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Posts
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I believe there might be a way of making SG invites global by improving the SG registrar's options somewhat
At the moment you can create a SG, pay for rent and look up the top 100 SGs (as well as searching for SGs, I think, not sure). So why not add an option that lists all a player's characters and their own SGs, because you have permission from yourself, the character you log in as can invite themselves to the SG at any rank the player desires.
It can simply be 'Invite <character> to Supergroup' which then opens up a list of Supergroups you currently founded, click that Supergroup and it will ask what rank you wish to be, after you accept, that character is part of that supergroup. It won't work on SGs you are not a founder of, as that might cause some problems I cannot determine right now.
Sure a command-line can be used anywhere, but adding a Supergroup management feature would go best at the NPCs that gave you your SG in the first place. The benefit of being to invite yourself without bothering others outweighs the five-minute trip needed to go back to Atlas or Port Oakes. -
Toooo maaaany aaaaagh!
*faceplant, hospital teleport* -
To be honest, I felt the EU site looked somewhat neater and sleeker than the US site, but in the end, the US site has way more information stored in it and I would choose that other perceptual enhancements.
I insanely agree on the server list merge, it would make it much easier to manage overall, even if the server list would have to be updated to let people know some servers are pre-dominantly French or German speaking.
And funnily enough, I was one of those people who confused the US version with the EU version when I first purchased the game, so essentially I have an unused account on CoH EU because I thought that the EU and US version were the same. -
*clapclapclapclapclap*
I always do enjoy a good relyriced song! Thank you Steelclaw! -
Another short suggestion, this time to do with the graphics option 'Bloom'.
I was talking to a friend about City of Heroes and the issue on Ultra mode came up, but it wasn't so much Ultra mode as much as having everything at max settings. My friend said he maxed everything EXCEPT bloom because it looks ugly, every single thing in the game blooms regardless of what it is and what it's supposed to be made of, it tends to make everything wishy-washy and blurry.
Apparently the best uses of Bloom is on things that irradiate energy or light, the best example being the sun but also includes things like elemental powers and auras.
The suggestion here is to change the way bloom appears in-game by making only the appropriate objects bloom instead of EVERYTHING. -
I'm not sure if it's been brought up yet, but has anybody realised that come Going Rogue, there will be TWO Desdemonas in the game?
There's the new Demon-Summoner Desdemona for Going Rogue, but if you've played CoV's Cap Au Diable Mayhem mission, you may remember our old broker, Desdemona the Glint.
Could there be any side-effects to this seemingly innocuous issue? -
My suggestion is short and sweet this time around;
Add an exception to Enhancement Diversification for powers that only allow one aspect to be enhanced.
We all know that ED was designed so people couldn't max out their power with just damage enhancements and ignore everything else, you can hit the softcap with just three SOs or two Lv50 IOs, and plus the Invention sets easily take care of being able to enhance multiple aspects with just one slot.
But what about those single-aspect powers like Health and Stamina? How can you diversify one aspect? The answer is, you can't. And players end up only getting three of their SO slots filled before it becomes wasteful to add any more. (Unless you want to save slots for other powers)
That's about it for the suggestion, let's have it, what do you think? -
Maybe Paragon Studios could take something out of Second Life's book?
In second life they use things called 'pose balls', floating coloured balls that you right-click interact with to move your character into a pose appropriate for whatever object or furniture it's related to (laying on couches, sitting on chairs)
Quite obviously, the game would break immersion if there were balls floating around in all the chairs (not to mention what kind of copyright issues there might be). But maybe that's the kind of way to go about this. Invisible capsules that a part of the character anchors to, alters their pose to fit best into the chair/whatever automatically.
This could be problematic with things like how tiny and huge characters will fit properly into such places like a chair with a table (clipping when too big). Also with such objects like the base conference tables where the chairs are too far into the table for a character to fit inside without making the chairs separate entities (movable from the table).
