QuinnBlackwatch

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  1. [ QUOTE ]


    Sure, you can just say, oh, we stole the equipment and are using it against them, but wouldn't it be much more interesting for former Arachnos soldiers to use their military training and discipline in a similar environment blueside? Maybe they could keep their "Training" powers (such as the Leadership-type buffs everyone wants them for), but receive new government equipment based on the branch of service they entered. Perhaps instead of Crab Spiders and Bane Spiders, we could have Longbow Wardens and Wyvern Sting Agents.

    Just a thought.

    [/ QUOTE ]

    That doesnt make much sense does it? Longbow agents and wyvern agents dont use the same powers as the arachnos, especially not the widows. ( yeah psy powers do exist, but the hiding, and training with the wristdarts and blades?)

    Granted arachnos walking around in uniform would be kinda strange, but since it's a comsetic issue ( uniforms) why not solve it in a cosmetic fashion, a redeemed arachnos uniform of some sort.


    As far as the market and muling: I assume ( and hope) that they will consolidate the markets and currency. The effect will be that for a month or less there will be a lload of currency flowing one way or another, untill the market balances out.

    After that it wont matter if you ar a villain or a hero, everything is as cheap or as expensive. Other wise you'd either have to lose everything you worked for, which no one wants, so there wouldnt be much switching, or people WILL start muling, which isnt a good thing either.

    Best take the 'pain' in a single short blow.
  2. [ QUOTE ]
    I would be willing to place money on them working it so that if you have a character switch sides, you start from square one; at level one, with no enhancements or inf. But in order to make it your character you keep the same powersets, AT, costume slots and character name. It makes sense from a business standpoint; leveling up your character takes time, and in an MMO time=money. It makes sense in a play standpoint; just because you have a lot of reputation and security clearance with Recluse doesn't mean Hero Corps automatically recognizes your authority, you have to earn it.

    In a perfect world in order to accomplish this the devs would add another step to the login process; enter name and password -> choose server -> choose character -> choose faction. It wouldn't be that different a mechanic than dual builds currently is, just more involved.

    [/ QUOTE ]

    Again power isnt the same as trust. herocorps may not trust you yet, but that's no reason for you to forget what powers you have.

    I believe that the price for switcching will be some kind of TF, any other 'price' is just plain illogical.

    (granted the return to level 1 sounds like a good business proposition, but I don't think players will happily do that no less spend money on that)
  3. [ QUOTE ]
    I don't think so.
    I'm still from the school that "influence is from doing heroic things and infamy is from doing bad things."

    I think when you take a character across the line, you should loose all the inf you have.

    You are no longer INFLUENTIAL as a hero, once you become a villain. it's time to prove that you are truly a villain and start from scratch.
    Same goes for a villain becoming a hero. No one is going to trust you, it's time to build up your rep (influence) from square one.



    [/ QUOTE ]

    Influence isnt the same as trust. Moreso, as a villain you aren't to be trusted period, and still you gain infamy.

    Anyway to counter argument: If doctor Doom suddenly decides to go good, then people wont trust him, but his opinion will still weigh heavily, knowing that he knows what he knows.

    Infamy/influence is just renown, people knowing you.

    The metafor (rp-wise) never worked because Inf acts like money, it's a trading good. RP-wise it's always been flawed.

    But regardless of looking at it from an RP stance or not, I think you should be able to take your stuff with you.
    Maybe even your base, if you are in a solo VG/SG.
    The bases are in some unexplained location anyway.
    (Dr Doom wouldn't give up his castle, would he?)

    Creating three different types of currency and market would divide the game more and more, while combining the economies will make the game 'one' again.

    Personally I hope the alignments will have grey areas ( like villains having friendly ties with single heroes or SG's, which happens in the comics too).
  4. [ QUOTE ]


    To early to tell. It depends on several factors.
    [*]Is this create a hero in red side and vice versa? Kinda lame feature if this is the only option though it does give more content options to those who generally only play one side.

