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Quote:No, BABs didn't animate this. It was the creation of an as-yet-unnamed animator, who also did the Dual Pistols animations.Quote:We should call this person GUNRUNNER. Which is better than Pew Pew Ninja.
Now don't get me wrong about this - I'm actually glad CoX ripped off that power because it was one of the few things that Champions Online did that was vaguely cool. For everything else that CO has "copied" about CoX I think it was only fair that this game manage to steal something for themselves. -
It's probably easier if the Devs of this game treat it sort of like the Simpsons cartoon in that even though it's been around for many years the kids have never "grown up". It might not be very realistic, but it saves the Devs a bunch of time trying to rework for that kind of thing.
I've actually considered this age issue for some of my own characters. Back when this game first started 5+ years ago I created several teenager heroes which I still play from time to time. I have lately wondered if I ought to update their bios and even their appearances to account that, for example, one has technically aged from 16 years old to perhaps almost 22.
I guess these are the kinds of things to consider when a MMO has been around this long. -
Quote:We have the best development team in the history of development teams, working on this game. So much love for you guys. <3
(And best community/playerbase. WE RULE!)Quote:It's funny, I brought up this idea as a different option for travel in a Suggestions and Ideas thread about 3 or 4 months ago. My idea was to have a travel power that had run speed faster than sprint, but slower than super speed and also had more jump boost than combat jumping but less than super jump....all in one power with new run/jump animations for the more "natural" type of characters.
This idea was met with 3 or 4 pages of trolls telling me how stupid I was was and the idea was idiotic. Well....just wanted to say HA HA BITE ME!
Thank you.
As far as Ninja Run goes I liked this power quite a bit some months ago when Cryptic first called it "Acrobatics" and made it one of their travel powers for Champions Online. It doesn't really bother me that this power's function and animation details are almost identical to the ones first invented by our "competition" in the least. For what it's worth I think CoX's version of this power has slightly nicer animations (espeically the way the arms move for instance).
If this game can continue "borrowing" the few features that other game is doing well then I have no doubt CoX will continue to be the overall better game. -
Quote:Obviously something being "more trouble than it was worth" is a subjective point of view, especially where we players are concerned.With all these changes to the walk power it seems like its more trouble than its worth. Now I can see why they didnt want to put it in.
For example I could understand why the Devs maybe didn't want to put in the mission architect, power customization and side crossovers (in Going Rogue) because to some people those things might seem like more trouble than they were worth as well. I could see why the Devs might not have wanted to waste the time to put those things in either. In any event the time and effort to get this Walk power working was still clearly trivial compared to those other arguably "optional" features I just mentioned.
Let's just say one player's opinions on what goes into this game (including yours and mine) don't really count for much. *shrugs* -
Quote:Is there actually a QoL feature that has ever been added to the game that 100% of the people use 100% of the time?Not sure what your definition of "a lot" is, but I know "several" people who couldn't give a rat's tail over it.
I predict that it will make a stir for a short time, until folks get tired of the SLOW-MO aspect. Then, as another poster mentioned, it will get tossed into the dustbin with the rarely used fly poses.
Obviously not everyone's going use this new Walk power either when it's brand new or not. But it has been suggested in the forums for years now and I'm sure there will be some people who appreciate that it's finally been implemented.
P.S. I use fly pose binds on my characters pretty much every time I play. If at least one person (myself) uses them then I'm sure there will be at least one person who likes other things like the new Walk as well. -
Quote:I'm glad we finally have a Walk feature as well, but I wouldn't call it a "surprise" to see it. People have been suggesting it on the forums for years now.Walks look great! Female walk looks pleasingly feminine, male walk looks male. Nice suprise out of the blue.
Obviously it was never a critical enough feature for it to be a priority so I'm not upset or confused as to why it took a while to finally happen. But it is a relatively interesting coincidence that we got this in CoX just a couple of months after that "other" superhero MMO launched with a Walk option back on September 1st. I'm sure that had absolutely nothing to do with this game finally getting around to it.
