Steampunkette

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  1. Quote:
    Originally Posted by Lothic View Post
    I've been playing various versions of D&D for over 30 years now - I think I have a general grasp of how its classic alignment system works. This is why I was trying to warn against trying to peg these groups with alignments like this in the first place. It's always open to interpretation as to exactly what quality matches what alignment.

    I'm not technically questioning your interpretation of the D&D system to determine alignments and I can even see some merits to your arguments. I'm just trying to bridge the gap between the way alignments are strictly used in D&D verses CoH. Try as you might you'll never get this to fit for the satisfaction of everyone. The fact that we seem to disagree on this is case in point.

    In order to have the apples of D&D try to match the oranges of CoH I went with the the more basic idea of:

    Lawful-Chaotic -> Are they pure about their intentions to follow their moral convictions (Hero/Villain) or are they selfish extremists (Vigilante/Rogue)
    Good-Evil -> Are they a "good guy" standing against the tyranny of Cole (Resistance/Hero) or are they loyal to Cole's totalitarian vision (Loyalist/Villain).

    You have to be willing to accept that D&D styled alignments aren't going to be able to be applied to a game like CoH 100% directly.
    That's just patently false... Lawful/Chaotic is your stance on tradition/law/keeping promises while Good/Evil is your altruism.

    A Lawful Good Knight could protect a Lawful Evil Red Wizard of Thay, for example, because he is bound by oaths and rules and Laws. He'd still be Lawful Good so long as he didn't perform any Chaotic or Evil acts.

    And that's the Key. While an organization can be one alignment, it's adherents can be other alignments. A Lawful Good heroic character can follow the Responsible Loyalist path, even though his actions don't bring down the leader of the organization immediately, he's still fighting against criminals and murderers. Bound by Law and Rules and Oaths to keep society functioning.

    A Lawful Good character can also join the Wardens. Helping people and holding to their own code of laws. Being honest and keeping promises.

    Ultimately any member of any alignment can join any group of any alignment so long as the group's goals or structure allow that alignment. There are some extreme cases where this doesn't apply (The Baby-Slaughterer's guild of Evil wouldn't want a LG member and no LG character would want to join) but for the most part that maxim holds true. This exception is shown in the Crusaders, since no "Good" and Altruistic person would intentionally reprogram robots to kill innocent civilians.

    When applied to such far-reaching groups as Governments any alignment can be represented. The Lawful Good Guard, the Chaotic Evil Vizier, the Lawful Neutral King, and the True Neutral Bureaucrat can all be members of the same government and support it for their own individual reasons (national pride, protection of the innocent, personal power, sense of duty).

    Judging the individual based on the actions of the organization is folly. Otherwise Winston Churchill (one of the few members of the British Government railing against Hitler-controlled Germany before WW2) is just as guilty and wrong as the rest of the government when they gave Hitler the green light to invade Sudentenland.

    Group Alignments are fine, but they do not dictate or indicate individual character motivations and alignment.

    -Rachel-
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    Bah. Fine. We'll delete the khelds, redo them into Blue-VEATs, turn voids into NPCs that run up and give you flowers just for sam, because obviously Khelds completely incapable of being played now, never mind the multiples I have at 50. Yes, including human form PBs, which are also apparently impossible. There should be absolutely nothing in this game that provides the slightest bit of challenge, nothing that makes you think past 'how can I purple this out,' nope.

    Just warn me ahead of time so I can cancel my subs.

    I swear, some people won't be happy until a level 1 *anything* does fully-slotted-Blaster-nuke damage with each attack at Snipe range, instant activation, with full Tanker cap HP, damage and resistance, 1 END per 3 attacks, and every enemy gives AV level rewards while only needing one shot to kill. Of course, we'd probably have people complaining that "OMG, I need to actually target something, that needs fixed!"

    What-the-hell-ever.

