Samuel_Tow

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    Tech Weapons - Polished, high tech
    Mercenary Weapons - dented, repaired, heavily used
    PPD - Inspired by the weapons used on PPD Hardsuits
    Arcane - Stylised and ornate, powered by chunks of crystal
    Steampunk - Nuff said, really.
    Scavenger - Exposed cabling, missing plating, the odd twisted barrel. Slightly scrappy
    I'll take this opportunity to address two points.

    Firstly, on customization in general, you very much should be able to customiza arm cannons separate from shoulder cannons, provided we have the slots to fit everything to begin with. The interface will support it - where Dual Pistols have two different pistols for left hand and right hand, you can have arms and shoulders separate. And I'd buy that.

    As far as static, out-of-combat weapons go, this is probably the primary reason why I don't like the Vanguard shield for my tech shielder, but it's not an inherently bad design. As long as you have an alternate variant for every option, allowing you to pick whether you want the things to remain on your body out of combat or not, I see no problem with this.

    On the note of exactly what to customize, I think you have a good idea going. I realise "steampunk" doesn't exactly fit the idea of magic for old D&D fans, I think common fiction has already done enough to mix the grenres to where that WOULD fit. Certainly, such a device wouldn't fit a cowled, robe-wearing wizard, but then neither a sword and shield, or pistols or, heck, even super strength. But, as you mentioned, ornate, rune-inscribed guns powered by obvious crystals and swirling energy could come close enough.

    I don't believe all powersets need to fit all CONCEPTS, just some concepts from all ORIGINS. If it's a gun, that'll obviously limit the magical concepts that can use it, but enough still exist. Similarly, if it's demons and sygils, you'll have fewer technological concepts, but there are well enough. Such a powerset wouldn't really work for all kinds of straight-up wizards, and may indeed not work for many at all, but there are more magical concepts out there than wand-waving, broom-riding magicians.
  2. Transparency is written into the graphics engine itself, and it always works for all powers with transparent effects, but the methodology is a bit ambiguous.

    Bright themes are additive, as in the colours you choose are added to the colour of the background. Additive models mimic light, so they assume total darkness (black) and build up towards total light (white). As such, having, say, a pure green effect against a pure blue background will give you pure cyan, which is blue + green. Having a blue-green effect on a blue-red background will give you a greyish, washed-out blue, because you'll get lots of a blue, as well as some red and some green, which gets close to grey.

    Dark colour themes are subtractive, as in they remove the colours you pick (or rather, all colours BUT the colours you pick) from whatever behind them. Subtractive models mimic paints and dyes, so they assume a white sheet, with each colour obscuring that white sheet and blocking light from reflecting off it. As such, having a pure blue effect over, say, a green background will tend to look dark grey or black, because the blue will block out red and green. Basically, you have a blue filter that'll let through only blue light, but you have no blue light coming from the background, so you get no light at all. On the other hand, a blue-green effect against a blue-red effect will give you a blue colour, because blue-green blocks only red and blue-red blocks only green, so the blues will stack and the green and red will be blocked.

    Basically, if you pick a Bright theme, then primary colours (red, green and blue) will be much more transparent than secondary colours (cyan, yellow, magenta), or rather, will be transparent a lot more often, whereas white and bright greys will be much more opaque. By contrast, if you pick a Dark theme, then primary colours will be much more opaque than secondary ones, and blacks and dark greys will be more opaque still. No matter which theme you choose, your effects will ALWAYS be transparent against a background that has the same colour as your effect. This is problematic in the editor, because the Hero editor is blue and the villain editor is red, making transparency behave differently than it would in the real game.
  3. Quote:
    Originally Posted by Techbot Alpha View Post
    I'm tempted to toss a /jranger into this thread as well...I seem to be doing that a lot lately.
    Ah well. Maybe I'm just losing the will to function. And inflicting pain is much more fun, anyway
    To be fair, /jrangering this is kind of moot at this point, because that's pretty much what Ninja Run is. What's basically being asked here is a slottable version of Ninja Run, not restricted to just the Ninja Run animation, and as part its own pool.

