konshu

Super-Powered
  • Posts

    539
  • Joined

  1. Quote:
    Originally Posted by MrCaptainMan View Post
    THis morning I set the difficulty back to 1 and tried again. It turns out I had missed a little cranny with another EB in it. He also tried to runa way, which was annoying, but I finished the arc. Playing it at a team size of 8 was certainly an interesting experience, but the lack of narrative was a bit disappointing. I got nearly 4 levels on it, though, and approx 1500 tickets!

    Eco.
    I'm amazed you made it! lol

    But yes, that final mission in the arc ... you have to do some searching because the idea is there are foes arriving behind you to close the trap.

    As for the master villains running away ... that's something I like to use; not for game purposes, but story purposes. I know it runs counter to convention in CoX, but in the comics I read as a kid the master villains always tried to escape at the end if the fight was going against them. They wanted to live to fight another day.

    As for the "lack of narrative" ... there was just a lack of clues. The whole story is there; there's nothing missing. The souvenir doesn't contain a full recount of the situation, but if people really want that, I should be able to include it once i17 hits.
  2. If I wanted to play the ITF, I'd be hoping for B - as I normally try to knock off the ITF soon after I hit 35, and I rarely run it again.

    But I'd assume they're recruiting only level 50s, because that seems to be a prevalent bias with many ITF teams.

    So my normal pattern is to inquire.
  3. Quote:
    Originally Posted by Golden Girl View Post
    I don't think there was anything ever said about that offically.
    Actually, I think they did talk about it back when Jack was in charge. The Wellman arc on redside that features a rebuilding Boomtown first appeared in 2005. I think the expectation at that time was that a revamp of Boomtown was on its way.

    I think that's also when the area at the northeast of Steel Canyon changed to a construction site. That was probably before 8/05, as I believe it preceded the Hellion fires.

    Quote:
    First, they didn't say they have zero plans for revamps - they said they they'd rather concentrate on new zone, but that older zones would get looked at if they tied in with the new content.

    Second, war Witch said at Pax that she'd love to go through all the old hazard zone sand make them better.
    The devs don't hate revamps, and they haven't said they'll never do them - new zones have priority, that's all.
    It seems that every time the question of revamping comes up, the devs say "We'd rather do new zones!"

    Personally, I think all of the zones and all of the content could use a revamp.

    Give me a weekend to move all my stuff to San Jose and I'll get right on it!
  4. My arcs are all for lowbie heroes. (@Khonshu)
  5. Quote:
    Originally Posted by Aluminum_Dave View Post
    They seem to have at least some capability for this with the npcs. I mean that Creepy looking Baby New Year is what? 2 - 2 1/2 feet tall?
    There's also the tiny veteran fairy pets, which appear to have been modeled at normal size then shrunk down.

  6. I would think an easy way to approach this would be to adjust the size of the world, say doubling it to make you appear to be half the size. However, it may be that there are hardcoded bits in the game engine that prevent everything from working properly when the scale is adjusted.

    Another shortcoming to this would be that the graphics would be blockier when the world scale is increased. Tessellation might help with that.
  7. konshu

    Population?

    Quote:
    Originally Posted by rian_frostdrake View Post
    as per globals, i just checked the pinnacle forums, and apparently you should check out pinnbadges, they may be the channel you need.
    Yup, I'm on PinnBadges and it seems to be the most active channel on Pinn right now.

    But in general if you like teaming I would suggest spreading yourself across the servers, especially if you like TF/SFs.
  8. konshu

    Population?

    Quote:
    Originally Posted by kalicous View Post
    Is there cross server instancing now? I mean...if my old turf; Pinacle is dead during my play time should I consider moving my level 50s to another server, or start over on another server? I assume that the whole reason behind Global Channels has got to do with playing in instances with people not on your own server?? Otherwise seems kind of pointless...unless their recruiting you to come to their server.
    I have toons on all servers, and global channels for 10 of them. So if I see a TF or whatever is forming on a server, I can grab a toon on that server and join up.
  9. konshu

    Population?

    Yes, there's fewer people playing CoH/CoV now than in the past. It may also be that players with active subscriptions play fewer hours per month as well, keeping the number of players at any given moment a little lower than before.