    (Not directed specifically at Rachel. Just tired of hearing "OMG I'm not a God this is obviously broken" and "OMG I might need to think I never have to do that!")
    I don't want blaster nuke rawr awesomes at level 1. But at level 30 I'd like to feel like I've made the right choice in picking a Peacebringer, rather than wondering if I'd have been better off picking a Rad/Nrg blaster with white-tinted powers and some pools to fill out what a PB can do otherwise.

    By the time I'm level 30 I should love playing a given AT, or at least not feel like I'm barely contributing to a team's overall capabilities. Jack of all trades, master of none is fine and dandy... But I'd at least like to feel COMPETENT at the trades I use.

    -Rachel-
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    Or, hell, maybe you're baiting Golden Girl. I don't know.
    Would explain the winky.... *shudders*

    Though the Water Supply isn't what's being drugged. It's the Enriche. And the Enriche happens to be bottled in the Water Treatment facility. So you either blow up the whole facility and curse everyone to sickness and death, or you don't... personally I'd imagine the Wardens would be more likely to televise the whole thing, rather than blow something up.

    -Rachel-
  4. Quote:
    Originally Posted by Lothic View Post
    Actually if you allow yourself to step back and reconsider these four arcs in light of the new four-way alignment system and the way Praetoria is structured I think you'll probably see that they fall out as follows:

    Warden: Hero arc
    Crusader: Vigilante arc
    Power: Rogue arc
    Responsibility: Villain arc

    See you have to remember that Praetoria is actually organized in reverse (or is the "mirror universe") of the way Paragon City/Rogue Isles are. In Praetoria Emperor Cole is the functional analog of Lord Recluse, not Statesman. Emperor Cole is what Lord Recluse would be if he actually conquered the world and had the time to organize everything into a clean, orderly totalitarian state. For this you can think of what Palpatine/Sidious did to become the Emperor in Star Wars. Praetoria is what would happen if the villains of a world "won" the moral fight, became the controlling faction of the government and forced the heroes to become the rag-tag underground.

    In effect the Loyalists are Praetoria's "redside" and the Resistance is Praetoria's "blueside".
    Once you realize this the main GR arcs make a lot more sense.
    Ehhhhhwrong.

    I could accept the Rogue label for a Powers Loyalist, but Crusaders are actively killing innocent civilians. There is no "Vigilante" who goes out and slaughters a bunch of innocents with rewired robots, or bombs hospitals. that's a Villain. There's no two ways to slice it.

    And the Responsible Loyalist does save lives and catch criminals. They may be one what you perceive as the wrong side of the fight, but the truth is there are no heroes in Praetoria. Everyone is tarnished at least slightly. The Wardens are, perhaps, the least tarnished, but they're willing to ally with absolute villains who bomb hospitals and sentence all of Praetoria to months of sickness and death to protect them from the mind-control drinks that are bottled at the water treatment plant.

    There is no completely good path through Praetoria. Only Tarnished Silver, More Tarnished Silver, Some More Tarnished Silver, or a little bit of iron-grey covered in rust.

    -Rachel-
  5. Quote:
    Originally Posted by Memphis_Bill View Post
    They do not.
    And this is where we disagree.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Why are VEATs drooled over? Four words.

    "Hey look, stacked leadership!"

    The AT itself is, IMHO, boring to play. Teams want the buffs, period. Nobody says "Hey, look, someone with stealth that can crit!" when seeing a Bane or Widow. It's all "Stacked buffs, stacked buffs!" To the point where most VEAT discussions end up with "nothing can touch you with multiple VEATs."
    Maybe by some players, but you're talking to me, Bill. I'm not a collection of people who only care about stacked leadership. I care about their damage scalars (20% higher than a PB!) and their ranged attacks. Something many people don't like to notice: the PB attacks tend toward a lower endurance cost since they were designed not to take advantage of stamina or any power pools, really. And with low end costs comes lower damage per attack on -top- of the 20% damage scale difference, making their blasting damage not only weak for it's base, but even weaker for the endurance. I'll get to the defenses a little later.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Boring reason to roll an AT.
    Agreed! If that were the only reason to roll a VEAT I'd agree 100%