    I may have gone over this before, but it's kind of like the Assemble the Team power vs. Recall Friend. One is paid for (kind of) and has its limitations, the other is free monetarily, but costs a power choice and comes with other benefits. I, for one, think there is room for a travel power that's halfway between Super Jump and Super Speed.
  4. Samuel_Tow

    Phrase Trick

    Quote:
    Originally Posted by srmalloy View Post
    As a lark
    Wait, lark? How does that work?

    *edit*
    Wait, you have a Perl script running at the same time as City of Heroes, writing to the file? Doesn't City of Heroes lock the file while it's reading it?
  5. Quote:
    Originally Posted by TyrantMikey View Post
    You know, one thing that's missing from this game is a World Map.
    As mentioned, what you describe is already available from the in-game map. When you open your map window, it has two tabs. One is Zone and what you'll be looking at most of the time, but the other is City. City shows you the entire city with all zones you have access to (possibly excluding things like Bloody Bay or Cimerora, I don't know) that shows you which zone connects to what and where the Yellow and Green lines go through, as well as where their stops are. It's actually accurate in that regard, in that where the dots are on the City Map is roughly where the stations are in their respective zones.

    It's there, but again - the problem is few people know about it. I found it out of curiosity, as I explored all the buttons the first time I stepped into the city, but it doesn't seem like everyone is as idly curious as I am. A tutorial explaining it might be a good idea.
  6. Quote:
    Originally Posted by KianaZero View Post
    I know how you feel, I've done that trial I don't know how many times now, but I know I can count the sucesses on one hand.
    Actually, I can count the success of that Trial on one finger. One particular finger waved in the general direction of the person who thought it was good idea to make this thing.

    But that's neither here nor there.
  7. Samuel_Tow

    Tanks a lot!

    Quote:
    Originally Posted by Techbot Alpha View Post
    Do really really /want.
    It always bugs me how the tank patrols in RWZ rumble blithely along the road, ignoring mass mobs and battles at all times. And never getting scrapped either. Yes, movement and scripting could be a bugger...but cool much?
    Precisely I'd love to see a realistic-size tank (which is bigger than most people imagine), but even the Vanguard mini-tanks will do. It'd be really cool to see them in action, even I didn't get to fight them. Right now, the most we have are the static, parked quads with rocket launchers on them, but I'd really love to see the main gun of a battle tank fire. I don't even want to drive the thing, I just want to see it move with SOME intelligence, and actually engage in fights.
  8. Quote:
    Originally Posted by Anti_Proton View Post
    Ya know, with custom guns, I can see magic bullets, but magic missles and magic lasers and magic projectile arms is, in my opinion, is reaching a bit much for a western-comic style game. Sure RP what you like, but to argue that this set could fit any theme other than robotic, because you have a vivid enough imagination, is still far-fetched.
    Didn't the old D&D have Magic Missiles, though?
  9. Quote:
    Originally Posted by Anti_Proton View Post
    I would like to see the ability to grab the side of buildings, trees, high walls.
    Personally, I'd like to have the ability to do that for all characters, not restricted to a specific travel power pool (not that you suggested that). It would let people climb tall buildings (well, SOME tall buildings) even without a travel power, it would let Speeders get out of those horrible ditches that frustrate them so much, and it would be generally useful for everyone. It would also not be something that's truly overpowering, as the way the engine works, this would be at best fiddly and at worst really hard, and things like Super Jump and Fly would still have their vertical movement advantage.

    The reason I suggest this is because I know what something as simple as being able to cling to walls has done for games, such as Ninja Gaiden or the MegaMan series. It gives people an extra edge in mobility without actually overpowering them too much.

