davidzenyugen

Citizen
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  1. This is worth doing! We shouldn't stop, but keep encouraging the entire mmo community to join in. This effects us all. The way this game was shut down was much different than other failed mmo's, and I believe the mmo community should care. But if most don't notice what happened to us the efforts our small but faithful community does may bring this disaster to their attention. Even a low cost maintenance mode with no new content would prompt me to renew my VIP status. I bet there are many more who would do the same.
  2. Yet if there really is a profit for the game, reportedly 1-2% of revenues for NCSOFT, it covers those salaries. Is it the time required by administrative personnel to oversee paragon studios that seems so expensive? A spin-off to a buyer would remedy that problem, but the truth is we really don't understand why a profitable game is being shut down.
  3. One theory I read on Kotaku was that the CoH servers are needed to convert to more profitable guild war 2 servers, and that that process has already begun. GW2 has sold out its digital copies and they want a faster response to the demand. I don't know if it's true though.
  4. It was a very moving and unforgettable experience! I was glad I was able to be there and I hope to see more from our community in creative ways over the next few weeks. Let all mmo gamers everywhere take note--someday what has happened to us.could happen to their favorite game. Now is the time to speak up! I hope as many as sympathize with our plight will write to Taek Jin Kim CEO NCSOFT. 1501 4rthstreet suite 2050 Seattle WA. 98101 .
  5. I have heard that the developers have seen so much fervour from the players about vehicles that they are definitely considering it, despite the extreme technical difficulties. They are delaying for that reason, but it is expected. The level of excitement by the fan base is pretty high about this topic, which is a good sign; since NCSOFT does seem to listen to its fan base. I think the technical challenges might only whet their programmers' appetites, cause they like to show off. I must admit I don't expect vehicles to be introduced with issue 19 or anything, but I suspect in the coming years it is inevitable now. The real question is how will it work for the players, and what vehicles have the most popularity so they are certain to be included. This thread was about new travel powers, so I thought a discussion of what might be under consideration had to include this exciting possibility. The more it's discussed, the more the developers will be listening. Will we actually see any new travel powers? Time will tell. But it can be fun to speculate on what we MIGHT see.
  6. It has been a long time since the Personal Info window for reading about other players has been re-worked. If it is re-vamped, I would like to see a clearer symbol for who is a hero, vigilante, villain, or rogue. I would like to be able to read the above and name and below the name titles on the personal info window. Even on my own personal info I would like to see displayed both my above the name and below the name titles. Supergroup membership and rank would also be nice. And I, like many others, would like to see a second background page for people who like to give more information about the story behind their characters. If all this is too complex, perhaps the player could be allowed to customize the personal info window displayed when other players look (even to the point of allowing the powers to be displayed to enemies!)
  7. SUPER BOOSTER PACK: VEHICLES! $19.99

    A new 5 tier pool power available to all characters on account beginning at level 6!

    Consists of 5 vehicle categories: mounts, cycles, diggers, flitters, and flyers. Mounts are slow runners but good jumpers, cycles are fast runners but poor jumpers, diggers are slow teleporters but low on endurance useage, flitters are slow flyers but maneuverable, and flyers are fast but not very maneuverable.

    CATEGORY DEFAULT SCIENCE VARIANT FANTASY VARIANT

    Mount Horse Nemesis Robotic Riding Beast Zombie Horse

    Cycle Motorcycle Council Bicycle Tsoo Rickshaw

    Digger Jackhammer Clockwork Tunneler Cabal Giant Mole

    Flitter Giant Bird Malta Gyrocopter Flying Carpet

    Flyer Flying car Rikti flying saucer Circle of Thorns Dragon

    Other vehicles may be added as veteran rewards, recipes, and unlockable content. One would need one vehicle from tier 1 or 2 to advance to a vehicle from 3 or 4 at level 14, and flyers would only be available at level 20 with at least one vehicle from 3 or 4. There is word that the developers are looking at vehicles for us as an option, but because it is going to require major game engine modifications it may be a while. I don't know what it would look like but this is an example of how it might be done.
  8. One possiblity for a new travel power would be EPIC TELEPORTATION. These would be heavy endurance users with rather slow recharge times.

    Tier 1: Save Friend: recalls teammate who is defeated or has less than 20% hp and then casts a large revive and heal inspiration on them. Recall friend would still be needed to bring in healthier teammates.

    Tier 2: Capture Foe: recalls lieutenants and bosses with high accuracy, but some danger of aggroing minions. Does not work on minions, elite bosses, archvillains, etc. In PVP it is more likely to work than teleport foe, but not a certainty. Recall foe would be the only way to capture a minion.

    Tier 3: Evasive Maneuvers: initiates 6 quick, but random teleports; so quick that it does not aggro surrounding villains. May be cancelled during execution, and if the last teleport lands near an enemy, there is a 5 second stealth in place and no immediate aggro. Think Tsoo Sorcerer.

    Tier 4: Zone Port: Used on the city (or Rogue Isle) minimap, transports to the zone at the location usually used by superbase teleporters. Long and interruptable. May be used even if the zone has not previously been visited, but won't work anywhere base transporters don't go.

    Tier 5: Ultraport: Used on the minimap, either a mish map or a zone. Only works on areas previously visited. No range limitations. Does not work in a different city zone or a different "island" redside. Moderate recharge and animation time, but interruptable.