    Quote:
    Originally Posted by Memphis_Bill View Post
    Flipside, why are Khelds sometimes "meh"ed at? Memory of crap players, quite frankly. You know the ones. "Oh no, a void, I'm going to go hide! Someone kill it! EEEEEK!" Not damage scalars. Not "They go boom a lot when switching forms." But, frankly, players who play leeches instead of squids. Never mind voids have been nerfed for so long they're barely a threat. (Not to mention the whole "OMG it says epic and it's not godmode I deleted it at six it sucked!" crap that has been spewed over the last 15 issues.)
    No, Bill. It's not a memory. It's me playing a Warshade and PB both, right now. The PB is at 30, the Warshade is at 28. Without at least bi-form or, more likely, tri-forming it a PB pretty much sucks. You've got anemic ranged attacks, as I pointed out earlier, but you also have piss-poor defenses. Outside of dwarf you've got -about- 20% damage reduction to most things, meaning your less defended than an even level scrapper, and you lack the mez protection. Meaning not only do you not have enough ranged damage to even wave in the general direction of being a blaster, you don't have enough defenses to stand up to more than two or three big hits in melee, and God Forbid you get mezzed and all your (20%!) damage resistance toggles go off.

    And Dwarf Form has it's "Mighty" 60ish% Damage Resistance which my Brute walks around with when she's got Tough turned on.

    Quote:
    Originally Posted by Memphis_Bill View Post
    It's similar to stalkers in a way. Are they squishier than most other melee? Sure. But they can still stand there and scrap. I know. I DO. But what rep did stalkers get (which came up when people said why they didn't invite stalkers?) "Oh, they're one-trick ponies, they AS and run away waiting for hide." That's not the AT. That's crap players.
    Again, you're not talking to other people, Bill. You're talking to me. Telling me about other people's bad memories won't help.

    My Fiance plays Fight Doctor a level 50 stalker who plays with my big brute Hardcastle. I've seen what a well-played stalker can do. They're still too squishy and have damage scales too low for my tastes, compared to what they do. Lower HP, Lower defenses thanks to Stealth dropping a power, usually, less AoE thanks to AS and placate, if they get any AoE at all... They're Scrapper-light outside of Hide and Critting. though that doesn't stop them from being soloable, it just makes them less useful to a team than a scrapper or brute would be.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Would I turn DOWN a damage buff, or faster swapping of forms? Of course not, depending on the cost. Do I think they need more slots? Absolutely not.
    I wouldn't want there to be a cost. I think the AT is a little too anemic on damage/defense and too reliant on the form-changing powers to make up for that problem. I'd like to see them brought up to scale 1 damage and maybe give a little more Oomph in a few of their attacks with an end-cost increase, since Stamina is going inherent that balance issue shouldn't -be- an issue.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Yes, the VEAT storyarcs suck. They're among the worst in the game, post level 15 or so (and are only average, but have decent flavor for the AT, before then.) That said, they *are a part of the AT.* So no, I will NOT put that argument away. I will, however, continue to take the devs to task for rushing such a slipshod, lousy set of arcs out for an EAT.
    So I'm supposed to accept a sacrifice in playability in exchange for a set of arcs I may never play? That's hardly equitable. Especially considering that those arcs are over five years old (and it shows!) and the AT is still fairly underpowered compared to it's contemporaries.

    Quote:
    Originally Posted by Memphis_Bill View Post
    And I disagree. I've never felt as irritated and *frustrated* with anything as I did leveling my VEATs - to where I don't want to level others. "Effective" is such a pointless word in that description. Effective at what? What is "Effective?" I've got more ranged damage and control in my Khelds. I don't lose my resistances and buffs if I run low on END. I have more build flexibility (human, bi- or tri-form) each with their own weaknesses and strengths. I don't have to rely on rather weak stealth to get the most damage out of my attacks.
    More control in a Warshade, perhaps... But a PB has 2 control effects: PBAoE Stun and PBAoE damaging KB. That's it. Meanwhile a Crab Spider can toss off a Wide Area Web Grenade and the Omega Maneuver to stop a group of foes in their tracks and taunt them onto a pseudo-pet before hitting them with a ton of damage. If you want to add the PB's pets as a stunning power I'll counter with the Arachnobots and their massive damage output increase and lightweight control effects.

