Next_Player

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  1. I love temp powers. I think we need more craftable versions of mission gained temp powers, though. I have a flamethrower on one character and it has only one use left. I don't want to lose the ability to just pull out a flamethrower for the sake of how funny it is for that character... but I love using it in battle. Need more, please! More flamethrower, more everything else too.


    MOAR!!



    And better, too.
  2. Power Girl... comics' poster girl for "Bigger is Better"


    Fortunately, although most comics artists seem to render super hero women as larger than life, they don't treat ALL comic book heroines like they do her.
  3. Quote:
    Originally Posted by PureAmerican View Post
    bigger please

    you really expect any other kind of answer from a man ?
    Man here. And my answer is "smaller, please."

    Most of my female characters, I adjust the slider to the left... if the default is 50%, then I'm usually setting it at 25% to as low as 1%. I have made a couple characters intended to have the big bewbs, and I leave the slider at default for them... because that's plenty big already.

    Anything over default looks hideously unrealistic. MAYBE... just maybe... if the devs did something to the character model so that the breasts look more realistic when they're bigger, then maybe I could see going bigger. But as it is right now, they just look like beach balls shoved under tights.
  4. Plain white bumper sticker with simple letters that reads, "Upon advice of counsel, this bumper sticker bears no message at this time."


    The guy who has it on his car is a litigious jerk, too.
  5. Wheeee! I got a chibi! DD looks awesome, Deebs.
  6. $10 is too much for me. Why? Because I'm interested in one cape and one, maybe two, of the auras. So everyone who thinks $10 is great for 5 capes and 10 auras, I don't see it the same way.

    With the super boosters, I got a lot more mileage out of them. The bonus power (or ability to change body types with Science) get used all the time on all my characters. The different costume parts get used on a variety of characters in various combinations. The thing I liked about those packs was that they focused on a given theme and if I didn't want something, say the Cyborg pack, I could skip it entirely.

    But with the capes and auras of 5 different origins lumped in together, I have to pay for stuff I'm not even remotely interested in if I want the two or three things that do interest me. $10 is too much... and they should have created five new theme packs. That's my opinion and I'm sticking to it.
  7. No, I don't believe that. I said I was starting to feel it, though. And I don't like the feeling, so I wish they'd put more into the packs or price them better.
  8. Quote:
    Originally Posted by Electric-Knight View Post
    From 1-10 where does Pool (plus Ancillary & Patron & possibly EATs) Power Customization fit on your scale of priority?

    1 being something like, "eventually we'd like to fulfill that, but there are so many other things of higher priority"
    4 being roughly, "it's on the list but multiple things above it may put it off for quite a while"
    6 being roughly, "it's on the list and, while other things will take priority before it, we'll try and start focusing on it sooner than later"
    10 being something like, "Zones, Incarnates, Moon Bases? They can WAIT. This game needs Power Pools customizable ASAP!"
    10 for me... and then some. I'm going to agree with others that Power Customization feels incomplete and unprofessional in that they only did part of the job by not only putting off Power Pools and Ancillaries, but also not making it a priority and leaving further work on it half-heartedly open-ended.

    End game content is important to me, as is creating new mission/TF content and/or zones, but Power Customization really needs to be finished. Honestly, if they said definitively that revenue from the Party Pack and upcoming Origins booster would be dedicated to pushing to get Power Customization completed (meaning to definitively include pool powers, but not necessarily that they would stop adding future customization options)... well, I'd be all over those over-priced boosters.
  9. 15 costume options. Not enough, especially considering its just capes and auras. They should have added some emotes and CC emotes. I don't think every booster needs a power in it, but I have to look back at the super boosters and see costume pieces, emotes, CC emotes, and powers for a $9.99 price tag. To me, this new pack and the party pack don't deliver enough for the money they're asking.

    Sure, the simple solution is to say, "Don't buy it." And I won't. But that's not what I want. Believe it or not, I WANT to support the game and am perfectly happy with the micro transactions set up. But I want the content of those booster packs to be worth the money I'm spending. These last two... I just don't see it. I might use one of the capes and maybe two of the auras. With the Party Pack, I might use a couple of the emotes... but not regularly.

