War_Monk

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  1. Quote:
    Originally Posted by Silver Gale View Post
    And how do you think experienced players *get* to be experienced? By playing in teams that don't have one character capable of drawing and holding all the aggro, or without a constant reassuring blanket of green numbers.
    While it's true that sets like Dark Miasma, Force Field, Cold Domination, Sonic Resonance, and Traps can shine on their own. For sustained conflicts sets like Sonic, Force Field, and Cold Domination all end up needing green numbers at some point.

    The one thing mobs love to do in this game is massive spike damage. No matter how much skill I bring to a fight: My Trick Arrow Defender is not going to win a battle of attrition on a 8 man pick-up-group (being the only support class) the same way my Pain Domination Mastermind can . Especially if it's something like an Archvillan/Hero fight.
  2. Quote:
    Originally Posted by BBQ_Pork View Post
    How would this work, and what would it do?
    What I had in mind would look something like this:



    Ready Check would flash on the screen, then a button would come up with a timer counting down.



    The leader and teammates would get feedback on who clicked Ready with a green check mark next to their name, while those that didn't click Ready would have a red X next to their name.

    While players can just type rdy or something similar in the chat bar; on large teams its easy to overlook a player that's AFK and who is integral to your attack plan after your team gets into a rythm. I've watched and lead many a valiant effort that failed because key people stepped out to grab a Mountain Dew.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    You blurred Major Malevolence's badge title, but not his name in your Team Inspirations Bar pic.


    Something to anchor the team inspirations bar already exists. It's "the team." Whenever two people join together or one player enters or selects a mission, an abstract "team" is formed, and anything selected for it remains attached to the team. In fact, the team leader selects someone else's mission, has that someone else enter his mission, then that someone else quits the team, that team will still get the quitter's "Mission Complete" message, as well as an apology that they weren't in the mission long enough (like, at all). Similarly, if a Kheldian joins the team, then Quantums will spawn for it even if the Kheldian leaves, because that team is now permanently tagged to spawn them.

    The team is not attached to any one player. Players are attached to the team. Like a SG, the team will exist as long as there is at least one person attached to it, and will persist even if leadership changes and even if the original leader leaves. So, with this in mind, a team inspirations slot has something fairly permanent to be attached to.

    The problem is that teams persist even for single players. In fact, a player cannot enter an instance without being on a team. When a solo player enters an instance, a team is formed with just him attached to it, and the instance is then attached to that team. Instances are attached to players in terms of their settings and rewards, but an instances' existence is only ever attached to a team. That means that every player will constantly have access to this "team" inspirations row, making it a veritable fifth row of inspirations, only one that's prone to wipe itself if you join another team.
    Whoops! My apologies to Malevolence if he gets any unintended attention from that mistake.

    Hmmm... If that's how CoX handles teams, then I have to wonder why non TF groups don't remember the team mates in the event of a disconnect. That problem has been a thorn in my side during pick up groups since mass disconnections usually occur for a few days after major patches.



    Quote:
    Originally Posted by Samuel_Tow View Post

    Huh? I've not played Planetside, but I've played a LOT of Battlefield 2142, and I have to ask - why is it a bad idea to give Commanders and Squad Leaders control powers? If anything, NOT having a Commander and not having Squad Leaders worth a rat's *** is a much greater drawback than anything they may do to annoy you. The only bad things a commander can do, he can do to the handful of squad leaders, and even then it comes down to doing nothing, like most commanders do anyway, or yelling at you to "Follow orders, squad!" Well, that and give you dumb orders because God made his brain on opposite day, but that comes with the territory.
    My problem isn't with control powers but with abilities that radically change the battle with no responsibility associated with their use. The most hilarious example of this was when team commanders (in Battlefield) who want to use their bomb strikes drop ammo crates on top of radar dishes to use the crate's auto repair, while the main push into the enemy base is getting hammer because they're running dry on ammo.

    Having it happen once and a while is fine. However, when the commander's doing it only to up their kill count regardless of the team's situation, then there's a problem.

    Overall it boils down to a few things: Your teammates are anonymous, and if there's nothing in a game similar to a virtual smack in the jaw for acting like a bonehead with an ability. Then you'll have boneheaded behavior for the majority of the time. In a team game I like it to be focused on team, without having a ton of abilities that scream: "Look at me! I'm important and the rest of you are the scum greasing my wheels!"
  4. Oi! Before I forget, those Archetype icons were made by the talented syrusb over at:

    Aim for the stars
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Well first off, I will say I think you did an excellent job with the mockup screenshots, very professional looking .

    General Comments:

    Team inspiration bar: It's a nice idea, and I don't think it would be abusable however as with everything the devil is in the details. Specifically what happens when the team breaks up, are the inspirations lost? There are a few possible options for dealing with this, the simplest being that when you put an inspiration there is still uses up a spot in your own bar (but you can't click on it) and if you leave the team any inspirations there go back to your bar. People would have the ability to move inspirations from the team bar to their own bar (to save for later or for combining) which would cause the greyed out one to vanish from your bar.
    Thanks for the vote of confidence.

    Aye, I hear what you're saying with the team inspiration bar. There would have to be something to anchor the inspiration bar. The way regular groups are handled in CoX would have to change to something similar to a Task Force/Strike Force, but with the flexibilty of adding new players.

    Maybe when a player chooses to make a group for the first time they can name their group similar to how the NPCs refer to the TF/SF by a specific name when they're created. Doing such a thing may require making a whole new database for that information though.


