ToySoldierZolgar

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  1. Quote:
    Originally Posted by Captain_Photon View Post
    The problem there is, what if you've got 120 characters on your server of choice, and your Internet startup goes bust and you have to ramp back your game spending to the bare minimum? Do you have to delete 112 of them?

    Well, the 120 slots was a joke.

    But to handle the others:

    If you change to a lower cost subscription, you keep all the slots you had up to your account maximum*.
    Any characters you had above and beyond the account max would be held, but unplayable (your choice which ones you could access), until you either upgraded your account again, or purchased server transfers.

    *potential issues I see:
    Person buys 1 month of 18 slots, then cuts down to 12 slots the next month, gets 6 slots for $5.
    solution:
    If they have had the account type for less than 6 months, when they down-grade, they have to choose between either paying for the slots or lose access to those slots.

    Person upgrades to 18 slots from 12 to get the 6 slots, keeps it up for 6 months, drops it a month and repeats, to get "free slots"
    Solution:
    None. Player is an idiot and paying $30 over 6 months to get 6 slots, as opposed to $20 to get 5. In 13 month they would rack up 12 slots for $60, for $60 you can just buy 15.

    ...

    Once again, this is just a random idea. Maybe not something they SHOULD do.
  2. Quote:
    Originally Posted by DocArcus View Post
    The reason I don't want to see them lower the price is simple. If you cut income, you have to cut something else to keep the profits up. I hate to say it, but that would most likely mean they will have to cut back the number of people working on CoX.

    And we just can't have enough people on our CoX!

    >.>
  3. This would be a decent thread for cross posting an idea I had (based off someone's suggestion of lowering subscription rates):

    Multi-tiered subscription rates:
    For $10/month you get 8 slots per server, with a maximum of 12.
    For $15/month you get the current.
    For $20/month you get 18 slots per server, with a maximum of 60.
    For $100/month you get 120 slots per server, with no maximum. And as a free gift you get the jet pack, too! (.. I'm kidding, but I could almost see someone doing it.)
  4. Quote:
    Originally Posted by Ad Astra View Post
    Standard Code Rant applies. While you see this as something "not that hard" you really don't have any way to know that.

    WoW does not use our engine, so a comparison of the two is pretty meaningless.

    After seeing the vid of the graphics changes coming in GR, maybe there will be programming resources directed towards making scabbards & sheaths behave this way, but the ones currently in-game most certainly do not work as you describe from WoW.

    As for how "serious" this game is, I guess that's in the eye of the beholder.
    Also with WoW it works like this:
    Generally, your character has one of a few specific predetermined looks.
    You find/buy a weapon and equip it.
    This weapon has one of a few specific pre-determined looks.
    The weapon then becomes essentially a 2 phase costume piece. Phase 1: non combat, sheathed weapon, in a pre-determined location based on the weapon in question and race in question. Phase 2: in hand.

    CoH has an (effectively) infinite number of variables that would have to be accounted for.
    Weapon sets we have:
    Bow
    Assault Rifle
    Dual pistols
    Broadsword
    Dual blades
    Battle Axe
    War Mace
    Katana
    Ninja Blade
    SoA Rifle
    MM Rifle
    MM Bow
    MM Lazer rifle
    Patron pool: Mace
    (am I missing any?)

    Each one of these has multiple skins, that often times change the look of the weapon drastically. And, there's variables the players control, such as color..

    Then there's the player bodies:
    Male
    Female
    Huge
    WITH adjustable sliders.

    This means they have to make 3 different 'sheathed' graphics for every single variance in the weapons.
    This presumes no customization on the sheaths other than color, and only one location.
    They also have to make sure they work well with most body sizes (based off the sliders)

    Now, we run in to this:
    Players will ***** if it's not perfect.
    Say that they're a back detail "I can't have my sheath with cape/wings"
    Say they're belt "I want my tail!" or "I wqnt it sheathed on my back" or .......
    If they allow "stacking" people will complain horribly about clipping.


    Effectively, the customization of this game, and what players have come to expect are what REALLY prevents sheaths right now.

    Don't get me wrong. I don't think they're impossible, and I would love to eventually see them, but I just think it's a tall order and nowhere near as "easy" as people want to think. At least as easy to do it right, which the dev team seems to want to try and do things like that right.
  5. ToySoldierZolgar

    Moar Merits!

    As long as it's retroactive. /signed
  6. Quote:
    Originally Posted by Lucky666 View Post
    A walk button no offense but that's just plain dumb and is a waste of resources.
    Waste of resources? Maybe.

