Jake_Summers

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  1. Hmm, some people seem to think the only purpose of this system is to keep from outleveling content. It's not really, it's just one of the perks.

    I'm sorry everyone, my poor formatting, with the little mini rant about out leveling content made the thrust of the post hard to understand. This is more what I would like to see added as post 50 character advancement, that solves some of my issues with the game in the same fell swoop.

    So with that cleared up, what do people think of the system itself as a way to provide additional character progression?
  2. Slot your attacks for endurance reduction and accuracy before damage.
  3. Quote:
    Originally Posted by Ad Astra View Post
    Seems awfully complicated when there is a simple solution already in place, albeit one that OP doesn't care for - turning off XP.

    Alternatively, since the game encourages the making of alts - do the "missed" content on an alt or two or three...

    So I see the OP as a solution in search of a "problem".
    You don't see any advantage in a system that gives :

    1. Post 50 advancement
    2. Allows characters to advance in power AND level at their own pace
    3. Usable at level 1 to level 50

    Nothing at all eh? No? Well I tried.
  4. Quote:
    Originally Posted by konshu View Post
    I think we just need to fix the content so you can't outlevel it.
    Would be nice, but this system has the added bonus to giving post 50 progression.
  5. The Training System
    At any level a character can visit the trainer in order to enter a period of intense training to improve their mental and physical fortitude and abilities, quite outside of the normal range that their powers or equipment provides them with.

    By entering training mode, a character can choose to divert 0% to 100% of their experience to gain global bonuses for their character, each global bonus can be "equipped" into one of five slots [Potential for missions, TF's, crafting to give more slots].

    For Example :

    Johnny Rocket is a level 5 character who finds that he runs out of endurance far too often. Looking at the Training System he finds at this level he can divert Experience to gain a 1% bonus to his endurance recovery [A bonus equivilant to what you can gain from a set bonus at that level] up to five times [One for each "Training" slot]. He sets 10% of his experience to go into each slot, slowing down his leveling by 50%.

    After getting his bonuses done, Johnny decides to work on a bonus to his damage but also wants to level faster, so he sets his XP to 90% and only 10% to the extra bonus.

    Later in his play, Johnny unlocks the ability to work on better Training Bonuses after reaching level 20. Deciding he is tired of endurance woes he sets 100% of his experience towards unlocking better Recovery bonuses. Later when he is pleased with how his character performs he can change the ratio however he likes.

    Breakdown of the System.
    1. A character has 5 Training Slots [Possibly 10 unlockable]
    2. You can sacrifice experience in order to gain these bonuses.
    3. These slots follow the "Rule of 5" that invention sets follow, this rule also limited by what invention bonuses you have
    - IE. If you already have 5 "+5% Global Recharge" invention set bonuses adding more +5% Global Recharge bonuses through Training will have no effect.
    4. Higher value bonuses are level gated and bonuses must be unlocked in order of magnitude
    - IE. At level 1 you only have access to a 1% recovery bonus. At level 15, if you have a 1% unlocked, you can work on the 1.5%. And so on for other levels.
    5. This system is governed by the "Rule of Five", which does not let you have more than 5 identical bonuses between this and the Invention System.

    Long story short, it is a system to allow players to spend more time at lower levels if they so choose, allows a level 50 character to further improve, and continues to break the gameplay experience much like inventions did...

    Advantages to such a System
    1. Post 50 Progression
    2. Usable from level 1 to 50
    3. Allows people to level at their own pace and still advance their character.

    Currently in my gameplay I find I have a problem. I outlevel content too fast. I know, I know, I can turn off XP, but that does remove some of the fun of character progression and knowing my play is working towards a purpose. I find it fun to advance a character, just as I find it fun to read the contact stories and experience the content.

    In the last few issues, we've had a few instances where the general XP rewards are increased [Not to mention Rested XP] and we whiz through content a little bit too fast. I would like a system where you can reduce the experience you gain in order to gain other rewards.

    Edit : Moved some comments to the bottom so people will be less confused over the purpose of the system.
  6. Honestly, I don't think the Flyer needs a change. The two or three times I've destroyed it, it was very easy to following it to it's landing site and destroy it. I have not noticed any difficulty in completing this task.
  7. I think PvP merits are a great idea. I enjoy the current PvP system but have given up on it, as there are never any people in the zones [I play on Victory]. PvP receipes are a big draw and people would be more willing to go for them if they could be worked towards, instead of randomly being handed out.

    This system would be farmed, but as long as people are in the zones and participating in PvP to some extent, that makes the system a success right?

