Oneirohero

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  1. Oneirohero

    Break Out Event

    It would definitely attract people to Brickstown some more! /signed
  2. A badge for walking around? Sounds pretty neat, it would get more people walking around the game, if only for the pure gain of badging. And who cares if it's an insta-badge by auto-following an NPC around for hours, shouldn't that only be game-breaking if it's part of an accolade with benefits?

    I say the badge should exist, I always enjoy a game with silliness strewn about, it makes things much more enjoyable that way.
  3. I don't have such an extreme problem with endurance because I make full use of Brawl and the origin temp powers as part of my regular attack-chain, even in the 30s. Since they dropped Brawl's endurance cost to zero and the temps down to 2.08, I can always count of having two attacks ready even when I'm chugging on less than 5% my full endurance.

    As far as I remember, when I shuffle between my more powerful attacks and my brawl/origin powers I've noticed a distinct drop in my endurance output, perhaps not enough to perpetually attack unslotted but I do certainly last a bit longer before having to slow down.

    People often ignore Brawl and the temps because they're so weak in comparison to other powers, but the temps are useful debuffing powers that can be used at range even if you're a melee AT, if a full team of magic characters used all their temps on the same critter at once, that's -40% RES to all for eight seconds. Brawl works beautifully with the Brute AT, as it keeps up the chain of attacks to boost Fury while costing nothing to use.

    You can't slot the temp powers, but if you power up Brawl enough it can turn into a pretty decent minor-damage smash that you can use anytime it's recharged, with enough recharge reductions you can fire it off almost as fast as a normal person would punch with each arm.

    So in conclusion, if you haven't already considered it, try using Brawl and your origin temp more often during attack chains and you'll see a difference, especially if you flip between it and your other powers.
  4. The first one, you can always do by typing $target while selecting the character you want to send to your leader, if you're targeting Ms. Wonder, $target becomes Ms. Wonder. But the ability to drag and drop names, or words period, would be a welcome addition to ways to better manage things

    The second point, I definitely agree on this point. I believe one annoying broadcast spammer managed to temporarily evade being reported because the character name was a long string of uppercase Is and lowercase Ls. In the City of heroes font, the two were virtually indistinguishable and made it hard for anybody to crack the code (except one). I believe drag-dropping names would've solved that situation rather quickly and easily.
  5. Oneirohero

    Dance Emotions

    If there were to be new dance emotes for the game, I would vote for long animated ones. Even though with time and resource constaints would produce less emotes, it would be nice to have animations of well-known or simply entertaining performances that span more than one 2-second loop cycle, maybe even cycling through a few different motions before the necessary loopback.

    Think of it like doing the macarena, you do all the arm emotions and then you turn 90 degrees, you do the arm emotions again but you're always doing that finishing 90 degree turn, the animations loops when your model returns to facing front again. That one is just a simple example of the same thing done in different directions, but dancing is more than just one move repeated over and over again.
  6. If I remember correctly, the reason we have a hardcap in the first place WAS because of farming. I think there's some build that's perfect for farming and they would aggro the entire map and then wipe them out with one hugely powerful AoE. The hardcap was so only a mob or two could possibly be pulled at a time and therefore said AoE couldn't kill an entire map in one go.
  7. Oneirohero

    Respecs

    In City of Heroes, while Origins don't have a direct effect on how powerful you are, they still affect things like, what non-IO enhancements you can slot or what contacts you start off with. Sure CoH began where Origins did so much more than this, but at the moment, it's just a shorthand of 'what kind of hero/villain you are', Archetype affects much, much more in gameplay due to the base HP, damage and powerset categories you're allowed to have.

    Changing the respec to change one's origin is pretty much like a retcon, while the Terra volta reactor affects characters to explain why their build has changed, changing an origin implies that the respec actually alters the timestream so the origin of a character's powers is different to what it used to be. You could say, the ability to change origins turns a respec into a Retspec (Retroactive respecification)

    As many have complained before, changing one's archetype and powersets seems to be out of the question because, at least powerset-wise, one could try to powerlevel the easiest powersets to 50 then change over to the more powerful yet more difficult to level sets, circumventing some difficulty by it's design. But when it comes to Origin, the worst that could happen is that you have to sell all your incompatible SOs/DOs.

