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Quote:Silly silly monkey. Doesn't he know that furries make up a large portion of this game!?It's a shame SexyJ is prejudice against *ahem* "Furries" that he refuses to add more animal costume pieces.
And since I always bring it up with tail suggestions, I want tails with robes
Better tails would be awesome.. And I also want decent canine faces >.> -
Now.. now we just need to get the devs to read this >.>
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Sam, the issue here is you're using "Hardcore, powergaming players with far too much time to devote to the game." as the 'common player'.
I STILL haven't run all the 'end game' content blueside.
Going Rogue will mean that I'll have the end-game content redside to play with, too (with one character), not to mention the flashback system, in which I can play the non-end game content that I've missed (on both sides)
I don't deny the system I proposed needs work.
I also don't deny that it could lead to a grind fest for some, and I would like a way to prevent that. The factor here though is.. it's only going to be a grind fest if you're continuing to play your character just to improve your power, which if you're just playing to improve your power, the entire game is a grind fest.
But can you propose any fair method of increasing the "power cap", without it either leading to an endless grind, or requireing the devs to CONSTANTLY add new end-game content. -
The first idea would be a good system for 'personal bases'. Do pretty much the same thing blue side (only blue side it would be "cleaning up the streets" and making it "Safer for the civilians") Allows for single players to make a base pretty well, without only rewarding those who farm for mass quantities of (*insert resource*).
The second idea...
I love the concept of it.
Certain things could work, but .. a full control of it? Naw, I don't think so.
I'd say special Strike Forces at levels 25, 35 and 45 (perhaps multiple at 45).
Each one would trigger a zone event. Some red side, some blue side. Most would have no minimum number of people. (like AE and Oro)
25 SF would trigger a minor zone event in one of the "less used" zones blue side (Offer the players in the SF the choice of a few zones, whatever zone got the most votes (from SF members) would be used. In case of a tie between multiple it'd be determined by an RNG)
By minor zone event I mean like .. small-time gang riots, arsons, things like that.
The 35 one would be to unleash a giant robot on one of the "big name" zones. Atlas, Steel Canyon, Talos or Founders.
A blue-side alert would pop up saying "Strike Force *name* has unleashed *insert randomly generated death robot name* on *zone*!"
The 45 ones would unleash various things, maybe a few that would trigger invasions, and each one would tirgger in a specific zone.
One might trigger an Arachnos Assault on Atlas.
Another might unleash several giant monsters on Pergerine.
Yet another would unleash a giant robot on Mercy.
etc.
All of these SFs would be failable, including at least certain missions in them would have a timer. For every mission in the SF you suceed before failing, it increases your chance to cause a Longbow invasion in the zone of origin for the SF.
At higher level ones, it might even include some generic, or even signature heroes (like Mayhem Missions.)
Blue side would get a few similar missions (perhaps not as many), that would trigger increased Longbow patrols, outright Longbow invasions, or perhaps experimental protector-bot-thingies. ("Good guy" giant Monsters.)
Each one of these SFs would hold certain limitations.
1: Account-wide rate limitations. No single player could trigger an event more than once a week. No single player could trigger the same event more than once a month. (This would mean if a group of 8 players ran one, and then immediately ran another, it would not trigger a second event. However if a group of 7 ran one, then an entirely new player who had not been involved in an event triggering SF in the last week were to join them, and they ran another, it would trigger a zone event)
2: there would be a rather significant cost assosciated with the SFs. Probably a sum of inf. that wouldn't be bad split between a group, but costly for a single player.
At the start of any of these SFs the leader could choose to run it to not trigger a zone event blueside, and instead earn reward merits for it. This would still invoke the cost (and thus would be worth a bit more reward merits than a standard SF of equal length (like maybe 5 at most)). The gaining of merits from these would not be restricted the same way triggering a zone event is. -
Quote:Am I missing something? I can only think of 3 Level Restricted Costume Items Blue Side/2 Level Restricted Costume Items Red Side.
Both sides are restricted on Talasorian and Roman Gear.
Blueside is only level restricted for Raluu (sp?) weapons.
This is one of the reasons I'm not (personally) bothered by having to unlock the costume items per character.
Not that I'm oppossed to having the options open to all characters by just having one character unlock them.
I'm waiting for i16 to create my BS/Fire Scrapper, so I can get the Raluu Blade I've wanted for her.
My AR/MM Blaster had Nemesis Rifle at lvl 6 (would of been 1, but I ran a sewer team while I waited for a friend to log in to help me get them)
My DB/'s always get the Red Cap Daggers by at least lvl 6.
