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Another neutral pet form would be the one used for the waterspout PPP power.
It may be possible to take a recolored energy pet and make it an alternative form for each of the Praetorian pets. Just copy over the powers from the Praetorian pet and use the standard energy pet animation. -
Lump me in with the players who would prefer a Lore pet that is themed to the character and not to Praetoria.
If only one pet can be added to the present list, I'd take an energy pet, say, something like a PB's Photon Seeker. (This has recently been adapted for use in WL realm as a Northern Light.) Other forms currently used as pets could include Unchained Nictus and Voltaic Sentinel bodies. These could be recolored if there is a desire to make them visually distinct from current player pets.
Alternatively, use the PB Lightform energy body, or a slightly tweaked version thereof, if a full-sized body is needed for power compatibilities.
IIRC, years ago a data mining result was posted that showed that a high percentage of toons created by players had the magic origin. Since Praetoria is overwhelmingly science origin, despite the activity of the "magical" Well of Furies, it clashes a lot with magical player concepts.
I'm a player in the mostly magic demographic. Of the 6 toons I have at incarnate level right now, 5 are magic and one is mutant. All of the toons I have on Virtue, Pinnacle, Protector, and Triumph are magic, and so are many of the rest of my toons.
A neutral energy body pet would go a long way toward satisfying the needs of magical toon players as well as science and other origins. I think it should also be easy for the powers / animations team to add bodies like these to the list of pets, since these bodies don't change animation when using powers.
If an explanation is needed for this unshaped power of the Well, um, just call it Unshaped Power of the Well, or something similar. -
Quote:Absolutely!Oh, and this is another thing I'm getting tired of: the global threat that forces villains to help save the world so it'll still be there for them to take over later, whenever that is. While taking absolutely no steps to make this "later" come sooner.
Seriously, how hard would it be to add side "take Cole's stuff" or "take advantage of the distraction to take heroes' stuff" objectives to the Praetorian task forces? They could award badges, but completing them would summon enemy reinforcements, or buff some of the enemies, or otherwise make the main objective more difficult.
It's just redside getting shafted again, lol.
If the only game in town was Praetoria, it would be so much more interesting, as a villain who was intending to resist Cole, to steal objects and technologies and materials from him, to make alliances with the Syndicate, to create mayhem in Praetoria, and to find ways to divide the loyalists and play them against one another.
What we've got instead (and I've not played the new content) is probably something that makes Primal characters look dumb, and the Praetorians look more intelligent and powerful than they should be.
I'm okay with those playing heroes taking a more reactive role, but the villains should be proactive and imaginative. -
I think Praetoria / GR was a flawed concept from the start. I'm completely uninterested in it, and only have GR because I was paid to buy it (I got the $10 deal from BestBuy with a month's sub, so in the end it netted me $5).
I realize the devs thought this was a good way to answer player calls for fresh 1-20 content, but it isn't, and for several reasons.
One, it's a different genre. While the regular game is the player acting heroic or villainous, in the GR mini-game it's a sci-fi empire/rebellion struggle. That's not the same at all, and it doesn't lead new players to anticipate what the rest of the game is like. GR is more like Star Wars than a superhero game. If no one else objected, I'd think marketing, at least, would have an issue with this.
Two, despite player complaints about being shoehorned into particular roles and motives as villains, GR / Praetoria is all about being shoehorned into making moral choices you might not normally make. To take an analogy from pictorial art, I'd say that player motive and morality is best drawn in negative space, not positive space.
Three, no matter how you try to frame it, Praetoria is clearly a goatee universe. It takes a lot of character detail provided in BOTH universes to make a goatee universe intriguing, and the game just isn't structured for that. So a goatee universe in CoH is bound to be superficial and boring. It was appropriate for the original version of the Praetorian conflict to take up just a couple of arcs. Expanding beyond that is overuse, and it makes it a tired theme.
There's so many good things that could be done in the development of the game. GR / Praetoria, in my mind, was a clear mistake, and one that should have been visible from the outset.
I'd still like to see a small dev team get assigned to revamp the existing content. There's so much potential there, and it's all low hanging fruit. -
Quote:I sense ... sarcasm ...That would require non-human skeletons. It's easier to crank Bobcat's damage up to 11 and re-appropriate Malta from a super-sekrit anti-super global conspiracy to mercenaries with sapper guns.