    But if the core aspects of a character (Archetype, Powersets, Origin) could be changed, turning a Respec into a Retspec would be a logical explanation of why that could happen. And out of the three, origin would have the least game-breaking aspects associated with it.
  8. Power Pool customisation could be done in two ways.

    Firstly, you could allow one to actually preview and customise all the available power pools from level one. If someone customised every pool, it would allow them to have a thematically matching power pool every time they choose and respec them.

    The alternative is simply granting a power-train-customisation option the moment your character selects their first and subsequent power pools, allowing them to customise it right when they're selecting the power. It means they can only customise the power they actually choose over being able to do them all. But this one might actually work better since you can always back out and preview/customise other power pools before confirming. But the problem is that it'll take a lot of UI changing to allow power customisation within the Trainer's power selection screen.
  9. Unless you didn't already know, Player ratings ARE stored on your computer as a text file. You could technically copy that file and put it into your other directory before starting the other account and be able to retain your new additions and changes. And then copy that file over when you go to your other account again to sync things up.

    However, there's currently no tool to automatically sync player ratings. This is because AE missions are stored server-side, not client-side like ratings are.
  10. It does feel a little non-sensicle to have a recharge for rest as it is.

    "I've been badly injured and exhausted, but I only sat down a minute ago, I better just stand around for a couple more minutes so people don't think I'm lazy"

    A minute recharge is around about the same time it takes for someone's health and endurance to drop low enough to warrant it per mob.

    /signed
  11. As cool as it would be to allow your own music to play in-game, to make the same song play on another's system would be a major time and bandwidth-waster as it's quite obvious that not EVERYONE will enjoy having to wait to play a mission because their machine (which may be running a slow connection) is downloading a song that might even be of a genre of music they absolutely loathe and want to mute that **** as quickly as the Options window can appear.

    Though the idea of playing your own music in-game is intriguing. If Dynamic music were ever implemented (A song that grows more intense during a fight, quietens in proximity and silent when safe). it would be pretty cool to fight under some theme music or battle music, even if you were the only one to hear it.
  12. Quote:
    Originally Posted by FredrikSvanberg View Post
    "Skin" as a separate all-encompassing costume piece of its own with its own color and patterns, which would show through everywhere we see "skin" today.
    This one I like, because it's sort of like allowing characters to have their own tattoos regardless of costume pieces worn. To use the existing patterns as tattoos or to include new ones that resemble real tattoos, even if they're baked, untintable textures.
  13. The ability to change the character's proportions would be pretty cool too, like in the other superhero MMO. However in that game, the proportions did make characters look quite deformed and felt a bit restrictive or wrong at times. Still. A bit more diversity in body-types would be pretty useful. Being able to emphasise the characters body to match their powers or concepts.

    One thing I would like to see is a revamp of the character faces. At the moment all we have is a single, all-encompassing texture with a relatively small selection. (as far as facial diversity is concerned). Ideally, the ability to select different facial features individually, as well as colour tinting will help make characters and even some NPCs look more individualised.

    You'd be able to select different brows, eyes, nose, cheeks, lips and chin and can be sourced from the original faces we have now. You could possibly have face 1's eyes while having face 2's lips or face 3's nose. All the appropiate facial features could be tintable to allow characters to choose what colour eyes, brows, lips...etc you want, instead of the baked colour eyes they already have.
  14. A powerset involving Nunchucks would definitely have to be a Melee Primary/Secondary powerset. It would be pointless to add a weapon to Martial Arts because Martial Arts does not involve any weapons, and it's not appropiate to add it to the Martial arts booster because Ninja Run is that pack's special power and once more Martial Arts does not use any weapons!

    Nunchucks would be a bit tedious to animate in a fixed pattern (free-flowing isn't necessary if a static animation/loop looks convincing) but once it's right it would be a nice addition to weaponised powersets. I could see it having Smashing-type stuns and quick recharge times.
  15. Oneirohero

    Snow what if

    Quote:
    Originally Posted by EU_Damz View Post
    This is what im picturing in my head right now.

    Hellion steals purse
    Hero interupts
    Hero fights hellion
    Hellion about to lose
    Paragon City freezes
    Hero freaks out thinking its the hellion
    Hellion . . . . . . wins?
    Hellion wins? Aren't they weak to cold? I would've thought a city-freeze would cause the hellions to fail horribly.
  16. I agree! Trying to figure out the locations of various plaques and places would be so much easier with a updating co-ordinate bar rather than trial and error /loc command-bashing.

