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Posts
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Joined
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nothing special ever happens in testing only 37 person bafs, devs popping out of no where, Zwil sporting a new hat, total mayhem when a dev turns off untouchable and the area instantly become swarmed with players :P . Either way, everyone is bound to miss something (aka blitzed, its a how I met your mother term).
And secondly, my plan to gain the attention of a redname was a success. My plans for narcissism and the limelight are coming together nicely. -
I was hoping there would eventually be another PVP or new kind of PVP where those that attack get flagged and can't leave the zone (through any mean) for a certain time. No drones or any protected areas (turrets) (a true PVP spot) and the hospitals only have a one way portal that ports to random spots on the map (or exit if you are not flagged).
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Either it was an error on their part or they might have announced it tomorrow or later in the week. I thought there would be a few posts ranting about it by now, guess I peeked.
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I went through the game updates and noticed I23 is up, just without a graphic. The overview looks nice. Hybrid, here we come
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having more iTrials with Rularuu would be fine with me and having a huge event if we defeat all aspect and cause him to break free of his prison. The event would be us trying to drive him back since at full power he is immune to being sent to the shadow shard a second time (thus the need to weaken him to be able to send him back). Even though it took a group of midnighters to put him away the first time, he has scores to settle when he gets his freedom.
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I agree with the -end being reduced, but the end recovery debuff should be lifted so you recover at 50% (or lower) so you can at least fire off your starter powers within a reasonable time (while still having to pop a blue or two). Could also add a minor weaken that lowers your damage output for a bit while you regain your footing, since you did just halt the rotation of primal earth for a moment (and still came away with your eye brows barely singed).
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Well, the "Coming Storm" is still on its way (how long has it been?) so I hope something huge happens soon. Any assumptions that the "Coming Storm" will be the next paid expansion, where you have to get it to be a part of the main happenings?
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a possible solution would be a reduction of days to get a day job badge, but that would only help if the day job had a worthwhile benefit to wait for (that lasts longer than X charges or the short amount of in-game time) hence the suggestion to have the powers you gain through the day job path (back to the suggestion) be permanent.
I didn't mean for it to be so long, mostly read the summary and decide to read on from that is what I am trying to do (if I drag it past a paragraph) with posts I do. -
Or we get ported to the location of a consumed well (unless by consumed they mean nothing at all remains, not even a shard)(or that wells version of our wells shard). The well would have random guardians/champions (to show that we aren't going to the same well each time). after a set amount of completions, you have enough well parts to construct a new well. Once the well is built, it disappears and a random (positive) event happens on the hero/villain side like a Drone (guard) malfunctions and evolves into a patrol-bot (I know, highly unlikely) and walks around its designated area instead of being stationary (a lead into having the whole world be accessible without needing to switch sides). The benefit could also be to allow more good/bad into the world (depending if it is a villain or hero that creates a well).
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mostly explained in the title, but this trial would be the hardest of the hard. upon completion, you would get a Rare or Very Rare incarnate component. You would fight your way to the well for answers as to what the coming storm is (or something similar)(or just to gain a hint more knowledge/power, but not so much that it would tie you to the well). You would fight echoes of guardians that once served the well, and ultimately the wells previous champion(s).
The information you gain from completion could be a cutscene showing a battle to protect a different well before battalion consumed it or through time-travel a previous well could be restored (or give battalion a reason to come after our well)(reason being that we defeated them at some point and they want revenge by consuming our well). -
(Summary) Add more content to the day jobs (pre and post badges) that offers missions that add up so you can gain access (not buy) to day job specific powers to better round out your character. This would allow for better benefits from the day job than the limited charges or the 2 hour benefit timer that is currently active. (end summary)
Allow missions for day jobs that add loyalty points and allows various rewards (not a currency) as you go higher on the loyalty scale. For example: For "Professor," you do missions that would compliment that day job and earn loyalty point(s) for each mission completion. Missions could be: Find this book, research this event, interview this person of interest, or tutor this student (for the professor path).