Whatever the reason that motivated it it's good to have it here now... -
Quote:The "weird tradition" as you called it was just a clever way for the Devs to give themselves more time to finish the 40-50 level content on each side. It was always the plan for these factions to be capped at 50.Will Going Rogue follow this weird 'tradition'? If so, will level 50 characters be unable to do anything in Praetoria, or does Ouroboros patrol alternate timelines as well?
It's certainly possible that the same will happen in Going Rogue, but depending on how level 50 heroes and villains entering Praetoria are handled chances are that "tradition" will not be mainatained. My guess is that Going Rogue will be able to account for levels 1-50 of all factions at launch in some form or fashion. I'm sure more will be added in subsequent Issues after GR goes live. -
Quote:Pretty much everyone I still know in this game are already 60+ month vets just like me so I don't expect to get too many "What's GR closed beta like" questions from people in general.But whenever I see a character ingame with the 60 months Veteran badge, or the Loyalty Program badge, I will immediately know that the player has been offered a chance to be in the GR closed beta. How are veterans and loyal customers supposed to keep jealousy and nosy questions away?
I really don't think this "bug the people with the badges for info" idea is going to be a serious concern. I'll just not answer peoples' questions the same way I've always done with all the other closed betas I've been in. *shrugs* -
Quote:Replace a power from a powerset that's been there for years just because it "might" be a fun idea. Are you kidding?Any reason why?
I'm not adamant about the total conversion, but I think it would be nice to have a power replace. Yeah, I could see it not working too well with concepts, true, but any other reason?
I have no incredible love for Havoc Punch and I actually do like the idea of the whip power you suggested. But I would never, ever suggest that a power ever be completely REPLACED by another power. Can you imagine how many people would likely scream bloody murder over that? When the Devs tried that for the power pools a few Issues ago it lasted about a week in beta before they wisely backed off that idea.
Now if there was a way to add a whip power to that powerset as an ALTERNATIVE to Havoc Punch then that'd be cool. Basically the word "replace" is a very loaded one as far as powersets go and you should probably be more careful in how you phrased what you meant. I realize you probably just meant something like an "animation replacement" for that Havoc Punch but as pointed out by Shadow State it might not have been totally obvious what you meant. -
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Quote:If we assume the Devs would have to require this thing to have a 30 second interruptible activation period in order to keep people from exploiting it then most of the "quick turnaround" usefulness this feature might have provided would be ruined.I don't really see a game balance issue here if it was a 30s interuptable power. That way, using it in combat is a waste of time, most fights are over in under 30s apart from AV's etc, and if you get hit it's interrupted.
The downside I can see is load times, it would take a lot longer for my PC to load a new char than the 30s.
As anecdotal evidence I can usually relog a new character into the game in around a minute, and that includes the current 30 second log off timeout that already exists. Sure there are times when I need to quick swap a character for a team but I estimate that I only need to do that maybe once every several hours of playtime, if even that often. This whole thing is basically a QoL solution in search of a problem as far as I'm concerned.
I'm not saying this is character swap thing is technically a "bad" idea, but I would argue that it would end up saving the typical user so very few seconds per play session that I really can't see the Devs wasting much effort for this at this point. Basically I could probably think of many QoL improvements I'd rather have before this one. *shrugs* -
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Sadly while the concept of "strengths and weaknesses" can be adequately handled in a tabletop pen-n-paper RPG setting I beleive in an automated MMO game such a feature would tend to be exploited by most people for purely min/max purposes. A human GM can counterbalance a player trying to "work" the system much better than a MMO can.
I'd love to have the idea of strengths and weaknesses better expressed in this game for RP purposes but I honestly don't see how it could be done effectively. Besides it's already been proven that most people don't really like the idea of being "weak" to anything anyway. One of the most obvious examples to Krypotnite this game had (Kheldian vulnerability to Qs/Voids) was so heavily toned down that that built-in weakness practically doesn't exist anymore. -
Back when the Devs first introduced the costume save/load feature it was discovered that the game could actually handle setting costume items to any RGB color value, not just the relatively few hardwired choices we are given by the costume creator. Unfortunately the Devs quickly "fixed" the ability to sneak RGB color changes into the saved costume files because gods forbid we have anyone running around with fleshtone-colored 'nude' characters. Whatever...
