So far the only thing that's really affecting me much from Issue 9 is the tram stops. I will probably at some point explore inventions a bit more beyond having run the tutorial, but I probably won't bother until I've amassed enough salvage that I stand some chance of making what I want. I liked the fact that there isn't any loot in this game, and adding it, even though it's apparently pretty well done, doesn't appeal to me.
Honestly, I'm playing less these days, because of the things I am interested in there isn't that much I haven't seen. I'm really here for the costumes, powersets, and the fun of running the missions. Thus, I rated I9 with two stars, one of which is for having done what looks like a decent job with something I just don't happen to be that interested in.
Here's what I'd like to see:<ul type="square">
[*] New costume options. I'm less interested in making alts these days because I have used most of the costume options I like, combined in various ways, so new characters of mine tend to look a bit too much like my old ones. I think the costume editor is really, really good, but it could use more options at this point. There are some fairly basic things I can't quite do that would help a lot, such as a pattern like Sharp for boots and gloves without the pointy bit, just a band of color at the top. Maybe some jewelry. This is something where volume of additions would help. They don't have to be flashy and tough to animate. The costume designer is very cool; I just want more of it.
[*] More power sets. Like the costume options, these are incredibly fun and I just want a bunch more of them, as I've used most of the stuff that appeals to me. As soon as there are new options, I predict I will be making alts again.
[*] More variance in maps. Not so much new textures in the map as just not knowing the map already as soon as I've seen part of it. I don't really understand why there aren't random maps, but if that's not an option, enough new maps so that there are surprises again.
[*] More variance in foe AI. There are some villain groups with interesting AI already. I like the way the DE make the spot you encounter them in a bad place to be, and encourage one to lure them away from their emanators (or Hurricane them into next week), and the way one has to deal with Tsoo because of the sorcerers, especially when there are more than one. What I'd like to see different is to get away from having missions be fairly predictable clumps of guys that are mostly all the same level, mostly composed of the same mix of npcs, all basically standing around or milling about in a small area. The patrols were a good idea. Why not expand on that? Right now, basically the foes will wait patiently for us to come to them. This gives missions a strange sort of atmosphere in which the enemy is dumb enough to be completely oblivious to the band of heroes taking them out by the roomful. If the entire map full of enemies ever caught on and rushed us, we'd be toast. I don't think that's the solution, but maybe something in between? There could be some very interesting things done by adding some new roles for the npcs. I'd love to be able to stealth in and stun a lookout to prevent a room full of thugs from rushing us, or to stop an alert that will make the next level better prepared and set up against us. Have some dedicated roving defender types that will be easily defeated if caught alone, but will make a fight harder if they show up in the middle of it.
[*] More variance in distribution of foes. Again, though there is some difference on some missions, most missions seem to be composed of level X foes. I'd like to see some level X-4 guys that are unpacking crates in the warehouse missions. Maybe a couple level X-8 guys in the Council missions that are brand new recruits, and they just flee when the heroes show up. Throw in some warning signs and have a part of a level with a few X+2 guys in smaller groups. The goal isn't to make the missions harder, just more varied within each mission.[/list]
All of these are things the game was originally strong in, I think, but are core things that could use some attention as we've gotten quite used to them. Safeguard missions are a good example of what I am looking for here, in that they took game mechanics we already had, but added a new twist: stopping the villains from escaping.
Personally, I think it's a compliment that what I want to see is more of what drew me in right off. It's a hell of a game, and I think more could be done with it.