    I'm surprised you haven't been heavily flamed, as that's the usual forum response to this question. Maybe it's early and your thread hasn't been discovered yet.

    If you do get the usual six pages of posts telling you what an idiot you are for observing the obvious, please pay them no attention. I think there are actually fewer forum trolls than there used to be, but certain topics - like this one - bring them out of the woodwork.
  10. Quote:
    Originally Posted by LISAR View Post
    Heck just slap a few merits on the longer unlockable story lines...
    I agree with this. An idea I've had for the last few years, that reflects how I like to play, is the "Special Operation."

    The Spec Op would be a type of unlockable arc you can get that is more intense than the regular arc and kind of like a mini-TF. Several of my AE arcs (e.g. "Dante's Inferno," "Live and Let Die," "Hall of the Dancing Tigers") were written with this concept in mind.

    How this would work, ideally, is you get a contact and do a mission from them that unlocks the Spec Op. You do not have to do the Spec Op, or do it at that time, but it is now unlocked. And while a Spec Op can be soloed, since they are more challenging fare, it's the sort of thing where you are encouraged to build a team and run through. At the end, everyone would get a Spec Op reward of some sort, which - depending on the arc - could be a temporary power or some merits. Also, if there is a second arc in the story line, that would be unlocked for everyone.

    Adding Spec Ops would also be a way of revamping old content while providing new content.

    Of my arcs mentioned above, "Dante's Inferno" is intended to be unlocked by Azuria, "Live and Let Die" would be unlocked by Prince Kiros Nandelu, and "Hall of the Dancing Tigers" by Derek Amberson ... all starting contacts.
  11. Quote:
    Originally Posted by Lemur Lad View Post
    All "modern" (I5 and beyond) are designed around roughly the same standard, and that's a standard they came up with after researching what a player's average playtime is.

    After the first rounds of long TFs, it became clear that people really didn't plan or even like making extensive use of the fact that you can stop a TF and pick it up later.

    Longer TFs wouldn't be an issue, if they came up with a quicker way to form teams. As it stands, a big chunk of time comes just getting people together. Unless you have good timing and a busy global channel, the process usually takes 30minutes if not longer.
    Yup, I know about this. I just don't agree that ALL TF/SFs should be shorties.

    I prefer the 90-120 minute focus. I don't want the really long ones (Shard, I'm thinking of you!), and the short ones are like an appetizer to me.

    As GG pointed out, you can spend about as much time recruiting for a shorty as you do playing it.

    One of my suggestions over the years has been to have our TF/SF contacts give multiple choices for their TF/SF. So you could do Posi A, B, or C, for example. Some players would choose the shortest one, some players would choose the one with certain foes, and some players would choose the one with the most merits.

    Although, the problem with merits seems to be that you have to get great gobs of players, especially entry level players, going through the TF/SFs in order to get a beefy merit reward. When the TF/SF is short, and those who play it are few and experienced, the merit reward is a bit lean.

    Having multiple choices for TF/SFs per contact could easily lead to lean merit rewards on all of them.
  12. Quote:
    Originally Posted by Golden Girl View Post
    Reichsman was originally captured and kept in suspended animation in the Freedom Phalanx's main base in Boomtown, which was then destroyed/buried in the first Rikti invasion.

    Reichsman's new base is described as being under Boomtown during the BTF, and it might even be built from the ruins of his former prison.

    The 5th Column vs Council fights feature the 5th Column mocking the Council and their base on Striga Isle, saying their base is in the heart of Paragon City itself.

    I think the chances of a Boomtown revamp as part of the evolving 5th Column storyline are pretty high.
    I would agree with you, EXCEPT ... wasn't the Boomtown revamp supposed to have happened years ago? Right after Faultline?

    I suspect the plan was to revamp Boomtown and use it to bring back the 5th Column. There were probably plans for 5 arcs involving the Council, Arachnos, and the 5th. Then for the anniversary, we were going to get Reichsman back, to cap it off.

    However, what happened is that the devs got busy with other things, they dropped plans for the revamp, and merely brought back Reichsman in the TF/SF.

    That's my guess as to what happened behind the scenes, and I believe the revamp of Boomtown has been entirely shelved.

    Furthermore, my belief is that the devs aren't kidding when they say they have zero plans for revamps at this point.