    Build Flexibility I can't argue wi... wait, yes I can. Human, Human/Dwarf, Human/Nova, Tri-form. Soldiers can go Bane, Crab, Huntsman (Soldier/Bane), or straight Soldier if they feel like it, or Soldier/Crab, too. A Crab Spider doesn't need a stealth power to throw out a Venom grenade, WAWG, Frag, and then Suppression to seriously crush most of the enemies in a given spawn. Meanwhile a PB can build up, Nova out, then hit Proton Scatter and, if the group isn't -too- spread out after the KB, toss out Luminous detonation at the same damage scale as the Crab's three attacks! then drop human and footstomp with a higher damage mod on a lower damage scalar (.85 compared to 1), and if the group isn't -too- spread out by the various attacks he might even KO half of them! After that another luminous Detonation and a Proton scatter which are both much weaker than their nova-form's powers, especially if they bothered to slot the Nova...

    Yes, Yes. "Control your KB Young Skywalker" I get that. But sometimes there isn't a wall or corner to try and fling people into, or you have to get close enough to get mezzed to do it thanks to a narrow corridor. And once you're mezzed Nova-ing some ranged damage isn't an option. you have to go Dwarf and while -their- damage is a scale of 1 they still have lower-end cost attacks with lower damage than your average Scrapper. So you -HAVE- to do a Tri-form to have the same damage scales or survivability as a VEAT, meaning your "Build Options" are translated into "Different ways to be gimped by comparison"

    This is why I like the Mirror-Slots option or bringing their Damage scalars in human-form to 1, maybe increasing their Nova and Dwarf scalars to 1.1, or perhaps doing all three modifications. Add in an increase to each of the Low-endurance powers (with consummate increase to end cost now offset by inherent stamina) and you've got a real winner!

    Quote:
    Originally Posted by Memphis_Bill View Post
    And for me, what Khelds are *far* more effective at than VEATs is simply *being fun for me.*
    And that's something that we both agree on. I vastly prefer the idea of playing a kheldian. I usually want to do either Humanform Peacebringers (Because I like the idea of using 1 power to do most everything a hero typically does, like Melee ranged defense control and sometimes support) or a Humanform or Tri-Form Warshade. Warshades, by far, have the better "Humanforming" ability, once they get Eclipse and get some recharge rate bonuses, but I still find myself being forced to multi-form up to that point.

    I shouldn't be FORCED to multi-form just to maintain basic survivability. Without it I've got less HP than a Blaster (and only about 50 points more than a Controller or Defender!), less damage than a Dominator, less defensive power than a scrapper, less control effects than a Blaster...

    I've always said: If you're going to make a Jack of all Trades character, make him as good as the best of each other character, but don't make him as comprehensive.

    For a Peacebringer this would translate to upping the humanform base damages to 1, the nova and dwarf form damages to 1.25, increase their damage resistances or add some additional resistances to the different toggles to bring them up to around 35-40% with all toggles running, and give them a bit of mez-protection outside of Dwarf (maybe have absorption give 1 point and one of their toggles give 2 for a total of 4)... In Nova they can do just as much damage as a blaster, but only have 4 attacks and no secondary abilities. In dwarf form they do as much damage as a scrapper, but only have the 4 attacks. in humanform they do less than blasters or scrappers but can competently do both (at stalker level, coincidentally).

    Barring that, Mirror-slotting could make the forced tri-form character design more palatable, though I'd still prefer to see their damages and defensive abilities fixed so that Humanform becomes not only a viable build with enough IO slotting but an attractive alternative to multiforming.

    -Rachel-
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    Kind of, yeah. Based on Marchand's descriptions, I interpreted Responsibility to be the good guys of the Loyalists and Power to be the bad guys, whereas it's... Almost exactly the other way around.
    And this is where I disagree with you, Sam. >.>

    But not by much.