    I'm starting to feel like they're trying to see how little they can get away with delivering, and that's not a good business model.
  10. I guess, by the same logic, they should stop working on new enhancement sets altogether. Because, you know, any new sets are going to have to be balanced and will likewise be resource prohibitive.

    As far as the idea working in comics and table top RPGs but not MMOs... prove it.
  11. Next_Player

    Animorph pack

    We have a dusty aura. Are you suggesting no one wants to use it?



  12. Next_Player

    Animorph pack

    Quote:
    Originally Posted by Symar View Post
    I'd settle for a 'running on all fours' travel power/stance.
    Heck, I'd settle for an alternate Sprint that uses the lumbering run like the coralax.
  13. I'm sure the entire population of the game thanks you for speaking for them.


    And I like how the argument shifted from everyone needing to use them and finding a way to abuse them to no one will use them. You don't like the idea, great... say so and move on. Don't make up arguments and speculate facts to shoot down an idea that wouldn't affect you at all if you don't choose for it to do so.


    And now to counter your argument with your own way of thinking: I think you're wrong. I think everyone would use them. Yes, even you and you're lying right now because you don't like to admit that you're wrong.
  14. Quote:
    Originally Posted by Forbin_Project View Post
    And how will you deal with the outrage from the PvE population when you take away their access to Shivans, Nukes, Badges, and Purple IO recipes?
    What outrage? Leave the PVP zones alone on the existing servers. There are PVE players who venture into PVP zones occasionally... either for the rewards that can be found there or for the occasional PVP excursion or player- or SG-sponsored PVP event. And casual PVPers can enjoy a PVP-lite experience.

    Meanwhile, there's a whole crowd of PVP gamers that want all kinds of things in PVP that would utterly wreck the experience for new gamers and casual gamers alike. What I'm saying is to create a server dedicated to this crowd and give those gamers the things they want... there.
  15. Quote:
    Originally Posted by Megajoule View Post
    I'm going to second the "no, too busy" dissent against #1. It's your city: learn it, or read a map.
    Really? Its that difficult to add map symbols for things like Icon?


    I'm all for this.
  16. Is that really like 7 capes and an aura? Is this one going to go for $8 like the over-priced emotes pack, too?

    I wish, instead of just throwing a handful of capes together, that they would do theme as individual theme packs.

    Autumn cape is nice, but you know what would go nice with it? A leafy hood! A leafy belt, and/or maybe just a leather belt with a leaf buckle? Also a leaf aura for nature-themed characters. And maybe butterfly aura would probably make some people happy, too? You know what else would be easy and would go over well? Take the flower from the leaves hairstyle and make it a Detail 1 option (possibly on the opposite side of the head so it wouldn't overlap with that hairstyle's flower. Maybe some nature-themed custom weapons? Like something scimitar-like for Katana, maybe some sort of ranger/woodsman fantasy style axe for Battle Axe. I'm sure there are plenty of other ideas to be worked into this, also. But most especially, a druid-style sickle for Dual Blades:



    Science booster... hmm, technically we already got one of those packs. Maybe Science 2 or something else similar to science? And really, just a cape? I like the unified field look... maybe we could get that as an aura, too? I could see that looking awesome on hands or feet or head or as a whole body thing, especially as a combat aura. As for weapons, think about an axe whose blade looks like the unified field or a mace whose head was sphere of that unified field aura. And maybe a new energy rifle that fired with a the unified field as a muzzleblast for robot MMs. Again, I'm sure there are more ideas that could be added to a group package like this.


    We had a robot set before, not technology in general. And it could get the impervium mantle cape which is cool. But give us some impervium armor pieces, too! And pretty much all weapons could have an impervium variant. For tech, I'd love to see tech-oriented bracers (think of that thing Leela, from Futurama, wears). I hate seeing characters tapping on bare wrists or sleeves with no apparent detail with electronic sounds for things like MMs summoning robots or anyone using the Ouroboros portal. For weapons, we already have tech sword and mace, but I'd like to see a customizable high-tech Assault Rifle (for AR and robot MM) that blends into the character's arm or looks bolted on... would look cool on robotic or armored arms and just plain badass on fleshy-fleshy. Also, we have a tech broad sword and tech mace. We need an axe like this (with maybe an electric aura arcing across the top):