    Things you should get merits for :

    Defeating another player [Rep Valid kill]
    Being defeated by another player [Rep Valid Kill]
    Spending one hour in a PvP zone, in a PvP valid area [Not in the base], not in range of a drone and not dead/afk. Once every 24 hours.
    Completing a PvP "win" in a zone [Recluses Victory, ect ect]
    Finishing an arena event. [Once, maybe twice every 24 hours]
  8. Insect Blast,

    Nuff said.
  9. Quote:
    I can see the 3 melee classes each having a role when Going Rogue comes out.
    Man no one loves the Stalker. ;_;
  10. [Conspiracy] Going Rogue is going to come with a more flexible way to move between the servers to optimize the play experience and this is a test to datamine the effects and bugs alot of moving around will have on the servers. And ensure that they don't explode[/conspiracy]

    Even if the above isn't true, awesome. Thanks CoH
  11. Maybe after 4 years of questions like "Who is the Gamester?" They've decided to retcon him out of existance.
  12. <_< One of my greatest wishes for Going Rogue is a quasi "Serverless" system similiar to the one they have in that other Superhero MMO.

    Know some people would hate that idea. But I'd like to RP on virtue without having to actually *Shudder* team there.
  13. People actually like one of my suggestions!

    Black is white, white is black and Apes rule the world!
  14. After reading through this thread I had what I thought was a great idea.

    Size change would be an excellent alternate animation to add to some power pools [When they get around to that]

    For example, in Stealth, Invisibility and Phase, you become smaller. In stealth you become just kinda small [Rikti Monkey size perhaps] so it is difficult for enemies to see you. Invisibility you are bug size [This could be accomplished perhaps by making your character translucent and replacing it with a small black dot running around] and finally with phased you are so microscopic that you cannot be affected by the larger world.

    They could even add a small size boost to powers like Tough.
  15. I'd like for the market to list all the salvage I need for a single receipe with one mouse click.

    For example, I could select Receipe : Invention Origin Recharge Level 10 from a list. The market interface would then pop up with clockwork winder and computer virus.

    Instead of searching for each piece individually.

    Quote:
    As for typing in salvage, that isn't necessary. There's a little slider on the right side of the market widow that you can click on and scroll thru the list of salvage to get to the item you want to buy.
    Searching through a huge list for the one piece of salvage you want is even more tedious than typing each one.
  16. In the market I would like an option that lists all the salvage needed to build an item in your inventory. Currently typing in each salvage you need individually is very tedious.

    Thank you

    Edit : Apparently that wasn't clear enough.

    Okay for example from a drop down menu I could select an item in my inventory, lets say Winters Gift [Lookit at the picture below]

    The market menu would then pop up with the salvage listing for :

    Kinetic Weapon
    Nevermelting Ice
    Pneumatic Piston
    Psionic Threat Report

    I could then bid on each of those items, without having to either look through the long list of salvage, or typing out each ones name individually.

    This would be much simpler than searching for each item individually.
  17. Quote:
    Originally Posted by Castle View Post
    Shield Charge was supposed to be something like this. Unfortunately, our engine did not like it in the least, which is why it was turned into a teleport. In other words, we *can't* do it, currently. Sorry!
    Couldn't you do something like the Ninja Jump costume change. Jump from your current location, then do the come down part where you place the teleport cursor and from there basically have the end result of shield charge?
  18. The Ninja Run is new technology, no doubt a preview for various character customization we'll get with Going Rogue. They are probably using this to work the bugs out of the stuff before next launch.
  19. Great work BaB, finally I'll be able to play my Ice/Axe tank again...or at least one day...
  20. Just going back to the OP:

    They certainly aren't hurting it.
  21. Name: Gangland - The Tesla Fidelity Cannon
    Arc ID: 4424
    Creator Global Name: @Jake Summers
    Difficulty Level: Medium
    Level Range – 5-14
    Story Type – Rule the World
    Villain Groups – Outcasts, Skulls, Wyvern
    Mission Count: 4
  22. I think I've done this event, 5 times now today and the teams I put together never have a difficult time completing the event. And I've organized it both Hero and Villain side on Victory. To those complaining that this event is too hard, you just have to accept you'll need 12 odd players to complete it. 16 is even better. But I imagine it's do-able with a team and a half. Heck with the right team I imagine it's do-able with one full team.

    But seriously, if I can organize one of these Victory red-side during the afternoon, most people shouldn't have a problem getting the players to do it.

    10 odd merits [With Defeating the GM] and 20 Candy Canes is a good incentive for people to do this event.
  23. What a great little update to an old dated mission.

    Great job dev's
  24. Quote:
    Originally Posted by Xaan View Post
    I looked and could not find a thread on this topic so I thought I would start one. I was considering new powersets that could be implemented in the future. Perhaps the Devs will see a cool idea and run with it based on this list.

    Just for fun I would love to see a powerset designed at "borrowing" others' powers. Kind of like Rogue on the x-men. I think it would be very interesting to see the possiblities.

    What are your ideas?

    Khelds already kinda do this by gaining buffs based on the archtypes they are teamed with.

    You could have a buff where you target an ally and gain a bonus to your attacks based on their attack powers.