    Quote:
    Originally Posted by Adeon Hawkwood View Post

    Leadership options: This has been bought up before. The basic problem is that providing rewards to team leaders (beyond the mentoring badges we already get) is potentially very problematic. In general it's much better to have team leaders who want to lead than it is to have team leaders who are only doing it for the rewards. Here's a couple of posts from the last thread on the subject with people recounting the difficulties that other games had with similar systems:
    http://boards.cityofheroes.com/showp...98&postcount=6
    http://boards.cityofheroes.com/showp...0&postcount=12

    It think that this sort of idea is one that sounds good on paper but in practice it just results in people who either don't know what they are doing or don't want to do it forming teams solely for the rewards.
    Yeah, I was greatly annoyed about this when I played Planetside and Battlefield. However, the main difference between those leadership systems and this one is that everything in the system is for the team.

    It was a bad idea to give a alpha strike to leaders in Battlefield and Planetside. Absolute power corrupts absolutely. The most annoying thing I think people could do with the powers presented here is TP everyone into a quick death which is solved by by a quick one star rating, player note, and ignore.
  6. CoX recently introduced Issue 16. With this change, CoX pioneered something that is completely new, but seemingly had a little ripple in the MMO community. By allowing players to be able to team together with no level restrictions, NCSoft has breathed new life into CoX.

    Now that this change is live, I believe it’s the right time for the development team to focus on something it has neglected for quite a long time: teaming. This is something that’s ignored in nearly every MMO to date. Development teams neglect to insure that the players can actually find other players and communicate effectively while teaming with them.

    I’m not sure what’s possible with the CoX engine, but I’d like to introduce some teaming changes that I’d think would greatly improve the game. CoX shines in a team environment and it should focus on solidifying that experience so that it can continue to be a viable MMO.

    The suggestions would include: Ready Check, Team Inspiration Bar, Status Balloons, Leadership Options, Group Queuing, and Searchable Groups.

    Ready Check

    This is self explanatory. It’s something helpful after a large amount of your group goes Away-From-Keyboard after a mission or in between huge fights so you have some clue that the team is truly ready.


    Team Inspiration Bar

    The idea behind this would be a much faster delivery system for those that have inspirations and want to get them to archetypes that could make the most use of it. Instead of right clicking, selecting a player name, and getting in range of said player, the team inspiration bar would be a dumping point for these inspirations. No longer would people have to spend inordinate amounts of time asking: “Does anyone have an Awaken?” Or the ever classic: “I have a yellow, and two blues... How about you?”



    This feature could be abused by players and be a point of argument if people get a little too liberal with how often then dip into it, but the overall effect should be a better team experience.

    Status Balloons

    When you’re thick in the middle of the fight healers do not notice those tiny icons that indicate what’s wrong with a player. Making a key that allows a player to call out what’s wrong with their character could mean the difference between a team wipe and surviving an encounter. Ensuring that the players can see the Status Balloons even if they’re not facing the affected player is also something that should be considered.



    Leadership Options

    CoX should have something for those that actually want to lead a group. Consistent leaders mean reliable groups for players to join. You could even make a leadership experience and have leadership levels that give you more leadership options such as:

    Leadership Level 1: Team Recall – Much like the Veteran Reward of the same name. However, since this must be earned through play I would hope that it could have a considerable reduction in recharge time.

    Leadership Level 2: Team Broadcast – Has your team split? Do you see them getting destroyed by Tsoo Sorcerers, or Sappers because they’re neglecting to target them? Tell them with Team Broadcast. The Team Broadcast should have priority over all other dialog boxes and messages.



    Leadership Level 3: Select Mob(s) – For those times when you need some real strategy. Highlight specific mobs that you want the team to focus on.



    Leadership Level 4: Command Calls – Similar to Select Mobs, except you use it on players for times when you want the team to buff, heal, or protect a specific player.




    Leadership Level 5: Team Resurrect
    – Self Explanatory. Give it a high recharge. Its purpose is to be available for those times when you need everyone up right then and there, like during a Rikti or Hamidon Raid. This shouldn’t trivialize too much content and it will give players another option since there is not always going to be a Dark Miasma - Howling Twilight and Trick Arrow –Oil Slick combo to save everyone’s butt.

    Group Queuing: Allow solo players to apply to groups.



    Reason:

    Searching from zone to zone with the current options is cumbersome: You can spend upwards of 15 minutes (at a minimum) trying to gather a full group on off hours. I use the search function extensively when I’m building a team. However, other than prime time, building a full group is a complete and utter pain. It’s not because there aren’t people; Players can be in missions, dialog screens, or currently zoning into a new area which causes team leaders to miss Looking-For-Group broadcasts. Even when you form the team, you still have to worry about team attrition.

    If people leave in the middle of a mission due to real life emergencies, or “rage quit” because they died, and that player is a lynchpin class (such as healer or a tank) it can leave your team in a bind.

    While some will say: You don’t need a Tank/Brute! or You don’t need a Healer! After leading many Pick-Up-Groups I’ve come to only one conclusion: Yes you do, unless a large majority of your team is experienced.

    By allowing players to queue up to groups, team leaders will be able to keep the action rolling along.

    Searchable Groups

    Let leaders levels be visible in group listings along with the classes that are currently in the group (L-1 through L-5 represents the leader levels)



    Players should know what they’re getting into when they group up. They should be able to see what kind of leader they have and what classes they’ll be fighting with.
  7. [ QUOTE ]
    Someone gave me the heads up that you can have custom enemies with the same display name if they have different file names. This might be a way to get what you were wanting.

    [/ QUOTE ]

    I did that on a few of my created missions, but it still only goes so far. I guess I'm just excited about the MA, and poking around trying to see how much I can get away with.

    It’s just frustrating to come up with a custom gang and place everything in and see over 100 percent on the bar. Oh 100k, why do you mock me so?
  8. I notice that there is not any way to make the custom critters randomize things like type , build , head -> face , colors , or body sliders.

    Does anyone know if there plans to allow such functionality, or is that something that's a lot harder than it sounds to implement? [/color]