    But it's not "plain dumb", there's plenty of people who want to (usually for cosmetic/RP reasons) walk.
    The only thing that's "plain dumb" is the fact that every single hero/villain in the game seems to be unable to move less than 15 miles per hour, unless they have a slow effect on them.

    ..
    >.>
    Also too much speed?
    What? I'mn sorry, I didn't hear you.. I was sprinting by at 40 MPH.
    (I love my Crab.)
  7. The only thing I could possibly see working for a "cheaper" subscription, is to have subscription rates basically.

    for $10/month you can have (-4) character slots per server, with the maximum you can expand to per server of 12.

    Possibly also allow for like $20/month base of (+6) slots, max of 60.

    (I forget what the base is, if it's 10 or 12..)

    Not saying they SHOULD do this, just that it's the only way I could possibly see it beign a viable option.
  8. Quote:
    Originally Posted by The_Alt_oholic View Post
    That's what base storage is for.
    Presuming you either have a SG of your own, or are in a SG which you can trust people to not take yer stuff
    (Or aren't like me and just.. have issue finding SGs that suit your characters, are active enough to have a viable base, and aren't filled with drama and idiocy the likes of which makes you not want to call yourself a roleplayer.)
  9. Quote:
    Originally Posted by Captain_Photon View Post
    Well, originally I expect it was because the designers didn't think it was important. Nowadays it probably has something to do with limiting how many you can keep after a respec. I hasten to note that this is not something I give a damn about, before you think I'm some kind of respec Nazi or something; I'm just speculating as to the developers' motivations for not changing it.
    if this is the case, and they use the multi tray system, they could just not let you change trays while assigning your inspirations in a respec?
  10. ToySoldierZolgar

    Underwater?

    Quote:
    Originally Posted by Forbin_Project View Post
    Why would you assume that just because something has wings it can fly?

    Kiwis, Penguins, the Falkland Flightless Duck, Ostrich, Emu, Rheas, Cassowaries, Flightless Comorants, Snoring Rail, Campbell Island Teal, the Kakapo Parrot, Dodo (extinct), elephant bird (extinct), Terror birds (extinct)

    These are several species of birds that can't fly, so why would it be different for hero/villain?
    This example is not a valid one.
    Yes, there are species of birds which have wings but cannot fly.

    But 99% of people who make characters with wings intend them to be able to fly. Ergo it falls under the same heading as "My character is *blah* and doesn't need to breath."

    Quote:
    And what does this have to do with a robot,energy being, etc that doesn't have lungs being forced to breathe? That's like telling a speedster that he has to take teleport in order to run fast. It doesn't make sense.
    .. No it isn't like telling a speedster to take teleport.
    If you have a robotic character, whom you want to say is a robot with thick metal plating so bullets bounce off them, you are pretty much required to choose either a defensive powerset, or get defensive powers from power pools. Or ignore the fact that even bullets from generic thugs hurt your invincible robot.

    So it's like telling someone who wants to run super fast that they have to take super speed.

    Quote:
    Everything has a weakness. Even superman can get knocked out or stunned if the force of the impact is powerful enough. and this still doesn't address the issue that some types of characters don't breathe.
    Depends on the rule set you use. There are plenty of mythos used for undead which state that the only way they can be stopped is to be completely destroyed, or even when they are "slain" they will still stand back up.

    by the logic of "My robot shouldn't have to take a power to breath under water." My zombie shouldn't have to take a power to stand back up after it's been knocked around.

    Quote:
    For a living being endurance represents exhaustion. For an artificial life form it represents power reserves. Capacitors, etc need to recharge before it can use it's powers again.

    Endurance is only here for game balance and the devs have openly stated that they would get rid of it entirely if they had their druthers.
    Yes endurance is here for game balance, but that doesn't change things.
    Most sources people will draw undead creatures from state that the undead cannot tire.
    People will use inexhaustible power suppliers for their robots.
    People will say their character has no need for sleep.

    This means there are plenty of character concepts, that are readily able to be done in the character creator, which should not have endurance.

    What you are arguing for is for absolutely every character in the game to be given a super power, whether they want it or not, absolutely free.
    ...

    Fine, I want every character in the game to be able to see through walls!

    We have the same REASON for our arguments. Character concept. But this is something that cannot please everyone in terms of character concept.
    Every single solution to the problem will make someone unhappy.