On that note, while not level restricted, it would probably be useful for the Redsiders to beable to unlock the Red Cap badge once, instead of waiting till Dec or Feb, or hoping they find someone with this missions still.
The reason I have an issue with it being once is..
I want the Nemesis rifle for a concept char, but.. I certainly don't want totry and find someone to help me get it at low levels, no spend the time to sit there and grind for it in one sitting.
Grinding a kill 100X badge is time-consuming enough when you're high enough level you kill them quickly and they spawn regularly (Like a 50 in TV going after the Sky Skiffs), trying to get 100 Fake Nemesis, even with a 50 scrapper to back you.. can take a while.
My point at the start of this was .. basically they set the precedence with the badge changes in I16, lowering requirements to curb aberrant behaviors.
Can you tell me that, from the perspective of how the game is "meant to be played", there is nothing at all "aberrant" about taking a <10 char in to Pergerine Island or Croatoa wit the help of a high level friend, to grind defeats? (I'm not saying there's anything WRONG with doing it, it's just not something which a player would normally do.)
I feel it would be a large boon for that, and as a quality of life improvement for practically everyone. (Except of course for those who like to earn them.. but they'd still have the badges which they'd have to earn per-character.) -
Quote:Exactly like that!Essentially, ambushes like the ones in Mayhem and Safeguard missions? This would be quite nice. Also, It would be good if we could code ambush "waves" so that X number of seconds after the first, another ambush would spawn.
I was trying to think of an example, and failing. thanks!
I think at one time there was a 'waves' of ambushes option, but that was, of course, removed due to abuse in farming. -
This has probably come up before, unfortunately I wasn't able to find it.. >.>
As the title suggests, I would like the ability to customize ambushes in AE missions, or at very least allow us to include a specific enemy in them, like the 'defeat boss' style objectives.
Basically, what lead to me wanting this, is an arc I have been working on, the AV gets reinforcements from some of her lts. as she gets beaten..
Except of course for the fact that I can't make that work. Because sure, I can set up custom enemy groups with JUST the EB in it, I cannot make it spawn them AND lower tiers with them... This prevents the idea from working, and puts me back to the drawing board for how to make it work. -
Quote:This.. is pretty well how I see it, and why I put forth this suggestion in the first place.Account-wide unlocks would be good.
Earnable redeemable unlocks would be good.
Having triggers that currently unlock costumes instead drop costume recipes would be good.
Basically, anything that would give me access to more costume bits earlier on a character would be good.
This is not a game where you show what awesome things a character has done by waving around flashy gear. The badges speak for themselves, and they are completely sufficient as per-character markers of accomplishment. If a level 1 character has Roman armor, he has Roman armor for some reason. If a level 50 character has the Temporal Strife badge, he beat up Romulus. It's that simple.
And this post here? this is a shameless bump disguised as a reply. -
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Quote:... Villains don't get it?I looked at that power. Suddenly the whole idea of Elec became shiney and new.
And the villains don't get it! MUAHAHAHAHA! Wait... I play villains too... Damn!
My claws/electric on Test begs to differ.(unless they changed it again. Which if they did I'll be pissed, I was gonna roll a claws/elec when I16 went live.)
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Quote:I never saw such an interview, but if someone would provide a link to it it'd be nice.Don't I recall an interview pertaining to GR that said they're going to be introducing a post-50 advancement mechanism involving special enhancement-type slots? I recall it saying you will be able to get up to ten of them (no indication of how) and that each one would allow for some kind of significant advantage to the character. I'm almost certain I didn't dream that. Can anyone back me up on that?
Robin
However, see.. the very same issue will arise in. 3-6 months.
Instead of the cap being 50, it's 50+10, and 50s are stagnant again. That's the reason I put forth a system like I did, it would take a long time for a character to hit the "level cap" with it. -
Quote:And just how many minions do you need to kill to get from level 49 to 50?What you are suggesting has a host of problems, not least of which being that you're trading one horrible grind for another. Getting as few as 500 of these points would require around 2500 minions, and that's just absurd as a minimum.
Anyone who is grinding off of JUST minions is an idiot. I am guessing by how I set up the example numbers (which were also just that, examples, final tweaking would be needed, of course.) that within 3 or 4 missions, you'd have 500.
Quote:The bigger problem, however, is that your suggestion is just another means to get a level cap increase without getting a level cap increase. You may not mean it like this, but that's what it ends up being. When people ask for a level cap increase, they are looking to get more of what levels usually give - more powers and more slots. Specifically, more of the things Castle has expressly said WILL NOT be given even IF a level cap increase were ever considered. What your system does is exactly that - it grants more powers and more slots, but in a roundabout way. That on its face makes it unworkable.