    /signed
  17. What I found most humourous was part of the exclusions wording

    Quote:
    Originally Posted by Contest's section 2. Eligiblity
    To enter the contest, as of Wednesday, December 16, 2009 (a) you must be 13 years of age or older, (b) if you are a minor in your country of residence, you must provide the entry as set forth under 1.1 with your legal guardian's approval and you must provide written approval of your entry to the Contest, and consent to these Official Rules and Conditions by your legal guardian (this written approval shall be provided within 14 days after the receipt of request by the Sponsor), (c) you must have Internet access, an email account and access to a personal computer, and (d) you must be a resident of the United States (excluding the State of Rhode Island, and excluding Guam, Puerto Rico, U.S. territories, military installations and commonwealths), Canada (excluding Quebec) (Canadian residents will be required to answer an additional mathematical question in order to claim their prizes) and the United Kingdom.
    Isn't Paragon City situated in Rhode Island? Even if it's in another universe, this bolded piece right here states that nobody in Paragon City is eligible to enter the contest in the first place! Haha!

    I think the Rogue Isles have had their last laugh!
  18. Oneirohero

    Day Jobs Plus

    Quote:
    Originally Posted by craggy View Post
    use it on my MM. used to get the option to use crafting discount tokens when making a recipe, but I've been going for other day jobs lately, so can't confirm if it is a stackable thing or not. going to guess it isn't time-based though, going on how I'd reached the limit during the time I was playing that toon very regularly, and usually crafting a few recipes a night.
    Perhaps it's a text error? I know one or two powers that are mislabelled somehow, like the Tough power regarding whether it resists all or just Smashing and Lethal.
  19. Oneirohero

    Day Jobs Plus

    Quote:
    Originally Posted by craggy
    crafting cost bonus is a charge thing isn't it?
    I check Paragon wiki and it labelled as 'Auto', signifying it's time-based bonus. I'm not sure myself if this is verified as I haven't gotten the accolade myself, but if it's true then it's not like the tailor discount tokens.

    Quote:
    Originally Posted by Trialtester
    Like, let´s say... You get the xp protect bonus up to 20 charges and when you die you hit an option using it, if you want. The same goes for xp, when you complete a mish you get a window asking if you wnat to use your charge.
    I'm not sure about this actually, while it would be advantageous to choose when to get a bonus reward it kind of complicates things and can be situational. I believe it would be best if all charges are spent each time a mission is completed rather than bring in unnecessary menus after every mission. The only button I'd want to be pressing after a mission complete is EXIT.

    Also 20 charges for the Mortician's bonus? That's excessive for a cap based one something that only applies to when you get floored by your enemies. I would've just gone with a maximum of 10 myself, to match the 1 charge per day cap.

    Quote:
    Originally Posted by Trialtester
    Also Day Job contact certainly would be awesome for the RP part, and I also tought it would be implemented when Day Jobs first came, but I don´t think the superior bonus would be as much a good adittion... You already have the advanced bonus after you have the badge, so I think it might be overkill.
    The Superior Day-job badge is probably an alternate solution than something to clump together with the rest of the suggestion. If the day-jobs turned all it's bonuses into charges instead of time then this new badge could be completely cosmetic, like a distinction of merit to show you completed the Day-job story arc. But on the other hand, depending on the difficulty of the Day-job story arc, the risk could justify an increase to the bonus effect and rate accumulated for the Superior day-job badge.

    Not to mention that this Superior Day-job badge still requires you to have logged out for 21 days in total to even unlock the day-job contact to do their missions, couple that with a long or difficult story-arc and the badge's effect seems reasonable.
  20. Oneirohero

    Day Jobs Plus

    In all relativity, I wouldn't even mind if the Day-Job superior badge were not included in the revamp (for +rate and +effect for existing day-job bonuses) if the existing bonuses could be used effectively in the situations they're meant for. Let's take a look at what the bonuses would be like in the proposed system.
    • Virtually all mission-completion day-job bonuses would be altered to accumulate as charges instead of time. One charge is spent for every mission completed and produces the desired effect on the reward. This will also allow characters to possess multiple day-job reward bonuses at the same time and receive them upon completion so long as charges exist. And as a majority of the day-job bonuses are mission-completes, this would be a big step in bringing day-jobs into higher regard.
    • Mortician's debt-protection would be charged based too, where a charge is spent every time the character incurrs Debt. It's probably not for those who are into collecting debt for badges, but those who won't want it can take advantage of the 'just-in-case' debt reduction.
    • The +Regeneration and +Recovery day-jobs, as well as Predator (+Recharge), Duelist (+End), Cimeroran (+Resist) and the +Movement day-jobs could be turned into Click charge bonuses if they cannot be turned into zero-end toggles.