So who's to say if the Devs will ever officially give us more color flexibility. It'd be cool if they could somehow allow us to have a more complete color spectrum to choose from in the GUIs. Even if they still had to censor all of the fleshtone colors from that spectrum it would still give us far more choice than we have today. Again we know the game can already support it so it seems to just be a matter of giving us a proper GUI. -
Quote:My main badger Fire/Rad had Medicine Woman (the 50 million HP version) about 3 years ago before I ever started any heal farming for Empath (the one billion HP version) I finally finished a year ago. So technically I earned the "new and improved" version of Empath at least five times over with one character -without- farming.Anyone else there like this, or am I the only person who played an emp long enough to get this without any farms?
Oh well, if I had only procrastinated I could have had an easy Empath too.
For what it's worth Empath should have been this low to begin with. -
Sounds reasonable.
I think Fitz Simmons has a point about people being able to "grief" with weird power color choices but I also agree with BAB that this is hardly a serious enough problem to have held up I16 for. I'm sure this is happening in some cases but just like the few people who have dumb costumes or the few people who like to try to clone famous characters I'm quite sure the number of people who are intentionally trying to grief people with bad power colors are actually relatively small.
I can certainly wait some weeks or even months without having some kind of power color filter available. At best I would see it as a low priority QoL improvement that would eventually happen for the few people who have problems with it. When a filter like this does become available I probably won't use it myself because abuses like this will likely die down on their own regardless. People are playing with a new toy and soon most won't bother going out of their way to be silly like this. *shrugs* -
I've never been a fan of things in games like this that are totally unchangeable. I still have alts that I haven't chosen pets for because I'm not 100% sure which pet I want them to have and I'm reluctant to make a choice I know I can't undo.
I've never really understood why Vet power choices couldn't be "reset" by doing a respec. Clearly there are flags set in the game once a player has selected a Vet power that could be reset back to make it as if the player had never selected a given Vet choice. This seems like the easiest way the Devs could implement this. -
Quote:I'm not going to quit playing this game over the I16 badge nerfs.Yeah, and they also said Empath would never be changed, and other things along those lines. I don't put a lot of faith in statements about badges never or most likely never being changed anymore.
But there are quite a few people who are nerdrage quitting over the new badge changes coming with I16. They make me LOL, just like any nerdrage quitter.
But I will admit that like most things I believe the Devs overreacted in this situation.
There were several top epic badges that were set too high years ago.
Those several top epic badges should have been lowered years ago.
It's good that those badges are finally getting addressed after years of making the case for them here in the forums.
Better late than never I guess.
But I16 is going to neuter several dozen other badges that are very arguably -not- broken. I've had these badges on my badging characters for years so it doesn't directly affect me, but it does sadden me to think this game is heading a bit too far into carebear triviality as far as this activity is concerned. Hopefully Going Rogue will give us some serious end-game content to replace the challenge of badging that's apparently been deemed "too hard" for us to enjoy. -
Quote:This is correct but it's a bit of a simplification. I've been using /settitle binds for my costume changes for years now so I've gotten knowledgeable (against my will I suppose) about what generally happens when new badges are added. Currently badges range in /settitle values all the way up to the 1200s now.The Epic badges are the ones to always have their numbers changed for settitle.
The epic badges (i.e. Immortal, Leader, Empath, etc.) are indeed near the end of the list so they are always shifted upward. But new badges have lately been shoved into the list at around the 600-700 mark so that means that even when we only get a few new badges there are literally hundreds of preexisting badges that get bumped up. Case in point the I16 badge changes will shift many of these badges upward by 13 'spots' in the list. This probably covers not only the I16 badges but the new Halloween 2009 badges as well. No wonder it's a PITA for the badge tracking websites to maintain current lists for these things.
