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Full Access to City of Heroes and City of Villains®
All players with City of Heroes retail* accounts will now have access to City of Villains, and all City of Villains retail* accounts will now have access to City of Heroes. Players that didn't previously have access to "the other side" will find that they do now. Just log in to check it out!
So for the people that bought CoH and CoV what do we get.
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You got to play both games years before the other people could access it for free. I dont see anything wrong with that.
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And a debt wipe on all characters.
And 20k prestige bonus per supergroup member.
And a soon to be expanded development team hopefully tackling more of the "not gonna happen, not enough resources" wish list items.
And the liklihood of either a next generation MMO sequal and/or boxed expansion in the next few years.
YMMV on any of these items. -
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I've got a good question I think. Who retains ownership of the "Statesman" character? NCSoft or Jack Emmert? This sort of thing could have an effect on future canon and also any "live events" that may or may not be possible in the future.
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Statesman is part of the Intellectual Property that NCsoft just purchased.
Jack Emmert played that role while he was working on the project, Jack has since moved on to work on MUO and posts from a different name on the MUO forums.
Ex
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Is this kinda like Captain America? Can we expect another man to take up that mantle?
...let the speculation begin...
::radio announcer voice:: Who, dear listeners, will become the next Statesman?
*serial organ music* -
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same dev team, with the same control over their product, only under a different studio name.
That is working for me, I think. I just hope that everyone up the ladder *has learned from the mistakes of other publishers* that usurp - look at the disaster area that was Sony and SWG.
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This doesn't worry me as much as it might because NCSoft has been in the development chain for COX since before it's launch.
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Of a similar mind on this point.
On the SOE's poor leadership and management example:
SOE has had a rocky record (and continues to do so), varying from product to product. (In some ways, the folly of the SOE acquisition and immediate downsizing of Matrix Online seems like a more apt "nightmare scenario" for what not to do with our game here...)
To those of you who have played a number of NCSoft products, how has the support been? Poor? Fair? Decent? Good? Is the City of franchise their best foot forward or is what we experience here par for the course? CoX is the only game they run that I've played. -
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We are here to field any questions you may have about this wonderful news.
Ex
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Ex, here's a question I've not seen raised:
Will there be any changes to billing or what-not in regards to customers paying with Mastercards? There was an issue a while back with one of the digital goodie packs (I think it was the GvE goodies). For about 15 days, mastercards were not accepted by NCSoft due to a higher rate of fraud in Asia with the cards (or something like that). After much uproar, an exception for the GvE $5 goodies was made.
Will this issue be returning to haunt those of us whose banks are exclusively MC? Or has it been resolved fully? -
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Yet that didn't lend me any credence when I complained about raids, Inventions, Hamidon enhancements, Super Groups, CoV's corralled zones design, unlockable costume options and so on and so forth. I came to this game, as I've said before, because it was a good game with a wide variety of concepts. It was simple, it was straightforward and it was good. Just about every other thing that's added to it either makes it more complicated or more confusing or ends up bottling up customization which could have benefited everybody and casting it into the sees for some lucky soul to find.
I've gotten over all of that, of course. The thing, though, is that every time I've complained about it, someone's appeared out of the ether to tell me that I should probably shut up and that no-body cares. I've seen the game move so very far from what it was that brought me here to begin with, yet that's never seemed to give me much of any credit. On the flip side, here I am now, championing a feature that I like but seems to be somewhat moving away from "the genre" and suddenly people who came for the genre now have a lot of credit because they were here first.
It's one-sided, that's what bugs me so much. When the game system is being changed to something else and I complain, who cares? When the game's genre is being changed to something else and other people complain, suddenly they have every right to. And that bugs me.
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I care, Sam. I care.
(Especially that bit regarding the cattle chute that is the rogue islands. That one is stuck in my craw these days. Need to get a waterpik or something to clean it out. Might be below the gumline, dammit!)
**We now return you to this thread's originally programmed slug-fest**
Edit: fixed quote to be the correct reference post! -
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Best send me a PM, partner. I'll forget by then!
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I'll send you one on the day of release then.
