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Quote:Okay that's really busted. My experience in the MMO world is limited, this and a non-sub one I play from time to time when I want my sword-n-sorcery fix. Yeah, that kind of stuff should be right out.I don't think that DON'T SELL POWER refers to things like classes or powersets. You can complete the game in just as much, or more, ease and comfort as a scrapper or brute of any stripe. If you don't have Titanic Weapons available to you, it in no way shifts the balance of power. Having TM won't help you beat the game, or other players.
I think what they're talking about is something that I've seen in the game about Singular Jewelry - which I bought a lifetime for, so I'm still there occasionally, mostly PvPing. There are potions, power boosts, speed boost, damage boosts, etc in their store. Only one side in PvP has access to the store - the other side does not. Therefore, the things they are selling in the store DRASTICALLY change the balance of PvP in that game, because they are literally selling power over other players in the store.
Powersets, in that case, are not the same thing but I still would suggest caution. There's heavy levels of venom on these boards over much more benign things than gating powersets behind some form of payment, is all I'm saying.
I think we're going to hit a lot of 'growing pains' for a while after Freedom launches from things like this. However, I also think this game is awesome and will survive it. I also think the Dev's care for this game very much, though I also sometimes think they get so exited about something that they overlook some of the pitfalls that could be avoided in the process.
Quote:Originally Posted by FeycatAlso, I want to say I've been a paying customer for 7 years and, aside from unlocking my alpha slot, I take no part whatsoever in the Incarnate content. I hate the implementation and have no interest in raiding in this game, so I don't. And yet, I find plenty of fun and interesting things to occupy my time, as I have for the years previous. I don't think locking people out of the Incarnate system is really a big deal.
Heck, lock the f2p people out of Incarnate stuff entirely if you want, and let them take part in the Trials for other prizes if you must, but why keep them from being another warm body looking to help teams fill out for content that shines the brightest the more people are willing to participate in it? -
Quote:Like I said, since it's 45+ level to content, I doubt it'll play in day-to-day play for most f2p members until much later. However, with the Incarnate system to tied exclusively to Trials currently, I find it weird that eliminating anyone from content that benefits from the most people being involved in it seems toxic to the system it was built to embrace.I wonder how the Incarnate powers and system will fit into this. It's already been stated by the CoH team that Incarnate powers will be VIP only, unfortunately Free and Premium players will not have access to the Incarnate system. So would this be a lure for Free players to become VIP or is it just one more thing to drive a wedge between Subscribers and Free players?
Even if a F2P member never was allowed the option to chose from a common to very rare table (only getting the threads option at the end of a trial) and had to build from threads and what they could cobble from inf and parts they combined... even if they were disallowed Emperian Merits and would miss out on the costume change emotes and Aura Ascendant pieces, they could, at a snail's pace, get the Incarnate powers they wanted, which would be so much simpler for the paying player... well... wouldn't that mean more players in the Incarnate trials day in and out? All at the same time encouraging a F2P member who will go that far to just give in and subscribe all the more reason to... especially seeing what they can get?
Making power options available in-game, even at prohibitive costs, would keep the ill-will away from the paying consumer and elimiate the "us vs. them" mentality that could, in time, be toxic to the game.
The same applies to powerset options, or anything else in game. What is pay to play should be more convenient than earn to play, but eliminating the option can have a negative effect on the experience at large... and I won't even touch on the PvP ramifications, which I have a firm belief will be a draw for a number of the F2P contenders. -
Quote:Oh I understand the reasoning for creating it and the desire. I'm not even saying that it's a wrong move or bad thing to do, just that I have misgivings about it.And what's wrong with creating an exclusive server for those that do not want to play or interact with free/premuim players? Being on the exclusive doesn't grant VIPs any special bonuses to the game, it's going to be the same game that's on the other servers.
The reason why it was created is because F2P games can draw people who's sole purpose is to grief and harass legitiment players with no actual desire to play the game. Since it's free to play, there really is no consequence for their actions, none. The VIP exclusive server is something that subscribed players can retreat to if they find their interactions with free players to be a constant negative experience.
It's just that in a game that should encourage the social aspects giving the paying base an excuse to avoid being around potentially cool and friendly players, leaving them with the aforementioned griefers, just because they can't afford a subscription gives me pause. It's been discussed before; how the VIP server will affect existing server communities, and further in, what long-term affects may occur. I'm far from being alarmist and saying it's terrible, just that I have concerns, like many others.
