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I run Kaspersky virus, and when I started my City of heroes today to update my client, it detected a Trojan Virus activity in Cohupdater.exe.
Whats the deal? -
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I would like to see an option for Rock Armor powers for tanks or Brutes, to change how the set gets expressed when it is on. On one hand you could be the default rock armor, with all these rocks coming out of you, ruining the aesthetics for your costume, some may like the disregard for one's costume appealing or if you want RP such a power, but lets face it, all Stone tanks in Granite or with that other rock armor is on, looks all the same. A stoner are all clones of each other in action.
On the other hand, I would like to see these toggles re-channeled into floating orbs of rocks.
for example, when you turn on the granite power which usually turns you into this huge slabbed monster, instead an floating orb that looks like a piece of a granite rock comes up to signify, that power is on.
Likewise with all the stoner armor powers that produce the ghastly rock formations on your body. I personally don't care for it, its ugly, and a major reason I have never made a stone tank.
Here's another option to customize the stoner power, instead of the orbs suggestion, just shift the colors of our existing costume and just retexturize and recolor it the texture and color of Granite, if it were Granite power, for example , if you had the exoproto costume set on with of course your own custom colors on it, the colors, in the least will all change to the grey color of Granite with stone like cracks. This way a player retains their individuality if they so choose to.
But seriously the Stone or Rock armor needs to be able to be customized as to how it can be displayed since not everyone likes to be forced to look like a piece of boulder.
TheHermit -
Here's another possible cool advancement, if certain number of neighborhoods in a zone reaches the stage that produces an elite-boss, one of the elite boss will become an Arch Villain, of the same level still of course.
Only one AV per zone of course, this would represent that the criminal element has had time to promote the toughest and baddest of them all and organize themselves.
But perhaps then again, an AV maybe too much lol.
TheHermit -
Quote:well, the idea was that the zone (say atlas) would be divided into "neighbourhoods" almost along the same lines as the current colour divisions on the map. that way areas can be ignored and go downhill while more popular areas are easier, criminals tend to steer clear of areas where heros patrol regularly.
additionally, some zones would have "anchor" areas. atlas would have city hall as an anchor, this area, by default, influences the surrounding areas to make them better while some zones have a dark anchor that is the source for the disturbances and is hardest to change for the better. this way, each zone will have a natural tendancy.
fully agree with the graduating threshold by the way. sort of what I had in mind but seems to have been lost somewhere between head and hands
By George, Evangel_EU, You hit the nail on the head! lol
This dynamic content isnt like RV at all. No one needs to be force to do anything or the map reset itself just because no one is doing anything. Its really not playstyle invasive at all, just adds a little more depth to each zones.
I have already amended my suggestion in consideration of the concern of "safety zones" and with that, "Safety Zones" will still be so.
Unlike RV which involves the whole map to shift and change at the same time dynamically, my suggestion breaks up a zone into blocks or neighborhoods as Evangel_EU has put it and it is within these blocks that a type of mobs that inhabit it naturally will advance themselves and bring about cosmetic change to the block or neighborhood according to the mob theme.
By "advance" I mean, from minion becoming LTs and LTs becoming bosses, but still the same level.
And along with the changes, if the neighborhood gets left alone long enough, a door boss or elit boss of the same level would become active. But this elite boss of the same level isn't outside for all the players to accidentally bump into, no he is in an active door that becomes active, this instance is a public one, anyone willing to take down this elite boss to reset the neighborhood down to its original spawn and clean up the mob cosmetic changes outside can go in, either as a team or solo.
If after this elite boss doesn't get taken out even if you take out all the mobs in the neighborhood, the cosmetic changes maintain and when the mobs respawn, it will be less minions and more Lts and skips the first stage mob level, and still the same level of course of the zone standard mobs inhabiting that area.
Spawning with elite-boss still not taken out, may perhaps be a bit quicker, but if the eliteboss is taken out, the respawn of the mobs will take longer, and maybe extra civilian population will be seen more with animations that make the civilians look like theyre cleaning up the neighborhood and restoring it to normal.