    I say, the game assumes you are human* (unless you're a hero Epic, at which point it assumes you are a human merged with a space squid). The costume creator allows for nonhuman options, but still. The game "assumes" you are human.
    Therefor, just like all the other powers that you take to be "super human", you should have to take a water breathing power.


    *It tends to assume you are a human, from the current time frame, from the current universe, unfamiliar with temporal or dimensional travel, with all the standard needs of a human.

    Quote:
    Edit: Had Kiwis listed twice.
    Well, that kills your whole argument! Hah, you lose!
  11. ToySoldierZolgar

    Underwater?

    Quote:
    Originally Posted by Forbin_Project View Post
    No actually your argument fails. You have not been able to address why a character that isn't "alive"/and or "doesn't breathe" needs to be able to breathe underwater.
    For the same reason that a character with wings has to take a power to be able to fly. Or the character with metal skin has to choose a protective power so bullets "bounce off them". Or that undead characters can get knocked out, and have to either choose a certain power set (or carry around wakies) to be able to stand back up after they've gotten knocked down. For the same reason that a robot even HAS endurance.

    If you want you can change it to say "survive indefinitely under water", but "Water Breathing" is just an easier catch all term that is usually accepted.
  12. ToySoldierZolgar

    Underwater?

    Quote:
    Originally Posted by Eiko-chan View Post
    Primary difference, ToySoldier: Breathing underwater confers no mechanical benefit.
    But you compared it to powers, which the players choose, which do provide a mechanical benefit. Likening it to them, expressing that players did not need to have a reason why they had them, leading to players not needing to have a reason to have water breathing, which you somehow linked to not needing to have a power to do it.

    As for the mechanical benefit. When you factor a water zone, it offers just as much mechanical benefit as flight. Especially if you do as I expressed should be done, and give the water breathing passive a mechanical bonus on it that makes it worth having even on land. (Perhaps a minor mez protection or the like?)
  13. ToySoldierZolgar

    Underwater?

    Quote:
    Originally Posted by Eiko-chan View Post
    Why should I have to sacrifice a power selection (and a pool selection) just to "realistically" depict a character wearing a self-contained powersuit? Or being undead? Or alien? Or Aquaman (well, okay, Aquaman has power selections to spare, he's useless)?

    So much in this game is left to the player to decide - why does your character fly, how does she shoot fire blasts, where does her power over radiation come from - so why do you find breathing underwater to be the line drawn in the sand?
    Your example is fail.

    why?
    Every. Single. Thing. you used as an example, is something which is.. >.> <.<
    Wait for it...
    A power.
    Chosen by the player.

    Ergo, you actually MADE my point, instead of proving it wrong.

    It's not that I think there needs to be a pre-determined "reason" for breathing under water, just that, like all the other super powers, it should be a choice.

    Imagine if every character in the game had the exact same powers as Superman, the only difference between them was why Character A has super strength etc, and why character B has it.

    If concept is important enough for you to go "I have to be able to breath underwater without getting a temporary power!" then you bloody well make room in your build for the pool power.

    If you feel you shouldn't have to take a pool power to fit your concept..

    Okay, well, my character concept requires her to fly, regenerate super fast, never tire and be inspiring to her allies and be super tough and move super fast and be able to be invisible.
    So, since they fit my concept, I shouldn't have to take power pools to make it work, right?

    (Pools listed: Flight, Fitness, Leadership, Super Speed, Stealth and Fighting )
  14. Quote:
    Originally Posted by Captain_Photon View Post
    No KB resist, no sale. Not to me, anyway. I hate getting knocked down in melee that much.
    then get Acrobatics.
    Or don't play it and let those of us who are willing to have weaknesses or take acrobatics or get KB protection from IOs have the fun
  15. Okay, here's the thing...

    Noone is wrong in this thread. But everyone is wrong in it at the same time.

    Unlike other games, there are not clear cut "this is how X class is played". But, we as gamer nerds still feel the need to find that "way to play". It's just the nature of gamer nerds.

    In CoH/V though, you can be effective with multiple play styles, based off the preference of the player. Some archtypes are geared a little more towards a certain style, and that what leads people to usually argue that "X is like Y.

    For me, Brutes are the most suited to my play style, which is why I can also play tanks pretty well, and why I can usually play scrappers, but.. tend to die frequently.
  16. Quote:
    Originally Posted by Eiko-chan View Post
    You can probably play your Brute like a Scrapper and do just fine, but playing a Scrapper like a Brute will probably end in tears.
    No, no it doesn't. Not if you have the balls to pull it off.

