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Posts
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Joined
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Hey all...I'm pretty sure that Freedom and Virtue have the greatest populations but a friend and I can't decide which server has the least population.
My guess was Triumph and his was Liberty.
Which of us (if either) are correct?
Thanks!
~ Jon -
I feel that the game needs an option for having a "single-server" with multiple instances environment. I've felt this way for a looOOOOooonng time (way before Emmert took all our suggestions and created most of CO). Given the current state of the game, I think this would go a long way to improving the building of a team. While PvP still seems to be borked, this would help to improve the PvP population.
City of Heroes and City of Villains remain two separate games...which was a MAJOR mistake from the get-go. Somehow, the two different worlds should be merged and made more visible to each other.
The continued powerset proliferation coupled with customization is a major success for the game.
AE is a great idea...but (retrospectively speaking) I think was implemented incorrectly. I'm not sure why those missions should provide any more reward than regular missions. Additionally, when the missions there become officially 'blessed' by the Devs, they ought to be accessible through contacts in the city.
One of the biggest problems I see currently for us old timers is the "stale" appearance of the game. If I say to you, "Peregrine Island, Circle of Thorns, Office Building," you understand instantly what you can expect from the content. I think a miracle remedy for this (not one easily reached) is to improve on the idea of AE and give players the tools to create maps---indoor and outdoor maps. New places to explore---and from which to be surprised by the enemy/content creations of said players.
I played Warhammer Online for a bit last year and discovered that they had perfectly created a PvP combat, instanced-scenario from which players could get awards. It boils down to (in description) variations of capture (and maintain) the flag. While I won't get into full detail here, I continue to hope that the Devs could implement the same programming here---where villains que up for a bank robbery mission for instance and heroes que up to defend the bank / defeat the villains (or die trying sort of thing).
My best to the Devs and game's players who continue to believe in, support, and foster this game's growth.
~ Jonathan -
Greetings all...
Before I get burned at the stake, yes I did search for this topic...because I know it's buried in here somewhere. I think I might be using the wrong search words.
I'm looking for the coding that allows for a single computer to run an additional instance of CoH.
Thanks in advance for the assistance...it's much appreciated.
~ Jonathan -
On farms and the current trend of MA---
First...this trend won't last forever.
Second...
It seems to me that if a significant amount of CoX gamers are in the MA doing "farms" or whatever---then there's a significant amount of PAYING CUSTOMERS who are using their nickels to enjoy the game the way they want to enjoy it.
It'd be nice if we could all do the same and not worry about whatever anyone else is doing with THEIR PERSONAL TIME AND RESOURCES SPENT on and in the game.
~ Jonathan -
<-----Wonders what this bodes for the future...what good a harbinger this might be...
Mwwuuuahahhhahahahhaaaaaa!
~ Jonathan -
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Just a couple months ago I had a customer ask if they should load a particular patch to one of their systems. My answer was nope. Then last month they ran into a problem, and I recommended they load the very same patch. They asked me why I didn't recommend the patch earlier, and the answer was simple: that patch has side effects that made it not worth it back then, but with the appearance of the new problem (which was not directly mentioned in the patch, but turns out to be resolved by it) the patch now became worth it, in spite of those side effects (which I subsequently had to resolve after patching).
It would be easy to characterize decision-making like this as either confused or inconsistent, but its actually precisely what happens with any complex system when proper risk analysis is performed. These decisions are almost never simple binary decisions, and they are almost always subject to modification when new information changes the equation.
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Of course, in that case, the user had a bit more control over the decision. This is what I find increasingly frustrating. I'm not sold that the problems are worse than the fix.
Engineering projects, particularly the kind that involve computers, often require trade-offs, and different ways of looking at the problem (the AI in the context of MMOs discussion is a good example of that). Sometimes the solution is to outright defer the solution.
We need to keep in mind this is a game, and ultimately, players enjoyment (and continued subscriptions) are the goal.
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Mu
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Or seemingly lack there of...
~ Jonathan -
One note on "Farming"
My friends and I who've been here since beta get together once or twice a week. One day we have a theme team going. On the other, we get together with whatever characters / favorite toons (typically 50s) and just run door mission to door mission to radio mission to door mission.
If you run radio mission after radio mission---it's pretty equivalent to farming. Except in the end, you get a huge payout in xp. There are times that we'll do a farm mission...just becuase it's a 'farm mission.' Reason being, we're just in the mood to get together, chat, make fun or whatever.
Open map missions make it somehow easier to just 'socialize around this computer coffee table' and talk. We're not there for money necessarily---we're all 50 and generally out-fitted as we wish to be; we're not there for drops per se (as they don't seem to happen there anymore); and obviously not there for merits. And we're not there to exploit anything---radio missions at 50 are equivalent to any other 'farm mission' except with an actual payout. We do it because it's fun for us. Certainly not all the time---that'd drive us crazy.
On occasion, we'll run one task force or another with PUGs or just ourselves. It just depends on how WE wish to enjoy the available content of the game.