    You can have your hero become a villain and vice versa, and have access to all appropriate zones
    [*]Can an existing character switch sides? If so, does all their enhancements and inf go with them. Once there can they respec?
    Yes they can, but what they will take with them is unknown. I assume that enhancements that are slotted will stay,all the other stuff hopefully stay too
    [*]Can a character switch sides multiple times taking their goods back and forth each time?
    They can switch back and forth, but what they take with them is unknown
    [*]Does it cost anything to switch? After all influence is for doing good deeds and infamy is for doing evil. Thematically it would make sense to strip all the influence/infamy you have away from you when you switch and each time you switch.
    possibly, I hope not.
    All of this could make for some interesting logistical problems.

    With non-merged markets a villian could do the easier to get to content on red side, level up, switch sides, farm up some cash in the hazzard zone, hit the vibrant blue side market, IO out and switch back.



    [/ QUOTE ]
  5. [ QUOTE ]
    How about this:

    -Link the workbenches to all storage racks; for recipe viewing only. This would highlight any recipes that are craftable if the player could access all storage racks.
    -Add a "Locate" button to the recipe. Clicking this button would make the applicable storage rack(s) glow (like a mission objective) so the user knows where the items are.

    This would solve the "Do I have it?" and " Where is it?" issues without forcing a permission check on the system. The player would still need to rummage through the bins, but at least they would know which ones.

    [/ QUOTE ]

    Personally I'd prefer the instant access, but this could work too, atleast there is a way to see what you have and get it.
  6. [ QUOTE ]
    "orange" popped up in a few other places too. Perhaps a very oblique hint? Will this finally be the year they introduce the "Rhymes With Orange" villain group?

    [/ QUOTE ]

    "Doorhinge?"


    *)obscure reference to monkey island
  7. [ QUOTE ]
    You have my message Jay.
    I had Synapse forward my concerns so no use repeating it here.

    [/ QUOTE ]
    Honestly, why post here then if you aren't adding your concern/bug .

    Bug: I'm not sure if this is a recent one, but the pencil skirt has the butt shadow of the mini skirt...but stretched, ginving the character a footlong saggy behind.

    Oh and Jay is sexy sexy sexy
  8. [ QUOTE ]
    The Vault is Personal Storage.

    Only you can access what you put in the Vault.

    Character by Character.

    [/ QUOTE ]

    I know: it was an added solution for the teamleaders get personal storage problem. A base item that enlarges your vault. that way everyone get his cake and can eat it too.
  9. [ QUOTE ]

    I've noticed prices dropping dramatically on IO's. When I started farming tickets, I was doing only bronze rolls. Recipes in that category are dropping like a rock. Things like -KB IO's and global defense +3 that were selling for 30mil are now selling for 10. I now have every bronze roll recipe my toons need, and have moved on to gold rolls.

    I've been getting rougly 16,000 tickets an hour, so I'm able to do 4 gold rolls an hour. That's equal to 80 merits. Supply is going to rise very quickly.

    No matter how much influence you throw out there, if there's a huge supply, prices are going to drop. I have noticed a drop in salvage supply though, but with as many tickets as I get an hour, I don't even hesitate when I'm buying some with tickets.




    [/ QUOTE ]

    Point in case Rachel.

    As far as your mathematical proof:

    The randomisers are set to certain ratios, and they dont change, meaning that if you play ten times as much, and you earn ten times the inf you get roughly ten times the recipes.

    On an individual basis the drops may spike or not, but game wide, if everyone would earn 10 times the inf, there would be ten times more instances of a certain recipe dropped.

    Meaning, more inf and more recipes. There is no way that people will suddenly earn more inf than recipes by farming.
  10. Baron coat with vest: is there a way to split this up, color wise?

    Right now if you want to colour the vest, you immediatly colour the lapels (and possibly the occult design) of the coat .

    This results in very few "nice" looking vest-coat combinations.

    Maybe put the vest in the "chest" section?
    -------------------------

    Also, coming out of MA i saw how cool the highcollar cape can look without the cape: could we have a "none" option for the cape?
    ------------------------------

    Additionally I found that there are no witch lace sleeves to connect with the witch lace gloves, ( for sleeveless or short sleeved alternatives)
  11. replying because you PM'ed me the link to this thread:

    Farming mode is ridiculous: using influence as a counter argument to any kind of farming (Doing a mission over and over) More recipe drops will lower recipe prices, and more inf in the market will make recipes more expensive.. they cancel eeach other out.