    If we MUST give acrobatic users an edge, then let regular clinging to walls either time out (and drop you) after a couple of seconds like you get in Aquaria out of the water, or have it slide you down like it does in MegaMan, with better abilities allowing you to stick longer or wall-jump higher. In fact, such a skill could give a basic jumper the ability to stay out of melee if he sticks to a way and shoots from there.
  10. As far as I'm aware, regular cape patterns on males before level 20 is a bug. Not one I'd like to see fixed, but it probably will be, at some point.

    Secondly, the reason women don't get Occult is because they don't get the Baron jacket, which they don't get because... The Cool Aid Man is red? I don't know, I've never heard a compelling reason behind this.

    Basically, this is more of an explanation than an excuse. I agree with your suggestion, otherwise.
  11. Quote:
    Originally Posted by flashrains View Post
    All right. Then the source of my confusion is simply that the Bare Chest and Bare Chest Smooth have all the same options for color overlays, meaning you can already have a tank top or T-shirt on a non-ripped character - though I am certainly in agreement that being able to put the more detailed, non-nipple-exposing versions on such a character would be a very good thing.
    I actually need to specify a few things here, because I realise just now I've been somewhat ambiguous. Sticking to Tops With Skin for females, those come in two varieties:

    1. "Bare" chest skin with a pattern over it. Things like Sport, Savage, Disco, Holes, Belly Tee and so forth are patterns. The basic chest has the same skin texture with the nipples (and naval O.o) removed, and it's actually a skin-coloured version of the tights, with patterns on it. This includes single-colour patterns ONLY. No shading, no shapes, no contour lines. Just flat colour.

    2. Fully-fledged textures that have the "top" baked in with the "skin." These are things like Metallic, Bridal, Angel Plus and actually the female Tank Top, as well as the Witch tops. These aren't patterns over a base skin model (which is why the Witch top has Super Cleavage!!! when no others do). These are no different from something like Flack Jacket, Metallic or Chitin. They're whole textures, just with certain parts of them inheriting tinting from skin colour selection, rather than from item colour selection. That's why everything "with skin" only has one colour option - the other is taken up already.

    Number 1 options we can swap skin texture for an as long as it resembles skin and doesn't have nipples, no-one will be the wiser. Number 2 options we can't just "swap" skin textures for, because the skin is drawn on the same picture as the item of clothes. These would need unique, entirely new textures, which could be very problematic.

    The reason this is problematic, as I see it, is that the game has no way to overlay textures on top of each other. Even chest patterns are not part of the same texture as the chest. Look closely and you'll notice it's actually painted on a second layer of invisible surface that's about half an inch over your chest, floating in mid air. We don't have a way, at least as far as I can tell, to put two textures on the same model, one over the other, such that the bottom shows up only where the top one is transparent. In essence, we can't use stencil textures, or if we can, they're never used. Stencil textures would actually be a lot like how you used to be able to put vinyls on your car in Need for Speed: Underground, in that you had three layers, with each layer covering up all layers below it, with your car's paint always at the bottom.

    Such a system of layering textures would allow us to combine different textures dynamically, with the border between textures not set by the designer, but being determined in real time based on where a texture's picture ends. That way, we could have a tights-fabric-looking Eden over the Scales texture, or the Witch top over a Rocky torso. Our current patterns carry only COLOUR, but they do not carry TEXTURE. And I don't think the system is capable of doing that to begin with.

    In fact, I'm wholly convinced this exact problem is what Shirts were designed for. Shirts occupy a duplicate character model supersized so it's about an inch above the character's actual skin, which you can texture irrespective of what you picked as your Torso texture. As such, you can have, say, a chitin top and STILL have a cloth shirt over it. The problem is that:

    1) Men have no such shirts.
    2) Women have far too few options for them (three, in fact, plus an additional one with the Belly Shirts veteran reward)
    3) There are only cloth shirts available, but not armour pieces, rock outcroppings, mutant growths and so forth. It's just clothes, and some of the more mundane, to boot.
    4) We haven't had a new one for YEARS.