But, let any and all of the above be our choice to either "farm door missions" "farm radio missions" or "farm a whatever mission"---it's not like there's anything else to do in the game for our characters. And we can actually say, "We're enjoying the content of the game / that is designed INTO the game for where our characters are at."
~ Jonathan -
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Personally, I'm hoping to see a merging of the EU and US servers.
But that's been a pet peeve of mine for years.
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I wouldn't mind seeing this either.
~ Jonathan -
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This is the final step needed in preparing the IP for future projects, to be announced later this year.
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Hmmmm....wonder what these future projects could be???
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I foresee a time coming soon in which all zones will be accessible to all toons. For example, the Rouge Isles will be accessible by heroes, and Paragon City will be accessible by Villains. I don't know if that will ever happen, but that's just my theory.
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That was my immediate hope as well.
~ Jonathan -
I have to say, this zone has brought back a thought that I've considered many times since playing this game. I've often been disappointed by the "feel" and play of other Fantasy MMOs. When I played CoH, I was hooked. It wasn't just the genre...it was the feel, the play, the animations, the action style, the costuming, the everything. This was the game that I wanted to play.
Over the years, though, I've often wished this creative team would branch down a path of fantasy. D&D done right if you know what I mean. This zone---exquisite in detail and breath-taking in beauty---just reinforces that thought. Of course, if this team DID create yet another game, I'd have to give up my full time job and my family to become a gaming hobo.
I'm all for more zones that are out-of-history inspired. The exploration of your arts and skills is so very rewarding.
~ Jonathan -
That was actually pretty impressive...haven't seen that before.
~ Jonathan -
Okay...I have to ask...
How many of us have listened to "The Theme From Superman" while we've flown around?
>raises hand<
~ Jonathan -
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I tell ya, when I finally reached level 14 and took flight.. that entire DAY all I did was explore every zone I could. I flew and flew and flew.. I even flew to the top of the tallest building I could, ran off the ledge and let myself fall until I almost hit the ground turning flight on at the last moment and flying at full speed. I was exhilarated. One of my favorite moments ever....
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I genuinely share this personal experience you describe above...
The ability to fly high...
Reaching deep to touch the sky...
A coming to life...a personal revelry...
Unfettered, unmoored, unanchored, unchallenged...
...carefree.
The giddiness.
The silliness.
The smile that stretches wide across my face.
The fuel.
The drive.
The energy that possesses me to race.
Streaking past windows
Arcing over buildings
Buzzing round monuments
Swooping low
Then climbing high...
...again...
All to reach the sky.
Disabling the flight
Plummeting madly out of sight
Racing to crash the earth
Gravity's pull for all its worth...
...only to pause suddenly
and dangle my toes pointedly
To flash a smirk and let loose a laugh...
"I didn't crash this time..."
Only to fly off again...
...to reach to touch the sky.
What I truly would not give to be and to live that experience over and over again...in this factual life.
That experience alone primarily...as it is only as virtual as this game provides...is one of the true reasons I appreciate the arts, the talents, and the skills of this game's designers.
Thanks for four years of flight and freedom.
~ Jonathan -
I remember the night I first "hovered"---at about 0.1mph no less. But...you'd have thought I broke through the dimensional barrier to a reality where such a feat was possible. I was so jazzed-energized, I literally hovered around...just snailing about in the air...for about an hour.
I was a junky from that point forward.
~ Jonathan -
Full of informational win!
Thanks for the heads up, the news, and as always the great communication!
~ Jonathan -
Referring to VEATs, "This is largely content for level characters in the Villains half of the game only, but it balances things out between the Heroes - who've had their own Epic Archetypes for quite some time."
My sincerest hope is that this same philosophy is taken and applied to the Patron Power Pools.
~ Jonathan -
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This is awesome !!!!!!....but I am waiting for "Oeh Noes Villaines got teh hosed" action on this as it seems to follow every I12 announcement...LOL
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I'm SO biting my thumb to keep from editing Posi's post and inserting "except villains" in random locations.
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I laughed outloud...IN CLASS...reading this...
...so...wrong...
~ Jonathan -
Just taking a moment to add my thanks and support...
Thanks sincerely for building, maintaining, and adding even more still to this great pastime through some very "skinny" days.
I can just see in a few years time...
Troy Hickman's new graphic novel called, "15"---an adaptation based on the graphic novel "300."
I'll leave casting the roles of Xerxes and Leonidas to someone else.
Cheers,
~ Jonathan -
For greater game content, I for one would be all for additonal micro-purchases or game-packs or game-add-on programs or game expansions.
More costume content?---I'd pay for it. More gaming zones to explore with new story lines?---I'd pay for it. New archetypes and powersets?---I'd pay for it.
That's just me though. I know it's not a popular notion with many, but it's the reality of the consumeristic society that we live in.
~ Jonathan -
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For one example among many, Cold Domination and Thermal would be perfect for Controllers that don't feel that they have unique Secondary sets.
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That would re-break PvP all over again. Cold and Thermal are the only answer to the fact that heroes have 2 buff AT's, empath, etc. Vill's would have no chance whatsoever if those 2 sets were transferred over.