While still on the "Professor" example, the first tier would be 25 missions (or 1-25 loyalty points) worth, and stay at 25 (once capped) until you complete a day job arc. Tier two would be 26-75, an additional 50 loyalty points (missions worth), and be maxed until you get the Professor badge. After you get the badge, 76-150 (75 points) would be the range for tier three. Tier four would be 151-300 (150 points), but you would need to pick a specialization before progression in the 151-300 range begins (next paragraph). Each tier offers permanent rewards, the lowest at 1-25 and the very rare at 151-300.
After tier three is maxed (on both day job paths), you pick a specialization through a single-player mission. The difficulty of this would be the wait time to get the day job badge(s) to be able to pick a specialty (since there are people that already have all day job badges/accolades). Still on the professor example, on the "Specialization," the mission ends with you picking what you want to specialize in. Since you already have "Professor," specializations you could choose are: Scientist, Physician, Master Architect, and Whistleblower. Options that you are unable to choose would be blocked and have labels stating which day job badge you need to unlock it. There is also an option to pick nothing, and run the mission at a later time if you still need a day job badge to acquire the day job accolade.
Now rewards. The lower 2 tiers (1-75) offer unlockable permanent powers that are associated with that day job (unlocked after you complete a set amount of missions) of the common and uncommon variety (lower potency), tier three have rares (moderate potency), and tier four would be very rare (High potency). In the case of Caregiver or Pain Specialist (hospital day job) you could gain long duration buffs and heals (that you use on yourself/others). All powers that you unlock are below that of the powers that specific archetypes would use. Example: The very-rare heal would be nice to have for a blasters survival, but would be lower than what a heal powerset could do.
The unlocked powers are acquired by going to a day job trainer to learn how to use them. Each path has its specific powers that it unlocks (Scientist, Physician, so on) that are of your choosing to further make your character different. the aoe-heal would be available at tier one and be upgradable through tier four, as would buffs and attacks you would get (to lower the amount of powers you get). At tier 1, you choose the four (or more) powers that you will be upgrading throughout the day job path (not at once). The values would be static and not allow enhancing of any kind (hence tier 1-4).
You start out with one day job slot that you can do missions for until you get to the point where you need the day job badge to go further. Once you pass that point, a second day job path opens so you can pick the complimentary day job path that is used once you reach that level of specialization. Once you have picked your specialization, the second day job path gets cleared (since you don't need to be a caregiver/professor if you became a Scientist). The point of only having one specialization is to keep the player as the MASTER of something, not multiple things. The second day job path is still open for the player to make it to a maximum of 150 in whatever other day job (but not the 2 you had for the specialty). Once the second slot opens, you are restricted to only the complimentary day job missions until you choose your specialization (to prevent a halt of progression). An example of a halt of progression would be to pick two day job paths that dont make a day job accolade, so you would be stuck at 150 in each day job path and not able to pick a specialty (from the lack of the other day job) but that problem is solved with the restriction to only the complimentary day job only missions.
PVP would get the most restrictions by having all powers locked while in PVP areas, but still get everything associated with Predator, Duelist, and Gladiator day job paths in and outside of PVP zones. All attacks, buffs, and heals that would give a player an unfair advantage would be disabled (yes, PVP is already unfair either way for most).
Minor restrictions, each character can only have 1 specialization and 1 non-special. This would be so people don't have a specialization per build and end up with the games top 3 specializations. Day job paths and specializations can be unlearned, in which they are reset to 0 to prevent abuse of switching to newer day job paths and also lose all the powers that you unlocked. If you unlearn a day job path, you have to go through all the hoops (missions, mission arc to progress further, and single-player mission to attain specialization.) but you would have both day job slots open (if you already unlocked the second one) if you choose to unlearn anything.
another restriction, each badge path (example: professor, and specialized "scientist") puts you on a 1-week cooldown to prevent weekend grinds. To explain in detail, once you reach the maximum before "Professor," (75) the 1-week kicks in, after the week you take on the progression to your max before specialization (150), another week than you can pick your specialization and reach max. When you are on the cooldown, your day job path number is froze until you waited the week (but you can still do the missions, for charity). The second day job path would have its own cooldown so you could work it while waiting for the other day job to finish its cooldown.