I'm not really one to talk though, I'm prone to lurking and soloing when I'm not with my little team of SG mates so little of this will have a major effect on me either way...
However, I don't plan on making the VIP server my new home either. I like Champion and its denizens, even though probably most of them are only vaguely aware I even exist.
I'm more concerned about high level content being exclusive only to paying players- I could see f2p and premium getting reduced rewards (even just threads at the end of a trial vs the chance at an actual component, and no Emp merits, etc) but leaving them out entirely from the system that benefits the most from the most people participating seems a little backward.
Anyway, this is a huge derail from the OP. Time I brought it back on track.
The most relevant point to this topic based on the video Sam posted the link to, is DON'T SELL POWER, and I agree with that. Ninja/Beast run, even the Sands/Axe Staff/Wand powers (though they should be the extremely rare outlier in my opinion) are okay as far as I'm concerned. They're just one thing, and useful enough to make them attractive. Selling powersets, on the other hand... I'm very uneasy about.
I'm a huge fan of this game, and am inclined to spend money to support it. If they sell them, I'll probably buy them all. It's not a matter of the money, it's the precedent. Haves and have-nots of shiny, pretty, stuff. Not so big a deal. Brokering powersets into the haves and have-nots... not as cool, and I can see that being a big point of contention and hard feelings, which won't engender goodwill between the game and its playerbase in the long run.
The saving grace here, would be of course if there were other ways to access the powerset without paying, even if it meant just being patient. Paying for the priviledge to have the powerset 6 months before everyone else. Fine. Getting it with some sort of stupid ammount of earnable merit rewards in game. Also fine.
Thank goodness I've gotten into the habit of copying my text before hitting preview post... -
Quote:Thanks for linking that video! I really liked it, and it put a voice to my misgivings with the 'exclusive' server and other content paying players will get access to that the free and premium won't.Might be the wrong place to post this, but this is the only applicable thread within the first page, so here goes:
Extra Credit released a very cool video on microtransactions that's probably worth seeing.
I wasn't really keen on the idea but I didn't have a well-formulated argument for it- That hit the nail on the head. Yeah I really hope the Dev's see this video. -
Quote:I'd have to disagree with that disagreeI disagree. If your enemy has decided to go back to their base then you could argue that you've fought them off to a standstill. But in no way have you defeated them.
First a standstill doesn't have one running while the other is still up for the fight, but more importantly than that...
The opponent running is the most classic of comic book defeats, usually with a "You win this one, but I'll be back!" or some such. It doesn't get much clearer than that. Is it smart to run when you're in jeapordy of losing? Probably, yes, but you have still been bested.
I agree that objective based PvP would be a far better model to stage super hero/villain conflicts over, especially as 'super' as a lot of our characters are. You may never take down that Tank, but if you get away with that bank heist and the cash, you win! That same Tank may not do enough damage to take out the same bank robber, but if he can keep the villain from running out with the cash
As an example let's use a bank robbery PvP scenario. The villain drops cash when they're hit (using the same tech from being able to steal codes in the PvP zones to represent cash deposits). There are only so many in the bank, so once the hero takes them all away from the villain- they lose, or if the villain leaves the bank with no cash deposits, that withdraw would be a loss and end the scenario as well. The strategy in how long you should stay, how many blinkie cash deposits can you get away with, and when the best time to cut your losses and leave with what you have, or risk losing it all. The more the villain gets out with, the better the rewards (special drops, inf, whatever) The more the hero prevents them from taking (collecting from the villains, or just having them leave with nothing) is the measure of their success. If the Hero runs out for whatever reason, the scenario ends for them as well (the villain would be the assumed victor and rewards would be doled out). So in this case, for the villain anyway, running could garner a lesser, but still valuable success if they get away with any of the cash doohickies).
So no, running away shouldn't incur a penalty per-se in that scenario, and may even be a winning move, but doing so just to get away should make a withdraw like that a loss. -
Congratulations! Amygdala is a great trial leader. Every one Amy's led that I've been in have been successes
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I like those ideas and have mentioned similiar in the past. Have you ever been in the Hollows and found the "stranded citizen"? Sometimes when you approach them, they thank you for the help, other times they trigger an ambush and call you a sucker.