      But something tells me that these particular bonuses would only work as they already are, time-based. Though a hybrid solution would be a perma-click bonus which only starts ticking down after activation and stops when the character logs out (and the 30 second log-out time ensures one doesn't exploit logging in and out to bend the click bonus too easily)
    • Additionally, accolade powers that operate on the auto, time-based mechanics of the bonus system would benefit from being charged-based as well. A couple of accolades comes to mind: Entrepreneur/Profiteer for Crafting cost discount and the Time Lord accolade for Time Lord's boon. Turn the crafting discount into a charge-based power that uses one charge per crafted item and turning Time Lord's boon into the perma-click power mentioned earlier on.
  21. A halberd weapon set sounds pretty cool, a melee weapon with extra range and power at the expense of speed due to the momentum of the weapon-swing. I support this suggestion!
  22. Oneirohero

    Day Jobs Plus

    Quote:
    Originally Posted by Aett_Thorn View Post
    They are bonuses. They are essentially free stuff that you can get when you come back from a weekend of not playing, or not having played a certain character for a while. They are not supposed to be all that persistent, or always-on things.

    Take your XP one, for example. If it were turned into a toggle, you could toggle it on right at the end of a mission, complete it, and then turn it back off again. Using up about 30 seconds of time, instead of needing to have it on for the whole mission. This would lead to the ability to exploit it in a way that it was not designed for.


    The Day Job system was pretty much added in to give you a reason to play alts, instead of just one character all of the time, and I think it works just fine doing that.
    I do agree that some bonuses would be prone to exploitation if they were just toggles, but that's why I also mentioned a piece regarding turning mission-completion bonuses into charges that are spent per mission completion. If you gain one charge and complete a mission it rewards the bonus amount, but do another mission without another charge and you don't get any bonuses.

    There is however only one day-job bonus that does persist and that is the On-Patrol XP gained from logging out anywhere. You don't have to toggle it on but it doesn't go away if you don't use it immediately.
  23. Quote:
    Originally Posted by Jake_Summers
    After reading through this thread I had what I thought was a great idea.

    Size change would be an excellent alternate animation to add to some power pools [When they get around to that]

    For example, in Stealth, Invisibility and Phase, you become smaller. In stealth you become just kinda small [Rikti Monkey size perhaps] so it is difficult for enemies to see you. Invisibility you are big size [This could be accomplished perhaps by making your character translucent and replacing it with a small black dot running around] and finally with phased you are so microscopic that you cannot be affected by the larger world.

    They could even add a small size boost to powers like Tough.
    I kind of see what you mean but I wouldn't agree on size-changes for the existing stealth powers. The reason I suggested using a stealth buff/debuff for the size powers was because of the fact that giants are hard not to see, while smaller characters are quite hard to notice. It just doesn't seem logical to be size-changed just for using stealth based powers. In my opinion, what you're suggesting sounds like alternate animations perfect for a signature hero/villain rather than the general userbase.

    Quote:
    Originally Posted by Tatterdamalion
    I'd just like to see a growth power that tops out at 12-15' or so, and maybe a shrink that drops a character down to monkey size. Being able to go eye-to-pumpkin with a Streng has always been a dream of mine.
    I had a similar idea, though it was to scale down to the size of a Clockwork Gear and up to the size of those huge lost guys. Though rikti monkey size sounds a lot more manageable. The thought of being GM sized is kind of fun to imagine!
  24. Oneirohero

    Day Jobs Plus

    Today's suggestion talks about extending the day jobs system to solve a few problems that are apparent today, as well as renewing interest in players with new story content.

    ----
    The present

    Currently the system runs by accumulating time and badge credits to certain dayjobs. Logging out a hospital earns you time for the Caregiver buff and badge credits. Earn a dayjob badge and the effect and rate accumulated increases. If you obtain two dayjob badges you will be able to gain time or charges to an accolade power by logging out of the areas associated with either badge.

    The problems

    However there are a few problems that arise. I can see that Day jobs are a way of rewarding players and character offline to encourage people not to play 24/7, but in the short-term the rewards logging out of the places can be close to useless.

