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Posts
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Quote:Ooooh I may have to try that... only problem is I've tried the costume change prior to nuke thing on my fire/fire blaster and it seems to cause a delay... but that may be because I set the bind up with one of the emotes...In Capcom VS Street Fighter, one of MM's supers was to turn into this huge Gundam-esque version of himself and uncork a million missles. Might be a fun costume right before you Nova.
Or-- I have no idea if MM ever did this, but it's an old anime/video game standard-- an all-gold powered up version of your normal costume. Save it just for when you level up, and only wear it for as long as the buffs last.
I'll give those ideas a go, thanks! -
My new favorite concept character is admittedly not original in the least. Over the weekend I decided that I wanted to make an homage to Mega Man as they were/are my favorite 8 bit games and Capcom never made a decent 3D one... I'm sure they will eventually and would love to have them do it in the same vein of the new Metroid games... hmmm... after I'm done I need to write a letter to Capcom. Anyway...
No pic to post but I was very thrilled that the costume creator let me design him almost exactly like the original costume.
Mega Guy X is now lvl 21 (energy/energy blaster of course) and may very well be my next toon to 50... the only issue I'm having now... I have no idea what to do with his remaining costume slots as Mega Man's look never had any significant changes lol. I made a more modern looking one but I don't really like it. -
Again... GTA lol... would love for this to be an option.
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I'm hoping for this also... I'm sure it won't happen because of the rating but I think the inability to go on a random killing spree (think Grand Theft Auto) is what keeps me from really getting into playing any of my villains.
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Quote:You're right in terms of designing a villain just for you then yes AE would be perfect. I'm more referring to the story.Except, in the OP itself, he takes any randomness out of it. You know exactly what is is you're going to fight. It's exactly like you. So I'm not seeing the problem there with using the AE.
The idea that I'm really hoping we see come to light is what would be a better version of CO's. You could design everything about them including a list of possible things they could say, preferably a very long one so it wouldn't get tedious. It's the events surrounding or leading up to the fight that I would want to be random. Even random ambushes from your nemesis... this would (again another point in the other thread lol) have to have some kind of control factor involved so it wouldn't happen to a team you were on unless you turned that option on. The potential of the idea is so much more than what you can do in AE and as I've said before it would add something this game needs... spontaneity. -
Quote:I don't mean to be rude but AE is a lame way to implement this idea... as stated in the other thread that the OP should've read on this same page (linked below). Setting it up in AE would take any randomness out of it... you'd know exactly what was coming. It'd be like writing a book then reading it. Sure you could appreciate the work you did but it won't be nearly as entertaining to you as someone else's book, actually I think the analogy I used there was a movie but same concept. Where's the fun in having an arch nemesis if you know exactly where he's going to be, what he's giong to do and what he's going to say?Power, the Devs did let you do it. If you want something like this, make it in the MA system. It allows you to do exactly this if you want to.
http://boards.cityofheroes.com/showthread.php?t=207424 -
Quote:An Arch Nemesis feature would be a nice addition, but there would be a number of variables that I would want to be able to customize myself. Radubadu's desire for randomness in implementation brings up another point. I realize this is a seeming contradiction, but I want to be able to control the randomness. How about a contact similar to the contact that allows you to set your difficulty, where they ask you the following questions at any time:
1. Do you want to change the appearance/gender/powersets/dialog of your Arch Nemesis? Yes/No (Selecting "yes" would take you to a character creation screen)
2. Do you want your Arch Nemesis to attack you randomly in missions? Yes/No
3. Do you want your Arch Nemesis to attack you randomly while on teams? Yes/No
4. Do you want your Arch Nemesis to randomly ambush you while outside of mission instances? Yes/No
And so on.
Being attacked at random by an Arch Nemesis is fun...if that's what you want at the time, on that particular character. Being able to control the degree of randomness would keep it fun AND prevent it from becoming a major PITA when you want consistancy. If I don't really want an Arch Nemesis for a particular character, having one that pops up randomly would be like having an annoying cousin that keeps popping over at your house for dinner. And as always, customization is key, and tweaking your Arch Nemesis should be encouraged at any point in your character's development.