    I think the Responsible Loyalists and Power Loyalists are both fairly heroic throughout most of their careers. There are low moments, like when the Power Loyalists disguises up to rob a bank, or the Responsible Loyalist doesn't tear apart the Seer Program, but in the end they're both fairly heroic. The Power Loyalist is self-serving, but he's still saving lives and helping people. He's the "Booster Gold" superhero. The Responsible Loyalist is still saving lives and helping people, he just has his hands tied as to how much he can help them, he's the "Status Quo" superhero, trying to keep things from getting worse for people.

    At the end of the Responsible arc is where you truly get to see that a Responsible Loyalist really -is- a Responsible Superhero. When he shoulders the burden of convincing Paragon to help take down Cole, but wants to do it without destroying Praetoria. The Crusaders and Wardens just want to be in power, and don't care who has to die to get Cole out of power... as long as it's someone they don't know (Wardens)

    I think Mechano said it pretty much best. Though instead of "Blind" I'd call Responsibles "Chained" bound by the law. And don't forget the real meaning of Vigilante: someone who illegally punishes someone for actual or perceived offenses, or participates in a group which metes out extralegal punishment to such a person. Often the victims are criminals in the legal sense, however a vigilante may follow a different definition of criminal than the local law.

    Which means Wardens are Vigilantes, not Heroes. =-3

    -Rachel-
  7. Quote:
    Originally Posted by Lemur Lad View Post
    Don't twist words to make that statement into something it was never intended to be.

    It was Castle that said they would never rebalance existing content (as in all content up to the point when he made that comment) to account for IOs. Wasn't a comment about ATs, wasn't a comment about game systems.

    Bill's comment was a perfectly legitimate response, since the IO system was specifically designed so people could do that.
    While I accept Bill's basis for the statement, I think it's fairly blatant that EATs are not as effective as VEATs. A Buff would be appropriate to help level out the difference between the two.

    Expecting players to use IOs to make up the difference doesn't work, and the balance is still tipped in the favor of the VEATs. So the balance issue between the two still stands.

    If EATs need IOs to equate to base-level VEATs there is a disparity there which should be remedied. A buff to the Kheldians would make them more welcome on teams and a more sought after AT for individual solo players. A Nerf to VEATs would make them less sought after and less useful for teams. Given the choice between the two actions in an attempt to get the ATs to similar level of power, I'd prefer to see the weaker AT buffed than the stronger AT weakened.

    YMMV

    -Rachel-
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    We have IOs. They're not all superexpensive. Frankenslot.

    If we were still stuck on SOs only, I'd be more inclined to agree.
    Which Dev was it that stated Balance wouldn't be based on IO sets?

    There definitely does need to be a fix of some kind. I agree mightily with the Dwarf-form change, and would like to see the form change power animations lowered in duration. I have enough problems with the lag-spike I get from going Dwarf or nova when the camera is close to the character, shortening the animation for the change might make it a bit more tolerable.

    Inverting the inherent? I kind of agree with that, so long as it -also- effects the Kheldian or Nicti in question.

    Giving them extra slots for all their form-powers... That I can't really get behind, I'm afraid.

    However, I think I proposed a suggestion at one point that for every slot you put in the BASE form-power you should get mirror-slots in all the powers which spring from it. (2 slots in Dwarf = 2 slots in all dwarf powers)
    And yes. I realize that would allow EATs to amass more set-bonuses than any other archetype. The question then becomes: Would that be enough of a change to make EATs as Epic in play as VEATs?

    Yes. I know. the Story is the Epic Part. Go back, reread the VEAT content, and then put your argument away. Besides, the EAT-only Content is incredibly dated and has no signs of being added to or updated

    So yes. I think the Mirror-slotting idea would make them much more playable, and with Set IO bonuses carrying over they could be very powerful. Though if people think that's "Too" good they could (feasibly, I don't know the amount of effort involved to adapt this) use the Dual-Build tech to separate the Set bonuses from the forms when the player isn't -in- those forms.