    The powers blueside would be used instead of some other epic power, redside would be available by a new Villain Patron. Since these powers would only be available to characters of level 41 up, they would, hopefully, unlikely to unbalance the game.
  9. In defense of my idea of a Grapnels travel power, I am aware that the developers have left it out for good reason, as it presents many problems. Nevertheless, cling, swing, pull and entangle are staples of the superhero genre. Zorro, Tarzan, Batman, Spiderman, Green Arrow, Daredevil, and many others make use of this travel power to really cool effect. With the release of Going Rogue we are seeing an influx of new players who may puzzle at its absence. For vets, of course, its obvious that the City is not designed for it. But NCSOFT has shown great creativity in getting around limitations! If the demand is there, or if the competition gets some traction out of having it and CoH doesn't, I could see them finding a way to make the animations really cool and revamping the engine to support it (as they did to such great effect with the customizeable powers!). As I envision it, cling would add a fun wrinkle in PVP as well as solo play as a stealth character. Swing would give a fast travel power from levels 6-14, although only in zones with high buildings around. To support it, some high tension wires, cell towers, or other high structures could be added. The "tightrope" effect could be used to help allies as well move around, or used creatively by some players for a "tripwire." Pull, on the other hand, would be the most problematic, slow in animation time of necessity, its only real advantage would be very low endurance useage. The unfolding of an "umbrella" to pull the toon along would be able to work in air, water, or on the ground to get around some of the animation difficulties. But I envision characters taking it primarily to get to entangle, a nifty hold!
  10. Ninja run combined with hurdle double slotted with single origins and swift makes a most serviceable "Epic Ninja Run!" Several people who have tried this swear by it.
  11. I might suggest a new travel power pool called GRAPNELS. It would have the lowest endurance cost of all travel pools. It would consist of four powers: CLING, SWING, PULL, AND ENTANGLE. Cling would be a stealth power that allowed a character to fall onto all fours and cling to the sides of buildings and other vertical surfaces, as well as ceilings. It would be slow, however, but with a modest defense bonus. Swing would allow a character to throw a grapnel rope that would "stick" to a spot and allow a tethered superjump with a swinging motion. A double click would fix the rope end and a second double click fix other rope end which would stay in place for a few minutes, allowing a "tightrope" effect. Pull would send out an umbrella like grapnel that would unfold and then pull the character along by retracting the rope. It would be a slower version of teleport with about the same range, but with virtually no endurance cost. If the umbrella was in the air, the character would slowly float to surface and the umbrella then disappear. Entangle would be a pair of grapnels that could wrap around an enemy for a modestly powered "hold," and would be the only pool power to grant a hold power. Because this would be a more difficult travel power for the novice, it would be only unlocked once one level 50 has been obtained.
  12. There have been requests in the past to allow us to rename powers, so I wondered if players would want to be able to rename the archetypes, but I can see there is little interest in such a thing (at least so far). It is a reasonable solution, in my mind, to consider the names to be window dressing of little significance as they don't effect gameplay. It probably should be seen along the lines of more complete customization of characters, which NCSOFT has been very, very good to us players about. I'm pleased though that most players seem unconcerned about non-neutral archetype names. If it doesn't bother most of you, I can certainly adjust myself.
  13. Now that large numbers of villains are becoming heroes, should Corruptors be re-named Protectors, or some other less pejorative term? Brute, Stalker, Mastermind, and Dominator all have some heroic connatations, but Corruptor just doesn't sound particularly heroic. The heroic designations likewise work both ways, but the Corruptor, as a Hero, has an odd sound to it. One possibility would be to have Heroic Corruptors be re-named as Protectors, which I think would be a pretty cool way to do it. One way would be to re-name the entire archetype the Protectors. After all, they are essentially a modification of the Defender class, with the blasting powers primary and the defensive powers secondary: the exact reverse of the Defender class. I realize that the Heroic Corruptors might be seen by Lord Arachnos as corrupting to his Destined Ones, in the same fashion that the Fifth Column, as neo-Nazis, probably consider Jews corrupting to the purity of their "Aryan Hegemony," but nonetheless I think I would prefer the class be re-named or be, perhaps, the only class with a name switch. I'm curious how other players feel about this suggestion. Is the tradition of calling them Corruptors something we shouldn't fiddle with, or does anyone have a better name than "Protectors" to be considered? Does this bother anyone as it does me, or for many of you is this is a "non-issue?" Or do I have some support for my idea out there? I'd love to hear your comments!
  14. Since Architect I suspect fewer people are doing task forces, which makes recruiting difficult. For the player who especially likes to experience this part of the game, it can be very frustrating when you have the time but can't find enough players to begin. I think an experiment of a "double merit" weekend would be a great opportunity to see if there is a demand by players who like TF/SF's to schedule some time, and to introduce players who have not yet experienced this aspect of the game to try it. Since the merit system and the tickets in Architect were introduced, I see no appreciable drop in the prices of the most sought after recipes and enhancements, and this can be researched easily by data mining if the TF/SF rates are in fact falling and prices are still stable. I wonder if others who read this would support this experiment. I've heard some grumbling by some about the TF/SF situation, especially on less populated servers, and I wonder if others feel the same way I do. I see in this thread support for something of this nature.
  15. This is my greatest frustration with task forces also. Especially if I'm leading the task force, I dare not slow down to read or enjoy the storyline. I know a lot of work went into writing a good story and you can't follow it. Better if tf's are shorter; or if you can read the storyline later with a token for finishing the tf.