... or sometime shortly after! ... -
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I might make a AR blaster. Finally. I've been waiting for the day they replaced the frankengun. THIS IS JUST AS GOOD. BETTER ACTUALLY.
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pssssst!
If you go all guns and ammo on us, consider making a superspy on Protector!
...but keep it on the QT! -
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Posi and I did want to make this the year where we gave fans what they've been asking for!
[/ QUOTE ]Devs will stop listening to us next year, you heard it here first folks!
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2008 is City of DOOOOOOOOOOOOOOOOM! It's the year they take it all back and give us legless ponies and sour pie. -
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Weapon.. Customization.
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Oh Em Gee!
*runs around hooting like a mad baboon*
Oh yeah and I think I predicted this one too... will edit in with a link
Bliss!
Edit: Bugger! That's 0 for 2 today trying to find old posts.
Must have been in a thread that was modded into the abyss. But I remember about the time that the "things Positron hinted at" thread was active I asserted that one feature of I11 might end up being a "power customization lite" starting first with weapons.
I'm still so fantastically happy about this QoL feature--even if we only have five or so blades to choose from... -
Really enjoying this parallel dimension stuff. In fact, with this pre-I11 hype, I'm finding myself getting more into the mythology of Co* than ever before.
Good work, team! -
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With all due respect, MadScientist, who died and made you and Zubenelgenubi the absolute authorities on time investment versus base advancement in CoH?
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only anyone who interprets my opinion on the matter as if it was gospel.
you've imposed more authority upon my post than I ever claimed myself.
...
...I was giving first-person experience with why higher-prestige SGs need some lovin'.
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Fair enough. Points taken. Going to keep any further debate to PM's so as not to get this thread locked. -
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What is the point of adding more stuff no one but the l33t can afford? Medium/large bases are NOT fine? It cost way too much cash to build stuff, and paying RENT on top of that is ridiculous?
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Not the thread for this.
The stack of dead horses is that way ---->
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yeah, but permit me to punctuate that sentiment a bit more....
of all the new stuff and bug fixes we've gotten for bases since COV released, a lot of it has already been geared specifically for low-prestige groups. Eg, low-prestige groups got free rent, starting items, control-less power-less storage and empowerment, etc. The only thing high-prestige groups have specifically gotten is a patch to the AES for the mission computer, and a fixed Fusion Generator, both of which probably should have been there from Day 1 anyways. (The rest of the list of stuff being general fixes, like the kick bug, or Vet items that equally usable by any worth group.)
So when it comes to new ideas, I think it's fair to ask that new code either benefit *every* level of Prestige earning at once, or time to throw some bones to the larger groups who have hit a limit and have no purpose in growing any further. Reducing the overall cost of items is of no use to someone like my main villain group, we already have 20 million prestige *unspent*.
Low-prestige groups have gotten plenty of focus. I think that given the effort Devs spent on the stuff low-prestige groups already got that the Devs have that one aspect of bases pretty much hammered out by now. Or at least close enough that it's time to address some of the 125+ other problems instead of continuing to tweak this low-end stuff that's working pretty well for almost all low-end groups.
/endofrant
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With all due respect, MadScientist, who died and made you and Zubenelgenubi the absolute authorities on time investment versus base advancement in CoH?
Yes, for a long time you--MadScientist--have put a TON of vocal and visible effort into mobilizing efforts to offer and organize ideas to improve bases. I've noticed your threads for well over a year. Many thanks and props to you on that. Seriously.
But Zubenglenubi comes in here trolling when folks provide honest feedback from their perspective. Some people feel the rate of base advancement (your consolidated "gap" thread) or bases and plots in general remain far too expensive for their and their online friend's playstyle and time commitment. The devs want to know feedback on how to improve bases and the base building tools. Pricing may be a big part for some of us. Your number of posts, involvement in the base building forums, or the degree of prestige your supergroups have managed to attain give neither of you any additional rights to decide what should or should not be voiced here as straightforward feedback because you feel it is a "stack of dead horses."