For all the long term buffs, they will not stack, only refresh or be replaced with the highest tiered version. You can only have a set amount of the long term buffs active at one time, so they would be droppable by the character and have prompts showing which buff you are getting.
Final explanation: The day job path would better fill in a few gaps (while still needing groups at times) but still allow your character the need to carry inspirations. Each path would better define a character, like if a character wants to make a difference in the fight against the Rikti, the Vanguard Recruit day job path would be a start and you could further go on to get the Mercenary specialization and gain permanent powers that would help against the Rikti and other opponents you would go against. Since it is a suggestion, all of the info I provided could be different to add a longer progression so a day job path could take much longer (or be level restricted). If you read all of this, congrats! Thanks for your time. -
In light of the Carnies getting the EBs to spawn in normal missions (though it was a bug), I propose an option to have an EB (or 2) spawn in missions.
There are 2 ways this could be worked out. One: in defeat all missions, have the EB spawn after mission completion and call you out (so you know there is an EB on the map).
Second, have the mission boss talking with the EB and have the EB be passive. While the EB is passive, you have the option to talk to him/her and say you want to take the EB in/down (hero/villain equivalents), and you know that can't happen without a fight.
Alternative means: for each one defeated, you get certain (already implemented) rewards with the very-rare as a Hero/Villain merit (only if you are the specific alignment) or purple recipe (along with rewards of lesser value). The reward is chosen from a pop-up menu with "random reward" being the option that gives the chance for the Very-rares.
Sidenote: This can also be done with AVs and (giant) Monsters -
(detective) missions where you track down a specified AV/eb. First mission is where you follow a lead, second you check out the lead, third you go through clues to figure where to go next, last you face off against the AV/EB to arrest him/her.
(fugitive) mission where you cause problems for a specific hero/eb. First mission you gather info on the selected hero/eb, second mission you find connections that would cause the hero/eb to notice you, third mission you leave clues so you know the hero will follow, and the final mission you fight the hero/eb.
The missions would be on the same mission maps as the mayhem/safegard mission. You would be given an objective, follow through, and as you progress the mobs for the next objective would spawn. Ambushes or traps can be used to add action or more danger to the mission.
A new interface that shows all heroes/avs (depending on alignment) would display which ones you have taken down. A point system could be included that you could redeem your points for useful temp powers (origin specific, maybe). Each hero/av would be given different objects or more complexity depending one how powerful they are (recluse/states being the most complex), and since they always recover from being defeated, having a first time bonus (like when you first go through mayhem/safegards) and than just having "AV/hero has resurfaced" when you repeat the missions. -
This topic has been posted multiple times since (before) the game launched. As said before, it would promote powerleveling and account selling. everytime that a new powerleveling technique is found, there is a rush for people to get in on it to make more levels or make as much INF out of it. If you could change your powers at will (even once) it would cause problems in the early testing of new powersets since the 50s would be the first to complain since they don't know how to use the powers right away.
to be more specific, if there are 50s with new powersets that didn't level with it, their feedback would be different from someone that made the journey to 50 from character creation. I enjoy starting with few powers and moving up and getting up to each power and knowing what to do with it. -
they could go off of the Ramiel arc, where you are sent to "key points" in the future where the coming storm was at its peak. If not that, you could be sent to the time when Nemesis first took power (but not interfere) or the turning point where he became a mender (sorry if my lore is off). I can understand going into the future to spy on your future self to see a possible version that the menders want you not to turn into.
With such a diverse crowd, something is going to offend someone at one point or another. That being said, making your way and finding what you like takes trial and error (and for some, they rather follow a path made by someone else). Respecs give us that option to change what we don't like, so once we hit 50 we'll have an idea of what powers work for us. I am not going to get started with incarnate stuff, it is still in its infancy and bound to change in the coming issues. -
Each zone that has a trainer be raidable, with the trainer as the final encounter. This is easier for villains since Heroes has a variety of trainers compared to the villain side (not counting SF NPC).