But the end result is, if a development tool were made to do these kinds of things, it would be possible to properly pose and snap characters to various objects, perhaps even creating a new kind of emote. Interactive emotes. You could imagine things like actually using pinball tables, using computers and consoles with hands in reasonable touching distance from their keys. -
Maybe they don't have to make the ENTIRE game capable of interacting with seating. But maybe they could change one or two zones where it could be used the most often. Pocket D is a good start, given the amount of seating available in both the public and VIP areas. If bases gets an improvement, they could redo all the objects to be interaction enabled. For all those who have ever purchased a Meeting room table have wanted their characters to actually sit in them.
It /is/ a lot of work to do every zone with a chair to have interaction animations attached to them. But if you do it to one popular zone, what's the harm besides being a development detour? -
Pulse Rifle Set for Corruptors (, Defenders and Blasters)?
If I were to try my hand at designing this, I would make Pulse Rifle's gameplay theme to be Energy/Smashing with Knockback and Disorients. Energy blast is described as being Energy and Smashing as well, but the unique quality of Pulse rifles would be that is does both KB and Stuns, there's no ruling against hybrid theme effects, maybe it has less KB power than Energy Blast but makes up for it by having that secondary stun.
Based on CapnGeist's 1-9 tier overview I agree with all the powers from 1-4, they're tried and proven.
Energy Sap for Tier 5 might make sense but I would go without the Mag 3 confuse and keep to the theme of Stuns. Energy Sap would do Minor Energy/Smash DMG, some siphoning of Endurance and a small Stun.
Pulse Rifle Spray sounds pretty good to me as well, cones and Knockdowns to go with the KB/Stun theme.
Snipes are a bit lacklustre at the moment, but they're not 'useless'. All you need is to set your opponent up by knocking them back or stunning them and you have a free snipe-chance. A snipe in this set will go well with it's own earlier powers during normal combat, and not just the start.
I would replace the 'Set to Stun' power with a Close-Range, High-DMG, Knockback-Stun combo on a cone target. It will function as the equivalent of a powerful shotgun burst of energy that blows enemies back if they get in melee range of you.
Lastly, I would also change the Overload power from a nuke to a mini-nuke style power like Full Auto. It will be a Superior DMG Cone attack that rapidly fires energy rounds into everybody in range. At least in this version of the ninth power it doesn't imply the weapon breaking or being destroyed. -
New Gang War zone events would be fantastic, I love the zone events and this one would do nicely for giving emphasis to the war between the Skulls and Hellions.
Someone should forward this idea to one of the developers! It has a resoundingly positive reaction from the forums!
/signed -
Also /signed
Temporary powers aren't slottable and don't show up on the enhancement screens either. Plus the tertiary window is already long enough to scroll as it is. -
I rather enjoy the fact that they've lowered the level requirement for the EATs, it sounds like it's going to be so much more casual-friendly to play the extended content that was introduced with the Kheldians and Arachnos Soldiers.
But one of the problems with tying an EAT unlock with a Taskforce is the initial 'Where is the Moonfire TF?' Sure a bit of a searching on Paragon Wiki or asking for help might solve that issue, but then you also have the player number and level requirements. And as some people have already said, some people don't like or don't want to team with other people and shouldn't be barred from content because of their own choice.
But as for being Casual friendly, some players don't have the time the level quickly or be able to stay on for entire Taskforces. This Lv20 unlock works well with the casual crowd. -
The ability to add functional NPCs and stores to a supergroup would make things a lot more convenient!
/signed -
For Going Rogue, I'm excited to try to port over some of my morally dubious characters using the alignment-switching features. For one, I have a character who is a fully-mutated Troll through the use of Superdine who while a Brute, tried to take control of his addiction to fight the good fight, and pound other weaker trolls. He isn't exactly villainous, but it'll make a good Vigilante/Rogue as he violently smashes badguys up.
It'll be pretty fun to explore the Praetorian zone(s) with my main hero, his kinetics will give him the necessary super-travel options to explore all the cool and interesting parts of the new universe.