    Magic... yeah, we need more magic options. I sort of like the witch stuff but also sort of don't. I wanted witch stuff (like what the Cabal has) and we got sexy witch stuff. Although I really liked the witch gloves and warlock boots (but hate that females can't have the males' boots). This new booster advertises a cape and tarot card aura, but I also see what looks like some kind of magical rune aura floating about. Other options for a "Sorcery" pack (since they already did Magic), could include something like the glowing chest rune on Banished Pantheon undead as a player aura (placeable on either or both hands as well as chest). New weapon ideas could include wavey bladed daggers for dual blades, swords and axe with glowing runes for broad sword, dual blades, katana, and battle axe, and maybe a mace with a glowing aura around the head. Other options I'm sure would attract people would be some basic jewelry (earrings in detail 2, necklace on shoulders so people wouldn't be forced to use the 3 chain necklace look I see so often, and bracelets --single and matched for gloves).


    The spliced cape is pretty cool. It needs full body options, though (tights top and bottom, gloves, boots, and face). And while we're on muties, more monstrous heads with animal options (including more selectable details such as more ear variety, whiskers, and whatever). And maybe some more animated tails because they're cool, but we need some variety. I needed a spotted cat tail for my cheetah patterned cat character... the current cat tail looks like it fits better with tiger stripes and sort of works with cheetah. As for weapons, how about some boney claws and organic looking claws? Maybe a warmace whose handle blends into the hand in some kind of organic lump?


    A small grouping like this should just be included with a free update. For my money, I want more than a smattering of loosely associated items. And I'd rather have one full theme than a one or two things of the same type from a half dozen or more themes.
  17. We don't need a booster pack, we need a whole 'nother server. I think we need is a PVP-specific server with different PVP rules that hardcore PVPers will enjoy and wouldn't affect the PVE community at all.

    To keep it 100% fair, allow no server transfers nor email trades between this and the "normal" servers.
  18. So what you're saying is that set bonuses that do nothing but add add add work fine, but sets that would take a little here and add a little there would be too powerful? Either you're assuming too much advantage gained from any negatives implied, or you just don't have any concept of balance.

    Again, I'm not saying take 20% off a resistance and add 20% to another. I'm saying that if we have sets with a negative at the front (with 2 enhancements from the set), then make the rewards for having 3, 4, 5, and/or 6 slightly better than those in the existing sets to offset the penalty. It doesn't even have to be bonuses in the same way. Like you could have a set with weakness to fire up front and then have cold related benefits afterward, such as increased slow effects, a small boost to ice damage only, a proc for bonus ice damage or a brief hold.

    Again, that example is just to illustrate my idea, not an actual proposal of what I think such a set should be.
  19. Next_Player

    MMO ART?

    Don't say taboo. It only makes it more enticing.
  20. Quote:
    Originally Posted by Lothic View Post
    Yeah pretty much every time someone suggests adding a "Kryptonite" concept to this game the pure MMO players come out of the woodwork claiming the idea that anyone would ever want to willing gimp themselves is borderline insane. Most people who play MMOs are always trying to do anything they can to min/max their characters into god-like Tankmages. The fact that a cornerstone of the comic book genre rests on the concepts of "vulnerabilities" seem to be totally lost on them.
    The internet... its like a magical wonderland where anything can happen. And then get pooped on.

    Quote:
    Originally Posted by Lothic View Post
    I would never advocate a system of Disadvantages for this game ever be FORCED onto people. This kind of thing should always be 100% OPTIONAL. This is why the void/quant Kheldian thing is generally hated by most people. The Devs tried to introduce a Kryptonite-like weakness on them but they effectively forced everyone to have to deal with it instead of making something like that be optional.
    Exactly. My idea isn't to gimp everyone, but to provide invention enhancements that allow players to gimp themselves up front with slightly better rewards later in the set bonuses than normally are given.


    Also plenty of people have mentioned in this thread the idea that many AT/Powerset combos already have built-in vulnerabilities (i.e. stone/fire tanks have serious problems versus psi damage). That's all fine and well. But when people like Next_Player suggest Disadvantage systems they are usually asking for optional choices to allow them to CHOOSE which things they are going to be vulnerable to, not just let the game decide that for them.