    For whatever reason, the devs seem to be soured on the notion of revamps. Maybe something happened during the Faultline revamp - a lot of bickering or whatever - and now they just don't want to do those any more.
  13. Lady Jane is better than Fusionette, because we only have to save her ONCE.
  14. Personally, I like the idea of 90-120 minute task forces / strike forces, with that time being based on what a relatively experienced pug team would expect, not necessarily a team built for speed.

    I suppose there can be some shorter TFs/SFs, like Katie and the Ouro ones, but while they are technically task forces they don't really FEEL like task forces to me.

    I've not done all the villain SFs, despite having villains since CoV beta, and my first 50 was a villain. To me the SFs don't feel all that task forcey. They're more like Katie.

    I'd prefer something a little longer, with a deeper story, and more merits.
  15. It would be a nice alternate animation if they can do it.
  16. I'd like to see the devs hire someone and tell them to add content to redside, including new SFs. If they're good, they'll have some decent stuff up within 6 months.

    One SF I'd like to see, as a parallel to Posi, is a Veluta Lunata SF, for ranges 10-15. Her arc is virtually inaccessible for players at level 12, so why not convert the contact and the arc (with some modification) into a SF?

    There's so much that could be done. I just wish it WOULD be done.
  17. It's early in development, so they might change it up a bit. But for me, I'd have to say the video didn't make me want it.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    Utter, utter BS.
    Thats like saying "I'm going to give my car new bodywork and lots of shiny lights, despite the fact the chasis is rusting, because repairing the chassis is less economically effective."
    I think the devs believe the original hero content is good enough to get and keep subscribers.

    I disagree. I think the rest of the game is good enough to get subscribers, but the majority of the hero content actually puts them off.

    That's not just my opinion. I've been hearing players in my teams crab about it since 2005.

    Who knows how many players we'd have in the game if the devs paid more attention to the value of the content?
  19. Quote:
    Originally Posted by Dispari View Post
    Blueside especially has a TON of zones that nobody ever uses and never will unless they change. Not only that, we've seen EXCEEDINGLY successful revamps (Faultline, RWZ) as well as failed new zones. Cimerora -- admit it, if there wasn't a TF there would anyone ever go there? It's just like Terra Volta. It only exists because there's something good in it. If you put the ITF in Ouroboros, Cim would be as dead as Dark Astoria.
    I agree. Cimerora is a textbook example of what NOT to do. It's very pretty, but when you compare the art resources used with the amount of game play for the zone ... yikes! The dev effort was like 10% game play and 90% new art.

    Seems to me we could have something closer to the opposite. A refreshed zone with 90% new game play and only 10% new art.

    People who are saying we don't need ANY new art are probably fooling themselves. Some new art is always good. But it shouldn't be the sticking point over which old zones fail to get revamped.
  20. Quote:
    Originally Posted by Leandro View Post
    That'd be nice for nostalgia purposes. A couple of "patrol" missions that are not a slice of the zone; just the whole freakin' zone. The mission "plot" is that you need to gather some information about the zone before the flood/second Rikti war, so you go in, click several glowies scattered over the map, and the mission is over. All the low level spawns left as-is.
    I'm all for using the older versions of the zones as time travel.

    I think they could possibly look at doing that with Boomtown as well, once they revamp it.

    Sad to say, though, judging from War Witch's words at PAX, it sounds like we're not getting any revamps. That old policy seems etched in impervium.
  21. I wish they'd hire ONE new dev and say, "Hey, you are here to create a steady stream of new content. While you can implement your own ideas, we strongly suggest you exploit the existing lore. Players have been clamoring for new content that reflects the unexplored lore behind Perez Park, Boomtown, and Dark Astoria. Now ... get to it!"
  22. Quote:
    Originally Posted by Zamuel View Post
    For story reasons, we think Crey is benevolent until about midlevel, it's just that the game does a poor job of portraying that. Oh note, there's a Crey guard in the hero tutorial.
    Well ... I guess that brings up several points.

    One: The whole "Countess Crey" storyline would have A LOT more impact if we'd been working alongside Crey corp. for several levels before finding out about their evil side.

    Two: Some Crey employees are not bad guys. Posi used to work for Crey. So perhaps the company is ... I dunno ... 80% decent people laboring under the impression the company is good, and 20% bad guys.

