resistance, and increases to attack rate and travel speed.

    The empowerment station buffs should be fixed to stack as originally planned, so we can get (at least) 15% resistances, although I suggest that the resistance buffs be boosted to 10% per station, and the duration should stay an hour as exists now.
  20. [ QUOTE ]
    Ya'll seem to be forgettin' something...

    ...this.

    [/ QUOTE ]

    Fantastic movie, thanks for posting it.
  21. [ QUOTE ]
    Are you really going to spend 50 Tech Material, 15 Tech Hardware, 15 Tech Prototype, 5 Tech Software, plus the salvage cost of FIVE of the 3rd tier empowerment stations just to get 25% psionic resistance for 15 minutes?

    [/ QUOTE ]

    If these numbers are correct, and I suspect they are or nearly are, no small SG would throw away salvage like this. Why make unpowered storage and empowerment gizmos for small SGs and then make the benefits trivial and super-expensive so they cannot be exploited by big SGs?

    Those pesky players, always trying to improve their characters and trivialize content. Well, we'll just stack the deck against anything like that happening. That'll show 'em.

    [ QUOTE ]
    Just change the design so you can't stack the buffs, then make the buffs worthwhile. It's maddening that the stations were watered down to such impotence to encourage stacking.

    [/ QUOTE ]

    15 minute buffs are ridiculous. Make the buffs last until the character logs off. These aren't big buffs, even when stacked.

    (Horror of horrors, a tank might actually be somewhat more resistant to damage for a while. Guess that would just be too much for PvP...)
  22. [ QUOTE ]
    okay, what MMO has not depended on ur build for the AT you've chosen. The box says City of Heroes, not Super Heroes, get that little bit of info from your brain. What's that little message say when you hit the lvl cap? You are truely a Hero. Once again, where's the super in that?

    Like I already said, this is what happens when children get spoiled, you take something away and they cry and moan. You could just as easily quit the game and go outside and do something if you hate the changes so badly, but what's this? you're still here cause you still want to play.

    World of Warcraft is CoX's main competiton right now and so is DnD Online in which both have many more subscriptions than CoX and this game is still doing fine.

    [/ QUOTE ]

    The term "super-hero" is copyrighted. CoH *is* a super-hero game (notice all the super-powers).

    World of Warcraft is *everyone's* competition. I wish CoH were WoW's main competition, but it's really all the other games combined.
  23. [ QUOTE ]
    If they nerf Granite...I wouldn't see the point especially since it has built in nerfs -Spd, -Travel except Teleport even though you'll drop straight down immidiately, -Recharge and -Dmg

    [/ QUOTE ]

    Those seeking to nerf granite (because of PvP of course) are doing their best to ignore the built-in debuffs when they make their arguments.

    They also ignore or deride the idea that lvl 32 tanker powers are supposed to be extreme with drawbacks and insist on comparing granite with the below-32 powers of non-stone tanks just because granite is a toggle.

    Anything and everything must be sacrificed to the PvP god, and the still-beating heart of the offending power will be held aloft to the cry of "Balance!"
  24. [ QUOTE ]
    let me know when they decide the nerf something so I can go read people whine and cry there. The history of ALL MMO's is that something will get nerfed in order to balance.

    [/ QUOTE ]

    No one is disputing that. However, in my experience the nerfs in other games, even in EQ, have not been anywhere near as deep and sweeping as they have here in CoH.

    So yes, your point, as shallow as it is, is correct: all MMOs will have to nerf after release to preserve balance. But not all MMOs have to swing a cleaver around in a "major revamp" that cripples the original experience.
  25. [ QUOTE ]
    Reading the first couple pages, I figured most of this thread would turn into a whine and cry fest. Statesman doesn't get it? I'm pretty sure he does, you just don't get it cause you have a different OPINION of the creator. What the hell would be the point of having a Minions class enemy if they don't pose some sort of threat?

    [/ QUOTE ]

    Even if heroes were equal to a couple of dozen minions, those minions collectively still represent a threat.

    But never mind that. If anything makes a hero feel super in this game, it's trouncing large numbers of minions.

    Plowing thru the minions establishes the hero's power level, and makes the battle with the elite boss a duel of titans rather than just two Paragon City citizens having a slap fight with carp.

    The minions provide the necessary perspective. The more minions you can take on as you work your way to the boss, the bigger the fight feels against the boss.

    So making one hero = 3 minions from lvls 1 to 50 is a big devaluation in terms of relative power and how super your character feels.

    I would recommend 1 hero = 3 minions until level 12 (DOs), then 1 hero equals 6 minions and 1 lieutenant until level 22 (SOs), and then 1 hero equals 12 minions, 2 lieutenants, and a boss thereafter.

    That's why I enjoy missions with a full group the most: there's lots and lots of minions, lots of action, the minions go down easy and the battles against lieutenants and bosses feel riskier and more super by comparison.