    So... Shirts for men, shorts for men and more shirts and shorts for women. I guess that could go a long way towards patching that hole up. Oh, and of course, a muscular torso for women, just because I feel we should have one.
  12. "More Epics" is a general consensus that I don't believe has ever been discounted by the player base, so it's a bit confusing as to why those are so hard to come along, specifically since, for the most part, they tend to recycle old powers anyway. So, yeah, I agree wit the general premise. We need an Electrical Mastery pool for all ATs that have electrical powers but don't have this.
  13. Quote:
    Originally Posted by McBoo View Post
    No more useless than Super Jump over large bodies of water. All that is really required for the animation is a line going up into the sky. You can come up with whatever explanation you like for an anchor point.


    >
    Not quite, and for two reasons. We can swim at the top of large bodies of water (even when we shouldn't be able to, or when they shouldn't be as smooth), so it makes sense to be able to jump off of it. Fiction and real life has plenty of precedent. Real-life examples include things like Dolphins, which are fairly heavy animals and still manage to leap quite some ways out of the water. Fictional examples (Tidus notwithstanding) include Soul Reaver's Raziel, who after acquiring his fish brother's powers is able to leap some good 20 feet out of the water, and he can do that basically from the surface with just a little backing up.

    Either real life or fictional precedent for swinging onto thin air does not exist to the best of my knowledge, not outside of self-parody shows like Sheep in the Big City (which doesn't have that, but it has an invention that drops bowling balls on the entire city in an effort to cause people to run out in droves). You could explain it... I don't know HOW, but you COULD. However, this doesn't make it a good idea, and for one simple reason - the major draw to swinging is the same as that of free running - the ability to swing AMONG BUILDINGS. Take away the buildings and it's utterly pointless. Now look at most of the game - there aren't tall buildings in that many places. Even Super Jump has more precedent as a cross-country travel power, because we have the big green precedent that is The Incredible Hulk (who seems to be the chief target audience behind Champions' Super Jump, by the way), so at least that I can see.

    But swinging onto clouds over the sea... Yeah, you might as well as for Gunblade Assault.
  14. Samuel_Tow

    Tanks a lot!

    Quote:
    Originally Posted by Memphis_Bill View Post
    You *do* realize how small aircraft can be? Like this, or if we head to flying car concepts we have things like this, which would fit nicely in COH, frankly, or this, shown on a test flight, or others.
    Yeah, I know how small aircraft CAN be, but that's kind of the point. They CAN be big, too, and one thing we could use more of in this game is big things to break. Big tanks, big choppers... Big robots, but we already kind of have that.

    And I can appreciate the problem of damage effects, but to be honest, I can do without those if we REALLY had to. It's just the pure notion of a dude fight a tank.
  15. Quote:
    Originally Posted by KianaZero View Post
    You know, something just occured to me (that plenty of others probably realized). Most of the old content was made with a different frame of MMO Gaming in mind. Back in the early days of CoH, Jack was making the game in a way that forced us to do things, usually difficult things, no matter what. Need to click on simultanious glowies? Forced to team. Have to hunt 50 Carnies in Peregrine? Forced to hunt (sometimes) rare mobs that spawn low numbers. Able to solo an even con Boss? Better not, or Jack will change the coding so you're forced to team with at least 5 others to take it down. Even the contacts themselves won't give you their Cell until late in their mission list. That's basically the thinking of other older and mainstream Fantasy MMOs.
    That's kind of how it was back in the day. It's part of why I keep saying that the game turned out great DESPITE Jack's best efforts, not BECAUSE of them. As the game was originally implemented, it was badly unballanced, with a lot of player characters being able to do FAR more than anyone expected them to, hence why we were able to solo large spawns, solo bosses, solo Hazard Zone hunts and so forth. Even after the GDN and ED, even after the many adjustments, this is still the case, for one simple reason - somewhere along the line, someone realised that THAT'S WHAT WE WANT!