Some of us in the playerbase still feel like things move too darn slow once you get beyond the pretty pathetic "starter" base and want to voice that. This being the official base feedback thread is an appropriate place to voice such concerns.
So give it a rest and stop trying to play cop. -
Plain and simple, the largest flaw with bases and base construction: cost, cost, cost.
Even with the starter base items, the cost of doing anything unique, fun or what have you is so prohibitive due to room, decoration, item and plot expenses--it basically turns bases and running supergroups into even more of a grind and a drag than they already inherently are. So no matter what functionality is added to SG bases, the entire pricing schema needs to be reworked in a way that smaller, midsized and casual supergroups can enjoy this game feature. Otherwise, you (the dev team) will have once again driven supergroup bases up and over the cliff of elitism--accessable only to ubergamers with much more time on their hands than any parent, professional, homeowner, etc. can afford.
That being said, features I would like to see:
<ul type="square">[*]Flagged for tourism: Awesome idea posted above. Give us means of allowing others into our base other than grouping. This permits us to use bases as a form of player created content, meeting spots for RP, etc. [*]Base NPCs: Something as simple as a door person we can costume with customizable text fields. This can be used for inter-sg communication about base features, coming SG events, etc., and intra-community communication about your base or SG if your base (or a portion of it is public), or as decoration helping set the atmosphere even more.[*]PvE raiding: No xp, no item drops, use level independent code similar to Rikti Invasions. Let us set the difficulty level and trigger it. Good for SG events, RP events, etc. Let us decide the villain group.[*]Base henchmen: We need patroling lackeys both red and blue side. It would help for smaller SG's if having full on raids. Let us costume these folks perhaps? Or maybe we could just use gladiators here? Might be an interesting tie in to the gladiator feature actually--giving both features more functionality.[*]Arena-lite terminals: An arena terminal that spawns a version of our base as an arena map for a match using any and all existing arena match settings. Good for RP, screwing around, testing your base.[*]Foyer architecture: Allow us a foyer plot that uses "teleporting" doors like elevators or skyscraper doors or sewer doors to take you to the main base. This would allow us to make the "Front room" of our base--be it an antique shop, book store, restaurant, abandoned warehouse, skyscraper lobby, etc. If we can make our base public, give us the option to make the Foyer only public. This would allow us to have a public portion of the base for RP and player created content while keeping the sensitive guts of the base private. Good for RP, overall atmosphere, base accesability. Door types to transfer us to the guts of the base should include all doors in game including trucks, manholes, sewer outlets, cave doors, laboratory tile exits, arachnos base doors, skyscraper doors and elevators. Only decorative rooms--other than the entrance--should be able to be placed on the foyer plot. The foyer plot should be able to be scaled up from a tiny entrance only default of 2 x 2 all the way up to 8 x 12 (at least). The foyer plot should be bypassed entirely during anysort of PvP encounter (raid, base as arena, PvE raid, etc.)[*]More models of functional items: At least two more models of each functional item for us to choose from. The basic Arcane and Tech functional bits don't fit every base concept. Variety is key--take a cue from your costume creator![*]A natural set of decorative items: Foliage, pools of water, heaps of dirt, rocks, more models and items that help us base designers make "natural" interiors[*]Atmospheric control: Just like lighting control, let us set a density and color of "fog" in the room. Several mission maps have such items custom set--it would go a long way in player lairs![/list]
Alright, that's all for now. But remember, whatever is added if/when bases are revamped--it MUST be MUCH MUCH MUCH more affordable. You should strive to make bases so cool that everyone wants to have at least one alt with access to base design tools and a means to share what they've made with others... and with this alt, they should be able to create something pretty darned cool as opposed to a three room base with a few stupid startup items and a boatload of disappointed prestige envy. -
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Don't let the 'online equity' of your game account and character salvage inventories fool you.
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Trust me, I don't. But that's a fair distinction between "customer" and "investor." Worth further research - thank you.
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But, as far as what Cryptic owes you: beyond your immediate satisfaction and reasonable uninterrupted server access according to the terms in the EULA, they owe you (and me and every other player here) nothing. Again, this is just the way the world--the real day to day world--works.