    -Rachel-
  9. Quote:
    Originally Posted by AzureSkyCiel View Post
    Valid point. I like it on my tanker and blaster to edge a little extra damage, and on my scrapper and defender, I like the fact that CoJ is a team buff (and for my scrapper, it makes him feel like he's a team contributor beyond damage). But I know my controller would love fear incarnate to stack with his own fear power, though my corrupt rogue gets little use of duplicity.
    I actually find it most useful on scrappers, brutes, stalkers, and tankers.

    Doesn't have to stack, really, to take all the minions out of the fight while I wail on the LT or Boss and they fuel my AoE Taunt Aura ability or just put them out of the fight while I placate someone and tear them a new .... nostril.

    -Rachel-
  10. Quote:
    Originally Posted by DarkGob View Post
    Eh... Rogues get Duplicity, Vigilantes get Fear Incarnate, and Villains get Frenzy.

    No matter what you do you get a temporary power. Whether YOU feel one power or another is "Better" is your own business. Personally I like the Rogue and Vigilante powers better, nine times out of ten, but use the hero and villain ones while I'm grinding A-Merits.

    Faster recharge PBAoE control effect which takes ALL the minions out of a fight? Yes Please!

    -Rachel-
  11. Quote:
    Originally Posted by Quinch View Post
    Well, if you're not working for the crazed tyrant, you can take the option of letting her escape.
    If you are working for the People of Praetoria, with whom your loyalties lie, you can let her go.

    People loyal to Cole just turn her over.

    -Rachel-
  12. Quote:
    Originally Posted by Rock_Crag View Post
    Personally, I'm in favor of adding a more interesting component to the set. Either adding Conductive Aura to the arsenal...I wouldn't even mind if they watered down the -end or simply just took the +regen effect and added it to Lightning Field.
    I do like that idea, adding the +Regen to the lightning field would work wonders towards helping the set survive.

    And the Self-Rez in Willpower is mainly for Alpha-strikes which rip your meager damage resistance to shreds (I'm looking at you, Cimerora! )

    -Rachel-
  13. Let's say you start out as a hero.

    At level 20, you start doing Hero tip missions to enjoy that content. You runn all of them in your level range, then do the Morality mission and stay a hero. You're missing out on all the Vigilante content!

    But you can -do- the vigilante content, all the way to the Morality mission, and then choose to keep your own alignment.

    You're not missing that content. If you don't side-switch you're missing out on Villain and Rogue content, but if you're planning on the character being a hero, anyway, what does it matter?

    There's no great "Reward" for staying a hero, but there is no penalty, either. You don't have to do the tip missions at all, if you don't want to. If you do want to, then go enjoy it! For me it's mainly been a method to get my Dominators Heroside (I prefer them to Blasters) or grab random rolls to sell on the market.

    -Rachel-
  14. Quote:
    Originally Posted by BBQ_Pork View Post
    Ah, that's more reasonable.
    You have just a few names for powers and very little description of each and what they do.

    I imagine that Meteor Shower to look and act a lot like Rain of Fire from the Blaster primary set "Fire Blast".
    (Maybe buffed a bit, but then it would have to be a higher tier power)

    I look forward to seeing this set fleshed out.
    Alternately, More damage per tick, shorter duration. Works out to a similar power. Drop the slow component to let foes get out of it more quickly (since that's part of why Rain does as much damage as it does) And you should be good to go.

    And a single target Extreme damage attack with an AoE Moderate hit could be a really neat power, I think. And it'd work for the "Explode" power concept.

    -Rachel-
  15. Quote:
    Originally Posted by BrandX View Post
    *shrug* Still seems like the same functionality to me, only no longer permanent (like the IH from toggle that could be perma to a clickie that couldnt). It'd be changed from passive to when rising from death.
    How often do you die that this would be a required change? The following numbers are from Brutes.

    Charged Armor
    26.25% S/L
    26.25% Energy

    Conductive Shield
    26.25 Fire
    26.25 Cold
    26.25 Energy
    15% Negative Energy

    Static Shield
    26.25% Psionic

    Grounded
    9.375% Energy
    7.5% Negative Energy.