Otherwise, this feature would get on my nerves pretty quickly. Do it right, or don't bother--half baked implementation would make using the AE as an alternative much more attractive.
Agreed. I think having some control of the randomness would be necessary especially in regards to teaming. Personally I would leave it on all the time except for when teaming.
Another idea for this system if the devs ever pursue it is to incorporate it into new arcs where you're trucking along in the 3rd or 4th mission of an arc and holy crap (generic nemesis name) is here. Or maybe getting a random pop up message from an npc (provided you're not teamed) that your nemesis is doing some random bad deed and it's up to you to stop him. I would personally really want that aspect to work like it does in the movies where you kill... ahem arrest all of his/her minions first then it's just the two of you. I honestly can't think of an idea with more potential. -
Quote:What he describes is not botting... it basically let's him use one keyboard for two machines instead of two. He is essentially controlling two toons at the same time, the secondary one is not functioning if he doesn't tell it to. There is no automation involved.Actually, I believe this is considered "botting," which is against the EULA. Many accounts have been banned by NCsoft for doing such things. Heck, I know people that have had suspensions for using the G15 keyboards to set up auto-binds for alts that followed them around on maps.
Also, at the risk of sounding like I'm saying "it's only wrong if you get caught" NCsoft would have no way to tell he's doing that assuming it's being done properly... two machines both getting commands from a keyboard... there's nothing screwing with the coding and nothing is automated, so how would they even know?
The G15 scenario you describe on the other hand automates gameplay for the secondary toon... and I agree, that is botting. -
Quote:wow... I didn't even think about that... I tried doing that from one toon to another as I keep all my binds the same for the most part and it didn't work... I didn't even think of that as an option... thanks!You can easily save and load different bind settings with /bindsavefile and /bindloadfile.
Set up your stuff how you like for keyboard usage, and save them...
/bindsavefile keyboard
Set up your stuff how you like for controller usage, and save them...
/bindsavefile controller
Then you can switch between bind sets very easily by typing...
/bindloadfile keyboard
/bindloadfile controller
...depending on which one you want to use. -
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THIS would get me to start making AE arcs.
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Quote:They could open up normal travel powers early for everyone and give vets the option to pick a free slotable travel power at creation.
This would certainly make everyone happy I'm sure... I just know if I were a vet I'd be angry but beyond that I still don't understand why it's even an issue... you can have a travel power within 4 hours of starting a new toon, much less than that if you start throwing in temp powers. -
Thanks Aura, I know how to set it up in game... I was hoping to use joy2key so as to not change my current settings as I will not always use a controller... this would only be for when solo farming, I suppose I could easily change it back and forth as needed... was just hoping to avoid that if necessary.
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Quote:So you'd rather create one in AE... play the arc and know exactly where he is and what he's going to say/do? Where's the fun in that?Yes sorta, not really, maybe, not really.
Id rather not be surprised by a nemesis encounter.
Being surprised means hes acting like a retard or saying something stupid and over the top and completely unfitting to his character.
I'm not saying it would have to be exactly like CO's, in fact I don't even know exactly how CO's is set up... that's just my take on what I've read of it.
Don't get me wrong I love this game but am I really the only one that finds it predictable? I've only done one TF since I started (I honestly don't remember which one) and it was basically just a series of missions that were no different than the missions I'd done to get to whatever level I was at the time, I expected something really different. I'm sure I'll look to do more as I decide to go badge hunting but it just seemed like it was more of the same. I spent most of last weekend taking down AVs and while each had it's own different little quirks there was nothing that made them stand out from each other to make the fights more interesting.
I understand that MMOs are ALL guilty of repetition in some way, shape or form... but I have to say out of all the ones I've played CoX seems to be the most guilty. I'm sure I'll finish lvling my fire/fire blaster to 50 and maybe one or two more toons after that but I honestly don't understand what keeps some people lvling that 10th or 11th toon to 50.