And considering you can side-switch, and i17's announcement of bringing down the unlock requirement of EATs to Lv20. It'll finally solve my curiosity of whether HEATs and VEATs can also side-switch, and how far.
Some of the Going Rogue collector pack items are also intriguing too. Auras and costume sets and an invisiblity power of some sort (Easier to stealth missions now?) It mentions something about stance emotes. It could be something as simple as new idle emotes or maybe they're bringing out some actual default animations customisations in the same way costume-change emotes first started in the Magic super-booster.
I certainly think it's going to be a whole new game come i17 and GR. I wonder if City of Heroes will finally start to gain precedence over it's competitors. It would be nice if CoH hit top 10 MMOs sometime these next few years. -
Quote:And nothing of value was lost.Whatever... well, at least you can all be thankful this is probably my last post, and most likely last look at the forums.
Now then! I'm pretty happy that they've lowered the requirements for HEATs and VEATs, while it's said that it's not as hard to get to Lv50 as it was a long time ago. Casual players like myself, as well as altitus sufferers don't have the time or energy to get to the level cap as soon as possible. I'm close to my ninth-month active in the game and my most levelled character is no greater than Lv38, the rest are around 10-20. I really do enjoy the lowbie experience and generally have fun in the game regardless whether I'm gaining XP or not.
This HEAT-VEAT requirement change means that I'll finally be able to experience all the available ATs, content and story-arcs without having to casually wait a year or two to finally hit the big 5-0. Does this somehow cheapen the unlock? I wouldn't know, I've never achieved it before. But am I pleased that I can finally experience new content, it may not be new to other people but it'll still count on the individual level.
Besides, the long and short of it is. The developers already said it was a big mistake to make these EATs unlock at Lv50, it's good to know that they're spending time to correct mistakes made in the past. As you know when there's no incentive to get to 50, there's also no incentive to powerlevel as well. Bonus! -
Quote:Assuming that you can't slot for melee (Damage enhancements don't affect Melee attacks?). What would you suggest would replace the respective powers? More Pulse rifle blasts?Originally Posted by Scene_EUBut you can't slot for melee, and they can just as easily shoot point blank, which does as much/more damage when slotted. I just think the removal would help towards simplifying the Bots AI overall.
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I must disagree with the majority of your suggestion, the Battle Drones and Assault Bot are perfectly fine with melee attacks for the reason as they're the 'combat-style' henchmen who naturally should be able to deal as much damage as they are equipped to be. But as for Protector bots, I believe there is a kind of AI oversight regarding them, they have no melee attacks yet they run straight towards enemies with their ranged pulse cannons firing.
If anything, a change to Protector bots to stop them from getting into melee range of opponents would help clear the issue up a bit. Sure they have a pulse blast attack, but why the heck do they have to run up straight to the enemy to do so? Removing melee attacks from the Assault bot would be a bit odd, you'd think a huge-*** robot would try to use it's weight to pound the enemy into submission.
Should MM bots lose their melee attacks? No.
Should Protector bots learn to support their allies from a distance? Yes. -
Like I always mention in these 'endurance idea' threads, all you really need to do is maximise the use of Brawl and the origin temp powers to get you through rough patches of endurance loss. Brawl costs nothing to use and charges frequently, the origin temp powers use such a small amount of endurance (2.08) that you can keep up an attack chain of both and still recover endurance. As well as the fact that origin temp powers contain some useful debuff components such as Magic's -resist, and Technology's chance to stun/hold.
Other people discussed the idea of reducing the recharge of rest to around 1 minute and removing the ability to slot it for recharge, which I would agree to as it would help lowbies minimise downtime by not having wait for it to recharge after every mob. Another way of helping endurance loss is by switching between Brawl/O-temps and your powersets, that way half of your attacks cost little to nothing while keeping up decent damage. -
A kind of survival scenario would be an interesting challenge for CoH to have, it could be a kind of end-game content for Lv50s to test how long they can last against increasingly overwhelming odds. Or just to test how well teams came cope in surviving waves of ambushes over and over.