    So, they left the game alone and gave us difficulty settings to make our own experience more difficult if we wanted. Some did, some didn't. They designed their newer content with solo in mind, such that most encounters worked solo, but some, usually at the end, were trickier, harder or more complicated. Regular content became simpler, TFs became much more brutal. As it should be.

    And yet we still have that six-year-old content here and there that assumes that OBVIOUSLY you're going to be teamed up with five or more other people. Why wouldn't you be? So it sends you on missions above your level, against enemies of spawn sizes designed for groups or to do tasks that require multiple people. I'd say we need to do something about those, because that's what people complain about a lot of the time.
  16. Quote:
    Originally Posted by Solo_One View Post
    I would like a show of hands of the people who made mass moves from less populated servers to the more populated who still view their home server's forum and/or global channels as 'home' and regularly view and/or post there.
    That's... A pretty specific request. Broken down to the specific conditions, it comes down to:

    1. People who moved at all (I didn't, so I'm excluded from the rest of the steps)
    2. Moved enough characters to constitute the moving of their server focus
    3. Moved from a "less populated" to a "more populated" server.
    4. Still monitor their old server channels and/or boards
    5. Still consider their old server home despite not playing there much.
    6. Visit General Discussions at all and are likely to participate in this discussion.

    My thought is you're going to see very few people who cover all of the bases.

    As for myself, as I mentioned before, I didn't move. Not a single character not a single time. And it's not because of some deep-seated loathing of character transfers or the people who practice them, but merely because I saw no need and no point. My characters are fine where they are, and there are more than enough people to irritate me on most servers, let alone enough to team with should I be so inclined.
  17. Samuel_Tow

    Tanks a lot!

    I mentioned this in another thread, so if you get a sense of deja vu, it's not a defect in the Matrix. I just didn't want to derail that thread.

    You know, the more I think about it, the more I realise there's a particular kind of enemy we currently utterly lack. We have plenty of humanoids, some non-standard snakes, a few spider robots, a few floating enemies and so forth, even a giant robot thing. You'd think it would be natural, but the one thing we currently never fight against for some odd reason is the most obvious one:

    TANKS!

    I mean, seriously. We already have models in the game, both from the US military looking ones in Firebase Zulu and the Vanguard insignia tanks that run around the War Zone. Sure, they're actually mini tanks in the same sense as the Metal Slug tank is a mini-tank, in that they're about as big as large SUVs, but they're still tanks. You don't really need a tank to do very much, other than swivel its turret, move around and shoot. I can even deal with insta-turn for the turret and a coaxial machinegun if turning speed isn't factored into enemy NPCs.

    What's the problem with these, really? Is there a problem with causing the turret to track independent of the chasis? Is it a problem of mobility and size? That never stopped the Kronos Titan, Babbage or Jurasik from being made. I mean, they can't exactly get through doors, but that doesn't stop them. It can't be a problem with too large a hit box, since a tank, even a normal-sized one, is still far and away smaller than many of our own Giant Monsters. And the Vanguard tanks are even smaller than that. They're about as big as a Greater Devoured, and not nearly as tall. And speaking of tall, how do Fake Nemesis fit through those little doors in office buildings? Or the infamous question: "How did they get a Sky Skiff IN THERE?"

    The game tries to fudge vehicles. It really does. The Sky Raiders have those large-ish Sky Skiff things that they really hope we'll squint and pretend are actual aircraf5t, even though they're little bigger than a large Boulder or Quarry. Or Zeus Class Titan, for that matter. We also get the Longbow Chasers, though I suspect those are added less because VEHICLES!!! and more because someone was feeling sadistic at the time and thought JUST Eagles wasn't enough for Longbow. But even taking them as vehicles, they're still no bigger than a basic autogyro. And even then, they're all "aircraft." We do not have a single land-based enemy that doesn't walk on multiple legs. Not even a tracked robot, and you'd think those would be fairly easy.