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Understood - time to go back and read the EULA again before I make any hasty decisions. Thanks again.
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Didn't mean to sound too stern here. It's just a set of things I too find I need to remind myself. Like you, I've been emotionally attached to this game for some time. And it's easy to feel jilted when things don't come along as quickly or robustly as you'd like. For better or worse, many of us have to keep in check how involved we get with this game and what we let it mean to us. Compared to a full a lifetime, this game will be as shortlived, temporary and insignificant as a good run of a television series. -
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But my point is this: we're going to keep getting content at a rate of 2-3 issues per year for several years to come.
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With all due respect:
1) You're speculating.
2) I hope you're right, but hope doesn't prove facts - in this closed environment, only the Devs can do that.
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Fair's fair. I am speculating. But it is informed speculation. As others have repeatedly stated, this is a profitable enterprise for both the studio and for the publisher.
As Positron said when he took the reins, this game still has legs. As States pointed out already, 100k+ is considered to be a very good (not just passable) subscription base. Barring total mismanagement of expenses, that is a profitable business base. Any publisher would be a fool to pull the plug on such a business.
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BUT, once you've gotten this far into any major project, given a chance to start it over from the ground level with an experienced and integrated team, more manpower and a higher budget, you have a lot of opportunities to really capitalize on any major mistakes and misteps you made on your first go round. So don't take it personally. This is just how the world works.
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Again, with all due respect, nobody's paying a monthly service fee for *any* MMO game just to help the Developers realize they've made some mistakes and should start from scratch. That's the equivalent to a sideshow attraction quitting town when the jig's up and starting anew in the next town over, and cater the new improved "shell game" to a new bunch of unsuspecting suckers.
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Nonsense. To use an analogy: imagine a landlord owns one building of six apartments. You're basically saying this landlord can't go in on a new development of twenty units across town because if he does he's somehow cheating his tenants by not rehabbing the old apartment building into luxury units? I'm sorry, but despite the emotional weight of your plea, your argument here holds no water.
They promised you city of heroes or villains in the box available as long as you paid your subscription and the game stayed in business. If they shut it down and you have three months left on your account, then they owe you a refund. Just like any other paid subscription out there. If a magazine or set of premium cable channels takes their content in a direction which you are not interested, you cancel your subscription. Same holds true here.
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Whatever else I've done as a casual, faithful player/small-time investor of COX, I didn't deserve this particular interview's bottom line smack in the face as a thank you.
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Don't let the 'online equity' of your game account and character salvage inventories fool you. Unless you own stock or have made some sort of angel investment of venture capital to Cryptic or NCSoft, you are not an investor in any way, shape or form. One might semantically say that you 'invest your time' in your characters, the message board community or the game in general--but that is not the same as being an investor. We are all customers here. We are doing nothing but consuming their product during our leisure time.
I think your sense of entitlement here is a bit overblown. Are you entitled to your disappointment and maybe mild jealousy that your favorite game might not be receiving the attention you'd like it to? Absolutely.
But, as far as what Cryptic owes you: beyond your immediate satisfaction and reasonable uninterrupted server access according to the terms in the EULA, they owe you (and me and every other player here) nothing. Again, this is just the way the world--the real day to day world--works. -
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"City of Heroes was very tightly focused on moment to moment combat," Rogers says. "The Marvel game will have more big components to it. It's going to be all the stuff we wanted to put into City of Heroes, and you'll get to run around in Marvel costumes. We've got more money now and more people. We'll add more depth. We want to take it to the next level."
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Thats a bit disheartening for CoH players. We're the reason Cryptic has more money. The quote makes it sounds like the plan is, put all the awesome ideas we wanted to have in the old game into the new game.
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I whole-heartedly agree 100%. Given how many consistent bugs there've been and how much slow turnaround there's been for new content in COX, reading this comment in the last paragraph just sounds like an absolute "F--- Y--" to the dedicated player - never mind what that "working hard" pic suggests. Geez, wish I could put my feet up on the desk at work!
Essentially what this says to me is that I've been strung along for three years with the promises of new content which will never actually see the light of day in COX but MUO?