I have also suggested the random spawning street contact. A citizen that calls out for help when you approach, and can be talked to like a regular contact, and they give you the equivalent of a tip mission. Someone stole their wallet, research papers, artifact, purse, whatever, or they saw some crime being commited... anyway, the bad guys ran into that building right over there!! (I even made a quick AE mission called "My Wallet!" as an example).
Or the long discussed "cat in a tree" make it a zone blinky with a little girl standing next to it crying about her cat. You click on it and she thanks you for the help and runs off.
Conversely the villains need mugging victims (and undercover agents who look like mugging victims), vandilization blinkies (puts a pre-set font of their name on a wall that lasts a while), random destrucable zone items- like in mayhems but just randomly in-zone, and of course most of your suggestions can apply to either side.
I think a lot of those can be done currently, maybe not as flamboyantly, but I think they're very possible. Instead of being dropped off in a chopper like you suggest, they come down from ropes like the Mercenaries MM's do, and such. I'd rather see them build more into this game than even think of a CoH2, and I think all of those are very possible. -
Quote:That's the thing, fast paced doesn't have to be SS/SJ/Stealth spike damage.If two players WANT to stand and fight they're still able to do that.
But what about the players who enjoy fast paced combat? Why should they be slowed down to accommodate you? Especially when you are more than capable of taking powers to match their speed?
Like I said, I'm all for removing travel supression AND rooting (I want to have an awesome aerial dogfight darnit!!) but that would only be viable and in my opinion, fun, if there were some serious hard caps to movement speeds. Stop-go-stop of travel supression sucks but I see the intent in it.
I'd be much more interested in PvP if it were more (and here's my catch word for PvP again) dynamic, but that doesn't mean I want a return of the invisible jumping beans. Fast paced doesn't have to mean fast like superspeed fast, but a good consistent clip for in combat movement would be ideal. -
Quote:I will readily admit my belief that many F2P folks will come to try out the PvP is only opinion and not grounded on anything other than such.That's not a safe assertion in the slightest. City of Heroes is hardly the only F2P MMO with PvP in it.
The reason I think that it is likely, however, is that folks who are in it for the genre and general play probably either fall into the category of subscribers, or have at least tried the game before and will be returning as Premium players.
Couple that with the heavy limitations of the full F2P model, short of a few individuals who either just don't want to (or can't) pay for an MMO finally getting the break they've been wanting to try this game, I'm inclined to think a big influx of the fresh F2P folks (or at least accounts) will be due to something other than folks just wanting to play superheroes/villains. The most common and prolific player that model is likely to appeal to, in my opinion, are folks who will want to try the PvP content.
EDIT: For the bean-counters, I should include the F2P AND microtransaction model... playing free and only buying the things that help them PvP better. -
Quote:Wow! Thanks for the info. Like I said, I haven't had the time to delve into the lore as much as I like.Keyes Reactors had powered the entire East Coast of the U.S. at one time.
Hamidon came up through Mexico then Cole fought it off (more of a standstill). Praetoria was build over the spot Cole beat it back.
Praetoria is also build over a river which is an important transportation hub.
The homeless guy does rather specifically cement Praetoria in the former USA.
Marauder led gangs in the West and was summoned Eastward to Praetoria.
So... best indicators put it some where in the Southeast U.S. over a major river. Could be north of New Orleans on the Mississippi or any major river East of the Mississippi that empties into the Gulf of Mexico or the Atlantic.
Transportation hub? Yeah that would be the Mississippi. The biggest gateways being Memphis and St. Louis toward the south (current transportation wise, those two and Chicago are the key gateways). Not sure if the Rio is considered a transportation hub though, could place it in Texas?
There's a lot of little Isles and such along the Gulf that are near or connect to the mainland.
EDIT: Marauder was in the Midwest. That would place him closer to St. Louis or Memphis. Most likely Memphis. Wow... Memphis? Really?? -
As someone who has never been a hardcore, or even regular, PvP'er, I really wanted to like PvP. I would love to see an environment where the people who put a lot of time and effort into their builds were rewarded for it, while not completely putting out the less experienced/built (thereby dissuading any casual player from trying). I also agree that FREEDOM would be a great time to get into that- in fact- I think it should be a priority.