This will add new depth to streetsweeping, a new self appointed mission, and after taking out so many Elite bosses and reverting neighborhoods to an even safer zone state, one could earn a badge called "Cleaner" or maybe an Accolade called "Cleaner" after collecting badges that involve streetsweeping. The Accolade could provide a reduced chance for Knockbacks and stuns.
TheHermit -
Quote:Haha, your thread is awesome, very thorough. However I would prefer that not the whole zone change at the sametime, but in blocks, or quadrants,, a zone map broken up into blocks to which such blocks can have its separate degrees of corruption.Hey,
I posted a suggestion very similar to this in reply to a question on the EU forums about a sense of achievement in the game:
http://uk.boards.cityofheroes.com/sh...5&postcount=37
great minds and fools etc..
anyway, I honestly think it would work, and work quite well. Players could get custom bosses/EBs/AVs and really feel like they've helped out. For those saying that the mobs would be too high a level for lowbies, they wouldnt be if you restricted them to +1 or +2 the Zone max (and having the mission locations make sense would help too!).
anyway, have a read and i hope it helps you level a bump or two in your own thinking and maybe findd a solution to the contra arguments. The basic idea is linked above and it gets fleshed out a bit more as argumetns are made for and against it in the rest of the thread (only 2 pages).
In effect the zone could develop a sort of slum or Ghetto area depending on the mobs that are local to that area. So if you have Crey in that block of the zone, they'll start building some Crey-ish stuff, have more Agents pretending to be Civies, etc.
I am in concurrence with the safety zone rating system you have devised.
Considering however the point everyone has brought to the plate, that new mechanics to the game shouldnt be force or have consequences due to inaction of sorts, I would say that IMO it wouldnt be that much of a consequence at all if the cosmetic changes would really only apply to the surrounding areas of Capital centers or Hero Trainer Centers.
It flows from the notion that the city may not have enough resources to maintain the whole city but they can maintain order consistently in certain areas of authority, and the rest of the city becomes loosely dependent on heroes to maintain.
One would never see the Center of Atlas to ever be in such disarray, since it is where a government building is located and not to mention Ms. Liberty is standing outside.
I spoke of "threshold" before, this threshold I speak doesn't just abruptly begin or end, where a line becomes evident that one side is well maintained, and on the other side of it isn't and a ton of highly ranked (not levels) mobs are simply standing beyond it. I mean for it to be a threshold that is Ramped, or graduating to articulate that whoever is automaintaining the area zone blocks or quadrants have vision.
Those are Automaintenance blocks, its surrounding areas have a graduating threshold that keep the mobs from ever developing, Heroes that are new can slowly hunt their way into the slums and eventually, if they want to, take out the Elite bosses or bosses inside the activated doors due to the unabated advancement of block mobs.
Oh, and that escort mission is great too, their like random civilians that ask you to help them to get from point A or point B, even maybe upon accepting that mission as you escort along the way, series of ambushes occur that tries to mug the civilian or even a whole tour group, lol.
TheHermit -
Quote:Not a reply to anyone in particular, but there's one small bit of wisdom you have to remember when suggesting any new type of "event." Never design your events with the notion that people will come to participate in them. People will not. As such, never design your events with penalties for not taking part in them. People won't take part, then suffer the consequeces and become dissatisfied with the game.
No-one likes being forced upkeep and maintenance and no-one likes being punished for not taking part in something he doesn't like. Design your events with consequnces that are either entirely cosmetic or entirely based on rewards If players succeed, reward them. If players fail, do nothing. Under no circumstances should you punish them.
I hear ya, Samuel.
I felt my suggestion wouldnt force anyone, but after the point everyone brought up, the leveling up of the mobs outside the streets and parking lots, I have admitted, will force lowlevs to face a much more difficult path of higher level mobs.
So I guess a compromise to just making mobs get promoted to the next hierarchy, and eventually spawn an Elite Boss door complete with map, that any player need not entertain along with cosmetic changes to the environment.
