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Posts
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Joined
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Any chance for the 72 month Vet Reward we can get a pattern that says:
"I played this game for six years and all I got was this lousy shirt"?
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(thumbs up)
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Actually, my argument has nothing whatsoever to do with wanting the rewards 'RIGHT NOW'. It has everything to do with looking realistically at how much they're going to keep stretching the rewards vs. how probable it will be that it would even be possible for a player to EVER see them, no matter how patient they are.
Once you hit the imaginary line dividing the halfway point of an MMO's lifespan (whatever this may be, obviously nobody can see the future) than any future veteran rewards added beyond that point become impossible to achieve, ever by new players. The longer beyond that point you go, the fewer and fewer players, no matter how much they try, will be able to access that content, and beyond a point it becomes a waste of resources to keep developing them as they'll be designing them for an ever-permanently decreasing segment of the population.
Again, I HAVE the 54 month badge already on my characters. Wanting the rewards 'right now' is a total non-issue for me. I'm fine with having players have to wait 5 years for the rewards, that's fine. My entire point is that there comes a point, somewhere, where the vet reward system becomes silly, because you have an ever-growing number of veterans who will never, ever, see many of the rewards coded into it.
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That's what I was going to say more or less. I just hit 50-something on my main account too....so I'm certainly not bitter about "never getting the good stuff". (Hee hee...I just realized I don't pay that much attention to it.)
But as you say, at what point does this become a waste of time for the Devs? There must be a line somewhere there when they are working hard to come up with something interesting for .01% of the population. So where is that line? Now? A year from now? -
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Speaking as someone with the 54 month vet badge, I really, really, really hope that 60 is the last vet badge.
They're a horrible idea and largely give things most players should have off the bat (ie boxing gear) and, let's be honest here, people who have been playing long enough to get the higher end badges would have been playing without them (and you didn't 'earn' anything folks, stop acting so superior and stuck up just because you've played a game longer - it's a game, if you feel spending money to earn things in it makes you better/deserving of these rewards somehow, you have a sad perspective on life), and realistically, given the lifespan of most MMOs, it's highly dubious that any player that starts now will even see the 60 month badge before the game is retired, even if they play for the entire rest of the game's lifespan with no break.
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I think I agree with you.
It must feel to a newer player like the max lvl keeps getting pushed higher. Even if you've been around 3 years, the goal-line keeps moving away. Might be better to set a point where you can get to and leave it at that. 60 is a nice round number. -
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Temp travel powers are a pain in the butt. They're slow, come with funky FX that may or may not work with your costume/concept (of all my characters who have problems fitting in travel powers, I have exactly *one* for which relying solely on temp fly jetpacks is a conceptual fit), you have to manage the time carefully, and they're sharply limited in variety. They're useful to have either early on, or as an adjunct to something vertically challenged like SS, but don't pretend they're remotely equal to a REAL travel power. And what if you want to SS, teleport, or superjump instead of fly (the only endlessly renewable temp)? "Sorry, you're SOL"? The ability to use temp travels (which *everyone*, vet and non-vet alike, has access to) does not remotely compare to the ability to get a REAL travel power for half price.
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But this is a "game changing" deal! Are you saying it should not have a downside? By doing this, you save TWO power choices and ONE pool choice. You will have a HUGE advantage over everyone else...right? From reading this thread, we've seen that the ability to save ONE power choice will be a big advantage....so saving TWO power choices and a power pool pick must border on "game breaking"...yes? That's just too much to fathom!
Surely something so BIG is worth having something not fit your costume, right?You just know those who want such a monumental advantage are going to be willing to forgo SS, teleport, or SJ.
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Really...much ado about nothing? The more I think about it, the more I realize that only my teleporters will see a benefit. Any of us that know the joy of Combat Jumping/Hurdle are not giving that up. I have Hasten on exactly one character and she isn't giving that up. (I hit it after Dull Pain) Hover isn't going away on my fliers. -
I like it a lot.
One change I would suggest is to not have the military types attack non-coalition teammates that are using your base.
I was just thinking the other day that it would be nice to have a nurse in my medical room. A tech in the tp and control rooms would also be sweet. -
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Not to be dumb.
But how do you get 4 tiers of powers in a set with only three tiers?
1: Swift/Hurdle (No prereqs)
2: Health (One prereq)
3: Stamina (L20 and 2 prereqs)
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You lumped Swift and Hurdle into one tier, which is not the case.