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There are a few villain groups I would tweak, mainly on the designs of the supposed leaders of the Skulls, Outcasts, Trolls and Warriors. They kind of look like Elite Boss ranked versions of lower rank enemies model wise. Take for instance, Atta of the Trolls kind of looks like a Gardvord with a red-con at even level, you'd wonder why the guy was able to withstand defeating a ton of troll leaders considering there are Supatrolls which look more intimidating then regular trolls.
Skulls don't even have a leader to speak of, the highest rank is the Boss-rank Bone Daddies and aren't very distinctive of the lower ranks. Then there's the Warrior's Heracles whom only seems more powerful because of Stephanie's wedding band, otherwise he's no more distinctive from lower-rank Warriors.
Essentially I would just try to add and redesign some of the leaders of these factions and make them LOOK like they're the boss of the outfit, something that makes them stand out far from their minions, even upgrade some of them to Archvillain level. A skulls AV with a ton of bone-like armour and massive amounts of dark energy enemating from them. Giving Atta the Troll a serious Superdine overdose to turn him into a Giant-Monsteresque version of a Supatroll. And maybe a Warriors leader who mastered all of the ancient fighting techniques to become kind kind of super-gladiator or roman centurion, with appropriate full-body armour to go with it. -
Quote:I 100% agree on this part, I'd like to see some costume-piece prolifation around here. Can you believe females get Sandals, since when are sandals girls-only wear?Originally Posted by MaHaBone23Also, get rid of the sexism for costume parts. If I want to make a woman with a cigar, or a dude in fishnets, let me.
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Sometimes the the fact you can only have add-on pieces like tails and ears only kind of makes characters look more like a joke than a serious animal-hero/villain. It might work if your character is dressing up for Halloween events, but not as a serious character look.
You can think of it as being the difference from being a literal costume piece like a witch's hat for halloween and a real in-game witch wearing the same hat. If the hat looks way too stereotypical or incomplete most people will regard them both as just 'dressing up'. Same applies with things like cat ears, they just look like the character stuck them on with clips or something. -
Minus all the 'furry' comments, it's not like having a range of animal costume-pieces is itself freakish. After all, humans have been anthropomorphising various animals, objects and concepts since the dawn of sentient thought. It appears enough in the comicbook genre in both physical and spiritual aspects of characters that it doesn't even look out of sorts in the game's genre. Toad from the X-men series wasn't an actual frog but had various powers and body-motion to simulate one.
But yes, there is a chance that if Paragon Studios went all out to make a comprehensive list of anthropomorphic costume pieces, that there would be a higher degree of really creepy players coming in doing who knows what in ERPs. But I myself don't really give a damn about that, I'm more interested in making new characters and concepts, whether they very human or not.
Personally I would also like to see more diversity in alien costume pieces too, just more options to set myself apart from the thousands and thousands of human characters already dominating the game. Maybe even more Robots and Android pieces, I already know that Going Rogue will have unlockable Praetorian clockwork pieces which look pretty damn good. But that's all so far.
But the decision to make such a list of anthropomorphic costume pieces a booster pack may annoy some, who understandably would like it to be part of the free issues. But because there really are so many different animals, you'd either have to cut out a lot of unusual species or make such a booster cost much more than normal boosters cost. Boosters are usually $10 and come with 1-3 costume sets, to do what the Beast pack, or indeed the ideal anthropomorphic range of concepts requires, that'll be well over 3 costume sets for just one species. An example would be felines in that you have domestic cats and big cats, they still require a model or two more, plus some new patterns and textures to make them distinct.
As past experience in the forums have told me, you'd need close to an entire playerbase constantly hoping and suggesting in order for any major effort to be produced by the studios (Case in point: Power customisation despite it requiring an overhaul of the code to do) So the same would apply to such a beast pack, to get a decent amount of species and customisable pieces to be produced, even as a super-booster, would require large percentage of the userbase to convince that it will be worth the cost to make it. And that's not even counting the apparent nature of Sexy Jay on this issue.