    Quote:
    Originally Posted by Lothic View Post
    I've never really understood why people typically overreact to this suggestion. It's a suggestion for an OPTIONAL QoL improvement, not something that's going to be forced on you if you don't want to challenge yourself. This suggestion goes beyond just a new tool for RP expression - many people (including yours truly) consider this game to generally be very easy to play. Much like the introduction of the Mission Difficulty settings I wouldn't mind challenging myself even further with new optional ways to make things harder. Once again if you're the type of person who'd want to keep playing on "easy mode" with no Disadvantages you'd certainly be able to keep doing that. YMMV.
    People overreact to everything that doesn't offer pure benefit and win to them. And even in such cases, some still overreact and complain.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Round 2
    FIGHT!
    Nice attitude. I wish I knew what your kryptonite was... I'd have brought some with me.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I will always be against system of disadvantages and associated advantage. That's the kind of micromanagement of character builds I do not want. Don't have to use it? Well, we "don't have to use" Inventions, and you tell me how well that's worked out for you. Every time you put a tangible, obtainable benefit in the game, you put people in the no-win situation of either pursuing it against their will, or ignoring it and feeling like they're gimping themselves, which is the complete opposite of what you're suggesting.
    How has that worked for me? Pretty much fine so far. I have a level 50 controller with a purple set and a couple other partial sets, and the rest are all basic IOs. And it doesn't hurt my gameplay at all. I also have a level 50 tanker who I wish had a little more recovery bonus, but I'm not overly concerned about it. I have exactly one special invention enhancement (the Gausian's chance of Build Up slotted in Invincibility, wheeee!) and I have have fun regardless. Actually, I end up trying to get more out of enhancements on my lower level characters... because they need the help. :P So, as far as I've experienced the game, if there's an obtainable benefit in the game, its up to you if you think you need it --and if there's suddenly new obtainable benefits that come with a disadvantage tacked on to it, I don't see how that would force anyone to choose it over the already established benefits of the existing IO enhancements.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Once min-maxing figures out exactly what's a good disadvantage to have and which advantage gives the most benefits, you essentially just move the bottom line. For instance, can I be weak to ice, please? Because I happen to know that almost nothing in the game does strong Ice damage.
    Well, I specifically didn't want to get into numbers because I know no matter what I say, someone will find a better example to counter an argument. But the devs, knowing the game far better than we the players do, could take into account probabilities of certain damage types and which cause more damage and so on and adjust the penalties and benefits accordingly. So a set giving vulnerability to ice might offer less tangible reward later in the set bonuses than a set which gives vulnerability to fire which can be found in abundance and usually does more damage than ice.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Implementing this system outside of the armor sets we already have leads to the system being gamed for min/max potential, and there's already enough of that out there. We don't need any more of that.
    Well, that's certainly an opinion. It doesn't mean you are right, though.

    Quote:
    Originally Posted by Dechs Kaison View Post
    You want a tank with weaknesses? Ignoring the fact that Invulnerability has a kryptonite in the form of psi, Ice Armor in the form of fire, and Fiery Aura in the form of cold (et cetra), I have an idea for you.
    Right, so all invulnerability tankers are essentially vulnerable to psi damage... which doesn't actually make it a "kryptonite" since everyone has the same limitation. I mean, if kryptonite affected Captain Marvel, Atom Smasher, and Cyborg the same way, then I could see your point.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Don't take the power that grants protection from your weakness. Solved!
    Okay, sure. Now how does that make my ice blaster weaker against fire? Everyone's argument against seems to based on the melee protection sets. But you don't have to be Superman to have a weakness.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Oh, but you wanted a benefit to having a kryptonite? Sorry. Doesn't make sense, seeing above named powersets with kryptonite already have the opposed element strength. You do get a benefit, though. Since you skipped taking a power, that's one more other power you could have! See? Benefits.
    I'm suggesting a benefit to go along with a voluntarily chosen limitation. Again, your example only works with the melee protection sets. Characters of a non-melee AT have no such choice. Thanks for trying, move along please.