1: Swift
2: Hurdle
3: Health
4: Stamina
My understanding is that the tier-4s will still require level 20 and 2 previous powers in the pool to unlock them. Your earlier example of taking team teleport without any pre-reqs is not (or should not) be possible.
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Swift and Hurdle are not tier 1? When did they change that?
For those that seem to think this is "game changing"...I suggest you do it now.
Yes...do it now. Use the temp fly powers....save TWO power picks and ONE pool pick. Downside is that you have to renew it every so often in the Shard and it's slower. ...But if it is truly "game changing" that is a small price to pay, right?You'll have a "big advantage" over the 5 year vets...who will have to waste a pool pick AND a power pick to get their travel power. Will the game survive this "imbalance"? Who knows...but you heard it here first.
This looks to be a bone to teleporters at most. (We need a bone if you ask me!) Since the community of us who actually use teleport is tiny...along with the community of 5 year vets being small.....a big deal? -
Cool.
I'll probably only ever drop Recall Friend though. Since I take Teleport a lot, that will be nice. (I may find I miss it....we'll see.) I would very unlikely to ever drop Hover or Combat Jumping.
I wonder....I'll have to read through the thread I guess....does this apply one time only? Like...will I be able to pick tier 2 travel powers at lvl 6 AND 8? Like say, Teleport and Super Jump back-to-back? -
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I do find the concept somewhat fun, but for some reason I don't like it. I don't often remember heroes doing wrong because of duress or not main heroes at least. Maybe the second hand heroes that I don't remember the names of. The main heroes might have pretended until they did something to the ones causing them duress, but they never actually helped them completely. Then there were vigilantes, who sort of took justice as they saw fit. And As far as villains ever doing good, it was usually only for times they saw they could get an advantage by doing something dastardly towards the end of the story.
This is all based on what I remember from Original comics I have read. I'll admit there is nothing stating that City of Heroes follows all comics style or concepts. I really think that the only time Heros and Villains would work together is when it involved a mutual enemy. Like the RWZ Mothership Raid, or the Pocket D Snaptooth Missions from father time. Even though I don't see these making sense in my opinion. I can see probation working. Sure some bad guys do turn good and some good guys do go bad. Although I cant think of anyexcept for spiderman, but there was an alien symbiote involved. But heroes and villains normall only work together when the world itself is at stake.
But Like I said, the concept for it sounds fun, just in my opinion the stories to each aspect don't make sense based upon my history with comic stories.
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I immediately think of Harvey Dent and Obadiah Stane from the two big comic book movies this summer. Good guys that went bad.
Magneto is a great example of the flip side.
I love the whole idea. I would have to open the bio of any "changer" at once. (You HAVE to write a bio for this, don't you?)
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Blocks and other geometric shapes in a variety of sizes and shapes.
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Leggo ftw! Just imagine what some people could build. -
Great find on the cubicle!
The fact that you can place things on BOTH sides means I can get the cubicle to a spot I like, place items on the available surface, then rotate it and have more surface available without having to move the cubicle. ...Sweet... -
I think I'll switch to the 6 month cycle. I'm doing monthly now on 3 accounts. Less per month plus one free adds up.
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These are my favorite features of 2008
The Attribute Monitor
XP Curve Adjustment
Characters below 10th level cannot send emails.
Villain Epic Archetypes
Optional Character Slots Purchases
Added "Spam" Button to email window
Eight additional power trays added
Player Notes
In-Depth Power Information
/IgnoreSpammer
Leveling Up Bonus
Trial Account Limitations
Characters will no longer stop earning Influence when playing in Supergroup mode
Users can now choose to pay with influence or free costume token at the Tailor.
The Merit Rewards System
Day Jobs
Pain Domination
Villain Patron Powers Unlocked
New Costumes
New Missions
All Supergroup Base room prices and Prestige costs have been rebalanced.
Base Salvage no longer drops.
Added Teleporter Beacon for Pocket D.
Badge tracking User Interface window updated to allow sorting by category
Chat: Ctrl-C now copies whatever text is selected.
New villain Respec Contact --- Arbiter Sawyer in Port Oakes
Port Oakes got itself a Black Market.
There are new 'Abandoned Labs'
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That says why CoX got the award right there.
I'm very happy. -
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Threads I would like saved:
> Post your coolest i13 rooms <
http://boards.cityofheroes.com/showflat....;gonew=1#UNREAD
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Pulling this from the depths. We have a good long list of bases here.