The easier raids are the low level zones and are harder as you go up through the zones. The zones with TF/SF NPCs add more complexity with the final zones being the harder ones (like states/recluse TF, but in raid format). The final zones would be a collection of all the AV/Heroes (depending on side)(plus the minions and such).
The more complicated zone raids would be in praetoria, with the ultimate raid being trying to take down Tyrant (when he gets his own zone)(if we have problems getting 24, I wonder how 48+ will go).
Each zone plays out like a regular raid, but from some reason the drones malfunction. A repair team is set out and the drones come back in a EB state (or lower). A raid menu pops up but is optional to go through (if you want to create mayhem as a villain) and you can jump in at any point or not at all (to cut the need for making a league if you want).
The hard part being the zone capacity. A work around for that would be to have an instance for raids so others can go into ordinary ones (labeled "for raid"). The raid instance has the scaled mobs so anyone can help out no matter the level with short warning for lower levels. If they don't meet the minimum level, they can't go into that raid zone.
As you enter the "hostile" (hero entering villain zone and vice versa) and create justice/trouble, you are spotted and forces will slowly come for you (depending on number of like-aligned) and increase in difficulty until it reaches its peak for the zone. The peak for low level zones being very easy to take care of, and the harder zones being more challenging (but manageable when solo).
missions for hero/villain could be to cause trouble/justice for the zone (by street sweeps, destroying stuff) along with "repair" missions that you fix broken items or reclaim stolen goods. The progress for the hero/villain presence depends on the missions being completed. If a zone if having more villains complete missions, the villain activity will increase making it harder for heroes (but only to a point). Similar to recluse victory, but longer in duration (lasting many hours, not minutes) with the same help from Heroes/AVs (gallery/signature and such, but more powerful) so it will become harder to turn a hero zone into a wasteland or turn a villain zone peaceful. -
This idea has 2 sides (was hard to title), Taking down a villain group head (as a hero/vig) and climbing the ranks to replace a villain (for villain/rog). Your status drops if you alignment changes to the other side.
For heroes it is easier, once you encounter a specific villain group, after the encounter is over (complete mission or street sweep) you can choose to pursue that group until you eventually get to a throwdown with the leader(s) of that faction. The AV/EB gets arrested and jailed (which won't last). The villain causes a riot at the jail and you have to take care of it and have to face off against that leader again within a certain amount of time before the leader can be evacuated. You win, the leader is jailed. You lose, the leader is out and you have to look for the leader again. While the leader is jailed (lets say 10 missions before the next jail riot)(regular missions not counted) you go throughout warehouses (that you find out about) breaking boxes and finding information that will lead you to other leaders within the faction or plots that they have going. It is something that is ongoing, so you will always be putting the heat on villains to where you know their move before it is made. Each riot becomes harder to the point that it will be impossible to win, but you will find information to where to pick up the leaders trail when you lose. At first you only get 2 ways to find the leader. as you progress, it unlocks more missions/ways to get to the leader.
For villains it is a bit more complicated, you start the same way (through street sweep or mission complete) than you go talk to the leader for jobs to do to make your way to be the leaders right hand man, but you betray the leader and replace him/her (eventually). Since you are the leader, you get mission lists (Starts at 2 missions and unlocks with progress) to do what you would like to improve the group you overtook. As time goes on, the former leader tries to retake the position with it being harder each attempt until you are bumped off. Once you are fail, you already know what to do so you'll know what has to be done to take out the leader again. When you are leader you have to fight for your position and learn the ins and outs of the group to remain in power (A beating is a good way to keep the group in line).
The mission lists would contain the mayhem/safeguard (different from the normal), protection/defeat of a mob, item finding, street sweeps, kidnap/rescue, arm/disarm of devices, you name it. As you progress you unlock all mission types for that villain group.
As you reach the end of the latter you gain PROCs/Buffs/(a power or 2) specific to that group that makes it easier to take them on.