Only by arresting the Elite boss, returns the environment to its former state.
Skipping killing the Elite Boss in the public instance that is active, will maintain the environmental changes that signify territorial claim of the mobs, and mobs will just respawn normally.
so there is no forcing anyone to fight these mobs as they are the mobs you see regularly, just that there will be more LTs and or Bosses, but they will maintain the level of that areas default mob range and of course lastly, the environmental changes to the vicinity.
The numbers of the mob won't increase merely promotion, and maybe 1 out of 10 mobs become a boss. Again, still the same level, no level increases.
TheHermit -
Well LordXenite, I have already acknowledged that the advancement of mobs are no longer feasable as all others have pointed out already what you pointed out again.
No increase in levels of mobs, although an increase in rank.
I have been on enough sewer Team in Atlas from level 3 to level 10 fighting mobs that are no more than 3 levels above us. And even sometimes ventured down the sewers solo until I hit a mob that my particular AT and Level Power can no longer surmount.
Of course the latter is no longer an issue since I have long acknowledged that most players really need their "safe zone". Where all you fight is "white" colored mobs relative to one's power "level".
If that is the majority of the players, It is then again acknowledged that advancing mobs to even the prior suggestion of max 3 levels higher than the default block level cannot and will not be implemented by the Devs, thats their decision.
I have already pointed out that the whole need not be taken, it can be taken apart, even to the point that the only thing interacting will only be at the cosmetic level of the map.
And as I have said before, I would still like to see a door becoming active to house a boss or elite boss that can be taken down to reduce the mobs to thug(minion) level etc.. now the elite boss need not be any higher than the current level for those panzies that can't even take an orange colored thug or find help to beat the thug.
Now the elite boss, isn't walking around outside the streets or a parking lot like the minions or some boss are, he or she is inside, where no noob can bump into him unless he foolishly went into the active door which should be surrounded by the default leveled mob that inhabits that area.
TheHermit -
Quote:Sorry to step on your toes Anti Proton, I don't come on forum as much as you, and I haven't read your suggestions regarding Dynamic city. Our suggestion overlap in a lot of stuff.Your doing it wrong. "Dynamic Content" (tm) was suggested often (by me), where crimes are committed randomly throughout the city by gangs and costumed villains. Missions can radomly spawn from clues left behind after a crime or a random tip from someone on the street. The point would be the gangs would actually be doing somthing worth stopping other than loitering or jaywalking. Areas of the city controlled by certain groups would reflect their influence and there would be constant conflicts between two adjacent gangs vying for more territory. If heroes cleared out one area, it could either become pristine or slowly be taken over by a neighboring gang until the zone reset.
All of the stores, resteurants, hotels, and markets could be sources of new missions and would be fleshed out story-wise. It would not just be street-level crimes, every so often a new Giant monster (not just recycled DA) would tear through the streets causing real damage for as long as he is spawned. Evil Super Villains would unleash terrors of the city that require multiple teams to stop. Heroes wouldn't fight alone, depending on the level of threats, there would be responses from regular street cops to PPD to FC to even the Military!
Remove the trainers and bring them into the fight! I would add new training centers that would free up Statesman and Co. to occationally drop in and fight along side heroes depending on the threat level. With all the new fighting, there will be heroes that stand above the rest, so every week the Hero of the Week will have his characters image on electronic billboards around the city with a list of his/her achivements! All of these ideas could be done with the current game engine with little or no tweeking. Once we can get the outside more interesting, would could see about making the inside more so as well.
So far as I've read comments, I think the safest compromise to this suggestion if the Devs would, is to merely make cosmetic changes.
But I would still like to see Doors around the mobs become active to house a public mission of sorts, no need for contact.
Lots of players on here bring up the point that they will be forced to fight or play a particular way by introducing a more in depth map IMO.
Personally, I don't mind farming, so I have no issues against it. I'm going with what AE can do to keep the populace of this game busy.