If that's the case, what are you guys working on in COX that keeps you so busy that you can't give content updates? And why am I paying for COX? I should just cancel my COX account now and wait for MUO to show up two years down the road right?
Seriously? As a dedicated player, could you kick me in the teeth any harder?
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I think what they are getting at is the difference between generations. There are so many things that, even if not available at release, should have been 'framed out' (in a construction sense of the word) within the code and the rules of the game. If major components and game systems aren't framed out with coding, placeholder variables and some thought out structure as to how they will affect the balance, rules and content of the game, these additions will always feel tacked on. I really enjoy Co*, but it is beginning to show it's age--the same way a car or house does. You can see the seams at this point. There are things that weren't implemented in the best way because these new systems and content approaches went in long after the game was live.
What are some of these things?
Customizable powers--we won't ever see this because there wasn't foresight in how they were coded. A call back tothe server for power color and appearance, even if it was a single placeholder variable, would have left room to grow.
Vehcicles--I bet States and Positron have been back and forth about how cool vehicles would be if "done right(tm)" Unfortunately, I doubt we can expect anything more than destructable objects or cross zone teleportation powers with fancy animations for vehicles. The game is simply too far along to get these integrated into how the game plays and feels and the existing (delicate) balance accomodating various playstyles.
Zip-line (web slinging) travel powers--Was very intensive to include. The Marvel lawsuit made this an unlikely addition anyways. At this point, likely not worth the effort.
Conflicting game philosophies of "see it all" vs. "too much for any character to do at once"--The difference between CoH and CoV in how contacts are unlocked and how much existing content you can expect to see before outleveling it in the early to mid games in Co* is glaring. MMO design philsophy has evolved in the five or so years of Co* (counting prelaunch development time in this five year thing). Instanced minizones and missions have become the common design approach across the genre. The shared hazard zones of CoH became obsolete once mission xp was balanced and the player base naturally gravitated towards narrative content over perpetual hunting. (Does anyone even ever use the LFT--hunting tag, by the way?)
Capes from level 1--the whole Hero 1 cape thing really is a narrative patch over the fact that capes simply weren't ready at release. It's not the only one out there, but it's one of the most obvious. On the second run through, things like capes can be available upon launch eliminating the need for this sort of narrative back pedaling.
Inventions/Skills/Alternative Means of Advancement/Meaningful Out of Combat Interaction and Gameplay--I'm looking forward to I9. But let's face it, part of the reason why they prolly couldn't come up with a good integrated skills system is because the game was live. How could they turn all the glowies such as bombs and safes into objects you now needed skills to interact with? I hope MUO explores turning ALL these interactions into minigames and puzzles with unlockable interface perks via skills. For example, imagine finding a glowie safe you need to crack and when you interact with it, a combination dial comes up. You could spin the dial and listen for a barely audible click to open it. Maybe with a safecracking skill the number glows gold when you pass by the right one. And maybe an xray vision power lets you see the mechanisms. If all else fails, you could bust open the safe, but that will spawn a new wave of guards you need to fight... this sort of variety might add a lot to the game. But in Co*? Out of the question.
Meaningful PhysX--this stuff is cutting edge in MMO and RPG game design. It's been a part of shooters to some extent for many years. But technically speaking, how do you integrate it into a system that adds many new and fun dimensions to PvE gameplay? This is the only way to move beyond the glowie click or hitpoint based guard missions to tell stories like "prevent the bridge from collapsing" or "blow the dam and flood the military base." Real physics could change the face of powersets. Things like gravity controllers could play entirely differently.
There are many others. But my point is this: we're going to keep getting content at a rate of 2-3 issues per year for several years to come. BUT, once you've gotten this far into any major project, given a chance to start it over from the ground level with an experienced and integrated team, more manpower and a higher budget, you have a lot of opportunities to really capitalize on any major mistakes and misteps you made on your first go round. So don't take it personally. This is just how the world works. -
* Supergroup Name: C.O.V.E.R.T.
