iSativa

Recruit
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  1. [ QUOTE ]
    Why can't they just allow folks to add a terminal of some kind that allows payments to be submitted directly from the base?

    Requiring folks to travel multiple zones to submit payment is lame.

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    Well....if you've been away and nobody has paid rent....You cant go in your base to pay it!

    Course....If it were that convenient.... I would have paid my 300 rent already roflz!
  2. [ QUOTE ]
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    Whats the issue anyway? Why can't PVP/PVE have the same combat system?

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    I'm guessing by this question that you've never been the victim of a Mind Controller or Dominator's Telekinesis power before. Prior to the changes in mezzes if you were caught by this power and didn't have 4 or more Break Frees to pop all at once there was literally NOTHING you could do except die. In PvE it is a TOGGLE hold, it's duration lasts as long as you have endurance to run it. In this era of insane endurance recovery a Mind controller or dominator can keep an enemy in this hold indefinitely.

    I disagree with a lot of the changes, especially travel suppression when attacked. But this change I agree with. That one power made Mind Control characters unbeatable unless you got the drop on them, if they saw you first you were quite simply dead.

    There are a lot of powers that have similar issues, I'm just using Telekinesis as an example because it was the biggest outlier.

    Stalker one-shotting was a problem as well. An enemy that you could not see that was capable of killing you in ONE HIT. That was actually the first PvP change. Stalkers brought about the anti-one shot coding.

    If PvP was exactly like PvE it wold be even more unfair than it is now. No one likes fighting an opponent they are helpless against. The zones would turn into nothing but Mind Control, stalkers, and blasters, with an occasional suicidal scrapper. Just like it used to be. Honestly, they need to find a middle ground between i12 PvP and i13 PvP. A lot of the changes needed to happen, but they took it too far.

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    Oh I see... Thank you for the in depth and understandable reply! I see yeah it just needs to find a good middle ground... Doms and controllers and such aren't gimped now though are they?
  3. [ QUOTE ]
    I really don't see why it is such a pain to travel. I mean, seriously. Not only do we have all of these methods of teleportation (Ouroboros, Pocket D, etc.) we have the fastest and koolest travel powers of all the MMO games... ever. Why is it that we seem to never want to use them?

    Maybe they should add a Supergroup Registrar, Respec Contact, Tailor and Trainer to every AE building? Then we could just park our butts in there and never have to use our travel powers at all. Woo hoo! [/sarcasm]

    I'm not really against making it easier to pay rent, but I don't see traveling in this game to be any kind of hardship.



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    I kinda do that as it is anyway! lol
  4. iSativa

    Assault Rifle

    Im a fan of the AR/kin too. I find it very fun and hella neat!
  5. Doesn't that kind of defeat the purpose of an "instance"?

    It seems like your talking about some sort of MMO version of Capture the Flag type gameplay. I see potential here!

    The PVP zones are kinda like this already. Hardly anyone PVPs though cause the system is kinda [censored] up!

    Whats the issue anyway? Why can't PVP/PVE have the same combat system?
  6. LOL lots of good points for both sides.

    For me...My base population and the base itself is growing and progressing. My rent is due....300 prestige. But come on really.... its not hard to pay rent. Whether its annoying or not isnt the issue. The issue is people being so negative and complaining about anything and everything.

    Always look on the bright side of life!

    Oh and they should just put a damn door marker at the front door!
  7. iSativa

    Magic Origin

    Personal issues... *shrug*
  8. iSativa

    Magic Origin

    [ QUOTE ]

    Good point. Magic origin is probably the most open-ended.

    Vampires? Can be a Natural, Mutant, Science!
    Angels/Demons? um Naturals? yeah their not human duh...
    Magicians? Natural or Magic
    Time-traveling confused fantasy characters? Naturals/Science/Tech
    Cultists? WTF? ANY Origin....Natural/Science/Mutant...
    The possessed? Actually the Rikti (Science) use this tactic.
    Those using magical artifacts? Duh....Magic
    Ghosts? Um....Natural....their not human!