    And sweet, I got neg repped for expressing the reason I feel scrappers and brutes are closer than any two other archtypes.
    And was told that they're as close to brutes as they are to tanks or stalkers, which.. wow, how amazingly inteligent.
    Lemme put it this way:
    I've got a 50 tank
    I've got a 50 brute
    I've got a 40 scrapper
    I can't play stalkers.

    So correct me if I am wrong on any of this: (These all ofcourse no massive teaming buffs that make anyone as durable as a tank, or as damaging as a brute on crack)
    Playing a scrapper like a tank requires a special build.
    Playing a brute like a tank requires focused build.
    Playing a tank like a scrapper requires a special build.
    Playing a tank like a brute will usually not end well.
    Playing a scrapper like a brute requires being ballsy, keeping greens on hand, and not being afraid of debt.
    Playing a brute like a brute requires being ballsy, keeping greens on hand, and not being afraid of debt.
    Playing a brute like a scrapper doesn't utilize their strengths the best, but is quite easily done.
    Playing a scrapper like a stalker is quite doable, but very inneficient.
    Playing a stalker like a scrapper requires a very solid build to be able to even dream of it.
    Playing a brute like a stalker is silly, and they lack the damage to pull it off.
    Playing a tank like a stalker is silly, and they lack the damage to pull it off.
    Playing a stalker like a brute requires a godlike build.
    Playing a stalker like a tank is only slightly less absurd than playing a blaster like a tank.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    ^ This, just slightly Off-topic.

    Inf=Cash. End of. It just is.
    Inf is an interesting thing.

    Technically speaking, from the "canon" standing, inf is the notoriety of your character, which leads to the ability to obtain things. It can still be looked at like that.. sorta.

    I've personally come to the conclusion that inf is kind of like the "Wealth attribute" from the D20 modern system. An abstract which determines what you can obtain. Small purchases (compared to the number) don't have any real effect on the number, large ones, however, might.

    So, I don't really see inf as entirely being "cash", but an abstract which is still loosely based on the notoriety of your character. (After all, Chuck Norris will have an easier time obtaining an M16 than you average Joe, even if he has the money for it.)

    The only in-game "currency" that can be directly linked to a real-world "currency" is, of course, AE tickets = Arcade tickets. 'cept the AE trinkets are SO much cooler
  18. ToySoldierZolgar

    Underwater?

    Quote:
    Originally Posted by Forbin_Project View Post
    Would it be positively stupid for the devs to assume that all player characters in the game are lifeforms that have lungs which require respiration to live?

    ABSOLUTELY!

    I've encountered hundreds if not thousands of player characters that don't breathe.

    Ghosts, Zombies, Vampires, Energy based life forms (No I don't mean Kheldians), Golems, Robots, Aliens, mineral based lifeforms, and Demons, just to name a few.

    Given a choice do you think the devs are going to force players to sacrifice at least one power selection and up to 6 enhancement slots to breathe underwater, or do you think they'll choose to let the players come up with an explanation that explains why their character can function underwater indefinitely.

    I'm betting they'll do the latter.
    .. I am too tired to type a response without coming off as a rude ******* >.>

    So I will just flatly say: I disagree and think that going the "everyone breaths underwater, why is for their players to decide" is a stupid route that shatters immersion.
    Having a cheap easy to obtain temporary power for anyone who somehow can't spare one power (and no slots*) for their concept.

    *you would never use more than 5 slots anyways as one is automatic, and being a passive most likely you would only put at most 2 more slots in it, depending on what it offered other than water breathing.
  19. Quote:
    Originally Posted by Lycanus View Post
    This game's base mechanics were never designed with PVP in mind and it doesn't really work well with it. Also, the player base is more composed of casual players than hard-core gamers, people not so interested in PVP.
    Okay, so then they shouldn't do any more QoL improvements for the following:
    Crafters
    Badge-hounds
    AE Builders
    Marketeers
    Anyone post level 40
    Villains
    Dual-builds

    ... That's just things off the top that I can think of that were not available on release, thus the game was "Not designed with it in mind". Don't get me started on the different sects of players that compose the player base!

    PvP, like everything else I listed, was an element added to the game through updates. A major element that they went "HEEEEY! LOOKIT THIS!" in fact.

    A nice QoL function for PvPers wouldn't "break" anything, there would need to be restrictions on it of course, to help prevent it from becoming a major issue to non-PvPers.
    Simply put, disable PvP (drop 'duel' mode) in any place protected by drones/no spawn.