    Here's my suggestion: Please add tanks to the game. Even if they have to be the Vanguard variety. Not turrets, not turrets on top of parked vehicles. Tanks. The kind that move around. Keep them as bosses or elite bosses if you must. Hell, make them AVs and keep them to special encounters and TFs only. Wouldn't one fit somewhere in the Reichsman stories, at least? They're frikkin' Neo Nazi. How can they NOT have frikkin' huge tanks? I mean, we have the Arachnos Flier as a Giant Monster, and a real tank wouldn't be much less... Well, big. Here's a bit of perspective. The size of an M1A2 Abrams Main Battle Tank, as far as I can find on the 'net, is:

    Length With Gun Forward: 387'' / 32'3'' (that's almost 10 metres long)
    Turret Height: 93.5'' / 7'9.5'' (that's around 2.3 metres tall)
    Width: 144'' / 12' (That's a little over three and a half metres wide)

    Brackets notwithstanding, that's a little more than HUGE! In fact, I just measured MY ENTIRE HOUSE and that thing would take up about three quarters of my floor space. If that ain't good enough for AT LEAST an EB, I don't know what is. It's a frikkin' tank! I mean, what self-respecting badass hasn't secretly wished to take one out? That's like... Wow. That's a little bigger than I expected it to be. Surely this would make for a really cool fight.
  18. Samuel_Tow

    Wing Auras

    Quote:
    Originally Posted by Shuriken_BladeX View Post
    I would like to see wings of stone..just because.
    Well, they made lead balloon and an aeroplane out of concrete. Why not wings made out of stone?
  19. Quote:
    Originally Posted by LiquidX View Post
    Except that the goal is not to bring in "more PvP'ers", but to provide extra things for PvP'ers to do in PvP zones.
    As in, beat up on people who aren't looking for a fight? That's kind of why PvP gets such a bad name, you know.

    Our developers have been in the game long enough to understand that "just because it's there" is often incentive enough. Putting an exclusive reward in a bad place WILL have people going there and then complaining about having to. That's the root of the problem. Either scale rewards such that people who don't PvP won't want them, or provide alternate means to obtain them even if those ways are vastly inferior.

    If I know one thing about badge hunters, it's that they'll subject themselves to any kind of tedium just for the sake of one more badge, so if you give them a more tedious way to earn their badges WITHOUT going into a PvP zone, that'd solve this problem right there.
  20. I actually think we might do well with a map and train training section in the tutorial. It seems a lot of newer players don't seem to know how to use the map. I still get odd questions for returning players, like "Hey, is Crey's Folly off Brickstown or Founders' Falls?" The City Map tells you exactly that, but few players seem to know it even exists. Not many new players know about the train, either. I was introduced to it by a team-mate back in the day.

    How about, instead of Coyote "teleporting" us to Atlas Park or Galaxy City, he directed us to the station so we could take a train there?
  21. Quote:
    Originally Posted by flashrains View Post
    Samuel: Then I must have misunderstood your meaning with what you were saying. I don't understand how adding overlays for scales, fur, or plant matter would be any more difficult than adding overlays for muscles.
    It's a question of base texture complexity. The texture for bare skin, by and large, simulates a uni-colour surface with a specific shape - ripped muscle. As such, putting patterns over that texture makes them resemble clingy fabric that just follows the contour of the body. a colour over a bare body "looks" like clothes, because it looks like one solid colour covering up another.

    The case with pretty much every other texture, however, is not the same. All other textures include shape and and a picture below. Clothes above this texture should look as uni-colour as they do over bare skin, but patterns over these textures simply do not. Patterns are just a different tint, but the black "shape lines" and pictures of a texture still shine through. For instance, with the reptile skin, putting a pattern over it still shows the scales and the paler and darker spots on the skin. A real fabric would hide these and display a solid colour, just like it is over bare skin.

    Basically, patterns over skin work because the skin texture is relatively flat. Even muscular texture is relatively flat for the purposes of colour. With more complicated textures, we need overlays.