Also, i'm not talking about new mobs or mission that appear like fires or bank robberies, its the common thug mob that one already sees in Cox, nothing new need be introduced from initial view, just to add a few layered consequential states after certain amount of time in a block area of a map at least haven't been touched cause its just out of the way for most people.
But whichever works for anyone, this suggestion is essentially a composite suggestion, the Devs can take a part of it or whole doesn't matter to me, I'd just like to see content along this avenue because I think It would add further depth to the game. The Dev's will simply take what they want from these sorts of suggestion regardless of what others say for or against it IMO.
I'm excited about how Going Rogue is just going to revive this game, theyre simply beginning to just mix everything up for the good of the game.
And Anti Proton, as much as you want to take credit for the notion, and although a lot of either of our suggestion overlap, their still inherently Unique, different situation, and I'm not suggesting a full overhaul of the game, just additions I think that I know the Dev team can pull off after all the new contents they've been dishing out.
Regardless you can take all the credit if you want, I just care about new content. I hope they finally buy your suggestions in the least.
TheHermit -
Quote:Well No, we don't want to traumatize the players, for goodness sake.It's a cool idea, but at its core, this is still a game. Forcing people to do things they find unfun (kill grey-con mobs to keep the villain population down), or making things too difficult (Atlas City Hall surrounded by lv5-7 Hellions, including spawns with Damned), is just going to make people lose interest.
Changing the geography of the zone, great.
More spawns of a certain faction, great.
Even adding a boss here and there where there were none before is good, if done sparingly. -
I'm all for Spaceships, that will take the fight to a new zone!! The Rikti homeworld!! Muahaha, muahaha!!
TheHermit -
Nothing is really getting locked out., Safe zones still exist via a concentric threshold from a Trainer hero, or City Halls, these areas represents a high authority area, within these vicinity, even AE buildings, mobs will be auto suppressed since it would make sense that such building have security, so mobs around such areas will be scarce.
Even around trainers, of course such hero trainers represent some sort of danger to these thugs, even though they don't go off and fight them, but the npc thugs know to keep clear of such an area well, because theres a bonafied superhero there..
This will give the city zones more depth.
Hmm, in fact, wouldnt it be good idea that these hero trainer if a mob gets pulled at a certain distance to them, will act out and do their hero thing. Pulled like taunted. but pulled with regular aggro like proximity, the mob as they get closer to the Hero's area will lose aggro, only Taunted aggro could pull a mob to a hero.
Buut, if they want to keep the hero trainer static which it is now, then there's just a field that makes mobs lose aggro, specially if their just measley gangs like hellions or skulls.
Well along that line of thought.
So, no, no content is effectively getting locked out.
TheHermit -
Quote:Its not forcing anyone to play anyway. Its to defunct the whole notion that , your in city full of heroes, what are these mobs doing in it propagating in it in the first place. The zones that should be considered safe should be considered AE type areas, if you want to practice and train to fight villainy.
Other than the two parts I've emphasized, I like the concept. You can even add that if a certain group of enemies is completely defeated, other groups may migrate into their territory.
What I disagree with, is forcing people to play a certain way, and demolishing safe zones for each level-group.
With this, if you want Atlas or Galaxy to be a starting point and alas, a "safe zone" for superhero trainees, then remove all the mobs, and have more AE buildings, to empasize that your in a city where, SuperHeroes are in control, and no mobs are there, which really, no one should be, considering its the gathering place for Super Powered hero types or Villain types.
AE system actually makes a lot of sense more than the mobs that persist in City of X.
Ok, maybe the mob increasing level maybe too much, how about it goes up to a maximum of 3 levels above the actual zone level range as a cap for the possible advancement of these mobs so at least the Superheroes there won't have too much trouble getting rid of them, just a bit of a challenge.
I mean, even these thugs have Hierarchy, which is inferred by their ranks.. i.e. minions, lieuts., Bosses, and on.
These mobs should be allowed to propagate and advance a bit, if left un culled. Also, it will give better XP.
The game is a superhero Game, and it already dictates how it is to be played, and now, it just needs to evolve.