If you change villain groups (your choice), you lose all progress and have to start from scratch. on the new group you chose. Making use of the origin npcs, they would be your assistant (as it were) to show you the progress. The NPC can be called, approached, and even appear in your missions (villain group ones). I am not sure how villains would access them, unless a "villain" version were created. -
That would be great or at least revamp to keep them within a reasonable length (mission count). The game has been going for a long time, could always throw the old version into ouroboros so people can solo them to get the story of old (Yes, making the AV an EB for those that want it). Times have changed and I hope Villains/Heroes try something different in the future for us to try out.
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It's simple supply and demand. Before the auction merge, the player economy was limited to the individual server. Prices were different on high populated because the supply would keep increasing and people would buy. Now that the auction is merged, people still want the same prices and will slowly lower it when they know it can sell (without losing all their money with the fees).
I don't mind selling everything for 1 Inf each and paying the 5 Inf fee, than getting the 200 million (minus fee) back. Sure beats the fee for trying to sell it at 200 million and paying the fee and having the item sit on auction for a week. -
first, adding puzzles or mind games to some missions. Being optional, the hero/villain can choose to solve the puzzle to open a locked item, disarm a bomb, bypass security, or other options and gain certain rewards upon completion. By bypassing the puzzle, the player can force the chest to open, quickly destroy the bomb, or bash the security panel and be on their way. Since going rogue is coming close, you could gain a tip faster by noticing a letter in the chest, symbols on the bomb, or get a look at security footage. The puzzles would give access to other (hidden) parts of a mission when completed. The puzzles could be slider, having to rearrange scrambled letters to decode a message, or any other random puzzle. certain puzzles would be a challenge (all the time), while others (like the word scramble) could have 3rd party programs/webpages to cheat.
The second idea, having a "serious" mission. Same as normal missions go, but if you get defeated you are kicked from the mission (mission failed) and become moderately debuffed for a certain amount of time (of active time). You can go to a certain NPC to pay to have the debuff lifted. You could also wait it out, or promise a favor to an NPC (mission, or get him/her a piece of salvage). The mission would be significantly longer than a normal one, with more goals to complete (before mission complete). The mission would still be within the limits of casual play so anyone would have the chance to get through with it. Groups that enter the mission would be slightly different, with the option of if one player dies the whole team fails or the player is kicked out and can't come back in. You would only be booted from the mission if you are defeated, not if you are disconnected. Completing the mission would provide a permanent power/buff. With the power/buff, you have access to a menu upon completion (or when you talk to the contact, incase of disconnect) that you pick. You can have up to 5 powers/buffs, ranging up to ultra rare (purple)(only can have 1 purple). After you have gotten the max, the next time you complete a serious mission, you can swap lesser potent buffs/powers for more desirable ones. The menu would contain the same set until one is chosen, and differ each time to prevent people from logging and waiting for a purple to appear. The buffs/powers are all unique, so you wouldn't be able to stack all damage buffs on yourself. The amount of buffs/powers available would be large enough to where to where finding a duplicate shouldn't happen (or code it so they wouldn't appear)(okay, scratch the stacking buff statement). all the powers/buffs would be within balance to prevent PVP problems. The powers available would be the basic powers from all sets, but be watered down versions and scale as you level or be able to be leveled to a percent (of the base value) under someone that would have the power from the powerset. the way this could be set within "CoX" is that you accomplished a hard task so paragon city would like you to tryout or have an item of great value (that would provide the buff or power to you). The serious mission could be linked to your origin, so items or the debuff would be related and gain more potency if you pick an item that is your origin (but still under the base value). and example of the debuff would be you are cursed with magic, hazardous nanites have infected your body with technology, your mutant DNA becomes corrupted, you got a head injury (natural), and so on. -
could the TF's end result be that the rikti found a way to gimp the guards, thus create chaos as heroes and villains will be able to tread in dangerous lands? I know that would open a whole can of "COMPLAINT" worms for those that only have 1 side (heroes/villains) unless after time they decide to throw them together in the future (or now :P).