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Imagine if Villains were allowed to use Empathy. There's a step towards balancing right there. And per Babs, eventually, all sets are going to be shared by either side---though I'm sure things will have to be moderated to fit the Archetype.
It's not that difficult a transition...(says the man who has NO CLUE about coding and programming),...and I think the easiest, fairest, most content-interesting way to get there (to side-switching that is) is to actuate the "Fall From Grace / Rise To Redemption" Task Forces.
These have been talked about at least for 2 years...maybe 3...and by the Devs no less. They would be TaskForces for the Level 50s only.
As a lvl 50 hero, you accomplish a grueling TF / Story Arc that, in the end, has you become an outlaw...the whole shades of gray / vigilante justice / just this side of total evil...regardless, you are now hunted by the Justice and the Law. (You then start your career at Level 1 all over again as a villain.)
As a lvl 50 villain, you accomplish a grueling TF / Story Arc that, in the end, has you become a hero---you've risen above (most) of your shady shenanigans; you've paid your dues to society; and you end up walking and policing the clean city streets of Paragon...though maybe 'watched' by the Paragon Police Dept. (You then start your career all over again at Level 1 as a hero.)
I recognize that there is work and tweakage involved with this idea. I'm sure it's already been discussed to some degree by the Devs...as it has been mentioned a couple of times by them on the boards. (Forgive me, I'm not going to try to search for this...but I believe at the time, maybe it was Jack Emmert and maybe Positron...but I'm not certain of that.) I believe one of the reasons it wasn't implemented was because the Devs had no means of removing badges from side-switchers...though as I think about it...I would wonder if that's necessary or desired. Why couldn't we keep them...? They were, in fact, earned after all. (Someone help me to understand this better if you happen to know, please. Thanks.)
I believe the concept was dropped right around the time when whomever the "powers that be" let go of a significant percentage of the programming workforce.
It's an opportunity to run content all over again...buying yet more time out of subscribers (who've seen all this content a zillion times already). It's an opportunity to re-experience all our characters from different perspectives.
Obviously, I'm jazzed for the concept...I know that is not the case for some others. It's an idea and a suggestion...that's all.
~ Jonathan -
Honestly...these are great images.
Are you able to complete the shield (where there is the absence of the PPD emblem)?
Really nice stuff.
This gets my vote.
~ Jonathan -
This was a very clean, very nice-looking logo...
Hell...I'd like the logo just as a screen image (without the PPD).
Really nice design.
~ Jonathan -
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PleasePleasePlease reconsider this whole locking villains into Patron Power Pools. It's like you're hand-cuffing us into your idea of what is 'fun.' PleasePleasePlease consider instead creating patron power pools for heroes and ancillary power pools for villains. That would go a long ways to alleviating the narrow-minded 'villain-destiny' rut that I feel red-side gaming offers.
~ Jonathan
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Just a big fat reminder... no one HAS to choose a patron. No one HAS to take Patron Powers or run the arcs. Also, you can choose a Patron and stick to your owm power pool and just run the missions. There are a lot of other contacts in the city of Grandville who can accomodate you. Don't be a Destined One.
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Thanks sincerely...I do recognize this. But still (in my opinion), this is a limitation of sorts.
I'm just all about more options...both hero and villain side...and that includes the "Patron / Ancillary Pool" levels of options.
~ Jonathan -
I have a request (again...)
With this wonderful broadening of character choices (in terms of new combination of powers), the concept for new characters / heroes / villains is going to exponentially blossom.
That being the case, the game gifts us with SO MANY slots of heroes to allow us to try new heroes and new villains...new concepts. The only "problem" that I am experiencing is having to decide where / which server to grow into with all these new concepts.
Is there any chance for the development of a series of "Global Servers" where any of our characters from any of the original 'home' servers can be uploaded to game with characters from other servers? Sort of like the Test Server, except that this is a 'live server?' I keep referencing Guild Wars' series of instances where friends can join friends regardless of where they were previously.
I don't think additional slots on home servers are necessary, given that we have so many slots currently available to us. (I wouldn't kick and scream, however, if we DID get more slots per server, though.)
Thanks.
~ Jonathan -
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Well after 2 yrs and 7 months i guess ill get a lvl 50 villian now that more peeps will play there new AT and there will be teams again...........O and a tank( NOT BRUTE) with lighting rod Game over........WOOT
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I can echo this...
I have a villain that has sat at lvl 42 for the past 2 years or so...simply because I am utterly uninspired by the Patron Power Pools...and how much I feel uninspired by the story directions for villains. (Just my opinion...)
At least now, I will do the WORK (because that's what it feels like villain side) to get to 50 to try out the new Epic ATs.
PleasePleasePlease reconsider this whole locking villains into Patron Power Pools. It's like you're hand-cuffing us into your idea of what is 'fun.' PleasePleasePlease consider instead creating patron power pools for heroes and ancillary power pools for villains. That would go a long ways to alleviating the narrow-minded 'villain-destiny' rut that I feel red-side gaming offers.
~ Jonathan