    The idea for the tabs, now that IS a good one, i like it!
  12. [ QUOTE ]
    [ QUOTE ]
    Ultimately, farming being 'bad' or 'good' is relative. Its a perspective issue and everyone has their own.

    [/ QUOTE ]

    And the Developers have made motions to stop it, they're constantly pulling farming missions off the Architect. They've stopped the 'easy' enemies from being created.

    So yes. It's a matter of Perspective. But the perspective that matters the most is the perspective of those who write the game. Change their perspective from Bad to Good and then we'll talk about it.

    The OP listed 3 'Pros' and 0 'Cons' for his idea. This obviously shows that it was less than fully thought out.

    Here are some Cons for you.

    1. Economic crash. As the Influence/Infamy farms expand further by the ease of farming caused by this change far more influence and infamy will hit the market. Inflation will skyrocket.

    And while there would be more influence in your prediction, there would also be more recipes etc on the market, the one balancing the other meaning that prices will stAY THE SAME

    2. Social interaction will drop off. At least with the current situation of 'forced teaming' the farmers have to invite people to the team. Which means at least NOMINAL interaction.
    People who PAD their mission do not take their teammates along, they kick them when they enter the mission....some social interaction. In other words, social interaction only occurs with teams that CHOOSE to play as a team
    3. Purples and Rares will become more common. Not really a 'Con' to most farmers, but it's really bad for the game when you think about it. Without challenge what's the point? Ever beat a game solely on the basis of having cheat codes? Ever play it again for more than five minutes? You just said that with more inf on the market prices will go up. Well here you just made the argument I meant, more inf and more stuff to buy in equal ratio's means prices will still remain the same.

    4. The Gulf of Haves and Have Nots becomes Larger. As it is some people will turn people down for teaming unless they have specific power choices or IO sets to boost their abilities. Expand that further by the perceived 'requirement' of farming for inf/IOs. In a game ofdiffering strengths and economics there are ALWAYS haves and have nots. they exist right now, and they existed in CoH beta. As a melee I hate knockback, so I turn down energy blasters etc, they are my have-nots.

    5. Boring. Farming is an incredibly boring CHORE to some people. Doing the same thing over and over for no reason is work, not play. It becomes stale and dull. This could (and likely would) lead to a drop-off in players once the economy gets to the point of farming being required to buy set pieces (Thanks, Inflation!) Haha now you try the opposing arguments you used again: What is it gonna be, are recipes gonna be cheap so there is no challenge? or expensive so you -have- to farm? Neither as long as the inf and drop ratio stay the same, prices will remain the same.

    So yeah. You're looking at an economic crash leading to the eventual death of the game through a logical process of perceived need through the implementation of your idea.

    -Rachel-

    [/ QUOTE ]

    Rachel, none of your arguments were strong enough to withstand the simplest of logic.

    Either way, what is proposed is something that is being done at the moment: padding missions. If the devs didnt like padding then they would have mobs despawn when people leave the team. And your argument that this is low risk-high reward? How is more enemies lowrisk?
  13. [ QUOTE ]
    They've also made TFs once per day events. Can't get the same reward twice in a day.

    They've also been asked in interviews how they'll stop exploiters (which is what farmers are) from gaining max reward at minimum risk.

    You can no longer spawn snake eggs in MA arcs.

    You can no longer spawn Vampyri Generators in MA Arcs.

    You get no salvage or recipe drops from MA arcs.

    All custom MA enemies must now have at least 1 attack based set.

    All of these things were put in place to AVOID farming of 'easy' content with high rewards.

    The Devs are against Farming.

    The market does not get 'better' because of Farming. It gets new items, yes, but it also gets millions more influence and infamy, which cause further inflation even though the supply of the pieces in demand are higher.

    This is still a bad idea.

    -Rachel-

    [/ QUOTE ]

    Actually the devs are against people burning out from repeating the same content to boredom.

    And the devs are against people getting max rewards for minimum risk.

    Don't combine or confuse those two.

    The devs allready added the dificulty settings so players can up their missions. Apparantly its still not enough for some.