The above is absolutely a contradiction to another post I made just yesterday about easily seeing myself playing CoX for another 3 years (4 seems to be when I get "burnt out") but the more I think about it I don't know what could keep me playing that long. -
Quote:Short answer: Yes.Hey guys and gals,
I've been playing MMO's for years, from WoW, Guildwars, Warhammer and now to Aion and LOTRO. I like the graphics of Aion but absolutely hate the grind of Aion after level 25.
So my question is this.... Is it worthwhile to start playing a game where people have been playing for months or even years. In LOTRO when I started a new account, I realized that there were no players the newbie zones and that meant that there were no players to group with in instances.
If I start playing this game am I going to be running solo until I get to a high level?
Any ideas?
Thanks
Longer answer: I'm also relatively new to the game (7-8 months) and I do not feel like I've missed much, I don't mean that in a bad way but in the sense that I don't have that "omg I have to hurry to lvl cap" feeling that most new players get when they start WoW or other similar games.
To give you an example of what others have already stated... I hit 50 on my first toon two days ago... made a new toon that I was on a team with 5 minutes after I finished the tutorial with him. -
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Quote:Forgive my ignorance on both of these... I've never played CO and have yet to get into AE other than playing through a few random arcs.IIRC Positron mentioned this as a possibility ages ago. It is a fun idea, yet I am inclined to agree with those that AE is the route to go in terms of creating an Arch Nemesis for your toons. The player has much more creative control over their design and story than they would if this was "pre-programmed". Good suggestion though.
But my understanding of AE is that you can create the scripting and overall design of your nemesis and do whatever but isn't that essentially pre-programming? The way I envision this is basically you create your nemesis and throw them in an arc that you create. So if you go through it it's not as though you're going to be surprised but what he says, does or even how he fights you, is that not correct?
The way I understand CO's nemesis system is that you do have creative control over your nemesis and can create everything about them: costume, powers, origin, personality etc. What is not pre-programmed (again the way I've read it) is that when they attack you it's not a scripted event during a mission, it's completely random. That's what I really think this game could use more of.
Again, I could be wrong on all of this as I have no firsthand knowledge of either but the above is what I understand to be the case.
I'm not saying CO is better because of this but it's a really good idea (regardless of where it originally came from) and I think it would add something this game really needs. -
Quote:Honestly, I actually like the graphics in CO... I'm not at all saying they're better than CoX but from the gameplay videos I've seen the cartoonish look to them isn't as bad as some make it seem and I like the fact that they look kinda like an old school comic come to life. It's just a matter of personal preference, some seem to like a specific style so much that they refuse to recognize how good something else looks because it's not their thing.
And yes...I agree with your estimation of CO's chosen style of character...they look like they tried to copy WoW instead of come up with their own style. I did refer to it as "tails by Leifield"
I think a prime example outside of CoX and CO is WoW vs Warhammer because of the similar setting.
Both games look great (Warhammer admittedly better because it's newer) but most that love the look of one hate the look of the other. I think this is due to personal taste and I think some are biased by the game they prefer to play. Personally I preferred WoW but wished it looked more like Warhammer. -
Quote:I fail to see how it's AE in zones...Hence why I said the system in CO is terrible and not the idea of a nemesis system in general. However it is unlikely that the developers would put more resources towards a system that is basically "AE but in zones" when more pressing issues are at hand.
I think AE is awesome but when you create your nemesis and put him on a map and play the mission, well I imagine it's like watching a movie you directed... you already know what's going to happen so even if it's entertaining there's nothing to keep you on your toes.
The way I understand CO's is that the nemesis attacks you randomly, how is that like AE?