    All totaled that's
    26.25% Smashing/Lethal or roughly 39% with 3 SOs
    26.25% Fire or roughly 39% with 3 SOs
    26.25% Cold or roughly 39% with 3 SOs
    61.875% Energy or roughly 93% with 3 SOs
    22.5% Negative Energy or roughly 39% with 3 SOs
    26.25% Psionic or roughly 39% with 3 SOs
    0% Toxic Still 0% with 3 SOs

    The only damage type Electric Aura can cap for damage resistance is Energy. With your proposed change it would reach around 79% with 3 SOs in each of the powers which grants energy resistance. So not only would you BREAK THE COTTAGE RULE by completely changing the functionality of a power (It's primary use becomes a self-rez with a secondary benefit of being a resistance power, rather than just being a resistance power) but you also take from Electric Armor the one capped resistance it has, causing them to potentially faceplant that much more often.

    -Rachel-
  16. Yes and no...

    Personally, I'd like to see Dark Astoria, Crey's Folly, and Boomtown revamped into Co-Op zones, more or less. Each would have missions for heroes and missions for villains and missions for both groups to work toward or at cross purposes. No PvP in the zones themselves, but global "In Zone" buffs that can be shared between the sides if they both have the same objectives completed, or grant one side or the other a higher bonus. Sort of a PvEvP tug of war of objectives.

    However, I think these objectives should definitely be tied to the hero and villaingroups in the respective zones. So having Fifth Column and Council missions in Boomtown where villains can help one side or the other or try to destroy them, and heroes are just flat out to break both groups, for example. And Dark Astoria finally exploring the rituals and the monstrosities that occurred there, with Villains trying to capitalize on it and heroes trying to contain it.

    Add in some temp powers as rewards for repeatable missions (Hero arc in Astoria granting a holy shotgun power or a mystical protection spell, while villains gain some measure of control over BP enemies in a temp pet power) and run with it.

    Do I think -all- the old content needs this sort of attention? No. Most of the content is just what it needs to be, heroside. A Hero being asked to check into events and stopping the bad guys. Villainside could use some separation from the Arachnos Plot, but just adding in -new- content would handle that quite nicely.

    I'd love to see new villain content be added in while making the co-op versions of Astoria and the others, just to give villains a bit more content than they currently have. Three issues of that and maybe the divide won't be quite as massive!

    -Rachel-
  17. Quote:
    Originally Posted by Golden Girl View Post
    An NDA could also mean that they're preparing some horrifying kind of punishment for us to go along with the Incarnate system
    You mean something like CoH2: The Pink Unicorn City of Everything I Always Wanted?

    -Rachel-
  18. Cottage Ru... Oh... wait. Wrong thread. >.>

    Yup! What Lemur and Aett said. By all means, FILL that thread with suggestions, Sky. I'd love to see everything you come up with! =-3

    -Rachel-
  19. Quote:
    Originally Posted by BrandX View Post
    I kept everything that grounded does now, in the new power, changed it from a passive to a click (which doesnt break anything, as we've both pointed out), and added a mechanic to it.

    Energize went from a purely END discount power, to a primarily +Health power, with an END Discount property. Yeah, people like that END discount power, but it's used mainly for the heal. And CP was often skipped before that heal was added, because it wasn't needed by most players who used the set.

    As long as the self-rez kept all it's Resists/Mez Protection abilities, you keep it within doing the same thing it did before. The change would be in it's duration, as it goes from a passive always on power to a click when your dead power.

    Now, one might not like the change (and again, I never said I wanted the change), but all the types of changes to the power, that would need to be done, has been done to powers before, and thus, keep it from breaking any cottage rule.
    No. No. No.

    You're changing the basic function of the power. It goes from Constant Resistance bonus to situational resistance bonus useful only in avoiding incurring -additional- Debt because you've already died once.

    This changes the basic function of the power.

    Energize: 59.6% end discount plus 374.8 point heal.
    Conserve Power: 100% end discount.