    All these, just to name a few, would suit the magic origin, and many would not fit properly under the other categories.

    [/ QUOTE ]

    There are so many options. I think some people are just more narrow minded and/or just simply are not very creative. Let em be. Im not one of em.

    Ive never really been one for magic.... all the BS rules and incantations and ...."Oh, you have to read this passage exactly like this from this old dusty tome that falling apart that I bought from this kid that found it in a dungeon... and then fire will come out your eyes!"

    "Oh, [censored]!.... I read it wrong! Fire is coming out of my [censored]!"

    PS: All my toons are Science/Natural/Tech. Science and tech can actually cover MORE ground than Magic. Magic is not original and most all of it is similar to something else thats already been done.

    Science and Tech.... think alien technology... Science covers Tech and many other things including Metaphysics. A Tech/Science/Natural Creature from some other galaxy! Yeah now THATS open ended....
  9. [ QUOTE ]
    It's cool. I like it when there's green stuff floating in the pool. I don't trust water that I can't see.

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    RoeFulz
  10. I sure like your movie theater and your panel wall!
  11. [ QUOTE ]

    Some people are born to lead... Some to manage the gate while they're away. Some to command, others to inspire those in charge.


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    I like that!
  12. LOL! I can see me in the background! (Lioness Princess)
  13. hmmm I'll look for that. If I don't find it I'll be back here with my bruiser.
  14. iSativa

    glass wall

    lol Forbin! I want windows that see into space!
  15. Whoa! Thats what Im looking for!
  16. Thank you for posting this info. Second..... geeze some of you are SO negative. You assume the worst! I bet you do that in your life as well.... but thats YOUR problem. lol

    READ this before freaking out! Geeze, dont just skip over it like a noob. yeah thats right....I said noob...


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    ...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?

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    I'm not stoked until I know more. If side switching involves sacrificing badges/levels/whatever then I won't care for it. Also we have no idea what content beyond side switching this will hold. So waiting and seeing.


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    Am I the only one who remembers the marketing release from August of last year where they went into some pretty deep detail about the Going Rogue system?

    [/ QUOTE ]

    While it's been removed from the official forums, it's still cached around the net if you look. Here's some of what marketing posted last summer right here on the forums:

    City of Heroes and City of Villains let players create unique characters and set forth as virtuous Heroes or evil Villains in a MMO comic book inspired universe. This expansion to the City of Heroes/Villains universe blurs the line between good and evil, between hero and villain. The Going Rogue system is a new game dynamic for City of Heroes and City of Villains that allows players to alter the morality of their characters, eventually opening up the opportunity to turn their Hero into a Villain or vice versa.

    By visiting different contacts in the game, players can start the process of "moving their moral compass" towards being a hero or a villain. Making this choice dramatically alters the gameplay for the player, as they will now be able to bring an Archetype (class) that was previously only available to players of City of Heroes into City of Villains, and vice versa. Once a character has switched sides, they can continue down the path they have chosen, or use the opportunity to subvert their new allies through a series of espionage-style missions.

    In addition to this new game altering dynamic, new neutral starting zones allow new players to select their Archetype (class) first, and then let their actions determine their hero, villain or rogue identities. At the high levels, rewards for these moral choices will be found in new PVP, PVE and Co-op zones. Accomplishments will lead to rewards that will significantly distinguish level 50 characters from one another.One such reward is the Universal Enhancement Slots. Ten Universal Enhancement Slots are available to be earned in the expansion, and each one has the potential of adding significant power to the character, essentially bringing them to a hypothetical "Level 60" once they have earned all ten slots.

    For existing City of Heroes and City of Villains players who have previously reached the level cap of 50, the Expansion will take them into outer space where they can now find challenges that test their powers and skills to the max. On an alien space station that mysteriously appears over Earth, Heroes and Villains will race to unlock the secrets of the place and be the first to reap the rewards that are only available to the best of the best.