You could probably get by with using the Rikti monkey skeletons for movement and basic attacks, if you want to do custom art and plan on having them basically as contacts. Or if you want to have access to the full player power / animation base, making it easier to have the pets as rescues and helpers in missions, you could run the height slider to rock bottom and make use of the new animal pack costuming.
Or, to create a solution in lore, you could give the pets human-sized animal forms as a consequence of getting Well water in their dish. Just because.
I suppose their main foe could have lapped water up from Hamidon's toilet. No doubt there's some serious mutagens in there.
Anyway ... I can't believe I answered you ... lol
Have a good one! -
While I agree with most players here - and players I've chatted with who don't post on the forums - that it would be great to see a revamp of the content that explores all the dangling plot threads and forgotten details ... and I can list a lot of these ... I'd have to say that with the present orientation of the development crew, I'm inclined to agree with Venture when he says the storylines he's like to see explored are:
Quote:I think that sketchy as the old mission writing was, it was better and more broadly conceived than a lot of the stuff we've received in recent years. The problem with the old content is that the background was lore rich, but the actual gameplay was simplistic and repetitive. The new stuff we get is much flashier and with more complexly chained objectives - which is nice (to a degree) - but I don't play much of it (just tips right now) because I find the plots are riddled and were probably dashed off in the minimum possible time. (Manager: "I want a new arc/tf completed by noon!" </e whiplash>) Also, there seems to be more of a superhero Saturday morning or Adult Swim cartoon style right now, not the graphic novel or socially-conscious 1970s style that I'd prefer to see.None.
The recent storyline work has been wretched enough that I'd just as soon not see anything but more static set-pieces like the new raid-level events.
Besides, most of it has been left languishing for so long that nothing the developers do to progress or end it is going to satisfy anyone. It is pretty clear that they had (e.g.) no idea what "The Coming Storm" is or who Mysterious Letter Writer Guy really is and have just been playing for time all along. Almost anything could be written to fit what little information has already been put out there, so really, who cares?
Furthermore, we've had abundant evidence in recent years that the writers don't research the lore very deeply before creating new arcs and task forces. If the dialog is snarky and snappy, the work is deemed satisfactory and the job is done. Which is a shame.
So if there's no desire to create quality stories, please don't bother following up on dangling plot threads. It will just create more continuity problems, because it will be poorly done.
Instead, just give Statesman some pets that accidentally drank from the Well of the Furries, like a dog and a cat, and write a bunch of arcs and task forces about the amazing adventures of Statesdog and Lord Reclusive Cat, and their friends. I think that would work about as well.
(khonshu <---- grumpy old man with degree in English) -
Quote:This sounds great, but it's hard to coordinate it with authors and players in AE as it presently exists. Unless someone has a better plan, I'd guess the only way to signal that some arcs are a part of this project would be to add another AE keyword (like REVAMP), but from what I've seen the keyword approach doesn't work outside of a relatively small group players who know the keyword and care to give it a try.On another thread, we talked about a way to semi-redo the older content:
http://boards.cityofheroes.com/showthread.php?t=243232
The idea we had was to use AE to re-create the arcs, modernizing them. If you're serious, why not join the effort? The devs don't have the manpower to redeux old content, but we do.
As for individual efforts, if we weren't limited to just 8 arcs, I'd already have written a significant amount of new material for the early hero and villain contacts. I don't know how many arcs I'd have written if I had unlimited arc slots, but I'd guess at least 20, probably more. Like many here, I suppose, I've been thinking about what I'd like to see in the game since I started playing.
BTW, I don't buy the argument that the devs "lack the resources" to add to or revamp lowbie content. It's not that hard. One person could make significant headway. I think the problem is simply that they are opposed to the project; that it isn't a sufficiently valuable use of time for the company. -
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Quote:If you do it, then welcome to the club!I'd create a series of 1-10 MA arcs, advertise them, and tell people there's an alternate levelling path.
If I was going to fix it, that's what I'd do.
Maybe I should.
I've got 8 lowbie arcs up that are all canon-related, heroic, relatively challenging, non-humorous stories.
A recent patch broke a map in one of the arcs, "Live and Let Die," and since dialogue with the devs hasn't gone anywhere on that, sometime soon I'll be dropping that one in favor of a new arc, probably one in my "Tutorial Arc" series (which aims to bring new players quickly up to date by condensing all of the core CoH story into about 6 arcs, with some new material too, to keep it lively).