    Three: The idea that villain stories progress as we go up in level never seemed to me to be all that well done. I'd much prefer a system in which one arc unlocks another arc, so as you do content the story unfolds. I think that's more of what they were aiming at.

    If you have stories that unlock one another in a progression, then I have no problem with the story of corruption at Crey being something that starts at level 1. I also think there should be more content related to Hero Corps, the various time-honored supergroups (Regulators, Dawn Patrol, etc.), and perhaps the struggles related to the origins of the FBSA.

    There is just so much in the lore that you never get a sense of through playing the content.
  23. Quote:
    Originally Posted by Lord Mayhem View Post
    As much as I love QoL additions, I just want the Devs to focus on adding content to existing zones now and more mission types/variety. Don't add more outdoor zones - get those artists and world designers working on new tilesets and instance maps instead - we spend 90% of our time in this game inside instances, so lets have some more variety there - most of the criticisms I see from non-subscribers on MMO fansite/news-site/blog comments cite repetitiveness of the instance maps as the main reason they quit CoH (and they usually mention warehouses and caves...) and that it's the main reason others should avoid playing this game. That needs to be tackled asap.

    I have faith in War Witch - I think she's more in favour of adding mission content than Positron was (he obviously likes new systems - maybe because they were more interesting for him to work on), as his tenure was rather content-light and system-heavy - I just hope she gets to read this thread to see how we all feel about this issue.
    Agreed, but ... I don't have faith in War Witch just yet. Just a bit of frayed hope.
  24. Quote:
    Originally Posted by GGG247 View Post
    I understand the need for the "accuracy" concept in the game, but this should NEVER apply to hitting static items. I hate that my high level superhero swings at a giant vault door and misses. How does THAT happen? Or when you blast a cardboard box and miss (!).

    Make accuracy 100% on static items so we don't all look like putzes in from of our teammates ("He missed that trash can! Loser!! LOL")
    Yeah, I could see the static items having -Def and possibly +Res.
  25. Quote:
    Originally Posted by Golden Girl View Post
    I'd like a lot of the contacts to be moved inside, just for variety - like half the police contacts are inside, so I think it'd be nice to be able to go into someone's office, or even their apartment to talk to them, rather than doing it on the street all the time.
    For example, instead of Maria Jenkins standing in Poseidon Square by the statue, she'd be found in her apartment in the building opposite the statue.
    One of the things I've wanted to see since I started is virtually all contacts moved into instances.

    The only contacts that need to be in zone are open contacts, like the Security Chiefs, Wincott, Gordon Bower, Stephanie Peebles, Jim Temblor, etc. And with existing game mechanics, even these could be altered to be instanced.

    What are the advantages of going instanced? Here are a few.

    One, you can meet your contact in a variety of places, instead of always trudging back to the same spot. I realize we use cellphones for missions a lot, but the way the game is presently arranged when you use the cellphone the other players on the team don't automatically see the contact exposition related to the new mission. If you could visit the contact via instance, everyone could see the new mission info if it was given as dialog.

    I'm not saying we should replace cellphones, and I'm not saying we should slow down all gameplay by forcing whole teams to travel to instances, but it might be nice to have another option to work with.

    Two, you can put the contact on different maps. For example, you could meet Azuria at a magic shop, you could meet her at a MAGI HQ, you could meet her at the Midnighter's library, and you could meet her at the MAGI vault. This helps tell story visually.

    Three, you could show interaction between your contact and other NPCs. Again, this boosts visual storytelling possibilities.

    Four, if it fit the scenario, you could exit the instance directly into the mission. In other words, you enter the MAGI HQ, you click to get mission dialog, and then a red arrow points to another door or portal in the HQ which takes you directly to your mission.

    Five, it might even be possible to construct a situation where you can exit multiple doors for the option of simultaneous missions (one mission, but occuring on separate maps with multiple objectives).

    Six, you don't have that annoying situation where your contact may always be found standing at the same spot, day or night, inactive, with everybody else crowding around. Instead, you get the feeling the contact is always there for you as part of your specific mission.

    FWIW, this is more or less how I did it when I made a simulation of CoH using the NWN toolset. I thought it worked very well.