The folks who love this game are already here, or will return as Premium players. I think a lot of the Free to Play folks will be here to toy with it off and on, but I honestly think most of the folks that will bite at the F2P model will be doing it for the PvP.
As a non-casual(ish) and consistent player of more than 6 years, who has partaken of just about every element of this game, a total n00b at PvP, and about as middle of the road one can get to most of the things argued about on these boards, I think taking some time to work on PvP for FREEDOM would be desirable.
I have seen over the years a lot of threads, and I remember seeing some of the suggestions that would really get me interested.
Things like:
Removing Heal Decay and Tavel Supression (and some of the other nit-picky stuff).
Removing Rooting (slower speeds shouldn't mean less dynamic- that's the key!!!)
Goals other than just beating the crud out of each other (Capture the Flag style bank robberies and hostage situations, timed destruction derbys- where one side tries to destroy an area while the other stops them, etc)
Reward Drop chances if you defeat a foe, or if you get defeated. Each on a short timer to prevent exploit.
Remove the chance of Debt in PvP zones! Even for a lot of level 50 players, the thought of debt is frustrating and turns them off to PvP completely. Having NPC's in zone is good for tactical situations, but If that means NPC's offer no rewards for defeat if there's no debt, so be it. Shouldn't be in the zone to street sweep anyway... The rewards should lay in the PvP. Here's an idea, let defeats of NPC's give nothing but inspirations (good way to gather them so you don't have to leave the zone)
Those are the top sellers in my book, though with the removal of travel supression and rooting, I would place a strict hard cap on movement speeds. Allow teleport, but with a super-limited range. The thing that discouraged me about PvP was the 'invisible jumping bean' syndrome. Everyone SS/SJ/Stealth Spike Damage groups. Never considered that fun, even though that was the 'heyday' of PvP some would say. I liken that back to when folks would wait at the door while Tanks would herd the map (Yes it was fun if you were the Tank- I did it from time to time- but not much fun for the rest of the group).
PvP needs to be fun and dynamic (dynamic being the big word of the day) especially in a Super Hero/Villain game. The few times I went toe-to-toe with a player, or group of players that wasn't bouncing all over the place, I had a blast! I really think PvP can be awesome in this game, and it deserves to be. -
Why would you think this? Not saying you're wrong, I may have missed something in the description, I'm just curious as to why.
Quote:Originally Posted by Golden GirlShroud City = Paragon City - but Praetoria City isn't built on the ruins of Shroud City, and areas like Nova Praetoria were flooded on purpose to protect them, rather than being natural islands.
Quote:Originally Posted by Bronze KnightI think its called that because its a neighborhood that has a good view or the Mother of Mercy hospital which is on a hill that over looks the First Ward zone.
I haven't had near the time to delve into the lore as much as I would like to. I just had that thought after I saw how much clout Marchland had in Praetoria. Still curious where it is, and why it was chosen. However, while I'm not going to hold my breath for an actual novel about it or anything (It took quite a while for me to give up on hoping for a Rikti War novel) I would like to hear more about the history of Praetoria. Maybe we'll get more info out of the new zone -
I wouldn't worry too much about it. I have the feeling the new store will make things like that (and the Prestige Power Slide, DVD edition Cape, and CoV special edition cape) available again. I would be really surprised if it didn't.
On the other hand, I would be surprised if they were cheap to get with the points, but I wouldn't be surprised if things like that get added. If not to start, at some point. -
Quote:Much agreed! I have a Stalker I designed as a hero in the Rogue Isles with that goal in mind long before Going Rogue was even announced. I did Paper Missions and have a journal for him, cobbling those paper missions into story arcs and tips he followed based on previous missions.I would -love- some dedicated Vigilante "Let's save the people of the Rogue Isles" content, though.
And some Rogue "Let's mess with Paragon City for fun and profit" content as well.
He was almost 50 when I brought him over to Vigilante status as soon as Going Rogue came out (He wasn't going to leave the isles for long) but found that I can't do Vigilante missions over there.
He's 50 now, and sure I could (and still do from time to time) Paper missions to continue his story that way, but I'd really like to see some 'bringing justice to the Isles' possibilities unfold.
That and I have a number of villains I'd love to break havoc all over Paragon with -
Based out of the Rogue Isles, or the Praetorian eqivalent, geographically speaking?