You can find my arcs by searching for @khonshu (spelled differently from forum name). -
Quote:Are there any other tier 9s that are ally-targeted?I'd be okay with Noxious Gas just becoming ally targeted with the tier3 pet values. Toggle or click, I don't mind.
I suspect the soloists would cry out en masse if this was done.
I believe the best course is to make it a PBAoE on the caster, using tier 3 pet values. -
Quote:LOLI was especially annoyed during the Indigo/Crimson arc how often Crimson sends you to Indigo, who is the person who introduced you to Crimson. Logically you'd think,"Hey, I have Indigo's number, I'll just call her an-" NOPE. You apparently got Alzheimer and forgot all about Indigo, and so did she, as she addresses you like she'd never seen you before.
Seems like this could be fixed. -
Quote:I can see where a big problem might be meeting deadlines, with design quality getting sacrificed in order to have new things released to keep the player base happy.The notion that balancing reward systems or combat systems is an impossible, and therefore ludicrous task, is itself ludicrous. ... [It may be difficult.] ... But you don't, as someone else put it, "give up." Giving up on game balancing is giving up on game design, period.
As I've said a million times before ...
If we had a small number of people (1-4) on the design team whose sole job was to release new content on a monthly or similarly frequent basis, it would buy the rest of the design team more time to complete and fully test the larger new features. There would be less of a need to rush projects out that are barely half-baked, as AE was. -
Quote:It's possible, perhaps, that the new people you are seeing are part of the existing player base who switched servers.I'm not disputing what you said, i can't, i don't KNOW the numbers. I just know from first hand experience, on a small server, there seem to be more "new" people or names i haven't seen running around then there was a year ago. Teams, at least on blue side, seem somewhat easier to get. It feels like more people are around not less. I'd imagine a 40% drop in membership would be very noticeable. *shrug*
I know I've made some changes with my toons and in the past several months have played a lot on Victory, Liberty, Triumph, and Pinnacle, and hardly any on Freedom and Virtue. -
Quote:I agree that content with a good story and appropriate rewards can be played more than once. However, most people would appreciate playing several new stories in a row before returning to good stories for replay. It's hard to have this in the game right now.Story is a reason to play an arc once.
A story with good XP, good meaning equivalent to canon story arcs is a reason to play that arc again. And again with your friends. And again with a random PuG. It's a reason to tell everyone you meet about it.
As far as canon content goes, it's clear to me we need more of it, with more frequent introductions of content and more of higher quality. Players have been requesting this for a long time. I think it is possible that if players felt rewarded by content, at least some players would be spending less time grinding to exploit loopholes in the system.
In other words, it's possible that to some extent the exploiters are bored with the current status of the game.
As far as AE goes, I think we need better systems for managing it, like bookmarks / favorites, a different rating system, and so on, which should have been part of the system from the beginning. Players have been requesting this since AE's beta. Some of these features are not very time-intensive on the part of the development team.
Paragon Studios has the skill and intelligence to do all of this right. But for whatever reason - whether it's a drive to meet deadlines, poor dev + player communications, narrow developer focus, insufficient number of staff, overly ambitious projects, or whatever - we keep getting problems.
I think the devs have just reconciled themselves to the belief that there will always be problems, and maybe this is a realistic view. But I suspect there are better practices which could be used to further minimize the problems.
(BTW, no, the current nerf really doesn't bother me, and in fact none of the nerfs introduced to the game have EVER bothered me.) -
Quote:I believe it's possible for the devs to fix AE, and to do so relatively quickly. But the fact that so many bugs slipped by during creation and testing of the feature, and so much time has passed since their introduction, that it makes me uncertain about the abilities of the dev team as a whole.I had the highest hopes for AE when it was released and still do to this day. I have, however, chosen to basically stop playing AE missions and making arcs for myself and friends until I can be more certain that the kinks in the system have been ironed out.
Perhaps each dev is doing their job properly as it has been defined. Yet the results of the collective effort are not always encouraging. -
Quote:To me it's a simple issue: make it self-targeted.Fine then, is it going to be a toggle, or click power? If a toggle, how much end drain? If a click power, can it be used on others or just yourself? It can't take range enhancements if your making it a self centered aura (heh an arrogant aura). What aspects of the power under the hood might cause problems because of this change? If a toggle, what about balance issues? Should it still have a chance for an unresistable hold? If not, what will it have? As you can see, it's not just a case of "make it self targeted". There are many more aspects that would have to be worked on.
It should be a click power, not a toggle. It's a tier 9 / nuke. Are there any tier 9s that are toggles?