    You know, I just thought of an easy example - patters over a male bare chest will till show the nipples, so they won't look like clothes. Masks over a bare face will still show the eyebrows.
  22. Quote:
    Originally Posted by Tyrrano View Post
    While I'm just as tired of these missions as anyone, let me interject something. Think way back to when you were brand new to CoH. These missions did a decent job of sending you everywhere and getting a feel for the place, letting you deal with baddies in the streets that are in your way, learning which ones are where and how tough they are. We've all been into this long enough that we don't need it, but I think truly new players *do* need it.
    Not really. These missions never helped me in any way. I never wanted to do Security Chief missions, not when they were new, not when I was new. I NEVER wanted to be forced to visit a contact. Even if I WANTED to run a specific contact's missions, I could always find that contact like I could find any other - read the zone off my Contacts screen, find the zone on the City map, follow the waypoint I get when I click in the contact's name once I'm in the zone. I figured that out during the tutorial. By contrast, PLENTY of people were fooled into thinking they HAD to do the Hollows because the game sent them there.

    FORCED introductions suck for everyone. I'm not against introductions, but make them voluntary.
  23. Quote:
    Originally Posted by LiquidX View Post
    Except that if they are in a PvP Zone, and require you to enter a PvP zone, then (despite the fact that they have you attacking NPC Mobs) they are, by definition, PvP rewards. Since you have to enter the PvP zone to get them.
    Placing unique rewards gathered through PvE action in a PvP zone does nothing to enhance PvP in that zone. All it does is introduce "cannon fodder" to the zone. The goal of PvP incentive should be to bring in more people looking for PvP. It should not be to bring in people who want to AVOID PvP so PvPers can take cheap shots at them. The logic behind the PvP motivation right now is flawed.
  24. Samuel_Tow

    Wing Auras

    Quote:
    Originally Posted by xhris View Post
    What if we treat wing auras as patterns? So when wings are selected as back options, wing auras are unlocked under auras menu. Maybe have 2 sets of auras, regular and small (small for cherrub, bat, insect and fairy).
    All I have is vague memory of an old comment that may not even have been his. I do remember that there was a stink about Burned Wings having an aura people didn't want, and it was then that it was explained how wings can't be modular like other costume pieces. Currently, Burned Wings simply unlock two wing models - one with the aura, one without the aura. I assume this is how wing auras will have to work.
  25. I feel a lot of it is teething problems owing to incomprehensibly bad design, as in "I can't comprehend why this was done that way." The things most people complain about when they mention outdated content is either simplistically designed missions, time-wasting fed-ex missions or inordinately hard hunts. To that effect, there are a few things we can remove out of the game which should smooth out most of the truly major bumps.

    1. Contact introduction missions requiring you to visit the contact. Gone. We don't need these. Replace them with a standard contact introduction or with a "So and so has called for you!" pop-up.

    2. Security Chief missions. Leave those in the game for people who specifically hunt out Security Chiefs, but remove them from general missions circulation.

    3. PvP liaison missions. Either remove them, have the info accessible via Security Chief or via trainer, or have the contact himself explain about the zone, rather than forcing you to travel to them.

    4. Hero Corps Field Analyst visit. Remove those entirely and have the info available at trainers. Or better yet, make difficulty settings part of the tutorial, now that changes are free. Either that, or have a University-like special contact in Kings Row that pops up as soon as you come into the zone. Might not hurt to have one for Scanner/Paper missions, as well.

    5. Mission rewards. ALWAYS give rewards for missions, regardless of what they are. Go visit Jim Temblor? Mission reward. Go chat with the PvP liaison? Mission reward. Go speak with your next teacher in the university? Mission reward. These aren't repeatable, so why the hell do they give NOTHING? Grant standard mission complete bonus for all fed-ex missions (they currently grant half) so that people may view them as free experience, rather than a waste of time.

    I realise there are a lot of other improvements that can be made to streamline everything, but all the others are more specific. Do this, and we'll get rid of the major, most obvious irritations. Then we can fix the rest mission-by-mission.