* Website (if any): none--no plans for one--focused on ingame contact
* Global Chat Channel (if any): Themes RP n Concepts (we're part of a cross server consortium of themed SG's and VG's)
* Leader or Recruiting Officers: @silveragefan or @posthaste or just ask around on the Themes RP n Concepts channel
* Preferred Method of contact: send a tell offline if interested
* Guild Description: Heroside Superspy RP. Natural, science, tech origins welcome. All natural builds--meaning no travel powers other than temp jet packs, jump jets and any inventable powers coming post I9. Emphasis on natural feeling power sets such as archery, assault rifle, katana, and martial arts. In place of travel pools, unconventional and challenging pool builds are encouraged.
Altaholics and first time roleplayers welcome alike. No minimum play restriction--i.e. play weekly or you will be booted. Roleplay ranges from hamfisted and casual to more intensive IC contextual play while running missions. Prewritten bios are not necessary. Feel free to 'grow' your backstory as you level with us.
Functional and growing base facilities including four active porter beacons to take the edge off the all natural challenge.
Spontaneous teamups via @global networking and using the Themes RP n Concepts channel. Occasionally scheduled team ups--maybe twice a month scheduled case by case based on agreed upon availability.
The overall feel: Bond meets Mod Squad meets Nick Fury & S.H.I.E.L.D. with a splash of G.I. Joe and a dash of Austin Powers. So make your international figure of intrigue and come on out and give us a shot! -
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I like Flight, simply because it is the lowest Maintenance. Click the toggle, press auto-run and go AFK for a few minutes or chat with my SG.
I like Super Jump because of its combination of speed and vertical movement. It's also handy in PvP. It's a maintenance power, though. It's difficult to chat when you constantly hold down the spacebar. (Yeah, I know...remap the key!)
I like Teleport due to it's speed and PvP benefits. It takes a lot of getting used to, though.
I like Superspeed mainly due to speed. I typically take it in combination with another travel power, though.
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_Castle_, is there a Winter Lord's chance in Hades that we might ever see a unique 5th or 6th travel pool? Or is the travel power situation pretty much set in cement for the forseeable future?
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Another fix would be to make bases much more affordable and therefore reasonable for much much smaller SG's to have. This way, you can lead one supergroup and have membership in several others. Then many more of us could give base design a go. The current dynamic steers all but the most dedicated, stubborn, or indifferent players into the massive, maxed-out, often impersonal, and usually unthemed 75 member supergroups.
Some of us simply don't want or can't afford to play this way. (For me, the 'play regularly or get booted' rules keep me away due to a complicated RL schedule that gives me weeks to binge on Co* and several weeks at a time where I cannot even think of logging in.) So plain and simple, before even adding personal rooms (which I actually like as an idea), the devs should put a couple people on simply redoing the numbers on a spreadsheet and then re-entering them into the existing code.
I suggest the following:
- Reduce the overall room and plot costs by at least 25% or more.
- Reduce the cost of rent
- Eliminate rent from AT LEAST the smallest plot
- Make rent scale based on the number of SG members. Current rates should ONLY be experienced in the LARGEST of SGs.
For a small themed group with maybe a half dozen semi-active toons, getting nailed with a 25K prestige bill essentially and efectively halts all and any future base expansion. Plain and simple this is a borked aspect of base dynamics. Borked enough to make me consider taking a break. Frankly, the small themed groups I've gotten invovled with have breathed fresh life into Co* (player made content I suppose) but now that each of these groups is hitting an insurmountable prestige wall (unless we just go and give up on any of the themes and mass recruit like the big bad power groups).
I'm finding myself quite disappointed by this. As the OP pointed out, we are not taxed on our costume designs. We are not taxed on our powers. (Imagine logging in to find out you have to turn in 2.5 bubs worth of XP. Woot! For a casual player, good luck ever reaching 50.) The promise of a non-combat rikti monkey doesn't feel like enough to keep me hanging on...
I really really really hope Positron puts a couple developers on this between I8 and I9, at least to eliminate the rent on the smallest plot or two. -
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=Everybody= gets how to use the character creator. But for many people, the base editor and all attendant required knowledge is an entry barrier. "I'd like to play around with it, but oh well, guess I'll go run some missions."