    Quote:
    Originally Posted by BenRGamer View Post
    Personally, if they did do the advantage/disadvantage thing, it could easily be balanced in a similar manner to some PnP systems on some games I've played.

    Have each disadvantage give you a number of points, and each advantage cost some.
    See, that's just added extra effort to devise and implement a whole new system. That's why I recommended it as a new line of IO enhancements using the set bonus system. Its an established system that already works.

    Quote:
    Originally Posted by BenRGamer View Post
    You want to take Ice Res Debuff to get that big shiny advantage because there aren't many Ice Enemies? Well, too bad. Ice -Res Debuff isn't worth as many points because of that, so you've gotta take something else, too!
    Yeah, as I said before, my OP was just generalizations to get the idea out there. I didn't say specifically that I wanted to be weak to ice to get some benefit... however, some people may want to. And any numbers I may offer as suggestions are just to illustrate a point, not what I think is appropriate benefit/penalty balance. Clearly, someone more knowledgeable than I --or you for that matter-- (namely the devs) should make decisions about how much reward a given penalty is worth, and just how much penalty should be allowed.

    Quote:
    Originally Posted by Dechs Kaison View Post
    For what it's worth, his stance is that seeing as it is a optional, minimal interest QoL thing that would require substantial coding work, it is hardly worth the development time required.

    It's a stance I cannot argue with.
    Substantial coding work is the whole reason I suggested the idea as a new line of invention enhancements. It would only require use of an established part of the game. And any benefits gained from taking any penalties would not be in addition to set bonuses, they would just be taking the place of other set bonuses you could choose from. I thought it a simple and elegant solution.


    Quote:
    Originally Posted by BenRGamer View Post
    Stop dodging the question.

    Less than 'some' people would use this, I'd say 3-5% max, there's no incentive to use it.

    Heck, there's incentive not to use it as it makes the game harder for no reward.

    I'd rather the devs work on something we all enjoy rather than just a small benefit to 3-5% of the population, thank you very much.
    I'm actually in agreement that penalty for no added bonus would actually be used by very few. The game has always revolved around the risk vs. reward principle, so if you increase risk then you should get some sort of reward. How much risk and reward would be up to the devs to decide.

    [QUOTE=newchemicals;3275178]If you want kryptonite just play a blaster and don't slot your attacks. Set mission to +4x8 and fight malta or KoA.
    That's not kryptonite, that's insanity. You fail.

    Quote:
    Originally Posted by newchemicals View Post
    Kryptonite wouldn't work because people would just pick an AE fa...er mission and avoid their weaknesses. There would have to be enough gain to make it worth it to people and all we would get later on is whiny threads about how people avoid their weakness and use whatever bonus they get to mow stuff down faster.
    You know, anything (that isn't a farm) that gets players to actually use AE is a good thing, in my opinion. As for avoiding weaknesses, who says anyone needs AE for that. I avoid Malta because I hate sappers. I know people that refuse missions with Carnies. I'm sure most people try to avoid something in the game. But while some damage types (ice or psi, for example) are easier, others types are more prolific and can be found in a wide variety of enemy groups.

    Quote:
    Originally Posted by Knight Jolt View Post
    The occasional mapserver issue is all the kryptonite I need.
    I hear you. However, that's not a character hindrance... that's a player hindrance. Its not the same thing. But if you don't like enhancement sets that give a penalty in addition to benefits, no one would force you to take them.

    Quote:
    Originally Posted by Rodion View Post
    I've played table-top RPGs for years, where disadvantages are common. Given that experience, I think your idea would probably backfire.

    Disadvantages work fine in the comics where a writer gets to choose what happens and in table-top RPGs where a human GM likewise chooses the story and adjudicates all the action. Story and role-playing based considerations will always trump the numbers when push comes to shove in comics and TTRPGs.
    That's all well and good when you deal with something as specific as Superman's kryptonite, but as no one is 100% immune to any damage type in the game, it doesn't really compare to comic book storytelling.