    A brand new Spy Archetype (class), power sets and player costume options will lead to a massive amount of new character and gameplay options. And a significantly enhanced character creator system will now allow characters to customize the effects (looks and colors) of their super powered attacks and defenses.

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    Here is some other things that were mentioned in the survey...

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    1.) New high level Space Station Zones (PVE, PVP, & Co-op)
    2.) Characters that do not wish to change sides are rewarded by becoming exemplary heroes or villains, and earning rewards not available any other way
    3.) Heroes and villains who go to the other side can also act as Double-Agents
    4.) Character Creator 2.0 includes Powers Customization, allowing players to customize not only the character, but also the actual look of its powers
    5.) Players undertake missions that define their character's morality and steer them in a more heroic or villainous direction
    6.) By switching sides (going from good to bad or bad to good), players can access content "on the other side" (heroes can experience villain zones and content, and villains can experience hero zones and content)
    7.) Completely new low-level player experience/zones for new characters in which new characters do not begin a hero or villain, rather become one or the other through early gameplay
    8.) New Spy Archetype, Power Sets & Costumes
    9.) Universal Enhancement Slots - at level 50, these enhance powers to the character, essentially bringing them to a hypothetical "Level 60" once they have earned all ten slots

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    Here are some of the suggested names you had to choose from for the new content...

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    Rogues or Vigilantes
    Rogues or Spies
    Spies or Vigilantes
    Moral Compass or Morality Meter
    Shades of Gray or Crossing Over
    Allegiance or Alliance

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    Now this part of the survey offered information about the new Player Based Mission Content....

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    This is a new module for City of Heroes, fictionally presented as a training exercise for Heroes and Villains, that allows players to build their own Missions and Story Arcs and share them with others in the game. Using an intuitive interface similar to the game's detailed Character Creator, players can create missions by selecting options like size and type of map/environment, mission objectives and encounter types, and difficulty level of each encounter. Additionally, players can write all mission story fiction and character dialogue.

    Players can create their own missions and they can play missions that have been created by other players. Once you have finalized and "published" your missions, they are accessible by all players across all servers. All players can rate player created missions and a Mission Browser lets players find available missions and story arcs through a variety of tabs, sorts and filters in an auction house type environment.

    As missions are played and more people positively rate them, the creator gains rewards and access to unlockable content for his/her missions. Rewards will also be given to players of the missions. Players will gain rewards such as badges and even XP for playing user created missions and StoryArcs.

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    Here is a list of the feature from the player based mission creator...

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    1.) Write your own dialog for all aspects of the mission.
    2.) Build Missions and Story Arcs using a Character Creator-like interface
    3.) Players can build powers for some NPCs by selecting from a group of primary and secondary power pools and attaching them to the NPCs
    4.)Players can build a boss (and other NPCs) to place within their mission by creating its looks in the Character Creator and assigning it the powers of an existing NPC (non playable character)
    5.) Select a variety of components for the overall mission including Level Range, Map, Length, Villain Group, Pacing, Time to Complete, Goals/type of mission, etc.
    6.) Customize Encounters to your preference (Place in End Room, Select Villain Group, Name Boss, Select Critter Type, Select Hostage NPC Critter, etc.)
    7.) Using an in-game auction house type interface, other players can find user created StoryArcs across all shards
    8.) Creators can include their own character as a contact within the mission(s)
    9.) Creators don't have access to high level content (environments, NPCs, etc.) until their own characters have encountered/defeated them in the main game.
    10.) Using an out-of-game web interface, other players can find user created StoryArcs across all shards
    11.) Rewarding creators of the most popular content with exclusive unlockable content such as signature heroes and villains or unique maps
    12.) A rating system that allows players to rate missions or flag them for inappropriate content, allowing the developer to remove bad content and potentially ban players
    13.) Players can enter the mission maps to adjust placement of the NPC spawns from their pre-selected positions

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  17. Not sure if this was ever addressed but it would be nice to have a "Sewers" on Mercy Island!