    And farming??? Be honest, farming has entered the game with easily accessed repeatable content called.....radio/paper missions.
  14. Maybe the the personal access could be dealt with in a different way. what about this:

    At thw work station you see (meaning your recipes are highlighted etc) and access the salvage in bins that -you- have access to. Personal stprage could be implememented with an access rank of "playername" instead of the normal "SGrank". Adding essentiall an extra rank to the permissions list. (the rank of "single player only, with the player name added).

    Also the personal storage vault should be included in this idea.

    Oh! another possibility! A base object that increases the players Vault storage. That would completely solve the personal storage issue ( ok, it wouldnt be exclusive to leaders, but well you'll have to share the joy hm? )
  15. [ QUOTE ]
    [ QUOTE ]
    Ninjutsu is applying a MASSIVE! damage buff, far more than any stalker would get.

    [/ QUOTE ] This cannot be stated enough.

    [/ QUOTE ]
    This buff is also generate on ranged attacks, meaning that a ranged ninjitsu can one/two shot squishies when they reach agro range, and can wear down a melee before he reaches melee range.

    power choiced should be more in the hands of a player, so the player can tweak the difficulty of a mob.
    -For enemy mobs certain powers could be marked, and the player must at least choose two of those powers to make a mobs "legal", or an enemy group cannot contain more than 20% of its characters as pure support. (allowing for sorceror like characters)

    An allied character should be possibly pure support.

    As far as custom enemy and ally behaviour, a certain power could be makrd to be more important, making them make more use of it. Also it'd be nice to mark certain powers to activate at a certain health level (think of luminary's nova)
  16. Understandably this idea just became more difficult to implement with I14's separate bin permissions but still here goes:

    I understand why the bins cant hold as much as they used to, the BM/WW wiouldnt have worked otherwise.

    But when crafting at your base it's (to me) a big annoyance to have to rummage through all bins to see if the stuff you need is in there ( we have 8 bins to keep it organized )

    What I would like to see is when you are in the workstation, you get access to ALL the bins that you have permission to as if it were in your own salvage. That way you can quickly see what recipes need what when considering your base storage, and you are more precise on what you need, and what the base might need added.

    This idea does not add more storage, or change anything regarding permissions, its a different way to UI base storage and the crafting station -in base-.

    Good idea? Bad idea?
  17. Did some retesting:

    The shoulder piece called magic robe (essentially the fur wrap) is available on jackets, robes, shirts, trenchcoat and magic bolero.

    It is missing on tights, tights with skin, sleeveless robes sleeveless jackets, armored and robotic arm 1 to 3.

    Yay-jay, would you please add them to those categories (at least the first two) and allow the magic boloro to be used without it?


    (@bluethorn: the capes and coattails dont have collision detection, thats why they move through your legs when you walk backwards. That the two clip if you combine them is unavoidable)


    Oh and Jay, would it be possible to add a "none" to the cape selection on the high colar piece? I just saw how it looks without ( because of the missing cape bug) and it looks very very very cool!!
  18. Re: magic booster: the witchy fur isn't available for anything without sleeves ( jackets, robes, tights and tights with skin)

    Unless it creates a problem would you add it to those sections too?

    Also there is no colour decal for the witch boots.

    Other than that, Grand work, beautiful costumes!! yay for jay!
  19. Question, how can you make sure you use the costume emotes while using a bound key instead of the menu?

    is there a diffenet costume command for it?
  20. QuinnBlackwatch

    Switching Sides

    I still like the idea of switching sides, it'd make for a great story oppurtunity,add some fun diversity on both sides, and seems to be very doable.

    I have been wanting this for a long time
  21. I've seen "loose" used on many occasion in the game where "lose" was meant. Rather sad actually.
  22. [ QUOTE ]
    The problem is that I think side-changing will be abusable and seriously break things....

    [/ QUOTE ]

    in what way? I have a hard time thinking up ways to break the game this way....
  23. well if the requirement of the badge is the same, why wouldn't it be coded that way, still yet losing your badges when you cross over
  24. I think most of the Sg questions can be answred by what would happen if you left the SG.

    As far as falling from grace, yeah I don't think you could be part of an enemy sg, so you'd get dumped.

    badges? no clue.

    But I don't think changing will be willy nilly, it's said to involve a trial or story arc that's rather hard.

    You WILL most likely lose all influence/infamy, but as for salvage and such? no clue.