There would be no range enhancements, as it would be PBAoE on self.
While I'd leave the fine details of balance management to the devs, I see no reason to drop the minor chance for hold.
I'm not sure why there should be a big problem with it. It seems pretty easy to me.
Just think about how the power was justified for a Mastermind, then translate that to a Defender or Corruptor. If anything, because the power is oriented on the caster, and not on a disposable pet, it should be stronger than it was on the MM. This could be handled in many different ways, but I think the most likely way would be to give it a slightly lower end cost and/or a slightly faster recharge than what is given to MMs.
But I think the power is going to be largely in balance if you just make it a PBAoE centered on the caster, at the same 125% strength given to MM tier 3 pets. -
Quote:Well, that's not a difficult problem to overcome. Just consider "self" to be equivalent to the tier 3 or whatever gives the highest debuffs.Not exactly. The problem I believe is that noxious gas has a different strength for the debuffs depending on which tier you put it on. The debuffs are stronger on a tier 3 then a tier 1. It works differently then ally targeted debuffs which always have the same effect regardless of who it's on.
If the power is centered on the caster, then the caster will also get the aggro from the affected mobs. So since there is increased risk, the reward should match appropriately. -
Quote:From my perspective, you don't really need to change the name. I mean, Spines already has toxic effects, other power sets have poison powers, etc.I, for one, would vote for simply changing the set's name to "Chemistry" and porting it to any and all ATs after sufficient changes to the T9. 3 out of the 9 powers can't be said to Poisons anyway.
My first Poison toon is likely to be a cute monster that has Poison powers because it is a monster, but it has decided to fight for good. -
Eco, I was disappointed to read parts of your response, because it seems like you feel I'm telling you what to do, and/or that you're doing it wrong.
That's not it. What I'm doing is describing the system as I see it.
We have different views; I'm just explaining mine.
Another difference we've had is our experiences in play. We've both played the game extensively for years, however you say it's common for the people you play with to stop and read clues, while I can't recall that happening EVER on my teams, except maybe in the last year when I've asked friends to join me on some story-oriented AE arcs. -
If you ask me, the simplest and best thing to do with the Poison tier 9 - Noxious Gas - is to make it PBAoE on self.
Essentially it would be like Choking Cloud but with the power of a rad debuff aura.
Okay, so ... problem solved! Now let's get this proliferated already!!!
<Emits noxious gas till Poison is proliferated.> -
Quote:This is a good question. The difference is small, but important.Whats the difference between a 'narrative popup' and a Clue, apart from the fact that a clue can be re-examined later if necessary?
A narrative pop-up is always brief. It could pop up as a result of any trigger. It appears automatically. It demands immediate attention. It goes away with a click.
A clue, on the other hand, can be long. A number of events can trigger them, causing them to collect in your clue basket. They don't demand immediate attention, so they are best used to give background information that can be read at leisure.
Narrative pop-ups can be used to inform the player of things they need to know at the moment that may be inobvious during the course of play. An example already used in the game would be, "You need a key to open this door."
Clues are not a replacement for narrative pop-ups. Clues are there to tell you about the things that were not revealed by the contact and were not apparent during play.
If a story depends a lot on clues, it is best if the player is solo. Then they can take breaks, read clues, and grasp the story.
However, in a team-oriented game, it is often inconvenient to read the clues as they come up, or even between missions. Usually this is because other members of the team have already played this content and know the story, or they are primarily tactics-oriented players (as opposed to being primarily story-oriented). In this case, a player usually can't read the clues till the play session has ended.
While some players will always like clues, my design goal is to have as much story shown as possible, and as much story displayed automatically as possible, so that even tactically-oriented players can be aware of the story.
Let me try to illustrate this another way. Let's say we have an issue of a comic book where the story is told through all the art panels with action, dialog, and narrative captions. Then let's have two pages in the middle of the comic that have no art, just blocks of text. Virtually all of the audience will read the portions of the comic that have the art, dialog, and captions. A much smaller subset will also read the two pages of prose.
It makes sense to understand your audience and to write to them. So you tell as complete a story as you can through the panels of art, dialog, and captions. This story is told in a very economical fashion, with as much communicated by the art as possible. Then, if you want to add supplementary information that is not absolutely required - it's really just for the hardcore fans - you can put it in the two pages of prose at the center of the issue.