    An example, Law-Enforcer/Arachnos Agent offers an XP bonus upon mission completion, it sounds pretty fair doesn't it? Do a mission and extra XP? But the thing is, it takes time to complete a mission, and more difficult ones take even more time to prevent consecutive wipes. Following the information I've found, it takes 10 days of logging out to accumulate 2 hours of time, that's the same as one minute of day-job bonus for every two hours logged out. How long does a mission usually take, from when you first log in, to reaching the mission door, getting a team together if required and running through the whole mission?

    The problem in it's microcosm is that more often than not, the bonus runs out before you complete the mission, or even before you step through the door. Sure you can leave your character in a police-station/arachnos base for 10 days but unless you have other alts to play, that's one character left unusable by day-job accumulation, because not enough time means no reward and wasted bonus time.

    This also occurs on many buffs like Caregiver and basically anything that starts counting down the moment you step back in, if you didn't log out long enough you won't see it active long enough to have any benefit. The only day-job that's perfectly designed is the Patroller/Criminal dayjob, where patrol-XP is accumulated but not lost, but USED! Same applies with the Market Transporters and most Day-Job accolade powers, they are gained but not lost if they're not used right away.

    Another observation is regard to how day-jobs are perceived whilst online. The roleplaying aspect is that when your character isn't fighting crime or causing it, they're doing a job as a cover or on-the-side employment. Something about it doesn't seem really like a job, it's just something mentioned but never seen. And in some people's eyes, it's not really engaging or exciting, should it ever be.

    The suggestions
    Day-job contacts and story-arcs

    Every once in a while, the line that distinguishes their day-job and their heroic escapades becomes blurred. Maybe the character working at the hospital is notified that patients have been coming in with some strange disease, or that there has been a big theft at the Vault Reserve (Banker/Thief) and they need someone capable of investigating or solving the problem a way only a superhero or villain could.

    For each existing Day-job there will be a new Day-job contact to speak to, access to the contact is available only when the player has obtained their relevant day-job badge, proving them in the roleplaying sense, to be experienced enough to handle the job. The contact will have their own story-arc detailing the crime or problem that is thematic to the day-job they're associated with. When the player has completed their arc, they will be awarded with a 'day-job superior badge' linked with their original logged-out badge.

    This day-job superior badge offers similar benefits as the logged-out badge, slightly increasing the bonus is gives as well as the time/charge rate accumulated when logged out. The balancing factor is the difficulty of the storyarc to make the reward fit the risk, in the same way as you needed to have logged out at the same location-type for a total of 21 days for the logged out badges.

    Day-job contacts may also give out scanner/newspaper style missions thematic to their day-job, kind of like being able to DO the day-job as opposed to logging out and imagining it. Else the day-job contacts will just congratulate you for a job well done. This feature is mainly to give day-jobs a tangible feel in gameplay as well as an imaginative one.

    Day-job bonus tweaks

    I sense that this one might have the most controversy because it deals with balancing factors, but I might as well cover it, if only to highlight possible solutions and problems.

    A lot of day-job bonuses are time-based, and some even have requirements and restrictions on when and how the bonus is given. Caregiver for +Regen and Pocket D for +Recov bonus are written to only have their effect outside of battle. The aforementioned Law-enforcer/Arachnos-Agent bonuses for XP, as well as the day-jobs associated with Inf. only apply when a mission is completed.

    The problems with the time-based bonuses is that if you don't log out long enough, you won't have time to complete a mission which gets you your bonus. As for the outside of battle restrictions it can be debated whether it matters being in or out of battle, or whether the game actually pays attention to either. The biggest problem is essentially the fact that you don't use the bonus, you waste it. From the moment you log in the timer for the bonus is already ticking away and it encourages you to rush in to get the most out of the power.

    Solutions for this can involve turning timer bonuses into toggles that become active when YOU want them to. Others include changing the XP-mission/Inf-mission completion bonuses into mission-completion charges. You accumulate charges which are spent when you complete mission instead of trying to rush through one before the clock runs out. Anything that works on the basis of a user opting into a bonus or allowing that bonus to be stored up whilst online is a step in the right direction.

    I could also mention getting rid of mission-completion/out-of-combat restrictions but I feel that's generally how the bonuses are balanced and removing them would make them unbalanced. The solutions mentioned above would work much better.