    Quote:
    Originally Posted by Rodion View Post
    In a computer-based game there is no writer or GM to moderate the use of disadvantages. That means players will just min/max their characters to do away with the limitations while retaining any positive effects bestowed by the disadvantage. We see this already with the existing powersets, most of which already have inherent disadvantages of the sort disadvantages would impose.
    Moderation is already possible within the enhancement system. You can only gain a given bonus up to 5 times, and you're assuming that limitations can be min/maxed away without actually seeing any hard numbers. So based on that, I could just as easily say its impossible to min/max away the penalty regardless that I don't have any numbers to back it up. When we both actually see numbers, THEN we can see which of us is actually right.

    Quote:
    Originally Posted by Rodion View Post
    The most common one is knockback: every non-melee character (and some with melee powersets like Fire and Dark) has no inherent KB protection. As soon as I can, I get a -KB IO or slot Kinetic Crash. Getting knocked around constantly does not add to my character's personality or backstory, it just gets me killed. I doubt I'm the only who does this, and I'd guess that you also do it.

    Because the game is so flexible and has so many ways of getting around our character's limitations, it's most likely that giving us some advantage for some disadvantage would be just another way to min/max the character to the utmost. With Incarnate slots coming out the opportunities for eliminating the negative effects of disadvantages will only grow.
    Penalties don't go away because you've accrued more bonuses. It just means your benefit in the area where your penalties are could have been higher. And again, unless we actually see a system implemented and actual numbers are given, any supposition of how min/maxing will be affected are just that: supposition. Anyway, right now we already have a system of benefits only. I fail to see how adding more enhancement sets (which they'll do anyway with or without my weakness suggestion), will make worse what's already in place. Its not like I'm trying to suggest "Hey, let us take a -10% ice resistance in exchange for making us invulnerable to everything else."

    Quote:
    Originally Posted by Rodion View Post
    That means disadvantages would probably have the opposite of the effect you intend: characters taking them would become more powerful in one aspect, while eliminating the weakness the disadvantage is supposed to impose.

    In the end, disadvantages that provide benefits would wind up being another source of exploits and would only result in a great deal of rancor as the devs closed those exploits.
    MMO players... exploiting EVERYTHING since... EVER.
  21. Vulnerabilities are a staple of comic book lore. Oh, sure... not everyone has them. But the closest we have is certain resistance sets having less protection against specific kind(s) of damage such as Invulnerability's lack of defense or resistance to psi damage. I don't consider that a weakness, though, so much as it is just a hole in the character's defense.

    And everyone may not like the idea of having an additional element to which their character is suddenly vulnerable to. But what about those who are looking for something like that?

    My recommendation is new IO sets that give the player a noticeable hindrance with two enhancements from a given set, and then reward the player with bonuses at three and more from the set. And because we're taking a penalty to something up front, the rewards later on should be more appreciable.

    Let's say I want to make a character that's flame-based and want him to be vulnerable to cold. As it stands, unless you make a melee character with the fiery aura set, you're as vulnerable as anyone else to cold attacks. But let's say they make a ranged damage set that throws a -10 to 20% resistance debuff to cold attacks when you have two from the set. You could really gimp your character to ice attacks if you slot this set in more than one power. But at the cost of becoming more vulnerable to that, perhaps one of the bonuses for having three or more in the set is a boost to fire-based attacks... a noticable defense or resistance bonus to fire attacks... or a chance of a fire damage proc each time the power affects your target.

    And that's just with fire and ice in mind. If you do this with the various damage types, players could better customize their character's weaknesses and strengths at the same time. I'm sure there will be arguements about how such an idea could be abused to min/max and create uber powerful characters... but aren't we getting that anyway with the IO sets as they are? With hindrances to balance out the gains, its just a matter of someone crunching the numbers when creating such sets to make sure things are balanced properly.
  22. Its about time, I think. Statesman, Sister Psyche, and other NPCs have had signature powers since as far back as I can remember. Players should have some kind of signature power access, too.
  23. The only real idea I can come up with at the moment is windows for bases. Yes, we're in a completely separate zone and couldn't mimic the AE building windows ability to see outside, but if they made the windows so that they would give a vague impression of a city skyline on the other side... maybe the ability to choose which section of the city (either city), then what you see "through" the glass could be a pre-determined skyline based on where you place your windows in the base. Like if you choose Galaxy City windows and have them on an east-facing wall, maybe you could see the shape of the arena in the distance.