    They -added- to the power, and lowered it's main ability slightly, but it remains an End Modification power, primarily. (60% end discount compared to a 25% heal)

    What you are suggesting is changing a Damage Resistance Power into a Self Rez with a damage resistance component. The Cottage rule is not only broken, it is also set on fire.

    Memphis Bill is, as is often the case, right.

    -Rachel-
  20. No more Solid-Emote boosters.

    No Solid-Costume Boosters.

    If a booster doesn't have 3 of the following: emotes, costumes, a temp power, and a new functionality it should not be released.

    Lowering the price on super-boosters: Agreed. After 12 months drop the price to $5. It gives new players more incentive to pick them up a year after they were released (When the new guy joins the game) and plays on the "Small Amounts" process of our minds. (Basically; I just spent $30 on the game, I might as well spend another $5 for something cool)

    With every release or (more likely) every other release new costume pieces or emotes should be released as part of the free expansion. Perhaps as a lead-in for a new booster that's coming out a few months later, but definitely free for the average player. How about putting two new pieces (gloves and boots, or gloves and head-gear, or chest detail and belt, etc) into the game which combines with the booster pieces released simultaneously to make a full outfit or two? That'd tick on the "Collect!" portion of our brains which makes many of us want the full-set if we have a single piece of it.

    It would definitely drive up the booster sales, and the one-year price drop would help out the less affluent among us to pick up the pieces at a later date.

    -Rachel-
  21. Quote:
    Originally Posted by Enamel_32 View Post
    Ah yes, can't forget they have Type-R programmers on the team.
    Specifically, Paragraph 3 of the "Purpose" heading.

    Quote:
    Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality required by games. These engines rely upon the game developer to implement the rest of this functionality or assemble it from other game middleware components. These types of engines are generally referred to as a "graphics engine," "rendering engine," or "3D engine" instead of the more encompassing term "game engine." However, this terminology is inconsistently used as many full-featured 3D game engines are referred to simply as "3D engines." A few examples of graphics engines are: RealmForge, Truevision3D, OGRE, Crystal Space, Genesis3D, Irrlicht and JMonkey Engine. Modern game or graphics engines generally provide a scene graph, which is an object-oriented representation of the 3D game world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds.
    Middleware being the rest of the engine. Not just contact coding but also designations for what objects interact with what abilities or even other objects, such as a "Ghost Box" which clips with the environment and objects but not player, requiring the player to push another physics object against the "Ghost Box" to move it.

    I stand by my previous statements.

    -Rachel-
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Considering that the graphics engine just got a face lift I can't see them scrapping the existing engine quite so soon.
    Some graphics engines are designed to be (more or less) drag and drop within their programming language. Same electrical system, replace the cracked engine block.

    -Rachel-
  23. Quote:
    Originally Posted by Quasadu View Post
    Wormhole is most fun in Cap au Diable. Find a group of Luddites near the edge of Aeon City and wormhole them high in the sky and over the edge. Laugh hysterically. Rinse, repeat.
    I like Wormholing groups of Hellions or clockwork into Wentworths or the AE as a way of making people got "WTF?!" as a pile of corpses explode into the building.

    >.>

    -Rachel-
  24. I'm still hoping Issue 20 is City of Heroes 2.0, with everything already in the game being lifted and plunked down into a new engine which, while compatible with the current engine's overall design, doesn't have quite so many restrictions. Shortly afterward followed by various travel power abilities, customizations, etc, etc, etc.

    A girl can Dream.

    -Rachel-
  25. I'm all for this idea.

    And the only "Ultimate Respec" option I'd be okay with is this:

    Revert Character to level 1, retain name, badges, costume piece unlocks, and inf. All Enhancers are auto-sold for (npc) market value and inf is applied to the character on creation.

    Other than that, you're sent back to the character generator.

    When you leave the generator you're a level 1 character of whatever AT you picked with whatever powersets you picked. Congratulations: You just rerolled a character without losing their badges or having your name sniped during the reroll duration.

    -Rachel-