First of all, they're based on a series of islands, and after reading the description of the new zone one of the areas is called Mercyview. Provost Marchland is a proud part of Emperor Cole's order, as opposed to being overthrown by Recluse in Primal Earth. Why would he play such a pivitol role unless he was holding down the fort on the Isles, more out of reach of Hamidon than a landlocked area would be?
There's no real mention of where Shroud City was located (Tyrant's hometown). Even if it was their equvalent of Paragon, it doesn't have to be in Rhode Island. In fact, it's very possible that like Primal Earth's Paragon City, RI., which is nothing here, but is a major center of trade and commerce there, the Rogue Isles in Primal Earth could have a very different face and history.
I've been trying to pin down where it would be located geographically in my mind for some time now, and I keep coming back to this possibility. I think it would be neat if I were right.
EDIT: Yes, I'm aware that most of the area's surrounded by forest past the water, but with Hamidon having the ammount of power he does, it's likely he's reshaping the land as he's spreading across it, making the world a huge jungle... just a thought... -
Ah that explains it. The only character that had Lore Pets before now was my MM. Then Yes, I'd like very much for them to fix it so everyone can rename their Lore pets!!
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Quote:Yeah, but when can we rename them, like we can with the original run of Lore pets?Hey all,
Glad to see youre enjoying the new Lore pets! Black Scorpion and myself made an explicit effort to get the various Lore Pet sets fairly close to each other in terms of DPS there shouldnt be any one set thats bounds better than the others. Along with ensuring that the new Lore pets were all competitive with the old sets and with each other, we also determined that the IDF pets were doing significantly less DPS than intended, and the damage and recharge of their powers were adjusted accordingly in i20.5. Its great to hear that many of you are taking Arachnos, Phantoms, Spectres, and others for concept - thats what we set out to enable!
Until next time,
-Arbiter Hawk
I'm fairly certain this is an oversight that got missed, and I'm not sure anyone pointed out, but I was really disappointed when I couldn't rename my phantoms. -
I'm almost on the other side of the spectrum and agree with the original idea of the OP, if for any other reason, just because of the original runs of "Spider Girl".
That was a great series. May "Mayday" Parker, daughter of Peter and Mary Jane, was a really fitting continuation of the history and scope of the character of Spider-Man/Spider- Girl.
Peter had his 'happy ending' so there was resolution there. Now it was about his daughter, which was almost the same kid but with updated 'issues' (not in terms of comics, natch) and problems. We need that. That was the thing that hurt me most about 'One More Day'. I identified with Spidey as a kid, not for all the same reasons but because I was a kid. I grew up and eventually found the love of my life. Just like Peter, and that was a part of my adult life. It wasn't someone I expected either, but made me better from the experience... Just like Peter.
I won't get into how OMD messed up my view of the story, but I liked and bought two copies of the Spider-Girl series to express my feelings about it even before it became a 'thing'. One copy was for my teenage daughter who started to be interested in the Spider-Girl series.
Our heroes need to be rewarded and find our 'happily ever after', of a sort. New generations need to be born and experience the same things, because that's how it works. Trying to re-create the past only ignores growth, which is what makes them more than icons, it makes them fully-fleshed characters.
As long as the ones who come next follow the same ideals and paths, albeit a little differently, we'll keep reading, and so will the next generation.
That's my 2 cents, anyway.
Lyc, the 'look back on it' werewolf -
I LOVE the change. I play buffers more often than not when I make Defenders or Corrupters. It allows me to get into the fight without having to focus on support for my teammates since I do it before and after, keeping me constantly doing something. This change makes that even easier.
It also doesn't hurt that I just got a new mouse with a couple extra buttons I've can attach my buff powers to
Already got those fixed on my Grav/Cold Controller, FF/Ice Defender, and when I pull them next my Sonic/Sonic Defender and my Demon/Therm MM (which I'm really looking forward to the increased performance on)...
OH! And Speed boost on my Ele/Kin Controller and my Kin/Assault Rifle Corrupter and my Stone/Kin Controller...