Considering the 'free time' developers get for community events tends to be limited on the best of days. There's no reasonable way they can have the time to check everyone out.
Is there an equitable way to help the devs pick which bases to tour?
Lottery perhaps? Everyones base goes into a hat? I dunno
Thoughts?
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How about doing a "pre base tour" ourselves and letting that help decide which ones to show to Devs?
Might be a way to show off some creative stuff to give them ideas and show off bases that best illustrate "wish lists". -
Most good and with 0% suck.
Sheesh...you guys just make it real tough to be proud of my base. (Considers lighting it on fire and collecting the insurance.) -
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Not so much a room, but an idea I was playing around with.
This is how Tech telepads SHOULD work
Side view
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When you say that's how they "should work"...that means those telepads don't work like that? ...Cause if they do work mine are about to change. -
I manged to get my base expanded and in working condition yesterday before I decided to take a break. That was about the time of the sever problems so it was all good for me.
Got up this morning and downloaded the new patch and seems fine. I logged on for a couple of minutes just to check. No "doom" here. -
As a solo base owner, I'm thrilled with the changes and can't wait for them to go live. I'm actually looking forward to "paying rent" since I've never done it before. My base is about to get bigger than it ever would have gotten....like ever. (It would've taken me 10 years of playing to get what I'm about to get.) My "personal storage" is also about to grow larger. (I'm adding the capability to keep 30 pieces of invention salvage per bin to what I had.)
Now if I had 5 bases to keep track of this rent thing would irritate me a lot. If I were the leader of a large SG this might irk me. And if I strain hard, I can grumble a little about the fact that I'll never get that SG healing badge.
I'm just pointing out that some of us are very happy as a balance to your post. -
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Perhaps I am missing something, but why would a person NOT want to make their base a secure base for the lower half of the sizes?
I've heard it said that there will be a "base raid flag" at some point in the future. Will that flag be perhaps just the distinction between having a hidden base and a secure base?
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Interesting question.
As a non-PvP'er, I suppose I should stick with a Hidden plot? (That would my "why") -
Very good to read. We know we're being heard and I can see the willingness to change things in the future to address our concerns based on how it impacts the game. Nice.
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Base Repricing
1) How will the repricing of bases affect you personally? As a solo base owner, this will increase the size of my base dramatically and allow me to finally have all the teleporters I've been wanting.
2) Will you dismantle your base to gain the additional prestige from the repricing? I will sell back a few things (like the super computer) but I won't have to do very much of that.
3) How long would this process take you if you were to engage in this practice? I doubt I would spend more than an hour doing it.
4) What are the positive and negative concerns regarding repricing? Seems all positive for people in my situation.
5) How will this feature affect you long term and short term? Hard to say long term. Short term it's a great thing for me.
Base Salvage Exchange to Invention Salvage
1) What is the negative effect on your base for this feature implementation? I've got 6 telepads crafted and ready to go... that's the only thing I'm planning for now. No negative there. The one negative is storage for candy canes and costume salvage.
2) What is the positive effect on your base for this feature implementation? No more having to remember to dump base salvage in the base on each alt I guess. And since I do all the base work myself, the new storage will actually result in a net GAIN of IO storage capacity for me.
3) How long will it take you to adjust to learning this new system? I think I'm ready now.
4) What side effects to this system do you currently see from transitioning the old to new system? I do worry about the market. We are going to see a lot more uses put into the game for the same amount of IO salvage. That has to effect prices.
5) What security concerns do you have regarding this change? As a solo base owner, none. -
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so what I am seeing is that as far as IO salvage requirements go...they went right ahead and did all the stuff we feared and told them not to do and made it extremely retartedly complicated on top of that......great....and people wonder why we were pissed in the first place.
Can someone tell me how the placement costs are being handled if you already have items crafted and sitting on your person ready to place? I'm on a hard deadline at work and wont be able to even get in game till maybe Sat.
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In closed beta testing, placement costs for items crafted but not yet placed were what they were under I12. If you want lower placement costs, you must re-craft.
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Well...d'oh!!
I was about to log on and craft 4 telepads.... That inhales. -
Tour guide (Log out in front of Ms Liberty)
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I can't imagine that I'll ever have the need for this personally, but hey, more options is always nice. And if it brings in some additional cash flow to help with development, so much the better.
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Worked like charm! I put a Van Halen song called "Take your whiskey home" in as a substitute....sweet.