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Posts
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Joined
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Quote:I'd much rather have them add a feature that allowed you to save either one entire Halloween costume or the equivalent individual pieces from multiple costumes (Carnival Harlequin boots+Hellion vest+Coralax gloves etc.) that would be permanently usable in the costume creator. Say you get the option only if you collect all of the available Halloween costumes during the event.Eh. I suppose. Then again, I'd rather have the "costume" badges on Halloween let you "keep" a costume instead of having it vanish."
Code intensive? Yes, but oh so cool!
I'd also love to see Paragon Studios come to Dallas again. I believe that they were here once for a Meet and Greet.
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Interesting set! I would like to see something like this but have it rely mainly on enemy debuffs for it's protection against S/L and Psychic and have fairly high defense to E/NE/F/C backed up by good regen. Perhaps even add a mechanic that increases the effect of the debuff (in magnitude or range) as the character's health drops. In order to separate it from other sets you could make it the only set with passive mez protection.
Range would be a definite weakness for a set like this but that shouldn't be too much of an issue as a tanker set.
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Just to be different...
/e drinkfromhose
/e drinkfromshoe
/e guzzlekeg
/e krazystraw
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Quote:/e sobBeen asked for before, and the game engine can't manage these things.
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Quote:Is anyone else here confused and ever so slightly offended by Tinyman and his giant ray gun?Well, it should be noted he's only ever a Legion applicant, and never makes the team.
Also found a little bit on Arm-Fall-Off-Boy's spiritual predecessor, the second Capt. Marvel.
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Interesting suggestion but it still leaves the clunky part of enhancement slotting process in place. I prefer something like this. I'm all for the idea of adding a series of radio buttons that would allow you to select which type of enhancements will be displayed in the pull down menu.
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The Commander sounds like it has potential. I would suggest that the first two Companions specialize in debuff with the third Companion provding a direct player buff at the higher levels when it becomes more important. I would also give all three of them a ranged attck preference and leave the melee attack preference for the sidekick.
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Quote:The other issue is the amount of coding needed to make running on water and up buildings possible is fairly prohibitive.I think most everyone has some kind of super-speedster type character.
Mine is a MA/SR scrapper (and also the very first character I ever made in game), with lots of run-speed bonuses. He currently runs at approximately 50 mph without super speed being activated.
The trouble with a "real" super speed powerset is that it really can't be done in game correctly.
The animations would be really difficult to "get right" (you'd need the blurring, zipping back and forth over the combat area to show super speed melee, etc)
Everyone wants the "run on water" and "run up the sides of buildings" effect on a super speeder. Trouble is, in game, the maximum speed cap for running is ~92 mph. At 92 mph, there ain't nobody running across the water, much less defying gravity and running up the side of a wall...at least not by pure speed alone.
Quote:Oh, and Flurry is a pretty bad attack. It's not the total gimp-factor that it's usually described as, but it's not very good either. That's mainly due to the animation time (imo). If it's animation could be halved or it's damage brought up to respectable levels for the animation time...
Make it a single target version of Shadow Maul/Sands of Mu. Slightly less damage and get rid of the melee level cone, or cut every other frame of animation (or whatever) and get it's time down to 1.7 seconds or less, and it would be an acceptable (if still a little sub-par compared to Air Superiority) attack.
Oh yeah, lose the super speed hum and switch out the punching sound effect for the one used by Shadow Maul.
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Quote:I chose a WP/EM tanker for my speedster for concept reasons and I do have Flurry. I mainly use Boxing, Barrage and Energy Punch in my attack chain with Flurry on auto fire so that she is always throwing punches. The idea is that she doesn't hit super hard she just hits fast and often.Ah well, you win some, you lose some. Has anyone ever made flurry worth while?
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I think the biggest issue with the buildings in game is that they are too static and unchanging. That really isn't the case with large buildings in the real world, they are in a constant state of flux, landscaping is changed, windows are washed and the parking lots fill and empty, street level scaffolding also goes up from time to time.
Another thing I would like to see change is that some of the static storefronts be replaced with transparent windows that display interiors complete with NPC staff and shoppers. These do not need to be accessible to players but it would be cool to see some indoor activity in the light commercial sections of the urban neighborhoods.
I would also like to see suburban neighborhoods added to places like Galaxy City, The Hollows, Dark Astoria and Croatoa.
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/signed
Something like this could be added to an earlier suggestion for adding a dialog box to the character select screen that provided in-game info when you hovered your mouse over the character name.
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/unsigned
I don't see how decoys really relate to the stalker archetype. The stalker is all about stealth and I find it hard to believe that someone can be all that stealthy with an entourage.
Or am I misunderstanding the OPs suggestion?
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A clone or duplicate set would make for a very cool MM set. I do have an issue with the different clones having different powers though. If the clones are copies of the Masterminds whose only power is to create clones of themself than the clones would only be able to do the same thing.