Yeah, I'm enjoying the change a lot -
Quote:All the more reason to point out how good a mission it is.It's nicely written, but as someone who has earned several PvP recipes (30 merits each) by running a morality mission every other day, I much prefer the one that I can do quickly. That's not the "One Good Spider" mission, so I skip that one every time now. ^_^
I won't lie, when I do a Morality mission solo, I skip it and do the other one for expediency, but I enjoy doing the "One Good Spider" in teams with my SG mates for the xp, drops and stuff. That doesn't make the "Unusual Suspect" a superior mission, just a more efficient one. I actually like the other one more... story wise. However, that's not what I look for when I'm soloing tips for the umpteenth time. I'm truly happy there's an option.
It is, between the two; in every way, the best written and played out mission, story wise. It deserves the praise
Again, the option between expediency and story driven is a good choice on each of those merits.
EDIT: Pardon the pun... -
Thank you for starting a thread with the intent of being rational all around
Though doomcrying like this, and the inevitable trollbaiting, seems to be par around here when something new happens.
I'm one of those ornery fence-sitters when it comes to stuff like this. I like the trials too, to a point. However I don't have near as much online time as I would like, and they can take a long time to organize and get folks for, much less doing them. The former can take almost as much time, if not more, than the latter. Granted once you get a good league going it doesn't take nearly as long but by the time that happens I've only run one or two trials and have to log. That or I'm running with my SG mates, who are long since sick of the trials even before some of them have unlocked all the powers. I'm not going to ditch out on my friends just to progress my character.
Which brings me around to my point.
The biggest complaint I've seen that I empathize with is that these trials are the only way to (reasonably) get a lot of the neat stuff unlocked. Not even game-enhancing stuff, the 'shinies'. I had enough of the merits saved up to unlock everything but the Emperian Incarnate armor and the costume change emotes. I honestly would have liked to spent those merits on actually finishing up my main hero and villain's (the only ones I have done trials with at this point) Incarnate stuff. However, I wanted the costume stuff more sooo...
I don't think anyone wishes the trials removed from the game. If they do, that's unreasonable. I just think folks want more options to reasonably gain similar rewards through some kind of solo/small team route as well. I know I'd really like them. I would like to build on my character's incarnate abilities even when I don't have the time to get into and do trials as well, which is more often than not. -
I would have to say, finally!!!
I've wanted to see comic panels for our loadscreens since I started playing. I mentioned it forever ago and have thought about bringing it up again for some time. I wasn't even looking for anything relevant, something like a "meanwhile..." text box with some kind of combat between generic heroes and Skulls, or Freakshow, or whatever group's in level range, with occasional appearances from the Phalanx scattered in between.
I really look forward to checking it out, and hope to see more things like this to pay homage to it's comic-book roots.
Sigh... I miss getting my monthly City of Heroes comic -
Quote:The article mentions one of the characters as "The Mask" which, looking at the face, is a little green. Probably the paint blended a bit from being hurried?Originally Posted by mousedroidI recognize everyone but the yellow guy out front.
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Quote:I think out of all the reasons I liked it, this is near the top.Originally Posted by ManduSo Green Lantern was entertaining to me because it was about a super hero. Not about some emo guy who just happened to have powers.
Didn't notice this thread earlier, so I thought I'd repost my thoughts here. I liked it. So did my father (went for father's day) and he collected the Green Lantern comics back in the 40's and 50's so his word is good enough for me
I like Green Lantern, not a big fan, but I'm not a stranger to the story either. I have long since learned to 'turn my brain off' to a lot of the technical aspects of a film and just watch it.
The CGI wasn't bad but in a few places where you could see the 'zippers' so to speak. The acting was good enough... The biggest complaint was a few areas of pacing seemed off somehow, but there was a lot of story to get through.
At the end of the day, it's an action movie about a popular comic book hero. I liked the theme they were trying to present (I actually liked the Parallax origin story and look far better than the comic one). For those who think Parallax looked like a big dust creature, watch carefully for the faces stretched in agony and the skeletons of its victims reaching out to pull others in over the length of its psuedopods. I liked the character of Hal Jordan. Not exactly the way he was presented originally in the comics, but this one fit into the story well with the theme of awakening the courage within himself. I can see the Hal Jordan we know being better represented in sequels, or a JLA movie, if they do either. This was about him maturing and 'coming into his own' responsibilies.
All and all a fun film. I think we need to stop over analyzing these movies for the most part and just enjoy them for what they are, or they're going to stop making them.