    The argument against the use of city zones? Feh, let those who partake determine that issue.
    Your opponent is a coward who turns tail and vanishes in to the city? It's your choice whether you give chase and enjoy the hunt, or just say hell with it and drop the fight.

    And for the argument that "heroes don't roam around the city fighting each other" .. BULL.
    In the comic book universe, heroes are always fighting each other for whatever stupid reason, because nerds like sitting there going "Who would win, Superman or Batman?" And comic book writers ARE nerds!
    Then of course you consider the fact that we have a lot of roleplayers (on certain servers), at any given point in Atlas you will have: Heroes, Anti-heroes, Dark Heroes, Classic heroes, Villains masquerading as heroes, villains NOT masquerading as heroes, neutral parties, people who do what THEY think is right..........
    There's no reason THAT would lead to fighting ever... >.>

    Most of the other arguments I've heard? Don't have much weight as those are already issues in the game.

    Like the "SET FLAG!" argument.. Feh, no different than any other thing some idiot annoying **** will do. "PL ME!" "GIMME MONEY!" "JOIN MY TEAM" "JOIN MY SG", hell those last two pop up an annoying box, no different than a '/duel' box.

    "I don't want to see it." ... Yeah, well I don't want to see people looking for farm teams. Some people don't want zone events, some don't want to see things trigger zone events, etc. So there is nothing that could be suggested or is already IN THE GAME, that doesn't have people going "Oooh, I don't like this! This is my game, X shouldn't be in it!"
    The "congested location" argument, of course is solved by restricting the locations where dueling can be done.
    I would say restrict dueling from under the Atlas Statue, just due to the sheer congestion of that location, anyways.

    "PVP is still broken." Valid argument, but if you notice in the post I initially listed the stipulations that would get me to /sign it, one of them was "Fix PVP".

    (And try to remember one thing: This is coming from the person who really didn't want to see PvP brought to the game in the first place.)
  20. I'd play it.
    Only thing is I think that the T9 shouldn't prevent Self Destruct from tiggering, I think it would actually be a nice element "just in case". If you don't manage to take every last foe down before your crash, you have one last ditch chance to do so.. And the self destruct IS kinda the signaturre idea of this set

    I do, however, like I said, think that it whould, when you die, recycle your self rez. (if the self rez has a 3 minute timer, you have to wait 3 minutes, or use a 'wakey (which has risks) or be revived by a team mate)
  21. Quote:
    Originally Posted by Captain_Photon View Post
    I think you have this surrounded!
    Eh, my point was to make the option in such a way that it had no negative effects on those who do not want to participate, and those who do, have to have at least enough brains to know how to turn it on.

    The anti-PvP sentiment of this game annoys me. And I HATE PVP!

    For a moment imagine you were asking for some QoL feature for you, and PVPers started coming in and trashing it.. because.. well, they don't like PVE, and the feature wouldn't do anything for them.
    Same freakin' mentality.
  22. Quote:
    Originally Posted by BlueRaptor View Post
    With the exceptions that none of the "currencies" here are in any way monetary.

    [color =#8090B0]Its more like asking that college degrees, military ranks and medals of honor should be exchangable.[/color]

    ...Well, inf sorta is currency now. It didn't used to be, but it is now. (I know it's "supposed to be" your fame, essentially...)

    The other three though, you're exactly right. (So change 'college degrees' to 'arcade tickets' )
  23. Quote:
    Originally Posted by Sailboat View Post
    ...And is confined SOLELY to PVP zones; does not work at all in regular PVE-only zones. That way the people who want to use it can only use it on people who consent to PVP.
    >.>
    That defeats the purpose of said request.
  24. ToySoldierZolgar

    Underwater?

    Quote:
    Originally Posted by Forbin_Project View Post
    No need for a waterbreathing/swimming powerset.
    No need? Maybe.
    Would it be cool to have? yes.
    Would it be positively stupid to give everyone the ability to breath under water? Absolutely.

    Single power pool:
    Passive that added the ability to breathe under water, as well as another minor buff (to make it useful when not underwater)
    Passive that increased swim speed and run speed
    a swim travel power, which would have a low endurance cost, and in combat offer mez protection. Could only be active in water.
    A leadership style power which grants all nearby allies the first power in the pool.

    And have NPC vendors who will sell a temp toggle which allows water breathing, and a slightly increased swim speed.