Of course all Masterminds need some ranged attacks so what do you give them that hasn't already been done and that seems fitting? Maybe some Psychic Blast/Mental manipulation powers? They might just fit for a blaster, controller and tanker clone set up with a bit of modification and artistic license.
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Interesting suggestion. It appears to be very team oriented though. Not necessarily a bad thing but a hole that may need filling.
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Quote:I'm betting that Castle either had far too much or not enough caffeine. I'm not sure which it is but I'm almost positive that caffeine was involved somewhere.... and a Nerf gun.... and a goldfish.I just had a horrible thought.
What if the Power_NA account was a generic Paragon Studios sock-puppet account, and anytime a developers voices a really really stupid idea in the studio, they then have to go repeat that idea on the forums as Power...
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/signed
I like this as long as it is limited to controllers and dominators only. I have always been a big supporter of moving away from damage being the only way to defeat enemies in the game. I would also like to see the same kind of thing applied to defender/corruptor debuffs.
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Quote:Exactly! Things like costume sets, task force or strike force missions, temp powers, Oroborous access, epic archetypes, IO slotting and full market access (DDO only allows F2P accounts to sell one item at a time at the auction house) could be disallowed for F2P but purchasable.As to what McBoo said. I agree about the DDO thing, I play DDO. However, City of Heroes does have something like a store. Players can buy 'costume boosters' from the PlayNC site. All they'd really have to do is put out extra packs like that, or maybe even story packs similar to the adventure packs used by DDO.
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Quote:Oh, I just figured that you'd been burned too many times at one of their casinos along the Red River....I've got some family in Texas and some in Louisiana, who are related to a few others that ended up near Tampa in Florida. I had a grandma who barely spoke any English, but when she did, she'd rant about the Choctaw to the point where it became a joke. I don't even know why she hated them, but they seriously filled her with a rage and fury... I was thinking it might have something to do with those Poarch Band guys.
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Quote:Welcome to the game LH! Make yourself at home but mind the zombies; they spit....Hello, I'm new to the game, I only have about three days of play time. Anyway, I don't expect my ideas to be adapted but these are just some things I'd like to suggest.
Quote:1. Colorable Minions. I'm talking about anything that can be called by the Mastermind or any other archetype that can summon Minions. I'd like to see them have their Minions match with their appearance, something that should be added in with the power color change thingy. Like, if I have a Red and Black colored Mastermind, I'd like to be able to make his Robots, Mercenaries, Ninjas, etc, Red and Black as well.
Quote:2. 'Unlimited' Free Trial. This is something I noticed that seems to work with other games. Basically, it's a limited never ending trial. Seeing as how we are having hard economic times, this would make it so players wont leave City of Heroes/Villains for other, free to play, games. They'd be able to keep their gamers when said gamers can't afford to play. The two games I know of who use this, Warhammer Online and Champions Online, limit the content that the free players can access, and max their level to the equivalent of City of Heroes/Villains' lv. 15 - 20. This is insures that players will still play when they can afford to play and yet stay when they can't afford to play.
Looking at the industry I would say that the best way to handle it would be setting up F2P accounts like DDO that allow a player to go from 1 to 50 but limit the number of characters a player can have and the content that they can experience in the game and then add an in game store that allows players to add content piecemeal as they see fit.
The other, and IMO less successful, option would be the CO F2P model that limits the number of characters and only allows players to play on the tutorial map.
Quote:As I said, I'm a new player and these are just my suggestions. Since I'm new, I highly doubt that any of these ideas would even be read but I'm just putting them out there.
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Quote:/unsignedJust a suggestion, but, what would really be nice, would be a Global Invention Salvage for each paid account of 1,000 capacity. This would allow us more free time to play the game instead of changing characters to try to find the piece of over-priced Invention Salvage we need for our Recipes, and might act as a way to keep some of those prices down.
Creating loot hoards will only drive up market prices and fill the forums with demands to nerf the Global Invention Salvage feature. What exactly does one player need 1,000 of in the first place?
Quote:Three measly minutes. *PBBBBT!*
No, you were reading mine. I was just more verbose about it than you were.
SO NYAH!
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Quote:DOs and SOs are special in light of the fact that they provide a more affordable way to improve your performance as compared to the cost of an IO build.DOs and SOs aren't special anymore. Let's simplify them, so that people can spend more time on the things that ARE special!
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Quote:I have found it relatively simple to get influence since the addition of the markets and the Mission Architect. If you are having problems in that department try the following steps:Is that really enough of a benefit to offset the grinding for inf that a new player has to experience?
1. Do AE missions to max out Architect ticket count...
2. Buy rare salvage or recipes from AE vendor...
3. Sell salvage or recipes at Wentworth's or the Black Market...
4. Profit!
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I'm in the camp of folks that think Battle Axe is pretty much fine as it is right now. The damage is impressive, the KD is good fun and makes for great incoming damage mitigation. Adding another secondary effect could possibly mean lowering or losing something else the the set has already and that would not be popular move.
Sorry but this falls under the heading of if it ain't broke, don't fix it.
/unsigned
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