More slots though? Practically everyone wants more slots for their 50. I honestly feel they would be quite stupid if they upped the level cap or otherwise implemented a system in which you could continue to grow post 50, and NOT include a method of gaining more slots.
Quote:The game, as it stands, has finite levels to which its numbers can increase, and balance becomes harder the higher they go. For instance, a player with 90% damage resistance would take TEN TIMES the normal damage to break even, and such damage would utterly DESTROY a player with little or no resistance (say a Blaster). Making the power gap between haves and have nots, as it were, too big just makes balancing the game for everybody too difficult. Couple that with the fact that, unlike most other MMOs, City of Heroes is not built around a power replacement model, where old powers become obsolete and are replaced with new powers. In City of Heroes, all powers are useful at all levels they are available for. This can easily lead to having too many power. That is, in fact, already the case for a lot of characters now.
If any player felt though, that they had too many powers.. they wouldn't be forced to take a power. Unlike at level 49, where you HAVE to take a power, even if you would prefer 3 more slots.
The intent behind additional powers is that of allowing those few who feel their build is just a little short on powers (for whatever reason, I know I felt that way a little bit with my ill/kin 'troller), they could get a few more.
Quote:"Attack chains" are finite, and more attacks only really end up either being obsolete or making older attacks obsolete. Too many shields cost too much because the cost adds up, and we don't have a reliable way to increase our endurance pool. It goes on and on. City of Heroes simply isn't a game built on the additive competition between opposing stats the way something like WoW is, so you can't really increase your offence a hundred times and increase enemy defence a hundred times and have everything be all fine and dandy. Look at the reasons why nasty enemies are nasty - they're not just strong, because there's a finite amount to their strength before they become absurd. Instead, they have dangerous powers, like holds and endurance drain.
Power Boost and Conserve power are not part of a regular fight for me, they're both powers I use in tougher fights.
As for the toggles, well, under this system there would be a viable way of increasing endurance. Up to, well, in the examples set up in my OP, +25 endurance.
So, new powers wouldn't be complete wastes.
the rest of your argument doesn't make sense to me.. Players already get the 'dangerous powers' you note, and the system I am putting forward would improve them. It would do a lot more than just increase damage output.
Quote:The developers have discussed ways to keep improving after level 50, but if I were you, I would NOT hope to see more powers or slots, or indeed even Inventions that are too much stronger. I don't know what they have in mind, but I hope it comes with more content.
As for the special 'epic' IOs? I never said they would be much stronger. They would likely be comparable to existing Purples.
I will conclude (here) with, aside from the powers/slots, there is nothing I proposed with this system that cannot already be achieved in game. Maybe a few things cannot be done AS WELL currently in game, but .. that's the point of it being post 50.
For a couple other peoples posts:
Anyone who's made a comment about "any power".
... In retrospect, yes, that would get a little too insane. One of my problems is I build for a concept, not to maximize my power. And, one cannot deny that for concept work, that would be extremely awesome
But, the power gamers would look at it from a different perspective. People would be taking the passive +20% recharge power from SoAs, they'd be taking Rise to the Challenge, they'd be taking Granite (Although conceptually Granite would be cool for an Earth 'troller.)
I think, in the long run, 'any power' would need to be removed, much as I hate to say it..
It was initially added as mostly a "This'd be cool!" idea, anyways though.
And finally:
Quote:It seems like a ton of work to give to very few players. There are still many people who have not yet earned a 50 even.
I am a casual player, an alt-*****, and don't play nearly as much as I would like (due to having a life outside of the game, and unreliable internet). And I have 3 level 50 chars right now, with a 4th nearing.
A friend has been playing like.. 6 months, and has a 40something scrapper and a 30something corruptor, so she'll have a 50 or two fairly soon.
Most of my other friends have at least 2 50s. Even most of those I've met fairly recently with a lowbie.
So yes, there are plenty of people who don't have 50s, but there are plenty more who do.
And using "there are those who don't have 50s." as an argument against a system like this, is like using "There are those who don't have a billion inf." as an argument for doing away with the IO system. -
I know suggestions for raising the level cap come up all the time, and, on consideration... As much as I would LOVE to see the level cap increased, I know it's not exceptionally likely. It would require such a massive amount of work, new zones, new enemies, new powers new this, new that.. all of which would only really be that much of a boon to certain players. (As there are many who are still perfectly happy playing their 50s AT 50.)
But, there are also those like me.. who tend to have a bit of a hard time playing their 50s, because... there's just something really fun about pushing to that next level, and just getting stronger for your efforts.