Safety zone? then do AE arcs that have low levels, do the mission for low level contacts.
those are different than the street thugs that inhabit the streets.
The missions you get still makes sense in City of Heroes, they don't have to change.
This notion IMO merely evolves the play more and make it even more interactive.
Cause you actuall see the geography change, and the mobs reinforce themselves left untended, to which what criminal elements do "Do", if Superheroes ignore them.
And with this, it will give more meaning to stopping that skull trying to take that woman's purse, or those Hellions, breaking into a car or warehouse. They become stronger, cause they become braver due to that, the arrogant heroes don't bother them enough to think twice about their activities.
Of course there are thresholds that is relatively concentric to where the Hero Trainer is or any force of good is, since there are more NPC authority automatically culling the area, these areas would be the "safe zones". The further you venture away from the center of that iconic area of good, the mobs are slowly able to advance enough to get more bosses in their mob count and then even take over a building, and leave traces of their organization all around.
So "safe zones" are still existent and far from demolished, just more interesting and it makes more sense, and again, there is the "Danger Room" type training if you really want to be safe and just take on mobs that one thinks they can handle.
If you think about it, really. the whole of City of Heroes should be one hell of a safe zone, and shouldnt have any mobs walking the streets, perhaps, lurking in the buildings because they have to hide from the ever abundant superheroes, but not walking around mugging people as wannabe superheroes pass them by to go to the nex zone.
Anyway mob advancements may not even need to be in there via levels, but what about just hierarchy, minions slowly become LTs, then bosses, as long as there is effectual signs of change that signify that a particular mob is taking over that block of the zone.
Cars set on fire, Grafitti, Marks and Emblems put up. Doors become active to house Elit Bosses, so they don't walk outside the street, and the Elite boss provides a way of knocking down an organization to level 1 mob development, back to thugs.
Take down the leader and the rest scatters.. at least the minions will.
ooh yeah. Fun Fun.
TheHermit -
Here's a suggestion cause frankly, City of Heroes doesn't make any sense.
Perplexed by the notion that City of Heroes is filled with Gangs and Crime at every turn when there are tons of heroes afoot, it simply is an absurdity.
So after having a good discussion with my fellow gamers came up with a suggestion that could make City of Heroes really interesting and alive.
Break up each zone into quadrants or blocks. Heroes from Atlas to Peregrine or any other zones must maintain to arrest all criminals, even if theyre' way below theyre level, for if a certain mob count persist for a certain amount of time, depending on the mobs that inhabit, i.e. Hellions, Crey, blah blah blah, these blocks will suddenly evolve to meet and express the character of such particular mobs.
Meaning, if it were the simpleton mobs like Skulls, Grafitti will become more apparent, kind of like stages, if each stage stands unabated by the culling of said mobs, more changes will come, even Bosses will start to become more prominent, then the levels of the mob will increase beyond the level of that zone or block, buildings with doors will suddenly become active to house territory bosses. Bosses that must be taken out to cull the decay of that block.
Likewise for another example, if Crey is left to its own devices due to all the other distraction, Crey starts to post their private militia, and set up in one of the buildings, Crey signs will takeover a mock company building, etc etc,.
This way at least these mobs that all these superheroes that have gone beyond the level of the mobs in a particular zone will have consequences, for these mobs can grow in power to potentially halt the leveling of low levels Noobs..lol
now that would really be something..
Now, talk amongst yourselves. Go on go on, discuss.
TheHermit hath spoken! -
I have this same Issue, FullScreen has issues with either 186 driver for nvidia, i'm currently sporting the 8800GT, I had to reinstall City of Heroes from scratch due to a drive mishap.
I'm still on Windows Vista 64 bit however, and out of games I play City of Heroes is the only one to suffer under the rule of Nvidia's latest driver.
tweakCoH save my game time though, I allowed me to set the windowed mode.
Full Screen for this game just has way too much issues, remember the cursor bug before, now this.
By and by, everything is just fine and dandy now, now that I can actually play.