My goal, in writing missions in architect, is to tell the story as much as possible through the art and action, and to use the other tools (contact exposition, dialog, and pop-ups) only as needed, with an eye to economy. Clues could be used - and maybe I would use a few now that the file size has been increased - but the story should never depend on these. Clues would be like the section of prose that is optional content composed for the small population of hardcore fans.
Quote:Do none of your arcs use glowies apart from as patrol/ambush/boss/etc triggers, then?
Quote:Your anti-clue stance reminds me of my initially stupidly strict approach to body bags. One of the many wildly unfair criticisms I made to one of Vs arcs in a 'review' I made in the early days of tge MA concerned his using the body bag object to represent newly dead in battle corpses. He did it because we didnt have normal dead bosy objects to use, and of course it's far better to loosen one's imagination than simply say "we dont have corpses so i wont have them in any arc".
You'll note that devs have the ability to put dead bodies on the floor. That's the right way to do it. Hopefully we'll get that ability in MA. [Edited to preserve NDA.]
Quote:We're unlikely to get 'narrative popups' when we've already got Clues that do mote or less exactly the same thing. Can't you look at clues as a sort of big black speech bubble/programmable entry popup?
That's why we don't get clues telling us we need a key for that door.
Clues are not bad. They're just easy to misuse. One of my big complaints about the game, particularly the content from the first few issues, is that the clues were poorly used.
What the devs did wrong is they used clues to tell the story, and everything else the players saw and did was more or less inconsequential. Contacts would say, "Go bust Unlucky Pete," and you'd enter a warehouse and furiously click on your power tray for a while, and that would be it.
I'm saying we can do a better job of telling story at the moment of play, as opposed to telling story via clues that are optionally read after play. -
Quote:I don't like fanfic, and I can well imagine your sense of dread at the thought of hours upon hours of chained cutscenes filled with tea-sipping drivel.Is it really that onerous to have to make a mouse click to read a Clue?
Oh, and cutscenes in MA? No. Just no.
War Witch: "My heart is heavy at the thought of this terrible misfortune. It is extremely, truly terrible." Sips tea.
Ms. Liberty: Looks at wall clock. Looks away. Looks at watch. Scratches itch near hem of skirt. "Yeah. I know what you mean."
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Quote:Yes, that's pretty much my view. If someone is AFK and something happens that they miss, then either the team fills them in or they don't know what's going on.The advantage of clues is that you can go back and read them at leisure. Pop ups have the potential to be lost in the chaos of combat ("Did anyone see what that said? I was busy breaking Skuls.") and in backscroll (good luck finding it in your chatlog amid all the "Awesome Man has defeated Gravedigger Chopper").
Or would you say that if something gets missed, it can't have been all that important anyway?
It sounds like you're going for an experience that's more like a movie or Television. What happens when someone inevitably has to go AFK because they have to go to the bathroom, or get popcorn, or answer their phone, or deal with a crying baby? Will they just have to deal with being confused when they come back until their teammates are able to fill them in on what they missed?
If the story is decent, it shouldn't be all that difficult to fill someone in. There should be a logical progression of events. If the story is not so good ... well, maybe it doesn't matter if you go AFK. -
Quote:Well ... I do read. I usually spend most of my day reading. But when I play a game (that is not a text game), I like to play.You said you were in the TL;DR crowd. Personally, i can't understand why the fairly small amount of text in the average arc is too much trouble for some people, but then it takes all sorts.
I like to read. For me, well-written prose, dialogue, descriptions, it all adds to the quality of a story. Reduce the text and you might as well make a newspaper mission.
I've played some fun newspaper missions, mind you. But On balance, i prefer arcs with clues.
Eco
I don't think this game is designed to give us text in a fashion that meshes well with game play. I don't even like the contact exposition, and would do away with it if I could.
For example, if instead of the team leader journeying to Atlas to get a block of exposition from Azuria, I'd prefer it if we could journey to an instance where Azuria is present, and by clicking on one thing or another we might trigger a sequence of dialog / animation bits where she speaks and gestures to all of the team that is present.
And if the leader communicates by cellphone, then I'd like for a small cellphone window to automatically splash up on the screens of everyone on the team.
As for clues, what I'd prefer is that there either be text clues that automatically pop-up on everyone's screens, or cutscene type clues that everyone on the team sees.
I'd particularly like to use cutscene type clues at the start or end of arcs to provide a sense of prologue and epilogue.
EDIT: Oh, and another form of "clue" I'd like to use would be a narrative pop-up that could appear as a consequence of any event, not just mission entry or exit.