--NT
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Makes me think they should consider adding an option at the login screen for a "base creation sanbox."
Prestige should be infinite, but tallied and readily available so you can get a sense of what your dream base would cost. All items should be unlocked so folks can play without fear of breaking anything and can see what they'd like to aspire to unlock. This should all be clientside, so we can play with it even when servers or our local connection are down. We should be able to save up to five (or so) of these base drafts.
This would be one means of introducing ALL players to base construction without interrupting the fragile virtual economic dynamics (or whatever it aspect of game balance they are trying to preserve with their timid reconsideration of base costs and accessability).
As far as all the other posters who say they are reticent to donate their time and prestige to someone else's vission, I've gotta say this: I've recently really gotten into themed groups. Some I'm a leader and founder of, in many others I'm just another ranking member. I don't mind giving my prestige because I love to see what sort of aesthetic the founders will come up with to reflect the groups theme. But I've found this, ALL these groups (from those with 10 characters to those with 50) seem to hit a donut hole gap right after we put in the nominal base elements of the startup room, single porter, etc.
I'd love to see them go back to bases after I9 and really give them a second overhaul; seriously dropping the buy in costs, eliminating rent (at least on all non-secure plots), adding at least a half dozen more design themes, and increasing the PvE functionality to a degree (hopefully to mesh with the invention system).
When this is all done, I'd find myself eager and willing to donate my time/prestige to see what others come up with in all these nice small, tight themed SG's and VG's. -
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Hey guys, a quick clarification:
The Invention System and the "Legends" System are "one in the same"...
Basically the Legends system, as it was designed, was not implemented, but out of it grew what will be known as the Invention System. The Invention System does what we wanted the Legends System to do, and a whole lot more, and lays the ground work for limitless expandability that the Legend System just didn't have.
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Wait. What? How can expanded level 50 gameplay and Hero 'tradeskills' become one and the same? Limitless expandability? Swha?
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Speculation mode on:
I wonder if we can expect to see "recipe" and "ritual" drops?
Keeping my expectations low, I am antcipating that the invention system will be the tried and true MMO plug and play style of crafting. But man oh man I would love it if it had some sort of minigame aspect. I hear that Puzzle Pirates has found great ways of making challenging out of combat minigames. If we could only be so lucky...
Either way, I'm eager to see what two years of development and taking-it-back-to-formula has produced. -
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That invention system has dogged the poor man for well over a year now. Maybe once it goes live and the game world is committed to one system, he can finally sleep at night.
Poor poor sweepy statesman... ;.;
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I bet the Statesbaby has more to do with his lack of sleep.
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I think that's just a ruse! He doesn't want to let on how much he really does care about the skills/invention system!
And don't you dare bring up the arch-enemy and legend systems. The man is weary enough as it is!
States, go put your feet up and have a Zagnut bar on us! You've earned it buddy!
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If you think baby statesman keeping his daddy up at night is a ruse, then I suggest that you have one and you will see with a screaming baby at night no one sleeps.
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For the average mortal, this is correct. But remember, States is an incarnate! Along with inheriting a fraction of Zeus' power he may have also absorbed the diety's parenting abilities. Dr. Spock be damned, it doesn't take a masters of mythology to know how well Zeus handled fatherhood.And to think his kids still turned out okay!
(Of course I'm joiking here and no offense meant to the big man and his bouncing caped crying crusader. ) -
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That invention system has dogged the poor man for well over a year now. Maybe once it goes live and the game world is committed to one system, he can finally sleep at night.
Poor poor sweepy statesman... ;.;
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I bet the Statesbaby has more to do with his lack of sleep.
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I think that's just a ruse! He doesn't want to let on how much he really does care about the skills/invention system!
And don't you dare bring up the arch-enemy and legend systems. The man is weary enough as it is!
States, go put your feet up and have a Zagnut bar on us! You've earned it buddy! -
That invention system has dogged the poor man for well over a year now. Maybe once it goes live and the game world is committed to one system, he can finally sleep at night.
Poor poor sweepy statesman... ;.;