I guess the point I'm trying to make is that, even with Rikti drops, banners or whatever else there's nothing that you randomly HAVE to deal with... sure you can go fight rikti minions if they drop in steel canyon but you never have to and it takes absolutely zero effort to avoid it if you want to. -
Quote:Exactly.I just want to make a character with a mythological background that doesn't look like a person in a cheap set of slip on cat-ears.
Even the "monstrous" faces available are so limited with what they can do and if they could be shaped more they may be ok but the current selection is bland... and I'm going to bet now the only people making toons using the new features would be those that have themes that haven't acted on them because of the lack of decent options, which I never thought I would say regarding the CoX costume creator. -
Quote:Just to clear up a few issues ...
1. I didnt make the rules.
2. I merely was given leadership and I thought it would be nice to continue with the founders ideas.
3. I dont like the idea of deleting a toon ive put a lot of time into either.
4. The people who have played with me over the last 4 years know that I do things intentionally to make it hard, this game is easy!!! I want a challenge!!! If you dont want a challenge ... move along.
5. I would be happy to change the rules if others came in and wanted to take up leadership positions and discuss what would make this SG fun and Challenging.
6. Personally I like the RP concept of a toon going into an undead state (freezing XP, making the toon all white in color), after a death and a team formed by the SG having to go do some very difficult mission (maybe a taylored AE mission) to find some item/cure/spell that will rez the fallen team mate.
If you think this SG has any kind of potential and want to be a part of it, and maybe you have some other cool ideas that are better then the founder, then let me know. I am always down for considering peoples ideas that are constructive and positive.
1. But as the new leader you have the ability to change them.
2. Noble but just because he/she founded it doesn't mean it can't be improved upon.
3. Refer to response 1
4. Playing with no death and ignoring good features doesn't necessarily make it hard. You could solo -1 missions all the way to lvl 50 easily... it would take time but any experienced player could do it so doing it on a team would be no problem as long as all players know what they're doing.
5. I have no desire to take a leadership role or honestly I would ask as long as there were changes to be made.
6. That really is a cool idea.
Honestly the extremely long list of rules as a whole I think you should wipe and start over. Maybe make it so just death itself without a res power of some sort leads to your last point, I'm not really into RP but if I was I'd be all over that it really is a good idea. As far as not letting the member team with other players other than SG mates or soloing I assume that's to make sure they're not "cheating death" so to speak by dying and just not saying anything which I suppose makes sense to a point... but I think that's where I would allow the honor system to play a role. Also why not AE or radio missions? Those are part of the game too and frankly I don't see how they would detract from your theme.
But as far as dictating the use of Wentworth's and things like that... that's a bit extreme... more power to you if you find people to go along with that.
Ultimately I think you have a good idea... but like I said before I would definitely consider making some drastic changes to the rules. -
Just another post to remind me why I haven't tried it yet... thanks! lol
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I'm not sure how it works in CO but assuming it does suck then I have to completely agree with the above. Poor implementation does not make it a bad idea.
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Quote:^ this.While you can design one in AE, for me AE is as it's presented in-game; a virtual experience that my character undergoes.
I would love a nemesis system where you design your nemesis exactly like you design your own character (power colouring included. Yum), but with the addition of a 'personality' tab, or something along those lines. Something that lets you pick between a few presets like 'Evil Genius', 'Mad Scientist', 'Vigilante', and this option decides what dialogue they use. (Or maybe you could type in their dialogue manually, if it could be abuse-proof). They'd then appear in missions (even if it's only radios and safeguards). It's something I've hoped for for some time, but I can see that it would probably be a little too much work for something that isn't that big a thing.
This is one feature that tempts me to try CO as it adds something that I feel is severely missing from CoX. Randomness. When you do a mission... you pretty much know what you're in for and aside from that you know that being a superhero you're very unlikely to get killed. A random moment where you end up fighting a nemesis who has a legitimate shot of killing you would be fun. Let's say he does, then maybe they can set up a reveng arc that let's you hunt him down.
As has been stated I'm sure devs are not going to stop working on GR for this but it's something IMO that should definitely be looked at when they're finished.