I'll never quite understand why reassigning /settitle numbers to badges like this is considered a "good" way to do things as far as our Devs are concerned. It just seems like a scheme that'd be prone to buginess and it sure as heck wastes our time refiguring it out after every badge update. Oh well. -
I'm pretty sure I knew you were just talking about removing the redside badge requirements and not the badges themselves.
They removed a bunch of MA badges in I15. For I16 they are planning to nerf many of the pre-existing ones.
I'm more for just making both sides as equivalent as possible. If CoV represents the "newer thinking" as far as being an evolution from the older CoH then it would seem at some point the Devs decided that having more badge unlocks was a good thing. I favor the idea because it gives us more goals to play for.
Thus I'd actually prefer to see more things require badge unlocks blueside than to reduce the number of badge unlocks that are required redside. That would be just as "fair" as your idea from a red/blue point of view. -
Badges are already going to be heavily nerfed in I16. I see no reason to nerf these requirements as well.
Villains have had to unlock these badges for years. I agree with Kitsune Knight that if anything new badge requirements ought to be added blueside to make the two sides be more equivalent. It would provide more goals to accomplish. Clearly CoV was an evolution past CoH and the Devs felt that the game needed more badge unlockables there, not less. The Devs' only real mistake so far was not changing blueside to reflect that new thinking. -
Quote:While I completely agree the that having to relog each time I want to change characters is vaguely annoying I completely understand and agree with the security concerns that feature exists to address.It would save a lot of time if you could logout to either the server/character screen, without having to re-enter your password. I'm a little suprised that City of Heroes/Villains is the only MMORPG that doesn't have this feature yet. Even Guild Wars didn't have this feature before I suggested it, but now it does (added shortly after I suggested it).
I don't play in an environment where the chance somebody could gain access to my characters against my wishes is very likely. But from a pure computer security point of view I'd rather live with a very minor annoyance like this (I can typically relog characters in less than a minute) than to hear about people constantly crying in the forums about how their various "little brothers" nuked their characters every other day.
It's a reasonable account security feature which has been in place in this game for years. At this point the chances anything will change with this here is effectively nil. Frankly the fact that a game like Guild Wars apparently (according to you) weakened their security in this area is not a -good- thing as far as I'm concerned. *shrugs* -
Quote:Yeah never underestimate people's desire to try to get away with something silly like this.Yeah, it would be nice. However, people may use copyright/offensive things in their nicknames. Apart from player's name and costumes, the nicknames would need to be monitored as well.
But there are two things working in the favor of nicknames that would probably make them safe and doable:
1) They'd have to be able to pass the name filter just like regular names.
2) The Devs could make it so that a player only ever sees their own characters' nicknames, not anyone else's.
With these two safeguards in place no one could ever use a nickname to grief or be "naughty" to other players. -
Quote:No need to actually apologize. But I will point out that if anyone ever tried to compile a list of the "top most often suggested things for this game" the idea of vehicle based travel powers would easily make it into the top 10 of that list.Thanks for your input guys, I agree, there were a lot of flaws. Radio should be relaced with some kind of attack that all of your group members get when they step into the vehicle and that they lose once they step out. As for nytro I did not mean that it makes you faster than SS with all of the best slots for it.
p.s: I did not know that vehicle ideas were already posted I am sorry for copying.
I'm not against the idea in general, but I think for this particular game it would very hard to accomplish due to age of the graphics engine and the overall animation concerns. I don't think it'd be impossible, just very improbable at this point. Of course the Natural Origin Booster Pack is still on the horizon so who knows... -
This is one of those things that's been suggested with constant regularity for years now. It used to be more of a problem before things like the Pocket D tailor existed. And with the I16 changes we'll have RWZ as another possibility for this.
I'd agree it would be a nice QoL feature, but it's certainly far from being a high priority. At least I can say as a Vet that if it were to happen it wouldn't bother me a bit from the "I missed out" angle. *shrugs*
If they address this issue in what passes for the Going Rogue tutorial I'd be happy enough at this point.