With the IO system, we have that option, a little bit... but unfortunately the IO system requires us to pretty much either grind TFs, AE missions/farms, or work the market. Or just sit there and farm for inf.
I then came up with a system that might actually work. I was thinking at first, basing it off XP gain, but that would make it a little harder for the devs to control, especially post I16, where you'll gain XP even when exemped. But the Merit system is what I finally settled on for the idea.
For the moment, we will call these 'Epic Merits' or EM for short.
EM would never be awarded to anyone under level 50.
EM would never be awarded for enemies under level 50.
EM would not drop in Architect missions.
EM would be non-transferable.
EM would not drop on Mothership Raids.
(please note, all numbers are examples)
EM would be earned through the following methods:
Mission completion of a level 50 mission would grant a bonus based on the XP bonus the mission would award.
Enemy defeats:
Minions: 15% drop chance, 5% chance to drop two. (Effectively for every 100 minions killed, you'd get 20. 10 dropping 1, 5 dropping 2)
Lt: 50% drop chance, 25% drop chance for 2, 5% drop chance for 3. (100 lts would = 85)
Boss: 100% drop chance, 50% for 2, 10% for 3. (100 bosses would = 170)
EBs: Boss drop +1.
AVs: 5 EM.
For enemy levels above 50, it would earn a slightly higher drop chance (or higher chance for increased numbers from bosses), AVs would get +1 per level (so a 54 AV would drop 9)
Any instance you would earn Reward Merits, you would also earn EM.
Rewards:
For 500 EM, you could add a single slot to a power.
For 1000 EM, you could add a 7th slot to any 6 slotted power. (This could only be done once per power)
For 1000 to 3000 EM, you could add a 5% 'enhancer' bonus to a power. (This bonus would be applied like any other enhancer, other than it would not take up a slot, nor would it be effected by diminishing returns. It could replicate any standard enhancer. Cost would depend on what you were enhancing.)
For 5000 EM, you could choose an additional power standardly available to you.
*removed*For 9,999 EM, you could choose a single power from any set which you would then have as an inherent power. This could only be done one single time per character.*This idea is hereby removed from the concept. It's being left in the post so that certain posts later make sense.*
For 5000 to 9,999 EM you could choose a 5.1% 'global' buff like those awarded from IOs. As with IO set bonuses, you could only benefit from 5 of any identical one. Cost would be based off the bonus taken.
Potentially for various amount of EM, you could also get special 7 piece Purple IO sets.
The idea behind this system is that it adds very little to the game above and beyond what IO sets already offer. But it would allow for level 50s to continue to grow in power by continuing to be heroes (or villains of course).
I don't feel any of the options are exceptionally game breaking, except for perhaps the unrestricted power, which could perhaps be a touch (.. okay quite a bit) broken. But, for someone to save up until they had 9,999 EMs, and only be able to do it once.. I'm not sure it would be that bad.
If it would be perhaps too broken, some restrictions could be put in.
It is possible that this would lead to, over time, them possibly needing some slightly harder 50+ content. But, we already see a need for that with these people who can comfortably solo +4/X8 missions, or AVs, or Rikti Pylons, or any number of other things that were not intended to be soloable.
Thoughts? (Preferably on the concept, and ways it could be better balanced.)
One thing I'm toying with for balance reasons is either not granting for Minions at all, or further reducing the numbers for minions. -
Quote:And that is why the market is so screwed up, you know.I don't see the need for NCSoft to sell inf/IOs. It doesn't take much to start earning all you need in WW. Heck, All my toons have over 100mil by the time they get their travel power.
People like you who work it, and then all the impatient twits with millions of inf to burn that will just pay WHATEVER is being asked >.>
Between all of my characters (including the 50s, yes), I don't even have 100 million inf. 1: Working the market isn't as easy as people say. 2: I refuse to flip salvage because I HATE the practice with a burning passion.
Now.. I can see where the OP is coming from on this, I really can. And to an extent I like the idea, as in theory it would bring balance to the power of those who have RL money, but no time, and those who have too damn much free time.
In practice, though, it would lead to an even larger power gap, as we found that a lot of the people with money, also had time.... And, it would also ofcourse have the effect of making the market just that much more screwed up.
.... Now, maybe slightly nicer stuff IN the "fluff" boosters? -
Quote:Like i said, I absolutely utterly HATE the Hamidon mission in the LGTF, and what people have said is that's basically exactly like a Hami raid, only toned down.Really? I enjoy Hami-raids immensely because they are team oriented, there's a strategy and every person plays a role.
Anyway, It would just make sense (to me) to make Hami-raids Cooperative as it isn't specific to either Villain or Hero.
And then what I've actually heard of Hami raids it's like... you get these people who take them so seriously that they feel the need to have it at an almost militant level of control and coordination... I play this game for fun, not to be bossed around.
I've ditched Mothership raids (which I love), when we had someone shouting out orders and insulting people for not perfectly following those orders >.>
... Anyways I think an interesting option might be..
Have 3 Hami raid systems. Hero, Villain and co-op. -
Quote:Might make for odd effects if you have a character with two different 'weapons'. Like TA/AR defender (unless the system won't allow that?). Could also lead to issues with temp/inherent powers?Okay Babs this might be a 2 part answer that might require Castle to chime in on. How about this..
What if we had a Combat on/combat off button that does the build up animation (which normally takes out the weapon (claws, spines, etc) Note* allow it to give a zero damage buff. However, once combat on is on it by passes the need for redraw on other powers.
The second part to this if there is a way to program the animations of all the powers in the set to bypass the first action, which is to draw out the weapon (spine, claws, BS, kat, mace, axe, etc) (or what ever step it is for redrawing the weapon)
Having a combat on/off click button might be a good way around the redraw animation issue, however I am not sure if something of that nature would be possible with this current system. It might require an overhaul of all the weapon animations to take out the first step of redrawing the weapon.
This is just an honest question, not sure if its possible, however I would like your input on it
I dunno, just a thought. I do agree that I'd like the ability to keep my weapons out >.> -
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I like it. but I would also hate it with a firey passion.
Why? because res sets all suck, this one wouldn't, therefor it would be impossible to get it, unless you were a billionair. -
Way I see it..
People are gonna do it regaurdless.
People have their own "in game realities" for their characters. It's honestly a pretty major stretch to assume that my two chars don't know eachother, at least in passing, when they both frequent the same areas.
The QoL change wouldn't really change anything, other than it'd stop people from ******** about it.
As such, I see no "real" reason for them not to do it.
(by the way, want to send some of that obscene wealth my way?)
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*blinks at people "throwing away" more money than he has on any character*
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I like this idea.
Lotto is across all servers and hero/villain
Pot starts at 1 million, increases by 500 inf for every ticket sold and 100K for every week it goes un-won. Tickets cost 1K inf. Tickets are tranferable. Tickets remain valid for 1 month after the drawing, after which point they are deleted.
Have smaller prizes for not having every number, perhaps (ranging from 500 inf (2 numbers), to 100K inf (only one off))
NPCs would be placed at certain points (maybe vaults?), which would express what the winning numbers were, and you could have them check you for winning tickets, and redeem them if you have any.
I think the easiest system for tickets would be to have them store like Salvage. Have the salvage title 'Lotto ticket for (drawing date), numbers (numbers)' This would make an easy check to ensure ticket was for a given drawing. -
How about when Lev sends you to RESCUE Longbow agents?
The team I was on last night was mostly villains, and mostly roleplayers.. We had a field day with that!
But yeah.. totally /signed, or whatever the monkey here is. I hate how my Arachnos Agent is treated like a frelling HERO in the RWZ. -
Quote:I ... didn't find the prices that absurd. *shrug*And that's why. The merit gain you get from Ship Raids is massive compared to what you get normally. I ran through all of the RWZ arcs and got about 200 merits total. You can get that many in one ship raid, if not more.
Also keep in mind that we still have absurd things like the Vanguard pants, that cost 200 merits - a simple hip texture piece and at double the cost of any of the Talsorian weapons!
I'm guessing that running through the RWZ arcs, you probably spent most of it solo? On a good team, you still net a good sum of merits, nowehere near what a Mothership raid will net you, of course.
I think that the solution here is not to lower the price of the items, but to increase the rate at which you gain merits inside RWZ missions. Because if they lower the price of the costume items, then people will still complain about the price of the Heavy, or the salvage bag.
If they lower the price of everything, a couple of good Mothership raids will net you -everything-, leaving nothing for you to do with your merits, other than buy the temp powers when they run out again. -
Quote:Banking could work, as long as for every item you "unlocked" you got one for that specific item. In the instance of the Vanguard costume items, it would then have to be set up so you could purchase them multiple times, and purchase the ones you unlock through other means probably.Banking unlocks...I like that idea.
Though, being the originator of the thread mentioned in the OP, I'll repeat that Vanguard costume piece costs need to be significantly reduced either way.
I'd still rather see unlocks just be account wide, I really would, but banked unlocks might be an acceptable 'middle ground'.
As for Vanguard costume items.. I don't feel they cost that much, my illusion controller had every piece she needed by around 45, without even really trying. I went on a few Mothership raids, mostly because I enjoy them.. *shrug*